Skills, Feats, and Flaws

( ⇪ Campaign Setting )

New character options are available.

Skills

Skill Purpose
Concentration Aim as a move or swift action.
Craft Repair a living construct.
Heal Perform surgery to remove wounds.
Intimidate Demoralize Opponent skill option now causes strife
Knowledge: Hypertechnology Know how to use hypertechnology in an unusual way, such as for hacking.
Knowledge: Xenolore An intuition about new alien cultures.
Profession: Doctor Every team needs to have or know a doctor to patch them up.
Profession: Sailor Sailors can instead be hypertechnology specialists.

Skill synergies have been replaced with Skill Advantages.

There’s also an article on Regaining Relevant Knowledge because when you’re traveling around the world or around the galaxy, all those knowledge ranks you’ve acquired may temporarily become near-useless.

Click here for the Skill Descriptions...

Click here for Regaining Relevant Knowledge…

Feats

Feat Prerequisites Purpose
Arcane Feats
Arcane Watchfulness Wis 13, Arcane Focus You enter a state of hyper-awareness that brings the tiniest details to your attention.
Body Awareness Wis 13, Arcane Focus Your deep focus grants you a measure of control over your body.
Defensive Magic Arcane Focus In times of grave danger, you scavenge your spells for immediate protection.
Focused Specialist Arcane Focus, specialist wizard level 1st Your intense concentration allows you to enhance a spell you cast from your school of specialization.
Magical Insight Int 13, Arcane Focus Your clarity of mind allows you to study and interpret magic surrounding you.
Potent Dweomercraft Wis 13, Arcane Focus, ability to cast 2nd-level arcane spells You can spot the weaknesses of your opponents.
Fighter Bonus Feats
Combat Expertise Int 13 You can take a penalty to hit to increase your AC for a round, and you’re better at dirty tricks.
Dual-Piloting Int 12, Eternal Bonds You and another person in your eternal bond with this feat can both pilot the same mecha at the same time.
Multiweapon Training Dex 13 You can fight with a weapon in every hand. You can make one extra attack each round with the other weapons.
Observant Attack Combat Reflexes, base attack bonus +1 You can observe an opponent’s weaknesses and exploit them.
Observant Attack, Improved Observant Attack Your weakness observations extend to every attack.
General Feats
Arcane Focus Ability to cast 1st-level arcane spells Through concentration and preparation your mind can hold special magical energy.
Combat Expertise Int 13 You can take a penalty to hit to increase your AC for a round, and you’re better at dirty tricks.
Dieharder Endurance, non-construct, non-undead, non-swarm Become very difficult to kill.
Dual-Piloting Int 12, Eternal Bonds You and another person in your eternal bond with this feat can both pilot a mecha at the same time.
Empower Psi-Like Ability Psi-like ability at manifester level 6th or higher. Empower a psi-like ability.
Energy Charger Living construct subtype, hypertech subtype. Unlike most feats, this feat can only be taken at 1st level. Bestow positive levels on other hypertech living constructs.
Eternal Bonds Must have a constitution score. You and any number of other creatures have a shared life.
Fey-Touched Inspiration Cha 11, bardic music, must be able to understand and speak Sylvan. You inspire your allies with fey power.
Force Field Generator Construct type, able to cast or manifest at least one spell or power (or use a spell-like or psi-like ability) that creates a force or shadow effect that has a duration of 1 round or longer and does not have a target line. Add the force field descriptor to your force or shadow effects.
Hidden Talent This feat can only be taken at 1st level. Your mind wakes to a previously unrealized talent for psionics.
Hologram Generator Construct type, able to cast or manifest least one spell or power (or use a spell-like or psi-like ability) that creates an illusion that’s a glamer, figment, or shadow which has a duration of 1 round or longer and does not have a target line. Add the hologram descriptor to your figment, glamer, and shadow effects.
Item Familiar Character level 3rd You establish a link to an item which improves in capability as you gain levels.
Master Psithief Ability to manifest 2nd-level powers, steal power Levels in one other manifesting class stack with psithief for stealing powers.
Meldcrafter Any item creation feat You can craft items related to meldshaping.
Mobile Manifesting Concentration 8 ranks Move and manifest at the same time.
Multiweapon Training Dex 13 You can fight with a weapon in every hand. You can make one extra attack each round with the other weapons.
Mystic Awakening This feat can only be taken at 1st level, Int 3 A 1st-level spell is ingrained within you.
Observant Attack Combat Reflexes, base attack bonus +1 You can observe an opponent’s weaknesses and exploit them.
Observant Attack, Improved Observant Attack Your weakness observations extend to every attack.
Powerfully Built Str 16, Con 14. Unlike most feats, this feat can only be taken at 1st level. Gain the powerful build ability.
Quicken Psi-Like Ability Psi-like ability at ML 10th+ Use a psi-like ability as a swift action.
Spellfire Wielder A Constitution score. Unlike most feats, this feat can only be taken at 1st level. You can use spellfire to absorb spell energy, fire destructive blasts, or heal others.
Warforged Component Slot Living construct, non-warforged, craft (metalworking) 1 rank. One of your body slots has been modified to accept warforged components.
Item Creation Feats
Craft Dendrite Knowledge (Architecture and engineering) 1 rank, manifester level 9th Create a dendrite of any 7th-level or lower power
Metapsionic Feats
Explosive Power You can manifest powers that blast creatures off their feet.
Whelming Power Knowledge (psionics) 5 ranks, any metapsionic feat. You can modify a power to deal nonlethal damage instead.
Psionic Feats
Craft Dendrite Knowledge (Architecture and engineering) 1 rank, manifester level 9th Create a dendrite of any 7th-level or lower power
Make Elan Elan, special training You may be the primary manifester in a Make Elan Communal (psionic incantation).
Racial Feats
Make Elan Elan, special training You may be the primary manifester in a Make Elan Communal (psionic incantation).
Wizard Bonus Feats
Arcane Focus Ability to cast 1st-level arcane spells Through concentration and preparation your mind can hold special magical energy.
Arcane Watchfulness Wis 13, Arcane Focus You enter a state of hyper-awareness that brings the tiniest details to your attention.
Body Awareness Wis 13, Arcane Focus Your deep focus grants you a measure of control over your body.
Defensive Magic Arcane Focus In times of grave danger, you scavenge your spells for immediate protection.
Focused Specialist Arcane Focus, specialist wizard level 1st Your intense concentration allows you to enhance a spell you cast from your school of specialization.
Magical Insight Int 13, Arcane Focus Your clarity of mind allows you to study and interpret magic surrounding you.
Potent Dweomercraft Wis 13, Arcane Focus, ability to cast 2nd-level arcane spells You can spot the weaknesses of your opponents.

Click here for the Feat Descriptions…

Flaws

There are many more flaws than are listed here. This wiki just lists a few specifically available in this setting.

Flaw Prerequisites Purpose
Anxiety Prone You must have an intelligence score. You’re particularly vulnerable to stress.
Eldritch Blast Focus, Greater Eldritch blast 1d6 Your eldritch blast requires you have a certain item in-hand.
Eldritch Blast Focus, Lesser Eldritch blast 1d6 Your eldritch blast always emits from a particular body part.
Mind Blade Focus Mind blade Your mind blade is attuned to a particular set of focus items.

Click here for these Flaws’ Descriptions…

Traits

In addition to the traits mentioned on the SRD (except for the Distinctive trait), this setting has a few new traits you can take. At GM discretion, a PC can have up to two traits at character creation, but could gain additional traits over time.

Cyberspacer

You spent so much time in cyberspace that you’re naturally adept at it. However, as a result your social skills suffered.

Benefit: Your avatars in cyberspace get a +1 bonus on Balance, Climb, Jump, Swim, and Tumble (the skill pool skills). Pick one metatag from any chakra list when you take this trait. Your avatars permanently count as having that metatag, even if the physical being isn’t wearing a bondable item.

Drawback: You (and your avatar) take a -1 penalty on all Bluff checks, Diplomacy checks, Gather Information checks, and Intimidate checks.

Hacker

You love messing with nearby signals and breaking into places you shouldn’t. However, your ability to find information physically suffers.

Benefit: When using the signalfinding ability or otherwise finding or hacking a hypertooth signal , you gain a +1 bonus on any Search checks, Knowledge (Hypertechnology) checks, Disable Device checks, and Use Magic Device checks directly involved in the hack.

Drawback: You take a -1 penalty on all Appraise checks, Gather Information checks, Intimidate checks, and Sense Motive checks (including passive Sense Motive).

Recommended Skill Tricks and Feats

Healing Hands skill trick (CSco; since the lowest HP you can have is 0)
Arcane Toughness feat (PH2; since the lowest HP you can have is 0, you can essentially negate any deadly blow outright)
Construct Lock feat (RoE; as there are a LOT more constructs in this setting)
Hibernate feat (DrC; for healing Spell Point Burn quickly)
Mind over Body feat (SRD; for healing Spell Point Burn quickly)
Overload Metabolism feat (PGtE; since the lowest HP you can have is 0)
Energy Charger feat (if you have more than one Hyperion warforged or manikin in the party)

Skills, Feats, and Flaws

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