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< Star Wars: Knights of the Old Republic
Revision as of 16:04, 26 May 2019 by Onderduiker (talk | contribs) (→‎Jedi Defense: Attack roll doesn't need to succeed for deflection roll to occur - double-checked after investigating BBD in second game)
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Starting feats
Class Armor Proficiency Weapon Proficiency Action Class
Light Medium Heavy Blaster Pistol Blaster Rifle Heavy Weapons Melee Weapons Lightsaber
Soldier Yes Yes Yes Yes Yes Yes Yes No Power Attack Power Blast
Scout Yes Yes No Yes Yes No Yes No Flurry Rapid Shot Implant Level 1
Scoundrel Yes No No Yes Yes No Yes No Critical Strike Sniper Shot Scoundrel's Luck Sneak Attack I
Guardian No No No Yes No No Yes Yes Force Jump Jedi Defense Jedi Sense Force Jump
Sentinel No No No Yes No No Yes Yes Jedi Defense Jedi Sense Force Immunity Fear
Consular No No No Yes No No Yes Yes Jedi Defense Jedi Sense Force Focus
Combat Droid No No No Yes Yes Yes No No Combat Logic Upgrade Droid Upgrade Class 1
Expert Droid No No No Yes No No No No Combat Logic Upgrade Droid Upgrade Class 1
Feats granted
Class Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Scout Implant Level 1 Implant Level 2 Uncanny Dodge Uncanny Dodge 2 Implant Level 3
Scoundrel Scoundrel's Luck Sneak Attack I Sneak Attack II Sneak Attack III Improved Scoundrel's Luck Sneak Attack IV Sneak Attack V Sneak Attack VI Master Scoundrel's Luck Sneak Attack VII Sneak Attack VIII Sneak Attack IX
Guardian Jedi Sense Force Jump Knight Sense Improved Force Jump Master Sense Master Force Jump
Sentinel Jedi Sense Force Immunity Fear Knight Sense Force Immunity Stun Master Sense Force Immunity Paralysis
Consular Jedi Sense Force Focus Knight Sense Improved Force Focus Master Sense Master Force Focus
Droid Combat Logic Upgrade Droid Upgrade Class 1 Tactician Logic Upgrade Droid Upgrade Class 2 Battle Droid Logic Upgrade Droid Upgrade Class 3
Elective feat progression
Class Level Total
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Soldier 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 18
Scout 1 1 1 1 1 1 1 1 1 1 1 11
Scoundrel 1 1 1 1 1 1 1 1 8
Guardian 1 1 1 1 1 1 1 1 1 9
Sentinel 1 1 1 1 1 1 1 7
Consular 1 1 1 1 1 1 1 7
Combat Droid 1 1 1 1 1 1 1 7
Expert Droid 1 1 1 1 1 1 1 1 1 1 10

Total feats main player characters can get by level 20 depend on starting class, Jedi class and the level at which they become a Jedi:

Jedi class Soldier level Scout level Scoundrel level
2 3 4 5 6 7 8 2 3 4 5 6 7 8 2 3 4 5 6 7 8
Jedi Guardian 11 11 12 13 13 14 14 11 11 11 12 11 12 11 11 10 10 11 10 10 10
Jedi Sentinel 9 9 10 11 11 12 13 9 9 9 10 9 10 10 9 8 8 9 8 8 9
Jedi Consular 9 9 10 11 11 12 13 9 9 9 10 9 10 10 9 8 8 9 8 8 9

Equipment

These feats either allow equipment which would otherwise be unavailable, or only apply bonuses when particular equipment is used.

Armor Proficiency

Armor Proficiency KotOR Feat Armor Proficiency Light.png Light KotOR Feat Armor Proficiency Medium.png Medium KotOR Feat Armor Proficiency Heavy.png Heavy
Allowed armor Light Light and Medium Light, Medium and Heavy
Prerequisites None Armor Proficiency: Light Armor Proficiency: Medium
Granted Soldier
Scout
Scoundrel
Soldier
Scout
Soldier

Armor is worn on the head and body. Wookiees and droids cannot wear armor, so these feats are unavailable to them.

Implant

Implant KotOR Feat Implant Level 1.png Level 1 KotOR Feat Implant Level 2.png Level 2 KotOR Feat Implant Level 3.png Level 3
Allowed implants Level 1 Levels 1-2 Levels 1-3
Prerequisites None Level 4 Level 8
Granted Scout Level 4 Scout Level 8 Scout

This feat allows use of cybernetic implants, which can be purchased throughout the galaxy and have a variety of effects (modifying attack rolls, attribute scores, etc.). Only one implant may be used at a time.

Droids cannot use implants, so this feat is unavailable to them.

Weapon Proficiency

Weapon Proficiency KotOR Feat Weapon Proficiency Blaster Pistol.png Blaster Pistol KotOR Feat Weapon Proficiency Blaster Rifle.png Blaster Rifle KotOR Feat Weapon Proficiency Heavy Weapons.png Heavy Weapons KotOR Feat Weapon Proficiency Melee Weapons.png Melee Weapons KotOR Feat Weapon Proficiency Lightsaber.png Lightsaber
Allowed weapons Blaster pistols Blaster rifles Heavy weapons Melee weapons Lightsabers
Prerequisites None None None None Jedi
Granted All classes Soldier
Scout
Scoundrel
Combat Droid
Soldier
Combat Droid
All non-droid classes Jedi

These feats give a character basic training in the use each weapon type. Otherwise, a character can not equip them.

Only Jedi can use lightsabers, droids cannot use melee weapons and Expert Droids can only use blaster pistols, but otherwise any class can select a Weapon Proficiency they weren't granted, or equip the following:

Item Description World Source Proficiency
Implant Advanced Combat Implant Feats Required: Implant Level 3 Yavin Station Suvam Tan Blaster Pistol Blaster Rifle Heavy Weapons Melee Weapons
Suvam Tan

The Advanced Combat Implant also grants the equivalent Weapon Focuses and Weapon Specializations.

Weapon Focus

Weapon Focus KotOR Feat Weapon Focus Blaster Pistol.png Blaster Pistol KotOR Feat Weapon Focus Blaster Rifle.png Blaster Rifle KotOR Feat Weapon Focus Heavy Weapons.png Heavy Weapons KotOR Feat Weapon Focus Melee Weapons.png Melee Weapons KotOR Feat Weapon Focus Lightsaber.png Lightsaber
Weapon(s) equipped Blaster pistol(s) Blaster rifle Heavy weapon Melee weapon(s) Lightsaber(s)
Prerequisites Weapon Proficiency Jedi
Attack bonus +1 +1 +1 +1 +1

Lightsabers are not melee weapons.

Weapon Focuses are only granted by equipping the following if the equivalent Weapon Proficiency has been granted or selected.

Item Description World Source Focus
Implant Advanced Combat Implant Feats Required: Implant Level 3 Yavin Station Suvam Tan Blaster Pistol Blaster Rifle Heavy Weapons Melee Weapons
Suvam Tan
Head Combat Sensor Manaan Tyvark's Shop Blaster Pistol Blaster Rifle
Pistol Targetting Optics Blaster Pistol
Heavy Targetting Optics Korriban Czerka Store Blaster Rifle Heavy Weapons
Sith Mask Feats Required: Armor Proficiency - Heavy Footlocker Lightsaber
Hands Marka Ragnos' Gauntlets Restricted to: Dark Side Korriban Sith Sarcophagus Lightsaber

With the exception of the Combat Sensor and Sith Mask, these items also grant the equivalent Weapon Specialization(s). They do not allow Weapon Specializations to be selected.

Droid equipment
Item Description World Source Focus
Sensor Basic Targeting Computer Feats Required: Droid Upgrade Class 1 Taris Droids by Janice Blaster Pistol
Dantooine Karal Kaar
Tatooine Yuka Laka
Manaan General Shop
Advanced Targeting Computer Feats Required: Droid Upgrade Class 2 Tatooine Yuka Laka Blaster Pistol Blaster Rifle
Refuse Pile - Medium
Manaan General Shop
Superior Targeting Computer Feats Required: Droid Upgrade Class 3 Leviathan Footlocker Blaster Pistol Blaster Rifle

The Superior Targeting Computer also grants the equivalent Weapon Specializations.

Weapon Specialization

Weapon Specialization KotOR Feat Weapon Specialization Blaster Pistol.png Blaster Pistol KotOR Feat Weapon Specialization Blaster Rifle.png Blaster Rifle KotOR Feat Weapon Specialization Heavy Weapons.png Heavy Weapons KotOR Feat Weapon Specialization Melee Weapons.png Melee Weapons KotOR Feat Weapon Specialization Lightsaber.png Lightsaber
Weapon(s) equipped Blaster pistol(s) Blaster rifle Heavy weapon Melee weapon(s) Lightsaber(s)
Prerequisites Level 4 Soldier Jedi Guardian
Damage bonus +2 +2 +2 +2 +2

Lightsabers are not melee weapons, and a critical hit doubles bonus damage.

Weapon Specializations are only granted by equipping the following if the equivalent Weapon Proficiency and Weapon Focus have been granted or selected.

Item Description World Source Specialization
Implant Advanced Combat Implant Feats Required: Implant Level 3 Yavin Station Suvam Tan Blaster Pistol Blaster Rifle Heavy Weapons Melee Weapons
Suvam Tan
Head Pistol Targetting Optics Manaan Tyvark's Shop Blaster Pistol
Heavy Targetting Optics Korriban Czerka Store Blaster Rifle Heavy Weapons
Hands Marka Ragnos' Gauntlets Restricted to: Dark Side Korriban Sith Sarcophagus Lightsaber
Droid equipment
Item Description World Source Specialization
Sensor Superior Targeting Computer Feats Required: Droid Upgrade Class 3 Leviathan Footlocker Blaster Pistol Blaster Rifle

Dueling

Feat KotOR Feat Dueling.png Dueling KotOR Feat Improved Dueling.png Improved KotOR Feat Master Dueling.png Master
Prerequisites None Level 4 Level 8
Attack bonus +1 +2 +3
Defense bonus +1 +2 +3

Bonuses apply when characters focus on using single one-handed weapons in battle due to the efficiency of this form of combat. This applies to both ranged and melee weapons, but it does not apply when using a blaster rifle or heavy weapon.

This feat is not available to an Expert Droid.

Two-Weapon Fighting

Feat KotOR Feat Two-Weapon Fighting.png Two-Weapon Fighting KotOR Feat Improved Two-Weapon Fighting.png Improved KotOR Feat Master Two-Weapon Fighting.png Master
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)

This feat 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, resulting in 0 main hand penalty when mastered.

Master Two-Weapon Fighting is not available to an Expert Droid.

Droid Upgrade

Droid Upgrade KotOR Feat Droid Upgrade Class 1.png Class 1 KotOR Feat Droid Upgrade Class 2.png Class 2 KotOR Feat Droid Upgrade Class 3.png Class 3
Allowed ugrades Level 1 Levels 1-2 Levels 1-3
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.

Passive

These feats do not require character action.

Toughness

Feat KotOR Feat Toughness.png Toughness KotOR Feat Improved Toughness.png Improved KotOR Feat Master Toughness.png Master
Prerequisites None Level 4 Level 8
Vitality bonus per level up +1 +1 +2
Damage -2 -2

Vitality bonus is retroactive for levels previously gained.

Damage is subtracted after any shield and Energy Resistance.

According to Feedback, damage is normally subtracted from the weapon's damage rather than any Strength modifier, bonus damage from feats or Massive Criticals, Weapon Specialization or Sneak Attack.

When items or their upgrades add damage of any type, this feat subtracts from each separately: thus a Baragwin Assault Blade's 2-12 physical damage, 2-12 energy damage and 2-12 sonic damage are each reduced to 0-10.

Conditioning

Feat KotOR Feat Conditioning.png Conditioning KotOR Feat Improved Conditioning.png Improved KotOR Feat Master Conditioning.png Master
Prerequisites None Level 4 Level 8
Bonus to all saving throws +1 +2 +3

This feat is not available to droids.

Uncanny Dodge

Feat KotOR Feat Uncanny Dodge.png Uncanny Dodge KotOR Feat Uncanny Dodge 2.png Uncanny Dodge 2
Granted Level 4 Scout Level 7 Scout
Grenade Difficulty Class -2 -4

A character with this feat retains the Dexterity bonus to Defense even when surprised by camouflaged opponents.

Although according to the description the character gains on saves versus grenade, according to Feedback this feat actually reduces its Difficulty Class instead.

Scoundrel's Luck

Feat KotOR Feat Scoundrel's Luck.png Scoundrel's Luck KotOR Feat Improved Scoundrel's Luck.png Improved KotOR Feat Master Scoundrel's Luck.png Master
Granted Scoundrel Level 6 Scoundrel Level 12 Scoundrel
Defense bonus +2 +4 +6

Scoundrels have a knack for getting in trouble, but to compensate, they also possess an incredible instinct for survival.

This feat is always active.

Jedi Sense

Sense KotOR Feat Jedi Sense.png Jedi KotOR Feat Knight Sense.png Knight KotOR Feat Master Sense.png Master
Granted Jedi Level 6 Jedi Level 12 Jedi
Defense bonus +2 +4 +6

The Jedi develops a connection to the Force that allows them to better sense incoming attacks.

This feat is always active.

Jedi Defense

Feat KotOR Feat Jedi Defense.png Jedi Defense KotOR Feat Advanced Jedi Defense.png Advanced KotOR Feat Master Jedi Defense.png Master
Prerequisites Jedi
Lightsaber
Level 4 Jedi
Lightsaber
Level 8 Jedi
Lightsaber
Blaster Bolt Deflection bonus +3 +6
Granted Jedi

This feat allows a character with an equipped lightsaber to deflect blaster bolts at any time. When a character is fired upon, an opposed roll is made against the attack. If the result is greater than the attack roll, the blaster bolt is deflected. If the attack is beaten by 10 or more, the bolt is deflected back at the enemy.

The opposed roll is only made if a character is fired upon from within the 180° arc in front of that character, a lightsaber is equipped in the main or off hand (although it's never made when using Throw Lightsaber, even if one remains in the off hand), and the character isn't debilitated.

According to Feedback, the opposed roll is simply the sum of a d20 roll, any Jedi Defense bonus, the Jedi's base attack bonus and any item bonuses from the following:

Source Blaster Bolt Deflection Description
Hands +5 Advanced Stabilizer Gloves
Lightsaber crystal +5 Crystal, Jenruax
+4 Crystal, Solari Heart of the Guardian
+7 Crystal, Jenruax Heart of the Guardian
+3 Krayt Dragon Pearl Mantle of the Force
+5 Crystal, Jenruax Mantle of the Force
+8 Crystal, Upari Mantle of the Force

Maximum total bonus is thus +35 (Master Jedi Defense 6 + item bonus 29). Although when a lightsaber has two crystals granting bonuses only the highest is displayed in its description, according to Feedback the bonuses from both crystals are actually added.

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, 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 Feedback 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 (more specifically, shields or Improved Energy Resistance). 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.

Force Immunity

Force Immunity KotOR Feat Force Immunity Fear.png Fear KotOR Feat Force Immunity Stun.png Stun KotOR Feat Force Immunity Paralysis.png Paralysis
Granted Jedi Sentinel Level 6 Jedi Sentinel Level 12 Jedi Sentinel
Immunity to debilitating effect Fear, Horror and Insanity
Plasma Grenades
Flame throwers
Force Push and Force Wave
Stun
Critical Strikes and Sniper Shots
Concussion Grenades
Flash mines
Stun rays
On Hit: Stun
Stasis and Stasis Field
CryoBan Grenades
Carbonite projectors
On Hit: Paralyze

These feats are always active, so level > 11 Jedi Sentinels can only be debilitated by Force Whirlwind, or Wound, Choke or Kill.

None of these feats counters the effect of Adhesive Grenades because they are not actually debilitating.

Force Focus

Feat KotOR Feat Force Focus.png Force Focus KotOR Feat Improved Force Focus.png Improved KotOR Feat Master Force Focus.png Master
Granted Jedi Consular Level 6 Jedi Consular Level 12 Jedi Consular
Force power Difficulty Class +1 +2 +4

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

Logic Upgrade

Logic Upgrade KotOR Feat Combat Logic Upgrade.png Combat KotOR Feat Tactician Logic Upgrade.png Tactician KotOR Feat Battle Droid Logic Upgrade.png Battle Droid
Granted Droid Level 6 Droid Level 12 Droid
Defense bonus +2 +4 +6

This feat is always active.

Action

These feats require character action, such as attacking or using a skill.

Power Attack

Feat KotOR Feat Power Attack.png Power Attack KotOR Feat Improved Power Attack.png Improved KotOR Feat Master Power Attack.png Master
Prerequisites None Level 4 Level 8
Attack penalty -3 -3 -3
Damage bonus +5 +8 +10
Granted Soldier

This feat only applies to melee weapons and lightsabers.

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

This feat is not available to droids.

Flurry

Feat KotOR Feat Flurry.png Flurry KotOR Feat Improved Flurry.png Improved KotOR Feat Master Flurry.png Master
Prerequisites None Level 4 Level 8
Attacks per round +1 +1 +1
Defense and attack penalty -4 -2 -1
Granted Scout

This feat allows 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 this feat and for 3 seconds afterwards (i.e. an enemy's attack).

Attack penalty applies to every attack in a combat round.

This feat is not available to droids.

Critical Strike

Feat KotOR Feat Critical Strike.png Critical Strike KotOR Feat Improved Critical Strike.png Improved KotOR Feat Master Critical Strike.png Master
Prerequisites None Level 4 Level 8
Defense penalty -5 -5 -5
Critical Threat range x2 x3 x4
Granted Scoundrel

This feat increases 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%). According to Feedback, 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, or Immunity: Mind-Affecting.

This feat is not available to droids.

Power Blast

Feat KotOR Feat Power Blast.png Power Blast KotOR Feat Improved Power Blast.png Improved KotOR Feat Master Power Blast.png Master
Prerequisites None Level 4 Level 8
Attack penalty -3 -3 -3
Damage bonus +5 +8 +10
Granted Soldier

This feat only applies to ranged weapons, and is not available to an Expert Droid.

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

According to Feedback, no attacks are gained when using Knight or Master Speed.

Item Description World Source Bonus Feat
Head Davik's Visor Taris Davik Kang Improved Power Blast

Davik's Visor grants Improved Power Blast even without Power Blast (it just isn't added to the Feats section of the Abilities screen without it), but it doesn't allow Master Power Blast to be selected.

Rapid Shot

Feat KotOR Feat Rapid Shot.png Rapid Shot KotOR Feat Improved Rapid Shot.png Improved KotOR Feat Master Rapid Shot.png Master
Prerequisites None Level 4 Level 8
Attacks per round +1 +1 +1
Defense and attack penalty -4 -2 -1
Granted Scout

This feat allows 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.

This feat is not available to an Expert Droid.

Sniper Shot

Feat KotOR Feat Sniper Shot.png Sniper Shot KotOR Feat Improved Sniper Shot.png Improved KotOR Feat Master Sniper Shot.png Master
Prerequisites None Level 4 Level 8
Defense penalty -5 -5 -5
Critical Threat range x2 x3 x4
Granted Scoundrel

This feat increases 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%)

Heavy weapons all have Critical Threat range 20-20 (5%). According to Feedback, 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, or Immunity: Mind-Affecting.

No attacks are gained when using Knight or Master Speed.

This feat is not available to an Expert Droid.

Caution

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

Empathy

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

This feat is not available to droids.

Gear Head

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

Sneak Attack

Scoundrels are granted this feat once they gain the required level.

Sneak Attack KotOR Feat Sneak Attack I.png I KotOR Feat Sneak Attack II.png II KotOR Feat Sneak Attack III.png III KotOR Feat Sneak Attack IV.png IV KotOR Feat Sneak Attack V.png V KotOR Feat Sneak Attack VI.png VI KotOR Feat Sneak Attack VII.png VII KotOR Feat Sneak Attack VIII.png VIII KotOR Feat Sneak Attack IX.png IX
Level 1 3 5 7 9 11 13 15 17
Damage 1-6 2-12 3-18 4-24 5-30 6-36 7-42 8-48 9-54
Average 3.5 7 10.5 14 17.5 21 24.5 28 31.5

This feat adds 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.

Force Jump

Feat KotOR Feat Force Jump.png Force Jump KotOR Feat Improved Force Jump.png Improved KotOR Feat Master Force Jump.png Master
Prerequisites Jedi Guardian
Lightsaber
Level 6 Jedi Guardian
Lightsaber
Level 12 Jedi Guardian
Lightsaber
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.

Contrary to its description and according to Feedback, its attack and damage bonuses are added to every attack in a combat round, not just the first strike. A critical hit doubles bonus damage.

While equipping a lightsaber is a prerequisite, it doesn't need to be in the main hand: one in the off hand with a melee weapon in the main hand still allows this feat to be activated.

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.

Unique

Unique feats are restricted to particular characters, rather than classes, who get them for free.

Wookiee Toughness

KotOR Feat Wookiee Toughness.png

This feat represents the innate toughness that Zaalbar has developed as a result of his Wookiee heritage and the hard life he has lived as a slave and fugitive. Any damage he suffers is automatically reduced by 2, and he gains an additional +2 vitality points each time he levels up, over and above any Constitution modifier.

Bonuses are equivalent to Master Toughness, but the two are separate feats and Zaalbar can benefit from both (as demonstrated by his brother, Chuundar).

Battle Meditation

KotOR Feat Battle Meditation.png

This rare ability allows Bastila to coordinate large fleets or armies during wartime, influencing base emotion and morale on a grand scale. It can have a dramatic effect on the tide of a battle, but is not applicable to small-scale combat.

This feat is just a plot device, which has no effect in tactical combat.

Blaster Integration

KotOR Feat Blaster Integration.png

This feat gives the adaptable T3-M4 unit the ability to integrate blasters into its weapons systems. Special universal ports allow internal placement of most models of blaster pistol, tapping the energy pack and emitters as though factory installed.

Force Sensitive

KotOR Feat Force Sensitive.png

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.

Main character Jedi gets this feat for free.

Force Camouflage

KotOR Feat Force Camouflage.png

Because of her unusual heritage, Juhani has developed her Force powers in unexpected ways, as shown by her almost subconscious ability to simply not be seen. This physical manipulation of light and sound allows her to go unnoticed even in a direct line of sight, and is equally effective against droids and living beings. Juhani does not require a stealth field generator to enter Stealth mode.

This feat is really just a plot device: Stealth isn't a class skill for Juhani, and as a Jedi Guardian she doesn't need it.