These are things a character must have to take or use the feat. Typical prerequisites are minimum ability scores, another feat or feats, training in a certain skill or skills, and a minimum character level expressed as a Tier of play.
A character can gain a feat at the same level at which he or she gains all the prerequisites.
A character can’t use a feat if the character has lost a prerequisite.
If there is no listed prerequisite then the feat has none.
Note that the tier listing is a prerequisite in itself.
When a character levels up, he or she may choose to retrain a feat they have for any other feat they meet the prerequisites for. This does allow a character to retrain a Street Level feat for a Heroic feat immediately upon attaining 11th level.
You cannot retrain a feat that is a prerequisite for any other ability you have (including other feats).
Prerequisites: Dexterity 15, Personal Firearms Training
Benefit: Choose a type of single-shot action (bolt-action, lever-action, pump-action). With firearms of this type, you may treat the weapon as if it had the semi-automatic property.
Benefit: You don't grant Battle Superiority during a surprise round. Additionally, you get a +2 feat bonus on all Notice checks.
Benefit: You may use either Survival or Influence on animals, as if using the Influence skill on a creature that could understand your words. Additionally, you get a +2 feat bonus on all Survival checks.
Benefit: You are proficient with archaic melee weapons, including swords and axes.
Benefit: You are proficient with archaic ranged weapons, including longbows and shuriken.
Prerequisite: Constitution 11 or Wisdom 11
Benefit: You are trained in using Light armors.
Normal: Untrained characters take a -1 to the Defense bonus and a -1 to all attack rolls when they wear armor.
Prerequisite: Armor Training (Light), Strength 12, Constitution 13
Benefit: You are trained in using Heavy armors.
Normal: Untrained characters take a -1 to the Defense bonus and a -1 to all attack rolls when they wear armor.
Prerequisite: Armor Training (Light), Constitution 15 or Intelligence 15
Benefit: You are trained in using Powered armors.
Normal: Untrained characters take a -1 to the Defense bonus and a -1 to all attack rolls when they wear armor.
Benefit: When making an unarmed attack you get a +1 feat bonus to attack and damage rolls.
This bonus increases to +2 at 11th level and +3 at 21st level.
Prerequisites: Wisdom 13, Personal Firearms Proficiency
Benefit: When using an automatic or burst firearm with enough bullets loaded, the character may fire a short burst as a single attack against a single target. There are two types of bursts, Narrow and Wide.
Prerequisites: Wisdom 14
Benefits: You aim at the target's legs, trying to keep him from escaping.
Prerequisites: Dexterity 13
Benefits: You aim for center mass, a highly visible and debilitating target area.
Prerequisites: Strength 15
Benefits: You can make a sweeping melee strike that can hit multiple targets.
Benefit: You are trained in unarmed combat, gaining a +3 proficiency bonus to your unarmed attacks.
Benefit: You gain a +1 to attack with attacks of opportunity.
Benefit: Gain a +1 feat bonus to Defense against melee attacks.
Prerequisite: Dexterity 13
Benefit: You have trained to quickly fire a two round burst, increasing your lethality. You must be using a weapon with a semi-automatic rate of fire, or faster.
Prerequisites: Dexterity 13, Defensive Martial Arts
Benefit: When adjacent to at least one opponent, enemies trying to shoot you take a -2 to their attacks. This stacks with any cover or concealment you may have against them.
Prerequisites: Dexterity 13
Benefits: Your close and long range with projectile weapons increases by 25 feet.
Prerequisites: Strength 13
Benefits: Your close and long range with thrown weapons increases by 10 feet.
Optional Feat. Talk to GM before taking.
Benefits: Your gain a +3 bonus to your massive damage threshold.
Special: You can take this feat multiple times.
Benefits: You gain a +4 feat bonus to Initiative checks.
Prerequisites: Intelligence 13
Benefits: You gain a +2 feat bonus to all untrained skills.
Benefits: Reduce your Reputation bonus by -3.
Benefits: You gain a +2 bonus to Defense against attacks of opportunity.
Benefits: You may use a standard action in the middle of your movement. For example, Tom is unhindered by armor and may move 10 feet, fire a weapon, and then move up to 20 feet to end his turn behind cover.
Benefits: You gain proficiency with personal firearms.
Prerequisites: Strength 15
Benefit: When you make a melee attack, you can take a -2 penalty on the attack roll. If the attack hits then you gain a bonus on your damage roll (see the chart below). The attack penalty never changes.
Level | Bonus Damage (Two-handed Weapon) |
1 to 10 | +2 (+3) |
11 to 20 | +4 (+6) |
21 + | +6 (+9) |
Prerequisites: Dexterity 13
Benefit: You may draw a weapon (or object stored in a belt pouch, bandoleer, or similar container) as part of the action of using it.
You gain a +2 feat bonus on Initiative.
Benefit: You gain a +3 feat bonus to Reputation
Prerequisites: Constitution 13
Benefits: When you use the charge or run actions, increase your speed by +2.
Prerequisites: Strength 13, Dexterity 13
Benefits: Once per encounter you may make a running attack.
Prerequisites: Strength 14
Benefit: You gain proficiency with shields.
Benefit: You are proficient with simple melee weapons.
Benefit: You are proficient with simple ranged weapons.
Benefit: Choose a trained skill. You gain a +3 feat bonus to checks with that skill.
Benefit: You gain training with the chosen skill.
Special: You may take this feat multiple times, each time selecting a different skill to become trained in.
Benefit: You gain +5 hit points at 1st, 11th, and 21st levels.
Prerequisites: Dexterity 13, Two-Weapon Fighting
Benefit: You gain a +1 shield bonus to Defense and Reflex while holding a weapon in each hand.
Prerequisites: Dexterity 13
Benefit: While holding a weapon in each hand, you gain a +1 bonus to damage rolls with your main weapon.
Select a class of vehicle (general purpose ground vehicles, heavy wheeled, powerboat, sailboat, ship, tracked, animal vehicles, general purpose aircraft, heavy aircraft, helicopters, jet fighters, or spacecraft).
Prerequisite: Trained in Drive
Benefit: You gain a +1 to all Dive checks when controlling the chosen class of vehicle. This benefit increases to +2 at 11th level and to +3 at 21st level.
Benefit: Choose a specific weapon group, such as light pistols or heavy blades. You gain a +1 feat bonus to damage rolls with your chosen weapon group. This bonus increases to +2 at 11th level and +3 at 21st level.
Special: You may take this feat multiple times, each time applying it to an additional weapon group.
Benefit: Choose a weapon you are not proficient with. You are now proficient with that weapon.
Special: You may take this feat multiple times, each time applying it to a different weapon.
Note: There are other feats that grant training in many weapons, though they may not include the specific weapons you want.
Benefit: Your wealth score increases by +3. You gain a +1 bonus on all professional skill checks.
Special: You may take this feat multiple times.
Prerequisites: Dexterity 13
Benefit: Once per round, when an opponent makes a melee attack against you and misses, you may make an attack against that opponent as an immediate reaction.
Prerequisite: Armor Training (Light), Constitution 15
Benefit: You gain a +1 feat bonus to defense when wearing Light armor. You reduce the armor check penalty of Light armor by 1 (minimum 0).
Prerequisite: Armor Training (Heavy), Dexterity 15
Benefit: You gain a +1 feat bonus to Defense when wearing Heavy armor. You reduce the speed penalty of Heavy armor by 5 feet.
Prerequisite: Armor Training (Powered), Constitution 15
Benefit: You gain a +1 feat bonus to Defense when wearing Powered armor.
Prerequisites: Strength 13, Dexterity 13
Benefit: You injure your foe's arms, impairing his or her ability to fight.
Prerequisites: Dexterity 13, Defensive Martial Arts
Benefit: Once per round, when an enemy misses you with a melee attack you may make an immediate Trip attempt against him or her.
Benefit: You gain a +1 feat bonus to all defenses against Ranged, Area, and Close attacks.
Benefit: When you score a critical hit, you deal an extra 1d10 damage.
Benefit: You ignore the -2 penalty for making attacks at long range.
Benefit: You gain a +5 ft feat bonus to your movement when you Adjust.
Prerequisites: Charisma 15, Trained in Influence
Benefit: With a glare and a sneer you freeze your enemies in their tracks and cause their aim to falter. You may use your Frightful Presence once per encounter
Benefit: When you make an Acrobatics or Athletics check, you may roll twice and use the higher result.
Prerequisites: Strength 17, Cleave
Benefit: You spin in a vicious blur, striking all around you.
Benefit: Gain a +2 to Fortitude defense.
Prerequisites: Combat Martial Arts, Strength 15 or Wisdom 15
Benefit: Your unarmed attacks have Stopping Power (see Alloy Weapons for details).
Benefit: The character may stand up as a Swift action. Additionally, the character gets a +2 feat bonus on all Acrobatics checks.
Benefit: Gain a +2 to your Will defense.
Prerequisites: Strength 13, Brawl
Benefit: Once per encounter you may attempt to incapacitate a foe.
Benefit: Gain a +2 to your Reflex defense.
Prerequisites: Combat Martial Arts, Dexterity 15 or Wisdom 15
Benefit: You can incapacitate foes with a vice-like pinch.
Benefit: If you make a ranged attack against a target within 25 feet of you then your attack ignores cover and concealment less than total.
Benefit: You can attack an opponent as easily as if touching him. You may use the following ability once per day.
Prerequisites: Dexterity 15, Shield Training
Benefit: You gain a +1 feat bonus to Defense and Reflex when using a shield.
Benefit: When you roll initiative, roll twice and take the better result.
Prerequisites: Intelligence 13
Benefit: If a target has cover to you, and there is a conceivable line of sight, you may bounce your ranged attack off of a hard object and hit the target.
Prerequisites: Strength 13, Personal Firearms Training
Benefit: When using the Spray special autofire attack, you may shape the area into a wall of lead.
Prerequisites:
Benefit: When using a firearm with the semi-automatic property, you may treat it as having the burst property.
Prerequisites: Dexterity 13, Intelligence 13 or Wisdom 13, Defensive Martial Arts
Benefit: At the beginning of your turn, designate one adjacent enemy. That foe does not get to apply ability bonuses to attacks against you until the beginning of your next turn. However, he or she does apply ability modifiers to damage, as normal.
Prerequisites: Combat Martial Arts, Strength 19, Dexterity 19
Benefit: When you make a melee weapon attack with an unarmed strike, you can score a critical hit on a natural roll of 19 or 20.
Prerequisites: Strength 21, Constitution 17
Benefit: When you make a melee weapon attack with an axe, you can score a critical hit on a natural roll of 19 or 20.
Prerequisite: Wisdom 13 or Trained in Notice
Benefit: Adjacent creatures do not gain the benefits of concealment or invisibility against you. This means you do not have to guess at their location, they can't use Stealth without cover, and you may make attacks of opportunity against them.
Prerequisites: Strength 19, Constitution 19
Benefit: When you make a melee weapon attack with a hammer, mace, or staff, you can score a critical hit on a natural roll of 19 or 20.
Prerequisites: Strength 15, Dexterity 15, Wisdom 13
Benefit: You attack your enemies senses, blinding them.
Prerequisites: Dexterity 15, Wisdom 15
Benefit: You carefully aim at the brain case, crippling your victim.
Prerequisite: Wisdom 13, Far Shot
Benefit: Once per encounter you may make a perfectly aimed ranged attack.
Benefit: The first time you score a critical hit during an encounter, you regain the use of one encounter attack power of your choice. If you use an attack that target's multiple foes, you gain this feat's benefit only on the first attack roll you make.
Prerequisites: Strength 19, Dexterity 19
Benefit: When you make a melee weapon attack with a flail, you can score a critical hit on a natural roll of 19 or 20.
Prerequisites: Dexterity 17, trained in Acrobatics
Benefit: You can move through enemies' space. This movement provokes attacks of opportunity as normal. You can't end your movement in an enemy's space.
You can also move across corners, even if a wall corner would normally block such movement.
Prerequisites: Strength 21, Dexterity 17
Benefit: When you make a melee weapon attack with a heavy blade, you can score a critical hit on a natural roll of 19 or 20.
Prerequisites: Strength 17, Dexterity 21
Benefit: When you make a melee weapon attack with a light blade, you can score a critical hit on a natural roll of 19 or 20.
Prerequisites: Strength 21, Constitution 17
Benefit: When you make a melee weapon attack with a pick, you can score a critical hit on a natural roll of 19 or 20.
Prerequisites: Dexterity 21, Wisdom 17
Benefit: When you make a ranged weapon attack with a heavy rifle, you can score a critical hit on a natural roll of 19 or 20.
Prerequisites: Strength 19, Dexterity 19
Benefit: When you make a melee weapon attack with a spear, you can score a critical hit on a natural roll of 19 or 20.
Benefit: When you score a critical hit with a melee attack, the target takes a -2 penalty to attack rolls and defenses (save ends).
Prerequisites: Trained in Acrobatics
Benefit: You can ignore the effects of difficult terrain on your movement.
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