Feats

Avoidance:
Benefit: In the event that a character remains unarmoured, she gains an augmentation to her Dexterity bonus to Armour Class. This bonus is equal to her proficiency bonus. This augmentation does not stack with any bonus to AC that does not work in medium or heavy armour (including class- or feat-based abilities).
Dead Eye:
Benefit: The character adds his proficiency bonus to the damage of his attack when using a firearm. This feat applies to all the character’s attacks in a round. The damage is multiplied if the shot is a critical as usual.
Special: Creatures that aren’t subject to criticals do not suffer the additional damage caused by Dead Eye.
Marksman:
Benefit: A marksman spends one round aiming at his target. The target must not be making a double move or a run. On the second round, the marksman may make one attack at his usual bonus. This is a full-round action, and if the attack hits the target will be subject to an automatic x3 critical. The target must be within the maximum range of the attacker’s weapon and some vital part (head, stomach, etc., must be visible). Targets with no discernible vitals, or that aren’t subject to critical hits, are not affected by this feat.
Prerequisite: Dead Eye.
Special: Should something distract the marksman in this period he must make a Concentration check.
Level-Headed:
Benefit: When rolling Initiative, a die roll of less than 10 is automatically raised to 10. Modifiers are then added to the new “roll” of 10.
True Grit:
Benefit: The hero may continue to act even when her hit points are zero or less. Below zero but above the point of death, she may take actions by rolling a Wisdom save against a DC of 10 plus the number of hit points he is below 0. A character at -5. for instance, rolls against DC 15. Conducting actions does not cause additional damage.
Special: The hero may not stabilise while attempting to take partial actions.
The Stare:
Benefit: Once per encounter, your character can, as a free action, use her frightening gaze to intimidate or outright terrify all opponents within 30 feet. The targets must be to her front so that she may make eye contact with each of them. The stare only affects humans and sentient creatures with fewer levels than your hombre. The targets must make a Will save against a DC 8 + your hero’s level + her Charisma modifier. If the opponent fails. he’s shaken as if struck by fear, suffering a -2 morale penalty to attack rolls, saves, and skill checks for ld6 + your hero’s character level (round up) in rounds. This is an extraordinary ability.
Prerequisite: Proficiency with Intimidate skill.
Normal: A cowpoke without this feat can use the Intimidate skill to threaten a single person at a time. Regardless of his result on the skill roll, he doesn’t generate a morale penalty to his opponent’s rolls.

Feats

Home on the Strange manunkind