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Star Wars Knights of the Old Republic - Walkthrough
System: Xbox
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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| [8] Jedi-Related Feats                                                      |
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Jedi feats are those that only have effect if you're a Jedi, and therefore will
not be available until you have completed your Jedi Training on Dantooine.  For
more information on all these feats, keep reading.

All descriptions taken from in-game.

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| [8.1] Weapon Proficiency: Lightsaber                                        |
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Weapon Proficiency: Lightsaber
Prerequisites: Jedi classes only

This feat gives a character basic training in the use of Lightsaber weapon
types.

Weapon Focus: Lightsaber
Prerequisites: Jedi classes only

Adds a +1 attack bonus with lightsabers.

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| [8.2] Jedi Defense                                                          |
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Jedi Defense
Prerequisites: Jedi classes only

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.  Jedi classes receive this feat at 1st level.

Advanced Jedi Defense
Prerequisites: Level 4

This feat gives a character a +3 bonus to all blaster bolt deflection rolls.
Certain items may apply a bonus or penalty to this ability.  This feat
replaces the bonus given by Jedi Defense.

Master Jedi Defense
Prerequisites: Level 8

This feat gives a character a +6 bonus to all blaster bolt deflection rolls.
Certain items may apply a bonus or penalty to this ability.  This feat
replaces the bonus given by Advanced Jedi Defense.

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| [8.3] Force Immunity: Fear                                                  |
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Force Immunity: Fear
Prerequisites: Jedi Sentinel

The Jedi possesses an inner calm that cannot be shaken by mere threats to mind
or body.  The Force grants understanding, which is a shield that fear cannot
breach.  This feat is always active.

Force Immunity: Stun
Prerequisites: Level 6 Jedi Sentinel
The Jedi has an unshakable connection to the Force and, through it, to the
galaxy as well.  No amount of damage or distraction will cause fear or a loss
of alertness.  This feat is always active.  This feat replaces Force Immunity:
Fear.

Force Immunity: Paralysis
Prerequisites: Level 12 Jedi Sentinel

The Jedi is one with the Force, moving within it as it moves within all things.
This connection prevents fear or loss of senses, and blocks any attempt at
paralyzation.  This feat is always active.  This feat replaces Force Immunity:
Stun.

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| [8.4] Jedi Sense                                                            |
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Jedi Sense
Prerequisites: Jedi

The Jedi develops a connection to the Force that allows them to better sense
incoming attacks.  This feat grants +2 defense and is always active.

Knight Sense
Prerequisites: Level 6 Jedi

Furthering their connection to the Force, the Jedi gains an additional
sensitivity to the actions of others in combat.  This feat grants +4 defense
and is always active.  This feat replaces Jedi Sense.

Master Sense
Prerequisites: Level 12 Jedi

As their connection to the Force continues to strengthen, the Jedi gains a
supreme sense of self and the actions of others in combat.  This feat grants +6
defense and is always active.  This feat replaces Knight Sense.

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| [8.5] Force Sensitive                                                       |
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Force Sensitive
Unique Ability: Main character Jedi

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 feats
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.

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| [8.6] Force Jump                                                            |
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Force Jump
Prerequisites: Jedi Guardian
Requires Lightsaber

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
the 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.

Improved Force Jump
Prerequisites: Level 6 Jedi Guardian
Requires Lightsaber

The Jedi knows that if combat is inevitable it must be swift and decisive.
When an opponent at range is targeted with a standard lightsaber melee attack,
the Guardian closes the distance almost instantly and automatically receives +2
to hit and damage on the first strike.  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.
This feat replaces Force Jump.  NOTE: Using a feat or special attack negates
this ability.

Master Force Jump
Prerequisites: Level 12 Jedi Guardian
Requires Lightsaber

The Jedi knows that if combat is inevitable it must be swift and decisive.
When an opponent at range is targeted with a standard lightsaber melee attack,
the Guardian closes the distance almost instantly and automatically receives +4
to hit and damage on the first strike.  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.
This feat replaces Improved Force Jump.  NOTE: Using a feat or special attack
negates this ability.

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| [8.7] Force Focus                                                           |
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Force Focus
Prerequisites: Jedi Consular

This feat adds +1 to the Difficulty Class for all saving throws against the
character's Force powers.  This feat is always active.

Improved Force Focus
Prerequisites: Level 6 Jedi Consular

This feat adds +2 to the Difficulty Class for all saving throws against the
character's Force powers.  This feat is always active.  This feat replaces
Force Focus.

Master Force Focus
Prerequisites: Level 12 Jedi Consular

This feat adds +4 to the Difficulty Class for all saving throws against the
character's Force powers.  This feat is always active.  This feat replaces
Improved Force Focus.

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