Star Wars Knights of the Old Republic II: The Sith Lords/Feats

Active
These feats need to be activated to take effect.

Critical Strike
These feats increase the critical threat range of melee attacks.

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. Any off hand attack, or added main hand attacks, cannot trigger this stun. The target is not stunned until the end of the character's attack round.

Stun can also be prevented by Immunity: or : Stun, and neutralized by Master.

These feats cannot be selected by s.

Flurry
These feats allow 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 these feats and for 3 seconds afterwards (i.e. an enemy's attack).

Attack penalty applies to every attack in a combat round.

These feats cannot be selected by s.

Power Attack
Additionally, the critical multiplier is increased by 1 (e.g. if a critical hit would normally double damage, it would triple damage when Power Attack was used). Finally, if the first main hand attack is a critical hit, the target is knocked back unless they make a Fortitude save at a DC of the attacking character's level + twice the attacking character's modifier. Any off hand attack, or added main hand attacks, cannot trigger this knocking back. Used to quickly dispatch groups of easy-to-hit opponents.

Attack penalty and damage bonus affect every attack in a combat round. Critical hit multiplies bonus damage.

These feats cannot be selected by s.

Power Blast
Additionally, the critical multiplier is increased by 1 (e.g. if a critical hit would normally double damage, it would triple damage when Power Blast was used). Finally, if the first main hand attack is a critical hit, the target is knocked back unless they make a Fortitude save at a DC of the attacking character's level + twice the attacking character's modifier.Any off hand attack cannot trigger this knocking back. Used to quickly dispatch groups of easy-to-hit opponents.

Attack penalty and damage bonus affect every attack in a combat round. Critical hit multiplies bonus damage.

These feats cannot be selected by an.

Rapid Shot
These feats allow 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.

These feats cannot be selected by an.

Sniper Shot
These feats increase the critical threat range of ranged attacks.

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. Any off hand attack, or added main hand attack, cannot trigger this stun. The target is not stunned until the end of the character's attack round.

Stun can also be prevented by Immunity: or : Stun, and neutralized by Master.

These feats 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 normally equipped on the body, but it can also be equipped on head and hands.

s cannot select these feats. Although Wookiees cannot equip anything on body or head, already has all Armor Proficiencies and can equip gloves that require them.

Caution
The only ../Prestige classes/ that can select these feats are a or.

Class Skill
These feats give a character advanced training. The skill is no longer considered cross-class and can be purchased for one skill point per skill level.

s can only select Class Skill: Demolitions.

Close Combat
These feats train ranged weapon characters to fight effectively in close combat. When the character's target is at short range, they receive an attack bonus. Additionally, when these characters are engaged in melee combat their attackers receive a reduced attack bonus instead of the usual +6.

These feats cannot be selected by an or prestige classes.

Conditioning
These feats cannot be selected by s, a or.

Dual Strike
The character has advanced training using teamwork to defeat enemies. When attacking an enemy that another party member is also attacking, the character gets a bonus to hit.

These feats cannot be selected by a or.

Dueling
These feats cannot be selected by an.

Empathy
These feats cannot be selected by s, a or.

Finesse
The character has mastered using grace and speed instead of raw power. The character can add either their or  bonus to their chance to hit, whichever is higher.

Finesse: Melee Weapons doesn't affect unarmed combat, but it does affect both melee weapons and lightsabers, so Finesse: Lightsabers can be redundant (do not select it for, since she already has Finesse: Melee Weapons).

These feats cannot be selected by s.

Gear Head
The only ../Prestige classes/ that can select these feats are a or.

Precise Shot
These feats cannot be selected by an.

Regenerate
By itself, Regenerate Force Points makes Force regeneration 3.5 times higher in combat. These percentages sum with percentages (+50% out of combat and +500% in combat, or +75% (* 1.75) and +750% (* 8.5) in total respectively).

Vitality regenerates both in and out of combat, and this is doubled to 1 point every 6 seconds while is active.

Regenerate Vitality Points cannot be selected by s, a or.

Stealth Run
A level 4 character can train so extensively in that they can move swiftly and still remain hidden. The character can now run instead of walk in Stealth mode.

cannot select this feat, and the only ../Prestige classes/ that can do so are a or.

Toughness
Vitality bonus is retroactive for levels previously gained, but Master Toughness bonus overrides Toughness bonus (+2, not +3 in total).

Damage is reduced after, and  or , but before  and.

Two-Weapon Fighting
These feats reduce 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 (main hand) / 0 (off hand), resulting in 0 main hand and -2 off hand penalty when mastered.

These feats cannot be selected by.

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

s cannot equip melee weapons or lightsabers, while an can only equip blaster pistols.

Weapon Focus
Although lightsabers are used in melee combat, Weapon Focus: Melee Weapons does not affect them (they have their own Weapon Focus).

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

Dark Side Corruption
A 's command of the dark side is so great that it influences his companions. Some are weak and will grow more corrupt. Others find new resolve from a Sith Lord's influence and become even more aligned with the light. A Sith Lord's corruption grows in strength as they grow in power.

Deflect
A with a lightsaber has incredible skill deflecting blaster bolts. This feat grants a [(class level + 1) / 2] Blaster Bolt Deflection bonus.

This bonus is only added to deflection rolls when using a lightsaber in the main hand.

Force Focus
These feats add to the Difficulty Class for all saving throws against the character's Force powers. These feats are always active.

Force Immunity
These feats are always active, so a level > 11 Jedi Sentinel can only be debilitated by Force Whirlwind and, Choke or Kill. None of these feats counters the effect of s because they aren't 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.

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. Normally, this combination is only possible for a main character Jedi Guardian (Force Jump) who becomes a or  (Sneak Attack).

can grant Force Jump to any light Jedi, but this may only be acquired using cheats unless the ../Restored Content Mod/ is installed.

Attack and damage bonus is added to every attack in a combat round. multiplies bonus damage.

Force Sensitive
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 granted to the main player character and all newly trained Jedi at level 2, with the exception of.

Ignore Pain
Prolonged channeling of dark side energy has accustomed Sith Marauders to pain.

Damage is reduced after and, but before  and.

Increase Combat Damage
Sith Marauders call upon their hatred and strength to deliver powerful blows.

multiplies bonus damage.

Increase Melee Damage
Weapon Masters can focus their strength to deliver powerful strikes.

multiplies bonus damage.

Inner Strength
Weapon Masters use the light side of the Force to shield themselves from pain.

Damage is reduced after and, but before  and.

Jedi Defense
These feats allow 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 fired upon from within the 180° arc in front of a character that isn't debilitated. A lightsaber must also be equipped in the main or off hand unless has been selected, which also allows deflection when using  (otherwise a roll isn't made, even if a lightsaber remains in the off hand during use).

According to the log, the opposed roll is simply the sum of a d20 roll, any Jedi Defense bonus, any bonuses and penalties from feats, Force power and lightsaber forms, the Jedi's base attack bonus and any item bonuses.

The feat grants a  a [(class level + 1) / 2] bonus which is only added when using a lightsaber in the main hand. Enemy feats inflict penalties:

Force Redirection adds 3 to any deflection roll, regardless of any weapon(s) used. can grant a bonus or inflict a penalty:

Blaster Bolt Deflection item bonuses are only granted by lightsaber upgrades:

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Since two power crystals can be used in each lightsaber, maximum total item bonus is thus +30 when using two lightsabers. 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, , or ,  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 the Combat log 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. 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.

Light Side Enlightenment
s are greatly attuned to the light side of the Force. Their mere presence serves as an inspiration to many. Close companions will grow more in touch with the light side by a Jedi Master's example. Other companions might rebel against their example and fall further from the light. A Jedi Master's attunement matures as they learn more about the Force.

Sense
These feats are always active and grant defense bonuses dependent upon the Jedi or Prestige class level.

While the Jedi Sense description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.

Main player characters retain the defense bonuses granted by their Jedi class levels upon becoming a Prestige class, but henceforth they are only granted additional defense bonuses dependent on their Prestige class:


 * A level 30 Jedi is granted +12 Defense
 * A level 15 Jedi (+6) and level 15 Jedi Master or Sith Lord (+4) is granted +10 Defense
 * A level 15 Jedi (+6) and level 15 other Prestige class (+8) is granted +14 Defense

Superior Two-Weapon Fighting
These feats 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 (main hand) / 0 (off hand) resulting in +2 main hand and -1 off hand penalty when mastered.

Superior Weapon Focus
The character's skill with lightsabers is almost unmatched.

Unarmed Specialist
The character has gained extra experience in hand-to-hand combat and is able to strike much harder than other combatants. This feat is gained automatically at prerequisite levels.

and have Special Training. If they become Jedi, they retain the Unarmed Specialist feats already granted but future feats are granted at Jedi level, not character level. For example, at level 6 they both have Unarmed Specialist II and they would be granted Unarmed Specialist III at level 10; however, if they become Jedi at level 6 then they will not be granted it until level 16 (Jedi level 10).

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

Blaster Integration
This feat grants s the ability to integrate blasters into their frames to act as self-contained weapons systems. Special universal ports allow internal placement of most models of blaster pistol, tapping the energy pack and emitters as though factory installed.

Droid Interface
This feat gives the the ability to speak with other droids who don't speak a sentient language. Granted to s.

This feat can also be selected by a.

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

Evasion
Characters sometimes make saving throws in order to take half damage from some powers and abilities. In these situations level 6 s take no damage at all if they save successfully.

Logic Upgrade
Having witnessed the effects and actions of combat first hand, the droid is able to self-upgrade its defensive algorithms.

While the Logic Upgrade description is correct about defense bonus increasing every subsequent six levels, each increase occurs one level earlier.

Contrary to its description, Logic Upgrade: Tactician does not replace Logic Upgrade, nor does it actually grant any Defense bonus. However, is granted natural bonus 2 by his character template (according to the Combat section of the 's, at level 6 Defense Breakdown: 19 = base 10 + dex mod 3 + class 4 + natural 2).

Scoundrel's Luck
s have a knack for getting in trouble, but to compensate, they also possess an incredible instinct for survival. This feat is always active and grants Defense bonus of 2 + (2 * [ (Level+1) /6] ) in combat.

While the description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.

Sneak Attack
These feats are only granted to a and, or.

These feats add 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: attacks against debilitated targets count as Sneak Attacks from any range.

Targeting
Scouts are very effective with blaster pistols and blaster rifles.

Uncanny Dodge
A character with these feats retains the bonus to defense even when surprised by camouflaged opponents.

Weapon Specialization
The descriptions for Weapon Specializations: Blaster Pistol, Blaster Rifle and Melee Weapons may only list Soldier under their prerequisites, but a Jedi Guardian and any main player character who becomes a Jedi Weapon Master or Sith Marauder can also select these feats.

Although lightsabers are used in melee combat, Weapon Specialization: Melee Weapons does not affect them (they have their own Weapon Specialization). The description for Weapon Specialization: Lightsaber may only list Jedi Guardian under its prerequisites, but any main player character who becomes a Prestige class can also select this feat.

multiplies damage.

Unique
Unique feats are only granted to a particular character.

Assassin Protocols
When a critical hit is achieved, there is a 20% chance that extra damage to the target’s remaining life (applied after normal damage is dealt) will be dealt. A successful Fortitude save of DC = 10 + Attacker’s level by the target can avoid this extra damage.

For example, a critical hit inflicting 25 damage reduces 100 Vitality to 75: if the protocols trigger and the target's Fortitude save fails, 37 (75/2) unstoppable damage is then inflicted, reducing 75 Vitality to 38.

However, even with maximum : 6-20 (75%) when using a disruptor pistol or rifle with a Keen bonus and Master, the protocols only trigger on 15% (3 in 20, or 1 in 6 2/3) of attacks at most, and successful Fortitude saves reduce this frequency even more.

Droid Trick
Droid Trick distracts a droid target, making it easier to sneak by them. If the target fails a Will save, then they are distracted. Distracted targets won’t notice the player unless the player gets too close or interacts with them.

Scramble Droid can actually cause a hostile droid to fight for you. If the target fails a Will save, then they will fight your opponents. Only one droid can be affected by Scramble Droid at a time. This power only works on droids; sentients and beasts are immune.

Echani Strike
When using unarmed attacks against any opponent, she deals extra damage and has a chance of knocking down the opponent if they fail a Fortitude save of DC = 15 + Handmaiden’s level. This damage stacks with any bonus damage.

Force Chain
You and have a special bond. Most beneficial Force powers used on one of you automatically affect the other. For example, if Kreia activates Force Resistance then you will also receive its benefits.

This affects the following ../Force powers/:


 * All ranks of Speed
 * All ranks of
 * All ranks of
 * Both ranks of
 * All ranks of
 * All ranks of

Implant Switching
has a series of implant modifications installed on him. He can switch between these as often as he likes. He can choose between regeneration, endurance (+4 ), strength (+4 ), or agility (+4 ) implants.

Mandalorian Courage
has fought in countless battles and is a fearless adversary. This experience allows him to shrug off Fear and Horror effects. He also receives (2 * [ (Level+1) /6] ) bonus.

While the description is correct about its Defense bonus increasing every six levels, each increase occurs one level earlier. However, this bonus is actually that granted to Mandalore's class, and not granted by the feat itself.

Mentor
Whenever is in the party, she provides a bonus to earned experience points.

Personal Cloaking Shield
has a personal cloaking shield built into his frame. This allows him to use his skill without a.

Point Guard
When takes lead, she is able to navigate around traps and warn others of their presence. This is reflected by the fact that when she is the active party member (the character currently being controlled by the player), she and all other party members do not set off mines. However, as soon as someone else takes over, the entire party will lose this ability and be able to set off mines normally.

Shield Breaker
During combat, can use his cybernetic arm to disrupt the energy output of an opponent’s shields, causing them to collapse altogether.

Spirit
Whether it’s a survival instinct or sheer resolve, Atton won’t give up. When knocked unconscious there’s a chance he will get back up, ready for more action provided someone else in the party is still standing. If he returns to the fight he will come back with a percentage of his vitality restored.

Strike
Bao-Dur can release energy stored in capacitors in his arm during combat, causing extra electricity damage with a chance of causing Slow for 2 rounds if they fail a Fortitude save of DC = 15 + Bao-Dur’s level when using an unarmed attack. This damage stacks with unarmed attacks.

Survival
The tougher the situation, the more ’s survival instinct kicks in. Whenever Atton is knocked below 50% of his Vitality points he gets bonuses to all saving throws. These bonuses increase as he approaches 0 vitality.

War Veteran
You are a veteran of the Mandalorian Wars. Your battle scars and experience give you an extra +25 points at the start of the game.

Wookiee Rage
In this state he is also immune to Paralysis and Stasis effects. Every creature he kills fuels him even more, adding to the damage he does in combat (to a maximum of +6).

Wookiee Toughness
This feat represents the innate toughness that Wookiees have developed as a result of their heritage and the hard life they have lived.

Damage is reduced after, , or , and , but before.