Star Wars: Knights of the Old Republic/Feats


 * Starting feats


 * Feats granted


 * Elective feat progression

Total feats main player characters can get by level 20 depend on starting class, Jedi class and the level at which they become a Jedi:

Equipment
These feats either allow equipment which would otherwise be unavailable, or only apply bonuses when particular equipment is used.

Armor Proficiency
Armor is worn on the head and body. Wookiees and droids cannot wear armor, so these feats are unavailable to them.

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 is unavailable to them.

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.

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

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 using a blaster rifle or heavy weapon.

This feat is not available to an.

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 is not available to an.

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

Passive
These feats do not require character action.

Toughness
Vitality bonus is retroactive for levels previously gained.

Damage is subtracted after any shield and.

According to, damage is normally subtracted from the weapon's damage rather than any modifier, bonus damage from feats or Massive Criticals,  or.

When items or their upgrades add damage of any type, this feat subtracts from each separately: thus 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
This feat is not available to droids.

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.

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.

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

This feat is always active.

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), the character isn't debilitated, and the attack roll succeeds.

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:

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.

Since an attack roll has to succeed before a blaster bolt can be deflected or returned, an opposed roll is made (much) less often against characters with higher defense. This also means that even if deflection occurs, any properties, including  stuns, can still affect the deflecting character (but not the attacker if the bolt is returned) since that character has to be hit before the bolt can be deflected or returned.

Furthermore, this also means that the 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, and despite being a signature move of the Jedi, for blaster bolt deflection to be of any significant defensive or offensive use your character has to be unable to reliably debilitate ranged attackers, have low defense and little or no damage reduction (more specifically, no shields or Improved )... and even if this were the case, it would take far longer to kill enemies with returned bolts than to attack them directly.

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

Logic Upgrade
This feat is always active.

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

Power Attack
This feat only applies to melee weapons and lightsabers.

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

This feat is not available to 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 applies to every attack in a combat round.

This feat is not available to droids.

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

s and s all have base Critical Threat range 19-20 (10%), while s only have 20-20 (5%). According to, 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, or Immunity:.

This feat is not available to droids.

Power Blast
This feat only applies to ranged weapons, and is not available to an.

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

According to, no attacks are gained when using Knight or Master Speed.

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 applies to every attack in a combat round.

This feat is not available to an.

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

../Heavy weapons/ all have Critical Threat range 20-20 (5%). According to, 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, or Immunity:.

No attacks are gained when using Knight or Master Speed.

This feat is not available to an.

Empathy
This feat is not available to droids.

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.

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.

Unique
Unique feats are restricted to particular characters, rather than classes, who get them for free.

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).

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, which has 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 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.

Main character Jedi gets this feat for free.

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 is really just a plot device: Stealth isn't a class skill for Juhani, and as a she doesn't need it.