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At each even-numbered level (2nd, 4th, 6th, etc.), a Scout gains a Bonus Feat. This Feat must be selected from the following list, and a Scout must meet any prerequisites for that Feat.

Bonus Feats[]

Below include all Scout Bonus Feats found in the Saga Edition Core Rulebook.

FEAT PREREQUISITES BENEFITS
Armor Proficiency (Heavy) Armor Proficiency (Light), Armor Proficiency (Medium) No penalty on attacks and no Armor Check Penalty while wearing Light Armor, Medium Armor, or Heavy Armor.
Armor Proficiency (Light) None No penalty on attacks and no Armor Check Penalty while wearing Light Armor.
Armor Proficiency (Medium) Armor Proficiency (Light) No penalty on attacks and no Armor Check Penalty while wearing Light Armor or Medium Armor.
Careful Shot Point-Blank Shot, Base Attack Bonus +2 If you Aim, gain +1 bonus on the attack roll.
Deadeye Point-Blank Shot, Precise Shot, Base Attack Bonus +4 If you Aim, deal extra damage.
Dodge Dexterity 13 Gain a +1 dodge bonus to Reflex Defense against a selected target.
Far Shot Point-Blank Shot Range penalties for Short-, Medium-, and Long-ranged attacks are reduced.
Linguist Intelligence 13 Gain bonus Languages equal to 1 + your Intelligence modifier (minimum 1).
Mobility Dexterity 13, Dodge Gain +5 dodge bonus to Reflex Defense against some Attacks of Opportunity.
Point-Blank Shot None +1 bonus on ranged attacks and damage against foes within Point-Blank Range.
Precise Shot Point-Blank Shot No -5 penalty for shooting into melee.
Rapid Shot Base Attack Bonus +1 Take a -2 penalty on a ranged attack roll to deal +1 die of damage.
Running Attack Dexterity 13 Move before and after making an attack.
Shake It Off Constitution 13, Trained in Endurance Spend two Swift Actions to move +1 step along the Condition Track.
Skill Focus None Gain +5 competence bonus on Skill Checks with one Trained Skill.
Skill Training None You become Trained in one Class Skill.
Sniper Point-Blank Shot, Precise Shot, Base Attack Bonus +4 You ignore Soft Cover when making a ranged attack.
Vehicular Combat Trained in Pilot Negate one attack per round against the Vehicle you're piloting.
Weapon Proficiency (Advanced Melee Weapons) None Ignore -5 penalty on attack rolls with Advanced Melee Weapons.
Weapon Proficiency (Pistols) None Ignore -5 penalty on attack rolls with Pistols.
Weapon Proficiency (Rifles) None Ignore -5 penalty on attack rolls with Rifles.
Weapon Proficiency (Simple Weapons) None Ignore -5 penalty on attack rolls with Simple Weapons.

Additional Bonus Feats[]

The below details all Scout Bonus Feats found within the Star Wars Saga Edition Reference Books.

Knights of the Old Republic Campaign Guide[]

FEAT PREREQUISITES BENEFITS
Conditioning Strength 13, Constitution 13 Reroll Strength and Constitution based Skill Checks.
Gearhead None Make Mechanics and Use Computer checks quickly.
Increased Agility Conditioning Increase Climb speed, Swim speed, and Jump distance by 2 squares.
Poison Resistance Constitution 13 You are inherently more resistant to Poison.

Force Unleashed Campaign Guide[]

FEAT PREREQUISITES BENEFITS
Advantageous Attack Base Attack Bonus +1 Add full Heroic Level to attacks against slower enemies.
Advantageous Cover Trained in Stealth Gain additional benefits from Cover.
Bad Feeling None Always have a Move Action during the Surprise Round.
Cunning Attack None Gain +2 bonus on attack rolls against Flat-Footed enemies.

Scum and Villainy[]

FEAT PREREQUISITES BENEFITS
Burst of Speed Trained in Endurance Move speed twice as Move Action.
Cornered None When unable to Withdraw, +2 on attacks.
Deadly Sniper Sniper, Trained in Stealth, Base Attack Bonus +9 Gain +2 bonus on your ranged attack roll and deal +1 die of damage.
Duck and Cover Trained in Stealth You dive for Cover when you avoid Area Attacks.
Fleet-Footed Running Attack +2 speed when making a Running Attack.
Resurgence Trained in Endurance Gain bonus Move Action when you catch your Second Wind.
Slippery Maneuver Dodge Dodge two targets, Withdraw at full speed.
Stay Up Trained in Endurance Move 1 step down Condition Track to reduce damage.

Clone Wars Campaign Guide[]

FEAT PREREQUISITES BENEFITS
Droidcraft Trained in Mechanics Repair a Droid in 10 minutes instead of 1 hour.
Droid Hunter None Deal +2 damage to Droid enemies, or +4 when using an Ion Weapon.
Expert Droid Repair Trained in Mechanics Repair multiple Droids simultaneously.
Flash and Clear None Gain Concealment against a target you damage with a Burst or Splash Weapon.

Legacy Era Campaign Guide[]

FEAT PREREQUISITES BENEFITS
Attack Combo (Ranged) Base Attack Bonus +3 Deal +1 die of damage on ranged attacks until the end of your next turn after hitting an enemy with two ranged attacks.
Fatal Hit Strength 13, Dexterity 13 You automatically kill an enemy that you reduce to 0 Hit Points, and you can perform a Coup de Grace as a Standard Action.
Feat of Strength Strength 15 Take 10 or Take 20 on one Strength check or related Skill Check per encounter.
Grapple Resistance None Gain a +5 bonus to resist Grab and Grapple attacks.
Return Fire Dexterity 15, Quick Draw, Weapon Focus (Chosen Weapon) You may make a single ranged attack as a Reaction to a ranged attack against you that misses.
Vehicle Systems Expertise Tech Specialist, Trained in Mechanics Recharge Shields or Reroute Power on a Vehicle faster than normal.

Rebellion Era Campaign Guide[]

FEAT PREREQUISITES BENEFITS
Deft Charge None Take Swift Actions, Reactions, and Free Actions after you Charge before your turn ends.
Fast Surge None Catch a Second Wind as a Free Action on your turn.
Moving Target Dodge Gain a bonus to Reflex Defense when you remain mobile.
Prime Shot Point-Blank Shot Gain a bonus to attack rolls when closer to your target than your allies.
Rapid Reaction None React twice to the same trigger once per encounter.
Rebel Military Training Running Attack Gain a dodge bonus to Reflex Defense when using Running Attack.
Recovering Surge None Move up the Condition Track when you catch a Second Wind.
Vehicular Surge Trained in Pilot Once per day, gain bonus Hit Points for a Vehicle you Pilot.

Galaxy at War[]

FEAT PREREQUISITES BENEFITS
Destructive Force None Deal damage to adjacent targets when you damage objects and Vehicles.
Disabler None Gain benefits when using certain Ion Weapons.
Dive for Cover Trained in Jump Jump for Cover as a Reaction.
Forceful Blast Weapon Proficiency (Simple Weapons), Base Attack Bonus +1 Move a target damaged by your Grenade attack.
Fortifying Recovery Constitution 13 Gain bonus Hit Points when you Recover.
Mission Specialist None Grant bonus to allies' untrained Skill Checks with a particular Skill.
Never Surrender Trained in Endurance Make an Endurance check to prevent falling to 0 Hit Points.
Opportunistic Shooter None Gain a bonus to Attacks of Opportunity with ranged weapons.
Pistoleer Weapon Proficiency (Pistols) Gain benefits when using certain Pistols.
Resilient Strength Strength 13 Use Strength or Constitution to determine Fortitude Defense.
Riflemaster Weapon Proficiency (Rifles) Gain benefits when using certain Rifles.
Risk Taker Trained in Climb or Jump Improve your chances of success with Climb or Jump checks.
Sport Hunter None Gain benefits with certain slugthrowers and sporting weapons.
Steadying Position Careful Shot Deny target's Dexterity bonus to Reflex Defense when you are Prone and Aiming.

Galaxy of Intrigue[]

FEAT PREREQUISITES BENEFITS
Grazing Shot Point-Blank Shot Strike two targets in direct line of sight, dealing half damage to each.
Hobbling Strike Sneak Attack or Rapid Shot or Rapid Strike Reduce the target's Speed instead of dealing damage.
Meat Shield Point-Blank Shot, Precise Shot, Base Attack Bonus +4 Gain Cover bonus equal to opponent's Cover bonus.
Stand Tall None When you take damage, nearby allies attack your attacker.

Unknown Regions[]

FEAT PREREQUISITES BENEFITS
Hold Together Trained in Mechanics Delay the damage caused to a Vehicle until the end of the round.
Hyperblazer Trained in Use Computer Cut all calculation time and Use Computer penalties by half when making Use Computer checks for Astrogation in the Hyperspace tangle. Reduce Hyperspace mapping time by half.
Improvised Weapon Mastery Weapon Proficiency (Simple Weapons) Treat Improvised Weapons as Simple Weapons, deal +1d6 points of damage.
Maniacal Charge None Intimidate your enemies when Charging, preventing adjacent characters from making Attacks of Opportunity and denying your target its Dexterity bonus.
Mounted Combat Trained in Ride Increase Speed and avoid attacks when riding a Mount.
Targeted Area Base Attack Bonus +5 Deal an additional 5 points of damage against one target within a successful Area Attack.
Trample Trained in Ride When using the Mounted Charge Action, attack enemies between you and your target.
Wilderness First Aid Trained in Survival Use basic Survival skills as if you have a Medpac for Treat Injury checks.

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