Sorcery and Steam
All feats from the players handbook, players handbook II, and the Complete Whathaveyou series are available. In addition, you can pick from the following new feats:
Prerequisite: Drive skill(any number of ranks)
Benefit: You can operate aircraft with no penalty on your drive check.
Prerequisite: Armor Proficiency(Heavy)
Benefit: This feat is required to wear steampowered armor without penalty.
Prerequisite: Spellcaster level 3+
Benefit: This feat allows you to brew Injections. Injections function exactly like potions, except they are administered with hypodermic needles, and as such can affect unwilling or unconscious targets. To inject a target forcefully, you must make an attack against the target with the injector, and deal one point of damage at least. DC’s against injections are 2 higher then normal.
Prerequisite: Dex 13+, Base attack bonus +1 or higher.
Benefit: Reloading a ranged weapon no longer provokes attacks of opportunity.
Prerequisite: Charisma 13+, 1 or more ranks in Bluff.
Benefit: You may cast Hypnotism as a sorcerer of your character level as a spell-like ability twice per day.
Prerequisite: Hypnotist, Cha 15+, 1 or more ranks in Bluff.
Benefit: You can cast Charm Monster as a sorcerer of your level as a spell-like ability twice per day.
Prerequisite: Master Hypnotist, Cha17+, 1 or more ranks in Bluff.
Benefit: You can cast Dominate Monster as a sorcerer of your level as a spell-like ability twice per day.
Prerequisite: Int 13+, Combat Expertise.
Benefit: Once per round when you would normally be hit by a melee attack, you may make a reflex saving throw(DC 10 + opponent’s melee attack bonus). You may add the enchancement bonus of your weapon or shield(if any) to the saving throw. If you succeed, you parry the attack and take no damage. You must be aware of the attacker and not flat-footed. Parry does not count as an action. Melee attacks from creatures 2 or more size categories larger then you cannot be parried.
Benefit: You may parry attacks from creatures of any size.
Prerequisite: Two-weapon fighting.
Benefit: when wielding a light offhand weapon, you treat it as a buckler with no armor check penalty. You cannot attack and defend with an offhand weapon in the same round.
Prerequisite: Dex 13+, base attack bonus +2, proficiency with firearms.
Benefit: You reload firearms faster then normal: Flintlocks as a standard action and Pinfire as a move action.
Reload on the Run
Prerequisite: Dex 13+, Rapid Reload.
Benefit: You may reload a firearm and move up to your speed at the same time.
Slip the Attack
Prerequisite: Dex 13+, Dodge.
Benefit: Once per round, when your designated dodge target misses you with a melee attack, you may redirect the attack to any other character adjacent to you that is within reach. The attacker makes a new attack roll against the target.
Prerequisite: Int 13+, Parry, base attack bonus +6.
Benefit: If you successfully parry a foe’s attack, you may make a riposte attack immediately with one of your weapons at your highest attack bonus.
Benefit: Opponents attacking you with a firearm, clockwork weapon, or steam-powered weapon suffer the effects of a misfire or malfunction on a roll of 1 or 2. The opponent also adds 5 to the total rolled on the misfire or malfunction effects table.
Benefit: When you are using a firearm, clockwork device, or steamcraft device, you subtract 5 from the effects table of any malfunction or misfire rolls you have to make.
Prerequisites: Heal 4 skill.
Benefit: You can double the benefits of the Heal skill when giving long-term care when you treat a wounded creature. Treated creatures recover twice as many hit points and twice the temporary ability damage they have suffered. You are also very knowledgeable about anatomy and may identify, remove, or replace any internal organs from a creature’s body (in order to replace an organ, a suitable match for the organ must be present).
Prerequisites: Physician, Heal skill.
Benefit: You gain a +4 bonus on all Heal checks and Profession (doctor) checks.
Two Guns Blazing
Benefit: Your penalties for firing a gun in each hand are reduced by 2.