Strong Focus

THE STRONG FOCUS Ability: Strength

Focus Bonuses:
+1 Base attack Bonus
+1 fort Save

Extreme Effort
A Character can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.
The effort requires a full-round action and provides a +2 bonus on the check.

Improved Extreme Effort
The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort ( +4 total).
Prerequisite: Extreme effort

Advanced Extreme Effort
The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort ( +6 total).
Prerequisites: Extreme effort, improved extreme effort.

Ignore Hardness
The Character has an innate talent for finding weaknesses in objects. This allows a Character to ignore some of an object’s hardness when making a melee attack to break it.
The Character ignores 2 points of an object’s hardness.

Improved Ignore Hardness:
The Character ignores 2 additional points of an object’s hardness (for a total of 4).
Prerequisite: Ignore hardness.

Advanced Ignore Hardness
The Character ignores 2 additional points of an object’s hardness (for a total of 6).
Prerequisites: Ignore hardness, improved ignore hardness.

Melee Smash Talent Tree
The Character has an innate talent that increases melee damage.
Melee Smash
The Character receives a +1 bonus on melee damage.

Improved Melee Smash
The Character receives an additional +1 bonus on melee damage ( +2 total).
Prerequisite: Melee smash.

Advanced Melee Smash
The Character receives an additional +1 bonus on melee damage ( +3 total)
Prerequisites: Melee smash, improved melee smash.

Improved Reaction
A Character gains a +2 competence bonus on initiative checks.

Weapon Focus
The Character gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Character chooses a specific weapon. The Character can choose unarmed strike or grapple as the weapon. The Character must be proficient with the chosen weapon. The Character adds +1 to all attack rolls made using the selected weapon.

Weapon Specialization
A Character gains weapon specialization with a specific melee or ranged weapon that he or she also has applied the Weapon Focus feat or class feature to. The Character gets a +2 bonus on damage rolls with the chosen weapon.

Improved Critical
For the weapon the Character has applied weapon specialization to the Character’s threat range increases by one.
Prerequisites: Weapon Specialization

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
A Character gains greater weapon specialization with the weapon he or she selected for Weapon Specialization. This ability increases the bonus on damage rolls to +4 when using the selected weapon.
Prerequisites: Weapon Specialization

Critical Strike
A Character gains the ability to automatically confirm a threat as a critical hit when attacking with the weapon he or she has applied weapon specialization to, eliminating the need to make a roll to confirm the critical hit.
Prerequisites: Weapon Specialization

Living Weapon
The Character attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Character may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a Character striking unarmed.
The Character also deals Base Damage 2 + 1d10 + STR Mod damage with unarmed strikes.
This is an increase to Combat Martial Arts damage; this has no effect on Brawl.
A Deathclaw or Robot taking this focus gains an additional +2 Base Damage to their Claw attacks.

Flying Kick
A Character can use a charge to deliver a devastating flying kick to an opponent. At the end of this charge, the Character adds his or her class level as a bonus to the damage he or she deals with an unarmed strike. The target must make a reflex save VS. total damage, or be knocked prone.

Iron Fist
A Character gains the ability to spend 1 action point to increase the damage he or she deals to all successful attacks he or she makes in a round, with unarmed strikes. The Character declares the use of the action point after making a successful unarmed strike. The result of the action point roll is added to the damage roll for that attack.
Deathclaws and Robots may take this focus.

Flurry of Blows
A Character gains the ability to strike with a flurry of blows at the expense of accuracy. The Character must be unarmored to use this talent, and he or she must make unarmed strikes to gain the benefit.
With a flurry of blows, the Character may make one extra attack 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.

Haul
Character can carry more heavy gear than the typical person. A Character’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.

Light Sleeper
The Character is a light sleeper and can make Listen checks even while asleep, without penalty. (A sleeping character normally takes a –10 penalty on Awareness checks.)

Survivor
When a Character spends an action point to modify the result of a saving throw, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).

Strong As An Ox
The Character’s carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example). The effects of the Haul perks are factored into the carrying capacity of the character.
Prerequisites: Haul

Decisive Attack
When a Character spends an action point to modify the result of an attack roll, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).

Knockdown
Whenever the Character is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow. This applies to target who are in the same size category or smaller for regular damage, and one size category larger I he successful attack is a critical hit

Weapon Stun
The Character can use his or her weapon to deal nonlethal damage, without taking the –4 penalty on attack rolls. The Character must have Weapon Specialization in the weapon to use it in this fashion.
Prerequisites: Weapon Specialization

Improvised Weapons
The Character becomes an expert at using improvised weapons. The Character does not take a –4 penalty on attack rolls when wielding an improvised weapon.

Street Cred
The Character adds his Reputation bonus to Charisma skill checks in his home location, or in situations involving others of his chosen allegiance(s). These skills include Bluff, Diplomacy, Gather Information, and Intimidate.

He’s Bringin out the Chair!
The Character’s attacks with improvised weapons deal more damage. He treats an improvised weapon as two size categories larger than it is for the purpose of determining the damage it deals.
Prerequisites:Improvised Weapons

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