Added Necrosis in Spell Attack Feats above.

Simple Feats

These should be a refreshing change compared to the complexity of [Spell] Feats ...

Spoiler: Cleave
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[Core] [Strike] Feat
Prereqs: Fighting Level 1.
Trigger: You inflict a Hazard with a weapon melee attack. Either the weapon involved is a Heavy Blade (besides Saber) or an Axe, or you have Momentum.
Effect: Action: Make another melee attack with the same weapon against a different target.


Spoiler: Commander's Urge
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[Boost] [Core] Feat
Prereqs: Fighting Level 6; (Charisma Skill 7 Ranks or Tactician Kit).
Effect: Action: Expend Momentum. Move an ally of yours who can hear you (besides yourself) in Initiative order to a position immediately following you.


Spoiler: Dazing Strike
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[Core] [Strike] Feat
Prereqs: Fighting Level 2.
Effect: [Dominant] Action: Use the Assault or Charge Action. The target may choose whether to oppose your attack with Defense or Fortitude. If the attack inflicts a Hazard, the target is also Dazed until the start of your next turn.


Spoiler: Deadeye Shot
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[Boost] [Core] Feat
Prereqs: Dexterity Skill 5 Ranks; Precise Shot Feat.
Effect: Action: If you have Momentum, roll a Perception Check. If you then choose to expend your Momentum, your next weapon ranged attack this turn uses your Perception Check result in place of its normal Accuracy.


Spoiler: Greater Dirty Trick
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[Boost] [Core] Feat
Prereqs: none.
Effect: Action: Expend Momentum to cause one creature within 2 meters to be Dazed. The target immediately makes a Reflex Save (TN = your Coast Number); if it fails, regain Momentum. At the end of the current turn, the target makes a Fortitude Save (TN = your Coast Number), ending the Dazed condition on a success. Otherwise, the Dazed condition ends at the start of your next turn.


Spoiler: Toughness
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[Boost] [Core] Feat
Prereqs: Base Fortitude +1.
Effect: [Dominant] Action: Exert to heal Vitality Points equal to half of your Maximum Vitality Points (rounded up).
Benefit: Gain a +1 Discipline bonus to your Armor Value.