Star Wars: Knights of the Old Republic/Feats

== Two-Weapon Fighting     == Two-Weapon Fighting reduces the penalties incurred for using a double-bladed weapon or for dual-wielding (one weapon in each hand). Normal penalties are -6/-10 (dominant hand/off hand). This feat reduces the penalty to -6/-6. Using a "balanced" weapon with this feat reduces the penalty to -4/-6.

There are three tiers for this feat allowing the character to become better at dual-wielding and using two-handed weapons.

Improved Two-Weapon Fighting
The second-tier feat Improved Two-Weapon Fighting reduces the penalties incurred for using a double-bladed weapon or for dual-wielding even more. This feat reduces the penalty to -4/-4. Using a "balanced" weapon with this feat reduces the penalty to -2/-4.
 * Prerequisites:
 * Character level 4

Master Two-Weapon Fighting
The third-tier of the Two-Weapon Fighting suite, Master Two-Weapon Fighting heavily reduces the penalties incurred for using a double-bladed weapon or dual-wielding. This feat reduces the penalty to -2/-2. Using a "balanced" weapon with this feat reduces the penalty to 0/-2, almost completely removing the penalty.
 * Prerequisites:
 * Character level 8

== Armor Proficiency     == Armor Proficiency allows characters (Wookiees and droids excluded) to don armor of the indicated class or lower. Armor Proficiency has three tiers, each stacking upon the previous. With Armor Proficiency: Light, the character can only wear light armor. With Armor Proficiency: Heavy, however, the character can wear all types of armor (light + medium + heavy).

== Caution     == Caution provides a +1 skill point bonus to both Demolitions and Stealth.

Improved Caution
This feat improves upon the bonus given by Caution. Improved Caution provides a +2 skill point bonus to both Demolitions and Stealth. This replaces the bonus given by Caution.
 * Prerequisites:
 * Character level 4

Master Caution
For the most delicate operations, extreme caution is a must. Master Caution provides a +3 skill point bonus to both Demolitions and Stealth. This replaces the bonus given by Improved Caution.
 * Prerequisites:
 * Character level 8

== Critical Strike     == The Critical Strike feat adds a new attack action (also named Critical Strike) to the available options when an enemy is selected. Choosing to use a Critical Strike allows the critical threat range of a melee weapon to be increased. At the first tier, the threat range is doubled. In other words, if a vibrosword needs a 20 to make a critical threat, it can now threaten at both 19 and 20. If the attack connects, the target will be stunned for 6 seconds unless they successfully make a Fortitude save against the sum of the attacker's character level and Strength modifier. The user suffers a -5 penalty to Defense when used.

Improved Critical Strike
Improved Critical Strike triples the threat range of melee weapons (e.g., a range of 20-20 becomes 18-20). If the attack connects, the target will be stunned for 6 seconds unless they successfully make a Fortitude save against the sum of the attacker's character level and Strength modifier. The user suffers a -5 penalty to Defense when used.
 * Prerequisites:
 * Character level 4

Master Critical Strike
Master Critical Strike quadruples the threat range of melee weapons (e.g., a range of 20-20 becomes 17-20). If the attack connects, the target will be stunned for 6 seconds unless they successfully make a Fortitude save against the sum of the attacker's character level and Strength modifier. The user suffers a -5 penalty to Defense when used.
 * Prerequisites:
 * Character level 8

== Empathy     == Empathy reflects a character's ability to be in touch with their surroundings and better project their emotions, real or false. This feat gives a +1 bonus to Persuade, Awareness, and Treat Injury.

Improved Empathy
Improved Empathy gives a +2 bonus to Persuade, Awareness, and Treat Injury. This replaces the bonus given by Empathy.
 * Prerequisites:
 * Character level 4

Master Empathy
Master Empathy gives a +3 bonus to Persuade, Awareness, and Treat Injury. This replaces the bonus given by Improved Empathy.
 * Prerequisites:
 * Character level 8

== Flurry     == The Flurry feat adds a new attack action (also named Flurry) to the available options when an enemy is selected. Choosing to use a Flurry allows the attacking character to make one additional melee attack during that round. The attacker suffers a -4 penalty to Defense while using a Flurry and for three seconds afterward. The attacker also suffers a -4 penalty to all attacks in the same round.

Improved Flurry
Improved Flurry allows a character to make an additional attack in the round in which it is used. The attacker suffers a -2 penalty to Defense while using Improved Flurry and for three seconds afterward. The attacker also suffers a -2 penalty to all attacks in the same round.
 * Prerequisites:
 * Character level 4

Master Flurry
Master Flurry allows a character to make an additional attack in the round in which it is used. The attacker suffers a -1 penalty to Defense while using Master Flurry and for three seconds afterward. The attacker also suffers a -1 penalty to all attacks in the same round.
 * Prerequisites:
 * Character level 8

== Gear Head     == Gear Head reflects a character's ability to work with computers and machines in an efficient manner. This feat gives a +1 bonus to Repair, Security, and Computer Use.

Improved Gear Head
Improved Gear Head gives a +2 bonus to Repair, Security, and Computer Use. This replaces the bonus given by Gear Head.
 * Prerequisites:
 * Character level 4

Master Gear Head
Master Gear Head gives a +3 bonus to Repair, Security, and Computer Use. This replaces the bonus given by Improved Gear Head.
 * Prerequisites:
 * Character level 8

== Conditioning     == Through physical conditioning, a character can become better able to handle the obstacles that may spring up in their path. The Conditioning feat provides a +1 bonus to all saving throws (Fortitude, Reflex, and Will).

Improved Conditioning
Improved Conditioning gives a +2 bonus to Fortitude, Reflex, and Will saves.
 * Prerequisites:
 * Character level 4

Master Conditioning
As a reflection of a character's all-but-perfect physical condition, Master Conditioning gives a +3 bonus to Fortitude, Reflex, and Will saves.
 * Prerequisites:
 * Character level 8

== Implant Level     == The Implant suite allows a character to use cybernetic implants of a level less than or equal to the level of the feat. For example, a character with Implant Level 1 may use only level one implants while a character with Implant Level 3 may use all levels of implants (1-3).
 * Prerequisites:
 * Character level 4 (Implant Level 2)
 * Character level 8 (Implant Level 3)

== Power Attack     == The Power Attack feat adds a new attack action (also named Power Attack) to the available options when an enemy is selected. Choosing to use a Power Attack gives a bonus +5 damage to the next attack. However, it also produces a -3 penalty to hit for that attack. Can only be used with melee weapons.

Improved Power Attack
Improved Power Attack provides a bonus +8 damage to the next melee attack. However, it also produces a -3 penalty to hit for that attack. Can only be used with melee weapons.
 * Prerequisites:
 * Character level 4

Master Power Attack
Master Power Attack provides a bonus +10 damage to the next melee attack. However, it also produces a -3 penalty to hit for that attack. Can only be used with melee weapons.
 * Prerequisites:
 * Character level 8

== Power Blast     == The Power Blast feat adds a new attack action (also named Power Blast) to the available options when an enemy is selected. Choosing to use a Power Blast gives a bonus +5 damage to the next attack. However, it also produces a -3 penalty to hit for that attack. Can only be used with ranged weapons.

Improved Power Blast
Improved Power Blast provides a bonus +8 damage to the next attack. However, it also produces a -3 penalty to hit for that attack. Can only be used with ranged weapons.
 * Prerequisites:
 * Character level 4

Master Power Blast
Master Power Blast provides a bonus +10 damage to the next attack. However, it also produces a -3 penalty to hit for that attack. Can only be used with ranged weapons.
 * Prerequisites:
 * Character level 8

== Rapid Shot     == The Rapid Shot feat adds a new attack action (also named Rapid Shot) to the available options when an enemy is selected. Choosing to use a Rapid Shot allows for one additional attack to be made during the round. In doing so, the attacker suffers a -4 penalty to Defense while using a Rapid Shot and for three seconds afterward. The attacker also suffers a -4 penalty to all attacks in the same round. Can only be used with ranged weapons.

Improved Rapid Shot
Improved Rapid Shot allows a character to make an additional attack in the round in which it is used. The attacker suffers a -2 penalty to Defense while using Improved Rapid Shot and for three seconds afterward. The attacker also suffers a -2 penalty to all attacks in the same round.
 * Prerequisites:
 * Character level 4

Master Rapid Shot
Master Rapid Shot allows a character to make an additional attack in the round in which it is used. The attacker suffers a -1 penalty to Defense while using Master Rapid Shot and for three seconds afterward. The attacker also suffers a -1 penalty to all attacks in the same round.
 * Prerequisites:
 * Character level 8

== Sniper Shot     == The Sniper Shot feat adds a new attack action (also named Sniper Shot) to the available options when an enemy is selected. Choosing to use a Sniper Shot allows the critical threat range of a ranged weapon to be increased. At the first tier, the threat range is doubled. In other words, if a rifle needs a 20 to make a critical threat, it can now threaten at both 19 and 20. If the attack connects, the target will be stunned for 6 seconds unless they successfully make a Fortitude save against the sum of the attacker's character level and Intelligence modifier. The user suffers a -5 penalty to Defense when used.

Improved Sniper Shot
Improved Sniper Shot triples the threat range of ranged weapons (e.g., a range of 20-20 becomes 18-20). If the attack connects, the target will be stunned for 6 seconds unless they successfully make a Fortitude save against the sum of the attacker's character level and Intelligence modifier. The user suffers a -5 penalty to Defense when used.
 * Prerequisites:
 * Character level 4

Master Sniper Shot
Master Sniper Shot quadruples the threat range of ranged weapons (e.g., a range of 20-20 becomes 17-20). If the attack connects, the target will be stunned for 6 seconds unless they successfully make a Fortitude save against the sum of the attacker's character level and Intelligence modifier. The user suffers a -5 penalty to Defense when used.
 * Prerequisites:
 * Character level 8

== Weapon Proficiency     == Weapon Proficiency allows a character to wield weapons of the indicated type. For example, only characters with Weapon Proficiency: Heavy Weapons may equip and use repeating blasters. Weapon Proficiency can be attained for blaster pistols, blaster rifles, heavy weapons, melee weapons, and lightsabers.