Name | Prerequisite | Description |
Accelerated Recovery | Con 13 | Recover more quickly during an 8-hour rest |
Adaptive Casting | Key ability score 19, caster level 7 | Select three additional spells known; cast one of them once a day |
Adaptive Fighting* | Three or more combat feats | Once per day as a move action, gain the benefit of a combat feat you don’t have |
Adaptive Resistance | Enhanced Resistance, base attack bonus +4, early stage adaptation racial trait | Your training enables you to adapt and evolve formidable temporary defenses. |
Adaptive Upgrade | Int 19, Engineering 10 ranks | Temporarily create low-level armor upgrades |
Add Leverage* | Str 15 | Grip your weapon with more hands to move foes farther with combat maneuvers |
Advance Warning* | Cha 15 | Shout a warning to your allies, causing them to stop being flat-footed |
Advanced Melee Weapon Proficiency* | Proficiency in basic melee weapons | No penalty to attacks with advanced melee weapons |
Agile Casting | Key ability score 15, Dex 15, Mobility, caster level 4th | Cast a spell at any point during movement |
All Hands on Deck | Four or more arms | Many hands make light work |
Ambuscade* | — | When you make an attack in the surprise round against a target that has not yet acted, gain a bonus to attacks and damage |
Ambush Awareness* | — | If you fail the Perception check to act in the surprise round, you can still take a full defense action |
Amplified Glitch* | Computers 3 ranks, Intimidate 3 ranks | Disrupt devices, causing targets to become shaken for 1 round or more |
Antagonize | Diplomacy 5 ranks, Intimidate 5 ranks | Anger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or more |
Apt Mentor | Life Science or Physical Science 5 ranks | Headteachers are prestigious scholars who have become revered experts in their fields after decades of dedication. |
Arm Extensions | Constructed racial trait or construct type | You have special devices installed into your arms that allow you to extend them great distances |
Barricade* | Engineering 1 rank | Create your own fragile cover |
Basic Melee Weapon Proficiency* | — | Gain proficiency with basic melee weapons |
Blind-Fight* | — | Reroll miss chances from concealment |
Blood in Their Eyes* | — | Your critical hits with slashing attacks make foes dazzled |
Blood of the Spider | Racial trait that grants a spell-like ability | Something in your ancestry has strengthened your innate magic and given it an arachnid twist. |
Bodyguard* | — | Add a +2 bonus to an adjacent ally’s AC as a reaction |
Bud Drone | Drone class feature, adaptation or early stage adaptation racial trait | You have used your unique biology to bud off a biological drone you can more easily integrate with. |
Cleave* | Str 13, base attack bonus +1 | Make an additional melee attack if the first one hits |
Climbing Master | Athletics 5 ranks | Gain a climb speed equal to your land speed |
Close Combat* | Base attack bonus +1 | Gain a +2 bonus to AC against ranged attacks when are in melee combat |
Combat Casting* | Ability to cast 2nd-level spells | +2 bonus to AC and saves against attacks of opportunity when casting spells |
Complex Adaptation | Life Science 5 ranks, early stage adaptation racial trait | With understanding and experience, you can manipulate your genetics to gain unexpected secondary effects. |
Connection Inkling | Wis 15, character level 5th, no levels in mystic | Gain the ability to cast minor mystic spells |
Constant Alert* | Wis 11, character level 5th | Reroll your initiative check and automatically win ties |
Cook Grenade* | Dex 11, proficiency with grenades | Time your release of a grenade to increase its effectiveness |
Coordinated Shot* | Base attack bonus +1 | Allies gain a +1 bonus to ranged attacks against foes you threaten |
Corruption’s Gift | One or more corruption manifestations | You have embraced your corruption.
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Cosmic Truth | Wis 15, Bluff 5 ranks, Mysticism 5 ranks | Reveal a cosmic truth that makes one target who fails a Will save confused for 1d4 rounds |
Craven Ploy* | Cha 13 | When the going gets tough, you hide behind allies.
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Deadly Aim* | Base attack bonus +1 | Take a −2 penalty to weapon attacks to deal extra damage |
Deadly Boast | Cha 19, Bluff 10 ranks | Make an attack or effect sound so impressive that foes have a harder time defending against it |
Defensive Roll* | Dex 19, Acrobatics 10 ranks | Attempt an Acrobatics check in place of a Reflex save or to dodge an attack |
Defensive Striker* | Dex 13, base attack bonus +1, armor training trait | You were born to fight your enemies, and nobody does it better. |
Deflect Projectiles* | Base attack bonus +8 | Spend 1 Resolve Point to attempt to avoid a ranged attack |
Diehard | — | You can spend Resolve Points to stabilize and to stay in the fight in the same round |
Diligent Searcher | Perception 1 rank | Your ordered mind allows you to thoroughly search an area in less time. |
Dire Straits* | Con 15 | Stabilize when you have no Hit Points or Resolve Points left |
Disease Adaptation | Con 11 | +2 enhancement bonus to saves against disease |
Disease Rejection | Con 17, Disease Adaptation | Recover from diseases much more swiftly |
Dispelling Strike | Base attack bonus +10, Mysticism 10 ranks | Spend 1 Resolve Point to make a melee attack act as dispel magic |
Dive for Cover* | Base Reflex save bonus +2 | Fall prone in an adjacent square to roll a Reflex save twice |
Diverse Conditioning | Eternal hope or ecstatic joy racial trait, character level 5th | Your broad experience has made you better at avoiding danger |
Diversion | — | Use Bluff to create a distraction so that your allies can hide |
Divine Blessing | Worship a deity of an alignment within one step of your own alignment | Gain a boon from your patron deity |
Double Draw* | Four or more arms | Your limbs allow you to manipulate multiple weapons |
Double Tap* | Weapon Focus (small arms), proficiency with small arms | Expend double the normal ammunition to gain bonuses to attack and damage with a small arm |
Drag Down* | — | When you are tripped, you can attempt to trip an adjacent foe |
Echolocation Attack | Perception as a class skill | Use the echo of sonic attacks to better sense your surroundings |
Eldritch Lore | Key ability score 19, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 10th, 10 levels in a class with a class spell list | Gain an additional 2nd-level spell known |
Enclose Serums | Adaptation or early stage adaptation racial trait, or ooze type | Due to your unique physiology, you can safely store important medicines inside yourself until you require them for use in an emergency. |
Enhanced Communalism | Character level 5th, communalism racial trait | You’re able to benefit from your allies’ presence more often |
Enhanced Resistance | Base attack bonus +4 | Gain damage reduction or energy resistance |
Environmental Adaptation | Con 13 | Gain immunity to a number of environmental and weather effects |
Extended Telepathy | Limited telepathy racial trait | Increase the range of your telepathy |
Extra Resolve | Character level 5th | Gain 2 additional Resolve Points |
Far Shot* | Base attack bonus +1 | Reduce penalty due to range increments |
Fast Talk | Bluff 5 ranks | Baffle a potential foe, causing it to be surprised when combat begins |
Fighting Balance | — | You know how to fight while off-balance or prone. |
Fleet* | — | Increase your land speed |
Focused Sense | Blindsense | Temporarily gain blindsight with a limited range |
Focused Spellcaster* | Combat Casting, ability to cast 4th-level spells | Spend a resolve point to successfully cast a spell after you take damage during the casting |
Forward Momentum | Wis 13, character level 5th | You can keep going through sheer willpower—for a little while, at least. |
Fouling Reposition* | Improved Combat Maneuver (reposition) | Reposition a foe to throw it and another creature off balance |
Four-Handed Hacker | Computers 1 rank, four or more hands | When you hack a computer, it’s a two-front war |
Frightening Injection | Intimidate 3 ranks | Intimidate your foes when you inject them |
Frightful Display | Cha 15, Intimidate 5 ranks, ability to cast spells | Intimidate a foe as a reaction after they fail a save against your spell |
Fusillade* | Base attack bonus +1, four or more arms | Make an automatic-mode attack with multiple small arms |
Grab Attention* | Intimidate 5 ranks | Make a foe you hit in melee off-target when attacking anyone other than you |
Grappler Pull* | Str 11 | Use a grappler to draw your foes closer to you |
Great Cleave* | Str 13, Cleave, base attack bonus +4 | Make an additional melee attack after each melee attack that hits |
Great Fortitude | — | +2 bonus to Fortitude saves |
Greater Eldritch Lore | Key ability score 21, Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 13th, 13 levels in a class with a class spell list | Gain an additional 3rd-level spell known |
Greater Feint* | Improved Feint, base attack bonus +6 | Foes you feint against are flat-footed for 1 round |
Greater Shadow Infusion | Improved Shadow Infusion, Shadow Infusion, character level 13th | The energy of the Shadow Plane suffuses your body, mind, and spirit.
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Greater Spell Penetration | Spell Penetration | Additional +2 bonus to caster level checks to overcome SR |
Grenade Mastery* | Proficiency with grenades | Increase the saving throw DCs of grenades you use |
Grenade Proficiency* | — | Gain proficiency with grenades |
Ground Fighting* | Str 11 | Ignore penalties to unarmed attacks when grappled, pinned, or prone |
Harm Undead | Healing channel connection power, mystic level 1st | Expend a spell slot for healing channel to also damage undead |
Hauler | Str 13 | You can carry much more than usual |
Heavy Armor Proficiency* | Str 13, proficiency with light armor | Gain proficiency with heavy armor |
Heavy Weapon Proficiency* | Str 13, proficiency with longarms and small arms | Gain proficiency with heavy weapons |
Helpful Telepath | Communalism or hive defense racial trait, limited telepathy or telepathy racial trait | You’re able to provide uncanny support to your allies |
Improved Combat Maneuver* | Base attack bonus +1 | +4 bonus to perform one combat maneuver |
Improved Critical* | Base attack bonus +8 | The DC to resist the critical effects of your critical hits increases by 2 |
Improved Demoralize | — | You are skilled at quickly demoralizing your foes.
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Improved Energy Resistance | Con 13, character level 10th, energy resistance from a racial trait | Your natural energy resistance is more pronounced |
Improved Feint* | — | Use Bluff to feint as a move action |
Improved Great Fortitude | Great Fortitude, character level 5th | Spend 1 Resolve Point to reroll a Fortitude save |
Improved Initiative* | — | +4 bonus to initiative checks |
Improved Iron Will | Iron Will, character level 5th | Spend 1 Resolve Point to reroll a Will save |
Improved Kip-Up | Acrobatics 1 rank, Kip-Up feat or moxie racial trait | You can stand from prone in a blink of an eye |
Improved Lightning Reflexes | Lightning Reflexes, character level 5th | Spend 1 Resolve Point to reroll a Reflex save |
Improved Shadow Infusion | Shadow Infusion, character level 7th | Your connection to the Shadow Plane has grown stronger.
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Improved Sidestep* | Dex 17, Mobility or trick attack class feature, Sidestep | Reduce penalties from Sidestep |
Improved Spell-Like Ability | At least one spell-like ability that is a level-0 or 1st-level spell, character level 4th | You have focused on honing your innate magical talents. |
Improved Stand Still* | Stand Still | +4 bonus to melee attacks with Stand Still |
Improved Unarmed Strike* | — | Deal more damage and threaten squares with unarmed strikes |
In Harm’s Way* | Bodyguard | Take the damage of a successful attack against an adjacent ally |
Indirect Retreat* | Dex 13, Mobility | You can run through winding corridors and weave your way through grasping claws without pause.
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Instant Crater* | Base attack bonus +5 | Weapons with the explode special property create difficult terrain |
Intuit Relationships | Perception 1 rank, Sense Motive 1 rank | You can quickly sense relationships between others and use that knowledge to manipulate them. |
Iron Will | — | +2 bonus to Will saves |
Jet Charge* | Piloting 3 ranks | Boost your charge attacks with jets to move farther |
Jet Dash | — | Move faster when running, double height and distance when jumping |
Kasathan Battle Dance* | Prerequisites: Dex 13, Mobility or trick attack | Avoid all attacks of opportunity when you withdraw |
Kip Up* | Acrobatics 1 rank | Stand from prone as a swift action |
Laugh at Danger* | Con 13 | Grant an ally a +2 morale bonus to AC as a reaction when you take Hit Point damage |
Lesser Eldritch Lore | Key ability score 17, Minor Eldritch Lore, caster level 7th, 7 levels in a class with a class spell list | Gain an additional 1st-level spell known |
Light Armor Proficiency* | — | Gain proficiency with light armo |
Lightning Reflexes | — | +2 bonus to Reflex saves |
Living Ladder* | Str 17 | Hit an adjacent foe with an unarmed attack to stand and possibly knock them prone |
Longarm Proficiency* | Proficiency with small arms | Gain proficiency with longarms |
Lung Puncture* | — | Your critical hits with piercing weapons cause foes to be fatigued |
Lunge* | Base attack bonus +6 | Increase reach of melee attacks by 5 feet until the end of your turn |
Major Eldritch Lore | Key ability score 23, Eldritch Lore, Greater Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore, caster level 16th, 16 levels in a class with a class spell list | Gain an additional 4th-level spell known |
Major Psychic Power | Cha 15, Minor Psychic Power, Psychic Power, character level 7th | Cast a 2nd-level spell as a spell-like ability 1/day |
Major Stage Magic | Cha 15, Minor Stage Magic, Stage Magic, character level 7th | Gain a 2nd-level spell-like ability |
Many-Handed Master* | Four or more arms | You use your many limbs to counter combat maneuvers |
Masked Visage | — | With your face concealed, you can be inscrutable |
Master Crafter | Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks | Craft items in half the normal time |
Medical Expert | Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank | Treat deadly wounds more quickly, and provide long-term care without a medical lab |
Melt Defenses* | Base attack bonus +11 | On a critical hit, cause further attacks against a foe to target EAC |
Memorable Coercer | Intimidate 1 rank | You know how to use coercion to change people’s minds without suffering the consequences. |
Memory Access | Construct type, constructed racial trait, exocortex, or head slot augmentation | +2 insight bonus to skill checks to identify creatures and recall knowledge |
Minor Eldritch Lore | Key ability score 15, caster level 4th, 4 levels in a class with a class spell list | Gain an additional 0-level spell known |
Minor Psychic Power | Cha 11 | Cast a 0-level spell as a spell-like ability 3/day |
Minor Stage Magic | Cha 11 | Gain a 0-level spell-like ability |
Mobility* | Dex 13 | +4 bonus to AC against attacks of opportunity from movement |
Momentous Attack* | Str 11, Athletics 5 ranks | On a melee critical hit, move 5 feet |
Multifaceted Nature | Dimorphic racial trait, character level 9th | Through a twist of genetics, magic, or strange fate, you developed another of your race’s traits |
Multi-Weapon Fighting* | — | Reduce the penalty for full attacks when using multiple small arms or operative melee weapons |
Mystic Strike* | Ability to cast spells | Melee and ranged attacks count as magic |
Nanite Integration | Character level 3rd, constructed racial trait or construct type | Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats |
Nimble Moves* | Dex 15 | Ignore 20 feet of difficult terrain when you move |
Opening Volley* | — | +2 bonus to a melee attack against a target you damaged with a ranged attack |
Oracular Gift | Ability to cast augury | Gain +1 to initiative checks, and you can cast an enhanced augury once per day without spending RP |
Parting Shot* | Dex 15, Mobility, Shot on the Run, base attack bonus +6 | Make a single ranged attack when withdrawing |
Penetrating Attack* | Base attack bonus +12 | Reduce enemy's DR and energy resistance against your weapons by 5 |
Penetrating Spell | Ability to cast 4th-level spells | Reduce enemy's DR and energy resistance against your spells by 5 |
Percussive Maintenance | Str 11 | Reroll checks for engineer crew actions in starship combat and engineering checks to repair items |
Periastra Training | Cha 13, Mysticism 5 ranks, stellar mode class feature | Gain the benefit of a full attunement with only 1 or 2 attunement points |
Pinpoint Hurler* | Str 15 | Reduce the distance your thrown weapons travel when they miss |
Poison Adaptation | Con 11 | Gain a +2 enhancement bonus to saves against poison and take half damage from initial exposure |
Poison Rejection (COM) | Con 17, Poison Adaptation | Recover from poisons more swiftly |
Poison Rejection (NS) | Racial trait with “poison” or “slime” in the name | You’ve mastered a method of using your bodily fluids to negate poison and venom. |
Polymorph Adept | You know the polymorph spell as a 3rd-level spell or higher | Change the form of your polymorph spell |
Positive Conduit | Con 13 | Gain extra Hit Points from magical healing |
Powered Armored Proficiency* | Str 13, proficiency with light armor and heavy armor, base attack bonus +5 | Gain proficiency with powered armor |
Profession Mastery | Cha 13, Int 13, or Wis 13 (see text); Profession (any) 1 rank, cultural fascination racial trait | Your deep exploration of the multiple cultures has taught you to use your professional know-how to great effect |
Protective Fur | Skittermander or ysoki | Gain +2 circumstance bonus to saves against heat and cold dangers and +4 circumstance bonus to avoid contracting contact afflictions |
Protector of Kahlannal | Anassanoi, any non-chaotic and non-evil alignment | You have a unique psychic bond with your own Protector chariot. |
Psychic Insight | Limited telepathy or telepathy | Telepathic contact gives you social insight.
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Psychic Power | Cha 13, Minor Psychic Power, character level 4th | Cast a 1st-level spell as a spell-like ability 1/day |
Psychic Sense | Limited telepathy or telepathy | You can sense nearby creatures using your telepathy.
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Pull the Pin* | Improved Combat Maneuver (disarm) | Perform a disarm to activate a foe’s grenade |
Quick Draw* | Base attack bonus +1 | Draw a weapon as a swift action |
Quicker Trickler | Medicine 3 ranks | Administer serums as a standard action instead of a full action |
Reality Glimmer | Cha 15, character level 5th, no levels in witchwarper | Gain the ability to cast minor witchwarper spells |
Reflect Projectiles* | Deflect Projectiles, base attack bonus +16 | Spend 1 Resolve Point to attempt to redirect a ranged attack |
Reject Chains | Shirren | +2 insight bonus to saves against charm and compulsion effects, and you can reroll saves against such effects |
Relocate Vitals | Early stage adaptation racial trait | In times of danger, you can alter your body to protect your most vulnerable organs. |
Retrotech | — | You have a talent for dealing with ancient technology. |
Ricochet Grenade* | Proficiency with grenades, base attack bonus +7 | Bounce a grenade off a wall to reach difficult spo |
Sacred Strike* | Worship a deity of an alignment within one step of your own | Treat your attacks as having your deity’s alignment |
Scurry | Racial bonus to Dexterity, size Small | Your small size affords you superior tactical positioning |
Sense Assumptions | Sense Motive 1 rank | You can easily intuit a person’s preconceptions. |
Shadow Infusion | Strong connection to Shadow Plane | After enduring contact with the Shadow Plane, you have become infused with its energies.
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Shelter Ally* | Bodyguard, natural reach of 10 feet or more | Use Bodyguard to protect allies within reach and increase the bonus and penalty by 1 when protecting a smaller creature |
Shield Block* | Proficiency with shields | Spent 1 Resolve Point as a reaction to reduce damage from area effects |
Shield Proficiency* | — | Gain proficiency with shields |
Shot on the Run* | Dex 15, Mobility, base attack bonus +4 | Make a ranged attack at any point during movement |
Sidestep* | Dex 15, Mobility or trick attack class feature | Take guarded step as a reaction when a foe misses you with melee attack |
Skill Focus | — | +3 insight bonus to one skill |
Skill Synergy | — | Gain two new class skills or a +2 insight bonus to those skills |
Sky Jockey | Piloting 5 ranks | Make jetpacks, vehicles, and starships go faster |
Slam Down* | — | Your critical hits with bludgeoning weapons knock down your foes |
Slippery Shooter* | Dex 15, base attack bonus +6 | +3 bonus to AC against attacks of opportunity when making ranged attacks |
Small Arm Proficiency* | — | Gain proficiency with small arms |
Sniper Weapon Proficiency* | — | Gain proficiency with sniper weapons |
Solid Stance* | Con 15 | Become harder to move, and use a reaction to avoid being knocked prone |
Soothing Telepathy | Limited telepathy or telepathy | +2 insight bonus to saves against mind-affecting effects that you can extend to nearby allies |
Special Weapon Proficiency* | Proficiency with basic melee weapons or small arms | Gain proficiency with one special weapon |
Spell Feint | — | When you successfully feint, your foe takes a –1 penalty to saves against your next spell |
Spell Focus | Ability to cast spells, character level 3rd | DCs of spells you cast increase |
Spell Penetration | — | +2 bonus to caster level checks to overcome SR |
Spellbane | Unable to cast spells or use spell-like abilities | +2 insight bonus to saving throws against spells and spell-like abilities |
Spellguard | Mysticism 3 ranks | Grant an ally a +2 insight bonus against a spell as a reaction |
Spot of Luck | Any racial trait or feat that grants a d20 reroll, character level 5th | When escaping tight spots, you defy the odds |
Spring Attack* | Dex 15, Mobility, base attack bonus +4 | Move before and after a melee attack |
Spry Cover* | Base attack bonus +1 | Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumble |
Squox Companion | You own a trained squox that has an attitude of friendly or helpful toward you | Your pet squox aids you to the best of its ability |
Stage Magic | Cha 13, Minor Stage Magic, character level 4th | Gain a 1st-level spell-like ability |
Stand Still* | — | Make an attack of opportunity to stop a foe’s movement |
Startled Scream | — | When something bad is about to go down, you scream to let everyone know.
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Steady Footing | More than two legs or similar limbs | You use your multiple legs to your advantage. |
Steel Nerves | Wis 13, character level 3rd | You retain your reason when you’re scared.
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Step Up* | Base attack bonus +1 | Take a guarded step as a reaction to an adjacent foe moving |
Step Up and Strike* | Dex 13, Step Up, base attack bonus +6 | Make an attack of opportunity as part of Step Up |
Strike Back* | Base attack bonus +1 | Ready an action to make a melee attack against a foe with reach |
Suppressive Fire* | Base attack bonus +1, proficiency with heavy weapons | Provide covering fire or harrying fire in an area |
Survivalist | Self-sufficient racial trait | You know how to live off the land |
Swimming Master | Athletics 5 ranks | Gain a swim speed equal to your land speed |
Tactful Advisor | Cha 11 | Provide an additional +1 enhancement bonus when your aid another check result is 20 or higher |
Tailored Serum | Life Science 5 ranks | Grant additional Hit Points to a particular creature with a customized serum of healing |
Technomantic Dabbler | Intelligence 15, character level 5th, no levels in technomancer | Gain the ability to cast minor technomancer spells |
Telepathic Scream | Intimidate 3 ranks; limited telepathy or telepathy | Create a distressing telepathic scream that causes foes to become shaken |
Telepathic Spy | Limited telepathy or telepathy | Your telepathy is sensitive enough to detect similar psychic communication nearby.
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Terrifying Presence* | Intimidating racial trait | Your fearsome displays instill fear longer |
Three-Point Stance | — | If you have a free hand, you take 1d6 less damage from falling, don’t fall prone from falling, and gain benefits in zero-g maneuvering |
Through the Lines | Dex 13 | You can charge through one ally’s space |
Tight Fit | Large size or larger | You are not entangled when squeezing |
Toughness | — | +1 Stamina Point per character level and other bonuses |
Tripping Rush* | Improved Combat Maneuver (trip), base attack bonus +5 | Knock a target prone when you bull rush them into an obstacle |
Underfoot | Scurry, Acrobatics 10 ranks, racial bonus to Dexterity, size Small | You use your small size against larger foes |
Unfriendly Fire* | Bluff 5 ranks | Trick an attacker into shooting at another enemy adjacent to you |
Veiled Threat | Cha 15, Intimidate 1 rank | Intimidated foe doesn’t become hostile |
Versatile Fighting* | Adaptive Fighting, character level 5 | Spend RP to use Adaptive Fighting more often in a day |
Versatile Focus* | Weapon Focus (any) | +1 bonus to attack rolls with all weapon types you are proficient with |
Versatile Specialization* | Weapon Specialization, character level 3rd | Deal extra damage with all weapon types you are proficient with |
Wary Withdrawal* | Dex 13, Wis 13, Mobility | You know how to withdraw with great caution.
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Weapon Focus* | Proficiency with selected weapon type | +1 bonus to attack rolls with selected weapon type |
Weapon Specialization* | Character level 3rd, proficiency with selected weapon type | Deal extra damage with selected weapon type |