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< Star Wars Knights of the Old Republic II: The Sith Lords
Revision as of 00:00, 17 March 2021 by Onderduiker (talk | contribs) (Removed Kreia comment from Two-Weapon Fighting as it is arguably a (minor) spoiler, added more detail to Force Jump)
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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

Feat KotORII Feat Critical Strike.png Critical Strike KotORII Feat Improved Critical Strike.png Improved KotORII Feat Master Critical Strike.png 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 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 Immunity: Stun, Fear, Horror or Force Immunity: Stun, and neutralized by Master Heal.

These feats cannot be selected by Droids.

Flurry

Feat KotORII Feat Flurry.png Flurry KotORII Feat Improved Flurry.png Improved KotORII Feat Master Flurry.png 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

Feat KotORII Feat Power Attack.png Power Attack KotORII Feat Improved Power Attack.png Improved KotORII Feat Master Power Attack.png 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, 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 affect every attack in a combat round. Critical hit multiplies bonus damage.

These feats cannot be selected by Droids.

Power Blast

Feat KotORII Feat Power Blast.png Power Blast KotORII Feat Improved Power Blast.png Improved KotORII Feat Master Power Blast.png 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, 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 affect every attack in a combat round. Critical hit multiplies bonus damage.

These feats cannot be selected by an Expert Droid.

Rapid Shot

Feat KotORII Feat Rapid Shot.png Rapid Shot KotORII Feat Improved Rapid Shot.png Improved KotORII Feat Master Rapid Shot.png 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

Feat KotORII Feat Sniper Shot.png Sniper Shot KotORII Feat Improved Sniper Shot.png Improved KotORII Feat Master Sniper Shot.png 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 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 Immunity: Stun, Fear, Horror or Force Immunity: Stun, and neutralized by Master Heal.

These feats cannot be selected by an Expert Droid.

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.

Armor Proficiency

Armor Proficiency KotORII Feat Armor Proficiency Light.png Light KotORII Feat Armor Proficiency Medium.png Medium KotORII 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
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.

Caution

Feat KotORII Feat Caution.png Caution KotORII Feat Improved Caution.png Improved KotORII Feat Master Caution.png 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

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

Feat KotORII Feat Close Combat.png Close Combat KotORII Feat Improved Close Combat.png 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

Feat KotORII Feat Conditioning.png Conditioning KotORII Feat Improved Conditioning.png Improved KotORII Feat Master Conditioning.png 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

Feat KotORII Feat Dual Strike.png Dual Strike KotORII Feat Improved Dual Strike.png Improved KotORII Feat Master Dual Strike.png 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

Feat KotORII Feat Dueling.png Dueling KotORII Feat Improved Dueling.png Improved KotORII Feat Master Dueling.png 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

Feat KotORII Feat Empathy.png Empathy KotORII Feat Improved Empathy.png Improved KotORII Feat Master Empathy.png 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

Finesse KotORII Feat Finesse Melee Weapons.png Melee Weapons KotORII Feat Finesse Lightsabers.png 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

Feat KotORII Feat Gear Head.png Gear Head KotORII Feat Improved Gear Head.png Improved KotORII Feat Master Gear Head.png 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

Precise Shot KotORII Feat Precise Shot I.png I KotORII Feat Precise Shot II.png II KotORII Feat Precise Shot III.png III KotORII Feat Precise Shot IV.png IV KotORII Feat Precise Shot V.png 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

Regenerate KotORII Feat Regenerate Force Points.png Force Points KotORII Feat Regenerate Vitality Points.png 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

KotORII Feat Stealth Run.png

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

Feat KotORII Feat Toughness.png Toughness KotORII Feat Improved Toughness.png Improved KotORII Feat Master Toughness.png 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 reduced after Damage Immunity, Shields and Ignore Pain or Inner Strength, but before Damage Resistance.

Two-Weapon Fighting

Feat KotORII Feat Two-Weapon Fighting.png Two-Weapon Fighting KotORII Feat Improved Two-Weapon Fighting.png Improved KotORII Feat Master Two-Weapon Fighting.png 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

Weapon Proficiency KotORII Feat Weapon Proficiency Blaster Pistol.png Blaster Pistol KotORII Feat Weapon Proficiency Blaster Rifle.png Blaster Rifle KotORII Feat Weapon Proficiency Melee Weapons.png Melee Weapons KotORII Feat Weapon Proficiency Lightsaber.png 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

Weapon Focus KotORII Feat Weapon Focus Blaster Pistol.png Blaster Pistol KotORII Feat Weapon Focus Blaster Rifle.png Blaster Rifle KotORII Feat Weapon Focus Melee Weapons.png Melee Weapons KotORII Feat Weapon Focus Lightsaber.png 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

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

Dark Side Corruption

KotORII Feat Dark Side Corruption.png

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

KotORII Feat Deflect.png

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

Feat KotORII Feat Force Focus.png Force Focus KotORII Feat Improved Force Focus.png Improved KotORII Feat Master Force Focus.png 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.

Force Immunity

Force Immunity KotORII Feat Force Immunity Fear.png Fear KotORII Feat Force Immunity Stun.png Stun KotORII Feat Force Immunity Paralysis.png 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

Feat KotORII Feat Force Jump.png Force Jump KotORII Feat Improved Force Jump.png Improved KotORII Feat Master Force Jump.png 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

KotORII 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.

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 KotORII Feat Ignore Pain I.png I KotORII Feat Ignore Pain II.png II KotORII Feat Ignore Pain III.png 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

Increase Combat Damage KotORII Feat Increase Combat Damage I.png I KotORII Feat Increase Combat Damage II.png II KotORII Feat Increase Combat Damage III.png 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

Increase Melee Damage KotORII Feat Increase Melee Damage I.png I KotORII Feat Increase Melee Damage II.png II KotORII Feat Increase Melee Damage III.png 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

Inner Strength KotORII Feat Inner Strength I.png I KotORII Feat Inner Strength II.png II KotORII Feat Inner Strength III.png 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

Feat KotORII Feat Jedi Defense.png Jedi Defense KotORII Feat Advanced Jedi Defense.png Advanced KotORII Feat Master Jedi Defense.png 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

KotORII Feat Light Side Enlightenment.png

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

Sense KotORII Feat Jedi Sense.png Jedi KotORII Feat Prestige Sense.png Prestige KotORII Feat Greater Prestige Sense.png 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

Superior Two-Weapon Fighting KotORII Feat Superior Two-Weapon Fighting I.png I KotORII Feat Superior Two-Weapon Fighting II.png II KotORII Feat Superior Two-Weapon Fighting III.png 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

Superior Weapon Focus KotORII Feat Superior Weapon Focus Lightsaber I.png Lightsaber I KotORII Feat Superior Weapon Focus Lightsaber II.png Lightsaber II KotORII Feat Superior Weapon Focus Lightsaber III.png 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

Unarmed Specialist KotORII Feat Unarmed Specialist I.png I KotORII Feat Unarmed Specialist II.png II KotORII Feat Unarmed Specialist III.png III KotORII Feat Unarmed Specialist IV.png IV KotORII Feat Unarmed Specialist V.png V KotORII Feat Unarmed Specialist VI.png VI KotORII Feat Unarmed Specialist VII.png VII KotORII Feat Unarmed Specialist VIII.png 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

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

Blaster Integration

KotORII Feat Blaster Integration.png

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

KotORII Feat Droid Interface.png

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

Droid Upgrade KotORII Feat Droid Upgrade Class 1.png Class 1 KotORII Feat Droid Upgrade Class 2.png Class 2 KotORII Feat Droid Upgrade Class 3.png 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

KotORII Feat Evasion.png

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

Feat KotORII Feat Logic Upgrade.png Logic Upgrade KotORII Feat Logic Upgrade Tactician.png 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

KotORII Feat Scoundrel's Luck.png

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

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

Sneak Attack KotORII Feat Sneak Attack I.png
I
KotORII Feat Sneak Attack II.png
II
KotORII Feat Sneak Attack III.png
III
KotORII Feat Sneak Attack IV.png
IV
KotORII Feat Sneak Attack V.png
V
KotORII Feat Sneak Attack VI.png
VI
KotORII Feat Sneak Attack VII.png
VII
KotORII Feat Sneak Attack VIII.png
VIII
KotORII Feat Sneak Attack IX.png
IX
KotORII Feat Sneak Attack X.png
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

Targeting KotORII Feat Targeting I.png I KotORII Feat Targeting II.png II KotORII Feat Targeting III.png III KotORII Feat Targeting IV.png IV KotORII Feat Targeting V.png V KotORII Feat Targeting VI.png VI KotORII Feat Targeting VII.png VII KotORII Feat Targeting VIII.png 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

Uncanny Dodge KotORII Feat Uncanny Dodge I.png I KotORII Feat Uncanny Dodge II.png 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

Weapon Specialization KotORII Feat Weapon Specialization Blaster Pistol.png Blaster Pistol KotORII Feat Weapon Specialization Blaster Rifle.png Blaster Rifle KotORII Feat Weapon Specialization Melee Weapons.png Melee Weapons KotORII Feat Weapon Specialization Lightsaber.png 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

Unique feats are only granted to a particular character.

Assassin Protocols

Feat KotORII Feat Assassin Protocols.png Assassin Protocols KotORII Feat Modified Assassin Protocols.png Modified KotORII Feat Integrated Assassin Protocols.png 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

Feat KotORII Feat Droid Trick.png Droid Trick KotORII Feat Scramble Droid.png 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 KotORII Feat Echani Strike I.png I KotORII Feat Echani Strike II.png II KotORII Feat Echani Strike III.png 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

KotORII Feat Force Chain.png

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.

Implant Switching

KotORII Feat Implant Switching.png

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

KotORII Feat Mandalorian Courage.png

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

KotORII Feat Mentor.png

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

KotORII Feat Personal Cloaking Shield.png

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

KotORII Feat Point Guard.png

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

KotORII Feat Shield Breaker.png

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 KotORII Feat Spirit.png Spirit KotORII Feat Fighting Spirit.png Fighting Spirit KotORII Feat Heroic Resolve.png 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 KotORII Feat Repulsor Strike.png Repulsor Strike KotORII Feat Electrical Strike.png Electrical Strike KotORII Feat Gravitonic Strike.png 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

KotORII Feat Survival.png

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

KotORII Feat War Veteran.png

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 KotORII Feat Wookiee Rage.png Rage KotORII Feat Wookiee Fury.png Fury KotORII Feat Wookiee Frenzy.png 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

Wookiee Toughness KotORII Feat Wookiee Toughness I.png I KotORII Feat Wookiee Toughness II.png II KotORII Feat Wookiee Toughness III.png 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.