Feats

NamePrerequisitiesDescriptionSource
Adaptive Fighting*Three or more combat featsOnce per day as a move action, gain the benefit of a combat feat you don't haveStarfinder Core Rulebook p.154
Advanced Melee Weapon Proficiency*Proficiency in basic melee weaponsNo penalty to attacks with advanced melee weaponsStarfinder Core Rulebook p.154
Agile CastingKey ability score 15, Dex 15, Mobility, caster level 4thCast a spell at any point during movementStarfinder Core Rulebook p.155
Amplified Glitch*Computers 3 ranks, Intimidate 3 ranksDisrupt devices, causing targets to become shaken for 1 round or moreStarfinder Core Rulebook p.155
AntagonizeDiplomacy 5 ranks, Intimidate 5 ranksAnger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or moreStarfinder Core Rulebook p.155
Barricade*Engineering 1 rankCreate your own fragile coverStarfinder Core Rulebook p.155
Basic Melee Weapon Proficiency*No penalty to attacks with basic melee weaponsStarfinder Core Rulebook p.155
Blind-Fight*Reroll miss chances from concealmentStarfinder Core Rulebook p.155
Bodyguard*Add a +2 bonus to an adjacent ally’s AC as a reactionStarfinder Core Rulebook p.155
Cleave*Str 13, base attack bonus +1Make an additional melee attack if the first one hitsStarfinder Core Rulebook p.155
Climbing MasterAthletics 5 ranksGain a climb speed equal to your base speedStarfinder Core Rulebook p.155
Close Combat*Base attack bonus +1Starfinder Pact Worlds p.190
Combat Casting*Ability to cast 2nd-level spells+2 bonus to AC and saves against attacks of opportunity when casting spellsStarfinder Core Rulebook p.156
Connection InklingWis 15, character level 5th, no levels in mystic.Gain the ability to cast minor mystic spellsStarfinder Core Rulebook p.156
Coordinated Shot*Base attack bonus +1Allies gain a +1 bonus to ranged attacks against foes you threatenStarfinder Core Rulebook p.156
Deadly Aim*Base attack bonus +1Take a −2 penalty to weapon attacks to deal extra damageStarfinder Core Rulebook p.156
Deflect Projectiles*Base attack bonus +8Spend 1 Resolve Point to attempt to avoid a ranged attackStarfinder Core Rulebook p.156
DiehardYou can spend Resolve Points to stabilize and to stay in the fight in the same roundStarfinder Core Rulebook p.156
Dive for Cover*Base Reflex save bonus +2Fall prone in an adjacent square to roll a Reflex save twiceStarfinder Core Rulebook p.156
DiversionUse Bluff to create a distraction so that your allies can hideStarfinder Core Rulebook p.156
Divine BlessingWorship a deity of an alignment within one step of your own alignment (Starfinder Core Rulebook 25).You gain power from the deity you faithfully worship.Starfinder Pact Worlds p.190
Drag Down*When you are tripped, you can attempt to trip an adjacent foeStarfinder Core Rulebook p.157
Enhanced ResistanceBase attack bonus +4Gain damage reduction or energy resistanceStarfinder Core Rulebook p.157
Extended TelepathyLimited telepathy racial traitYou have expanded your latent telepathic powersStarfinder Pact Worlds p.191
Extra ResolveCharacter level 5thGain 2 additional Resolve PointsStarfinder Core Rulebook p.157
Far Shot*Base attack bonus +1Reduce penalty due to range incrementsStarfinder Core Rulebook p.157
Fast TalkBluff 5 ranksBaffle a potential foe, causing it to be surprised when combat beginsStarfinder Core Rulebook p.157
Fleet*Increase your base speedStarfinder Core Rulebook p.157
Focused Spellcaster*Combat Casting, ability to cast 4th-level spellsStarfinder Pact Worlds p.191
Fusillade*Base attack bonus +1, four or more armsMake an automatic-mode attack with multiple small armsStarfinder Core Rulebook p.157
Great Cleave*Str 13, Cleave, base attack bonus +4Make an additional melee attack after each melee attack that hitsStarfinder Core Rulebook p.157
Great Fortitude+2 bonus to Fortitude savesStarfinder Core Rulebook p.157
Greater Feint*Improved Feint, base attack bonus +6Foes you feint against are flat-footed for 1 roundStarfinder Core Rulebook p.157
Greater Spell PenetrationSpell PenetrationAdditional +2 bonus to caster level checks to overcome SRStarfinder Core Rulebook p.157
Grenade Proficiency*No penalty to attacks made with grenadesStarfinder Core Rulebook p.157
Harm UndeadHealing channel connection power, mystic level 1stExpend a spell slot for healing channel to also damage undeadStarfinder Core Rulebook p.157
Heavy Armor Proficiency*Str 13, proficiency in light armorNo penalty to attack rolls while wearing heavy armorStarfinder Core Rulebook p.158
Heavy Weapon Proficiency*Str 13, proficiency in small arms and longarmsNo penalty to attacks with heavy weaponsStarfinder Core Rulebook p.158
Improved Combat Maneuver*Base attack bonus +1+4 bonus to perform one combat maneuver Starfinder Core Rulebook p.158
Improved Critical*Base attack bonus +8The DC to resist the critical effects of your critical hits increases by 2Starfinder Core Rulebook p.158
Improved Feint*Use Bluff to feint as a move actionStarfinder Core Rulebook p.158
Improved Great FortitudeGreat Fortitude, character level 5thSpend 1 Resolve Point to reroll a Fortitude save Starfinder Core Rulebook p.158
Improved Initiative*+4 bonus to initiative checksStarfinder Core Rulebook p.158
Improved Iron WillIron Will, character level 5thSpend 1 Resolve Point to reroll a Will saveStarfinder Core Rulebook p.158
Improved Lightning ReflexesLightning Reflexes, character level 5thSpend 1 Resolve Point to reroll a Reflex saveStarfinder Core Rulebook p.158
Improved Sidestep*Dex 17, Mobility or trick attack class feature, SidestepReduce penalties from SidestepStarfinder Core Rulebook p.158
Improved Stand Still*Stand Still+4 bonus to melee attacks with Stand StillStarfinder Core Rulebook p.158
Improved Unarmed Strike*Deal more damage and threaten squares with unarmed strikesStarfinder Core Rulebook p.158
In Harm’s Way*BodyguardTake the damage of a successful attack against an adjacent allyStarfinder Core Rulebook p.158
Iron Will+2 bonus to Will savesStarfinder Core Rulebook p.158
Jet DashMove faster when running, double height and distance when jumpingStarfinder Core Rulebook p.158
Kasathan Battle Dance*Dex 13, Mobility or trick attackStarfinder Pact Worlds p.191
Kip Up*Acrobatics 1 rankStand from prone as a swift actionStarfinder Core Rulebook p.158
Light Armor Proficiency*No penalty to attack rolls while wearing light armorStarfinder Core Rulebook p.159
Lightning Reflexes+2 bonus to Reflex savesStarfinder Core Rulebook p.159
Longarm Proficiency*Proficiency in small armsNo penalty to attacks with longarmsStarfinder Core Rulebook p.159
Lunge*Base attack bonus +6Increase reach of melee attacks by 5 feet until the end of your turnStarfinder Core Rulebook p.159
Major Psychic PowerCha 15, Minor Psychic Power, Psychic Power, character level 7thCast a 2nd-level spell as a spell-like ability 1/dayStarfinder Core Rulebook p.159
Major Stage Magic*Cha 15, Minor Stage Magic, Stage Magic, character level 7thStarfinder Pact Worlds p.191
Master CrafterComputers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranksCraft items in half the normal timeStarfinder Core Rulebook p.159
Medical ExpertLife Science 1 rank, Medicine 1 rank, Physical Science 1 rankTreat deadly wounds more quickly, and provide long-term care without a medical labStarfinder Core Rulebook p.159
Minor Psychic PowerCha 11Cast a 0-level spell as a spell-like ability 3/dayStarfinder Core Rulebook p.160
Minor Stage MagicCha 11Starfinder Pact Worlds p.191
Mobility*Dex 13+4 bonus to AC against attacks of opportunity from movementStarfinder Core Rulebook p.160
Multi-Weapon Fighting*Reduce the penalty for full attacks when using multiple small arms or operative melee weaponsStarfinder Core Rulebook p.160
Mystic Strike*Ability to cast spellsMelee and ranged attacks count as magicStarfinder Core Rulebook p.160
Nimble Moves*Dex 15Ignore 20 feet of difficult terrain when you moveStarfinder Core Rulebook p.160
Opening Volley*+2 bonus to a melee attack against a target you damaged with a ranged attackStarfinder Core Rulebook p.160
Parting Shot*Dex 15, Mobility, Shot on the Run, base attack bonus +6Make a single ranged attack when withdrawingStarfinder Core Rulebook p.160
Penetrating Attack*Base attack bonus +12Reduce enemy's DR and energy resistance against your weapons by 5Starfinder Core Rulebook p.160
Penetrating SpellAbility to cast 4th-level spellsReduce enemy's DR and energy resistance against your spells by 5Starfinder Core Rulebook p.160
Powered Armored Proficiency*Str 13, base attack bonus +5, proficiency in light and heavy armorNo penalty to attack rolls while wearing powered armorStarfinder Core Rulebook p.160
Psychic PowerCha 13, Minor Psychic Power, character level 4thCast a 1st-level spell as a spell-like ability 1/dayStarfinder Core Rulebook p.160
Pull the Pin*Improved Combat Maneuver (disarm)Perform a disarm to activate a foe’s grenadeStarfinder Core Rulebook p.160
Quick Draw*Base attack bonus +1Draw a weapon as a swift actionStarfinder Core Rulebook p.160
Reflect Projectiles*Deflect Projectiles, base attack bonus +16Spend 1 Resolve Point to attempt to redirect a ranged attackStarfinder Core Rulebook p.161
Shot on the Run*Dex 15, Mobility, base attack bonus +4Make a ranged attack at any point during movementStarfinder Core Rulebook p.161
Sidestep*Dex 15, Mobility or trick attack class featureTake guarded step as a reaction when a foe misses you with melee attackStarfinder Core Rulebook p.161
Skill Focus+3 insight bonus to one skillStarfinder Core Rulebook p.161
Skill SynergyGain two new class skills or a +2 insight bonus to those skillsStarfinder Core Rulebook p.161
Sky JockeyPiloting 5 ranksMake jetpacks, vehicles, and starships go fasterStarfinder Core Rulebook p.161
Slippery Shooter*Dex 15, base attack bonus +6+3 bonus to AC against attacks of opportunity when making ranged attacksStarfinder Core Rulebook p.161
Small Arm Proficiency*No penalty to attacks with small armsStarfinder Core Rulebook p.162
Sniper Weapon Proficiency*No penalty to attacks with sniper weaponsStarfinder Core Rulebook p.162
Special Weapon Proficiency*Proficiency in basic melee weapons or small armsNo penalty to attacks with one special weaponStarfinder Core Rulebook p.162
Spell FocusAbility to cast spells, character level 3rdDCs of spells you cast increaseStarfinder Core Rulebook p.162
Spell Penetration+2 bonus to caster level checks to overcome SRStarfinder Core Rulebook p.162
SpellbaneUnable to cast spells or use spell-like abilities+2 insight bonus to saving throws against spells and spell-like abilitiesStarfinder Core Rulebook p.162
Spring Attack*Dex 15, Mobility, base attack bonus +4Move before and after a melee attackStarfinder Core Rulebook p.162
Spry Cover*Base attack bonus +1Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumbleStarfinder Core Rulebook p.162
Stage MagicCha 13, Minor Stage Magic, character level 4thStarfinder Pact Worlds p.191
Stand Still*Make an attack of opportunity to stop a foe’s movementStarfinder Core Rulebook p.162
Step Up*Base attack bonus +1Take a guarded step as a reaction to an adjacent foe movingStarfinder Core Rulebook p.162
Step Up and Strike*Dex 13, Step Up, base attack bonus +6Make an attack of opportunity as part of Step UpStarfinder Core Rulebook p.162
Strike Back*Base attack bonus +1Ready an action to make a melee attack against a foe with reachStarfinder Core Rulebook p.163
Suppressive Fire*Base attack bonus +1, proficiency with heavy weaponsProvide covering fire or harrying fire in an areaStarfinder Core Rulebook p.162
Swimming MasterAthletics 5 ranksGain a swim speed equal to your base speedStarfinder Core Rulebook p.163
Technomantic DabblerIntelligence 15, character level 5th, no levels in technomancerGain the ability to cast minor technomancer spellsStarfinder Core Rulebook p.163
Toughness+1 Stamina Point per character level and other bonusesStarfinder Core Rulebook p.163
Unfriendly Fire*Bluff 5 ranksTrick an attacker into shooting at another enemy adjacent to youStarfinder Core Rulebook p.163
Veiled ThreatCha 15, Intimidate 1 rankIntimidated foe doesn’t become hostileStarfinder Core Rulebook p.163
Versatile Focus*Weapon Focus (any)+1 bonus to attack rolls with all weapon types you are proficient withStarfinder Core Rulebook p.163
Versatile Specialization*Weapon Specialization, character level 3rdDeal extra damage with all weapon types you are proficient withStarfinder Core Rulebook p.163
Weapon Focus*Proficiency with selected weapon type+1 bonus to attack rolls with selected weapon typeStarfinder Core Rulebook p.163
Weapon Specialization*Character level 3rd, proficiency with selected weapon typeDeal extra damage with selected weapon typeStarfinder Core Rulebook p.163