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 Master 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

== Conditioning     == 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
Improved Conditioning gives a +2 bonus to Fortitude, Reflex, and Will saves.
 * Prerequisites:
 * Character level 4

Master Conditioning
As a reflection of a character's all-but-perfect physical condition, Master Conditioning gives a +3 bonus to Fortitude, Reflex, and Will saves.
 * Prerequisites:
 * Character level 8

== Implant Level     == 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).
 * Prerequisites:
 * Character level 4 (Implant Level 2)
 * Character level 8 (Implant Level 3)

== Power Attack     == 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
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.
 * Prerequisites:
 * Character level 4

Master Power Attack
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.
 * Prerequisites:
 * Character level 8

== Power Blast     == 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
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.
 * Prerequisites:
 * Character level 4

Master Power Blast
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.
 * Prerequisites:
 * Character level 8

== Rapid Shot     == 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
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.
 * Prerequisites:
 * Character level 4

Master Rapid Shot
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.
 * Prerequisites:
 * Character level 8

== Sniper Shot     == 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
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.
 * Prerequisites:
 * Character level 4

Master Sniper Shot
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.
 * Prerequisites:
 * Character level 8

== Weapon Proficiency     == 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.

Uncanny Dodge
Prerequisites: Level 4 Scout

A character with Uncanny Dodge retains the dexterity bonus to Defense even when surprised by camouflaged opponents, and also gains +2 on saves versus grenades.

According to the Messages - Feedback window, this feat actually reduces the Difficulty Class of grenades from 15 to 13.

Prerequisites: Level 7 Scout
 * Uncanny Dodge 2

A character with Uncanny Dodge Two retains the dexterity bonus to Defense even when surprised by camouflaged opponents, and also gains +4 on saves versus grenades.

According to the Messages - Feedback window, this feat actually reduces the Difficulty Class of grenades further from 13 to 11.

Sneak Attack
Prerequisites: Level 1 Scoundrel
 * Sneak Attack I

Sneak Attack I adds 1-6 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 Stealth 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.

Prerequisites: Level 3 Scoundrel
 * Sneak Attack II

Sneak Attack II adds 2-12 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 Stealth 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.

Prerequisites: Level 5 Scoundrel
 * Sneak Attack III

Sneak Attack III adds 3-18 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 Stealth 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.

Prerequisites: Level 7 Scoundrel
 * Sneak Attack IV

Sneak Attack IV adds 4-24 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 Stealth 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.

Prerequisites: Level 9 Scoundrel
 * Sneak Attack V

Sneak Attack V adds 5-30 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 Stealth 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.

Prerequisites: Level 11 Scoundrel
 * Sneak Attack VI

Sneak Attack VI adds 6-36 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 Stealth 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.

Prerequisites: Level 13 Scoundrel
 * Sneak Attack VII

Sneak Attack VII adds 7-42 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 Stealth 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.

Prerequisites: Level 15 Scoundrel
 * Sneak Attack VIII

Sneak Attack VIII adds 8-48 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 Stealth 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.

Prerequisites: Level 17 Scoundrel
 * Sneak Attack IX

Sneak Attack IX adds 9-54 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 Stealth 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.

Scoundrel's Luck
Prerequisites: Scoundrel

Scoundrels have a knack for getting in trouble, but to compensate, they also possess an incredible instinct for survival. This manifests as a truly useful +2 to defense. This feat is always active.

Prerequisites: Level 6 Scoundrel
 * Improved Scoundrel's Luck

As their skills increase, Scoundrels learn to make the most of their infamous luck, turning the whims of chance into a certain +4 to defense. This feat is always active. This feat replaces Scoundrel's Luck.

Prerequisites: Level 12 Scoundrel
 * Master Scoundrel's Luck

At the heights of their abilities, Scoundrels can seem to regularly defy the odds to survive any situation. Their skills and luck combine to grant a remarkable +6 to defense. This feat is always active. This feat replaces Improved Scoundrel's Luck.

Jedi Sense
Prerequisites: Jedi

The Jedi develops a connection to the Force that allows them to better sense incoming attacks. This feat grants +2 defense and is always active.

Prerequisites: Level 6 Jedi
 * Knight Sense

Furthering their connection to the Force, the Jedi gains and additional sensitivity to the actions of others in combat. This feat grants +4 defense and is always active. This feat replaces Jedi Sense.

Prerequisites: Level 12 Jedi
 * Master Sense

As their connection to the Force continues to strengthen, the Jedi gains a supreme sense of self and the actions of others in combat. This feat grants +6 defense and is always active. This feat replaces Knight Sense.

Jedi Defense
Prerequisites: Jedi classes only

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. Jedi classes receive this feat at 1st level.

Prerequisites: Level 4
 * Advanced Jedi Defense

This feat gives a character a +3 bonus to all blaster bolt deflection rolls. Certain items may apply a bonus or penalty to this ability. This feat replaces the bonus given by Jedi Defense.

Prerequisites: Level 8
 * Master Jedi Defense

This feat gives a character a +6 bonus to all blaster bolt deflection rolls. Certain items may apply a bonus or penalty to this ability. This feat replaces the bonus given by Advanced Jedi Defense.

Force Jump
Prerequisites: Jedi Guardian

Requires Lightsaber

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 rools 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 Sneak Attack 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.

Prerequisites: Level 6 Jedi Guardian
 * Improved Force Jump

Requires Lightsaber

The Jedi knows that if combat is inevitable it must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, the Guardian closes the distance almost instantly and also receives +2 to hit and damage on the first strike. 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. This feat replaces Force Jump. NOTE: Using a feat or special attack negates this ability

This feat counts as a Sneak Attack 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. Bonus attack and damage is added to every attack in a combat round. Critical hit doubles bonus damage.

Prerequisites: Level 12 Jedi Guardian
 * Master Force Jump

Requires Lightsaber

The Jedi knows that if combat is inevitable it must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, the Guardian closes the distance almost instantly and also receives +4 to hit and damage on the first strike. 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. This feat replaces Improved Force Jump. NOTE: Using a feat or special attack negates this ability

This feat counts as a Sneak Attack 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. Bonus attack and damage is added to every attack in a combat round. Critical hit doubles bonus damage.

Force Immunity
Prerequisites: Jedi Sentinel
 * Force Immunity : Fear

The Jedi possesses an inner calm that cannot be shaken by mere threats to mind or body. The Force grants understanding, which is a shield that fear cannot breach. This feat is always active.

This feat prevents the debilitating effect of the following:
 * Fear
 * Horror
 * Insanity

Prerequisites: Level 6 Jedi Sentinel
 * Force Immunity : Stun

The Jedi has an unshakeable connection to the Force and, through it, to the galaxy as well. No amount of damage or distraction will cause fear or a loss of alertness. This feat is always active. This feat replaces Force Immunity: Fear.

This feat also prevents the debilitating effect of the following:
 * Force Push
 * Force Wave
 * Stun
 * Critical Strike and Sniper Shot
 * Concussion and Sonic Grenades
 * Flash Mines
 * Stun Rays

Prerequisites: Level 12 Jedi Sentinel
 * Force Immunity : Paralysis

The Jedi is one with the Force, moving within it as it moves within all things. This connection prevents fear or loss of senses, and blocks any attempt at paralyzation. This feat is always active. This feat replaces Force Immunity: Stun.

This feat also prevents the debilitating effect of the following:
 * Stasis
 * Stasis Field
 * CyroBan Grenades
 * Carbonite Projectors

This feat does not counter the effect of Adhesive Grenades because they are not actually debilitating. A level 12-20 Jedi Sentinel can only be debilitated by the following:
 * Force Whirlwind
 * Wound
 * Choke
 * Kill

Force Focus
Prerequisites: Jedi Consular

This feat adds +1 to the Difficulty Class for all saving throws against the character's Force powers. This feat is always active.

Prerequisites: Level 6 Jedi Consular
 * Improved Force Focus

This feat adds +2 to the Difficulty Class for all saving throws against the character's Force Powers. This feat is always active. This feat replaces Force Focus.

Prerequisites: Level 12 Jedi Consular
 * Master Force Focus

This feat adds +4 to the Difficulty Class for all saving throws against the character's Force Powers. This feat is always active. This feat replaces Improved Force Focus.

Force Sensitive
Unique Ability: Main character Jedi

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.

Battle Meditation
Unique Ability: Bastila

This rare ability allows Bastila 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.

Droid Upgrade
Prerequisites: Level 1 Droid
 * Droid Upgrade Class 1

As a droid gains experience, its programming becomes more adaptable to new situations. This allows it to accommodate more sophisticated upgrades. Droid Upgrade Class 1 allows the use of level 1 upgrade items.

Prerequisites: Level 7 Droid
 * Droid Upgrade Class 2

As a droid gains experience, its programming becomes more adaptable to new situations. This allows it to accommodate more sophisticated upgrades. Droid Upgrade Class 2 allows the use of level 1 and level 2 upgrades.

Prerequisites: Level 13 Droid
 * Droid Upgrade Class 3

As a droid gains experience, its programming becomes more adaptable to new situations. This allows it to accommodate more sophisticated upgrades. Droid Upgrade Class 3 allows the use of level 1, level 2 and level 3 upgrades.

Logic Upgrade

 * Combat Logic Upgrade

Prerequisites: Droid

The droid is fitted with the most basic combat programming, allowing for simple but effective defense maneuvers. This feat grants +2 to defense and is always active.

Prerequisites: Level 6 Droid
 * Tactician Logic Upgrade

Having witnessed the effects and actions of combat first hand, the droid is able to self-upgrade their defensive algorithms. This feat grants +4 to defense and is always active. This feat replaces the Combat Logic upgrade.

Prerequisites: Level 12 Droid
 * Battle Droid Logic Upgrade

Fully experienced with the rigors of combat, the droid is able to self-upgrade its tactical reasoning and maximize its defensive potential. This feat grants +6 to defense and is always active. This feat replaces the Tactician Logic upgrade.

Blaster Integration
Prerequisites: Utility Droid

This feat gives the adaptable T3-M4 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.

Wookie Toughness
Prerequisites: Wookie

This feat represents the innate toughness that Zaalbar has developed as a result of his Wookie 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 Constitution modifier.