Star Wars: Knights of the Old Republic/Feats


 * Feat progression

Total feats main player characters can get by level 20 depend on starting class, Jedi class and the level at which they become a Jedi:

Equipment
These feats either allow equipment which would otherwise be unavailable, or only apply bonuses when particular equipment is used.

Armor Proficiency
Armor is worn on the head and body. Wookiees and droids cannot wear armor, so these feats are unavailable to them.

Implant
This feat allows use of cybernetic implants, which can be purchased throughout the galaxy and have a variety of effects (modifying attack rolls, attribute scores, etc.). Only one implant may be used at a time.

Droids cannot use implants, so this feat is unavailable to them.

Weapon Proficiency
These feats give a character basic training in the use each weapon type. Otherwise, a character can not equip them.

Droids cannot use melee weapons, while Expert Droids can only use blaster pistols.

Weapon Focus
Lightsabers are not melee weapons.

Weapon Specialization
Lightsabers are not melee weapons.

Critical hit doubles bonus damage.

Dueling
Bonuses apply when characters focus on using single one-handed weapons in battle due to the efficiency of this form of combat. This applies to both ranged and melee weapons, but it does not apply when using a blaster rifle or heavy weapon.

This feat is not available to an Expert Droid.

Two-Weapon Fighting
This feat reduces the attack penalty of a character wielding a double-bladed weapon or two weapons (one in each hand). The normal penalties of -6 (main hand)/-10 (off hand) are reduced.

Use of a "balanced" weapon in the off hand can further reduce the attack penalty by 2/0, resulting in 0 main hand penalty when mastered.

Master Two-Weapon Fighting is not available to an Expert Droid.

Droid Upgrade
As a droid gains experience, its programming becomes more adaptable to new situations. This allows it to accommodate more sophisticated upgrades.

Passive
These feats do not require character action.

Toughness
Vitality bonus is retroactive for levels previously gained.

Damage is subtracted after any shield and Energy Resistance.

According to the Messages - Feedback window, damage is normally subtracted from the weapon's damage rather than any Strength modifier, bonus damage from feats or Massive Criticals, Weapon Specialization or Sneak Attack.

When items or their upgrades add damage of any type, this feat subtracts from each separately: thus a Baragwin Assault Blade's 2-12 physical damage, 2-12 energy damage and 2-12 sonic damage are each reduced to 0-10.

Conditioning
This feat is not available to droids.

Uncanny Dodge
A character with this feat retains the dexterity bonus to Defense even when surprised by camouflaged opponents.

Although according to the Description window the character gains on saves versus grenade, according to the Messages - Feedback window this feat actually reduces its Difficulty Class instead.

Scoundrel's Luck
Scoundrels have a knack for getting in trouble, but to compensate, they also possess an incredible instinct for survival.

This feat is always active.

Jedi Sense
The Jedi develops a connection to the Force that allows them to better sense incoming attacks.

This feat is always active.

Jedi Defense
This feat allows a character with an equipped lightsaber to deflect blaster bolts at any time. When a character is fired upon, an opposed roll is made against the attack. If the result is greater than the attack roll, the blaster bolt is deflected. If the attack is beaten by 10 or more, the bolt is deflected back at the enemy.

According to the Messages - Feedback window, the opposed roll is simply the sum of a d20 roll, the Jedi's base attack bonus and any Blaster Bolt Deflection bonuses, which can also include the following:

Maximum Blaster Bolt Deflection bonus +35 for Light Side Jedi. Although when a lightsaber has two crystals applying bonuses only the highest is displayed in its Description window, according to the Messages - Feedback window the bonuses from both crystals are actually added.

The roll occurs after an attack roll is made against defense, so Blaster Bolt Deflection becomes less and less useful as defense increases (since blaster bolts are increasingly likely to miss regardless of whether or not they are deflected or returned). Even without high defense and low chance to hit, blaster bolts normally apply damage which can be countered by Energy Resistance.

While returning blaster bolts is a signature move of the Jedi, their damage pales in comparison to that from other sources.

Blaster Bolt Deflection does not occur when debilitated.

Force Immunity
These feats are always active, so level > 11 Jedi Sentinels can only be debilitated by the following:
 * Force Whirlwind
 * Wound
 * Choke
 * Kill

None of these feats counters the effect of Adhesive Grenades because they are not actually debilitating.

Force Focus
This feat adds to the Difficulty Class for all saving throws against the character's Force powers. This feat is always active.

Logic Upgrade
This feat is always active.

Action
These feats require character action, such as attacking or using a skill.

Power Attack
This feat only applies to melee weapons and lightsabers.

Attack penalty and damage bonus apply to every attack in a combat round. Critical hit doubles bonus damage.

This feat is not available to droids.

Flurry
This feat allows a character to make an extra melee attack during the round. This is made with the main hand when wielding a double-bladed weapon or two weapons.

Character suffers defense penalty while using this feat and for 3 seconds afterwards (i.e. an enemy's attack).

Attack penalty applies to every attack in a combat round.

This feat is not available to droids.

Critical Strike
This feat increases the critical threat range of melee attacks.

Lightsabers and Short Lightsabers all have base critical threat range 19-20 (10%), while Double-Bladed Lightsabers only have 20-20 (5%). According to the Messages - Feedback window, any Keen bonus is additive with Critical Strike bonuses, resulting in the following:

If the attack hits, the target is stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. The target is not stunned until the end of the character's attack round.

Stun can also be prevented by Jedi Sentinel feat Force Immunity: Stun, or Immunity: Mind-Affecting.

This feat is not available to droids.

Power Blast
This feat only applies to ranged weapons.

Attack penalty and damage bonus apply to every attack in a combat round. Critical hit doubles bonus damage.

According to the Messages - Feedback window, no attacks are gained when using Knight Speed or Master Speed.

This feat is not available to an Expert Droid.

Rapid Shot
This feat allows a character to make an extra ranged weapon attack during the round. This is made with the main hand when wielding two blaster pistols.

Character suffers defense penalty while using this feat and for 3 seconds afterwards (i.e. an enemy's attack).

Attack penalty applies to every attack in a combat round.

This feat is not available to an Expert Droid.

Sniper Shot
This feat increases the critical threat range of ranged attacks.

Heavy weapons all have critical threat range 20-20 (5%). According to the Messages - Feedback window, any Keen bonus is additive with Sniper Shot bonuses, resulting in the following:

If the attack hits, the target is stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intelligence modifier. The target is not stunned until the end of the character's attack round.

Stun can also be prevented by Jedi Sentinel feat Force Immunity: Stun, or Immunity: Mind-Affecting.

No attacks are gained when using Knight Speed or Master Speed.

This feat is not available to an Expert Droid.

Empathy
This feat is not available to droids.

Sneak Attack
Scoundrels get this feat for free once they gain the required level.

This feat adds points of extra damage to attacks when the target can't respond to the attacker. The extra damage is applied to attacks made from behind the target, attacks against stunned or otherwise immobilized targets, and any attacks made while in Stealth Mode (combat cancels Stealth Mode, but the first attack receives the bonus).

Sneak Attack only works if the target is within 10 meters. The extra damage is not multiplied in the case of a critical hit.

Force Jump
The Jedi knows that if diplomacy fails, combat must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, this feat allows Guardians to make a quick series of jumps and rolls to close distance almost instantly. This feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line of sight to the opponent. NOTE: Using a feat or special attack negates this ability.

This feat counts as a Sneak Attack when opponents are attacked from beyond their own combat range since they have not yet engaged. However, once engaged in combat this no longer counts as a Sneak Attack.

Attack and damage bonus is added to every attack in a combat round. Critical hit doubles bonus damage.

Unique
Unique feats are restricted to particular characters, rather than classes, who get them for free.

KotOR Feat Wookie Toughness.png Wookie Toughness
This feat represents the innate toughness that Zaalbar has developed as a result of his Wookie heritage and the hard life he has lived as a slave and fugitive. Any damage he suffers is automatically reduced by 2, and he gains an additional +2 vitality points each time he levels up, over and above any Constitution modifier.

Bonuses are equivalent to Master Toughness, but the two are separate feats and Zaalbar can benefit from both.

KotOR Feat Battle Meditation.png Battle Meditation
This rare ability allows Bastila to coordinate large fleets or armies during wartime, influencing base emotion and morale on a grand scale. It can have a dramatic effect on the tide of a battle, but is not applicable to small-scale combat.

KotOR Feat Blaster Integration.png Blaster Integration
This feat gives the adaptable T3-M4 unit the ability to integrate blasters into its weapons systems. Special universal ports allow internal placement of most models of blaster pistol, tapping the energy pack and emitters as though factory installed.

KotOR Feat Force Sensitive.png Force Sensitive
Jedi training affects each Padawan uniquely, allowing them to grow in ability while addressing personal flaws. On rare occasions, however, exceptional individuals open doors to strengths they did not know they had. This feat represents a heightened connection to the Force previously unseen in a newly trained Jedi. This feat grants 40 additional Force Points to the character's base total.

Main character Jedi gets this feat for free.

KotOR Feat Force Camouflage.png Force Camouflage
Because of her unusual heritage, Juhani has developed her Force powers in unexpected ways, as shown by her almost subconscious ability to simply not be seen. This physical manipulation of light and sound allows her to go unnoticed even in a direct line of sight, and is equally effective against droids and living beings. Juhani does not require a stealth field generator to enter Stealth mode.