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| [7] Feats |
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Feats are the major components of the game. From a feat that gives you a
better hit chance at dueling, to those that increase your ability to use
computers, to those that make you more resilient against enemies, there are a
ton to choose from. Read on for further details.
All descriptions are taken from in-game.
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| [7.1] Two-Weapon Fighting |
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Two-Weapon Fighting
Prerequisites: None
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 by 0/4, to a total of -6/-6. Use of a
"balanced" weapon in the off hand can further reduce the attack penalty by 2/0,
to a total of -4/-6.
Improved Two-Weapon Fighting
Prerequisites: Level 4
This feat further reduces the attack penalty of a character wielding a
double-bladed weapon or two weapons (one in each hand). This feat reduces the
attack penalty by an additional 2/2, to a total of -4 (main hand)/-4 (off
hand). Use of a "balanced" weapon in the off hand can further reduce the
attack penalty by 2/0, to a total of -2/-4.
Master Two-Weapon Fighting
Prerequisites: Level 8
This feat again reduces the attack penalty for characters using double-bladed
weapons or two weapons (one in each hand) by 2/2, for a total of -2 (main hand)
/-2 (off hand). Use of a balanced weapon in the off hand can further reduce
the attack penalty by 2/0 to a final total of 0/-2, negating it almost
entirely.
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| [7.2] Armor Proficiency |
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Armor Proficiency: Light
Prerequisites: None
This feat allows a character to wear Light armor. Characters without this feat
CANNOT wear Light or heavier armor. Soldiers receive this feat for free.
Wookiees and droids cannot wear armor suits.
Armor Proficiency: Medium
Prequisites: None
This feat allows a character to wear Medium armor. Characters without this
feat CANNOT wear Medium or heavier armor. Soldiers receive this feat for free.
Wookiees and droids cannot wear armor suits.
Armor Proficiency: Heavy
Prerequisites: None
This feat allows a character to wear Heavy armor. Characters without this feat
CANNOT wear Heavy armor. Soldiers receive this feat for free. Wookiees and
droids cannot wear armor suits.
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| [7.3] Caution |
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Caution
Prerequisites: None
This feat gives a +1 skill point bonus to both Demolitions and Stealth.
Improved Caution
Prerequisites: Level 4
This feat gives a +2 skill point bonus to both Demolitions and Stealth. This
replaces the +1 bonus given by caution.
Master Caution
Prerequisites: Level 8
This feat gives a +3 skill point bonus to both Demolitions and Stealth. This
replaces the +2 bonus given by Improved Caution.
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| [7.4] Critical Strike |
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Critical Strike
Prerequisites: None
This feat doubles the critical threat range of melee attacks (e.g. if a weapon
need a roll of 20, a critical hit will result on 19 or 20). If the attack hits
the target is also stunned for 6 seconds unless they make a Fortitude save at a
DC of the attacking character's level + attacking character's Strength
modifier. This feat lowers Defense by -5 when used. Critical Strike works
with melee weapons only.
Improved Critial Strike
Prerequisites: Level 4
This feat triples the critical threat range of melee attacks (e.g. if a weapon
needs a roll of 20, a critical hit will result on 19-20). If the attack hits,
the target is also stunned for 6 seconds unless they make a Fortitude save at a
DC of the attacking character's level + attacking character's Strength
modifier. This feat lowers Defense by -5 when used. Improved Critical Strike
works with melee weapons only.
Master Critical Strike
Prerequisites: Level 8
This feat quadruples the critical threat range of a melee attack (e.g. if a
weapon needs a roll of 20, a critical hit will result on 17-20). If the attack
hits, the target is also stunned for 6 seconds unless they make a Fortitude
save at a DC of the attacking character's level + attacking character's
Strength modifier. This feat lowers Defense by -5 when used. Master Critical
Strike works with melee weapons only.
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| [7.5] Empathy |
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Empathy
Prerequisites: None
This feat gives a +1 skill point bonus to Persuade, Awareness and Treat Injury.
Improved Empathy
Prerequisites: Level 4
This feat gives a +2 skill point bonus to Persuade, Awareness and Treat Injury.
This feat replaces the +1 bonus given by Empathy.
Master Empathy
Prerequisites: Level 8
This feat gives a +3 skill point bonus to Persuade, Awareness and Treat Injury.
This feat replaces the +2 bonus given by Improved Empathy.
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| [7.6] Flurry |
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Flurry
Prerequisites: None
This feat allows a character to make an extra melee attack during the round.
Characters suffer -4 to Defense while using this feat and for 3 seconds
afterward (i.e. the enemy's attack). They also suffer a -4 penalty to all
attacks that round.
Improved Flurry
Prerequisites: Level 4
This feat allows a character to make an extra melee attack during the round.
Characters suffer -2 to Defense while using this feat and for 3 seconds
afterward (i.e. the enemy's attack). They also suffer a -2 penalty to all
attacks that round.
Master Flurry
Prerequisites: Level 8
This feat allows a character to make an extra melee attack during the round.
Characters suffer -1 to Defense while using this feat and for 3 seconds
afterward (i.e. the enemy's attack). They also suffer a -1 penalty to all
attacks that round.
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| [7.7] Gear Head |
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Gear Head
Prerequisites: None
This feat gives a +1 skill point bonus to Repair, Security and Computer Use.
Improved Gear Head
Prerequisites: Level 4
This feat gives a +2 skill point bonus to Repair, Security and Computer Use.
This feat replaces the +1 bonus given by Gear Head.
Master Gear Head
Prerequisites: Level 8
This feat gives a +3 skill point bonus to Repair, Security and Computer Use.
This feat replaces the +2 bonus given by Improved Gear Head.
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| [7.8] Conditioning |
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Conditioning
Prerequisites: None
This feat provides a +1 bonus to all saving throws, reflecting the character's
excellent physical conditioning.
Improved Conditioning
Prerequisites: Level 4
This feat provides a +1 bonus to all saving throws, reflecting the character's
extraordinary physical conditioning.
Master Conditioning
Prerequisites: Level 8
This feat provides a +1 bonus to all saving throws, reflecting the character's
near-perfect physical conditioning.
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| [7.9] Implant Level |
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Implant Level 1
Prerequisites: None
This feat allows use of level one cybernetic implants. They can be purchased
throughout the galaxyand have a variety of effects (modifying attack rolls,
attribute scores, etc.). Only one implant may be used at a time. Scouts get
this feat for free at first level.
Implant Level 2
Prerequisites: Level 4
This feat allows use of level two cybernetic implants. They can be purchased
throughout the galaxyand have a variety of effects (modifying attack rolls,
attribute scores, etc.). Level two implants are more powerful than level one
implants. Only one implant may be used at a time. Scouts get this feat for
free at fourth level.
Implant Level 3
Prerequisites: Level 8
This feat allows use of level three cybernetic implants. They can be purchased
throughout the galaxyand have a variety of effects (modifying attack rolls,
attribute scores, etc.). Level three implants are significantly more powerful
than level one or two implants. Only one implant may be used at a time.
Scouts get this feat for free at eighth level.
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| [7.10] Power Attack |
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Power Attack
Prerequisites: None
Power Attack adds +5 damage to the next attack, but also a -3 to hit. Used to
quickly dispatch groups of easy-to-hit opponents. Only applies to melee
weapons.
Improved Power Attack
Prerequisites: Level 4
A character using improved Power Attack receives +8 to damage on the next melee
attack, but the attack is made with a penalty of -3 to hit. Used to quickly
dispatch groups of easy-to-hit opponents.
Master Power Attack
Prerequisites: Level 8
When activated, Master Power Attack adds +10 to damage on the next melee
attack, but imparts a -3 penalty to hit. Used to quickly dispatch groups of
easy-to-hit opponents.
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| [7.11] Power Blast |
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Power Blast
Prerequisites: None
Power Blast adds +5 damage to the next attack, but also a -3 to hit. Used to
quickly dispatch groups of easy-to-hit opponents. Only applies to ranged
weapons.
Improved Power Blast
Prerequisites: Level 4
A character using improved Power Blasy receives +8 to damage on the next
blaster or missile attack, but the attack is made with a penalty of -3 to hit.
Used to quickly dispatch groups of easy-to-hit opponents.
Master Power Blast
Prerequisites: Level 8
When activated, Master Power Blast adds +10 to damage on the next blaster or
missile attack, but imparts a -3 penalty to hit. Used to quickly dispatch
groups of easy-to-hit opponents.
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| [7.12] Rapid Shot |
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Rapid Shot
Prerequisites: None
This feat allows a character to make an extra ranged weapon attack during the
round. Characters suffer -4 to Defense while using this feat and for 3 seconds
afterwards (i.e. an enemy's attack). They also suffer a -4 penalty to all
attacks that round.
Improved Rapid Shot
Prerequisites: Level 4
This feat allows a character to make an extra ranged weapon attack during the
round. Characters suffer -2 to Defense while using this feat and for 3 seconds
afterwards (i.e. an enemy's attack). They also suffer a -2 penalty to all
attacks that round.
Master Rapid Shot
Prerequisites: Level 8
This feat allows a character to make an extra ranged weapon attack during the
round. Characters suffer -1 to Defense while using this feat and for 3 seconds
afterwards (i.e. an enemy's attack). They also suffer a -1 penalty to all
attacks that round.
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| [7.13] Sniper Shot |
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Sniper Shot
Prerequisites: None
This feat doubles the critical threat range of ranged attacks (e.g. if a weapon
need a roll of 20, a critical hit will result on 19 or 20). If the attack hits
the target is also stunned for 6 seconds unless they make a Fortitude save at a
DC of the attacking character's level + attacking character's Strength
modifier. This feat lowers Defense by -5 when used. Sniper Shot works with
ranged weapons only.
Improved Sniper Shot
Prerequisites: Level 4
This feat triples the critical threat range of rangged attacks (e.g. if a
weapon needs a roll of 20, a critical hit will result on 19-20). If the
attack hits, the target is also stunned for 6 seconds unless they make a
Fortitude save at a DC of the attacking character's level + attacking
character's Strength modifier. This feat lowers Defense by -5 when used.
Improved Sniper Shot works with ranged weapons only.
Master Sniper Shot
Prerequisites: Level 8
This feat quadruples the critical threat range of a melee attack (e.g. if a
weapon needs a roll of 20, a critical hit will result on 17-20). If the attack
hits, the target is also stunned for 6 seconds unless they make a Fortitude
save at a DC of the attacking character's level + attacking character's
Strength modifier. This feat lowers Defense by -5 when used. Master Sniper
Shot works with ranged weapons only.
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| [7.14] Weapon Proficiency: Blaster Pistol |
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Weapon Profiency: Blaster Pistol
Prerequisites: None
This feat gives a character basic training in the use of standard Blaster
Pistol weapon types.
Weapon Focus: Blaster Pistol
Prerequisites: None
Adds a +1 attack bonus with Blaster Pistols.
Weapon Specialization: Blaster Pistol
Prerequisites: Level 4 Soldier
Adds a +2 damage bonus with Blaster Pistols.
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| [7.15] Weapon Proficiency: Blaster Rifle |
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Weapon Profiency: Blaster Rifle
Prerequisites: None
This feat gives a character basic training in the use of Blaster Rifle weapon
types.
Weapon Focus: Blaster Rifle
Prerequisites: None
Adds a +1 attack bonus with Blaster Rifles.
Weapon Specialization: Blaster Rifle
Prerequisites: Level 4 Soldier
Adds a +2 damage bonus with Blaster Rifles.
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| [7.16] Weapon Proficiency: Heavy Weapons |
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Weapon Profiency: Heavy Weapons
Prerequisites: None
This feat gives a character basic training in the use of Heavy Weapons, such as
repeating blasters.
Weapon Focus: Heavy Weapons
Prerequisites: None
Adds a +1 attack bonus with Heavy Weapons.
Weapon Specialization: Heavy Weapons
Prerequisites: Level 4 Soldier
Adds a +2 damage bonus with Heavy Weapons.
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| [7.17] Weapon Proficiency: Melee Weapons |
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Weapon Profiency: Melee Weapons
Prerequisites: None
This feat gives a character basic training in the use of hand-to-hand melee
weapon types, such as vibroblades and other powered or unpowered items.
Weapon Focus: Melee Weapons
Prerequisites: None
Adds a +1 attack bonus with Melee Weapons.
Weapon Specialization: Melee Weapons
Prerequisites: Level 4 Soldier
Adds a +2 damage bonus with Melee Weapons.
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| [7.18] Uncanny Dodge |
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Uncanny Dodge 1
Prerequisites: Level 4 Scout
A character with Uncanny Dodge retains the dexterity bonus to Defense even when
surprised by camouflaged opponents, and also gains +2 on saves versus grenades.
Uncanny Dodge 2
Prerequisites: Level 7 Scout
A character with Uncanny Dodge Two retains the dexterity bonus to Defense even
when surprised by camouflaged opponents, and also gains +4 on saves versus
grenades.
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| [7.19] Sneak Attack |
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Sneak Attack I
Prerequisites: Level 1 Scoundrel
Sneak Attack I adds 1-6 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.
Sneak Attack II
Prerequisites: Level 3 Scoundrel
Sneak Attack II adds 2-12 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.
Sneak Attack III
Prerequisites: Level 5 Scoundrel
Sneak Attack III adds 3-18 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.
Sneak Attack IV
Prerequisites: Level 7 Scoundrel
Sneak Attack IV adds 4-24 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.
Sneak Attack V
Prerequisites: Level 9 Scoundrel
Sneak Attack IV adds 5-30 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.
Sneak Attack VI
Prerequisites: Level 11 Scoundrel
Sneak Attack IV adds 6-36 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.
Sneak Attack VII
Prerequisites: Level 13 Scoundrel
Sneak Attack IV adds 7-42 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.
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| [7.20] Toughness |
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Toughness
Prerequisites: None
This feat gives the character 1 extra vitality point every time they level up.
This bonus is retroactive for levels previously gained.
Improved Toughness
Prerequisites: Level 4
The character is very resilient. This feat subtracts 2 points from any damage
suffered. The character retains the +1 vitality point per level granted by
Toughness
Master Toughness
Prerequisites: Level 8
The character is further fortified against damage. The character gains an
additional +1 vitality point at each level up, retroactive for levels
previously gained. This is in addition to the +1 vitality point per level
granted by Toughness, and the 2-point physical damage resistance granted by
Improved Toughness.
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| [7.21] Scoundrel's Luck |
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Scoundrel's Luck
Prerequisites: Scoundrel
Scoundrels have a knack for getting in trouble, but to compensate, they also
possess an incredible instinct for survival. This manifests as a truly useful
+2 to defense. This feat is always active.
Improved Scoundrel's Luck
Prerequisites: Level 6 Scoundrel
As their skills increase, Scoundrels learn to make the most of their infamous
luck, turning the whims of chance into a certain +4 to defense. This feat is
always active. This feat replaces Scoundrel's Luck.
Master Scoundrel's Luck
Prerequesities: Level 12 Scoundrel
At the heights of their abilities, Scoundrels can seem to regularly defy the
odds to survive any situation. Their skills and luck combine to grant a
remarkable +6 to defense. This feat is always active. This feat replaces
Improved Scoundrel's Luck.
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| [7.22] Dueling |
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Dueling
Prerequisites: None
Characters that focus on using single one-handed weapons in battle gain +1 to
attack and +1 to defense due to the efficiency of this form of combat. This
applies to both ranged and melee weapons.
Improved Dueling
Prerequisites: Level 4
Continued focus on the use of single one-handed weapons grants a character +2
to attack and +2 to defense. This applies to both ranged and melee weapons.
Master Dueling
Prerequisites: Level 8
Characters that have mastered the use of single one-handed weapons gain +3 to
attack and +3 to defense. This applies to both ranged and melee weapons.
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| [7.23] Droid Upgrade Class |
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Droid Upgrade Class 1
Prerequisites: Level 1 Droid
As a droid gains experience, its programming becomes more adaptable to new
situations. This allows it to accommodate more sophisticated upgrades. Droid
Upgrade Class 1 allows the use of level 1 upgrade items.
Droid Upgrade Class 2
Prerequisites: Level 7 Droid
As a droid gains experience, its programming becomes more adaptable to new
situations. This allows it to accommodate more sophisticated upgrades. Droid
Upgrade Class 2 allows the use of level 1 and level 2 upgrades.
Droid Upgrade Class 3
Prerequisites: Level 13 Droid
As a droid gains experience, its programming becomes more adaptable to new
situations. This allows it to accommodate more sophisticated upgrades. Droid
Upgrade Class 3 allows the use of level 1, level 2 and level 3 upgrade.
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| [7.24] Blaster Integration |
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Blaster Integration
Prerequisites: Utility Droid
This feat gives the adapatable T3-M4 unit the ability to integrate blasters
into its weapon systems. Special universal ports allow internal placement of
most models of blaster pistol, tapping the energy pack and emitters as though
factory installed.
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| [7.25] Combat Logic Upgrade |
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Combat Logic Upgrade
Prerequisites: Droid
The droid is fitted with the most basic combat programming, allowing for simple
but effective defense maneuvers. This feat grants +2 to defense and is always
active.
Tactician Logic Upgrade
Prerequisites: Level 6 Droid
Having witnessed the effects and actions of combat first hand, the droid is
able to self-upgrade their defensive algorithms. This feat grants +4 to
defense and is always active. This feat replaces the Combat Logic upgrade.
Battle Droid Logic Upgrade
Prerequisites: Level 12 Droid
Fully experienced with the rigors of combat, the droid is able to self-upgrade
its tactical reasoning and maximize its defensive potential. This feat grants
+6 to defense and is always active. This feat replaces the Tactician Logic
upgrade.
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