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 Improved 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