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{{Header Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords}}
{{Header Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords}}
__ToC__
{{floatingtoc}}
==Equipment==
{| {{prettytable|notwide=1|style=text-align:center}}
These feats either allow equipment which could not be selected otherwise, or only apply bonuses when particular equipment is used.
! This page lists your feats. Some feats allow you to use special items like heavy armor or implants. Other feats modify saving throws and skill checks during the game. And some feats (POWER ATTACK) are used during combat. Check the description for details on a specific feat.
|}
{{-}}
==Active==
These feats need to be activated to take effect.
===Critical Strike===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Feat
! [[File:KotORII Feat Critical Strike.png]] Critical Strike
! [[File:KotORII Feat Improved Critical Strike.png]] Improved
! [[File:KotORII Feat Master Critical Strike.png]] Master
|-
! Prerequisites
| None || Level 4 || Level 8
|-
! {{s|Combat|Defense}} penalty
|colspan=3| -5
|-
! {{s|Combat|Critical threat}} range
| x2 || x3 || x4
|-
! Granted
| {{s|Classes|Scoundrel}}<br>Main player character
| {{N/a|}}
| {{N/a|}}
|}
 
These feats increase the critical threat range of melee attacks.
 
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Critical Threat
!colspan=2| 20-20 (5%)
! 19-20 (10%)
|-
! Keen
|colspan=2| 19-20 (10%) || 17-20 (20%)
|-
! Weapons
| {{s|Melee weapons|Stun batons}}<br>{{s|Melee weapons|Short swords}}<br>{{s|Melee weapons|Gamorrean battleaxes}}<br>{{s|Melee weapons|Long swords}}
| {{s|Lightsabers|Double-Bladed Lightsaber}}<br>{{s|Melee weapons|Quarterstaffs}} and {{s|Melee weapons|Force pikes}}<br>{{s|Melee weapons|Double-Bladed Sword}}<br>{{s|Melee weapons|Vibro double-blades}}<br>{{s|Melee weapons|Freyyr's Warblade}}
| {{s|Lightsabers|Lightsaber}}<br>{{s|Lightsabers|Short Lightsaber}}<br>{{s|Melee weapons|Vibroblades}}<br>{{s|Melee weapons|Vibroswords}}
|}
 
Any Keen bonus is additive with Critical Strike bonuses, resulting in the following:


===Armor Proficiency===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
{| {{prettytable|text center=1}}
! rowspan=2| Feat
!width=25%|Armor Proficiency
!colspan=2| Critical Threat
!width=25%|[[File:KotORII Feat Armor Proficiency Light.png|24px]] Light
!colspan=2| Keen
!width=25%|[[File:KotORII Feat Armor Proficiency Medium.png|24px]] Medium
|-
!width=25%|[[File:KotORII Feat Armor Proficiency Heavy.png|24px]] Heavy
! 20-20 (5%)
! 19-20 (10%)
! 19-20 (10%)
! 17-20 (20%)
|-
|-
!Allowed armor
! Critical Strike
|Light
| 19-20 (10%) || 17-20 (20%)
|Light and Medium
| 18-20 (15%) || 15-20 (30%)
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Light armor|Light]], [[Star Wars Knights of the Old Republic II: The Sith Lords/Medium armor|Medium]] and [[Star Wars Knights of the Old Republic II: The Sith Lords/Heavy armor|Heavy]]
|-
|-
!Prerequisites
! Improved
|None
| 18-20 (15%) || 15-20 (30%)
|[[File:KotORII Feat Armor Proficiency Light.png|24px|Armor Proficiency: Light]]
| 17-20 (20%) || 13-20 (40%)
|[[File:KotORII Feat Armor Proficiency Medium.png|24px|Armor Proficiency: Medium]]
|-
|-
!Granted
! Master
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Soldier|Soldier]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scout|Scout]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scoundrel|Scoundrel]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Tech Specialist|Tech Specialist]]<br>Main player character (PC)
| 17-20 (20%) || 13-20 (40%)
|Soldier<br>Tech Specialist<br>Main PC [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi Guardian|Jedi Guardian]]
| 16-20 (25%) || 11-20 (50%)
|Soldier
|}
|}


Armor is worn on the head and body.
If the first main hand attack hits, the target is stunned for 6 seconds unless they make a Fortitude [[../Saves|save]] at a [[../Difficulty Classes|DC]] of the attacking character's level + attacking character's {{s|Attributes|Strength}} 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.
Wookiees and [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Droid|droids]] cannot wear armor, so these feats cannot be selected by them.


===[[File:KotORII Feat Blaster Integration.png|24px]] Blaster Integration===
Stun can also be prevented by Immunity: {{s|Saves|Stun, Fear, Horror}} or {{s|Feats|Force Immunity}}: Stun, and neutralized by Master {{s|Force powers|Heal}}.
This feat grants [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Expert Droid|Expert Droids]] 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 [[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster pistols|blaster pistol]], tapping the energy pack and emitters as though factory installed.


===Close Combat===
These feats cannot be selected by {{s|Classes|Droid}}s.
{| {{prettytable|text center=1}}
 
!width=25%|Feat
===Flurry===
!width=38%|[[File:KotORII Feat Close Combat.png|24px]] Close Combat
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=37%|[[File:KotORII Feat Improved Close Combat.png|24px]] Improved
! Feat
! [[File:KotORII Feat Flurry.png]] Flurry
! [[File:KotORII Feat Improved Flurry.png]] Improved
! [[File:KotORII Feat Master Flurry.png]] Master
|-
|-
!Equipped weapon(s)
! Prerequisites
|colspan=2|[[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster pistols|Blaster pistol]](s) or [[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster rifles|blaster rifle]]
| None
| Level 4
| Level 8
|-
|-
!Prerequisites
! Attacks per round
|Level 4||Level 8
|colspan=3| +1
|-
|-
!Short range [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|
! {{s|Combat|Defense}} penalty
attack]] bonus
| -2 || -1 || 0
| +1 || +2
|-
|-
!Enemy attack bonus
! {{s|Combat|Attack}} penalty
| +4 || +2
| -4 || -2 || 0
|-
|-
!Granted
! Granted
|Level 4 [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scout|Scout]]||
| Main player character
| {{N/a|}}
| {{N/a|}}
|}
|}


These feats train ranged weapon characters to fight effectively in close [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat|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 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.


===[[File:KotORII Feat Deflect.png|24px]] Deflect===
Character suffers defense penalty while using these feats and for 3 seconds afterwards (i.e. an enemy's attack).  
A [[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Jedi Weapon Master|Jedi Weapon Master]] with a [[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsaber|lightsaber]] has incredible skill [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Jedi Defense|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).


{| {{prettytable|text center=1}}
Attack penalty applies to every attack in a combat round.
!width=10%|Level
 
!width=5%|1
These feats cannot be selected by {{s|Classes|Droid}}s.
!width=5%|3
 
!width=5%|5
===Power Attack===
!width=5%|7
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=5%|9
! Feat
!width=5%|11
! [[File:KotORII Feat Power Attack.png]] Power Attack
!width=5%|13
! [[File:KotORII Feat Improved Power Attack.png]] Improved
!width=5%|15
! [[File:KotORII Feat Master Power Attack.png]] Master
!width=5%|17
!width=5%|19
!width=5%|21
!width=5%|23
!width=5%|25
!width=5%|27
!width=5%|29
!width=5%|31
!width=5%|33
!width=5%|35
|-
|-
!BBD
! Prerequisites
| +1 || +2 || +3 || +4 || +5 || +6 || +7 || +8 || +9 || +10 || +11 || +12 || +13 || +14 || +15 || +16 || +17 || +18
| None || Level 4 || Level 8
|-
! {{s|Combat|Attack}} penalty
|colspan=3| -3
|-
! {{s|Combat|Damage}} bonus
| +3 || +7 || +12
|-
! Granted
| {{s|Classes|Soldier}}<br>Main player character
| {{N/a|}}
| {{N/a|}}
|}
|}


===Droid Upgrade===
Additionally, the critical multiplier is increased by 1 (e.g. if a [[../Combat#Critical hit|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 [[../Saves|save]] at a [[../Difficulty Classes|DC]] of the attacking character's level + twice the attacking character's {{s|Attributes|Strength}} 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.
{| {{prettytable|text center=1}}
 
!width=25%|Droid Upgrade
Attack penalty and damage bonus affect every attack in a combat round. Critical hit multiplies bonus damage.
!width=25%|[[File:KotORII Feat Droid Upgrade Class 1.png|24px]] Class 1
 
!width=25%|[[File:KotORII Feat Droid Upgrade Class 2.png|24px]] Class 2
These feats cannot be selected by {{s|Classes|Droid}}s.
!width=25%|[[File:KotORII Feat Droid Upgrade Class 3.png|24px]] Class 3
 
===Power Blast===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Feat
! [[File:KotORII Feat Power Blast.png]] Power Blast
! [[File:KotORII Feat Improved Power Blast.png]] Improved
! [[File:KotORII Feat Master Power Blast.png]] Master
|-
! Prerequisites
| None || Level 4 || Level 8
|-
|-
!Allowed ugrades
! {{s|Combat|Attack}} penalty
|Level 1
|colspan=3| -3
|Levels 1-2
|Levels 1-3
|-
|-
!Prerequisites
! {{s|Combat|Damage}} bonus
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Droid|Droid]]
| +3 || +7 || +12
|Level 7 Droid
|Level 13 Droid
|-
|-
!Granted
! Granted
|Droid
| {{s|Classes|Soldier}}<br>Main player character
|Level 7 Droid
| {{N/a|}}
|Level 13 Droid
| {{N/a|}}
|}
 
Additionally, the critical multiplier is increased by 1 (e.g. if a [[../Combat#Critical hit|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 [[../Saves|save]] at a [[../Difficulty Classes|DC]] of the attacking character's level + twice the attacking character's {{s|Attributes|Dexterity}} 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.


As a droid gains experience, its programming becomes more adaptable to new situations. This allows it to accommodate more sophisticated upgrades.
These feats cannot be selected by an {{s|Classes|Expert Droid}}.


===Dueling===
===Rapid Shot===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Feat
! Feat
!width=25%|[[File:KotORII Feat Dueling.png|24px]] Dueling
! [[File:KotORII Feat Rapid Shot.png]] Rapid Shot
!width=25%|[[File:KotORII Feat Improved Dueling.png|24px]] Improved
! [[File:KotORII Feat Improved Rapid Shot.png]] Improved
!width=25%|[[File:KotORII Feat Master Dueling.png|24px]] Master
! [[File:KotORII Feat Master Rapid Shot.png]] Master
|-
|-
!Equipped weapon
! Prerequisites
|colspan=3|Unarmed or single [[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster pistols|blaster pistol]], [[Star Wars Knights of the Old Republic II: The Sith Lords/Melee weapons|melee weapon]] or [[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsabers|lightsaber]]
| None || Level 4 || Level 8
|-
|-
!Prerequisites
! Attacks per round
|None
|colspan=3| +1
|Level 4
|Level 8
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|Attack]] bonus
! {{s|Combat|Attack}} and [[../Combat#Defense|defense]] penalty
| +1
| -4 || -2 || <s>0</s> -1
| +2
| +3
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Defense|Defense]] bonus
! Granted
| +1
| {{s|Classes|Scout}}<br>Main player character
| +2
| {{N/a|}}
| +3
| {{N/a|}}
|}
|}


These feats cannot be selected by an [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Expert Droid|Expert Droid]].
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|blaster pistols]].
 
Character suffers defense penalty while using this feat and for 3 seconds afterwards (i.e. an enemy's attack).  


===Finesse===
Attack penalty affects every attack in a combat round.
{| {{prettytable|text center=1}}
 
These feats cannot be selected by an {{s|Classes|Expert Droid}}.
 
===Sniper Shot===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Feat
! [[File:KotORII Feat Sniper Shot.png]] Sniper Shot
! [[File:KotORII Feat Improved Sniper Shot.png]] Improved
! [[File:KotORII Feat Master Sniper Shot.png]] Master
|-
! Prerequisites
| None || Level 4 || Level 8
|-
|-
!width=20%|Finesse
! {{s|Combat|Defense}} penalty
!width=40%|[[File:KotORII Feat Finesse Melee Weapons.png|24px]] Melee Weapons
|colspan=3| -5
!width=40%|[[File:KotORII Feat Finesse Lightsabers.png|24px]] Lightsabers
|-
|-
!Equipped weapon(s)
!{{s|Combat|Critical threat}} range
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Melee weapons|Melee weapon]](s)
| x2
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsabers|Lightsaber]](s)
| x3
| x4
|-
|-
!Prerequisites
! Granted
|None
| {{s|Classes|Scoundrel}}<br>Main player character
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi|Jedi]]
| {{N/a|}}
| {{N/a|}}
|}
|}


The character has mastered using grace and speed instead of raw power. The character can add either their [[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Dexterity|Dexterity]] or [[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Strength|Strength]] bonus to their [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat|chance to hit]], whichever is higher.
These feats increase the critical threat range of ranged attacks.
 
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Critical Threat
!colspan=2| 20-20 (5%)
! 19-20 (10%)
! 18-20 (15%)
|-
! Keen
|colspan=2| 19-20 (10%) || 17-20 (20%) || 15-20 (30%)
|-
! Weapons
| {{s|Blaster pistols|Blaster pistols}}<br>{{s|Blaster pistols|Heavy blasters}}<br>{{s|Blaster pistols|Ion blasters}} (x3)<br>{{s|Blaster pistols|Sonic pistols}}
| {{s|Blaster rifles|Ion rifles}} (x3)<br>{{s|Blaster rifles|Blaster carbines}}<br>{{s|Blaster rifles|Sonic rifles}}<br>([[../Blaster rifles#Heavy repeating blasters|Heavy]]) [[../Blaster rifles#Repeating blasters|repeaters]]
| {{s|Blaster pistols|Hold out blasters}}<br>{{s|Blaster rifles|Bowcasters}} (x3)<br>{{s|Blaster rifles|Blaster rifles}}
| {{s|Blaster pistols|Disruptor pistols}}<br>{{s|Blaster rifles|Disruptor rifles}}
|}


Finesse: Melee Weapons does not apply to unarmed [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat|combat]].
Any Keen bonus is additive with Sniper Shot bonuses, resulting in the following:


===Force Jump===
{| {{prettytable|style=text-align:center}}
{| {{prettytable|text center=1}}
!rowspan=2| Feat
!width=25%|Feat
!colspan=3| Critical Threat
!width=25%|[[File:KotORII Feat Force Jump.png|24px]] Force Jump
!colspan=3| Keen
!width=25%|[[File:KotORII Feat Improved Force Jump.png|24px]] Improved
!width=25%|[[File:KotORII Feat Master Force Jump.png|24px]] Master
|-
|-
!Equipped weapon(s)
!width=12.5%| 20-20 (5%)
|colspan=3|[[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsabers|Lightsaber]](s)
!width=12.5%| 19-20 (10%)
!width=12.5%| 18-20 (15%)
!width=12.5%| 19-20 (10%)
!width=12.5%| 17-20 (20%)
!width=12.5%| 15-20 (30%)
|-
|-
!Prerequisites
! Sniper Shot
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi Guardian|Jedi Guardian]]
| 19-20 (10%) || 17-20 (20%) || 15-20 (30%)
|Level 6 Jedi Guardian
| 18-20 (15%) || 15-20 (30%) || 12-20 (45%)
|Level 12 Jedi Guardian
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|Attack]] and [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|damage]] bonus
! Improved
| 0 || +2 || +4
| 18-20 (15%) || 15-20 (30%) || 12-20 (45%)
| 17-20 (20%) || 13-20 (40%) || 9-20 (60%)
|-
|-
!Granted
! Master
|Jedi Guardian||Level 6 Jedi Guardian||Level 12 Jedi Guardian
| 17-20 (20%) || 13-20 (40%) || 9-20 (60%)
| 16-20 (25%) || 11-20 (50%) || 6-20 (75%)
|}
|}


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.
If the first main hand attack hits, the target is stunned for 6 seconds unless they make a Fortitude [[../Saves|save]] at a [[../Difficulty Classes|DC]] of the attacking character's level + attacking character's {{s|Attributes|Intelligence}} 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.
NOTE: Using a feat or special attack negates this ability.
 
Stun can also be prevented by Immunity: {{s|Saves|Stun, Fear, Horror}} or {{s|Feats|Force Immunity}}: Stun, and neutralized by Master {{s|Force powers|Heal}}.


This feat counts as a [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Sneak Attack|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.
These feats cannot be selected by an {{s|Classes|Expert Droid}}.


Attack and damage bonus is added to every attack in a combat round. [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Critical hit|Critical hit]] doubles bonus damage.
==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.


===Increase Melee Damage===
===Armor Proficiency===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Increase Melee Damage
! Armor Proficiency
!width=25%|[[File:KotORII Feat Increase Melee Damage I.png|24px]] I
! [[File:KotORII Feat Armor Proficiency Light.png]] Light
!width=25%|[[File:KotORII Feat Increase Melee Damage II.png|24px]] II
! [[File:KotORII Feat Armor Proficiency Medium.png]] Medium
!width=25%|[[File:KotORII Feat Increase Melee Damage III.png|24px]] III
! [[File:KotORII Feat Armor Proficiency Heavy.png]] Heavy
|-
|-
!Equipped weapon(s)
! Allowed armor
|colspan=3|Unarmed, [[Star Wars Knights of the Old Republic II: The Sith Lords/Melee weapons|melee weapon]](s) or [[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsabers|lightsaber]](s)
| Light
| Light and Medium
| [[../Light armor|Light]], [[../Medium armor|Medium]] and [[../Heavy armor|Heavy]]
|-
|-
!Prerequisites
! Prerequisites
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Jedi Weapon Master|Jedi Weapon Master]]
| None
|Level 8 Jedi Weapon Master
| {{KotORII/Armor|Light|16}}
|Level 15 Jedi Weapon Master
| {{KotORII/Armor|Medium|16}}
|-
|-
!|[[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|Damage]] bonus
! Granted
| +2 || +4 || +6
| {{s|Classes|Soldier}}<br>{{s|Classes|Scout}}<br>{{s|Classes|Scoundrel}}<br>{{s|Classes|Tech Specialist}}<br>Main player character (PC)
|-
| Soldier<br>Tech Specialist<br>Main PC {{s|Classes|Jedi Guardian}}
!Granted
| Soldier
|Jedi Weapon Master
|Level 8 Jedi Weapon Master
|Level 15 Jedi Weapon Master
|}
|}


Weapon Masters can focus their strength to deliver powerful strikes.
Armor is normally equipped on the body, but it can also be equipped on head and hands.
 
{{s|Classes|Droid}}s cannot select these feats. Although Wookiees cannot equip anything on body or head, {{s|Party|Hanharr}} already has all Armor Proficiencies and can equip gloves that require them.
 
Bao-Dur cannot equip Heavy Armor, Jedi Robes, Flight Suits or Light Jedi Armor. Even if the Heavy Armor Feat is added via mods/cheats, it will crash the game if you try to equip him with it, as there is no in-game models of Bao-Dur wearing said armors.


===Jedi Defense===
===Caution===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Feat
! Feat
!width=25%|[[File:KotORII Feat Jedi Defense.png|24px]] Jedi Defense
! [[File:KotORII Feat Caution.png]] Caution
!width=25%|[[File:KotORII Feat Advanced Jedi Defense.png|24px]] Advanced
! [[File:KotORII Feat Improved Caution.png]] Improved
!width=25%|[[File:KotORII Feat Master Jedi Defense.png|24px]] Master
! [[File:KotORII Feat Master Caution.png]] Master
|-
|-
!Equipped weapon(s)
! Prerequisites
|colspan=3|[[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsabers|Lightsaber]](s)
| None || Level 4 || Level 8
|-
|-
!Prerequisites
! [[../Skills|Skill]] bonus
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi|Jedi]]
| +1 || +2 || +3
|Level 4 Jedi
|Level 8 Jedi
|-
|-
!Blaster Bolt Deflection bonus
! Skills
| 0
|colspan=3| {{s|Skills|Demolitions}} and {{s|Skills|Stealth}}
| +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 [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|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 only [[../Prestige classes/]] that can select these feats are a {{s|Prestige classes|Jedi Watchman}} or {{s|Prestige classes|Sith Assassin}}.


The roll occurs after an attack roll is made against [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Defense|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 [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|damage]] which can be countered by [[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Energy Resistance|Energy Resistance]].
===Class Skill===
{| {{prettytable|style=text-align:center}}
!width=10%| [[../Classes|Class]] [[../Skills|skill]]
!width=15%| [[File:KotORII Feat Class Skill Computer Use.png|Computer Use]]
!width=15%| [[File:KotORII Feat Class Skill Demolitions.png|Demolitions]]
!width=15%| [[File:KotORII Feat Class Skill Stealth.png|Stealth]]
!width=15%| [[File:KotORII Feat Class Skill Repair.png|Repair]]
!width=15%| [[File:KotORII Feat Class Skill Security.png|Security]]
!width=15%| [[File:KotORII Feat Class Skill Treat Injury.png|Treat Injury]]
|-
! Prerequisites
|colspan=6| Cross-class skill
|}


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


Blaster Bolt Deflection does not occur when [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Debilitated bonus|debilitated]].
{{s|Classes|Expert Droid}}s can only select Class Skill: Demolitions.


===Precise Shot===
===Close Combat===
{| {{prettytable|text center=1}}
{| {{prettytable|style=text-align:center}}
!width=25%| Feat
!width=37.5%| [[File:KotORII Feat Close Combat.png]] Close Combat
!width=37.5%| [[File:KotORII Feat Improved Close Combat.png]] Improved
|-
! Equipped weapon(s)
|colspan=2| [[../Blaster pistols|Blaster pistol]](s) or [[../Blaster rifles|blaster rifle]]
|-
|-
!width=20%|Precise Shot
! Prerequisites
!width=16%|[[File:KotORII Feat Precise Shot I.png|24px]] I
| Level 4 || Level 8
!width=16%|[[File:KotORII Feat Precise Shot II.png|24px]] II
!width=16%|[[File:KotORII Feat Precise Shot III.png|24px]] III
!width=16%|[[File:KotORII Feat Precise Shot IV.png|24px]] IV
!width=16%|[[File:KotORII Feat Precise Shot V.png|24px]] V
|-
|-
!Equipped weapon(s)
! Short range [[../Combat#Attack|attack]] bonus
|colspan=5|[[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster pistol|Blaster pistol]](s) or [[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster rifles|blaster rifle]]
| +1 || +2
|-
|-
!Prerequisites
! Enemy attack bonus
|Level 4||Level 8||Level 12||Level 16||Level 20
| +4 || +2
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|Damage]]
! Granted
| +1 || +2 || +3 || +4 || +5
| Level 4 {{s|Classes|Scout}} || {{N/a|}}
|}
 
These feats train ranged weapon characters to fight effectively in close [[../Combat|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 {{s|Classes|Expert Droid}} or [[../Prestige classes|prestige classes]].
 
===Conditioning===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Feat
! [[File:KotORII Feat Conditioning.png]] Conditioning
! [[File:KotORII Feat Improved Conditioning.png]] Improved
! [[File:KotORII Feat Master Conditioning.png]] Master
|-
|-
!Enemy [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Jedi Defense|BBD]]
! Prerequisites
| -2 || -4 || -6 || -8 || -10
| None
| Level 4
| Level 8
|-
|-
!Granted
! [[../Saves/]]: All
|Level 4 [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scout|Scout]]
| +1
|Level 8 Scout
| +2
|Level 12 Scout
| +3
|Level 16 Scout
|Level 20 Scout
|}
|}


===Targeting===
These feats cannot be selected by {{s|Classes|Droid}}s, a {{s|Prestige classes|Jedi Weapon Master}} or {{s|Prestige classes|Sith Marauder}}.
{| {{prettytable|text center=1}}
 
===Dual Strike===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Feat
! [[File:KotORII Feat Dual Strike.png]] Dual Strike
! [[File:KotORII Feat Improved Dual Strike.png]] Improved
! [[File:KotORII Feat Master Dual Strike.png]] Master
|-
|-
!width=20%|Targeting
! Prerequisites
!width=10%|[[File:KotORII Feat Targeting I.png|24px]] I
| None || Level 4 || Level 8
!width=10%|[[File:KotORII Feat Targeting II.png|24px]] II
!width=10%|[[File:KotORII Feat Targeting III.png|24px]] III
!width=10%|[[File:KotORII Feat Targeting IV.png|24px]] IV
!width=10%|[[File:KotORII Feat Targeting V.png|24px]] V
!width=10%|[[File:KotORII Feat Targeting VI.png|24px]] VI
!width=10%|[[File:KotORII Feat Targeting VII.png|24px]] VII
!width=10%|[[File:KotORII Feat Targeting VIII.png|24px]] VIII
|-
|-
!Equipped weapon(s)
! {{s|Combat|Attack}} bonus
|colspan=8|[[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster pistol|Blaster pistol]](s) or [[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster rifles|blaster rifle]]
| +2 || +4 || +6
|}
 
The character has advanced training using teamwork to defeat enemies. When attacking an enemy that another [[../Party|party]] member is also attacking, the character gets a bonus to hit.
 
These feats cannot be selected by a {{s|Prestige classes|Jedi Watchman}} or {{s|Prestige classes|Sith Assassin}}.
 
===Dueling===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Feat
! [[File:KotORII Feat Dueling.png]] Dueling
! [[File:KotORII Feat Improved Dueling.png]] Improved
! [[File:KotORII Feat Master Dueling.png]] Master
|-
|-
!Prerequisites
! Equipped weapon
|colspan=8|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scout|Scout]]
|colspan=3| Unarmed or single [[../Blaster pistols|blaster pistol]], [[../Melee weapons|melee weapon]] or [[../Lightsabers|lightsaber]]
|-
|-
!Granted at level
! Prerequisites
|1||5||9||13||17||21||25||29
| None
| Level 4
| Level 8
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|Attack]] bonus
! {{s|Combat|Attack}} and  {{s|Combat|Defense}} bonus
| +1 || +2 || +3 || +4 || +5 || +6 || +7 || +8
| +1
| +2
| +3
|}
|}


Scouts are very effective with blaster pistols and blaster rifles.
These feats cannot be selected by an {{s|Classes|Expert Droid}}.


===Two-Weapon Fighting===
===Empathy===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Feat
! Feat
!width=25%|[[File:KotORII Feat Two-Weapon Fighting.png|24px]] Two-Weapon Fighting
! [[File:KotORII Feat Empathy.png]] Empathy
!width=25%|[[File:KotORII Feat Improved Two-Weapon Fighting.png|24px]] Improved
! [[File:KotORII Feat Improved Empathy.png]] Improved
!width=25%|[[File:KotORII Feat Master Two-Weapon Fighting.png|24px]] Master
! [[File:KotORII Feat Master Empathy.png]] Master
|-
! Prerequisites
| None || Level 4 || Level 8
|-
! [[../Skills|Skill]] bonus
| +1 || +2 || +3
|-
|-
!Equipped weapon(s)
! Skills
|colspan=3|Two [[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster pistols|blaster pistols]], [[Star Wars Knights of the Old Republic II: The Sith Lords/Melee weapons|melee weapons]] or [[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsabers|lightsabers]], or a double-bladed melee weapon or lightsaber
|colspan=3| {{s|Skills|Persuade}}, {{s|Skills|Awareness}} and {{s|Skills|Treat Injury}}
|}
 
These feats cannot be selected by {{s|Classes|Droid}}s, a {{s|Prestige classes|Jedi Weapon Master}} or {{s|Prestige classes|Sith Marauder}}.
 
===Finesse===
{| {{prettytable|style=text-align:center}}
!width=20%| Finesse
!width=40%| [[File:KotORII Feat Finesse Melee Weapons.png]] Melee Weapons
!width=40%|[[File:KotORII Feat Finesse Lightsabers.png]] Lightsabers
|-
|-
!Prerequisites
! Equipped weapon(s)
|None
| [[../Melee weapons|Melee weapon]](s) and [[../Lightsabers|lightsaber]](s)
|Level 4
| Lightsaber(s)
|Level 8
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|Attack]] penalty
! Prerequisites
| -6
| {{N/a|}}
| -4
| {{s|Classes|Jedi}}
| -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.
The character has mastered using grace and speed instead of raw power. The character can add either their {{s|Attributes|Dexterity}} or {{s|Attributes|Strength}} bonus to their [[../Combat#Attack|chance to hit]], whichever is higher.
 
Finesse: Melee Weapons doesn't affect unarmed [[../Combat|combat]], but it ''does'' affect both melee weapons '''and''' lightsabers, so Finesse: Lightsabers can be redundant (do '''not''' select it for {{s|Party|Kreia}}, since she already has Finesse: Melee Weapons).


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.
These feats cannot be selected by {{s|Classes|Droid}}s.


===Superior Two-Weapon Fighting===
===Gear Head===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Superior Two-Weapon Fighting
! Feat
!width=25%|[[File:KotORII Feat Superior Two-Weapon Fighting I.png|24px]] I
! [[File:KotORII Feat Gear Head.png]] Gear Head
!width=25%|[[File:KotORII Feat Superior Two-Weapon Fighting II.png|24px]] II
! [[File:KotORII Feat Improved Gear Head.png]] Improved
!width=25%|[[File:KotORII Feat Superior Two-Weapon Fighting III.png|24px]] III
! [[File:KotORII Feat Master Gear Head.png]] Master
|-
|-
!Equipped weapon(s)
! Prerequisites
|colspan=3|Two [[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster pistols|blaster pistols]], [[Star Wars Knights of the Old Republic II: The Sith Lords/Melee weapons|melee weapons]] or [[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsabers|lightsabers]], or a double-bladed melee weapon or lightsaber
| None || Level 4 || Level 8
|-
|-
!Prerequisites
! [[../Skills|Skill]] bonus
|[[File:KotORII Feat Master Two-Weapon Fighting.png|24px|Master Two-Weapon Fighting|link=Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Two Weapon Fighting]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Jedi Weapon Master|Jedi Weapon Master]] or<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Sith Marauder|Sith Marauder]]
| +1 || +2 || +3
|[[File:KotORII Feat Superior Two-Weapon Fighting I.png|24px|Superior Two-Weapon Fighting I]]<br>Jedi Weapon Master or<br>Sith Marauder
|[[File:KotORII Feat Superior Two-Weapon Fighting II.png|24px|Superior Two-Weapon Fighting II]]<br>Jedi Weapon Master or<br>Sith Marauder
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|Attack]] penalty
! Skills
| -1 (main hand) / -2 (off hand)
|colspan=3| {{s|Skills|Repair}}, {{s|Skills|Security}} and {{s|Skills|Computer Use}}
| 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.
The only [[../Prestige classes/]] that can select these feats are a {{s|Prestige classes|Jedi Watchman}} or {{s|Prestige classes|Sith Assassin}}.


Use of a "balanced" weapon in the off hand can further reduce the attack penalty by 2/0.
===Precise Shot===
 
{| {{prettytable|style=text-align:center}}
===Unarmed Specialist===
!width=20%| Precise Shot
{| {{prettytable|text center=1}}
!width=16%| [[File:KotORII Feat Precise Shot I.png]] I
!width=16%| [[File:KotORII Feat Precise Shot II.png]] II
!width=16%| [[File:KotORII Feat Precise Shot III.png]] III
!width=16%| [[File:KotORII Feat Precise Shot IV.png]] IV
!width=16%| [[File:KotORII Feat Precise Shot V.png]] V
|-
|-
!width=20%|Unarmed Specialist
! Equipped weapon(s)
!width=10%|[[File:KotORII Feat Unarmed Specialist I.png|24px]] I
|colspan=5| [[../Blaster pistols|Blaster pistol]](s) or [[../Blaster rifles|blaster rifle]]
!width=10%|[[File:KotORII Feat Unarmed Specialist II.png|24px]] II
!width=10%|[[File:KotORII Feat Unarmed Specialist III.png|24px]] III
!width=10%|[[File:KotORII Feat Unarmed Specialist IV.png|24px]] IV
!width=10%|[[File:KotORII Feat Unarmed Specialist V.png|24px]] V
!width=10%|[[File:KotORII Feat Unarmed Specialist VI.png|24px]] VI
!width=10%|[[File:KotORII Feat Unarmed Specialist VII.png|24px]] VII
!width=10%|[[File:KotORII Feat Unarmed Specialist VIII.png|24px]] VIII
|-
|-
!Prerequisites
! Prerequisites
|colspan=8|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi|Jedi]] (or Special Training)
| Level 4 || Level 8 || Level 12 || Level 16 || Level 20
|-
|-
!Granted at level
! {{s|Combat|Damage}}
|2||6||10||14||18||22||26||30
| +1 || +2 || +4 || +6 || +8
|-
|-
!Unarmed [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|damage]] bonus
! Enemy [[../Feats#Jedi Defense|BBD]]
|1-4||2-8||3-12||4-16||5-20||6-24||7-28||8-32
| -2 || -4 || -6 || -8 || -10
|-
|-
!Average
! Granted
|2.5||5||7.5||10||12.5||15||17.5||20
| Level 4 {{s|Classes|Scout}}
| Level 8 Scout
| Level 12 Scout
| Level 16 Scout
| Level 20 Scout
|}
|}


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.
These feats cannot be selected by an {{s|Classes|Expert Droid}}.


[[Star Wars Knights of the Old Republic II: The Sith Lords/Party#Bao-Dur|Bao-Dur]] and [[Star Wars Knights of the Old Republic II: The Sith Lords/Party#Handmaiden|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).
===Regenerate===
 
{| {{prettytable|style=text-align:center}}
===Weapon Proficiency===
!width=25%| Regenerate
{| {{prettytable|text center=1}}
!width=37.5%| [[File:KotORII Feat Regenerate Force Points.png]] Force Points
!width=20%|Weapon Proficiency
!width=37.5%| [[File:KotORII Feat Regenerate Vitality Points.png]] Vitality Points
!width=20%|[[File:KotORII Feat Weapon Proficiency Blaster Pistol.png|24px]] Blaster Pistol
!width=20%|[[File:KotORII Feat Weapon Proficiency Blaster Rifle.png|24px]] Blaster Rifle
!width=20%|[[File:KotORII Feat Weapon Proficiency Melee Weapons.png|24px]] Melee Weapons
!width=20%|[[File:KotORII Feat Weapon Proficiency Lightsaber.png|24px]] Lightsaber
|-
|-
!Allowed weapons
! Prerequisites
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster pistols|Blaster pistols]]
| Level 4 {{s|Classes|Jedi}}
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster rifles|Blaster rifles]]
| Level 4
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Melee weapons|Melee weapons]]
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsabers|Lightsabers]]
|-
|-
!Prerequisites
! Regenerate
|None
| [[../Force powers#Regeneration|Force points]] +25% (+250% in [[../Combat|combat]])
|None
| 0.5 {{s|Combat|Vitality}} point every 6 seconds
|None
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi|Jedi]]
|-
|-
!Granted
! Granted
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes|All classes]]
| {{s|Prestige classes|Jedi Master}} or {{s|Prestige classes|Sith Lord}}
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Soldier|Soldier]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scout|Scout]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scoundrel|Scoundrel]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Tech Specialist|Tech Specialist]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Combat Droid|Combat Droid]]<br>Main player character
| {{N/a|}}
|Soldier<br>Scout<br>Scoundrel<br>Tech Specialist<br>Jedi
|Jedi
|}
|}


These feats give a character basic training in the use each weapon type. Otherwise, a character cannot equip them.
By itself, Regenerate Force Points makes Force regeneration '''3.5''' times higher in combat. These percentages sum with {{s|Forms|Force Channel}} 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 {{s|Force powers|Battle Meditation}} is active.
 
Regenerate Vitality Points cannot be selected by {{s|Classes|Droid}}s, a {{s|Prestige classes|Jedi Watchman}} or {{s|Prestige classes|Sith Assassin}}.


[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Droid|Droids]] cannot select melee weapons, while [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Expert Droid|Expert Droids]] can only select blaster pistols.
===Stealth Run===
[[File:KotORII Feat Stealth Run.png|left]]
A level 4 character can train so extensively in {{s|Skills|Stealth}} that they can move swiftly and still remain hidden. The character can now run instead of walk in Stealth mode.
{{-}}
{{s|Classes|Droids}} cannot select this feat, and the only [[../Prestige classes/]] that can do so are a {{s|Prestige classes|Jedi Watchman}} or {{s|Prestige classes|Sith Assassin}}.


===Weapon Focus===
===Toughness===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=20%|Weapon Focus
! Feat
!width=20%|[[File:KotORII Feat Weapon Focus Blaster Pistol.png|24px]] Blaster Pistol
! [[File:KotORII Feat Toughness.png]] Toughness
!width=20%|[[File:KotORII Feat Weapon Focus Blaster Rifle.png|24px]] Blaster Rifle
! [[File:KotORII Feat Improved Toughness.png]] Improved
!width=20%|[[File:KotORII Feat Weapon Focus Melee Weapons.png|24px]] Melee Weapons
! [[File:KotORII Feat Master Toughness.png]] Master
!width=20%|[[File:KotORII Feat Weapon Focus Lightsaber.png|24px]] Lightsaber
|-
|-
!Equipped weapon(s)
! Prerequisites
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster pistols|Blaster pistol]](s)
| None
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster rifles|Blaster rifle]]
| Level 4
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Melee weapons|Melee weapon]](s)
| Level 8
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsabers|Lightsaber]](s)
|-
|-
!Prerequisites
! {{s|Combat|Vitality}} points per level
|[[File:KotORII Feat Weapon Proficiency Blaster Pistol.png|24px|Weapon Proficiency: Blaster Pistol|link=Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Weapon Proficiency]]
| +1
|[[File:KotORII Feat Weapon Proficiency Blaster Rifle.png|24px|Weapon Proficiency: Blaster Rifle]]
| {{N/a|}}
|[[File:KotORII Feat Weapon Proficiency Melee Weapons.png|24px|Weapon Proficiency: Melee Weapons]]
| +2
|[[File:KotORII Feat Weapon Proficiency Lightsaber.png|24px|Weapon Proficiency: Lightsaber]]
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|Attack]] bonus
! < 20 {{s|Combat|Damage}}
| +1
|rowspan=2 {{N/a|}}
| +1
| -2
| +1
|rowspan=2 {{N/a|}}
| +1
|-
|-
!Granted
! > 19 Damage
|
| -10%
|
|
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes|Prestige classes]]
|}
|}


Although lightsabers are used in melee [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat|combat]], Weapon Focus: Melee Weapons does not apply to them (they have their own Weapon Focus).
Vitality bonus is retroactive for levels previously gained, but Master Toughness bonus overrides Toughness bonus (+2, not +3 in total).


===Weapon Specialization===
Damage is reduced after {{s|Combat|Damage Immunity}}, {{s|Combat|Shields}} and {{s|Feats|Ignore Pain}} or {{s|Feats|Inner Strength}}, but before {{s|Feats|Wookiee Toughness}} and {{s|Combat|Damage Resistance}}.
{| {{prettytable|text center=1}}
 
!width=20%|Weapon Specialization
===Two-Weapon Fighting===
!width=20%|[[File:KotORII Feat Weapon Specialization Blaster Pistol.png|24px]] Blaster Pistol
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=20%|[[File:KotORII Feat Weapon Specialization Blaster Rifle.png|24px]] Blaster Rifle
! Feat
!width=20%|[[File:KotORII Feat Weapon Specialization Melee Weapons.png|24px]] Melee Weapons
! [[File:KotORII Feat Two-Weapon Fighting.png]] Two-Weapon Fighting
!width=20%|[[File:KotORII Feat Weapon Specialization Lightsaber.png|24px]] Lightsaber
! [[File:KotORII Feat Improved Two-Weapon Fighting.png]] Improved
! [[File:KotORII Feat Master Two-Weapon Fighting.png]] Master
|-
|-
!Equipped weapon(s)
! Equipped weapon(s)
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster pistols|Blaster pistol]](s)
|colspan=3| Two [[../Blaster pistols|blaster pistols]], [[../Melee weapons|melee weapons]] or [[../Lightsabers|lightsabers]], or a double-bladed melee weapon or lightsaber
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster rifles|Blaster rifle]]
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Melee weapons|Melee weapon]](s)
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsabers|Lightsaber]](s)
|-
|-
!Prerequisites
! Prerequisites
|[[File:KotORII Feat Weapon Focus Blaster Pistol.png|24px|Weapon Focus: Blaster Pistol|link=Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Weapon Focus]]<br>Level 4<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Soldier|Soldier]] or<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi Guardian|Jedi Guardian]] or<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Jedi Weapon Master|Jedi Weapon Master]] or<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Sith Marauder|Sith Marauder]]
| None
|[[File:KotORII Feat Weapon Focus Blaster Rifle.png|24px|Weapon Focus: Blaster Rifle]]<br>Level 4<br>Soldier or<br>Jedi Guardian or<br>Jedi Weapon Master or<br>Sith Marauder
| Level 4
|[[File:KotORII Feat Weapon Focus Melee Weapons.png|24px|Weapon Focus: Melee Weapons]]<br>Level 4<br>Soldier or<br>Jedi Guardian or<br>Jedi Weapon Master or<br>Sith Marauder
| Level 8
|[[File:KotORII Feat Weapon Focus Lightsaber.png|24px|Weapon Focus: Lightsaber]]<br>Jedi Guardian or<br>Jedi Weapon Master or<br>Sith Marauder
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|Damage]] bonus
! {{s|Combat|Dual Wield Penalty}}
| +2
| -6 (main hand) / -6 (off hand)
| +2
| -4 (main hand) / -4 (off hand)
| +2
| -2 (main hand) / -2 (off hand)
| +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.
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 {{s|Party|Kreia}}.
 
===Weapon Proficiency===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Weapon Proficiency
! [[File:KotORII Feat Weapon Proficiency Blaster Pistol.png]] Blaster Pistol
! [[File:KotORII Feat Weapon Proficiency Blaster Rifle.png]] Blaster Rifle
! [[File:KotORII Feat Weapon Proficiency Melee Weapons.png]] Melee Weapons
! [[File:KotORII Feat Weapon Proficiency Lightsaber.png]] Lightsaber
|-
! Allowed weapons
| [[../Blaster pistols/]]
| [[../Blaster rifles/]]
| [[../Melee weapons/]]
| [[../Lightsabers/]]
|-
! Prerequisites
| None
| None
| None
| {{s|Classes|Jedi}}
|-
! Granted
| [[../Classes|All classes]]
| {{s|Classes|Soldier}}<br>{{s|Classes|Scout}}<br>{{s|Classes|Scoundrel}}<br>{{s|Classes|Tech Specialist}}<br>{{s|Classes|Combat Droid}}<br>Main player character
|Soldier<br>Scout<br>Scoundrel<br>Tech Specialist<br>Jedi
| Jedi
|}


Although lightsabers are used in melee [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat|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.  
These feats give a character basic training in the use each weapon type. Otherwise, a character cannot equip them.


[[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Critical hit|Critical hit]] doubles bonus damage.
{{s|Classes|Droid}}s cannot equip melee weapons or lightsabers, while an {{s|Classes|Expert Droid}} can only equip blaster pistols.


===Superior Weapon Focus===
===Weapon Focus===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Superior Weapon Focus
! Weapon Focus
!width=25%|[[File:KotORII Feat Superior Weapon Focus Lightsaber I.png|24px]] Lightsaber I
! [[File:KotORII Feat Weapon Focus Blaster Pistol.png]] Blaster Pistol
!width=25%|[[File:KotORII Feat Superior Weapon Focus Lightsaber II.png|24px]] Lightsaber II
! [[File:KotORII Feat Weapon Focus Blaster Rifle.png]] Blaster Rifle
!width=25%|[[File:KotORII Feat Superior Weapon Focus Lightsaber III.png|24px]] Lightsaber II
! [[File:KotORII Feat Weapon Focus Melee Weapons.png]] Melee Weapons
! [[File:KotORII Feat Weapon Focus Lightsaber.png]] Lightsaber
|-
|-
!Equipped weapon(s)
! Equipped weapon(s)
|colspan=3|[[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsabers|Lightsaber]](s)
| [[../Blaster pistols|Blaster pistol]](s)
| [[../Blaster rifles|Blaster rifle]]
| [[../Melee weapons|Melee weapon]](s)
| [[../Lightsabers|Lightsaber]](s)
|-
|-
!Prerequisites
! Prerequisites
|[[File:KotORII Feat Weapon Specialization Lightsaber.png|24px|Weapon Specialization: Lightsaber|link=Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Weapon Specialization]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Jedi Weapon Master|Jedi Weapon Master]] or<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Sith Marauder|Sith Marauder]]
| {{KotORII/Weapon|Proficiency|Blaster Pistol|16}}
|[[File:KotORII Feat Superior Weapon Focus Lightsaber I.png|24px|Superior Weapon Focus: Lightsaber I]]<br>Jedi Weapon Master or<br>Sith Marauder
| {{KotORII/Weapon|Proficiency|Blaster Rifle|16}}
|[[File:KotORII Feat Superior Weapon Focus Lightsaber II.png|24px|Superior Weapon Focus: Lightsaber II]]<br>Jedi Weapon Master or<br>Sith Marauder
| {{KotORII/Weapon|Proficiency|Melee Weapons|16}}
| {{KotORII/Weapon|Proficiency|Lightsaber|16}}
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|Attack]] bonus
! {{s|Combat|Attack}} bonus
| +1
| +1
| +1
| +2
| +1
| +3
| +1
|-
! Granted
| {{N/a|}}
| {{N/a|}}
| {{N/a|}}
| [[../Prestige classes/]]
|}
|}


The character's skill with lightsabers is almost unmatched.
Although lightsabers are used in melee [[../Combat|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 {{s|Classes|Jedi}} or [[../Prestige classes/]].


==Passive==
===Dark Side Corruption===
These feats do not require character action: they are always active.
[[File:KotORII Feat Dark Side Corruption.png|left]]
A {{s|Prestige classes|Sith Lord}}'s command of the dark side is so great that it influences his [[../Party|companions]]. Some are weak and will grow more corrupt. Others find new resolve from a Sith Lord's influence and become even more [[../Alignment|aligned]] with the light. A Sith Lord's corruption grows in strength as they grow in power.
{{-}}


===Class Skill===
===Deflect===
{| {{prettytable|text center=1}}
[[File:KotORII Feat Deflect.png|left]]
!width=10%|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes|Class]] [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills|skill]]
A {{s|Prestige classes|Jedi Weapon Master}} with a [[../Lightsabers|lightsaber]] has incredible skill [[../Feats#Jedi Defense|deflecting blaster bolts]]. This feat grants a [(class level + 1) / 2] Blaster Bolt Deflection bonus.
!width=15%|[[File:KotORII Feat Class Skill Computer Use.png|24px|Computer Use|link=Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Computer Use]]
{{-}}
!width=15%|[[File:KotORII Feat Class Skill Demolitions.png|24px|Demolitions|link=Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Demolitions]]
{| {{prettytable|style=text-align:center}}
!width=15%|[[File:KotORII Feat Class Skill Stealth.png|24px|Stealth|link=Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Stealth]]
!width=10%| Level
!width=15%|[[File:KotORII Feat Class Skill Repair.png|24px|Repair|link=Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Repair]]
!width=5%| 1
!width=15%|[[File:KotORII Feat Class Skill Security.png|24px|Security|link=Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Security]]
!width=5%| 3
!width=15%|[[File:KotORII Feat Class Skill Treat Injury.png|24px|Treat Injury|link=Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Treat Injury]]
!width=5%| 5
!width=5%| 7
!width=5%| 9
!width=5%| 11
!width=5%| 13
!width=5%| 15
!width=5%| 17
!width=5%| 19
!width=5%| 21
!width=5%| 23
!width=5%| 25
!width=5%| 27
!width=5%| 29
!width=5%| 31
!width=5%| 33
!width=5%| 35
|-
|-
!Prerequisites
! BBD
|colspan=8|Cross-class skill
| +1 || +2 || +3 || +4 || +5 || +6 || +7 || +8 || +9
| +10 || +11 || +12 || +13 || +14 || +15 || +16 || +17 || +18
|}
|}


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


===Conditioning===
===Force Focus===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Feat
! Feat
!width=25%|[[File:KotORII Feat Conditioning.png|24px]] Conditioning
! [[File:KotORII Feat Force Focus.png]] Force Focus
!width=25%|[[File:KotORII Feat Improved Conditioning.png|24px]] Improved
! [[File:KotORII Feat Improved Force Focus.png]] Improved
!width=25%|[[File:KotORII Feat Master Conditioning.png|24px]] Master
! [[File:KotORII Feat Master Force Focus.png]] Master
|-
|-
!Prerequisites
! Prerequisites
|None
| {{s|Classes|Jedi Consular}}
|Level 4
| Level 6 Jedi Consular
|Level 8
| Level 12 Jedi Consular
|-
|-
!Bonus to all [[Star Wars Knights of the Old Republic II: The Sith Lords/Saves|saves]]
! [[../Force powers|Force power]] [[../Difficulty Classes|Difficulty Class]]
| +1
| +2
| +2
| +3
| +3
| +4
|-
! Granted
| Jedi Consular
| Level 6 Jedi Consular
| Level 12 Jedi Consular
|}
|}


This feat is not available to [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Droid|droids]].
These feats add to the Difficulty Class for all [[../Saves|saving throws]] against the character's Force powers. These feats are always active.


===[[File:KotORII Feat Dark Side Corruption.png|24px]] Dark Side Corruption===
===Force Immunity===
A [[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Sith Lord|Sith Lord's]] command of the dark side is so great that it influences his [[Star Wars Knights of the Old Republic II: The Sith Lords/Party|companions]]. Some are weak and will grow more corrupt. Others find new resolve from a Sith Lord's influence and become even more [[Star Wars Knights of the Old Republic II: The Sith Lords/Alignment|aligned]] with the light. A Sith Lord's corruption grows in strength as they grow in power.
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Force Immunity
! [[File:KotORII Feat Force Immunity Fear.png]] Fear
! [[File:KotORII Feat Force Immunity Stun.png]] Stun
! [[File:KotORII Feat Force Immunity Paralysis.png]] Paralysis
|-
! Prerequisites
| {{s|Classes|Jedi Sentinel}}
| Level 6 Jedi Sentinel
| Level 12 Jedi Sentinel
|-
! Immunity to debilitating effect
| {{s|Force powers|Fear}}<br>Horror<br>Insanity<br>{{s|Grenades|Plasma Grenade}}s<br>{{s|Difficulty Classes|On Hit}}: {{s|Difficulty Classes|Horror}}
| {{s|Force powers|Force Push}}<br>Force Wave<br>{{s|Force powers|Stun}}<br>{{s|Feats|Critical Strike}} and {{s|Feats|Sniper Shot}}<br>{{s|Grenades|Concussion Grenade}}s<br>{{s|Mines|Flash mines}}<br>On Hit: {{s|Difficulty Classes|Stun}}
| {{s|Force powers|Stasis}} (Field)<br>{{s|Grenades|CryoBan Grenade}}s<br>On Hit: {{s|Difficulty Classes|Paralyze}}
|-
! Granted
| Jedi Sentinel
| Level 6 Jedi Sentinel
| Level 12 Jedi Sentinel
|}


===[[File:KotORII Feat Evasion.png|24px]] Evasion===
These feats are always active, so a level > 11 Jedi Sentinel can only be debilitated by
Characters sometimes make [[Star Wars Knights of the Old Republic II: The Sith Lords/Saves|saving throws]] in order to take half [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|damage]] from some [[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers|powers]] and abilities. In these situations level 6 [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scout|Scouts]] take no damage at all if they save successfully.
[[../Force powers#Force Push|Force Whirlwind]] and {{s|Force powers|Wound}}, Choke or Kill. None of these feats counters the effect of {{s|Grenades|Adhesive Grenade}}s because they aren't actually debilitating.


===Force Immunity===
===Force Jump===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Force Immunity
! Feat
!width=25%|[[File:KotORII Feat Force Immunity Fear.png|24px]] Fear
! [[File:KotORII Feat Force Jump.png]] Force Jump
!width=25%|[[File:KotORII Feat Force Immunity Stun.png|24px]] Stun
! [[File:KotORII Feat Improved Force Jump.png]] Improved
!width=25%|[[File:KotORII Feat Force Immunity Paralysis.png|24px]] Paralysis
! [[File:KotORII Feat Master Force Jump.png]] Master
|-
! Equipped weapon(s)
|colspan=3| [[../Lightsabers|Lightsaber]](s)
|-
|-
!Prerequisites
! Prerequisites
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi Sentinel|Jedi Sentinel]]
| {{s|Classes|Jedi Guardian}}
|Level 6 Jedi Sentinel
| Level 6 Jedi Guardian
|Level 12 Jedi Sentinel
| Level 12 Jedi Guardian
|-
|-
!Immunity to debilitating effect
! {{s|Combat|Attack}} and [[../Combat#Damage|damage]] bonus
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Fear|Fear]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Horror|Horror]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Insanity|Insanity]]
| {{N/a|}} || +2 || +4
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Force Push|Force Push]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Force Wave|Force Wave]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Stun|Stun]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Critical Strike|Critical Strike]] and [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Sniper Shot|Sniper Shot]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Grenades#Concussion Grenade|Concussion]] and [[Star Wars Knights of the Old Republic II: The Sith Lords/Grenades#Sonic Grenade|Sonic Grenades]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Mines#Flash Mines|Flash Mines]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Special Weapons|Stun Rays]]
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Stasis|Stasis]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Stasis Field|Stasis Field]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Grenades#CyroBan Grenade|CyroBan Grenades]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Special weapons|Carbonite Projectors]]
|-
|-
!Granted
! Granted
|Jedi Sentinel
| Jedi Guardian || Level 6 Jedi Guardian || Level 12 Jedi Guardian
|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:
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.
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Force Whirlwind|Force Whirlwind]]
NOTE: Using a feat or special attack negates this ability.
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Wound|Wound]]
 
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Choke|Choke]]
This feat counts as a {{s|Feats|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. Normally, this combination is only possible for a main character Jedi Guardian (Force Jump) who becomes a {{s|Prestige classes|Jedi Watchman}} or {{s|Prestige classes|Sith Assassin}} (Sneak Attack).
*[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Kill|Kill]]


None of these feats counters the effect of [[Star Wars Knights of the Old Republic II: The Sith Lords/Grenades#Adhesive Grenade|Adhesive Grenades]] because they are not actually debilitating.
{{s|Robes|Thon's Robe}} can grant Force Jump to any light Jedi, but this may only be acquired using {{s|Cheats|Giveitem}} cheats unless the [[../Restored Content Mod/]] is installed.


===[[File:KotORII Feat Force Sensitive.png|24px]] Force Sensitive===
Attack and damage bonus is added to every attack in a combat round. {{s|Combat|Critical hit}} multiplies bonus damage.
[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#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 [[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Force points|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 [[Star Wars Knights of the Old Republic II: The Sith Lords/Party#Visas|Visas]].
===Force Sensitive===
[[File:KotORII Feat Force Sensitive.png|left]]
{{s|Classes|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 powers|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 {{s|Party|Visas}}.
{{-}}


===Ignore Pain===
===Ignore Pain===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Ignore Pain
! Ignore Pain
!width=25%|[[File:KotORII Feat Ignore Pain I.png|24px]] I
! [[File:KotORII Feat Ignore Pain I.png]] I
!width=25%|[[File:KotORII Feat Ignore Pain II.png|24px]] II
! [[File:KotORII Feat Ignore Pain II.png]] II
!width=25%|[[File:KotORII Feat Ignore Pain III.png|24px]] III
! [[File:KotORII Feat Ignore Pain III.png]] III
|-
|-
!Prerequisites
! Prerequisites
|Level 3 [[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Sith Marauder|Sith Marauder]]
| Level 3 {{s|Prestige classes|Sith Marauder}}
|Level 7 Sith Marauder||Level 11 Sith Marauder
| Level 7 Sith Marauder || Level 11 Sith Marauder
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|Damage]]
! {{s|Combat|Damage}}
| -5% || -10% || -15%
| -5% || -10% || -15%
|-
|-
!Granted
! Granted
|Level 3 Sith Marauder||Level 7 Sith Marauder||Level 11 Sith Marauder
| Level 3 Sith Marauder || Level 7 Sith Marauder || Level 11 Sith Marauder
|}
|}


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


===Inner Strength===
Damage is reduced after {{s|Combat|Damage Immunity}} and {{s|Combat|Shields}}, but before {{s|Combat|Toughness}} and {{s|Combat|Damage Resistance}}.
{| {{prettytable|text center=1}}
 
!width=25%|Inner Strength
===Increase Combat Damage===
!width=25%|[[File:KotORII Feat Inner Strength I.png|24px]] I
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|[[File:KotORII Feat Inner Strength II.png|24px]] II
! Increase Combat Damage
!width=25%|[[File:KotORII Feat Inner Strength III.png|24px]] III
! [[File:KotORII Feat Increase Combat Damage I.png]] I
! [[File:KotORII Feat Increase Combat Damage II.png]] II
! [[File:KotORII Feat Increase Combat Damage III.png]] III
|-
|-
!Prerequisites
! Prerequisites
|Level 3 [[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Jedi Weapon Master|Jedi Weapon Master]]
| {{s|Prestige classes|Sith Marauder}}
|Level 7 Jedi Weapon Master||Level 11 Jedi Weapon Master
| Level 8 Sith Marauder
| Level 15 Sith Marauder
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|Damage]]
! {{s|Combat|Damage}} bonus
| -5% || -10% || -15%
| +2 || +4 || +6
|-
|-
!Granted
! Granted
|Level 3 Jedi Weapon Master||Level 7 Jedi Weapon Master||Level 11 Jedi Weapon Master
| Sith Marauder
| Level 8 Sith Marauder
| Level 15 Sith Marauder
|}
|}


Weapon Masters use the light side of the Force to shield themselves from pain.
Sith Marauders call upon their hatred and strength to deliver powerful blows.


===[[File:KotORII Feat Light Side Enlightenment.png|24px]] Light Side Enlightenment===
{{s|Combat|Critical hit}} multiplies bonus damage.
[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Jedi Master|Jedi Masters]] are greatly attuned to the light side of the Force. Their mere presence serves as an inspiration to many. Close [[Star Wars Knights of the Old Republic II: The Sith Lords/Party|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===
===Increase Melee Damage===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Feat
! Increase Melee Damage
!width=38%|[[File:KotORII Feat Logic Upgrade.png|24px]] Logic Upgrade
! [[File:KotORII Feat Increase Melee Damage I.png]] I
!width=37%|[[File:KotORII Feat Logic Upgrade Tactician.png|24px]] Logic Upgrade: Tactician
! [[File:KotORII Feat Increase Melee Damage II.png]] II
! [[File:KotORII Feat Increase Melee Damage III.png]] III
|-
! Equipped weapon(s)
|colspan=3| Unarmed, [[../Melee weapons|melee weapon]](s) or [[../Lightsabers|lightsaber]](s)
|-
|-
!Prerequisites
! Prerequisites
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Droid|Droid]]
| {{s|Prestige classes|Jedi Weapon Master}}
|Level 6 [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Combat Droid|Combat Droid]]
| Level 8 Jedi Weapon Master
| Level 15 Jedi Weapon Master
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Defense|Defense]] bonus
! {{s|Combat|Damage}} bonus
| 2 + (2 * [ (Level+1) /6] )
| +2 || +4 || +6
| +4
|-
|-
!Granted
! Granted
|Droid
| Jedi Weapon Master
|Level 6 Combat Droid
| Level 8 Jedi Weapon Master
| Level 15 Jedi Weapon Master
|}
|}


Having witnessed the effects and actions of [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat |combat]] first hand, the droid is able to self-upgrade its defensive algorithms.
Weapon Masters can focus their strength to deliver powerful strikes.


While the Logic Upgrade description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.
{{s|Combat|Critical hit}} multiplies bonus damage.


{| {{prettytable|text center=1}}
===Inner Strength===
!width=10%|Level
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=10%|1
! Inner Strength
!width=10%|5
! [[File:KotORII Feat Inner Strength I.png]] I
!width=10%|11
! [[File:KotORII Feat Inner Strength II.png]] II
!width=10%|17
! [[File:KotORII Feat Inner Strength III.png]] III
!width=10%|23
!width=10%|29
!width=10%|35
!width=10%|41
!width=10%|47
|-
|-
!Defense
! Prerequisites
| +2 || +4 || +6 || +8 || +10 || +12 || +14 || +16 || +18
| Level 3 {{s|Prestige classes|Jedi Weapon Master}}
| Level 7 Jedi Weapon Master || Level 11 Jedi Weapon Master
|-
! {{s|Combat|Damage}}
| -5% || -10% || -15%
|-
! Granted
| Level 3 Jedi Weapon Master || Level 7 Jedi Weapon Master || Level 11 Jedi Weapon Master
|}
|}


Contrary to its description, Logic Upgrade: Tactician does '''not''' replace Logic Upgrade; it simply grants another +4 defense.
Weapon Masters use the light side of the Force to shield themselves from pain.


===Regenerate===
Damage is reduced after {{s|Combat|Damage Immunity}} and {{s|Combat|Shields}}, but before {{s|Combat|Toughness}} and {{s|Combat|Damage Resistance}}.
{| {{prettytable|text center=1}} width=75%
 
!width=25%|Regenerate
===Jedi Defense===
!width=38%|[[File:KotORII Feat Regenerate Force Points.png|24px]] Force Points
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=37%|[[File:KotORII Feat Regenerate Vitality Points.png|24px]] Vitality Points
! Feat
! [[File:KotORII Feat Jedi Defense.png]] Jedi Defense
! [[File:KotORII Feat Advanced Jedi Defense.png]] Advanced
! [[File:KotORII Feat Master Jedi Defense.png]] Master
|-
|-
!Prerequisites
! Equipped weapon(s)
|Level 4 [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi|Jedi]]
|colspan=3| [[../Lightsabers|Lightsaber]](s), or any or none with {{s|Force powers|Force Deflection}}
|Level 4
|-
|-
!Regenerate
! Prerequisites
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Force points|Force points]]
| {{s|Classes|Jedi}}
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Vitality|Vitality points]]
| Level 4 Jedi
| Level 8 Jedi
|-
|-
!Granted
! Blaster Bolt Deflection
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Jedi Master|Jedi Master]] or [[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Sith Lord|Sith Lord]]
| {{N/a|}}
|
| +3
| +6
|-
! Granted
| Jedi
| {{N/a|}}
| {{N/a|}}
|}
|}


===[[File:KotORII Feat Scoundrel's Luck.png|24px]] Scoundrel's Luck===
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 [[../Combat#Attack|attack]] roll, the blaster bolt is deflected. If the attack is beaten by 10 or more, the bolt is deflected back at the enemy.
[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scoundrel|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 [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Defense|defense]] bonus of 2 + (2 * [ (Level+1) /6] ) in [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat|combat]].


While the description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.
The opposed roll is only made if fired upon from within the 180° arc in front of a character that isn't [[../Combat#Debilitated penalty|debilitated]]. A lightsaber must also be equipped in the main '''or''' off hand unless {{s|Force powers|Force Deflection}} has been selected, which also allows deflection when using {{s|Force powers|Throw Lightsaber}} (otherwise a roll isn't made, even if a lightsaber remains in the off hand during use).
 
According to the {{s|Gameplay|Combat}} 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 [[../Combat#Base|'''base''' attack bonus]] and any item bonuses.
 
The {{s|Feats|Deflect}} feat grants a {{s|Prestige classes|Jedi Weapon Master}} a [(class level + 1) / 2] bonus which is only added when using a lightsaber in the main hand. Enemy {{s|Feats|Precise Shot}} feats inflict penalties:


{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=10%|Level
! I
!width=10%|1
! II
!width=10%|5
! III
!width=10%|11
! IV
!width=10%|17
! V
!width=10%|23
!width=10%|29
!width=10%|35
!width=10%|41
!width=10%|47
|-
|-
!Defense
| {{no|-2}} || {{no|-4}} || {{no|-6}} || {{no|-8}} || {{no|-10}}
| +2 || +4 || +6 || +8 || +10 || +12 || +14 || +16 || +18
|}
|}


===Sense===
[[../Force powers#Force Deflection|Force Redirection]] adds 3 to ''any'' deflection roll, regardless of any weapon(s) used. {{s|Forms|Lightsaber forms}} can grant a bonus or inflict a penalty:
{| {{prettytable|text center=1}}
 
!width=25%|Sense
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|[[File:KotORII Feat Jedi Sense.png|24px]] Jedi
! {{s|Forms|Contention (Makashi)}}
!width=25%|[[File:KotORII Feat Prestige Sense.png|24px]] Prestige
! {{s|Forms|Resilience (Soresu)}}
!width=25%|[[File:KotORII Feat Greater Prestige Sense.png|24px]] Greater Prestige
! {{s|Forms|Aggression (Ataru)}}
! {{s|Forms|Perseverance (Shien)}}
! {{s|Forms|Moderation (Niman)}}
|-
|-
!Prerequisites
| {{no|-5}}
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi|Jedi]]
| {{yes|+4}}
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Jedi Master|Jedi Master]] or [[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Sith Lord|Sith Lord]]
| {{no|-4}}
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Jedi Weapon Master|Weapon Master]] or [[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Sith Marauder|Sith Marauder]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Jedi Watchman|Jedi Watchman]] or [[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Sith Assassin|Sith Assassin]]
| {{yes|+2}}
|-
| {{yes|+1}}
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Defense|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<br>Jedi Watchman or Sith Assassin
|}
|}


These feats are always active and grant defense bonuses dependent upon the Jedi class or [[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes|Prestige class]] level.
Blaster Bolt Deflection item bonuses are only granted by lightsaber upgrades:


While the Jedi Sense description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.
{{col|2|begin}}


;Jedi Sense
{| {{prettytable|style=text-align:center}}
{| {{prettytable|text center=1}}
!width=80%| Emitter
!width=10%|Level
!width=20%| BBD
!width=10%|1
|-
!width=10%|6
| {{s|Upgrade items, lightsaber|Deflection Emitter}}
!width=10%|12
| {{yes|+1}}
!width=10%|18
|-
!width=10%|24
| Improved Deflection Emitter
!width=10%|30
| {{yes|+2}}
!width=10%|36
|-
!width=10%|42
| Superior Deflection Emitter
!width=10%|48
| {{yes|+4}}
|-
|-
!Defense
| (Improved) {{s|Upgrade items, lightsaber|Fencing Emitter}}
| +2 || +4 || +6 || +8 || +10 || +12 || +14 || +16 || +18
| {{no|-2}}
|}
|-
 
! Power crystals
;Prestige Sense
! BBD
{| {{prettytable|text center=1}}
!width=25%|Level
!width=15%|1
!width=15%|8
!width=15%|16
!width=15%|24
!width=15%|32
|-
|-
!Defense
| {{s|Upgrade items, lightsaber|Crystal, Jenruax}}
| +2 || +4 || +6 || +8 || +10
| {{yes|+5}}
|}
 
;Greater Prestige Sense
{| {{prettytable|text center=1}}
!width=20%|Level
!width=10%|1
!width=10%|5
!width=10%|10
!width=10%|15
!width=10%|20
!width=10%|25
!width=10%|30
!width=10%|35
|-
|-
!Defense
| {{s|Upgrade items, lightsaber|Lorrdian Gemstone}}
| +2 || +4 || +6 || +8 || +10 || +12 || +14 || +16
| {{yes|+3}}
|}
|}


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.
{{col|2}}


===Toughness===
{| {{prettytable|style=text-align:center}}
{| {{prettytable|text center=1}}
!width=80%| Lens
!width=25%|Feat
!width=20%| BBD
!width=25%|[[File:KotORII Feat Toughness.png|24px]] Toughness
|-
!width=25%|[[File:KotORII Feat Improved Toughness.png|24px]] Improved
| Synthesized {{s|Upgrade items, lightsaber|Kunda Lens}}
!width=25%|[[File:KotORII Feat Master Toughness.png|24px]] Master
| {{yes|+1}}
|-
| Pure Kunda Lens
| {{yes|+2}}
|-
|-
!Prerequisites
| {{s|Upgrade items, lightsaber|Ossus Dueling Lens}}
|None
| {{yes|+3}}
|Level 4
|Level 8
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Vitality|Vitality]] points per level
| Synthesized {{s|Upgrade items, lightsaber|Byrothsis Lens}}
| +1
| {{no|-2}}
| +1
| +2
|-
|-
! < 20 [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|Damage]]
| Pure Byrothsis Lens
|
| {{no|-3}}
| -2
| -2
|-
|-
! > 19 Damage
| Enhanced Byrothsis Lens
|
| {{no|-4}}
| -10%
| -10%
|}
|}


Vitality bonus is retroactive for levels previously gained.
{{col|2|end}}
 
Since two power crystals can be used in each lightsaber, maximum total item bonus is thus +30 when using two lightsabers. Any {{s|Difficulty Classes|On Hit}} properties, including {{s|Feats|Sniper Shot}} 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''' {{s|Combat|Damage Immunity}}, {{s|Arms|Shields}}, {{s|Feats|Ignore Pain}} or {{s|Feats|Inner Strength}}, {{s|Combat|Toughness}} ''and'' {{s|Combat|Damage Resistance}} ({{s|Combat|Combat Difficulty}} 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 {{s|Combat|Vitality}} 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.


Damage is subtracted after any [[Star Wars Knights of the Old Republic II: The Sith Lords/Arms#Shields|shield]] and [[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers#Energy Resistance|Energy Resistance]].
===Light Side Enlightenment===
[[File:KotORII Feat Light Side Enlightenment.png|left]]
{{s|Prestige classes|Jedi Master}}s are greatly attuned to the light side of the Force. Their mere presence serves as an inspiration to many. Close [[../Party|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.
{{-}}


===Uncanny Dodge===
===Sense===
{| {{prettytable|text center=1}} width=75%
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Feat
! Sense
!width=38%|[[File:KotORII Feat Uncanny Dodge I.png|24px]] I
! [[File:KotORII Feat Jedi Sense.png]] Jedi
!width=37%|[[File:KotORII Feat Uncanny Dodge II.png|24px]] II
! [[File:KotORII Feat Prestige Sense.png]] Prestige
! [[File:KotORII Feat Greater Prestige Sense.png]] Greater Prestige
|-
|-
!Prerequisites
! Prerequisites
|Level 4 [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scout|Scout]]
| {{s|Classes|Jedi}}
|Level 7 Scout
| {{s|Prestige classes|Jedi Master}} or {{s|Prestige classes|Sith Lord}}
|-
| Other [[../Prestige classes/]]
![[Star Wars Knights of the Old Republic II: The Sith Lords/Grenades|Grenade]] [[Star Wars Knights of the Old Republic II: The Sith Lords/Difficulty Classes|Difficulty Class]]
| -2
| -4
|-
|-
! {{s|Combat|Defense}} bonus
| 2 + (2 * [Level/6] )
| 2 + (2 * [Level/8] )
| 2 + (2 * [Level/5] )
|-
|-
!Granted
! Granted
|Level 4 Scout
| Jedi
|Level 7 Scout
| Jedi Master or Sith Lord
| Other Prestige classes
|}
|}


A character with these feats retains the [[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Dexterity|dexterity]] bonus to [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Defense|defense]] even when surprised by camouflaged opponents.
These feats are always active and grant defense bonuses dependent upon the Jedi or Prestige class level.


==Action==
While the Jedi Sense description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.
These feats require character action, such as attacking or using a [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills|skill]].


===Caution===
{| {{prettytable|style=text-align:center}}
{| {{prettytable|text center=1}}
!width=10%| Class level
!width=25%|Feat
!width=5%| 1
!width=25%|[[File:KotORII Feat Caution.png|24px]] Caution
!width=5%| 5
!width=25%|[[File:KotORII Feat Improved Caution.png|24px]] Improved
!width=5%| 6
!width=25%|[[File:KotORII Feat Master Caution.png|24px]] Master
!width=5%| 8
!width=5%| 10
!width=5%| 12
!width=5%| 15
!width=5%| 16
!width=5%| 18
!width=5%| 20
!width=5%| 24
!width=5%| 25
!width=5%| 30
!width=5%| 32
!width=5%| 35
!width=5%| 36
!width=5%| 42
!width=5%| 48
|-
|-
!Prerequisites
! Jedi Sense
|None||Level 4||Level 8
|colspan=2| +2 ||colspan=3 {{N/a|+4}} ||colspan=3 {{yes2|+6}} ||bgcolor=d0d5f1 colspan=2| +8
|colspan=2 {{yes|+10}} ||bgcolor=ffff99 colspan=3| +12 || {{no2|+14}} || {{no|+16}} || {{no|'''+18'''}}
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Skills|Skill]] bonus
! Prestige
| +1 || +2 || +3
|colspan=3| +2 ||colspan=4 {{N/a|+4}} ||colspan=3 {{yes2|+6}}
|bgcolor=d0d5f1 colspan=3| +8 ||colspan=2 {{yes|+10}} ||colspan=3 {{N/a|}}
|-
|-
!Skills
! Greater
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Demolitions|Demolitions]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Stealth|Stealth]]
| +2 ||colspan=3 {{N/a|+4}} ||colspan=2 {{yes2|+6}} ||bgcolor=d0d5f1 colspan=3| +8
|Demolitions<br>Stealth
|colspan=2 {{yes|+10}} ||bgcolor=ffff99| +12 ||colspan=2 {{no2|+14}} || {{no|+16}} ||colspan=3 {{N/a|}}
|Demolitions<br>Stealth
|}
|}


===Critical Strike===
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:
{| {{prettytable|text center=1}}
 
!width=25%|Feat
* A level 30 Jedi is granted +12 Defense
!width=25%|[[File:KotORII Feat Critical Strike.png|24px]] Critical Strike
* A level 15 Jedi (+6) and level 15 Jedi Master or Sith Lord (+4) is granted +10 Defense
!width=25%|[[File:KotORII Feat Improved Critical Strike.png|24px]] Improved
* A level 15 Jedi (+6) and level 15 other Prestige class (+8) is granted +14 Defense
!width=25%|[[File:KotORII Feat Master Critical Strike.png|24px]] Master
 
===Superior Two-Weapon Fighting===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Superior Two-Weapon Fighting
! [[File:KotORII Feat Superior Two-Weapon Fighting I.png]] I
! [[File:KotORII Feat Superior Two-Weapon Fighting II.png]] II
! [[File:KotORII Feat Superior Two-Weapon Fighting III.png]] III
|-
|-
!Prerequisites
! Equipped weapon(s)
|None||Level 4||Level 8
|colspan=3| Two [[../Blaster pistols|blaster pistols]], [[../Melee weapons|melee weapons]] or [[../Lightsabers|lightsabers]], or a double-bladed melee weapon or lightsaber
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Defense|Defense]] penalty
! Prerequisites
| -5 || -5 || -5
| {{KotORII/Feat|Two-Weapon Fighting|Master Two-Weapon Fighting|16}}<br>{{s|Prestige classes|Jedi Weapon Master}} or<br>{{s|Prestige classes|Sith Marauder}}
| {{KotORII/Feat|Superior Two-Weapon Fighting|Superior Two-Weapon Fighting I|16}}<br>Jedi Weapon Master or<br>Sith Marauder
| {{KotORII/Feat|Superior Two-Weapon Fighting|Superior Two-Weapon Fighting II|16}}<br>Jedi Weapon Master or<br>Sith Marauder
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Critical threat|Critical threat]] range
! {{s|Combat|Dual Wield Penalty}}
| x2 || x3 || x4
| -1 (main hand) / -2 (off hand)
|-
| 0 (main hand) / -2 (off hand)
!Granted
| 0 (main hand) / -1 (off hand)
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scoundrel|Scoundrel]]<br>Main player character
|
|
|}
|}


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


{| {{prettytable|text center=1}}
===Superior Weapon Focus===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Superior Weapon Focus
! [[File:KotORII Feat Superior Weapon Focus Lightsaber I.png]] Lightsaber I
! [[File:KotORII Feat Superior Weapon Focus Lightsaber II.png]] Lightsaber II
! [[File:KotORII Feat Superior Weapon Focus Lightsaber III.png]] Lightsaber III
|-
|-
!Base critical threat range
! Equipped weapon(s)
!Keen critical threat range
|colspan=3| [[../Lightsabers|Lightsaber]](s)
|-
|-
|20-20 (5%)
! Prerequisites
|19-20 (10%)
| {{KotORII/Weapon|Specialization|Lightsaber|16}}<br>{{s|Prestige classes|Jedi Weapon Master}} or<br>{{s|Prestige classes|Sith Marauder}}
| {{KotORII/Feat|Superior Weapon Focus|Superior Weapon Focus Lightsaber I|16}}<br>Jedi Weapon Master or<br>Sith Marauder
| {{KotORII/Feat|Superior Weapon Focus|Superior Weapon Focus Lightsaber II|16}}<br>Jedi Weapon Master or<br>Sith Marauder
|-
|-
|19-20 (10%)
! {{s|Combat|Attack}} bonus
|17-20 (20%)
| +1
| +2
| +3
|}
|}


[[Star Wars Knights of the Old Republic II: The Sith Lords/Lightsabers|Lightsabers]] and Short Lightsabers all have base critical threat range 19-20 (10%), while Double-Bladed Lightsabers only have 20-20 (5%). Any Keen bonus is additive with Critical Strike bonuses, resulting in the following:
The character's skill with lightsabers is almost unmatched.


{| {{prettytable|text center=1}}
===Unarmed Specialist===
|-valign=top
{| {{prettytable|style=text-align:center}}
!width=20% rowspan=2|Feat
!width=20%| Unarmed Specialist
!colspan=2|Base critical threat range
!width=10%| [[File:KotORII Feat Unarmed Specialist I.png]] I
!colspan=2|Keen critical threat range
!width=10%| [[File:KotORII Feat Unarmed Specialist II.png]] II
!width=10%| [[File:KotORII Feat Unarmed Specialist III.png]] III
!width=10%| [[File:KotORII Feat Unarmed Specialist IV.png]] IV
!width=10%| [[File:KotORII Feat Unarmed Specialist V.png]] V
!width=10%| [[File:KotORII Feat Unarmed Specialist VI.png]] VI
!width=10%| [[File:KotORII Feat Unarmed Specialist VII.png]] VII
!width=10%| [[File:KotORII Feat Unarmed Specialist VIII.png]] VIII
|-
|-
!width=20%|20-20 (5%)
! Prerequisites
!width=20%|19-20 (10%)
|colspan=8| {{s|Classes|Jedi}} (or Special Training)
!width=20%|19-20 (10%)
!width=20%|17-20 (20%)
|-
|-
!Critical Strike
! Granted at level
|19-20 (10%)||17-20 (20%)
| 2 || 6 || 10 || 14 || 18 || 22 || 26 || 30
|18-20 (15%)||15-20 (30%)
|-
|-
!Improved Critical Strike
! Unarmed [[../Combat#Damage|damage]]
|18-20 (15%)||15-20 (30%)
| 1-4 || 2-8 || 3-12 || 4-16 || 5-20 || 6-24 || 7-28 || 8-32
|17-20 (20%)||13-20 (40%)
|-
|-
!Master Critical Strike
! Average bonus
|17-20 (20%)||13-20 (40%)
| 2.5 || 5 || 7.5 || 10 || 12.5 || 15 || 17.5 || 20
|16-20 (25%)||11-20 (50%)
|}
|}


If the attack hits, the target is stunned for 6 seconds unless they make a Fortitude [[Star Wars Knights of the Old Republic II: The Sith Lords/Saves|save]] at a [[Star Wars Knights of the Old Republic II: The Sith Lords/Difficulty Classes|DC]] of the attacking character's level + attacking character's [[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Strength|Strength]] modifier. The target is not stunned until the end of the character's attack round.
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.
 
{{s|Party|Bao-Dur}} and {{s|Party|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).
 
==Class==
These feats can normally only be granted to, or selected by, particular playable classes.


Stun can also be prevented by [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi Sentinel|Jedi Sentinel]] feat [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Force Immunity|Force Immunity: Stun]], or Immunity: Mind-Affecting.
===Blaster Integration===
[[File:KotORII Feat Blaster Integration.png|left]]
This feat grants {{s|Classes|Expert Droid}}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 pistols|blaster pistol]], tapping the energy pack and emitters as though factory installed.
{{-}}


These feats cannot be selected by [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Droid|droids]].
===Droid Interface===
[[File:KotORII Feat Droid Interface.png|left]]
This feat gives the {{s|Classes|Droid}} the ability to speak with other droids who don't speak a sentient language. Granted to {{s|Classes|Expert Droid}}s.


===Dual Strike===
This feat can also be selected by a {{s|Classes|Combat Droid}}.
{| {{prettytable|text center=1}}
{{-}}
!width=25%|Feat
 
!width=25%|[[File:KotORII Feat Dual Strike.png|24px]] Dual Strike
===Droid Upgrade===
!width=25%|[[File:KotORII Feat Improved Dual Strike.png|24px]] Improved
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|[[File:KotORII Feat Master Dual Strike.png|24px]] Master
! Droid Upgrade
! [[File:KotORII Feat Droid Upgrade Class 1.png]] Class 1
! [[File:KotORII Feat Droid Upgrade Class 2.png]] Class 2
! [[File:KotORII Feat Droid Upgrade Class 3.png]] Class 3
|-
! Allowed ugrades
| Level 1
| Levels 1-2
| Levels 1-3
|-
|-
!Prerequisites
! Prerequisites
|None||Level 4||Level 8
| {{s|Classes|Droid}}
| Level 7 Droid
| Level 13 Droid
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|Attack]] bonus
! Granted
| +2 || +4 || +6
| Droid
| Level 7 Droid
| Level 13 Droid
|}
|}


The character has advanced training using teamwork to defeat enemies. When attacking an enemy that another [[Star Wars Knights of the Old Republic II: The Sith Lords/Party|party]] member is also attacking, the character gets a bonus to hit.
As a droid gains experience, its programming becomes more adaptable to new situations. This allows it to accommodate more sophisticated upgrades.
 
===Evasion===
[[File:KotORII Feat Evasion.png|left]]
Characters sometimes make [[../Saves|saving throws]] in order to take half [[../Combat#Damage|damage]] from some [[../Force powers|powers]] and abilities. In these situations level 6 {{s|Classes|Scout}}s take no damage at all if they save successfully.
{{-}}


===Empathy===
===Logic Upgrade===
{| {{prettytable|text center=1}}
{| {{prettytable|style=text-align:center}}
!width=25%|Feat
!width=25%| Feat
!width=25%|[[File:KotORII Feat Empathy.png|24px]] Empathy
!width=37.5%| [[File:KotORII Feat Logic Upgrade.png]] Logic Upgrade
!width=25%|[[File:KotORII Feat Improved Empathy.png|24px]] Improved
!width=37.5%| [[File:KotORII Feat Logic Upgrade Tactician.png]] Logic Upgrade: Tactician
!width=25%|[[File:KotORII Feat Master Empathy.png|24px]] Master
|-
! Prerequisites
| {{s|Classes|Droid}}
| Level 6 ([[../Classes#Combat Droid|Combat]]) {{s|Classes|Droid}}
|-
|-
!Prerequisites
! {{s|Combat|Defense}} bonus
|None||Level 4||Level 8
| 2 + (2 * [ (Level+1) /6] )
| {{N/a|<s>+4</s>}}
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Skills|Skill]] bonus
! Granted
| +1 || +2 || +3
| Droid
| Level 6 (Combat) Droid
|}
 
Having witnessed the effects and actions of [[../Combat |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.
 
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Level
! 1 !! 5 !! 11 !! 17 !! 23 !! 29 !! 35 !! 41 !! 47
|-
|-
!Skills
! Defense
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Persuade|Persuade]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Awareness|Awareness]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Treat Injury|Treat Injury]]
| +2 || +4 || +6 || +8 || +10 || +12 || +14 || +16 || +18
|Persuade<br>Awareness<br>Treat Injury
|Persuade<br>Awareness<br>Treat Injury
|}
|}


These feats cannot be selected by [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Droid|droids]].
Contrary to its description, Logic Upgrade: Tactician does '''not''' replace Logic Upgrade, nor does it actually grant any Defense bonus. However, {{s|Party|HK-47}} ''is'' granted natural bonus 2 by his character template (according to the Combat section of the {{s|Gameplay|Journal}}'s {{s|Gameplay|Messages Log}}, at level 6 Defense Breakdown: 19 = base 10 + dex mod 3 + class 4 + natural 2).
 
===Scoundrel's Luck===
[[File:KotORII Feat Scoundrel's Luck.png|left]]
{{s|Classes|Scoundrel}}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 [[../Combat#Defense|Defense]] bonus of 2 + (2 * [ (Level+1) /6] ) in [[../Combat|combat]].
 
While the description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.


===Flurry===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
{| {{prettytable|text center=1}}
! Level
!width=25%|Feat
! 1 !! 5 !! 11 !! 17 !! 23 !! 29 !! 35 !! 41 !! 47
!width=25%|[[File:KotORII Feat Flurry.png|24px]] Flurry
!width=25%|[[File:KotORII Feat Improved Flurry.png|24px]] Improved
!width=25%|[[File:KotORII Feat Master Flurry.png|24px]] Master
|-
|-
!Prerequisites
! Defense
|None
| +2 || +4 || +6 || +8 || +10 || +12 || +14 || +16 || +18
|Level 4
|}
|Level 8
 
===Sneak Attack===
These feats are only granted to a {{s|Classes|Scoundrel}} and {{s|Prestige classes|Sith Assassin}}, or {{s|Prestige classes|Jedi Watchman}}.
 
{| {{prettytable|style=text-align:center}}
!width=20%| Sneak Attack
!width=8%| [[File:KotORII Feat Sneak Attack I.png]]<br>I
!width=8%| [[File:KotORII Feat Sneak Attack II.png]]<br>II
!width=8%| [[File:KotORII Feat Sneak Attack III.png]]<br>III
!width=8%| [[File:KotORII Feat Sneak Attack IV.png]]<br>IV
!width=8%| [[File:KotORII Feat Sneak Attack V.png]]<br>V
!width=8%| [[File:KotORII Feat Sneak Attack VI.png]]<br>VI
!width=8%| [[File:KotORII Feat Sneak Attack VII.png]]<br>VII
!width=8%| [[File:KotORII Feat Sneak Attack VIII.png]]<br>VIII
!width=8%| [[File:KotORII Feat Sneak Attack IX.png]]<br>IX
!width=8%|[[File:KotORII Feat Sneak Attack X.png]]<br>X
|-
|-
!Attacks per round
! Granted at [[File:KotORII Feat Scoundrel's Luck.png|16px|Scoundrel or Sith Assassin]] level
| +1 || +1 || +1
| 1 || 3 || 5 || 7 || 9 || 11 || 13 || 15 || 17 || 19
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Defense|Defense]] penalty
! Granted at [[File:KotORII Power Force Camouflage.png|16px|Jedi Watchman]] level
| -2 || -1 || 0
| 1 || 4 || 7 || 10 || 13 || 16 || 19 ||colspan=3 {{N/a|}}
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|Attack]] penalty
! Damage
| -4 || -2 || 0
| 1-6 || 2-12 || 3-18 || 4-24 || 5-30 || 6-36 || 7-42 || 8-48 || 9-54 || 10-60
|-
|-
!Granted
! Average
|Main player character
| 3.5 || 7 || 10.5 || 14 || 17.5 || 21 || 24.5 || 28 || 31.5 || 35
|
|
|}
|}


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.
These feats add points of extra [[../Combat#Damage|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 {{s|Skills|Stealth}} Mode ([[../Combat|combat]] cancels Stealth Mode, but the first attack receives the bonus).


Character suffers defense penalty while using these feats and for 3 seconds afterwards (i.e. an enemy's attack).  
Sneak Attack only works if the target is within 10 meters. The extra damage is not multiplied in the case of a [[../Combat#Critical hit|critical hit]].


Attack penalty applies to every attack in a combat round.
The 10 meter restriction only affects flanking and Stealth attacks: attacks against [[../Combat#Debilitated penalty|debilitated]] targets count as Sneak Attacks from ''any'' range.


These feats cannot be selected by [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Droid|droids]].
===Targeting===
 
{| {{prettytable|style=text-align:center}}
===Force Focus===
!width=20%| Targeting
{| {{prettytable|text center=1}}
!width=10%| [[File:KotORII Feat Targeting I.png]] I
!width=25%|Feat
!width=10%| [[File:KotORII Feat Targeting II.png]] II
!width=25%|[[File:KotORII Feat Force Focus.png|24px]] Force Focus
!width=10%| [[File:KotORII Feat Targeting III.png]] III
!width=25%|[[File:KotORII Feat Improved Force Focus.png|24px]] Improved
!width=10%| [[File:KotORII Feat Targeting IV.png]] IV
!width=25%|[[File:KotORII Feat Master Force Focus.png|24px]] Master
!width=10%| [[File:KotORII Feat Targeting V.png]] V
!width=10%| [[File:KotORII Feat Targeting VI.png]] VI
!width=10%| [[File:KotORII Feat Targeting VII.png]] VII
!width=10%| [[File:KotORII Feat Targeting VIII.png]] VIII
|-
! Equipped weapon(s)
|colspan=8| [[../Blaster pistols|Blaster pistol]](s) or [[../Blaster rifles|blaster rifle]]
|-
|-
!Prerequisites
! Prerequisites
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi Consular|Jedi Consular]]
|colspan=8| {{s|Classes|Scout}}
|Level 6 Jedi Consular
|Level 12 Jedi Consular
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Force powers|Force power]] [[Star Wars Knights of the Old Republic II: The Sith Lords/Difficulty Classes|Difficulty Class]]
! Granted at level
| +1
| 1 || 5 || 9 || 13 || 17 || 21 || 25 || 29
| +2
| +4
|-
|-
!Granted
! {{s|Combat|Attack}} bonus
|Jedi Consular
| +1 || +2 || +3 || +4 || +5 || +6 || +7 || +8
|Level 6 Jedi Consular
|Level 12 Jedi Consular
|}
|}


These feats add to the Difficulty Class for all [[Star Wars Knights of the Old Republic II: The Sith Lords/Saves|saving throws]] against the character's Force powers. These feats are always active.
Scouts are very effective with blaster pistols and blaster rifles.


===Gear Head===
===Uncanny Dodge===
{| {{prettytable|text center=1}}
{| {{prettytable|style=text-align:center}} width=75%
!width=25%|Feat
!width=25%| Uncanny Dodge
!width=25%|[[File:KotORII Feat Gear Head.png|24px]] Gear Head
!width=37.5%| [[File:KotORII Feat Uncanny Dodge I.png]] I
!width=25%|[[File:KotORII Feat Improved Gear Head.png|24px]] Improved
!width=37.5%| [[File:KotORII Feat Uncanny Dodge II.png]] II
!width=25%|[[File:KotORII Feat Master Gear Head.png|24px]] Master
|-
|-
!Prerequisites
! Prerequisites
|None||Level 4||Level 8
| Level 4 {{s|Classes|Scout}}
| Level 7 Scout
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Skills|Skill]] bonus
! [[../Grenades|Grenade]] [[../Difficulty Classes|Difficulty Class]]
| +1 || +2 || +3
| -2
| -4
|-
|-
!Skills
! Granted
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Repair|Repair]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Security|Security]]<br>[[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Computer Use|Computer Use]]
| Level 4 Scout
|Repair<br>Security<br>Computer Use
| Level 7 Scout
|Repair<br>Security<br>Computer Use
|}
|}


===Increase Combat Damage===
A character with these feats retains the {{s|Attributes|Dexterity}} bonus to [[../Combat#Defense|defense]] even when surprised by camouflaged opponents.
{| {{prettytable|text center=1}}
 
!width=25%|Increase Combat Damage
===Weapon Specialization===
!width=25%|[[File:KotORII Feat Increase Combat Damage I.png|24px]] I
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|[[File:KotORII Feat Increase Combat Damage II.png|24px]] II
! Weapon Specialization
!width=25%|[[File:KotORII Feat Increase Combat Damage III.png|24px]] III
! [[File:KotORII Feat Weapon Specialization Blaster Pistol.png]] Blaster Pistol
! [[File:KotORII Feat Weapon Specialization Blaster Rifle.png]] Blaster Rifle
! [[File:KotORII Feat Weapon Specialization Melee Weapons.png]] Melee Weapons
! [[File:KotORII Feat Weapon Specialization Lightsaber.png]] Lightsaber
|-
|-
!Prerequisites
! Equipped weapon(s)
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Sith Marauder|Sith Marauder]]
| [[../Blaster pistols|Blaster pistol]](s)
|Level 8 Sith Marauder
| [[../Blaster rifles|Blaster rifle]]
|Level 15 Sith Marauder
| [[../Melee weapons|Melee weapon]](s)
| [[../Lightsabers|Lightsaber]](s)
|-
|-
!|[[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|Damage]] bonus
! Prerequisites
| +2 || +4 || +6
| {{KotORII/Weapon|Focus|Blaster Pistol|16}}<br>Level 4<br>{{s|Classes|Soldier}} or<br>{{s|Classes|Combat Droid}} or<br>{{s|Classes|Jedi Guardian}} or<br>{{s|Prestige classes|Jedi Weapon Master}} or<br>{{s|Prestige classes|Sith Marauder}}
| {{KotORII/Weapon|Focus|Blaster Rifle|16}}<br>Level 4<br>Soldier or<br>Combat Droid or<br>Jedi Guardian or<br>Jedi Weapon Master or<br>Sith Marauder
| {{KotORII/Weapon|Focus|Melee Weapons|16}}<br>Level 4<br>Soldier or<br>Jedi Guardian or<br>Jedi Weapon Master or<br>Sith Marauder
| {{KotORII/Weapon|Focus|Lightsaber|16}}<br>Jedi Guardian or<br>[[../Prestige classes/]]
|-
|-
!Granted
! {{s|Combat|Damage}} bonus
|Sith Marauder
| +2
|Level 8 Sith Marauder
| +2
|Level 15 Sith Marauder
| +2
| +2
|}
|}


Sith Marauders call upon their hatred and strength to deliver powerful blows.
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|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.
 
{{s|Combat|Critical hit}} multiplies damage.
 
==Unique==
Unique feats are only granted to a particular character.


===Power Attack===
===Assassin Protocols===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Feat
! Feat
!width=25%|[[File:KotORII Feat Power Attack.png|24px]] Power Attack
! [[File:KotORII Feat Assassin Protocols.png]] Assassin Protocols
!width=25%|[[File:KotORII Feat Improved Power Attack.png|24px]] Improved
! [[File:KotORII Feat Modified Assassin Protocols.png]] Modified
!width=25%|[[File:KotORII Feat Master Power Attack.png|24px]] Master
! [[File:KotORII Feat Integrated Assassin Protocols.png]] Integrated
|-
|-
!Prerequisites
! Granted
|None||Level 4||Level 8
| {{s|Party|HK-47}} || Level 11 HK-47 || Level 17 HK-47
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|Attack]] penalty
! Unstoppable [[../Combat#Damage|damage]]
| -3 || -3 || -3
| 1/4 remaining [[../Combat#Vitality|life]] || 1/3 remaining life || 1/2 remaining life
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|Damage]] bonus
| +3 || +7 || +12
|-
!Granted
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Soldier|Soldier]]<br>Main player character
|
|
|}
|}


Additionally, the critical multiplier is increased by 1 (e.g. if a [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Critical hit|critical hit]] would normally double damage, it would triple damage when Power Attack was used). Finally, on a critical hit, the target is knocked back unless they make a Fortitude [[Star Wars Knights of the Old Republic II: The Sith Lords/Saves|save]] at a [[Star Wars Knights of the Old Republic II: The Sith Lords/Difficulty Classes|DC]] of the attacking character's level + twice the attacking character's [[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Strength|Strength]] modifier. Used to quickly dispatch groups of easy-to-hit opponents.  
When a [[../Combat#Critical hit|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 [[../Saves|save]] of [[../Difficulty Classes|DC]] = 10 + Attacker’s level by the target can avoid this extra damage.


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


These feats cannot be selected by [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Droid|droids]].
However, even with maximum {{s|Combat|Critical Threat}}: 6-20 (75%) when using a [[../Blaster pistols#Disruptor pistols|disruptor pistol]] or [[../Blaster rifles#Disruptor rifles|rifle]] with a Keen bonus and Master {{s|Feats|Sniper Shot}}, 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.


===Power Blast===
===Droid Trick===
{| {{prettytable|text center=1}}
{| {{prettytable|style=text-align:center}}
!width=25%|Feat
!width=25%| Feat
!width=25%|[[File:KotORII Feat Power Blast.png|24px]] Power Blast
!width=37.5%| [[File:KotORII Feat Droid Trick.png]] Droid Trick
!width=25%|[[File:KotORII Feat Improved Power Blast.png|24px]] Improved
!width=37.5%| [[File:KotORII Feat Scramble Droid.png]] Scramble Droid
!width=25%|[[File:KotORII Feat Master Power Blast.png|24px]] Master
|-
|-
!Prerequisites
! Granted
|None||Level 4||Level 8
| Level 10 {{s|Party|G0-T0}} || Level 15 G0-T0
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|Attack]] penalty
! [[../Difficulty Classes|Difficulty Class]]
| -3 || -3 || -3
|colspan=2| 5 + G0-T0's level + {{s|Attributes|Wisdom}} modifier + {{s|Attributes|Charisma}} modifier
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|Damage]] bonus
! Action
| +3 || +7 || +12
| Distracts droid || Droid fights for you
|-
|-
!Granted
! Active
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Soldier|Soldier]]<br>Main player character
|colspan=2| 30 seconds
|
|
|}
|}


Additionally, the critical multiplier is increased by 1 (e.g. if a [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Critical hit|critical hit]] would normally double damage, it would triple damage when Power Blast was used). Finally, on a critical hit, the target is knocked back unless they make a Fortitude [[Star Wars Knights of the Old Republic II: The Sith Lords/Saves|save]] at a [[Star Wars Knights of the Old Republic II: The Sith Lords/Difficulty Classes|DC]] of the attacking character's level + twice the attacking character's [[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Dexterity|Dexterity]] modifier. Used to quickly dispatch groups of easy-to-hit opponents.
Droid Trick distracts a droid target, making it easier to sneak by them. If the target fails a Will [[../Saves|save]], then they are distracted. Distracted targets won’t notice the player unless the player gets too close or interacts with them.
 
Attack penalty and damage bonus apply to every attack in a combat round. Critical hit doubles bonus damage.


These feats cannot be selected by an [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Expert Droid|Expert Droid]].
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.


===Rapid Shot===
===Echani Strike===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Feat
! Echani Strike
!width=25%|[[File:KotORII Feat Rapid Shot.png|24px]] Rapid Shot
! [[File:KotORII Feat Echani Strike I.png]] I
!width=25%|[[File:KotORII Feat Improved Rapid Shot.png|24px]] Improved
! [[File:KotORII Feat Echani Strike II.png]] II
!width=25%|[[File:KotORII Feat Master Rapid Shot.png|24px]] Master
! [[File:KotORII Feat Echani Strike III.png]] III
|-
|-
!Prerequisites
! Granted
|None||Level 4||Level 8
| Level 5 {{s|Party|Handmaiden}} || Level 11 Handmaiden || Level 17 Handmaiden
|-
|-
!Attacks per round
! Unarmed [[../Combat#Damage|damage]]
| +1 || +1 || +1
| 1-4 || 2-8 || 3-12
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Attack|Attack]] and [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Defense|Defense]] penalty
! Average
| -4 || -2 || 0
| 2.5 || 5 || 7.5
|-
|-
!Granted
! Chance of knock down
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scout|Scout]]<br>Main player character
| 10% || 15% || 20%
|
|
|}
|}


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 [[Star Wars Knights of the Old Republic II: The Sith Lords/Blaster pistols|blaster pistols]].
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 [[../Saves|save]] of [[../Difficulty Classes|DC]] = 15 + Handmaiden’s level. This damage stacks with any {{s|Feats|Unarmed Specialist}} bonus damage.


Character suffers defense penalty while using this feat and for 3 seconds afterwards (i.e. an enemy's attack).
===Force Chain===
[[File:KotORII Feat Force Chain.png|left]]
You and {{s|Party|Kreia}} 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 [[../Force powers#Burst of Speed|Speed]]
* {{s|Force powers|Energy Resistance}}
* All ranks of {{s|Force powers|Force Aura}}
* All ranks of {{s|Force powers|Heal}}
* Both ranks of {{s|Force powers|Force Resistance}}
* All ranks of {{s|Force powers|Force Barrier}}


Attack penalty applies to every attack in a combat round.
===Implant Switching===
[[File:KotORII Feat Implant Switching.png|left]]
{{s|Party|Mandalore}} 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 {{s|Attributes|Constitution}}), strength (+4 {{s|Attributes|Strength}}), or agility (+4 {{s|Attributes|Dexterity}}) implants.
{{-}}


These feats cannot be selected by an [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Expert Droid|Expert Droid]].
===Mandalorian Courage===
[[File:KotORII Feat Mandalorian Courage.png|left]]
{{s|Party|Mandalore}} 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] ) {{s|Combat|Defense}} bonus.


===Sneak Attack===
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 [[../Classes|class]] ({{s|Classes|Soldier}}), and not granted by the feat itself.
These feats are only granted to [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scoundrel|Scoundrels]] and [[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Sith Assassin|Sith Assassins]], and [[Star Wars Knights of the Old Republic II: The Sith Lords/Prestige classes#Jedi Watchman|Jedi Watchmen]].


{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Level
! 1 !! 5 !! 11 !! 17 !! 23 !! 29 !! 35 !! 41 !! 47
|-
|-
!width=20%|Sneak Attack
! Defense
!width=8%|[[File:KotORII Feat Sneak Attack I.png|24px]] I
| 0 || +2 || +4 || +6 || +8 || +10 || +12 || +14 || +16
!width=8%|[[File:KotORII Feat Sneak Attack II.png|24px]] II
|}
!width=8%|[[File:KotORII Feat Sneak Attack III.png|24px]] III
 
!width=8%|[[File:KotORII Feat Sneak Attack IV.png|24px]] IV
===Mentor===
!width=8%|[[File:KotORII Feat Sneak Attack V.png|24px]] V
[[File:KotORII Feat Mentor.png|left]]
!width=8%|[[File:KotORII Feat Sneak Attack VI.png|24px]] VI
Whenever {{s|Party|Kreia}} is in the party, she provides a bonus to earned [[../Experience|experience]] points.
!width=8%|[[File:KotORII Feat Sneak Attack VII.png|24px]] VII
 
!width=8%|[[File:KotORII Feat Sneak Attack VIII.png|24px]] VIII
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=8%|[[File:KotORII Feat Sneak Attack IX.png|24px]] IX
! Kreia character level
!width=8%|[[File:KotORII Feat Sneak Attack X.png|24px]] X
! 1
! 7
! 13
|-
|-
!Granted at [[File:KotORII Feat Scoundrel's Luck.png|24px|Scoundrel or Sith Assassin]] level
! Experience
|1||3||5||7||9||11||13||15||17||19
|  +3% || +5% || +7%
|-
|}
!Granted at [[File:KotORII Power Force Camouflage.png|24px|Jedi Watchman]] level
 
|1||4||7||10||13||16||19||{{no2|}}||{{no2|}}||{{no2|}}
This feat has no effect when Kreia and all other party members are aboard the Ebon Hawk, so to maximize experience gained from party dialog, you should speak to party members outside the Ebon Hawk with Kreia also added to your party.
 
===Personal Cloaking Shield===
[[File:KotORII Feat Personal Cloaking Shield.png|left]]
{{s|Party|G0-T0}} has a personal cloaking shield built into his frame. This allows him to use his {{s|Skills|Stealth}} [[../Skills|skill]] without a {{s|Belts|Stealth Field Generator}}.
{{-}}
 
===Point Guard===
[[File:KotORII Feat Point Guard.png|left]]
When {{s|Party|Mira}} 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#|party]] member (the character currently being controlled by the player), she and all other party members do not set off [[../Mines|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===
[[File:KotORII Feat Shield Breaker.png|left]]
During [[../Combat|combat]], {{s|Party|Bao-Dur}} can use his cybernetic arm to disrupt the energy output of an opponent’s shields, causing them to collapse altogether.
{{-}}
 
===Spirit===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Feat
! [[File:KotORII Feat Spirit.png]] Spirit
! [[File:KotORII Feat Fighting Spirit.png]] Fighting Spirit
! [[File:KotORII Feat Heroic Resolve.png]] Heroic Resolve
|-
|-
!Damage
! Granted
|1-6||2-12||3-18||4-24||5-30||6-36||7-42||8-48||9-54||10-60
| {{s|Party|Atton}}
| Level 8 Atton
| Level 15 Atton
|-
|-
!Average
! {{s|Combat|Vitality}} restored
|3.5||7||10.5||14||17.5||21||24.5||28||31.5||35
| 10% || 20% || 30%
|}
|}


These feats add points of extra [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Damage|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 [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Stealth|Stealth]] Mode ([[Star Wars Knights of the Old Republic II: The Sith Lords/Combat|combat]] cancels Stealth Mode, but the first attack receives the bonus).
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|party]] is still standing. If he returns to the fight he will come back with a percentage of his vitality restored.
 
Sneak Attack only works if the target is within 10 meters. The extra damage is not multiplied in the case of a [[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Critical hit|critical hit]].


===Sniper Shot===
===Strike===
{| {{prettytable|text center=1}}
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=25%|Feat
! Feat
!width=25%|[[File:KotORII Feat Sniper Shot.png|24px]] Sniper Shot
! [[File:KotORII Feat Repulsor Strike.png]] Repulsor Strike
!width=25%|[[File:KotORII Feat Improved Sniper Shot.png|24px]] Improved
! [[File:KotORII Feat Electrical Strike.png]] Electrical Strike
!width=25%|[[File:KotORII Feat Master Sniper Shot.png|24px]] Master
! [[File:KotORII Feat Gravitonic Strike.png]] Gravitonic Strike
|-
|-
!Prerequisites
! Granted
|None||Level 4||Level 8
| Level 7 {{s|Party|Bao-Dur}}
| Level 13 Bao-Dur||Level 19 Bao-Dur
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Defense|Defense]] penalty
! Electricity [[../Combat#Damage|damage]]
| -5
| 1-6 || 2-12 || 3-18
| -5
| -5
|-
|-
![[Star Wars Knights of the Old Republic II: The Sith Lords/Combat#Critical threat|Critical threat]] range
! Average
| x2
| 3.5 || 7 || 10.5
| x3
| x4
|-
|-
!Granted
! Chance of causing Slow
|[[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Scoundrel|Scoundrel]]<br>Main player character
| 10% || 15% || 20%
|
|
|}
|}


These feats increase the critical threat range of ranged attacks.
Bao-Dur can release energy stored in capacitors in his arm during [[../Combat|combat]], causing extra electricity damage with a chance of causing Slow for 2 rounds if they fail a Fortitude [[../Saves|save]] of [[../Difficulty Classes|DC]] = 15 + Bao-Dur’s level when using an unarmed attack. This damage stacks with unarmed attacks.


{| {{prettytable|text center=1}}
===Survival===
[[File:KotORII Feat Survival.png|left]]
The tougher the situation, the more {{s|Party|Atton}}’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.
{{-}}
{| {{prettytable|style=text-align:center}}
!width=25%| Maximum {{s|Combat|Vitality}}
!width=15%| Below 50%
!width=15%| Below 40%
!width=15%| Below 30%
!width=15%| Below 20%
!width=15%| Below 10%
|-
|-
!Base critical threat range
! [[../Saves/]]: All
!Keen critical threat range
| +2
|-
| +4
|20-20 (5%)
| +6
|19-20 (10%)
| +8
|-
| +10
|19-20 (10%)
|17-20 (20%)
|}
|}


Any Keen bonus is additive with Sniper Shot bonuses, resulting in the following:
===War Veteran===
[[File:KotORII Feat War Veteran.png|left]]
You are a veteran of the Mandalorian Wars. Your battle scars and experience give you an extra +25 {{s|Combat|Vitality}} points at the start of the game.
{{-}}


{| {{prettytable|text center=1}}
===Wookiee Rage===
|-valign=top
{| {{prettytable|style=table-layout:fixed;text-align:center}}
!width=20% rowspan=2|Feat
! Wookiee
!colspan=2|Base critical threat range
! [[File:KotORII Feat Wookiee Rage.png]] Rage
!colspan=2|Keen critical threat range
! [[File:KotORII Feat Wookiee Fury.png]] Fury
! [[File:KotORII Feat Wookiee Frenzy.png]] Frenzy
|-
|-
!width=20%|20-20 (5%)
! Granted
!width=20%|19-20 (10%)
| {{s|Party|Hanharr}} || Level 11 Hanharr || Level 17 Hanharr
!width=20%|19-20 (10%)
!width=20%|17-20 (20%)
|-
|-
!Sniper Shot
! {{s|Attributes|Strength}} bonus
|19-20 (10%)||17-20 (20%)
| +2 || +4 || +6
|18-20 (15%)||15-20 (30%)
|-
! {{s|Combat|Vitality}} points per level
| +1 || +2 || +3
|-
! Fortitude and Will [[../Saves|saves]]
| +1 || +2 || +3
|-
! {{s|Combat|Defense}}
| -2 || -4 || -6
|-
|-
!Improved Sniper Shot
! Attacks per round
|18-20 (15%)||15-20 (30%)
| {{N/a|}} || +1 || +2
|17-20 (20%)||13-20 (40%)
|-
|-
!Master Sniper Shot
! Seconds active
|17-20 (20%)||13-20 (40%)
| 30 || 45 || 60
|16-20 (25%)||11-20 (50%)
|}
|}


If the attack hits, the target is stunned for 6 seconds unless they make a Fortitude [[Star Wars Knights of the Old Republic II: The Sith Lords/Saves|save]] at a [[Star Wars Knights of the Old Republic II: The Sith Lords/Difficulty Classes|DC]] of the attacking character's level + attacking character's [[Star Wars Knights of the Old Republic II: The Sith Lords/Attributes#Intelligence|Intelligence]] modifier. The target is not stunned until the end of the character's attack round.
In this state he is also immune to Paralysis and Stasis effects. Every creature he kills fuels him even more, adding to the [[../Combat#Damage|damage]] he does in [[../Combat|combat]] (to a maximum of +6).


Stun can also be prevented by [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Jedi Sentinel|Jedi Sentinel]] feat [[Star Wars Knights of the Old Republic II: The Sith Lords/Feats#Force Immunity|Force Immunity: Stun]], or Immunity: Mind-Affecting.
===Wookiee Toughness===
{| {{prettytable|style=table-layout:fixed;text-align:center}}
! Wookiee Toughness
! [[File:KotORII Feat Wookiee Toughness I.png]] I
! [[File:KotORII Feat Wookiee Toughness II.png]] II
! [[File:KotORII Feat Wookiee Toughness III.png]] III
|-
! Granted
| {{s|Party|Hanharr}}
| Level 9 Hanharr||Level 17 Hanharr
|-
! {{s|Combat|Damage}} suffered
| -2 || -5, then -5% || -8, then -10%
|-
! {{s|Combat|Vitality}} points per level
| +2 || +3 || +4
|}


These feats cannot be selected by an [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes#Expert Droid|Expert Droid]].
This feat represents the innate toughness that Wookiees have developed as a result of their heritage and the hard life they have lived.


===[[File:KotORII Feat Stealth Run.png|24px]] Stealth Run===
Damage is reduced after {{s|Combat|Damage Immunity}}, {{s|Combat|Shields}}, {{s|Feats|Ignore Pain}} or {{s|Feats|Inner Strength}}, and {{s|Feats|Toughness}}, but before {{s|Combat|Damage Resistance}}.
A level 4 character can train so extensively in [[Star Wars Knights of the Old Republic II: The Sith Lords/Skills#Stealth|Stealth]] that they can move swiftly and still remain hidden. The character can now run instead of walk in Stealth mode.
 
==Unique==
Unique feats are only granted to particular characters, rather than being available to any character or particular [[Star Wars Knights of the Old Republic II: The Sith Lords/Classes|classes]].


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{{Footer Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords|prevpage=Skills|nextpage=Items}}

Latest revision as of 23:42, 4 May 2024

This page lists your feats. Some feats allow you to use special items like heavy armor or implants. Other feats modify saving throws and skill checks during the game. And some feats (POWER ATTACK) are used during combat. Check the description for details on a specific feat.

Active[edit]

These feats need to be activated to take effect.

Critical Strike[edit]

Feat Critical Strike Improved Master
Prerequisites None Level 4 Level 8
Defense penalty -5
Critical threat range x2 x3 x4
Granted Scoundrel
Main player character

These feats increase the critical threat range of melee attacks.

Critical Threat 20-20 (5%) 19-20 (10%)
Keen 19-20 (10%) 17-20 (20%)
Weapons Stun batons
Short swords
Gamorrean battleaxes
Long swords
Double-Bladed Lightsaber
Quarterstaffs and Force pikes
Double-Bladed Sword
Vibro double-blades
Freyyr's Warblade
Lightsaber
Short Lightsaber
Vibroblades
Vibroswords

Any Keen bonus is additive with Critical Strike bonuses, resulting in the following:

Feat Critical Threat Keen
20-20 (5%) 19-20 (10%) 19-20 (10%) 17-20 (20%)
Critical Strike 19-20 (10%) 17-20 (20%) 18-20 (15%) 15-20 (30%)
Improved 18-20 (15%) 15-20 (30%) 17-20 (20%) 13-20 (40%)
Master 17-20 (20%) 13-20 (40%) 16-20 (25%) 11-20 (50%)

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 Strength 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: Stun, Fear, Horror or Force Immunity: Stun, and neutralized by Master Heal.

These feats cannot be selected by Droids.

Flurry[edit]

Feat Flurry Improved Master
Prerequisites None Level 4 Level 8
Attacks per round +1
Defense penalty -2 -1 0
Attack penalty -4 -2 0
Granted Main player character

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 Droids.

Power Attack[edit]

Feat Power Attack Improved Master
Prerequisites None Level 4 Level 8
Attack penalty -3
Damage bonus +3 +7 +12
Granted Soldier
Main player character

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 Strength 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 Droids.

Power Blast[edit]

Feat Power Blast Improved Master
Prerequisites None Level 4 Level 8
Attack penalty -3
Damage bonus +3 +7 +12
Granted Soldier
Main player character

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 Dexterity 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 Expert Droid.

Rapid Shot[edit]

Feat Rapid Shot Improved Master
Prerequisites None Level 4 Level 8
Attacks per round +1
Attack and defense penalty -4 -2 0 -1
Granted Scout
Main player character

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 Expert Droid.

Sniper Shot[edit]

Feat Sniper Shot Improved Master
Prerequisites None Level 4 Level 8
Defense penalty -5
Critical threat range x2 x3 x4
Granted Scoundrel
Main player character

These feats increase the critical threat range of ranged attacks.

Critical Threat 20-20 (5%) 19-20 (10%) 18-20 (15%)
Keen 19-20 (10%) 17-20 (20%) 15-20 (30%)
Weapons Blaster pistols
Heavy blasters
Ion blasters (x3)
Sonic pistols
Ion rifles (x3)
Blaster carbines
Sonic rifles
(Heavy) repeaters
Hold out blasters
Bowcasters (x3)
Blaster rifles
Disruptor pistols
Disruptor rifles

Any Keen bonus is additive with Sniper Shot bonuses, resulting in the following:

Feat Critical Threat Keen
20-20 (5%) 19-20 (10%) 18-20 (15%) 19-20 (10%) 17-20 (20%) 15-20 (30%)
Sniper Shot 19-20 (10%) 17-20 (20%) 15-20 (30%) 18-20 (15%) 15-20 (30%) 12-20 (45%)
Improved 18-20 (15%) 15-20 (30%) 12-20 (45%) 17-20 (20%) 13-20 (40%) 9-20 (60%)
Master 17-20 (20%) 13-20 (40%) 9-20 (60%) 16-20 (25%) 11-20 (50%) 6-20 (75%)

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 Intelligence 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: Stun, Fear, Horror or Force Immunity: Stun, and neutralized by Master Heal.

These feats cannot be selected by an Expert Droid.

Passive[edit]

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[edit]

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

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

Bao-Dur cannot equip Heavy Armor, Jedi Robes, Flight Suits or Light Jedi Armor. Even if the Heavy Armor Feat is added via mods/cheats, it will crash the game if you try to equip him with it, as there is no in-game models of Bao-Dur wearing said armors.

Caution[edit]

Feat Caution Improved Master
Prerequisites None Level 4 Level 8
Skill bonus +1 +2 +3
Skills Demolitions and Stealth

The only Prestige classes that can select these feats are a Jedi Watchman or Sith Assassin.

Class Skill[edit]

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.

Expert Droids can only select Class Skill: Demolitions.

Close Combat[edit]

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.

These feats cannot be selected by an Expert Droid or prestige classes.

Conditioning[edit]

Feat Conditioning Improved Master
Prerequisites None Level 4 Level 8
Saves: All +1 +2 +3

These feats cannot be selected by Droids, a Jedi Weapon Master or Sith Marauder.

Dual Strike[edit]

Feat Dual Strike Improved Master
Prerequisites None Level 4 Level 8
Attack bonus +2 +4 +6

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 Jedi Watchman or Sith Assassin.

Dueling[edit]

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

These feats cannot be selected by an Expert Droid.

Empathy[edit]

Feat Empathy Improved Master
Prerequisites None Level 4 Level 8
Skill bonus +1 +2 +3
Skills Persuade, Awareness and Treat Injury

These feats cannot be selected by Droids, a Jedi Weapon Master or Sith Marauder.

Finesse[edit]

Finesse Melee Weapons Lightsabers
Equipped weapon(s) Melee weapon(s) and lightsaber(s) Lightsaber(s)
Prerequisites 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 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 Kreia, since she already has Finesse: Melee Weapons).

These feats cannot be selected by Droids.

Gear Head[edit]

Feat Gear Head Improved Master
Prerequisites None Level 4 Level 8
Skill bonus +1 +2 +3
Skills Repair, Security and Computer Use

The only Prestige classes that can select these feats are a Jedi Watchman or Sith Assassin.

Precise Shot[edit]

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 +4 +6 +8
Enemy BBD -2 -4 -6 -8 -10
Granted Level 4 Scout Level 8 Scout Level 12 Scout Level 16 Scout Level 20 Scout

These feats cannot be selected by an Expert Droid.

Regenerate[edit]

Regenerate Force Points Vitality Points
Prerequisites Level 4 Jedi Level 4
Regenerate Force points +25% (+250% in combat) 0.5 Vitality point every 6 seconds
Granted Jedi Master or Sith Lord

By itself, Regenerate Force Points makes Force regeneration 3.5 times higher in combat. These percentages sum with Force Channel 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 Battle Meditation is active.

Regenerate Vitality Points cannot be selected by Droids, a Jedi Watchman or Sith Assassin.

Stealth Run[edit]

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

Droids cannot select this feat, and the only Prestige classes that can do so are a Jedi Watchman or Sith Assassin.

Toughness[edit]

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

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

Damage is reduced after Damage Immunity, Shields and Ignore Pain or Inner Strength, but before Wookiee Toughness and Damage Resistance.

Two-Weapon Fighting[edit]

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
Dual Wield Penalty -6 (main hand) / -6 (off hand) -4 (main hand) / -4 (off hand) -2 (main hand) / -2 (off hand)

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 Kreia.

Weapon Proficiency[edit]

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 equip melee weapons or lightsabers, while an Expert Droid can only equip blaster pistols.

Weapon Focus[edit]

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 affect them (they have their own Weapon Focus).

Jedi[edit]

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

Dark Side Corruption[edit]

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.

Deflect[edit]

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

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

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

Force Focus[edit]

Feat Force Focus Improved Master
Prerequisites Jedi Consular Level 6 Jedi Consular Level 12 Jedi Consular
Force power Difficulty Class +2 +3 +4
Granted Jedi Consular Level 6 Jedi Consular Level 12 Jedi Consular

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

Force Immunity[edit]

Force Immunity Fear Stun Paralysis
Prerequisites Jedi Sentinel Level 6 Jedi Sentinel Level 12 Jedi Sentinel
Immunity to debilitating effect Fear
Horror
Insanity
Plasma Grenades
On Hit: Horror
Force Push
Force Wave
Stun
Critical Strike and Sniper Shot
Concussion Grenades
Flash mines
On Hit: Stun
Stasis (Field)
CryoBan Grenades
On Hit: Paralyze
Granted Jedi Sentinel Level 6 Jedi Sentinel Level 12 Jedi Sentinel

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

Force Jump[edit]

Feat Force Jump Improved Master
Equipped weapon(s) Lightsaber(s)
Prerequisites Jedi Guardian Level 6 Jedi Guardian Level 12 Jedi Guardian
Attack and damage bonus +2 +4
Granted Jedi Guardian Level 6 Jedi Guardian Level 12 Jedi Guardian

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

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

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

Force Sensitive[edit]

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[edit]

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.

Damage is reduced after Damage Immunity and Shields, but before Toughness and Damage Resistance.

Increase Combat Damage[edit]

Increase Combat Damage I II III
Prerequisites Sith Marauder Level 8 Sith Marauder Level 15 Sith Marauder
Damage bonus +2 +4 +6
Granted Sith Marauder Level 8 Sith Marauder Level 15 Sith Marauder

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

Critical hit multiplies bonus damage.

Increase Melee Damage[edit]

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.

Critical hit multiplies bonus damage.

Inner Strength[edit]

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.

Damage is reduced after Damage Immunity and Shields, but before Toughness and Damage Resistance.

Jedi Defense[edit]

Feat Jedi Defense Advanced Master
Equipped weapon(s) Lightsaber(s), or any or none with Force Deflection
Prerequisites Jedi Level 4 Jedi Level 8 Jedi
Blaster Bolt Deflection +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 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 Force Deflection has been selected, which also allows deflection when using Throw Lightsaber (otherwise a roll isn't made, even if a lightsaber remains in the off hand during use).

According to the Combat 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 Deflect feat grants a Jedi Weapon Master a [(class level + 1) / 2] bonus which is only added when using a lightsaber in the main hand. Enemy Precise Shot feats inflict penalties:

I II III IV V
-2 -4 -6 -8 -10

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

Contention (Makashi) Resilience (Soresu) Aggression (Ataru) Perseverance (Shien) Moderation (Niman)
-5 +4 -4 +2 +1

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

Emitter BBD
Deflection Emitter +1
Improved Deflection Emitter +2
Superior Deflection Emitter +4
(Improved) Fencing Emitter -2
Power crystals BBD
Crystal, Jenruax +5
Lorrdian Gemstone +3
Lens BBD
Synthesized Kunda Lens +1
Pure Kunda Lens +2
Ossus Dueling Lens +3
Synthesized Byrothsis Lens -2
Pure Byrothsis Lens -3
Enhanced Byrothsis Lens -4

Since two power crystals can be used in each lightsaber, maximum total item bonus is thus +30 when using two lightsabers. Any On Hit properties, including Sniper Shot 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 Damage Immunity, Shields, Ignore Pain or Inner Strength, Toughness and Damage Resistance (Combat Difficulty 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 Vitality 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[edit]

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.

Sense[edit]

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

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.

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

  • 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[edit]

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
Dual Wield 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 (main hand) / 0 (off hand) resulting in +2 main hand and -1 off hand penalty when mastered.

Superior Weapon Focus[edit]

Superior Weapon Focus Lightsaber I Lightsaber II Lightsaber III
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.

Unarmed Specialist[edit]

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 1-4 2-8 3-12 4-16 5-20 6-24 7-28 8-32
Average bonus 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).

Class[edit]

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

Blaster Integration[edit]

This feat grants Expert Droids 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[edit]

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

This feat can also be selected by a Combat Droid.

Droid Upgrade[edit]

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.

Evasion[edit]

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.

Logic Upgrade[edit]

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 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, nor does it actually grant any Defense bonus. However, HK-47 is granted natural bonus 2 by his character template (according to the Combat section of the Journal's Messages Log, at level 6 Defense Breakdown: 19 = base 10 + dex mod 3 + class 4 + natural 2).

Scoundrel's Luck[edit]

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

Sneak Attack[edit]

These feats are only granted to a Scoundrel and Sith Assassin, or Jedi Watchman.

Sneak Attack
I

II

III

IV

V

VI

VII

VIII

IX

X
Granted at Scoundrel or Sith Assassin level 1 3 5 7 9 11 13 15 17 19
Granted at Jedi Watchman level 1 4 7 10 13 16 19
Damage 1-6 2-12 3-18 4-24 5-30 6-36 7-42 8-48 9-54 10-60
Average 3.5 7 10.5 14 17.5 21 24.5 28 31.5 35

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 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.

The 10 meter restriction only affects flanking and Stealth attacks: attacks against debilitated targets count as Sneak Attacks from any range.

Targeting[edit]

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.

Uncanny Dodge[edit]

Uncanny Dodge 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.

Weapon Specialization[edit]

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
Combat Droid or
Jedi Guardian or
Jedi Weapon Master or
Sith Marauder
Weapon Focus: Blaster Rifle
Level 4
Soldier or
Combat Droid 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
Prestige classes
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 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.

Critical hit multiplies damage.

Unique[edit]

Unique feats are only granted to a particular character.

Assassin Protocols[edit]

Feat Assassin Protocols Modified Integrated
Granted HK-47 Level 11 HK-47 Level 17 HK-47
Unstoppable damage 1/4 remaining life 1/3 remaining life 1/2 remaining life

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 Critical Threat: 6-20 (75%) when using a disruptor pistol or rifle with a Keen bonus and Master Sniper Shot, 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[edit]

Feat Droid Trick Scramble Droid
Granted Level 10 G0-T0 Level 15 G0-T0
Difficulty Class 5 + G0-T0's level + Wisdom modifier + Charisma modifier
Action Distracts droid Droid fights for you
Active 30 seconds

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[edit]

Echani Strike I II III
Granted Level 5 Handmaiden Level 11 Handmaiden Level 17 Handmaiden
Unarmed damage 1-4 2-8 3-12
Average 2.5 5 7.5
Chance of knock down 10% 15% 20%

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 Unarmed Specialist bonus damage.

Force Chain[edit]

You and Kreia 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:

Implant Switching[edit]

Mandalore 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 Constitution), strength (+4 Strength), or agility (+4 Dexterity) implants.

Mandalorian Courage[edit]

Mandalore 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] ) Defense 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 (Soldier), and not granted by the feat itself.

Level 1 5 11 17 23 29 35 41 47
Defense 0 +2 +4 +6 +8 +10 +12 +14 +16

Mentor[edit]

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

Kreia character level 1 7 13
Experience +3% +5% +7%

This feat has no effect when Kreia and all other party members are aboard the Ebon Hawk, so to maximize experience gained from party dialog, you should speak to party members outside the Ebon Hawk with Kreia also added to your party.

Personal Cloaking Shield[edit]

G0-T0 has a personal cloaking shield built into his frame. This allows him to use his Stealth skill without a Stealth Field Generator.

Point Guard[edit]

When Mira 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[edit]

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

Spirit[edit]

Feat Spirit Fighting Spirit Heroic Resolve
Granted Atton Level 8 Atton Level 15 Atton
Vitality restored 10% 20% 30%

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[edit]

Feat Repulsor Strike Electrical Strike Gravitonic Strike
Granted Level 7 Bao-Dur Level 13 Bao-Dur Level 19 Bao-Dur
Electricity damage 1-6 2-12 3-18
Average 3.5 7 10.5
Chance of causing Slow 10% 15% 20%

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[edit]

The tougher the situation, the more Atton’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.

Maximum Vitality Below 50% Below 40% Below 30% Below 20% Below 10%
Saves: All +2 +4 +6 +8 +10

War Veteran[edit]

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

Wookiee Rage[edit]

Wookiee Rage Fury Frenzy
Granted Hanharr Level 11 Hanharr Level 17 Hanharr
Strength bonus +2 +4 +6
Vitality points per level +1 +2 +3
Fortitude and Will saves +1 +2 +3
Defense -2 -4 -6
Attacks per round +1 +2
Seconds active 30 45 60

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[edit]

Wookiee Toughness I II III
Granted Hanharr Level 9 Hanharr Level 17 Hanharr
Damage suffered -2 -5, then -5% -8, then -10%
Vitality points per level +2 +3 +4

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 Damage Immunity, Shields, Ignore Pain or Inner Strength, and Toughness, but before Damage Resistance.