Star Wars Knights of the Old Republic II: The Sith Lords/Feats

Equipment
These feats either allow equipment which could not be selected otherwise, or only apply bonuses when particular equipment is used.

Armor Proficiency
Armor is worn on the head and body. Wookiees and s cannot wear armor, so these feats cannot be selected by them.

Blaster Integration
This feat grants s the ability to integrate blasters into their frames to act as self-contained weapons systems. Special universal ports allow internal placement of most models of blaster pistol, tapping the energy pack and emitters as though factory installed.

Close Combat
These feats train ranged weapon characters to fight effectively in close combat. When the character's target is at short range, they receive an attack bonus. Additionally, when these characters are engaged in melee combat their attackers receive a reduced attack bonus instead of the usual +6.

Deflect
A with a lightsaber has incredible skill deflecting blaster bolts. This feat grants a 1 + [ (level-1) /2] Blaster Bolt Deflection bonus (level is Jedi Weapon Master level, not total character level).

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

Dueling
These feats cannot be selected by an.

Finesse
The character has mastered using grace and speed instead of raw power. The character can add either their or  bonus to their chance to hit, whichever is higher.

Finesse: Melee Weapons doesn't affect unarmed combat, but it does affect both melee weapons and lightsabers, so Finesse: Lightsabers can be redundant (do not select it for, since she already has Finesse: Melee Weapons).

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 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. doubles bonus damage.

Increase Melee Damage
Weapon Masters can focus their strength to deliver powerful strikes.

Jedi Defense
These feats allow 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.

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). Blaster Bolt Deflection does not occur when debilitated.

Targeting
Scouts are very effective with blaster pistols and blaster rifles.

Two-Weapon Fighting
These feats reduce 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 (main hand) / 0 (off hand), resulting in 0 main hand and -2 off hand penalty when mastered.

Superior Two-Weapon Fighting
These feats 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 (main hand) / 0 (off hand) resulting in +2 main hand and -1 off hand penalty when mastered.

Unarmed Specialist
The character has gained extra experience in hand-to-hand combat and is able to strike much harder than other combatants. This feat is gained automatically at prerequisite levels.

and have Special Training. If they become Jedi, they retain the Unarmed Specialist feats already granted but future feats are granted at Jedi level, not character level. For example, at level 6 they both have Unarmed Specialist II and they would be granted Unarmed Specialist III at level 10; however, if they become Jedi at level 6 then they will not be granted it until level 16 (Jedi level 10).

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

s cannot select melee weapons, while s can only select blaster pistols.

Weapon Focus
Although lightsabers are used in melee combat, Weapon Focus: Melee Weapons does not apply to them (they have their own Weapon Focus).

Weapon Specialization
The descriptions for Weapon Specializations: Blaster Pistol, Blaster Rifle and Melee Weapons may only list Soldier under their prerequisites, but a Jedi Guardian and any main player character who becomes a Jedi Weapon Master or Sith Marauder can also select these feats.

Although lightsabers are used in melee combat, Weapon Specialization: Melee Weapons does not apply to them (they have their own Weapon Specialization). The description for Weapon Specialization: Lightsaber may only list Jedi Guardian under its prerequisites, but any main player character who becomes a Jedi Weapon Master or Sith Marauder can also select this feat.

doubles bonus damage.

Superior Weapon Focus
The character's skill with lightsabers is almost unmatched.

Passive
These feats do not require character action: they are always active.

Class Skill
These feats give a character advanced training. The skill is no longer considered cross-class and can be purchased for one skill point per skill level.

Conditioning
This feat is not available to s.

Dark Side Corruption
A 's command of the dark side is so great that it influences his companions. Some are weak and will grow more corrupt. Others find new resolve from a Sith Lord's influence and become even more aligned with the light. A Sith Lord's corruption grows in strength as they grow in power.

Droid Interface
This feat gives the the ability to speak with other droids who don’t speak a sentient language. Granted to s.

Evasion
Characters sometimes make saving throws in order to take half damage from some powers and abilities. In these situations level 6 s take no damage at all if they save successfully.

Force Immunity
These feats are always active, so level > 11 Jedi Sentinels can only be debilitated by Force Whirlwind and, Choke or Kill. None of these feats counters the effect of s because they are not actually debilitating.

Force Sensitive
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.

This feat is granted to the main player character and all newly trained Jedi at level 2, with the exception of.

Ignore Pain
Prolonged channeling of dark side energy has accustomed Sith Marauders to pain.

Inner Strength
Weapon Masters use the light side of the Force to shield themselves from pain.

Light Side Enlightenment
s are greatly attuned to the light side of the Force. Their mere presence serves as an inspiration to many. Close companions will grow more in touch with the light side by a Jedi Master's example. Other companions might rebel against their example and fall further from the light. A Jedi Master's attunement matures as they learn more about the Force.

Logic Upgrade
Having witnessed the effects and actions of combat first hand, the droid is able to self-upgrade its defensive algorithms.

While the Logic Upgrade description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.

Contrary to its description, Logic Upgrade: Tactician does not replace Logic Upgrade.

Regenerate
Vitality regenerates both in and out of combat, and this is doubled to 1 point every 6 seconds while is active.

Scoundrel's Luck
s have a knack for getting in trouble, but to compensate, they also possess an incredible instinct for survival. This feat is always active and grants Defense bonus of 2 + (2 * [ (Level+1) /6] ) in combat.

While the description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.

Sense
These feats are always active and grant defense bonuses dependent upon the Jedi class or Prestige class level.

While the Jedi Sense description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.


 * Jedi Sense


 * Prestige Sense


 * Greater Prestige Sense

Main player characters retain the defense bonuses granted by their Jedi class levels upon becoming a Prestige class, but henceforth they are only granted additional defense bonuses dependent on their Prestige class. For example, a level 30 character who was a level 15 Jedi and became a level 15 Jedi Weapon Master is granted +6 defense by Jedi Sense and +8 defense by Greater Prestige Sense, for +14 defense in total.

Toughness
Vitality bonus is retroactive for levels previously gained.

Uncanny Dodge
A character with these feats retains the bonus to defense even when surprised by camouflaged opponents.

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

Critical Strike
These feats increase 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%). 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 modifier. The target is not stunned until the end of the character's attack round.

Stun can also be prevented by : Stun.

These feats cannot be selected by s.

Dual Strike
The character has advanced training using teamwork to defeat enemies. When attacking an enemy that another party member is also attacking, the character gets a bonus to hit.

Empathy
These feats cannot be selected by s.

Flurry
These feats allow 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 these feats and for 3 seconds afterwards (i.e. an enemy's attack).

Attack penalty applies to every attack in a combat round.

These feats cannot be selected by s.

Force Focus
These feats add to the Difficulty Class for all saving throws against the character's Force powers. These feats are always active.

Increase Combat Damage
Sith Marauders call upon their hatred and strength to deliver powerful blows.

Power Attack
Additionally, the critical multiplier is increased by 1 (e.g. if a critical hit would normally double damage, it would triple damage when Power Attack was used). Finally, on a critical hit, the target is knocked back unless they make a Fortitude save at a DC of the attacking character's level + twice the attacking character's modifier. Used to quickly dispatch groups of easy-to-hit opponents.

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

These feats cannot be selected by s.

Power Blast
Additionally, the critical multiplier is increased by 1 (e.g. if a critical hit would normally double damage, it would triple damage when Power Blast was used). Finally, on a critical hit, the target is knocked back unless they make a Fortitude save at a DC of the attacking character's level + twice the attacking character's modifier. Used to quickly dispatch groups of easy-to-hit opponents.

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

These feats cannot be selected by an.

Rapid Shot
These feats allow 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.

These feats cannot be selected by an.

Sneak Attack
These feats are only granted to s and s, and Jedi Watchmen.

These feats add 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 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.

Sniper Shot
These feats increase the critical threat range of ranged attacks.

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 modifier. The target is not stunned until the end of the character's attack round.

Stun can also be prevented by : Stun.

These feats cannot be selected by an.

Stealth Run
A level 4 character can train so extensively in that they can move swiftly and still remain hidden. The character can now run instead of walk in Stealth mode.

Unique
Unique feats are only granted to particular characters, rather than being available to any character or particular classes.

Assassin Protocols
When a critical hit is achieved, there is a 20% chance that extra damage to the target’s remaining life (applied after normal damage is dealt) will be dealt. A successful Fortitude save of DC = 10 + Attacker’s level by the target can avoid this extra damage.

Droid Trick
Droid Trick distracts a droid target, making it easier to sneak by them. If the target fails a Will save, then they are distracted. Distracted targets won’t notice the player unless the player gets too close or interacts with them.

Scramble Droid can actually cause a hostile droid to fight for you. If the target fails a Will save, then they will fight your opponents. Only one droid can be affected by Scramble Droid at a time. This power only works on droids; sentients and beasts are immune.

Echani Strike
When using unarmed attacks against any opponent, she deals extra damage and has a chance of knocking down the opponent if they fail a Fortitude save of DC = 15 + Handmaiden’s level. This damage stacks with any bonus damage.

Force Chain
You and have a special bond. Most beneficial ../Force powers/ used on one of you automatically affect the other. For example, if Kreia activates then you will also receive its benefits. Below is the full list of affected powers.


 * All ranks of Force Speed
 * All ranks of
 * All ranks of
 * Both ranks of Force Resistance
 * All ranks of
 * All ranks of

Implant Switching
has a series of implant modifications installed on him. He can switch between these as often as he likes. He can choose between regeneration, endurance (+4 ), strength (+4 ), or agility (+4 ) implants.

Mandalorian Courage
has fought in countless battles and is a fearless adversary. This experience allows him to shrug off Fear and Horror effects. He also receives 2 + (2 * [ (Level+1) /6] ) bonus.

While the description is correct about its defense bonus increasing every six levels, each increase occurs one level earlier.

Mentor
Whenever is in the party, she provides a bonus to earned experience points.

Personal Cloaking Shield
has a personal cloaking shield built into his frame. This allows him to use his skill without a.

Point Guard
When takes lead, she is able to navigate around traps and warn others of their presence. This is reflected by the fact that when she is the active party member (the character currently being controlled by the player), she and all other party members do not set off mines. However, as soon as someone else takes over, the entire party will lose this ability and be able to set off mines normally.

Shield Breaker
During combat, can use his cybernetic arm to disrupt the energy output of an opponent’s shields, causing them to collapse altogether.

Spirit
Whether it’s a survival instinct or sheer resolve, Atton won’t give up. When knocked unconscious there’s a chance he will get back up, ready for more action provided someone else in the party is still standing. If he returns to the fight he will come back with a percentage of his vitality restored.

Strike
Bao-Dur can release energy stored in capacitors in his arm during combat, causing extra electricity damage with a chance of causing Slow for 2 rounds if they fail a Fortitude save of DC = 15 + Bao-Dur’s level when using an unarmed attack. This damage stacks with unarmed attacks.

Survival
The tougher the situation, the more ’s survival instinct kicks in. Whenever Atton is knocked below 50% of his points he gets bonuses to all saving throws. These bonuses increase as he approaches 0 vitality.

War Veteran
You are a veteran of the Mandalorian Wars. Your battle scars and experience give you an extra +25 points at the start of the game.

Wookiee Rage
In this state he is also immune to Paralysis and Stasis effects. Every creature he kills fuels him even more, adding to the damage he does in combat (to a maximum of +6).

Wookiee Toughness
This feat represents the innate toughness that Wookiees have developed as a result of their heritage and the hard life they have lived.