Star Wars: Knights of the Old Republic/Feats

Passive Combat
====Armor Proficiency    ==== Prerequisites: None
 * Armor Proficiency : Light

This feat allows a character to wear Light armor. Characters without this feat CANNOT wear Light or heavier armor. Soldiers receive this feat for free. Wookiees and droids cannot wear armor suits.

Armor is worn on the head and body.

Scouts and Scoundrels also receive this feat for free.

Prerequisites: None
 * Armor Proficiency : Medium

This feat allows a character to wear Medium armor. Characters without this feat CANNOT wear Medium or heavier armor. Soldiers receive this feat for free. Wookiees and droids cannot wear armor suits.

Armor is worn on the head and body.

Scouts also receive this feat for free.

Prerequisites: None
 * Armor Proficiency : Heavy

This feat allows a character to wear Heavy armor. Characters without this feat CANNOT wear Heavy armor. Soldiers get this feat for free. Wookiees and droids cannot wear armor suits.

Armor is worn on the head and body.

====Implant    ==== Prerequisites: None
 * Implant Level 1

This feat allows use of level one cybernetic implants. They 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. Scouts get this feat for free at first level.

Prerequisites: Level 4
 * Implant Level 2

This feat allows use of level two cybernetic implants. They can be purchased throughout the galaxy and have a variety of effects (modifying attack rolls, attribute scores, etc.). Level two implants are more powerful than level one implants. Only one implant may be used at a time. Scouts get this feat for free at fourth level.

Prerequisites: Level 8
 * Implant Level 3

This feat allows use of level three cybernetic implants. They can be purchased throughout the galaxy and have a variety of effects (modifying attack rolls, attribute scores, etc.). Level three implants are significantly more powerful than level one or two implants. Only one implant may be used at a time. Scouts get this feat for free at eighth level.

====Weapon Proficiency    ==== Prerequisites: None
 * Weapon Proficiency : Blaster Pistol

This feat gives a character basic training in the use of standard Blaster Pistol weapon types.

All main character classes get this feat for free.

Prerequisites: None
 * Weapon Proficiency : Blaster Rifle

This feat gives a character basic training in the use of standard Blaster Rifle weapon types.

Soldiers, Scouts and Scoundrels all get this feat for free.

Prerequisites: None
 * Weapon Proficiency : Heavy Weapons

This feat gives a character basic training in the use of Heavy Weapons, such as repeating blasters.

Soldiers get this feat for free.

Prerequisites: Jedi classes only
 * Weapon Proficiency : Lightsaber

This feat gives a character basic training in the use of Lightsaber weapon types.

All Jedi classes (Guardian, Sentinel and Consular) get this feat for free.

Prerequisites: None
 * Weapon Proficiency : Melee Weapons

This feat gives a character basic training in the use of hand-to-hand Melee weapon types, such as vibroblades and other powered or unpowered items.

All main character classes get this feat for free.

Weapon Focus
Prerequisites: None
 * Weapon Focus : Blaster Pistol

Adds a +1 attack bonus with Blaster Pistols.

Prerequisites: None
 * Weapon Focus : Blaster Rifle

Adds a +1 attack bonus with Blaster Rifles.

Prerequisites: None
 * Weapon Focus : Heavy Weapons

Adds a +1 attack bonus with Heavy Weapons.

Prerequisites: Jedi classes only
 * Weapon Focus : Lightsaber

Adds a +1 attack bonus with lightsabers.

Prerequisites: None
 * Weapon Focus : Melee Weapons

Adds a +1 attack bonus with Melee Weapons.

This feat does not apply to lightsabers.

Weapon Specialization
Prerequisites: Level 4 Soldier
 * Weapon Specialization : Blaster Pistol

Adds a +2 damage bonus with Blaster Pistols.

Critical hit doubles bonus damage.

Prerequisites: Level 4 Soldier
 * Weapon Specialization : Blaster Rifle

Adds a +2 damage bonus with Blaster Rifles.

Critical hit doubles bonus damage.

Prerequisites: Level 4 Soldier
 * Weapon Specialization : Heavy Weapons

Adds a +2 damage bonus with Heavy Weapons.

Critical hit doubles bonus damage.

Prerequisites: Jedi Guardian
 * Weapon Specialization : Lightsaber

Adds a +2 damage bonus with lightsabers.

Critical hit doubles bonus damage.

Prerequisites: Level 4 Soldier
 * Weapon Specialization : Melee Weapons

Adds a +2 damage bonus with Melee Weapons

This feat does not apply to lightsabers.

Critical hit doubles bonus damage.

Dueling
Prerequisites: None

Characters that focus on using single one-handed weapons in battle gain +1 to attack and +1 to defense due to the efficiency of this form of combat. This applies to both ranged and melee weapons.

Prerequisites: Level 4
 * Improved Dueling

Continued focus on the use of single one-handed weapons grants a character +2 to attack and +2 to defense. This applies to both ranged and melee weapons.

Prerequisites: Level 8
 * Master Dueling

Characters that have mastered the use of single one-handed weapons gain +3 to attack and +3 to defense. This applies to both ranged and melee weapons.

====Two-Weapon Fighting    ==== Prerequisites: None

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 by 0/4, to a total of -6/-6. Use of a "balanced" weapon in the off hand can further reduce the attack penalty by 2/0, to a total of -4/-6.

Prerequisites: Level 4
 * Improved Two-Weapon Fighting

This feat further reduces the attack penalty of a character wielding a double-bladed weapon or two weapons (one in each hand). This feat reduces the attack penalty by an additional 2/2, to a total of -4 (main hand)/-4 (off hand). Use of a "balanced" weapon in the off hand can further reduce the attack penalty by 2/0, to a total of -2/-4.

Prerequisites: Level 8
 * Master Two-Weapon Fighting

This feat again reduces the attack penalty for characters using double-bladed weapon or two weapons (one in each hand) by 2/2, for a total of -2 (main hand)/-2 (off hand). Use of a "balanced" weapon in the off hand can further reduce the attack penalty by 2/0 to a final total of 0/-2, negating it almost entirely.

Toughness
Prerequisites: None

This feat gives the character 1 extra vitality point every time they level up. This bonus is retroactive for levels previously gained.

Prerequisites: Level 4
 * Improved Toughness

The character is very resilient. This feat subtracts 2 points from any damage suffered. The character retains the +1 vitality point per level granted by Toughness.

This feat substracts from damage after any shield and Energy Resistance or Improved 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. However, when items or their upgrades add damage of any type, this feat subtracts from each added damage type separately: a Lightsaber's 2-16 energy damage and a Sapith Crystal's Damage Bonus: Energy +3 are reduced to 0-14 and +1 respectively; a Baragwin Assault Blade's 2-12 physical damage, 2-12 energy damage and 2-12 sonic damage are each reduced to 0-10.

Prerequisites: Level 8
 * Master Toughness

The character is further fortified against damage. The character gains an additional +1 vitality point at each level up, retroactive for levels previously gained. This is in addition to the +1 vitality point per level granted by Toughness, and the 2-point physical damage resistance granted by Improved Toughness.

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. However, when items or their upgrades add damage of any type, this feat subtracts from each added damage type separately: a Lightsaber's 2-16 energy damage and a Sapith Crystal's Damage Bonus: Energy +3 are reduced to 0-14 and +1 respectively; 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    ==== Prerequisites: None

This feat provides a +1 bonus to all saving throws, reflecting the character's excellent physical conditioning.

Prerequisites: Level 4
 * Improved Conditioning

This feat provides a +2 bonus to all saving throws, reflecting the character's extraordinary physical conditioning.

Prerequisites: Level 8
 * Master Conditioning

This feat provides a +3 bonus to all saving throws, reflecting the character's near-perfect physical conditioning.

Active Combat
====Power Attack    ==== Prerequisites: None

Power Attack adds +5 damage to the next attack, but also a -3 to hit. Used to quickly dispatch groups of easy-to-hit opponents. Only applies to melee weapons.

Bonus damage is added to every attack in a combat round (as is the attack modifier).

Critical hit doubles bonus damage.

Also applies to lightsabers.

Soldiers get this feat for free.

Prerequisites: Level 4
 * Improved Power Attack

A character using Improved Power Attack receives +8 to damage on the next melee attack, but the attack is made with a penalty of -3 to hit. Used to quickly dispatch groups of easy-to-hit opponents.

Bonus damage is added to every attack in a combat round (as is the attack modifier).

Critical hit doubles bonus damage.

Also applies to lightsabers.

Prerequisites: Level 8
 * Master Power Attack

When activated, Master Power Attack adds +10 to damage on the next melee attack, but imparts a -3 penalty to hit. Used to quickly dispatch groups of easy-to-hit opponents.

Bonus damage is added to every attack in a combat round (as is the attack modifier).

Critical hit doubles bonus damage.

Also applies to lightsabers.

====Flurry    ==== Prerequisites: None

This feat allows a character to make an extra melee attack during the round. Characters suffer -4 to Defense while using this feat and for 3 seconds afterwards (i.e. an enemy's attack). They also suffer a -4 penalty to all attacks that round.

Extra melee attack is made with the main hand when wielding a double-bladed weapon or two weapons.

Scouts get this feat for free.

Prerequisites: Level 4
 * Improved Flurry

This feat allows a character to make an extra melee attack during the round. Characters suffer -2 to Defense while using this feat and for 3 seconds afterwards (i.e. an enemy's attack). They also suffer a -2 penalty to all attacks that round.

Extra melee attack is made with the main hand when wielding a double-bladed weapon or two weapons.

Prerequisites: Level 8
 * Master Flurry

This feat allows a character to make an extra melee attack during the round. Characters suffer -1 to Defense while using this feat and for 3 seconds afterwards (i.e. an enemy's attack). They also suffer a -1 penalty to all attacks that round.

Extra melee attack is made with the main hand when wielding a double-bladed weapon or two weapons.

====Critical Strike    ==== Prerequisites: None

This feat doubles the critical threat range of melee attacks (e.g. if a weapon needs a roll of 20, a critical hit will result on 19 or 20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. This feat lowers Defense by -5 when used. Critical Strike works with melee weapons only.

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

Critical Strike also works with lightsabers.

Scoundrels get this feat for free.

Prerequisites: Level 4
 * Improved Critical Strike

This feat triples the critical threat range of melee attacks (e.g. if a weapon needs a roll of 20, a critical hit will result on 18-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. This feat lowers Defense by -5 when used. Improved Critical Strike works with melee weapons only.

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

Improved Critical Strike also works with lightsabers.

Prerequisites: Level 8
 * Master Critical Strike

This feat quadruples the critical threat range of melee attacks (e.g. if a weapon needs a roll of 20, a critical hit will result on 17-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. This feat lowers Defense by -5 when used. Master Critical Strike works with melee weapons only.

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

Master Critical Strike also works with lightsabers.

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:

====Power Blast    ==== Prerequisites: None

Power Blast adds +5 damage to the next attack, but also a -3 to hit. Used to quickly dispatch groups of easy-to-hit opponents. Only applies to ranged weapons.

Bonus damage is added to every attack in a combat round (as is the attack modifier).

Critical hit doubles bonus damage.

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

Soldiers get this feat for free.

Prerequisites: Level 4
 * Improved Power Blast

A character using Improved Power Blast receives +8 to damage to the next blaster or missle attack, but the attack is made at a penalty of -3 to hit. Used to quickly dispatch groups of easy-to-hit opponents.

Bonus damage is added to every attack in a combat round (as is the attack modifier).

Critical hit doubles bonus damage.

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

Prerequisites: Level 8
 * Master Power Blast

When activated, a character using Master Power Blast adds +10 to damage to the next blaster or missle attack, but imparts a -3 penalty to hit. Used to quickly dispatch groups of easy-to-hit opponents.

Bonus damage is added to every attack in a combat round (as is the attack modifier).

Critical hit doubles bonus damage.

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

====Rapid Shot    ==== Prerequisites: None

This feat allows a character to make an extra ranged weapon attack during the round. Characters suffer -4 to Defense while using this feat and for 3 seconds afterwards (i.e. an enemy's attack). They also suffer a -4 penalty to all attacks that round.

Extra attack is made with the main hand when wielding two blaster pistols.

Scouts get this feat for free.

Prerequisites: Level 4
 * Improved Rapid Shot

This feat allows a character to make an extra ranged weapon attack during the round. Characters suffer -2 to Defense while using this feat and for 3 seconds afterwards (i.e. an enemy's attack). They also suffer a -2 penalty to all attacks that round.

Extra attack is made with the main hand when wielding two blaster pistols.

Prerequisites: Level 8
 * Master Rapid Shot

This feat allows a character to make an extra ranged weapon attack during the round. Characters suffer -1 to Defense while using this feat and for 3 seconds afterwards (i.e. an enemy's attack). They also suffer a -1 penalty to all attacks that round.

Extra attack is made with the main hand when wielding two blaster pistols.

====Sniper Shot    ==== Prerequisites: None

This feat doubles the critical threat range of ranged attacks (e.g. if a weapon needs a roll of 20, a critical hit will result on 19 or 20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intelligence modifier. This feat lowers Defense by -5 when used. Sniper Shot works with ranged weapons only.

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.

Scoundrels get this feat for free.

Prerequisites: Level 4
 * Improved Sniper Shot

This feat triples the critical threat range of ranged attacks (e.g. if a weapon needs a roll of 20, a critical hit will result on 18-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intelligence modifier. This feat lowers Defense by -5 when used.

Improved Sniper Shot works with ranged weapons only.

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.

Prerequisites: Level 8
 * Master Sniper Shot

This feat quadruples the critical threat range of ranged attacks (e.g. if a weapon needs a roll of 20, a critical hit will result on 17-20). If the attack hits, the target is also stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intelligence modifier. This feat lowers Defense by -5 when used.

Master Sniper Shot works with ranged weapons only.

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.

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:

Skills
====Caution    ==== Prerequisites: None

This feat gives +1 skill point bonus to both Demolitions and Stealth.

Prerequisites: Level 4
 * Improved Caution

This feat gives +2 skill point bonus to both Demolitions and Stealth. This replaces the +1 bonus given by Caution.

Prerequisites: Level 8
 * Master Caution

This feat gives +3 skill point bonus to both Demolitions and Stealth. This replaces the +2 bonus given by Improved Caution.

====Empathy    ==== Prerequisites: None

This feat gives +1 skill point bonus to Persuade, Awareness and Treat Injury.

Prerequisites: Level 4
 * Improved Empathy

This feat gives +2 skill point bonus to Persuade, Awareness and Treat Injury. This replaces the +1 bonus given by Empathy.

Prerequisites: Level 8
 * Master Empathy

This feat gives +3 skill point bonus to Persuade, Awareness and Treat Injury. This replaces the +2 bonus given by Improved Empathy.

====Gear Head    ==== Prerequisites: None

This feat gives +1 skill point bonus to Repair, Security and Computer Use.

Prerequisites: Level 4
 * Improved Gear Head

This feat gives +2 skill point bonus to Repair, Security and Computer Use. This replaces the +1 bonus given by Gear head.

Prerequisites: Level 8
 * Master Gear Head

This feat gives +3 skill point bonus to Repair, Security and Computer Use. This replaces the +2 bonus given by Improved Gear Head.

Uncanny Dodge
Prerequisites: Level 4 Scout

A character with Uncanny Dodge retains the dexterity bonus to Defense even when surprised by camouflaged opponents, and also gains +2 on saves versus grenades.

According to the Messages - Feedback window, this feat actually reduces the Difficulty Class of grenades from 15 to 13.

Scouts get this feat for free at fourth level.

Prerequisites: Level 7 Scout
 * Uncanny Dodge 2

A character with Uncanny Dodge Two retains the dexterity bonus to Defense even when surprised by camouflaged opponents, and also gains +4 on saves versus grenades.

According to the Messages - Feedback window, this feat actually reduces the Difficulty Class of grenades further from 13 to 11.

Scouts get this feat for free at seventh level.

Sneak Attack
Prerequisites: Level 1 Scoundrel
 * Sneak Attack I

Sneak Attack I adds 1-6 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.

Scoundrels get this feat for free at first level.

Prerequisites: Level 3 Scoundrel
 * Sneak Attack II

Sneak Attack II adds 2-12 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.

Scoundrels get this feat for free at third level.

Prerequisites: Level 5 Scoundrel
 * Sneak Attack III

Sneak Attack III adds 3-18 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.

Scoundrels get this feat for free at fifth level.

Prerequisites: Level 7 Scoundrel
 * Sneak Attack IV

Sneak Attack IV adds 4-24 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.

Scoundrels get this feat for free at seventh level.

Prerequisites: Level 9 Scoundrel
 * Sneak Attack V

Sneak Attack V adds 5-30 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.

Scoundrels get this feat for free at ninth level.

Prerequisites: Level 11 Scoundrel
 * Sneak Attack VI

Sneak Attack VI adds 6-36 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.

Scoundrels get this feat for free at eleventh level.

Prerequisites: Level 13 Scoundrel
 * Sneak Attack VII

Sneak Attack VII adds 7-42 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.

Scoundrels get this feat for free at thirteenth level.

Prerequisites: Level 15 Scoundrel
 * Sneak Attack VIII

Sneak Attack VIII adds 8-48 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.

Scoundrels get this feat for free at fifteenth level.

Prerequisites: Level 17 Scoundrel
 * Sneak Attack IX

Sneak Attack IX adds 9-54 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.

Scoundrels get this feat for free at seventeenth level.

Scoundrel's Luck
Prerequisites: Scoundrel

Scoundrels have a knack for getting in trouble, but to compensate, they also possess an incredible instinct for survival. This manifests as a truly useful +2 to defense. This feat is always active.

Scoundrels get this feat for free at first level.

Prerequisites: Level 6 Scoundrel
 * Improved Scoundrel's Luck

As their skills increase, Scoundrels learn to make the most of their infamous luck, turning the whims of chance into a certain +4 to defense. This feat is always active. This feat replaces Scoundrel's Luck.

Scoundrels get this feat for free at sixth level.

Prerequisites: Level 12 Scoundrel
 * Master Scoundrel's Luck

At the heights of their abilities, Scoundrels can seem to regularly defy the odds to survive any situation. Their skills and luck combine to grant a remarkable +6 to defense. This feat is always active. This feat replaces Improved Scoundrel's Luck.

Scoundrels get this feat for free at twelfth level.

Jedi Sense
Prerequisites: Jedi

The Jedi develops a connection to the Force that allows them to better sense incoming attacks. This feat grants +2 defense and is always active.

All Jedi classes (Guardian, Sentinel and Consular) get this feat for free.

Prerequisites: Level 6 Jedi
 * Knight Sense

Furthering their connection to the Force, the Jedi gains and additional sensitivity to the actions of others in combat. This feat grants +4 defense and is always active. This feat replaces Jedi Sense.

All Jedi classes get this feat for free at sixth level.

Prerequisites: Level 12 Jedi
 * Master Sense

As their connection to the Force continues to strengthen, the Jedi gains a supreme sense of self and the actions of others in combat. This feat grants +6 defense and is always active. This feat replaces Knight Sense.

All Jedi classes get this feat for free at twelfth level.

Jedi Defense
Prerequisites: Jedi classes only

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. Jedi classes receive this feat at 1st level.

All Jedi classes (Guardian, Sentinel and Consular) get this feat for free.

Prerequisites: Level 4
 * Advanced Jedi Defense

This feat gives a character a +3 bonus to all blaster bolt deflection rolls. Certain items may apply a bonus or penalty to this ability. This feat replaces the bonus given by Jedi Defense.

Prerequisites: Level 8
 * Master Jedi Defense

This feat gives a character a +6 bonus to all blaster bolt deflection rolls. Certain items may apply a bonus or penalty to this ability. This feat replaces the bonus given by Advanced Jedi Defense.

Force Jump
Prerequisites: Jedi Guardian

Requires Lightsaber

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 rools 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.

Jedi Guardians get this feat for free.

Prerequisites: Level 6 Jedi Guardian
 * Improved Force Jump

Requires Lightsaber

The Jedi knows that if combat is inevitable it must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, the Guardian closes the distance almost instantly and also receives +2 to hit and damage on the first strike. 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. This feat replaces Force Jump. 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.

Bonus attack and damage is added to every attack in a combat round.

Critical hit doubles bonus damage.

Jedi Guardians get this feat for free at sixth level.

Prerequisites: Level 12 Jedi Guardian
 * Master Force Jump

Requires Lightsaber

The Jedi knows that if combat is inevitable it must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, the Guardian closes the distance almost instantly and also receives +4 to hit and damage on the first strike. 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. This feat replaces Improved Force Jump. 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.

Bonus attack and damage is added to every attack in a combat round.

Critical hit doubles bonus damage.

Jedi Guardians get this feat for free at twelfth level.

Force Immunity
Prerequisites: Jedi Sentinel
 * Force Immunity : Fear

The Jedi possesses an inner calm that cannot be shaken by mere threats to mind or body. The Force grants understanding, which is a shield that fear cannot breach. This feat is always active.

This feat prevents the debilitating effect of the following:
 * Fear
 * Horror
 * Insanity

Jedi Sentinels get this feat for free.

Prerequisites: Level 6 Jedi Sentinel
 * Force Immunity : Stun

The Jedi has an unshakeable connection to the Force and, through it, to the galaxy as well. No amount of damage or distraction will cause fear or a loss of alertness. This feat is always active. This feat replaces Force Immunity: Fear.

This feat also prevents the debilitating effect of the following:
 * Force Push
 * Force Wave
 * Stun
 * Critical Strike and Sniper Shot
 * Concussion and Sonic Grenades
 * Flash Mines
 * Stun Rays

Jedi Sentinels get this feat for free at sixth level.

Prerequisites: Level 12 Jedi Sentinel
 * Force Immunity : Paralysis

The Jedi is one with the Force, moving within it as it moves within all things. This connection prevents fear or loss of senses, and blocks any attempt at paralyzation. This feat is always active. This feat replaces Force Immunity: Stun.

This feat also prevents the debilitating effect of the following:
 * Stasis
 * Stasis Field
 * CyroBan Grenades
 * Carbonite Projectors

This feat does not counter the effect of Adhesive Grenades because they are not actually debilitating. A level 12-20 Jedi Sentinel can only be debilitated by the following:
 * Force Whirlwind
 * Wound
 * Choke
 * Kill

Jedi Sentinels get this feat for free at twelfth level.

Force Focus
Prerequisites: Jedi Consular

This feat adds +1 to the Difficulty Class for all saving throws against the character's Force powers. This feat is always active.

Jedi Consulars get this feat for free.

Prerequisites: Level 6 Jedi Consular
 * Improved Force Focus

This feat adds +2 to the Difficulty Class for all saving throws against the character's Force Powers. This feat is always active. This feat replaces Force Focus.

Jedi Consulars get this feat for free at sixth level.

Prerequisites: Level 12 Jedi Consular
 * Master Force Focus

This feat adds +4 to the Difficulty Class for all saving throws against the character's Force Powers. This feat is always active. This feat replaces Improved Force Focus.

Jedi Consulars get this feat for free at twelfth level.

Force Sensitive
Unique Ability: Main character Jedi

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 is free.

Battle Meditation
Unique Ability: Bastila

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.

Bastila gets this feat is free.

Force Camouflage
Prerequisites: Cathar

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.

Droid Upgrade
Prerequisites: Level 1 Droid
 * Droid Upgrade Class 1

As a droid gains experience, its programming becomes more adaptable to new situations. This allows it to accommodate more sophisticated upgrades. Droid Upgrade Class 1 allows the use of level 1 upgrade items.

Droids get this feat for free.

Prerequisites: Level 7 Droid
 * Droid Upgrade Class 2

As a droid gains experience, its programming becomes more adaptable to new situations. This allows it to accommodate more sophisticated upgrades. Droid Upgrade Class 2 allows the use of level 1 and level 2 upgrades.

Droids get this feat for free at seventh level.

Prerequisites: Level 13 Droid
 * Droid Upgrade Class 3

As a droid gains experience, its programming becomes more adaptable to new situations. This allows it to accommodate more sophisticated upgrades. Droid Upgrade Class 3 allows the use of level 1, level 2 and level 3 upgrades.

Droids get this feat for free at thirteenth level.

Logic Upgrade

 * Combat Logic Upgrade

Prerequisites: Droid

The droid is fitted with the most basic combat programming, allowing for simple but effective defense maneuvers. This feat grants +2 to defense and is always active.

Droids get this feat for free.

Prerequisites: Level 6 Droid
 * Tactician Logic Upgrade

Having witnessed the effects and actions of combat first hand, the droid is able to self-upgrade their defensive algorithms. This feat grants +4 to defense and is always active. This feat replaces the Combat Logic upgrade.

Droids get this feat for free at sixth level.

Prerequisites: Level 12 Droid
 * Battle Droid Logic Upgrade

Fully experienced with the rigors of combat, the droid is able to self-upgrade its tactical reasoning and maximize its defensive potential. This feat grants +6 to defense and is always active. This feat replaces the Tactician Logic upgrade.

Droids get this feat for free at twelfth level.

Blaster Integration
Prerequisites: Utility Droid

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.

T3-M4 gets this feat for free.

Wookie Toughness
Prerequisites: Wookie

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.

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

Zaalbar gets this feat for free.