Feats


Feats are abilities or talents that a character has that do not come from their race, class, or other areas. A feat may be a personal talent or a learnt skill. They may be something that the character has developed privately or something learned through formal training.
Obtaining Feats: The feats presented here are an expansion to the list available in the core rules. When you can select a feat, and you are not restricted to a stated list, you are able to select any feat presented here. As in the core rules, some of our feats fall into multiple categories, some general feats are also combat feats. Merge Station offers a new category of feats and provides some that are combat feats only. Before you select or buy a feat, you must meet all of its prerequisites.
Character Points: Merge Station offers the Character Point system. Character Points are earnt by applying drawbacks, or awarded by GMs. These points can then be used to purchase feats, including mutations. See Drawbacks for more information.
Social Feats: Social feats are a category of feat that relates specifically to the character’s capacity to interact socially. Most social feats are also General feats.
Drawbacks: Merge Station brings Drawbacks to Starfinder. These are feats that are detrimental to a character. When you acquire a drawback, you receive drawback points. These points can be spent to acquire other feats (see the Drawback page for more information).
Mutations: Mutations are a feat but reside separately from this section (see the Mutations page for more information).
As is our solid philosophy, Merge Station does not alter any feat found in any official Starfinder release. In an instance where a feat presented here has conflicting text, the core rules take precedence.

General Feats
NameCost
Acrobatic4
Adaptive Fighting4
Advanced Melee Weapon Proficiency6
Agile Casting5
Alertness4
Amplified Glitch4
Animal Affinity4
Antagonize4
Athletic4
Barricade4
Basic Melee Weapon Proficiency3
Blind-Fight4
Bodyguard4
Cleave4
Climbing Master4
Combat Casting4
Connection Inkling5
Coordinated Shot4
Deadly Aim4
Deflect Projectiles4
Diehard4
Dive for Cover3
Diversion4
Drag Down3
Enhanced Resistance4
Extra Resolve4
Far Shot5
Fast Talk3
Fleet4
Fusillade4
Great Cleave4
Great Fortitude3
Greater Feint4
Greater Spell Penetration3
Grenade Proficiency3
Harm Undead3
Heavy Armor Proficiency4
Heavy Weapon Proficiency4
Improved Combat Maneuver4
Improved Critical3
Improved Feint3
Improved Great Fortitude3
Improved Initiative4
Improved Iron Will3
Improved Lightning Reflexes3
Improved Sidestep3
Improved Stand Still4
Improved Unarmed Strike3
In Harm's Way4
Iron Will3
Jet Dash3
Kip Up3
Light Armor Proficiency4
Lightning Reflexes3
Longarm Proficiency4
Lunge4
Major Psychic Power5
Master Crafter3
Medical Expert3
Minor Psychic Power3
Mobility4
Multi-Weapon Fighting4
Mystic Strike4
Nimble Moves4
Opening Volley4
Parting Shot4
Penetrating Attack4
Penetrating Spell4
Powered Armor Proficiency4
Psychic Power4
Pull the Pin4
Quick Draw3
Reflect Projectiles4
Second Wind4
Shot on the Run5
Sidestep4
Skill Focus4
Skill Synergy4
Sky Jockey3
Slippery Shooter4
Small Arm Proficiency4
Sniper Weapon Proficiency4
Special Weapon Proficiency4
Spell Focus4
Spell Penetration4
Spellbane4
Spring Attack4
Spry Cover4
Stand Still4
Step Up4
Step Up and Strike4
Strike Back4
Suppressive Fire4
Swimming Master4
Technomantic Dabbler4
Toughness4
Unfriendly Fire4
Veiled Threat3
Versatile Focus4
Weapon Focus4
Weapon Specialization4
Combat Feats
NameCost
Advanced Defensive Combat Training5
Advanced Melee Weapon Proficiency6
Amplified Glitch4
Ancestral Weapon Mastery5
Anticipate Dodge5
Aquatic Combatant6
Arcane Strike4
Arcshot4
Armor Focus5
Armored Athlete3
Artful Dodge4
Barricade4
Barroom Brawler4
Bashing Finish4
Basic Melee Weapon Proficiency3
Battle Cry4
Betraying Blow5
Blades Above and Below4
Bleeding Attack6
Blind-Fight4
Bodyguard4
Cleave4
Combat Casting4
Coordinated Shot4
Deadly Aim4
Deflect Projectiles4
Dive for Cover3
Drag Down3
Far Shot5
Fleet4
Fusillade4
Great Cleave4
Greater Feint4
Grenade Proficiency3
Heavy Armor Proficiency4
Heavy Weapon Proficiency4
Improved Combat Maneuver4
Improved Critical3
Improved Feint3
Improved Initiative4
Improved Sidestep3
Improved Stand Still4
Improved Unarmed Strike3
In Harm's Way4
Kip Up3
Light Armor Proficiency4
Longarm Proficiency4
Lunge4
Mobility4
Multi-Weapon Fighting4
Mystic Strike4
Nimble Moves4
Opening Volley4
Overrun, Greater4
Parting Shot4
Penetrating Attack4
Powered Armor Proficiency4
Pull the Pin4
Quick Draw3
Reflect Projectiles4
Shot on the Run5
Sidestep4
Slippery Shooter4
Small Arm Proficiency4
Sniper Weapon Proficiency4
Special Weapon Proficiency4
Spring Attack4
Spry Cover4
Stand Still4
Step Up4
Step Up and Strike4
Strike Back4
Suppressive Fire4
Unfriendly Fire4
Versatile Focus4
Weapon Focus4
Weapon Specialization4
Social Feats
NameCost
AcrobaticGeneral (4)
Effect: You gain +2 to Acrobatics.

Adaptive FightingCombat, General (4)
Prerequisites: Three or more combat feats
Effect: Spend a resolve point to gain the benefit of a combat feat you don't have.
Note: You may use this feat during your turn and only once per turn.
See Starfinder Core Rules (chapter 6, p52) for more details

Advanced Defensive Combat TrainingCombat (5)
Prerequisites: Defensive Combat Training
Effect: You may spend a resolve point to gain +4 to your KAC until the beginning of your next turn.

Advanced Melee Weapon ProficiencyCombat, General (6)
Prerequisites: Basic Melee Weapon Proficiency
Effect: No penalty to attacks with advanced melee weapons
See Starfinder Core Rules (chapter 6, p52) for more details

Agile CastingGeneral (5)
Prerequisites: Key ability score 15, Dex 15, Mobility, caster level 4th
Effect: Cast a spell at any point during movement
See Starfinder Core Rules (chapter 6, p52) for more details

AlertnessGeneral (4)
Effect: You gain +2 to perception checks.

Amplified GlitchCombat, General (4)
Prerequisites: Computers 3 ranks, Intimidate 3 ranks
Effect: Disrupt devices, causing targets to become shaken for 1 round or more
See Starfinder Core Rules (chapter 6, p52) for more details

Ancestral Weapon MasteryCombat (5)
Prerequisites: BAB +1, weapon familiarity racial trait
Effect: You have +1 to attack and damage with your race's racial weapons.

Animal AffinityGeneral (4)
Effect: You gain +2 bonus to skill checks made to interact with natural animals or to understand the behaviors of natural animals.

AntagonizeGeneral (4)
Prerequisites: Diplomacy 5 ranks, Intimidate 5 ranks
Effect: Anger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or more
See Starfinder Core Rules (chapter 6, p52) for more details

Anticipate DodgeCombat (5)
Prerequisites: Dodge, Mobility, BAB +7, brawler 4, or monk 4
Effect: Gain up to a +2 bonus on attack rolls against creatures with a dodge bonus.

Aquatic CombatantCombat (6)
Prerequisites: Swim 1 rank
Effect: You gain a +2 bonus on Swim checks and don't take penalties on melee attack rolls made underwater. Your slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater.

Arcane StrikeCombat (4)
Prerequisites: Ability to cast spells.
Effect: Your weapons are considered magic.

ArcshotCombat (4)
Prerequisites: Far Shot
Effect: Reduce your accumulated attack penalty due to range by 2.
Note: The total accumulated penalties are reduced by 2. You do not reduce each range penalty by 2.

Armor FocusCombat (5)
Prerequisites: BAB +1, proficiency with selected armor.
Effect: Select one type of armor, light, heavy or powered. The KAC bonus granted by the selected armor increases by 1.

Armored AthleteCombat (3)
Prerequisites: Light armor proficiency, 3 ranks in any Dex or Str based skill
Effect: Choose one Dexterity or Strength based skill in which you possess at least 3 ranks. When you attempt a check for the chosen skill, your armor check penalty on that check is reduced by 3 (to a minimum of 0).

Artful DodgeCombat (4)
Prerequisites: Int 13
Effect: If you are the only character threatening an opponent, you gain a +1 dodge bonus to KAC against that opponent.

AthleticGeneral (4)
Effect: You gain +2 to Athletics.

BarricadeCombat, General (4)
Prerequisites: Engineering 1 rank
Effect: Create your own fragile cover
See Starfinder Core Rules (chapter 6, p52) for more details

Barroom BrawlerCombat (4)
Prerequisites: BAB +4
Effect: You may spend a resolve point to gain the use of a combat feat you don't possess for 1 minute.
Note: You may only use this ability once per round.

Bashing FinishCombat (4)
Prerequisites: Shield Master, Two-Weapon Fighting, BAB +11
Effect: Make a free shield bash after a critical hit.

Basic Melee Weapon ProficiencyCombat, General (3)
Effect: No penalty to attacks with basic melee weapons
See Starfinder Core Rules (chapter 6, p52) for more details

Battle CryCombat (4)
Prerequisites: Cha 13, BAB +5 or Perform (act, oratory, or sing) 5 ranks
Effect: Let out a cry that grants allies within 60 ft. a +1 bonus on attack rolls and +4 bonus on saves against fear.

Betraying BlowCombat (5)
Prerequisites: BAB +8
Effect: When you deal damage to a creature only you threaten, you may roll a Bluff check against a DC equal to the creature's Charisma. If you succeed you may spend a resolve point to deal your Cha modifier as additional damage.

Blades Above and BelowCombat (4)
Prerequisites: BAB +6
Effect: When fighting with a differently sized ally, you flank an adjacent foe from any position.

Bleeding AttackCombat (6)
Prerequisites: Improved Unarmed Strike
Effect: +1d4 bleed damage with unarmed strikes.

Blind-FightCombat, General (4)
Effect: Reroll miss chances from concealment
See Starfinder Core Rules (chapter 6, p52) for more details

BodyguardCombat, General (4)
Effect: Add a +2 bonus to an adjacent ally's AC as a reaction
See Starfinder Core Rules (chapter 6, p52) for more details

CleaveCombat, General (4)
Prerequisites: Str 13, base attack bonus +1
Effect: Make an additional melee attack if the first one hits
See Starfinder Core Rules (chapter 6, p52) for more details

Climbing MasterGeneral (4)
Prerequisites: Athletics 5 ranks
Effect: Gain a climb speed equal to your base speed
See Starfinder Core Rules (chapter 6, p52) for more details

Combat CastingCombat, General (4)
Prerequisites: Ability to cast 2nd-level spells
Effect: +2 bonus to AC and saves against attacks of opportunity when casting spells
See Starfinder Core Rules (chapter 6, p52) for more details

Connection InklingGeneral (5)
Prerequisites: Wis 15, character level 5th, no mystic levels
Effect: Gain the ability to cast minor mystic spells
See Starfinder Core Rules (chapter 6, p52) for more details

Coordinated ShotCombat, General (4)
Prerequisites: Base attack bonus +1
Effect: Allies gain a +1 bonus to ranged attacks against foes you threaten
See Starfinder Core Rules (chapter 6, p52) for more details

Deadly AimCombat, General (4)
Prerequisites: Base attack bonus +1
Effect: Take a -2 penalty to weapon attacks to deal extra damage.
See Starfinder Core Rules (chapter 6, p52) for more details

Deflect ProjectilesCombat, General (4)
Prerequisites: Base attack bonus +8
Effect: Spend 1 Resolve Point to attempt to avoid a ranged attack
See Starfinder Core Rules (chapter 6, p52) for more details

DiehardGeneral (4)
Effect: You can spend Resolve Points to stabilize and to stay in the fight in the same round
See Starfinder Core Rules (chapter 6, p52) for more details

Dive for CoverCombat, General (3)
Prerequisites: Base Reflex save bonus +2
Effect: Fall prone in an adjacent square to roll a Reflex save twice
See Starfinder Core Rules (chapter 6, p52) for more details

DiversionGeneral (4)
Effect: Use Bluff to create a distraction so that your allies can hide
See Starfinder Core Rules (chapter 6, p52) for more details

Drag DownCombat, General (3)
Effect: When you are tripped, you can attempt to trip an adjacent foe
See Starfinder Core Rules (chapter 6, p52) for more details

Enhanced ResistanceGeneral (4)
Prerequisites: Base attack bonus +4
Effect: Gain damage reduction or energy resistance
See Starfinder Core Rules (chapter 6, p52) for more details

Extra ResolveGeneral (4)
Prerequisites: Character level 5th
Effect: Gain 2 additional Resolve Points
See Starfinder Core Rules (chapter 6, p52) for more details

Far ShotCombat, General (5)
Prerequisites: Base attack bonus +1
Effect: Reduce the penalty due to range increments from -2 to -1.
See Starfinder Core Rules (chapter 6, p52) for more details

Fast TalkGeneral (3)
Prerequisites: Bluff 5 ranks
Effect: Baffle a potential foe, causing it to be surprised when combat begins
See Starfinder Core Rules (chapter 6, p52) for more details

FleetCombat, General (4)
Effect: Increase your base speed
See Starfinder Core Rules (chapter 6, p52) for more details

FusilladeCombat, General (4)
Prerequisites: Base attack bonus +1, 4 or more arms
Effect: Make an automatic-Mode attack with multiple small arms
See Starfinder Core Rules (chapter 6, p52) for more details

Great CleaveCombat, General (4)
Prerequisites: Str 13, Cleave, base attack bonus +4
Effect: Make an additional melee attack after each melee attack that hits
See Starfinder Core Rules (chapter 6, p52) for more details

Great FortitudeGeneral (3)
Effect: +2 bonus to Fortitude saves
See Starfinder Core Rules (chapter 6, p52) for more details

Greater FeintCombat, General (4)
Prerequisites: Improved Feint, base attack bonus +6
Effect: Foes you feint against are flat-footed for 1 round
See Starfinder Core Rules (chapter 6, p52) for more details

Greater Spell PenetrationGeneral (3)
Prerequisites: Spell Penetration
Effect: Additional +2 bonus to caster level checks to overcome SR
See Starfinder Core Rules (chapter 6, p52) for more details

Grenade ProficiencyCombat, General (3)
Effect: No penalty to attacks made with grenades
See Starfinder Core Rules (chapter 6, p52) for more details

Harm UndeadGeneral (3)
Prerequisites: Healing channel connection power, mystic level 1st
Effect: Expend a spell slot for healing channel to also damage undead
See Starfinder Core Rules (chapter 6, p52) for more details

Heavy Armor ProficiencyCombat, General (4)
Prerequisites: Str 13, Light Armor Proficiency
Effect: No penalty to attack rolls while wearing heavy armor
See Starfinder Core Rules (chapter 6, p52) for more details

Heavy Weapon ProficiencyCombat, General (4)
Prerequisites: Str 13, Longarm Proficiency, Small Arm Proficiency
Effect: No penalty to attacks with heavy weapons
See Starfinder Core Rules (chapter 6, p52) for more details

Improved Combat ManeuverCombat, General (4)
Prerequisites: Base attack bonus +1
Effect: +4 bonus to perform one combat maneuver
See Starfinder Core Rules (chapter 6, p52) for more details

Improved CriticalCombat, General (3)
Prerequisites: Base attack bonus +8
Effect: The DC to resist the critical effects of your critical hits increases by 2
See Starfinder Core Rules (chapter 6, p52) for more details

Improved FeintCombat, General (3)
Effect: Use Bluff to feint as a move action
See Starfinder Core Rules (chapter 6, p52) for more details

Improved Great FortitudeGeneral (3)
Prerequisites: Great Fortitude, character level 5th
Effect: Spend 1 Resolve Point to reroll a Fortitude save
See Starfinder Core Rules (chapter 6, p52) for more details

Improved InitiativeCombat, General (4)
Effect: +4 bonus to initiative checks
See Starfinder Core Rules (chapter 6, p52) for more details

Improved Iron WillGeneral (3)
Prerequisites: Iron Will, character level 5th
Effect: Spend 1 Resolve Point to reroll a Will save
See Starfinder Core Rules (chapter 6, p52) for more details

Improved Lightning ReflexesGeneral (3)
Prerequisites: Lightning Reflexes, character level 5th
Effect: Spend 1 Resolve Point to reroll a Reflex save
See Starfinder Core Rules (chapter 6, p52) for more details

Improved SidestepCombat, General (3)
Prerequisites: Dex 17, Mobility or trick attack class feature, Sidestep
Effect: Reduce penalties from Sidestep
See Starfinder Core Rules (chapter 6, p52) for more details

Improved Stand StillCombat, General (4)
Prerequisites: Stand Still
Effect: +4 bonus to melee attacks with Stand Still
See Starfinder Core Rules (chapter 6, p52) for more details

Improved Unarmed StrikeCombat, General (3)
Effect: Deal more damage and threaten squares with unarmed strikes
See Starfinder Core Rules (chapter 6, p52) for more details

In Harm's WayCombat, General (4)
Prerequisites: Bodyguard
Effect: Take the damage of a successful attack against an adjacent ally
See Starfinder Core Rules (chapter 6, p52) for more details

Iron WillGeneral (3)
Effect: +2 bonus to Will saves
See Starfinder Core Rules (chapter 6, p52) for more details

Jet DashGeneral (3)
Effect: Move faster when running, double height and distance when jumping
See Starfinder Core Rules (chapter 6, p52) for more details

Kip UpCombat, General (3)
Prerequisites: Acrobatics 1 rank
Effect: Stand from prone as a swift action
See Starfinder Core Rules (chapter 6, p52) for more details

Light Armor ProficiencyCombat, General (4)
Effect: No penalty to attack rolls while wearing light armor
See Starfinder Core Rules (chapter 6, p52) for more details

Lightning ReflexesGeneral (3)
Effect: +2 bonus to Reflex saves
See Starfinder Core Rules (chapter 6, p52) for more details

Longarm ProficiencyCombat, General (4)
Prerequisites: Small Arm Proficiency
Effect: No penalty to attacks with longarms
See Starfinder Core Rules (chapter 6, p52) for more details

LungeCombat, General (4)
Prerequisites: Base attack bonus +6
Effect: Increase reach of melee attacks by 5 feet until the end of your turn
See Starfinder Core Rules (chapter 6, p52) for more details

Major Psychic PowerGeneral (5)
Prerequisites: Cha 15, Minor Psychic Power, Psychic Power, character level 7th
Effect: Cast a 2nd-level spell as a Spell-Like ability 1/day
See Starfinder Core Rules (chapter 6, p52) for more details

Master CrafterGeneral (3)
Prerequisites: Computers, Engineering, Life Science, Mysticism, Physical Science, or Profession 5 ranks
Effect: Craft items in half the normal time
See Starfinder Core Rules (chapter 6, p52) for more details

Medical ExpertGeneral (3)
Prerequisites: Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank
Effect: Treat deadly wounds more quickly, and provide long-term care without a medical lab
See Starfinder Core Rules (chapter 6, p52) for more details

Minor Psychic PowerGeneral (3)
Prerequisites: Cha 11
Effect: Cast a 0-level spell as a Spell-Like ability 3/day
See Starfinder Core Rules (chapter 6, p52) for more details

MobilityCombat, General (4)
Prerequisites: Dex 13
Effect: +4 bonus to KAC against attacks of opportunity from movement
See Starfinder Core Rules (chapter 6, p52) for more details

Multi-Weapon FightingCombat, General (4)
Effect: Reduce the penalty for full attacks when using multiple small arms or operative melee weapons
See Starfinder Core Rules (chapter 6, p52) for more details

Mystic StrikeCombat, General (4)
Prerequisites: Ability to cast spells
Effect: Melee and ranged attacks count as magic
See Starfinder Core Rules (chapter 6, p52) for more details

Nimble MovesCombat, General (4)
Prerequisites: Dex 15
Effect: Ignore 20 feet of difficult terrain when you move
See Starfinder Core Rules (chapter 6, p52) for more details

Opening VolleyCombat, General (4)
Effect: +2 bonus to a melee attack against a target you damaged with a ranged attack
See Starfinder Core Rules (chapter 6, p52) for more details

Overrun, GreaterCombat (4)
Prerequisites: Improved Overrun, BAB +6
Effect: Enemies you overrun provoke attacks of opportunity.

Parting ShotCombat, General (4)
Prerequisites: Dex 15, Mobility, Shot on the Run, base attack bonus +6
Effect: Make a single ranged attack when withdrawing
See Starfinder Core Rules (chapter 6, p52) for more details

Penetrating AttackCombat, General (4)
Prerequisites: Base attack bonus +12
Effect: Reduce enemy's DR and energy resistance against your weapons by 5
See Starfinder Core Rules (chapter 6, p52) for more details

Penetrating SpellGeneral (4)
Prerequisites: Ability to cast 4th-level spells
Effect: Reduce enemy's DR and energy resistance against your spells by 5
See Starfinder Core Rules (chapter 6, p52) for more details

Powered Armor ProficiencyCombat, General (4)
Prerequisites: Str 13, Light Armor Proficiency, Heavy Armor Proficiency, base attack bonus +5
Effect: No penalty to attack rolls while wearing powered armor
See Starfinder Core Rules (chapter 6, p52) for more details

Psychic PowerGeneral (4)
Prerequisites: Cha 13, Minor Psychic Power, character level 4th
Effect: Cast a 1st-level spell as a Spell-Like ability 1/day
See Starfinder Core Rules (chapter 6, p52) for more details

Pull the PinCombat, General (4)
Prerequisites: Improved Combat Maneuver (disarm)
Effect: Perform a disarm to activate a foe's grenade
See Starfinder Core Rules (chapter 6, p52) for more details

Quick DrawCombat, General (3)
Prerequisites: Base attack bonus +1
Effect: Draw a weapon as a swift action
See Starfinder Core Rules (chapter 6, p52) for more details

Reflect ProjectilesCombat, General (4)
Prerequisites: Deflect Projectiles, base attack bonus +16
Effect: Spend 1 Resolve Point to attempt to redirect a ranged attack
See Starfinder Core Rules (chapter 6, p52) for more details

Second WindGeneral (4)
Description: You can shrug off minor wounds with ease.
Prerequisites: Endurance
Effect: Once per day, as a move action, you can spend a resolve point to restore all Stamina points.

Shot on the RunCombat, General (5)
Prerequisites: Dex 15, Mobility, base attack bonus +4
Effect: Make a ranged attack at any point during movement
See Starfinder Core Rules (chapter 6, p52) for more details

SidestepCombat, General (4)
Prerequisites: Dex 15, Mobility or trick attack
Effect: Take guarded step as a reaction when a foe misses you with melee attack
See Starfinder Core Rules (chapter 6, p52) for more details

Skill FocusGeneral (4)
Effect: +3 insight bonus to one skill
See Starfinder Core Rules (chapter 6, p52) for more details

Skill SynergyGeneral (4)
Effect: Gain two new class skills or a +2 insight bonus to those skills
See Starfinder Core Rules (chapter 6, p52) for more details

Sky JockeyGeneral (3)
Prerequisites: Piloting 5 ranks
Effect: Make jetpacks, Vehicles, and Starships go faster
See Starfinder Core Rules (chapter 6, p52) for more details

Slippery ShooterCombat, General (4)
Prerequisites: Dex 15, base attack bonus +6
Effect: +3 bonus to AC against attacks of opportunity when making ranged attacks
See Starfinder Core Rules (chapter 6, p52) for more details

Small Arm ProficiencyCombat, General (4)
Effect: No penalty to attacks with small arms
See Starfinder Core Rules (chapter 6, p52) for more details

Sniper Weapon ProficiencyCombat, General (4)
Effect: No penalty to attacks with sniper weapons
See Starfinder Core Rules (chapter 6, p52) for more details

Special Weapon ProficiencyCombat, General (4)
Prerequisites: Basic Melee Weapon Proficiency or Small Arm Proficiency
Effect: No penalty to attacks with one special weapon
See Starfinder Core Rules (chapter 6, p52) for more details

Spell FocusGeneral (4)
Prerequisites: Ability to cast spells, character level 3rd
Effect: DCs of spells you cast increase
See Starfinder Core Rules (chapter 6, p52) for more details

Spell PenetrationGeneral (4)
Effect: +2 bonus to caster level checks to overcome SR
See Starfinder Core Rules (chapter 6, p52) for more details

SpellbaneGeneral (4)
Prerequisites: Unable to cast spells or use spell-Like abilities
Effect: +2 insight bonus to saving throws against spells and Spell-Like abilities
See Starfinder Core Rules (chapter 6, p52) for more details

Spring AttackCombat, General (4)
Prerequisites: Dex 15, Mobility, base attack bonus +4
Effect: Move before and after a melee attack
See Starfinder Core Rules (chapter 6, p52) for more details

Spry CoverCombat, General (4)
Prerequisites: Base attack bonus +1
Effect: Covering fire grants a +4 bonus to an ally's Acrobatics check to tumble
See Starfinder Core Rules (chapter 6, p52) for more details

Stand StillCombat, General (4)
Effect: Make an attack of opportunity to stop a foe's movement
See Starfinder Core Rules (chapter 6, p52) for more details

Step UpCombat, General (4)
Prerequisites: Base attack bonus +1
Effect: Take a guarded step as a reaction to an adjacent foe moving
See Starfinder Core Rules (chapter 6, p52) for more details

Step Up and StrikeCombat, General (4)
Prerequisites: Dex 13, Step Up, base attack bonus +6
Effect: Make an attack of opportunity as part of Step Up
See Starfinder Core Rules (chapter 6, p52) for more details

Strike BackCombat, General (4)
Prerequisites: Base attack bonus +1
Effect: Ready an action to make a melee attack against a foe with reach
See Starfinder Core Rules (chapter 6, p52) for more details

Suppressive FireCombat, General (4)
Prerequisites: Base attack bonus +1, proficiency with heavy weapons
Effect: Provide covering fire or harrying fire in an area
See Starfinder Core Rules (chapter 6, p52) for more details

Swimming MasterGeneral (4)
Prerequisites: Athletics 5 ranks
Effect: Gain a swim speed equal to your base speed
See Starfinder Core Rules (chapter 6, p52) for more details

Technomantic DabblerGeneral (4)
Prerequisites: Int 15, character level 5th, no levels in technomancer
Effect: Gain the ability to cast minor technomancer spells
See Starfinder Core Rules (chapter 6, p52) for more details

ToughnessGeneral (4)
Effect: +1 Stamina Point per character level and other bonuses
See Starfinder Core Rules (chapter 6, p52) for more details

Unfriendly FireCombat, General (4)
Prerequisites: Bluff 5 ranks
Effect: Trick an attacker into shooting at another enemy adjacent to you
See Starfinder Core Rules (chapter 6, p52) for more details

Veiled ThreatGeneral (3)
Prerequisites: Cha 15, Intimidate 1 rank
Effect: Intimidated foe doesn't become hostile
See Starfinder Core Rules (chapter 6, p52) for more details

Versatile FocusCombat, General (4)
Prerequisites: Weapon Focus
Effect: +1 bonus to attack rolls with all weapon types you are proficient with
See Starfinder Core Rules (chapter 6, p52) for more details

Versatile Specialization (4)
Prerequisites: Weapon Specialization, character level 3rd
Effect: Deal extra damage with all weapon types you are proficient with
See Starfinder Core Rules (chapter 6, p52) for more details

Weapon FocusCombat, General (4)
Prerequisites: Proficiency with selected weapon type
Effect: +1 bonus to attack rolls with selected weapon type
See Starfinder Core Rules (chapter 6, p52) for more details

Weapon SpecializationCombat, General (4)
Prerequisites: Character level 3rd, proficiency with selected weapon type
Effect: Deal extra damage with selected weapon type
See Starfinder Core Rules (chapter 6, p52) for more details