Feats Not in the Books

Mech Pilot
Prerequisite: Dex 13+
Benefit: You can make the mech move (walk or trample) as a move action rather than a standard action.

Mech Rider
Prerequisite: Dex 13+, acrobatics and experience riding on the outside of a mech.
Benefit: You do not need to make the acrobatics check for every round that you are on the outside of a mech concentrating on riding. Instead, you only need to make the check when you are taking actions on the mech other than just riding it.  You get a +4 to these checks as well.

Speed Freak
Prerequisite: Dex 13+, Mech Pilot.
Benefit: While piloting a Mech, add 2 to its speed value.

Weapon Proficiency (Specific type of Mech)
Prerequisite: Previous experience using the mech you are proficient in.
Benefit: You gain the proficiency bonuses to hit when using the onboard controls of the mech for weaponry as stated in descriptions.

Mechanized Combat Practice
Prerequisite: Dex 13+, Mech Pilot.

Benefit: You are proficient with the weapon systems of all mechs. When using a mech that you don’t have weapon training for, you may add half the proficiency bonus into your attack.

Mech Dancer
Prerequisite: Dex 13+, Mech Pilot Feat, Training with the Iron Tooth Clans.
You have spent time among the Iron Tooth Clans and are now so good at piloting your Mech, you can literally make it dance.
Benefit: You can add half of your level and your dex bonus to the defense values of whatever mech you pilot.

Mech Fu
Prerequisite: Dex 15+, Mech Pilot and Mech Dancer Feats and Training with the Iron Tooth Clans.
You are extremely proficient with the unarmed attacks of your mech.
Benefit: When an enemy mech misses you with a melee, you get an immediate counter attack (unarmed Mech Attack) as a free interupt. If an enemy mech hits you with a melee attack of any sort, you may try to block the attack by making an attack role against their attack roll. If you fail this roll, you take full damage from the attack (ie an attack that does 1d10+10 damage automatically does 20 damage to your mech). If you succeed, the enemy’s attack is deflected away from you.

Mech Joust Lord
Prerequisite: Dex 13+, Mech Pilot Feat, Training with the Iron Tooth Clans.
Benefit: Add 1d6 and your dex bonus to unarmed damage caused by your mech attacks.

 

Armor Proficiency (Power Armor)
Prerequisite: Armor Proficiency - Plate.
Benefit: You gain can use Power Armor without penalty.

 

Cannon Bearer [Fighter]

Prerequisite: Fighter, Weapon Proficiency [Cannons]
Benefit: Your hand cannon is no longer an improvised melee weapon, but instead is the equivalent of a "Maul" martial weapon. Any feats, powers, or class abilities applicable to a maul can now be applied to your hand cannon when using it as a melee weapon.

Pistol Club
Prerequisite: Proficiency with a pistol
Benefit: Rather than use your pistol as an improvised melee weapon, you can use a pistol as a "club" melee weapon.

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