Onderduiker (talk | contribs) m (→Rapid Shot: Corrected Master Rapid Shot's attack and defense penalty, based on Combat log) |
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! Regenerate | ! Regenerate | ||
| [[../Force powers|Force points]] | | [[../Force powers#Regeneration|Force points]] +25% (+250% in [[../Combat|combat]]) | ||
| 0.5 {{s|Combat|Vitality}} point every 6 seconds | | 0.5 {{s|Combat|Vitality}} point every 6 seconds | ||
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| {{N/a|}} | | {{N/a|}} | ||
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By itself, this 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. | 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. |
Revision as of 23:26, 10 February 2019
Equipment
These feats either allow equipment which could not be selected otherwise, or only apply bonuses when particular equipment is used.
Armor Proficiency
Armor Proficiency | Light | Medium | Heavy |
---|---|---|---|
Allowed armor | Light | Light and Medium | Light, Medium and Heavy |
Prerequisites | None | ||
Granted | Soldier Scout Scoundrel Tech Specialist Main player character (PC) |
Soldier Tech Specialist Main PC Jedi Guardian |
Soldier |
Armor is worn on the head and body. Wookiees and Droids cannot wear armor, so these feats cannot be selected by them.
Blaster Integration
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.
Close Combat
Feat | Close Combat | Improved |
---|---|---|
Equipped weapon(s) | Blaster pistol(s) or blaster rifle | |
Prerequisites | Level 4 | Level 8 |
Short range attack bonus | +1 | +2 |
Enemy attack bonus | +4 | +2 |
Granted | Level 4 Scout |
These feats train ranged weapon characters to fight effectively in close combat. When the character's target is at short range, they receive an attack bonus. Additionally, when these characters are engaged in melee combat their attackers receive a reduced attack bonus instead of the usual +6.
Deflect
A Jedi Weapon Master with a lightsaber has incredible skill deflecting blaster bolts. This feat grants a 1 + [ (level-1) /2] Blaster Bolt Deflection bonus (level is Jedi Weapon Master level, not total character level).
Level | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 | 21 | 23 | 25 | 27 | 29 | 31 | 33 | 35 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
BBD | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 | +14 | +15 | +16 | +17 | +18 |
Droid Upgrade
Droid Upgrade | Class 1 | Class 2 | Class 3 |
---|---|---|---|
Allowed ugrades | Level 1 | Levels 1-2 | Levels 1-3 |
Prerequisites | Droid | Level 7 Droid | Level 13 Droid |
Granted | Droid | Level 7 Droid | Level 13 Droid |
As a droid gains experience, its programming becomes more adaptable to new situations. This allows it to accommodate more sophisticated upgrades.
Dueling
Feat | Dueling | Improved | Master |
---|---|---|---|
Equipped weapon | Unarmed or single blaster pistol, melee weapon or lightsaber | ||
Prerequisites | None | Level 4 | Level 8 |
Attack bonus | +1 | +2 | +3 |
Defense bonus | +1 | +2 | +3 |
These feats cannot be selected by an Expert Droid.
Finesse
Finesse | Melee Weapons | Lightsabers |
---|---|---|
Equipped weapon(s) | Melee weapon(s) 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).
Force Jump
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.
Attack and damage bonus is added to every attack in a combat round. Critical hit doubles bonus damage.
Increase Melee Damage
Increase Melee Damage | I | II | III |
---|---|---|---|
Equipped weapon(s) | Unarmed, melee weapon(s) or lightsaber(s) | ||
Prerequisites | Jedi Weapon Master | Level 8 Jedi Weapon Master | Level 15 Jedi Weapon Master |
Damage bonus | +2 | +4 | +6 |
Granted | Jedi Weapon Master | Level 8 Jedi Weapon Master | Level 15 Jedi Weapon Master |
Weapon Masters can focus their strength to deliver powerful strikes.
Jedi Defense
Feat | Jedi Defense | Advanced | Master |
---|---|---|---|
Equipped weapon(s) | Lightsaber(s) | ||
Prerequisites | Jedi | Level 4 Jedi | Level 8 Jedi |
Blaster Bolt Deflection bonus | 0 | +3 | +6 |
Granted | Jedi |
These feats allow a character with an equipped lightsaber to deflect blaster bolts at any time. When a character is fired upon, an opposed roll is made against the attack. If the result is greater than the attack roll, the blaster bolt is deflected. If the attack is beaten by 10 or more, the bolt is deflected back at the enemy.
The roll occurs after an attack roll is made against defense, so Blaster Bolt Deflection becomes less and less useful as defense increases (since blaster bolts are increasingly likely to miss regardless of whether or not they are deflected or returned).
Blaster Bolt Deflection does not occur when debilitated.
Precise Shot
Precise Shot | I | II | III | IV | V |
---|---|---|---|---|---|
Equipped weapon(s) | Blaster pistol(s) or blaster rifle | ||||
Prerequisites | Level 4 | Level 8 | Level 12 | Level 16 | Level 20 |
Damage | +1 | +2 | +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 |
Targeting
Targeting | I | II | III | IV | V | VI | VII | VIII |
---|---|---|---|---|---|---|---|---|
Equipped weapon(s) | Blaster pistol(s) or blaster rifle | |||||||
Prerequisites | Scout | |||||||
Granted at level | 1 | 5 | 9 | 13 | 17 | 21 | 25 | 29 |
Attack bonus | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 |
Scouts are very effective with blaster pistols and blaster rifles.
Two-Weapon Fighting
Feat | Two-Weapon Fighting | Improved | Master |
---|---|---|---|
Equipped weapon(s) | Two blaster pistols, melee weapons or lightsabers, or a double-bladed melee weapon or lightsaber | ||
Prerequisites | None | Level 4 | Level 8 |
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.
Superior Two-Weapon Fighting
Superior Two-Weapon Fighting | I | II | III |
---|---|---|---|
Equipped weapon(s) | Two blaster pistols, melee weapons or lightsabers, or a double-bladed melee weapon or lightsaber | ||
Prerequisites | Jedi Weapon Master or Sith Marauder |
Jedi Weapon Master or Sith Marauder |
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.
Unarmed Specialist
Unarmed Specialist | I | II | III | IV | V | VI | VII | VIII |
---|---|---|---|---|---|---|---|---|
Prerequisites | Jedi (or Special Training) | |||||||
Granted at level | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 |
Unarmed damage | 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).
Weapon Proficiency
Weapon Proficiency | Blaster Pistol | Blaster Rifle | Melee Weapons | Lightsaber |
---|---|---|---|---|
Allowed weapons | Blaster pistols | Blaster rifles | Melee weapons | Lightsabers |
Prerequisites | None | None | None | Jedi |
Granted | All classes | Soldier Scout Scoundrel Tech Specialist Combat Droid Main player character |
Soldier Scout Scoundrel Tech Specialist Jedi |
Jedi |
These feats give a character basic training in the use each weapon type. Otherwise, a character cannot equip them.
Droids cannot select melee weapons, while Expert Droids can only select blaster pistols.
Weapon Focus
Weapon Focus | Blaster Pistol | Blaster Rifle | Melee Weapons | Lightsaber |
---|---|---|---|---|
Equipped weapon(s) | Blaster pistol(s) | Blaster rifle | Melee weapon(s) | Lightsaber(s) |
Prerequisites | ||||
Attack bonus | +1 | +1 | +1 | +1 |
Granted | Prestige classes |
Although lightsabers are used in melee combat, Weapon Focus: Melee Weapons does not apply to them (they have their own Weapon Focus).
Weapon Specialization
Weapon Specialization | Blaster Pistol | Blaster Rifle | Melee Weapons | Lightsaber |
---|---|---|---|---|
Equipped weapon(s) | Blaster pistol(s) | Blaster rifle | Melee weapon(s) | Lightsaber(s) |
Prerequisites | Level 4 Soldier or Combat Droid or Jedi Guardian or Jedi Weapon Master or Sith Marauder |
Level 4 Soldier or Combat Droid or Jedi Guardian or Jedi Weapon Master or Sith Marauder |
Level 4 Soldier or Jedi Guardian or Jedi Weapon Master or Sith Marauder |
Jedi Guardian or Jedi Weapon Master or Sith Marauder |
Damage bonus | +2 | +2 | +2 | +2 |
The descriptions for Weapon Specializations: Blaster Pistol, Blaster Rifle and Melee Weapons may only list Soldier under their prerequisites, but a Jedi Guardian and any main player character who becomes a Jedi Weapon Master or Sith Marauder can also select these feats.
Although lightsabers are used in melee combat, Weapon Specialization: Melee Weapons does not apply to them (they have their own Weapon Specialization). The description for Weapon Specialization: Lightsaber may only list Jedi Guardian under its prerequisites, but any main player character who becomes a Jedi Weapon Master or Sith Marauder can also select this feat.
Critical hit doubles bonus damage.
Superior Weapon Focus
Superior Weapon Focus | Lightsaber I | Lightsaber II | Lightsaber III |
---|---|---|---|
Equipped weapon(s) | Lightsaber(s) | ||
Prerequisites | Jedi Weapon Master or Sith Marauder |
Jedi Weapon Master or Sith Marauder |
Jedi Weapon Master or Sith Marauder |
Attack bonus | +1 | +2 | +3 |
The character's skill with lightsabers is almost unmatched.
Passive
These feats do not require character action: they are always active.
Class Skill
Class skill | ||||||
---|---|---|---|---|---|---|
Prerequisites | Cross-class skill |
These feats give a character advanced training. The skill is no longer considered cross-class and can be purchased for one skill point per skill level.
Conditioning
Feat | Conditioning | Improved | Master |
---|---|---|---|
Prerequisites | None | Level 4 | Level 8 |
Bonus to all saves | +1 | +2 | +3 |
This feat is not available to Droids.
Dark Side Corruption
A Sith Lord's command of the dark side is so great that it influences his companions. Some are weak and will grow more corrupt. Others find new resolve from a Sith Lord's influence and become even more aligned with the light. A Sith Lord's corruption grows in strength as they grow in power.
Droid Interface
This feat gives the Droid the ability to speak with other droids who don’t speak a sentient language. Granted to Expert Droids.
Evasion
Characters sometimes make saving throws in order to take half damage from some powers and abilities. In these situations level 6 Scouts take no damage at all if they save successfully.
Force Immunity
Force Immunity | Fear | Stun | Paralysis |
---|---|---|---|
Prerequisites | Jedi Sentinel | Level 6 Jedi Sentinel | Level 12 Jedi Sentinel |
Immunity to debilitating effect | Fear Horror Insanity Plasma Grenades On Hit: Horror |
Force Push Force Wave Stun Critical Strike and Sniper Shot Concussion Grenades Flash mines On Hit: Stun |
Stasis Stasis Field CryoBan Grenades On Hit: Paralyze |
Granted | Jedi Sentinel | Level 6 Jedi Sentinel | Level 12 Jedi Sentinel |
These feats are always active, so level > 11 Jedi Sentinels can only be debilitated by Force Whirlwind and Wound, Choke or Kill. None of these feats counters the effect of Adhesive Grenades because they are not actually debilitating.
Force Sensitive
Jedi training affects each Padawan uniquely, allowing them to grow in ability while addressing personal flaws. On rare occasions, however, exceptional individuals open doors to strengths they did not know they had. This feat represents a heightened connection to the Force previously unseen in a newly trained Jedi. This feat grants 40 additional Force points to the character's base total.
This feat is granted to the main player character and all newly trained Jedi at level 2, with the exception of Visas.
Ignore Pain
Ignore Pain | I | II | III |
---|---|---|---|
Prerequisites | Level 3 Sith Marauder | Level 7 Sith Marauder | Level 11 Sith Marauder |
Damage | -5% | -10% | -15% |
Granted | Level 3 Sith Marauder | Level 7 Sith Marauder | Level 11 Sith Marauder |
Prolonged channeling of dark side energy has accustomed Sith Marauders to pain.
Inner Strength
Inner Strength | I | II | III |
---|---|---|---|
Prerequisites | Level 3 Jedi Weapon Master | Level 7 Jedi Weapon Master | Level 11 Jedi Weapon Master |
Damage | -5% | -10% | -15% |
Granted | Level 3 Jedi Weapon Master | Level 7 Jedi Weapon Master | Level 11 Jedi Weapon Master |
Weapon Masters use the light side of the Force to shield themselves from pain.
Light Side Enlightenment
Jedi Masters are greatly attuned to the light side of the Force. Their mere presence serves as an inspiration to many. Close companions will grow more in touch with the light side by a Jedi Master's example. Other companions might rebel against their example and fall further from the light. A Jedi Master's attunement matures as they learn more about the Force.
Logic Upgrade
Feat | Logic Upgrade | Logic Upgrade: Tactician |
---|---|---|
Prerequisites | Droid | Level 6 Combat Droid |
Defense bonus | 2 + (2 * [ (Level+1) /6] ) | |
Granted | Droid | Level 6 Combat Droid |
Having witnessed the effects and actions of combat first hand, the droid is able to self-upgrade its defensive algorithms.
While the Logic Upgrade description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.
Level | 1 | 5 | 11 | 17 | 23 | 29 | 35 | 41 | 47 |
---|---|---|---|---|---|---|---|---|---|
Defense | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 | +18 |
Contrary to its description, Logic Upgrade: Tactician does not replace Logic Upgrade.
Regenerate
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, this 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.
Scoundrel's Luck
Scoundrels have a knack for getting in trouble, but to compensate, they also possess an incredible instinct for survival. This feat is always active and grants Defense bonus of 2 + (2 * [ (Level+1) /6] ) in combat.
While the description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.
Level | 1 | 5 | 11 | 17 | 23 | 29 | 35 | 41 | 47 |
---|---|---|---|---|---|---|---|---|---|
Defense | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 | +18 |
Sense
Sense | Jedi | Prestige | Greater Prestige |
---|---|---|---|
Prerequisites | Jedi | Jedi Master or Sith Lord | Weapon Master or Sith Marauder Jedi Watchman or Sith Assassin |
Defense bonus | 2 + (2 * [Level/6] ) | 2 + (2 * [Level/8] ) | 2 + (2 * [Level/5] ) |
Granted | Jedi | Jedi Master or Sith Lord | Weapon Master or Sith Marauder Jedi Watchman or Sith Assassin |
These feats are always active and grant defense bonuses dependent upon the Jedi class or Prestige class level.
While the Jedi Sense description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.
- Jedi Sense
Level | 1 | 6 | 12 | 18 | 24 | 30 | 36 | 42 | 48 |
---|---|---|---|---|---|---|---|---|---|
Defense | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 | +18 |
- Prestige Sense
Level | 1 | 8 | 16 | 24 | 32 |
---|---|---|---|---|---|
Defense | +2 | +4 | +6 | +8 | +10 |
- Greater Prestige Sense
Level | 1 | 5 | 10 | 15 | 20 | 25 | 30 | 35 |
---|---|---|---|---|---|---|---|---|
Defense | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 |
Main player characters retain the defense bonuses granted by their Jedi class levels upon becoming a Prestige class, but henceforth they are only granted additional defense bonuses dependent on their Prestige class. For example, a level 30 character who was a level 15 Jedi and became a level 15 Jedi Weapon Master is granted +6 defense by Jedi Sense and +8 defense by Greater Prestige Sense, for +14 defense in total.
Toughness
Feat | Toughness | Improved | Master |
---|---|---|---|
Prerequisites | None | Level 4 | Level 8 |
Vitality points per level | +1 | +1 | +2 |
< 20 Damage | -2 | -2 | |
> 19 Damage | -10% | -10% |
Vitality bonus is retroactive for levels previously gained.
Uncanny Dodge
Feat | I | II |
---|---|---|
Prerequisites | Level 4 Scout | Level 7 Scout |
Grenade Difficulty Class | -2 | -4 |
Granted | Level 4 Scout | Level 7 Scout |
A character with these feats retains the Dexterity bonus to defense even when surprised by camouflaged opponents.
Action
These feats require character action, such as attacking or using a skill.
Caution
Feat | Caution | Improved | Master |
---|---|---|---|
Prerequisites | None | Level 4 | Level 8 |
Skill bonus | +1 | +2 | +3 |
Skills | Demolitions and Stealth |
Critical Strike
Feat | Critical Strike | Improved | Master |
---|---|---|---|
Prerequisites | None | Level 4 | Level 8 |
Defense penalty | -5 | -5 | -5 |
Critical threat range | x2 | x3 | x4 |
Granted | Scoundrel Main player character |
These feats increase the critical threat range of melee attacks.
Base critical threat range | Keen critical threat range |
---|---|
20-20 (5%) | 19-20 (10%) |
19-20 (10%) | 17-20 (20%) |
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:
Feat | Base critical threat range | Keen critical threat range | ||
---|---|---|---|---|
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 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. The target is not stunned until the end of the character's attack round.
Stun can also be prevented by Force Immunity: Stun.
These feats cannot be selected by Droids.
Dual Strike
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.
Empathy
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.
Flurry
Feat | Flurry | Improved | Master |
---|---|---|---|
Prerequisites | None | Level 4 | Level 8 |
Attacks per round | +1 | +1 | +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.
Force Focus
Feat | Force Focus | Improved | Master |
---|---|---|---|
Prerequisites | Jedi Consular | Level 6 Jedi Consular | Level 12 Jedi Consular |
Force power Difficulty Class | +1 | +2 | +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.
Gear Head
Feat | Gear Head | Improved | Master |
---|---|---|---|
Prerequisites | None | Level 4 | Level 8 |
Skill bonus | +1 | +2 | +3 |
Skills | Repair, Security and Computer Use |
Increase Combat Damage
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.
Power Attack
Feat | Power Attack | Improved | Master |
---|---|---|---|
Prerequisites | None | Level 4 | Level 8 |
Attack penalty | -3 | -3 | -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, on 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. Used to quickly dispatch groups of easy-to-hit opponents.
Attack penalty and damage bonus apply to every attack in a combat round. Critical hit doubles bonus damage.
These feats cannot be selected by Droids.
Power Blast
Feat | Power Blast | Improved | Master |
---|---|---|---|
Prerequisites | None | Level 4 | Level 8 |
Attack penalty | -3 | -3 | -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, on 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. Used to quickly dispatch groups of easy-to-hit opponents.
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 Expert Droid.
Rapid Shot
Feat | Rapid Shot | Improved | Master |
---|---|---|---|
Prerequisites | None | Level 4 | Level 8 |
Attacks per round | +1 | +1 | +1 |
Attack and defense penalty | -4 | -2 | |
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 applies to every attack in a combat round.
These feats cannot be selected by an Expert Droid.
Sneak Attack
These feats are only granted to Scoundrels and Sith Assassins, and Jedi Watchmen.
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.
Sniper Shot
Feat | Sniper Shot | Improved | Master |
---|---|---|---|
Prerequisites | None | Level 4 | Level 8 |
Defense penalty | -5 | -5 | -5 |
Critical threat range | x2 | x3 | x4 |
Granted | Scoundrel Main player character |
These feats increase the critical threat range of ranged attacks.
Base critical threat range | Keen critical threat range |
---|---|
20-20 (5%) | 19-20 (10%) |
19-20 (10%) | 17-20 (20%) |
Any Keen bonus is additive with Sniper Shot bonuses, resulting in the following:
Feat | Base critical threat range | Keen critical threat range | ||
---|---|---|---|---|
20-20 (5%) | 19-20 (10%) | 19-20 (10%) | 17-20 (20%) | |
Sniper Shot | 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 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. The target is not stunned until the end of the character's attack round.
Stun can also be prevented by Force Immunity: Stun.
These feats cannot be selected by an Expert Droid.
Stealth Run
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.
Unique
Unique feats are only granted to particular characters, rather than being available to any character or particular classes.
Assassin Protocols
Feat | Assassin Protocols | Modified | Integrated |
---|---|---|---|
Granted | HK-47 | Level 11 HK-47 | Level 17 HK-47 |
Extra 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.
Droid Trick
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
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
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. Below is the full list of affected powers.
- All ranks of Force Speed
- Energy Resistance
- All ranks of Force Aura
- All ranks of Heal
- Both ranks of Force Resistance
- All ranks of Force Barrier
Implant Switching
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
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 + (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.
Level | 1 | 5 | 11 | 17 | 23 | 29 | 35 | 41 | 47 |
---|---|---|---|---|---|---|---|---|---|
Defense | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 | +18 |
Mentor
Whenever Kreia is in the party, she provides a bonus to earned experience points.
Kreia level | 1 | 7 | 13 |
---|---|---|---|
Experience | +3% | +5% | +7% |
Personal Cloaking Shield
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
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
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
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
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
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.
War Veteran
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
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 | 0 | +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
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.