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

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Equipment

These feats either allow equipment which could not be selected otherwise, or only apply bonuses when particular equipment is used.

Armor Proficiency

Armor Proficiency Light Medium Heavy
Allowed armor Light Light and Medium Light, Medium and Heavy
Prerequisites None Armor Proficiency: Light Armor Proficiency: Medium
Granted Soldier
Scout
Scoundrel
Tech Specialist
Main player character (PC)
Soldier
Tech Specialist
Main PC Jedi Guardian
Soldier

Armor is worn on the head and body. Wookiees and droids cannot wear armor, so these feats cannot be selected by them.

Close Combat

Feat Close Combat Improved
Equipped weapon(s) Blaster pistol(s) or blaster rifle
Prerequisites Level 4 Level 8
Short range attack bonus +1 +2
Enemy attack bonus +4 +2
Granted Level 4 Scout

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.

Deflect

A Jedi Weapon Master with a lightsaber has incredible skill deflecting blaster bolts. This feat grants a 1 + [ (level-1) /2] Blaster Bolt Deflection bonus (level is Jedi Weapon Master level, not total character level).

Level 1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35
BBD +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18

Droid Upgrade

Droid Upgrade Class 1 Class 2 Class 3
Allowed ugrades Level 1 Levels 1-2 Levels 1-3
Prerequisites Droid Level 7 Droid Level 13 Droid
Granted Droid Level 7 Droid Level 13 Droid

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

Dueling

Feat Dueling Improved Master
Equipped weapon Unarmed or single blaster pistol, melee weapon or lightsaber
Prerequisites None Level 4 Level 8
Attack bonus +1 +2 +3
Defense bonus +1 +2 +3

These feats cannot be selected by an Expert Droid.

Finesse

Finesse Melee Weapons Lightsabers
Equipped weapon(s) Melee weapon(s) Lightsaber(s)
Prerequisites None Jedi

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

Finesse: Melee Weapons does not apply to unarmed combat.

Increase Melee Damage

Increase Melee Damage I II III
Equipped weapon(s) Unarmed, melee weapon(s) or lightsaber(s)
Prerequisites Jedi Weapon Master Level 8 Jedi Weapon Master Level 15 Jedi Weapon Master
Damage bonus +2 +4 +6
Granted Jedi Weapon Master Level 8 Jedi Weapon Master Level 15 Jedi Weapon Master

Weapon Masters can focus their strength to deliver powerful strikes.

Jedi Defense

Feat Jedi Defense Advanced Master
Equipped weapon(s) Lightsaber(s)
Prerequisites Jedi Level 4 Jedi Level 8 Jedi
Blaster Bolt Deflection bonus 0 +3 +6
Granted Jedi

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 roll occurs after an attack roll is made against defense, so Blaster Bolt Deflection becomes less and less useful as defense increases (since blaster bolts are increasingly likely to miss regardless of whether or not they are deflected or returned). Even without high defense and low chance to hit, blaster bolts normally apply damage which can be countered by Energy Resistance.

While returning blaster bolts is a signature move of the Jedi, their damage pales in comparison to that from other sources.

Blaster Bolt Deflection does not occur when debilitated.

Precise Shot

Precise Shot I II III IV V
Equipped weapon(s) Blaster pistol(s) or blaster rifle
Prerequisites Level 4 Level 8 Level 12 Level 16 Level 20
Damage +1 +2 +3 +4 +5
Enemy BBD -2 -4 -6 -8 -10
Granted Level 4 Scout Level 8 Scout Level 12 Scout Level 16 Scout Level 20 Scout

Targeting

Targeting I II III IV V VI VII VIII
Equipped weapon(s) Blaster pistol(s) or blaster rifle
Prerequisites Scout
Granted at level 1 5 9 13 17 21 25 29
Attack bonus +1 +2 +3 +4 +5 +6 +7 +8

Scouts are very effective with blaster pistols and blaster rifles.

Two-Weapon Fighting

Feat Two-Weapon Fighting Improved Master
Equipped weapon(s) Two blaster pistols, melee weapons or lightsabers, or a double-bladed melee weapon or lightsaber
Prerequisites None Level 4 Level 8
Attack penalty -6 -4 -2

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 2/0, resulting in 0 main hand penalty when mastered.

Superior Two-Weapon Fighting

Superior Two-Weapon Fighting I II III
Equipped weapon(s) Two blaster pistols, melee weapons or lightsabers, or a double-bladed melee weapon or lightsaber
Prerequisites Master Two-Weapon Fighting
Jedi Weapon Master or
Sith Marauder
Superior Two-Weapon Fighting I
Jedi Weapon Master or
Sith Marauder
Superior Two-Weapon Fighting II
Jedi Weapon Master or
Sith Marauder
Attack penalty -1 (main hand) / -2 (off hand) 0 (main hand) / -2 (off hand) 0 (main hand) / -1 (off hand)

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 2/0.

Unarmed Specialist

Unarmed Specialist I II III IV V VI VII VIII
Prerequisites Jedi (or Special Training)
Granted at level 2 6 10 14 18 22 26 30
Unarmed damage bonus 1-4 2-8 3-12 4-16 5-20 6-24 7-28 8-32
Average 2.5 5 7.5 10 12.5 15 17.5 20

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.

Bao-Dur and Handmaiden 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).

Weapon Proficiency

Weapon Proficiency Blaster Pistol Blaster Rifle Melee Weapons Lightsaber
Allowed weapons Blaster pistols Blaster rifles Melee weapons Lightsabers
Prerequisites None None None Jedi
Granted All classes Soldier
Scout
Scoundrel
Tech Specialist
Combat Droid
Main player character
Soldier
Scout
Scoundrel
Tech Specialist
Jedi
Jedi

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

Droids cannot select melee weapons, while Expert Droids can only select blaster pistols.

Weapon Focus

Weapon Focus Blaster Pistol Blaster Rifle Melee Weapons Lightsaber
Equipped weapon(s) Blaster pistol(s) Blaster rifle Melee weapon(s) Lightsaber(s)
Prerequisites Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Melee Weapons Weapon Proficiency: Lightsaber
Attack bonus +1 +1 +1 +1
Granted Prestige classes

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

Weapon Specialization

Weapon Specialization Blaster Pistol Blaster Rifle Melee Weapons Lightsaber
Equipped weapon(s) Blaster pistol(s) Blaster rifle Melee weapon(s) Lightsaber(s)
Prerequisites Weapon Focus: Blaster Pistol
Level 4
Soldier or
Jedi Guardian or
Jedi Weapon Master or
Sith Marauder
Weapon Focus: Blaster Rifle
Level 4
Soldier or
Jedi Guardian or
Jedi Weapon Master or
Sith Marauder
Weapon Focus: Melee Weapons
Level 4
Soldier or
Jedi Guardian or
Jedi Weapon Master or
Sith Marauder
Weapon Focus: Lightsaber
Jedi Guardian or
Jedi Weapon Master or
Sith Marauder
Damage bonus +2 +2 +2 +2

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 apply to 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 Jedi Weapon Master or Sith Marauder can also select this feat.

Critical hit doubles bonus damage.

Superior Weapon Focus

Superior Weapon Focus Lightsaber I Lightsaber II Lightsaber II
Equipped weapon(s) Lightsaber(s)
Prerequisites Weapon Specialization: Lightsaber
Jedi Weapon Master or
Sith Marauder
Superior Weapon Focus: Lightsaber I
Jedi Weapon Master or
Sith Marauder
Superior Weapon Focus: Lightsaber II
Jedi Weapon Master or
Sith Marauder
Attack bonus +1 +2 +3

The character's skill with lightsabers is almost unmatched.

Passive

These feats do not require character action: they are always active.

Class Skill

Class skill Computer Use Demolitions Stealth Repair Security Treat Injury
Prerequisites Cross-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.

Conditioning

Feat Conditioning Improved Master
Prerequisites None Level 4 Level 8
Bonus to all saves +1 +2 +3

This feat is not available to droids.

Dark Side Corruption

A Sith Lord'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.

Evasion

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

Force Immunity

Force Immunity Fear Stun Paralysis
Prerequisites Jedi Sentinel Level 6 Jedi Sentinel Level 12 Jedi Sentinel
Immunity to debilitating effect Fear
Horror
Insanity
Force Push
Force Wave
Stun
Critical Strike and Sniper Shot
Concussion and Sonic Grenades
Flash Mines
Stun Rays
Stasis
Stasis Field
CyroBan Grenades
Carbonite Projectors
Granted Jedi Sentinel Level 6 Jedi Sentinel Level 12 Jedi Sentinel

These feats are always active, so level > 11 Jedi Sentinels can only be debilitated by the following:

None of these feats counters the effect of Adhesive Grenades because they are not actually debilitating.

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.

This feat is granted to the main player character and all newly trained Jedi at level 2, with the exception of Visas.

Ignore Pain

Ignore Pain I II III
Prerequisites Level 3 Sith Marauder Level 7 Sith Marauder Level 11 Sith Marauder
Damage -5% -10% -15%
Granted Level 3 Sith Marauder Level 7 Sith Marauder Level 11 Sith Marauder

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

Inner Strength

Inner Strength I II III
Prerequisites Level 3 Jedi Weapon Master Level 7 Jedi Weapon Master Level 11 Jedi Weapon Master
Damage -5% -10% -15%
Granted Level 3 Jedi Weapon Master Level 7 Jedi Weapon Master Level 11 Jedi Weapon Master

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

Light Side Enlightenment

Jedi Masters 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.

Logic Upgrade

Feat Logic Upgrade Logic Upgrade: Tactician
Prerequisites Droid Level 6 Combat Droid
Defense bonus 2 + (2 * [ (Level+1) /6] ) +4
Granted Droid Level 6 Combat Droid

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 its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.

Level 1 5 11 17 23 29 35 41 47
Defense +2 +4 +6 +8 +10 +12 +14 +16 +18

Contrary to its description, Logic Upgrade: Tactician does not replace Logic Upgrade; it simply grants another +4 defense.

Regenerate

Regenerate Force Points Vitality Points
Prerequisites Level 4 Jedi Level 4
Regenerate Force points Vitality points
Granted Jedi Master or Sith Lord

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 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.

Level 1 5 11 17 23 29 35 41 47
Defense +2 +4 +6 +8 +10 +12 +14 +16 +18

Sense

Sense Jedi Prestige Greater Prestige
Prerequisites Jedi Jedi Master or Sith Lord Weapon Master or Sith Marauder
Jedi Watchman or Sith Assassin
Defense bonus 2 + (2 * [Level/6] ) 2 + (2 * [Level/8] ) 2 + (2 * [Level/5] )
Granted Jedi Jedi Master or Sith Lord Weapon Master or Sith Marauder
Jedi Watchman or Sith Assassin

These feats are always active and grant defense bonuses dependent upon the Jedi class 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.

Jedi Sense
Level 1 6 12 18 24 30 36 42 48
Defense +2 +4 +6 +8 +10 +12 +14 +16 +18
Prestige Sense
Level 1 8 16 24 32
Defense +2 +4 +6 +8 +10
Greater Prestige Sense
Level 1 5 10 15 20 25 30 35
Defense +2 +4 +6 +8 +10 +12 +14 +16

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. For example, a level 30 character who was a level 15 Jedi and became a level 15 Jedi Weapon Master is granted +6 defense by Jedi Sense and +8 defense by Greater Prestige Sense, for +14 defense in total.

Toughness

Feat Toughness Improved Master
Prerequisites None Level 4 Level 8
Vitality points per level +1 +1 +2
< 20 Damage -2 -2
> 19 Damage -10% -10%

Vitality bonus is retroactive for levels previously gained.

Damage is subtracted after any shield and Energy Resistance.

Uncanny Dodge

Feat I II
Prerequisites Level 4 Scout Level 7 Scout
Grenade Difficulty Class -2 -4
Granted Level 4 Scout Level 7 Scout

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

Action

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

Unique

Unique feats are only granted to particular characters, rather than being available to any character or particular classes.