Feats of the Shadow
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Ahhhh.....interested in feats are you?
Probably the most exciting part of the D20 concept are feats.  And to be perfectly honest, Shadowrun has a million feats that could be thrown out there.  In addition to all the feats that are good in any format, with the magic system different, and decking, rigging, and astral projection thrown into the works; It makes for a lot of cool feats.  I will post the basic feats withtheir translation first, then be adding new feats as often as possible.  Any suggestions please go to the yahoo group and we'll take a look at game balance and if it looks good....it'll go on!

Note: This page assumes you have a copy of the Players handbook...except for new feats a translation note only is given.
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Who says elves can't be deckers?  Old Shadowrun Rules made this cost prohibitive!
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NAME OF FEAT                    General Feats
Alertness
Ambidexterity                           
Armor Proficiecy(light) 
                         (medium)
                         (Heavy)
Blind fight
Combat Casting
Comabt Reflexes
Dodge
Mobility
Spring Attack
Endurance
Exotic Weapon Proficiency
Expertise
Improved Disarm
Improved Trip
Whirlwind Attack

Great Fortitude
Improved Critical
Improved Initiative
Improved Unamrmed Strike
Deflect Arrows
Stunning Fist

Iron Will
Leadership
Lightning refelxes
Martial Weapon Prof
Mounted Combat
Mounted Archery/Firearms
Trample
Ride By Attack
Spirited Charge
Point Blank Shot

Far Shot
Precise Shot
Rapid Shot
Shot on the run

Auto-Fire
Power Attack
Cleave 
Improved bull Rush
Sunder
Great Cleave
Quick Draw
Run
Simple Weapon Proficiency
Skill focus
Spell Focus
Spell Penatration
Stunt Driver/Pilot
Toughness
Track
Two-Weapon Fighting
Improved Two Weapon           Weapon Finesse
Weapon Focus

Item Creation Feats
Weapon Foci
Expendable Spell Foci
Specific Spell Foci
Spirit Foci
Power Foci

Sustaining Foci

MetaMagic Feats
Empower Spell
Enlarge Spell
Extend Spell
Maximize Spell
Drain Preparation





Quicken Spell
Silent Spell
Still Spell


Matrix Feats
Quickjack


Remote Thinking
  
  
  

    

Special Feats

Spell Magnifier   
Weapon Specialization
PREREQUISITE
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Dex15+

-                               
(light)                        
(medium)                  
-                  
-                               
-                               
DEX 13+                  
Dodge                      
Mobility, base att +4 or higher   
-                               
Base att +1 or higher   
INT 13+                    
Expertise                   
Expertise                  
Expertise,Dex 13+, Dodge,
Mobility,Spring Attack, Base att +4
-                               
base att +8, prof with weapon
-
-
Dex 13+, Improved Unarmed strike
Dex 13+, Improved Unarmed strike, Wis 13+, base att +8 or higher
-
Character level 6+
-
-
Ride Skill or Bike Skill
Mounted Combat
Mounted combat
Mounted Combat
Ride By Attack
-
Point Blank
Point Blank
Point Blank, Dex 13+
Point Blank shot, Dodge, mobility,dex 13+
Strength 13+
Strength13+, Rapid Shot
-
Power Attack
Power Attack
Power Attack
Power Attack, base att +4 or higher
Base att +1 or higher
-
-
-
-
-
Associted Skill mod of +4
-
-
Two-Weapon fighting, Base att +9, Ambidexterity
Proficient w/Weapon, base att +1
Proficient w/Weapon, base att +1 

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Spellcaster Level 5+
Spellcaster Level 1+
Spellcaster Level 3+
Spellcaster Level 4+
Spellcaster Level 9+

Spellcaster Level 7+

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-
-
-





-
-
l-

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Decker or Rigger

         
Decker or Rigger





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Magician               
Fighter 4+
CONVERSION NOTES
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Can be used with motorcycle
Does not count gunnery


Can be used with firearms






NEW FEAT:reduces recoil penalties by -2











NEW FEAT:Give +2 bonus to associated Skill







Magic items work different so feats are different
Magical Weapon Creation
Expendable foci(not neccesarily scrolls, but kinda)
Functions as Mana Source for Spells/Drain
Gives bonus to summoning/banishing
Increases effective level for drain type&bonus to Sorcery or Conjuring skill
Semi-Permanant spell.  See SR3rd(pg191)

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Works same except mana cost is doubled
Works same except mana cost is 1.5 x normal
Works same except mana cost is 1.5 x normal
Works same except mana cost is tripled
NEW FEAT: This feat allows any spellcaster to devote mana points as a bonus to his drain roll after casting a spell.  For every point devoted in this way the caster gets a +1 bonus to their saving throw.
This must be allocated BEFORE the spell is cast.
Works same except mana cost is quadrupled
Works same except mana cost is 1.5 x normal
Works same except mana cost is 1.5 x normal

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NEW FEAT:Quickjack allows a Decker or rigger to jack into the matrix or unit as a simple action as opposed to a complex action
NEW FEAT:Remote thinking allows the decker/rigger to maintain minor control over their body whilst jacked in.  THey cannot attack or do anything above a simple action.  When cybered 
senses are installed they can also use those and respond to what is going on.
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Doubles the result of chosen spell
Weapon Specialization                Fighter 4+