DDD Feats

Story Feats
Story feats are feats that are gained later in the story (likely in the second half of the first chapter) which grant the user a special power derived from a combination of their DNA and extended and frequent use of their tech school of choice. There can only be one scion for a given generation, and new ones are often given the power voluntarily by - or forcefully take it from - their predecessor.

All the following feats enable the scion to: Use 10th tier Techs without a Gabriel Stone which has the potential to cause a string of Gabriel Bursts, wield a holy relic for their school without it counting as a fragile mundane weapon, but rather as a powerful artifact. And a third bonus individual to each unique scion feat listed below.

Auric Scion: All auras emitting from the scion of Aura have their radius increased by 5-feet. And Hostile auras do not affect them.

Bestial Scion: All personal transformations last until dismissed, and the duration of enchantments cast or used by them are extended.

Corpic Scion: Undead and Husks do not attack the scion unless he first attacks them, and summoned servants last for an extended duration.

Impertian Scion: The DC of all enchantments and similar techs that affect a humanoid in a hostile or passive way are increased by 4, and the scion himself is immune to domination and charm effects.

Lignum Scion: All Fey and Plants do not attack the scion unless he first attacks them, and summoned fey last for an extended duration.

Meta Thermic Scion: The DC of Fire and Ice effects used by the scion are increased by 4, and ignore the Evasion ability. But improved evasion is treated as evasion for the purpose of avoiding techs and spells used by the scion and not ignored.

Motal Scion: The Motus Scion is immune to magical or technical temporal effects such as magical aging, time stop, slow, haste, and temporal stasis unless they so choose to let it affect them. And cannot be entangled or staggered by other means, natural staggering such as that granted by a zombie template remain. The Scion of Motus who does elect to ignore a time stop, can still not affect creatures who are affected by it in hostile ways, but they can affect themselves with buffs, summon creatures, and move and attack the caster of the time stop during their turn

Potentian Scion: The potentia scion is granted a DR/+3 equal to 1/2 of the total tier of all currently active and ongoing potentia techs (but only those that count against capacity). And cannot have their Strength or Dexterity damaged or drained by any means (such as poison).

Pseudopsic Scion: The Pseudopsi scion gains a telepathic ability to detect pain and pleasure in 100 feet. And all healing effects used by them are empowered.

Saxal Scion: The Saxum Scion gains tremorsense in 100-feet. And immunity to earth-based attacks (such as crashing rocks and earthquake).

Sol Scion: The duration of all summoned is increased to 1 minute per caster level. Sol Solum techs can be empowered with the Overclocked Tech feat at no cost.

Tenebrae Scion: All darkness and blindness effects used by the Scion of Tenebrae ignore immunities, creatures who do not rely on sight instead have their other senses hampered. All hostile tenebris techs give the target a -10 to perception. This does not stack with itself. All hostile tenebris techs do an additional 1d6 cold damage per tier.

Tutamic Scion:  The tutamen scion is granted a DR/+5 equal to 1/2 of the total tier of all currently active and ongoing tutamen techs (but only those that count against capacity). Additionally, the tutamen scion has the ability to earthglide as per an earth elemental of their size.

Vinculic Scion: The vinculum scion gains CMD based on their HD rather than their Base Attack Bonus (such as those with defensive combat training), scions who have this feat instead gain a bonus to their CMD equal to 1/2 of their Hit Dice. Also they are immune to magical or technological gravity effects and can levitate at 1/2 of their normal speed under conditions of natural gravity.

Visum Scion: The visum scion is considered at all times to have True Seeing, and gains blindsight in 30 feet, and cannot be detected by magical or technological means unless they choose to.

Mastery Feats
Below are mastery feats for learning and using techs, the requirements to learn the feat are listed in parenthesis.

(Note: A character cannot learn a tech if its tier exceeds 1/2 of the character's effective base caster level with the category of the tech they wish to learn.).

Basic Tech Use
Requirements: 2nd level character; Allows the use of first tier techs. Upon taking this feat the character has a basic understanding of techs and can learn a number of first tier techs from any category, the amount of techs they can learn depends on the quality of their console. The DC to save against applicable techs is 10 + the tier of the tech + the tech's primary ability. (Fabrico techs, have no primary ability but never have a save either.) Techs ignore Spell Resistance, Dead Magic Zones and Wild Magic Zones. Techs learned with this feat have a caster level equal to 1/2 of the Tech User's HD. Any miscellaneous caster level bonuses granted by racial features, traits, and other abilities are added after the fact.

(Note: A character with Basic Tech Use must have the appropriate ability score in order to use the techs they select, using Tier 1 Techs requires a score of at least 11 in the key ability score of the Tech's category. Fabrico techs however do not have a key ability score.)

Nanite Technologian
Requirements: Special, 2nd level character.

This feat grants a character the ability to use advanced techs from a single school. The school chosen by the biological nanites in the character's system based upon their strengths and weaknesses often to compensate for one or more of the systems that their biological defense system lacks.

Upon taking this feat the character gains the Tech Use ability and learns one tech from the 1st tier of the school their nanites had chosen. Nano Chips can be consumed to learn additional techs though nano chips are sometimes hard to find, and once they have been programmed to a persons DNA they cannot be shared with the exception of exceptionally close DNA such as a biological child.

Without the use of a wrist console, a character's DNA can store knowledge of 4 techs + their Constitution or Intelligence Modifier (whichever is higher) Additional techs can be stored in a wrist console which acts as a spontaneous caster's bank of known spells, and as such they do not need to be prepared to cast so long as the character has learned them.

This feat allows knowledge of up to the 6th tier of techs for the biologically-selected school, and all other schools up to the 4th tier. However techs from secondary schools cannot exceed 12th caster level when determining their effects regardless of your normal caster level.

Upon taking this feat the character gains a base caster level equal to his HD when executing techs. The tech user can only learn and exceute  techs with a tier up to 1/2 of his caster level. Providing the Tech User has a high enough ability modifier to use the tech as described above.

Techs of each tier can be used three times per day, plus additional uses based on your ability score as described in the above table.

Special: This feat can be taken more than once, however taking this feat additional times only allows you to select another school in which to exceed 4th tier tech usage, and does not increase the caster level further or grant any other bonuses. Taking this an additional time has the requirement of being at least 8th level.

Specialized Tech Use
Requirements: 14th level character, 17 in the Ability Score that governs the primary school, Nanite Technologian (In primary school).

This feat grants the character the ability to use 7th-9th tier techs in the selected school and up to 6th tier techs in other schools. The subschool is selected by the character taking this feat upon gaining the feat and cannot be changed.

Special: This feat can be taken additional times as long as the same school is not selected more than once and as long as they have the requirements to learn from the new subschool in which they wish to specialize.

Meta-Tech Feats
Accelerated Tech (Ability to use 5th tier Techs): This snippet can be applied to any tech with an activation time of a standard action, this shortens the activation time to a swift action. Applying this meta-tech to a Tech activates the Tech as if it were four tiers higher.


 * Greater Accelerated Tech (Accelerated Tech, Ability to use 6th tier Techs): Allows an accelerated tech to be activated as an immediate action instead. Applying this meta-tech to a Tech activates the Tech as if it were five tiers higher, rather than four.

Elevated Tech: This snippet can be applied to any tech as it is activated in order to activate it at a higher level, raising damage caps and so fourth. Applying this meta-tech to a Tech activates the Tech at the tier selected when executed with this snippet.

Optimized Tech (Ability to use 3rd tier Techs): This snippet can be applied to a tech that has dice-bound variables (1d6 damage for instance) to activate the tech at the maximum possible result by cleaning up small nuances in the programming. Applying this meta-tech to a Tech activates the Tech as if it were two tiers higher.

Overclocked Tech (empower)

Looping Tech (extend)

Static Tech (still)

Unremitting Tech (persistent)

Uncategorized Feats
Program Tech Focus


 * Greater Tech Focus

Tech Mingler


 * Greater Tech Mingler

Combat Feats
Tech Hunter Apprentice (campaign): This feat grants you a +2 bonus to all saves against attacks made by creatures with the magi-tek subtype. Additionally all melee and ranged attacks made against these creatures have a +2 bonus.

Magic and Tech Feats
Adaptive Intuition: Prerequisites: Ability to use Techs.

Benefit: Select one Tech Subschool you are able to use, and choose one Ability score that governs the saves and/or other effects of that subschool and replace it with an ability score of your choice. If selecting a subschool with a dual ability score choose ONE of the ability scores.

Special: This feat can be taken more than once but each time it must affect a different subschool.

Example: Meta Thermal > Vulcan could be changed from Intelligence to Wisdom or even from Intelligence to Constitution. Or Meta Thermal > Thermophage could be changed from Int/Wis to Int/Int.

Welding Spell: 

Benefit: This meta-magic allows magical healing to affect constructs as if they were living creatures. +2 spell levels.