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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.
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.
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.
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 provides a +1 skill point bonus to both Demolitions and Stealth.
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.
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.
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 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.
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.
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 gives a +2 bonus to Persuade, Awareness, and Treat Injury. This replaces the bonus given by Empathy.
Master Empathy gives a +3 bonus to Persuade, Awareness, and Treat Injury. This replaces the bonus given by Improved Empathy.
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 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.
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.
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 gives a +2 bonus to Repair, Security, and Computer Use. This replaces the bonus given by Gear Head.
Master Gear Head gives a +3 bonus to Repair, Security, and Computer Use. This replaces the bonus given by Improved Gear Head.
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 gives a +2 bonus to Fortitude, Reflex, and Will saves.
As a reflection of a character's all-but-perfect physical condition, Master Conditioning gives a +3 bonus to Fortitude, Reflex, and Will saves.
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).
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 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.
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.
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 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.
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.
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 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.
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.
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 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.
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.
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.