Shadow and Steel
Achievement feats are feats that are earned, not selected. You are not required to spend a feat slot to use the feat. As long as you meet the prerequisites for the feat, you can take advantage of the benefits.
Long Swords, Short Circuits
Prerequisites: Deliver the killing blow to 20 robots
Benefit: As long as you carry some sort of trophy harvested from a robot (a necklace of gears, a technological weapon taken from an enemy, etc.), you gain a +2 morale bonus on all Will saves. You also gain a +2 competence bonus on attack rolls and weapon damage rolls against constructs with the robot subtype.
Prerequisites: Knocked unconscious or killed by electricity damage at least 10 times.
Benefit: You’re no stranger to the danger of electricity. As a result, you’ve learned caution when dealing with energized circuits and robots. This feat grants you electricity resistance 5, and you gain a +2 bonus on all saving throws made to resist electricity effects. Damage from plasma sources counts as electricity for the purposes of this feat.
Prerequisites: Take a cumulative total of 1,000 points of damage. Magical healing offsets this running total; for every 5 points of magical healing you receive, reduce your cumulative damage total by 1.
Benefit: Your thick scars impart a –2 penalty on all Charisma-based skill checks, but increase your natural armor bonus by +2.
Prerequisites: Confirm at least 40 critical hits.
Benefit: When you confirm a critical hit, that opponent must make a Fortitude save (DC = 10 + your Strength or Dexterity modifier) or be stunned for 1 round.
Prerequisites: Learn 12 languages, including 2 secret languages
Benefit: Once per day, you may use comprehend languages and tongues as spell-like abilities.
Prerequisites: Die and be brought back at least twice.
Benefit: You gain a single-use supernatural ability to save yourself from death. The next time you would be killed, you may use this ability, leaving you alive and otherwise unaffected by the attack that would have killed you, even against effects with no saving throw. This does not require an action, and works even if you are helpless or unconscious. If you die and are brought back to life, you gain another single use of this ability. You can only have one use of this ability unspent at any time; any others you might accrue beyond the first are lost.
What Goes Up Must Come Down
Prerequisites: Take more than 120 cumulative points of falling damage
Benefit: Whenever you fall, you take 2d6 fewer points of falling damage, as though you made a successful Acrobatics check, that is cumulative with any reduction in fall damage from a successful Acrobatics check or a fall into water. Additionally, you are not prone after falling.
Prerequisites: Make 40 cumulative successful ranged attacks on enemies who are benefitting from invisibility_, greater invisibility, blur, blink, cover, or concealment.
Benefit: Reduce the miss chance percentage for a ranged attack by 10%.