Star Wars: Knights of the Old Republic/Feats

Your main character and party are granted the following feats based on character class:

Armor Proficiencies, Weapon Proficiencies other than Lightsaber, and active feats can still be selected on character generation and level up (although droids cannot select Armor Proficiencies or other Weapon Proficiencies, an Expert Droid cannot select any active feats, and a Combat Droid can only select ranged active feats).

Your main character and party are also granted feats based on level and class:

Only the feats granted to a Scout can be selected by other classes.

Your main character and party can also select feats on character generation and level up based on class:

Total feats your main player character can select by level 20 depend on starting class, Jedi class and the level at which you become a Jedi:

These totals doesn't include feats granted on character generation or level up, the inclusion of which may affect class selection. For example, if a Soldier selects and uses instead of the granted, and also selects all three Implant feats by level 8, then a level 8 Scout, who's granted those feats, effectively has more selections: the Soldier's 8 selected feats, 4 of which remain, against the Scout's 9 (5 selected and 4 granted).

Active
These feats need to be activated to take effect.

Critical Strike
This feat increases the Critical Threat range of melee attacks.

According to, any Keen bonus is additive with Critical Strike bonuses, resulting in the following:

If the first main hand 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, or Immunity:.

This feat cannot be selected by 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 affects every attack in a combat round.

This feat cannot be selected by droids.

Power Attack
This feat only affects melee weapons and lightsabers.

Attack penalty and damage bonus affect every attack in a combat round. doubles bonus damage.

This feat cannot be selected by droids.

Power Blast
This feat only affects ranged weapons, and cannot be selected by an.

Attack penalty and damage bonus affect every attack in a combat round. doubles bonus damage.

According to, no attacks are gained when using Knight or Master Speed, and only attacks with the main hand when dual wielding blaster pistols.

Davik's Visor grants Improved Power Blast even without Power Blast (it just isn't added to the section of the  screen without it), but it doesn't allow Master Power Blast to be selected.

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 affects every attack in a combat round.

This feat cannot be selected by an.

Sniper Shot
This feat increases the Critical Threat range of ranged attacks.

According to, any Keen bonus is additive with Sniper Shot bonuses, resulting in the following:

If the first main hand 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, or Immunity:.

No attacks are gained when using Knight or Master Speed unless using a heavy weapon, in which case only one attack is gained.

This feat cannot be selected by an.

Passive
These feats don't need to be activated to take effect, although other conditions may need to be met before they can do so.

Armor Proficiency
Armor is worn on the head and body.

Wookiees and droids cannot wear armor, so these feats cannot be selected by them.

Conditioning
This feat cannot be selected by droids.

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 unarmed or using a stun baton, blaster rifle or heavy weapon.

This feat cannot be selected by an.

Empathy
This feat cannot be selected by droids.

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.

s cannot use implants, so this feat cannot be selected by them.

Toughness
Vitality bonus is retroactive for levels previously gained.

Damage is subtracted after any shield and.

When items or their upgrades add damage of any type, subtracts from each separately: thus a fully upgraded 's 2-12 physical (slashing) damage, 2-12 energy damage and 2-12 sonic damage are each reduced to 0-10.

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 cannot be selected by an.

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

Only Jedi can use lightsabers, droids cannot use melee weapons and s can only use blaster pistols, but otherwise any class can select a Weapon Proficiency they weren't granted, or equip the following:

The Advanced Combat Implant also grants the equivalent es and s.

Weapon Focus
Lightsabers are not melee weapons.

Weapon Focuses are only granted by equipping the following if the equivalent Weapon Proficiency has been granted or selected.

With the exception of the Combat Sensor and Sith Mask, these items also grant the equivalent (s). They do not allow Weapon Specializations to be selected.


 * Droid equipment

The Superior Targeting Computer also grants the equivalent s.

Jedi
These feats can normally only be granted to, or selected by, particular playable classes.

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

Force Immunity
These feats are always active, so level > 11 Jedi Sentinels can only be debilitated by Force Whirlwind, or Wound, Choke or Kill.

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

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.

Contrary to its description and according to, its attack and damage bonuses are added to every attack in a combat round, not just the first strike. A critical hit doubles bonus damage.

While equipping a lightsaber is a prerequisite, it doesn't need to be in the main hand: one in the off hand with a melee weapon in the main hand still allows this feat to be activated.

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.

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.

The opposed roll is only made if a character is fired upon from within the 180° arc in front of that character, a lightsaber is equipped in the main or off hand (although it's never made when using, even if one remains in the off hand), and the character isn't debilitated.

According to, the opposed roll is simply the sum of a d20 roll, any Jedi Defense bonus, the Jedi's base attack bonus and any item bonuses from the following:

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Maximum total bonus is thus +35 (Master Jedi Defense 6 + item bonus 29). Although when a lightsaber has two crystals granting bonuses only the highest is displayed in its description, according to Feedback the bonuses from both crystals are actually added.

Any properties, including  stuns, can still affect the deflecting character (but never the attacker) if the attack roll succeeds before the bolt can be deflected or returned.

Damage inflicted by returned bolts is based on the damage that would have been inflicted on the character, after, , and  ( doesn't affect damage inflicted by bolts returned by you and your party, but it does affect those returned against you and your party: the latter isn't displayed in Feedback and isn't what's displayed by floating numbers, but it is what's displayed by actual  loss).

Consequently, blaster bolt deflection isn't of much defensive use if the character (or party) can reliably debilitate opponents, or that character has high defense or damage reduction (more specifically, shields or Improved ). Although high defense won't affect its offensive use, even with little or no damage reduction it should take far longer to kill enemies with returned bolts than to attack them directly.

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

This feat is always active.

Class
These feats can normally only be granted to, or selected by, particular playable classes.

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

Logic Upgrade
This feat is always active.

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.

Sneak Attack
s are granted this feat 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 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.

The 10 meter restriction only affects flanking and Stealth attacks: sneak attacks can be made against debilitated targets from any range.

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

Although according to the description the character gains on saves versus grenade, according to this feat actually reduces its Difficulty Class instead.

Weapon Specialization
Lightsabers are not melee weapons, and a critical hit doubles bonus damage.

Weapon Specializations are only granted by equipping the following if the equivalent and  have been granted or selected.


 * Droid equipment

Unique
Unique feats are only granted to a particular character.

Battle Meditation
This rare ability allows 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.

This feat is just a plot device, having no effect in tactical combat.

Blaster Integration
This feat gives the adaptable 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.

Force Camouflage
Because of her unusual heritage, 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 mode.

This feat also grants Juhani Skills: Stealth +6, but it's really just a plot device: Stealth isn't a class skill for her, and as a she doesn't have much use for it.

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.

This feat is only granted to the main character Jedi.

Wookiee Toughness
This feat represents the innate toughness that has developed as a result of his Wookiee 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 modifier.

Bonuses are equivalent to Master, but the two are separate feats and Zaalbar can benefit from both (as demonstrated by his brother, Chuundar).