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) | Lightsaber(s) |
Prerequisites | None | Jedi |
The character has mastered using grace and speed instead of raw power. The character can add either their Dexterity or Strength bonus to their chance to hit, whichever is higher.
Finesse: Melee Weapons does not apply to unarmed combat.
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 | 0 | +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). Even without high defense and low chance to hit, blaster bolts normally apply damage which can be countered by Energy Resistance.
While returning blaster bolts is a signature move of the Jedi, their damage pales in comparison to that from other sources.
Blaster Bolt Deflection does not occur when debilitated.
Precise Shot
Precise Shot | I | II | III | IV | V |
---|---|---|---|---|---|
Equipped weapon(s) | Blaster pistol(s) or blaster rifle | ||||
Prerequisites | Level 4 | Level 8 | Level 12 | Level 16 | Level 20 |
Damage | +1 | +2 | +3 | +4 | +5 |
Enemy BBD | -2 | -4 | -6 | -8 | -10 |
Granted | Level 4 Scout | Level 8 Scout | Level 12 Scout | Level 16 Scout | Level 20 Scout |
Targeting
Targeting | I | II | III | IV | V | VI | VII | VIII |
---|---|---|---|---|---|---|---|---|
Equipped weapon(s) | Blaster pistol(s) or blaster rifle | |||||||
Prerequisites | Scout | |||||||
Granted at level | 1 | 5 | 9 | 13 | 17 | 21 | 25 | 29 |
Attack bonus | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 |
Scouts are very effective with blaster pistols and blaster rifles.
Two-Weapon Fighting
Feat | Two-Weapon Fighting | Improved | Master |
---|---|---|---|
Equipped weapon(s) | Two blaster pistols, melee weapons or lightsabers, or a double-bladed melee weapon or lightsaber | ||
Prerequisites | None | Level 4 | Level 8 |
Attack penalty | -6 | -4 | -2 |
These feats reduce the attack penalty of a character wielding a double-bladed weapon or two weapons (one in each hand). The normal penalties of -6 (main hand)/-10 (off hand) are reduced.
Use of a "balanced" weapon in the off hand can further reduce the attack penalty by 2/0, resulting in 0 main hand penalty when mastered.
Superior Two-Weapon Fighting
Superior Two-Weapon Fighting | I | II | III |
---|---|---|---|
Equipped weapon(s) | Two blaster pistols, melee weapons or lightsabers, or a double-bladed melee weapon or lightsaber | ||
Prerequisites | Jedi Weapon Master or Sith Marauder |
Jedi Weapon Master or Sith Marauder |
Jedi Weapon Master or Sith Marauder |
Attack penalty | -1 (main hand) / -2 (off hand) | 0 (main hand) / -2 (off hand) | 0 (main hand) / -1 (off hand) |
These feats reduces the attack penalty of a character wielding a double-bladed weapon or two weapons (one in each hand). The normal penalties of -6 (main hand)/-10 (off hand) are reduced.
Use of a "balanced" weapon in the off hand can further reduce the attack penalty by 2/0.
Unarmed Specialist
Unarmed Specialist | I | II | III | IV | V | VI | VII | VIII |
---|---|---|---|---|---|---|---|---|
Prerequisites | Jedi (or Special Training) | |||||||
Granted at level | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 |
Unarmed damage bonus | 1-4 | 2-8 | 3-12 | 4-16 | 5-20 | 6-24 | 7-28 | 8-32 |
Average | 2.5 | 5 | 7.5 | 10 | 12.5 | 15 | 17.5 | 20 |
The character has gained extra experience in hand-to-hand combat and is able to strike much harder than other combatants. This feat is gained automatically at prerequisite levels.
Bao-Dur and Handmaiden have Special Training. If they become Jedi, they retain the Unarmed Specialist feats already granted but future feats are granted at Jedi level, not character level. For example, at level 6 they both have Unarmed Specialist II and they would be granted Unarmed Specialist III at level 10; however, if they become Jedi at level 6 then they will not be granted it until level 16 (Jedi level 10).
Weapon Proficiency
Weapon Proficiency | Blaster Pistol | Blaster Rifle | Melee Weapons | Lightsaber |
---|---|---|---|---|
Allowed weapons | Blaster pistols | Blaster rifles | Melee weapons | Lightsabers |
Prerequisites | None | None | None | Jedi |
Granted | All classes | Soldier Scout Scoundrel Tech Specialist Combat Droid Main player character |
Soldier Scout Scoundrel Tech Specialist Jedi |
Jedi |
These feats give a character basic training in the use each weapon type. Otherwise, a character cannot equip them.
Droids cannot select melee weapons, while Expert Droids can only select blaster pistols.
Weapon Focus
Weapon Focus | Blaster Pistol | Blaster Rifle | Melee Weapons | Lightsaber |
---|---|---|---|---|
Equipped weapon(s) | Blaster pistol(s) | Blaster rifle | Melee weapon(s) | Lightsaber(s) |
Prerequisites | ||||
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 Jedi Guardian or Jedi Weapon Master or Sith Marauder |
Level 4 Soldier 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 II |
---|---|---|---|
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.
Evasion
Characters sometimes make saving throws in order to take half damage from some powers and abilities. In these situations level 6 Scouts take no damage at all if they save successfully.
Force Immunity
Force Immunity | Fear | Stun | Paralysis |
---|---|---|---|
Prerequisites | Jedi Sentinel | Level 6 Jedi Sentinel | Level 12 Jedi Sentinel |
Immunity to debilitating effect | Fear Horror Insanity |
Force Push Force Wave Stun Critical Strike and Sniper Shot Concussion and Sonic Grenades Flash Mines Stun Rays |
Stasis Stasis Field CyroBan Grenades Carbonite Projectors |
Granted | Jedi Sentinel | Level 6 Jedi Sentinel | Level 12 Jedi Sentinel |
These feats are always active, so level > 11 Jedi Sentinels can only be debilitated by the following:
None of these feats counters the effect of Adhesive Grenades because they are not actually debilitating.
Force Sensitive
Jedi training affects each Padawan uniquely, allowing them to grow in ability while addressing personal flaws. On rare occasions, however, exceptional individuals open doors to strengths they did not know they had. This feat represents a heightened connection to the Force previously unseen in a newly trained Jedi. This feat grants 40 additional Force points to the character's base total.
This feat is granted to the main player character and all newly trained Jedi at level 2, with the exception of Visas.
Ignore Pain
Ignore Pain | I | II | III |
---|---|---|---|
Prerequisites | Level 3 Sith Marauder | Level 7 Sith Marauder | Level 11 Sith Marauder |
Damage | -5% | -10% | -15% |
Granted | Level 3 Sith Marauder | Level 7 Sith Marauder | Level 11 Sith Marauder |
Prolonged channeling of dark side energy has accustomed Sith Marauders to pain.
Inner Strength
Inner Strength | I | II | III |
---|---|---|---|
Prerequisites | Level 3 Jedi Weapon Master | Level 7 Jedi Weapon Master | Level 11 Jedi Weapon Master |
Damage | -5% | -10% | -15% |
Granted | Level 3 Jedi Weapon Master | Level 7 Jedi Weapon Master | Level 11 Jedi Weapon Master |
Weapon Masters use the light side of the Force to shield themselves from pain.
Light Side Enlightenment
Jedi Masters are greatly attuned to the light side of the Force. Their mere presence serves as an inspiration to many. Close companions will grow more in touch with the light side by a Jedi Master's example. Other companions might rebel against their example and fall further from the light. A Jedi Master's attunement matures as they learn more about the Force.
Logic Upgrade
Feat | Logic Upgrade | Logic Upgrade: Tactician |
---|---|---|
Prerequisites | Droid | Level 6 Combat Droid |
Defense bonus | 2 + (2 * [ (Level+1) /6] ) | +4 |
Granted | Droid | Level 6 Combat Droid |
Having witnessed the effects and actions of combat first hand, the droid is able to self-upgrade its defensive algorithms.
While the Logic Upgrade description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.
Level | 1 | 5 | 11 | 17 | 23 | 29 | 35 | 41 | 47 |
---|---|---|---|---|---|---|---|---|---|
Defense | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 | +18 |
Contrary to its description, Logic Upgrade: Tactician does not replace Logic Upgrade; it simply grants another +4 defense.
Regenerate
Regenerate | Force Points | Vitality Points |
---|---|---|
Prerequisites | Level 4 Jedi | Level 4 |
Regenerate | Force points | Vitality points |
Granted | Jedi Master or Sith Lord |
Scoundrel's Luck
Scoundrels have a knack for getting in trouble, but to compensate, they also possess an incredible instinct for survival. This feat is always active and grants defense bonus of 2 + (2 * [ (Level+1) /6] ) in combat.
While the description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.
Level | 1 | 5 | 11 | 17 | 23 | 29 | 35 | 41 | 47 |
---|---|---|---|---|---|---|---|---|---|
Defense | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 | +18 |
Sense
Sense | Jedi | Prestige | Greater Prestige |
---|---|---|---|
Prerequisites | Jedi | Jedi Master or Sith Lord | Weapon Master or Sith Marauder Jedi Watchman or Sith Assassin |
Defense bonus | 2 + (2 * [Level/6] ) | 2 + (2 * [Level/8] ) | 2 + (2 * [Level/5] ) |
Granted | Jedi | Jedi Master or Sith Lord | Weapon Master or Sith Marauder Jedi Watchman or Sith Assassin |
These feats are always active and grant defense bonuses dependent upon the Jedi class or Prestige class level.
While the Jedi Sense description is correct about its defense bonus increasing every subsequent six levels, each increase occurs one level earlier.
- Jedi Sense
Level | 1 | 6 | 12 | 18 | 24 | 30 | 36 | 42 | 48 |
---|---|---|---|---|---|---|---|---|---|
Defense | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 | +18 |
- Prestige Sense
Level | 1 | 8 | 16 | 24 | 32 |
---|---|---|---|---|---|
Defense | +2 | +4 | +6 | +8 | +10 |
- Greater Prestige Sense
Level | 1 | 5 | 10 | 15 | 20 | 25 | 30 | 35 |
---|---|---|---|---|---|---|---|---|
Defense | +2 | +4 | +6 | +8 | +10 | +12 | +14 | +16 |
Main player characters retain the defense bonuses granted by their Jedi class levels upon becoming a Prestige class, but henceforth they are only granted additional defense bonuses dependent on their Prestige class. For example, a level 30 character who was a level 15 Jedi and became a level 15 Jedi Weapon Master is granted +6 defense by Jedi Sense and +8 defense by Greater Prestige Sense, for +14 defense in total.
Toughness
Feat | Toughness | Improved | Master |
---|---|---|---|
Prerequisites | None | Level 4 | Level 8 |
Vitality points per level | +1 | +1 | +2 |
< 20 Damage | -2 | -2 | |
> 19 Damage | -10% | -10% |
Vitality bonus is retroactive for levels previously gained.
Damage is subtracted after any shield and Energy Resistance.
Uncanny Dodge
Feat | I | II |
---|---|---|
Prerequisites | Level 4 Scout | Level 7 Scout |
Grenade Difficulty Class | -2 | -4 |
Granted | Level 4 Scout | Level 7 Scout |
A character with these feats retains the dexterity bonus to defense even when surprised by camouflaged opponents.
Action
These feats require character action, such as attacking or using a skill.
Unique
Unique feats are only granted to particular characters, rather than being available to any character or particular classes.