Fast Focus

THE FAST FOCUSAbility: Dexterity

Focus Bonus:
+1 Def
+1 Reflex Save

Defensive Talent Tree
The Character gains the ability to improve his or her innate defensive talents as the hero attains new levels.

Evasion
If the Character is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Character suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.

Uncanny Dodge 1
The Character retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
Prerequisite: Evasion.

Uncanny Dodge 2
The Character can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, uncanny dodge 1.

Defensive Roll
The Character can roll with a potentially lethal attack to take less damage from it. When the Character would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Character can attempt to roll with the damage.
A Character spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Character must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent.
Since this effect would not normally allow a character to make a Reflex save for half damage, the Character’s evasion talent doesn’t apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.

Opportunist
The Character can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Character’s attack of opportunity for that round. Even a Character with the Combat Reflexes feat can’t use this talent more than once per round.
Prerequisite: Evasion

Increased Speed Talent Tree
The Character can increase his or her natural base speed.

Increased Speed
The Character’s base speed increases by 5 feet.

Improved Increased Speed
The Character’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
Prerequisite: Increased speed.

Advanced Increased Speed
The Character’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).
Prerequisites: Increased speed, improved increased speed.

Nip-Up
A Character can stand up from a prone position as a free action that does not provoke an attack of opportunity. Can only be done in light armor or unarmored.

Close Combat Shot
A Character gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity.

Extra Step
A Character can spend an action point to take an extra 5-foot step during her turn, as a free action. This extra 5-foot step does not provoke attacks of opportunity.

No Trace
The Character knows how to hide his own tracks, and at his choice, move into “No Trace” mode. All attempts to use the Track feat against the Character (though not allies) treat the ground as “firm” for purposes of success. In addition, the DC of any attempts to use Computer Use, Gather Information, Investigate, and Research on matters involving the Character are increased by the Character’s level.

Quick Draw
The Character gains the ability to draw his weapon as a free action. This applies only to the weapons for which the Character has Weapon Focus.
Prerequisites: Weapon focus.

Weapon Focus
A Character gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Character must choose a specific personal firearm.
The Character adds +1 to all attack rolls you make using the selected personal firearm.

Weapon Specialization
The Character gains the Weapon Specialization feat. He gains a +2 bonus on damage rolls with a chosen light slashing or piercing melee weapon. The Character must have Weapon Focus in that weapon in order to gain Weapon Specialization.
Prerequisites: Weapon Focus

Greater Weapon Focus
A Character receives a +2 competence bonus on attack rolls made with the firearm selected for the Weapon Focus ability.
Prerequisites: Weapon Focus

Greater Weapon Specialization
The Character gains Greater Weapon Specialization with a light or smaller melee weapon with which he has Weapon Specialization. This ability increases the bonus on damage rolls to +4 when using the selected weapon.
Prerequisites: Weapon Specialization

Bullseye
A Character becomes so adept at using the firearm to which he or she has applied Weapon Focus and Greater Weapon Focus that the Character’s attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the Character can spend 1 action point to deal +3d6 points of damage.
Prerequisites: Weapon Focus and Greater Weapon Focus

Find the Mark
The Character increases his threat range by one when using any melee weapon with which he has Weapon Finesse. A weapon that would threaten a critical on 20 would now do so on a 19 or 20, and one which threatens on a 19 or 20 would now do so on an 18 to 20. This ability works with other abilities which increase threat ranges.
Prerequisites: Weapon Finesse

Deflect Missiles
The Character can use his melee weapon to deflect missiles in the air, including arrows, spears, bolts, and bullets. This is a supernatural ability and costs an action point to activate.
If armed with a melee weapon with which he has Greater Weapon Specialization, the Character may spend an action point to allow a Reflex save (DC 20 +1 per enhancement bonus of the attacking weapon). If he succeeds, he deflects the missile harmlessly away. The Deflect Missiles ability applies to bullets from handguns and long arms, but not exceptional missiles (such as magic missiles or particularly large items). If used successfully against a grenade attack the grenade automatically scatters (as normal rules) and then explodes.
Prerequisites: Greater Weapon Specialization

Touché
The Character is so adept are using his chosen weapon (with which he has Greater Weapon Focus) that attacks with that weapon can deal additional damage. With a successful attack with this weapon, before damage is rolled, he can spend 1 action point to deal +3d6 points of damage. This damage is not doubled by the effects of critical hits.
Prerequisites: Greater Weapon Focus

Defensive Position
The Character gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has one-quarter, one-half, three-quarters, or nine-tenths cover.

Lightning Shot
A Character can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Character may make one extra ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.

Sharp-Shooting
If the Character uses a personal firearm to attack a target, the cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is reduced by 2.

Sweep
A Character knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Character. The Character can use this bonus at the start of an encounter.
Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.

Improvised Implements
A Character no longer takes a –4 penalty when wielding an improvised weapon. Also, the Character is able to make do without proper equipment in certain circumstances: the Character no longer takes a –4 penalty when using the Climb and Disable Device skills without the proper tools.

Skill Mastery
The Character selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a check using one of these skills, the Character may take 10 even if stress and distractions would normally prevent him or her from doing so.

Improvised Weapon Damage
Any attacks with improvised weapons deal more damage. The Character treats improvised weapon as one size category larger than it is for the purpose of determining the damage it deals.

Improved Sweep
A Character’s ability to get the lay of the land improves. Now the Character not only spots potential perils with a successful check, he or she can determine the relative strength of these dangers. A successful check relates the danger’s strength compared to the Character: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD).
Prerequisites: Sweep

Without a Trace
When a Character uses any of the following skills: Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, and Sleight of Hand, those using Investigate, Listen, Awareness to detect the Character’s activity take a –4 penalty.

Hit the Weak Spot
A Character knows enough about vehicles to know the best way to damage and disable them. Whether using a weapon or another vehicle, the Character ignores the first 5 points of hardness when attacking a vehicle.

Need For Speed
The Character can improve the top speed of a ground or water vehicle that she controls. The vehicle’s top speed is increased by 25%.Nursing the Turns
At 5th level, the Character can get better performance out of a vehicle, reducing some of its penalties. The Character may spend an action point to negate the Maneuver penalty of a vehicle or Initiative penalty of a vehicle she controls until the beginning of the Character’s next turn.

Leadfoot
The Character gains a +2 competence bonus on initiative checks when controlling a vehicle.

Redlining the Needle
The Character treats Check/Roll Modifiers for All-Out and Highway Speeds as Street Speeds (reduced to –1 as opposed to –2 and –4, respectively).

One with the Vehicle
The Character develops supernatural reflexes behind the wheel, effectively reacting as if vehicle and body were one. When the Character is in control of a vehicle, she can add her Defense bonus to that of the vehicle. The Defense bonus applies to all parts of the vehicle, including windshields, tires, and passengers.

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