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A Feat is a special feature that either gives your character a new capability or improves one he or she already has. Unlike Skills and Talents, your choice of Feats is not restricted by your Heroic Class. Any character can take any Feat as long as the prerequisites are meet.

Acquiring Feats Edit

Choose the Feats you feel best represent your character's interests and capabilities. Each character gets one Feat when the character is created (At 1st level). At 3rd, 6th, 9th, 12th, 15th, and 18th level, characters gain another Feat. For Multiclass characters, Feats are gained according to total Character Level, not by individual Class Level.

Additionally, Heroic Classes get bonus Feats chosen from special lists (See Class Bonus Feats, below). Humans also get a bonus Feat at 1st level, chosen from any Feat the character qualifies for.

Prerequisites Edit

Some Feats have prerequisites. A character must have the listed Ability Score, Feat, Trained Skill, or Base Attack Bonus in order to select or use that Feat. A character can gain a Feat at the same level at which he or she gains the prerequisite(s).

A prerequisite that contains a numerical value is a minimum; any value higher than the one given also meets the prerequisite. For instance, the prerequisites for the Cleave feat are "Strength 13, Power Attack Feat." Any character with a Strength of 13 or higher and the Power Attack Feat meets the prerequisites. You can't use a Feat if you've lost a prerequisite. For example, if your Strength drops below 13 for any reason, you can't use the Cleave Feat until your Strength returns to 13 or higher.

Class Bonus Feats Edit

At each even-numbered Class Level (2nd, 4th, 6th, etc.), you gain a bonus Feat. (Prestige Classes do not receive Bonus Feats.) This Feat must be selected from the Heroic Class list of Bonus Feats, and you must meet any prerequisites for that Feat.

Heroic Class Bonus Feats can be found below:

*Additional homebrew Heroic Classes.

Feat Layouts Edit

Below is the standard format for Feats:

Feat Name Edit

A description of what the Feat does or represents in plain language, with no game mechanics.

Prerequisites: A minimum Ability Score, another Feat or Feats, a minimum Base Attack Bonus, a special Skill requirement, and/or a minimum level in a Class that a character must have to acquire this Feat. This entry is absent if a Feat has no prerequisites.

Benefit: What the Feat enables you (The character) to do.

Normal: What a character who does not have this Feat is limited to or restricted from doing. If not having the Feat causes no particular drawback, this entry is absent.

Feats List Edit

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

FEAT PREREQUISITES BENEFITS
Acrobatic Strike Trained in Acrobatics Gain +2 competence bonus on next attack against opponent you Tumble past.
Armor Proficiency (Heavy) Armor Proficiency (Light), Armor Proficiency (Medium) No penalty on attacks and no Armor Check Penalty while wearing Light, Medium, 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 or Medium armor.
Bantha Rush Strength 13, Base Attack Bonus +1 Push opponent 1 square after making a successful melee attack.
Burst Fire Weapon Proficiency (Heavy Weapons), Proficient with Autofire weapon Take a -5 penalty on an Autofire attack to gain +2 dice of damage.
Careful Shot Point-Blank Shot, Base Attack Bonus +2 If you Aim, gain +1 bonus on the attack roll.
Charging Fire Base Attack Bonus +2 Make ranged attack at end of a Charge, at a -2 penalty.
Cleave Strength 13, Power Attack Extra melee attack after dropping target.
Combat Reflexes None Gain additional Attacks of Opportunity.
Coordinated Attack Base Attack Bonus +2 Automatic success with Aid Another action at point-blank range.
Crush Pin, Base Attack Bonus +1 Deal Unarmed or Claw damage to a Pinned opponent.
Cybernetic Surgery Trained in Treat Injury Install a Cybernetic Prosthesis onto a living being.
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.
Double Attack Base Attack Bonus +6, Proficient with chosen weapon Make an extra attack with chosen weapon during Full Attack, -5 penalty to all attacks.
Dreadful Rage Rage Species Trait, Base Attack Bonus +1 Rage bonus to attacks and damage increases to +4.
Dual Weapon Mastery I Dexterity 13, Base Attack Bonus +1 Take a -5 penalty on attacks when attacking with two weapons, or both ends of a double weapon.
Dual Weapon Mastery II Dexterity 15, Base Attack Bonus +6, Dual Weapon Mastery I Take a -2 penalty on attacks when attacking with two weapons, or both ends of a double weapon.
Dual Weapon Mastery III Dexterity 17, Base Attack Bonus +11, Dual Weapon Mastery I, Dual Weapon Mastery II Take no penalty on attacks when attacking with two weapons, or both ends of a double weapon.
Exotic Weapon Proficiency Base Attack Bonus +1 Wield an exotic weapon without penalty.
Extra Rage Rage Species Trait Rage one additional time per day.
Extra Second Wind Trained in Endurance Gain an additional Second Wind per day.
Far Shot Point-Blank Shot Range penalties for short-, medium-, and long-ranged attacks are reduced.
Force Boon Force Sensitivity Gain three additional Force Points at each level.
Force Sensitivity Non-Droid You can make Use the Force checks and gain access to Force Talents.
Force Training Force Sensitivity Learn a number of Force Powers equal to 1 + your Wisdom modifier (Minimum 1).
Great Cleave Strength 13, Power Attack, Cleave, Base Attack Bonus +4 No limit to Cleave attacks each round.
Improved Charge Dexterity 13, Dodge, Mobility You can Charge without moving in a straight line.
Improved Defenses None Gain +1 bonus to all Defenses.
Improved Disarm Intelligence 13, Melee Defense Gain +5 bonus on melee attacks to Disarm an opponent.
Improved Damage Threshold None Damage Threshold increases by 5 points.
Linguist Intelligence 13 Gain bonus languages equal to 1 + your Intelligence modifier (Minimum 1).
Martial Arts I None Increases damage from Unarmed attacks by one die step; gain +1 bonus to Reflex Defense.
Martial Arts II Martial Arts I, Base Attack Bonus +3 Increases damage from Unarmed attacks by one die step; gain +1 bonus to Reflex Defense.
Martial Arts III Martial Arts I, Martial Arts II,

Base Attack Bonus +6

Increases damage from Unarmed attacks by one die step; gain +1 bonus to Reflex Defense.
Melee Defense Intelligence 13 Trade attack bonus on melee attacks for a dodge bonus to Reflex Defense.
Mighty Swing Strength 13 Spend two Swift Actions to deal extra damage in melee.
Mobility Dexterity 13, Dodge Gain +5 dodge bonus to Reflex Defense against some Attacks of Opportunity.
Pin Base Attack Bonus +1 Grappled opponent is Pinned for one round, can't move, and and loses it's Dexterity bonus to Reflex Defense.
Point-Blank Shot None +1 bonus on ranged attacks and damage against foes within point-blank range.
Power Attack Strength 13 Trade attack bonus for damage on melee attacks (Up to your Base Attack Bonus).
Powerful Charge Medium or larger sized, Base Attack Bonus +1 Gain +2 bonus on your attack roll while Charging, and deal extra damage.
Precise Shot Point-Blank Shot No -5 penalty for shooting into melee.
Quick Draw Base Attack Bonus +1 Draw weapon as a Swift Action.
Rapid Shot Base Attack Bonus +1, Proficient with ranged weapon Take a -2 penalty on a ranged attack roll to deal +1 die of damage.
Rapid Strike Base Attack Bonus +1, Proficient with melee weapon Take a -2 penalty on a melee 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.
Strong in the Force None Roll d8s instead of d6s when you spend a Force Point.
Surgical Expertise Trained in Treat Injury You can perform Surgery in 10 minutes instead of 1 hour.
Throw Trip, Base Attack Bonus +1 Throw a Grappled opponent up to 1 square beyond your reach and deal damage.
Toughness None Gain +1 hit point per character level.
Trip Base Attack Bonus +1 Trip an opponent that you've Grappled, knocking it Prone.
Triple Attack Base Attack Bonus +9, Double Attack (Chosen Weapon), Proficient with chosen weapon Make second extra attack with chosen weapon during Full Attack, additional -5 penalty to all attacks.
Triple Crit Proficient with chosen weapon, Base Attack Bonus +8 Deal triple damage on a Critical Hit.
Vehicular Combat Trained in Pilot Negate one attack per round against the Vehicle you're piloting.
Weapon Finesse Base Attack Bonus +1 Use Dexterity modifier instead of Strength modifier on attack rolls with light melee weapons and lightsabers.
Weapon Focus Proficient with chosen weapon. +1 bonus on attack rolls with chosen weapon.
Weapon Proficiency None Ignore -5 penalty on attack rolls with weapons of a particular type.
Whirlwind Attack Dexterity 13, Intelligence 13, Melee Defense, Base Attack Bonus +4 Make one melee attack against each opponent within reach.

Additional Feats Lists Edit

Below include all Feats found in all Saga Edition add-ons, organized first by add-on release date, and secondly by alphabetical order.

Starships of the Galaxy Edit

The following Feats are particularly useful for characters regularly involved in Starship-related encounters.

FEAT PREREQUISITES BENEFITS
Starship Designer Tech Specialist, Trained in Mechanics You are trained to design (and redesign) starships.
Starship Tactics Vehicular Combat, Trained in Pilot You are trained to make use of starship maneuvers and are skilled at space combat.
Tactical Genius Starship Tactics, Vehicular Combat, Trained in Pilot You are a master at using multiple starship tactics over the course of long space combats.
Tech Specialist Trained in Mechanics You can make custom modifications to armor, weapons, vehicles, droids, and devices.

Threats of the Galaxy Edit

FEAT PREREQUISITES BENEFITS
A Few Maneuvers Dodge, Vehicular Combat You can weave, juke, and roll to avoid enemy fire in the thick of combat.
Momentum Strike Trained in Pilot or Ride You know how to put the weight of your momentum into attacks while riding a mount or Speeder Bike.
Mounted Defense Trained in Pilot or Ride You are able to react to incoming attacks, using you mount or Speeder Bike to absorb attacks against you.
Suppression Fire Strength 13, Burst Fire, Weapon Proficiency (Heavy Weapons) You can lay down a hail of blaster fire to pin your opponents.

Knights of the Old Republic Campaign Guide Edit

This section provides new Feats common to the Knights of the Old Republic era.

FEAT PREREQUISITES BENEFITS
Accelerated Strike Base Attack Bonus +6 Once per encounter, make a Full Attack as a Standard Action.
Conditioning Strength 13, Constitution 13 Reroll Strength and Constitution based Skill Checks.
Critical Strike Base Attack Bonus +9, Proficient with chosen melee weapon, Weapon Focus with chosen weapon Increase critical threat range of an attack.
Echani Training Dexterity 13, Martial Arts I In Unarmed combat, increase damage, and knock opponent Prone on critical hit.
Flurry Dexterity 13 Increases attack bonus, with penalties to Reflex Defense.
Force Readiness None Spend Force Points even if it is not your turn.
Gearhead None Make Mechanics and Use Computer checks quickly.
Implant Training Possess a Cybernetic Implant You take no penalty to Will Defense with a Cybernetic Implant.
Improved Rapid Strike Rapid Strike, Possess a Light melee weapon Trade -5 penalty on attack roll for +2 dice of damage when using a Light melee weapon.
Increased Agility Conditioning Increase Climb speed, Swim speed, and Jump distance by 2 squares.
Logic Upgrade: Self-Defense Droid Grant yourself +2 to the Defense of your choice for 1 round.
Logic Upgrade: Tactician Droid, Base Attack Bonus +4 Grant a +5 bonus to attack with a successful Aid Another attempt.
Mandalorian Training Charging Fire Gain a +2 bonus on attack rolls when using the Charging Fire feat.
Poison Resistance Constitution 13 You are inherently more resistant to Poison.
Power Blast Dexterity 13 Trade attack bonus for damage on ranged attacks (Up to your Base Attack Bonus)
Quick Skill None Take 10 on Skill Checks when rushed, Take 20 in half of the normal time.
Republic Military Training None When behind Cover, you can reduce the damage of an incoming attack.
Sith Military Training None Upon debilitating an opponent, you can cause other opponents to lose heart.
Sniper Shot Proficient with ranged weapon Increase accuracy at a -5 Reflex Defense penalty.
Tumble Defense Dexterity 13, Proficient with melee weapon Your martial ability makes it harder for opponents to Tumble past.
Withdrawal Strike Base Attack Bonus +5, Proficient with melee weapon You can make Attacks of Opportunity against targets using the Withdraw Action.

Force Unleashed Campaign Guide Edit

The new Feats presented here are available in any era. Some Feats are especially appropriate for Force Unleashed campaigns and should contribute to character concepts commonly found in this time. The Unleashed Feat is used in Force Unleashed campaigns and usually requires Gamemaster approval before it can be selected by players.

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.
Angled Throw Dexterity 13 Ignore Cover with grenades and grenadelike weapons.
Bad Feeling None Always have a Move Action during the Surprise Round.
Blaster Barrage Coordinated Attack Automatically Aid Another when using Autofire attacks.
Controlled Rage Rage Species Trait Enter Rage as a Free Action, and end Rage at will.
Crossfire Point-Blank Shot, Precise Shot, Base Attack Bonus +6 Redirect missed attacks against Soft Cover.
Cunning Attack None Gain +2 bonus on attack rolls against Flat-Footed enemies.
Focused Rage Rage Species Trait, Controlled Rage When raging, use skills that require patience at a -5 penalty.
Improved Bantha Rush Strength 15, Bantha Rush, Base Attack Bonus +1 Push foes away a number of squares equal to Strength modifier.
Informer Trained in Perception, Skill Focus (Perception) Gather Information with Perception skill, and do it faster.
Mighty Throw Strength 13 Add Strength bonus to ranged attack rolls.
Powerful Rage Rage Species Trait Gain a +4 bonus on Strength checks and Strength-based Skill Checks.
Rapport Wisdom 13 Grant an additional +2 bonus when using the Aid Another action.
Recall Trained in one Knowledge Skill Reroll any Knowledge skill check, keeping the better result.
Savage Attack Double Attack, Proficient with chosen weapon Add +1 die of damage when successful on a Full Attack.
Scavenger None Gather materials for building objects
Strafe Running Attack Attack multiple targets as you move past them.
Swarm Coordinated Attack Gain +1 bonus on melee attack rolls when allies are adjacent.
Unleashed Have a Destiny Unlocks Unleashed Abilities.

Scum and Villainy Edit

The Feats presented here supplement those found in the Saga Edition Core Rulebook and are suitable for any era of play. Notably, these Feats are designed with roguish characters in mind, though any character who qualifies can select these Feats.

FEAT PREREQUISITES BENEFITS
Burst of Speed Trained in Endurance Move speed twice as move action.
Close Combat Escape Trained in Acrobatics Escape grapple and attack.
Collateral Damage Rapid Shot, Base Attack Bonus +6 Gain extra attack upon hitting the first target.
Cornered None When unable to withdraw, +2 on attacks.
Deadly Sniper Sniper, Trained in Stealth +1 bonus on attacks when sniping; hide as swift action.
Deceptive Drop Trained in Initiative Flat-footed targets knocked prone on surprise round.
Desperate Gambit None Reroll missed attack by taking a penalty to Reflex Defense.
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.
Friends in Low Places Trained in Gather Information Reduce black-market cost multiplier for licensed and restricted objects by 1.
Hasty Modification Tech Specialist Swap one trait for another trait.
Hideous Visage Shapeshift Species Trait Deception check to push opponent away.
Impersonate Shapeshift Species Trait, Skill Focus (Deception) Shapeshift to impersonate a specific person.
Impetuous Move Constitution 13 Move when you catch a second wind.
Impulsive Flight None Withdraw faster when damaged.
Knife Trick Lightning Draw, Trained in Stealth Attack of opportunity with concealed weapon to greater effect.
Lightning Draw Quick Draw Draw and fire as a standard action.
Metamorph Constitution 13, Shapeshift Species Trait, Trained in Deception Change your size.
Opportunistic Retreat Combat Reflexes Sacrifice attack of opportunity to move at half speed.
Resurgence Trained in Endurance Gain bonus swift action when you catch your second wind.
Signature Device Tech Specialist Install two traits.
Slippery Maneuver Dodge Dodge two targets, withdraw at full speed.
Staggering Attack Sneak Attack talent or Rapid Shot or Rapid Strike Forgo extra damage to push back opponent.
Stay Up Trained in Endurance Move 1 step down condition track to reduce damage.
Superior Tech Intelligence 17, Tech specialist, 9th level Install superior equipment upgrades.
Tactical Advantage Combat Reflexes Make attack of opportunity and move 1 square.
Wicked Strike Rapid Strike Gain extra attack on a second target upon damaging the first target.

Clone Wars Campaign Guide Edit

The new Feats presented here are available in any era. Some Feats are especially appropriate for Clone Wars campaigns and should contribute to character concepts commonly found in this time.

FEAT PREREQUISITES BENEFITS
Anointed Hunter Nelvaanian Move 2 or more squares and gain a +1 bonus on attacks with thrown weapons until the end of your turn.
Artillery Shot Proficient with chosen Burst/Splash weapon You increase the efficiency of your Burst and Splash weapon attacks.
Coordinated Barrage Coordinated Attack, Base Attack Bonus +5 Allow an ally to deal more damage when you aid his attack.
Droid Hunter Proficient with chosen weapon Deal +2 damage to Droid enemies, or +4 when using an Ion weapon.
Droidcraft Trained in Mechanics Repair a droid in 10 minutes instead of 1 hour.
Experienced Medic Trained in Treat Injury Perform surgery on multiple creatures simultaneously.
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.
Flood of Fire Proficient with chosen Autofire weapon Ignore enemies' dodge and deflection bonus to Reflex Defense when making Area attacks with a weapon set on Autofire.
Grand Army of the Republic Training Proficient with chosen armor Apply your armor's Equipment bonus to your Will Defense.
Gunnery Specialist Base Attack Bonus +1 Reroll an attack made with a Vehicle weapon.
Jedi Familiarity None Gain one temporary Force Point when targeted by an ally's Force Power or Force Talent.
Leader of Droids None Allied Droids benefit from your beneficial mind-affecting effects.
Overwhelming Attack None Any attempt to negate your attack takes a -5 penalty on the attack roll or Skill Check.
Pall of the Dark Side Dark Side Score 1+ Add half your Dark Side Score to Use the Force checks to resist detection.
Separatist Military Training None Gain a +1 bonus on an attack roll while adjacent to an ally.
Spray Shot None When using a weapon set on autofire, you can reduce the area to 1 square.
Trench Warrior None When you have Cover against an enemy's ranged attacks, gain a +1 bonus on attack rolls against that enemy.
Unstoppable Force None Gain a +5 bonus to Fortitude Defense and Will Defense against any effect requiring a Use the Force check.
Unwavering Resolve Trained in Perception Gain a +5 bonus to Will Defense against Deception and Persuasion checks.
Wary Defender None Gain a +2 bonus to Fortitude Defense and Will Defense while Fighting Defensively.

Legacy Era Campaign Guide Edit

The new Feats presented in the Legacy Era Campaign Guide are available in any era. Some Feats are especially appropriate for Legacy era campaigns and should contribute to character concepts commonly found in this time.

FEAT PREREQUISITES BENEFITS
Attack Combo (Fire and Strike) Attack Combo (Melee), Attack Combo (Ranged), Base Attack Bonus +9 Deal +1 die of damage on melee, unarmed, or ranged attacks until the end of your next turn after hitting an enemy with two melee, unarmed, or ranged attacks.
Attack Combo (Melee) Base Attack Bonus +3 Deal +1 die of damage on melee, or unarmed attacks until the end of your next turn after hitting an enemy with two melee, or unarmed attacks.
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.
Autofire Assault Weapon Focus (Chosen Weapon) Decrease penalty on autofire attack and inflict extra damage when sustaining fire in the same squares in consecutive rounds.
Autofire Sweep Weapon Focus (Chosen Weapon) Sweep a wide area while using autofire mode.
Biotech Specialist Trained in Mechanics Make custom modifications to Yuuzhan Vong Biotech.
Biotech Surgery Trained in Treat Injury Install a Biotech Prosthesis on a living being.
Brink of Death None Attacks that would kill your enemy reduces them to 0 hit points instead.
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 crace as a standard action.
Feat of Strength Strength 15 Take 10 or 20 on one Strength check or related skill check per encounter.
Galactic Alliance Military Training None You do not move down the condition track the first time an attack exceeds your damage threshold, and you gain access to the Brawler talent tree regardless of class.
Grapple Resistance None Gain a +5 bonus to resist grab and grapple attacks.
Knock Heads Dexterity 13, Strength 13, Multi-Grab You may knock two opponents' heads together after a successful Multi-Grab.
Multi-Grab Dexterity 13 You may grab two opponents as a standard action.
Rancor Crush Strength 15, Crush, Pin, Base Attack Bonus +1 Move an enemy -1 step down the condition track when using the Crush feat.
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.
Returning Bug Proficient with weapon used Thrown razor bugs and thug bugs return to your hand immediately.
Vehicle Systems Expertise Tech Specialist, Trained in Mechanics Recharge shields or reroute power on a vehicle faster than normal.
Zero Range Point-Blank Shot Gain a +1 bonus on your attack roll and deal +1 die of damage when making a ranged attack against an adjacent target or a target in your fighting space.

Jedi Academy Training Manual Edit

FEAT PREREQUISITES BENEFITS
Follow Through None Move when you reduce an enemy to 0 hit points.
Force Regimen Mastery Force Sensitivity, Trained in Use the Force Learn a number of Force Regimens equal to 1+ your Wisdom modifier (minimum of 1).
Long Haft Strike Proficient with long-handled weapon You can wield a long-handled weapon as a double weapon.
Relentless Attack Proficient with chosen weapon, Double Attack with chosen weapon Gain a bonus on attack rolls after missing a target.
Unswerving Resolve Base Attack Bonus +2 Whenever you resist a Fear or Mind-Affecting effect, you gain a temporary Force Point.

Rebellion Era Campaign Guide Edit

This section provides new Feats common to the Rebellion era, as well as a new subcategory of Feats called Species Feats (See below).

FEAT PREREQUISITES BENEFITS
Assured Attack None Reroll the lowest damage die when making a successful attack.
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.
Imperial Military Training None Negate one mind-affecting effect per encounter.
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 none of your allies are near the target.
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.
Unstoppable Combatant Extra Second Wind Catch more than one second wind in an encounter.
Vehicular Surge Trained in Pilot Once per day, gain bonus hit points for a vehicle you pilot.
Vitality Surge Extra Second Wind Catch a second wind even when not at or below half hit points.

Galaxy at War Edit

The Feats presented here supplement those found in the Saga Edition Core Rulebook and are suitable for any era of play. They are designed for heroes who focus on combat, such as those engaged in the galactic conflicts described throughout Galaxy of War. However, any character who qualifies can select these Feats.

FEAT PREREQUISITES BENEFITS
Bantha Herder Proficient with ranged weapon, Base Attack Bonus +1 Move a target damaged by your attack.
Battering Attack Bantha Rush, Trip Knock an opponent Prone when you use Bantha Rush.
Destructive Force None Deal damage to adjacent targets when you damage objects and Vehicles.
Disabler Proficient with Ion weapon Gain benefits when using certain Ion weapons.
Dive for Cover Trained in Jump Jump for Cover as a Reaction.
Fight Through Pain None Use your Will Defense to determine your Damage Threshold.
Force of Personality Charisma 13 Use Wisdom or Charisma to determine Will Defense.
Forceful Blast Proficient with weapon used, 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.
Officer Candidacy Training None Gain a bonus to your Rank and Privilege Score.
Opportunistic Shooter None Gain a bonus Attack of Opportunity with ranged weapons.
Pistoleer Proficient with Pistol weapon Gain benefits when using certain Pistols.
Predictive Defense Intelligence 13 Use Dexterity or Intelligence to determine Reflex Defense.
Resilient Strength Strength 13 Use Strength or Constitution to determine Fortitude Defense.
Riflemaster Proficient with Rifle weapon 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 Proficient with weapon used Gain benefits with certain slugthrowers and sporting weapons.
Staggering Attack Proficient with weapon, Base Attack Bonus +1 Impose penalties to enemy Skill Checks with a successful attack.
Steadying Position Careful Shot Deny target's Dexterity bonus to Reflex Defense when you are Prone and Aiming.

Scavenger's Guide to Droids Edit

The new Feats presented here are available in any era. Some of these Feats are available only to Droids.

FEAT PREREQUISITES BENEFITS
Aiming Accuracy Droid, Point-Blank Shot, Precise Shot, proficient with weapon After aiming as a full-round action, gain a +5 on next weapon attack.
Damage Conversion Droid, Dexterity 13 Take additional hit point damage instead of moving down the condition track.
Distracting Droid Droid Attempt to deny enemies within 6 squares their next move action, with a chance to make enemies flat-footed.
Droid Focus Trained in Mechanics and Use Computer +1 bonus to certain skills and defenses when dealing with a selected class of droid.
Droid Shield Mastery Droid, equipped with shield generator Automatically restore shields in two swift actions.
Erratic Target Droid, equipped with hovering or flying locomotion, Dexterity 13, Dodge Reduce speed by up to 2 squares to increase dodge bonus to Reflex Defense.
Ion Shielding Droid with Strength 13, or Cyborg with Constitution 13 Move only -1 step on condition track when ion damage exceeds damage threshold.
Logic Upgrade: Skill Swap Droid, equipped with basic processor Swap a trained skill for an untrained skill on the fly.
Mechanical Martial Arts Droid, Martial Arts I, Base Attack Bonus +1 Give an enemy a -5 penalty on attack rolls and damage rolls for one round after striking it in unarmed combat.
Multi-Targeting Droid, Intelligence 13, proficient with weapon You can spread your aim action across multiple consecutive rounds.
Pincer Droid, equipped with claw or hand appendage, Base Attack Bonus +1, Pin, Crush Maintain Pin feat and make subsequent grapple checks as a swift action. Apply Crush to each check.
Pinpoint Accuracy Droid, Aiming Accuracy, Point-Blank Shot, Precise shot, proficient with weapon Move target -1 step on the condition track when you hit with Aiming Accuracy.
Sensor Link Droid or cyborg with associated hardware Share sensor data instantly with an ally.
Shield Surge Droid or cyborg with scomp link or similar direct data link with the vehicle, trained in Mechanics Trade vehicle's SR for damage taken.
Slammer Small or larger droid, equipped with at least two suitable appendages, Strength 13 Triple Strength bonus to damage rolls on this special melee attack.
Tool Frenzy Small or larger droid, equipped with at least two appendages with tools Gain +2 to attack rolls and damage rolls with nonweapon appendages in exchange for a -2 penalty to Reflex Defense.
Turn and Burn Droid, equipped with hovering, flying, wheeled, or tracked locomotion, Dexterity 13 Withdraw by clearing threatened squares in up to 2 squares of movement, move your speed when using the withdraw action. Withdraw as a reaction by spending a Force Point.

Galaxy of Intrigue Edit

The Feats presented here supplement those found in the Saga Edition core rulebook and are suitable for any era of play. These Feats are designed with intrigue-oriented characters in mind, although any character who qualifies can select these Feats.

FEAT PREREQUISITES BENEFITS
Adaptable Talent None Gain access to an additional Talent.
Bone Crusher Crush, Pin Move damaged Grappled opponent -1 step on the Condition Track.
Brilliant Defense Intelligence 13 Add your Intelligence bonus to your Reflex Defense as a Reaction.
Channel Rage Rage Species Trait Instead of Raging, gain +5 to Will Defense
Cut the Red Tape Trained in Knowledge (Bureaucracy) Use Knowledge (Bureaucracy) in place of Gather Information
Demoralizing Strike Charisma 13 Make an Intimidation check when you deal damage with an Attack of Opportunity.
Disturbing Presence Trained in Deception Make a Deception check to move through Threatened Area without provoking Attacks of Opportunity.
Expert Briber Charisma 13 Reduce the time and cost of Bribery attempts.
Fléche Base Attack Bonus +1 When Charging, turn any natural attack roll of 17+ into a critical hit.
Forceful Recovery Force Sensitivity, Force Training Regain one Force Power when you catch a Second Wind.
Grazing Shot Point-Blank Shot Strike two targets in direct line of sight, dealing half damage to each.
Hobbling Strike Sneak Attack, Rapid Shot or Rapid Strike Reduce the target's speed instead of dealing damage.
Improved Opportunistic Trickery Combat Reflexes, Opportunistic Trickery Sacrifice Attack of Opportunity to reduce target's Reflex Defense by 5.
Indomitable Personality Charisma 13 Add your Charisma bonus to your Will Defense as a Reaction.
Master of Disguise Trained in Deception, Charisma 13 Gain +5 to creating a Deceptive Appearance or a Forged Document, and reduce the penalty for rushing.
Meat Shield Point-Blank Shot, Precise Shot, Base Attack Bonus +4 Gain Cover bonus equal to opponent's Cover bonus.
Opportunistic Trickery Combat Reflexes, Sneak Attack Sacrifice Attack of Opportunity to reduce target's Reflex Defense by 2.
Recurring Success None Gain extra use of a 1/encounter Talent or Feat.
Resolute Stance Base Attack Bonus +1 Gain +2 or +5 to Will Defense when you Fight Defensively.
Sadistic Strike None Move opponents -1 step on the Condition Track when you deliver a Coup de Grace.
Silver Tongue Trained in Persuasion Intimidate a creature or change it's Attitude as a Standard Action.
Skill Challenge: Catastrophic Avoidance None Catastrophic Failures in a Skill Challenge occur less frequently, and with milder results.
Skill Challenge: Last Resort None Reroll a third failed Skill Check during a Skill Challenge, keeping the better result.
Skill Challenge: Recovery None Treat a Skill Challenge as if it had the Recovery effect.
Stand Tall None When you take damage, nearby allies attack your attacker.
Wookiee Grip Strength 13 Wield two-handed weapons in a single hand.

Unknown Regions Edit

The Feats presented here supplement those found in the Saga Edition Core Rulebook and are suitable for any era of play. Although these Feats are designed with an emphasis on self-reliance in exploration, any character who qualifies can select them.

FEAT PREREQUISITES BENEFITS
Acrobatic Ally Dexterity 13, Strength 13, Trained in Acrobatics Hoist or toss an ally of your size or smaller up to 2 squares.
Acrobatic Dodge Dexterity 13, Mobility, Skill Focus (Acrobatics), Trained in Acrobatics When a melee attack misses you, move into an adjacent square without provoking an attack of opportunity.
Combat Trickery Trained in Deception Spend two swift actions to make Deception check to make enemy flat-footed.
Elder's Knowledge Skill Focus (Knowledge [Social Sciences]) or (Knowledge [Galactic Lore]) Substitute a Knowledge (Social Sciences) or (Galactic Lore) skill check for a Wisdom-related skill check.
Frightening Cleave Strength 13, Cleave, Power Attack, Base Attack Bonus +4 When you use the Cleave feat, each enemy within 6 squares and line of sight takes a penalty to Reflex Defense, skill checks, and attack rolls against you.
Grab Back Dexterity 13 As a reaction, make a grab or grapple attack following a failed grab or grapple attack made against you.
Halt Trip, Weapon Focus in selected weapon, Weapon Proficiency in selected weapon, Base Attack Bonus +8 Knock an enemy prone after a successful attack of opportunity, immediately end the target's remaining actions when also exceeding its damage threshold.
Heavy Hitter Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons) Add 1 point of damage for every 5 points rolled above the target's Reflex Defense, plus additional benefits when you exceed the target's damage threshold.
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.

Improved Sleight of Hand Dexterity 15, Skill Focus (Deception), Trained in Deception and Stealth. Use Deception to aid your Stealth check to use Sleight of Hand; use Stealth to draw and palm a weapon simultaneously.
Improvised Weapon Mastery Weapon Proficiency (Simple Weapons) Treat improvised weapons as simple weapons, deal +1d6 points of damage.
Instinctive Attack Proficient in weapon used, living character (not a Droid) Spend a Force Point to reroll an attack and take the better result.
Instinctive Defense Living character (not a Droid) Spend a Force Point to increase all defenses by 2 for 1 round.
Intimidator Trained in Persuasion When you successfully intimidate, enemy takes -5 to skill checks and -2 to attack for one round.
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.
Nikto Survival Member of Nikto subspecies Reroll Survival checks in native environment.
Targeted Area Weapon Proficiency in selected weapon, 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 skill as if you have a medpac for Treat Injury checks.

Additional Specialization Feats Lists Edit

In various expansions to Saga Edition, there are series of Feats that are compiled together for convenience sake. While they are intended to be for greater specialization in certain area, any character who qualifies can select them.

Martial Arts Feats Edit

Reference Book: Star Wars Saga Edition Galaxy at War

The following Feats represent basic training in a variety of Martial Arts styles. Additionally, many of them have special effects when used in conjunction with style-specific Talents available to the Martial Arts Master Prestige Class.

MARTIAL ARTS FEAT PREREQUISITES BENEFITS
Echani Training Dexterity 13, Martial Arts I Double Strength bonus to Unarmed damage.

Knock target Prone.

Hijkata Training Combat Reflexes, Martial Arts I Make counterattacks.

Impose penalties to enemy attacks.

K'tara Training Martial Arts I, Trained in Stealth Deal extra damage against Flat-Footed enemy. Render target Mute.
K'thri Training Dual Weapon Mastery I, Martial Arts I Make swift Unarmed attacks.

Deal half damage on misses.

Stava Training Martial Arts I, Running Attack Grab and Grapple as a larger creature.

Grab after Charging.

Tae-Jitsu Training Dodge, Martial Arts I, Trained in Initiative Deal more damage on critical hits.

Use Dodge against enemies.

Teras Kasi Training Strength 13, Martial Arts I Treat target's Damage Threshold as lower.
Wrruushi Training Constitution 13, Martial Arts I, Wookiee Gain bonus hit points on Unarmed attacks.

Deny target Equipment bonus.

Team Feats Edit

Reference Book: Star Wars Saga Edition Galaxy at War

The following Feats, collectively referred to as Team Feats, allow multiple heroes in a party to take the same Feat to gain cumulative benefits. These Team Feats represent the concept that you and your allies have trained together and are part of the same military unit. When a mission calls for specialized skills, your group is chosen because you work well together and can get the job done.

Each Team Feat provides a competence bonus to a particular Skill Check, the same type of bonus that is provided by the Skill Focus Feat. If you are considering taking either a Team Feat or the Skill Focus Feat, consider whether other heroes in your group are willing to take the same Feat. If at least two other allies take the same Feat, you will gain a greater benefit by taking the Team Feat rather than the Skill Focus Feat. However, if fewer than two other allies take the Team Feat, you will gain a greater benefit by taking the Skill Focus Feat instead.

TEAM FEAT PREREQUISITES BENEFITS
Aquatic Specialists Trained in Swim Gain bonuses on Swim checks when near allies.
Ascension Specialists Trained in Climb Gain bonuses on Climb checks when near allies.
Covert Operatives Trained in Stealth Gain bonuses on Stealth checks when near allies.
Medical Team Trained in Treat Injury Gain bonuses on Treat Injury checks when near allies.
Mounted Regiment Trained in Ride Gain bonuses on Ride checks when near allies.
Nimble Team Trained in Acrobatics Gain bonuses on Acrobatics checks when near allies.
Slicer Team Trained in Use Computer Gain bonuses on Use Computer checks when near allies.
Technical Experts Trained in Mechanics Gain bonuses on Mechanics checks when near allies.
Tireless Squad Trained in Endurance Gain bonuses on Endurance checks when near allies.
Unhindered Approach Trained in Jump Gain bonuses on Jump checks checks when near allies.
Unified Squadron Trained in Pilot Gain bonuses on Pilot checks checks when near allies.
Wary Sentries Trained in Perception Gain bonuses on Perception checks when near allies.
Wilderness Specialists Trained in Survival Gain bonuses on Survival checks when near allies.

Species Feats Edit

Reference Book: Star Wars Saga Edition Rebellion Era Campaign Guide

The Species described in the Saga Edition Core Rulebook represent many of the most common (And popular) Species in the galaxy during the Rebellion era. To emphasize the iconic nature of these Species, this section introduces new Feats, called Species Feats, to the game. In essence, a Species Feat rewards you for choosing an iconic Species by enhancing something that your Species already does well. This section provides three Species Feats for each core Species except Humans. You can take any or all of these Feats for your character. No Species Feats are considered Bonus Feats for any Heroic Class.

SPECIES FEAT PREREQUISITES BENEFITS
Bothan Will Bothan Gain a bonus to Will Defense when an enemy fails to overcome your iron will.
Confident Success Bothan Gain a Force Point when you successfully learn secret information.
Lasting Influence Bothan After a successful Persuasion check, gain a bonus to future Persuasion checks.
Binary Mind Cerean Enemies must roll twice, keeping the lower result, on Mind-Affecting effects.
Mind of Reason Cerean Use Wisdom instead of Intelligence for Intelligence-based Skill Checks.
Perfect Intuition Cerean Reroll Initiative checks, always keeping the better result.
Flawless Pilot Duros Reroll Pilot checks, always keeping the better result.
Spacer's Surge Duros Gain a temporary Force Point when you roll a Natural 20 on a Pilot check.
Veteran Spacer Duros Gain a bonus to Use Computer checks made to Astrogate.
Ample Foraging Ewok Grant a bonus to alies' Fortitude Defense by foraging.
Forest Stalker Ewok Reroll Stealth checks, always keeping the better result.
Keen Scent Ewok Increase the range of your Scent ability by 20 squares.
Increased Resistance Gamorrean Gain a bonus to Fortitude Defense when an enemy fails to affect you.
Primitive Warrior Gamorrean Deal +1 die of damage with Simple Weapons (Melee).
Quick Comeback Gamorrean Recover quickly after being moved down the Condition Track by damage.
Gungan Weapon Master Gungan Increase the die type when adding to attacks with an Atlatl or cesta.
Perfect Swimmer Gungan Reroll Swim checks, always keeping the better result.
Warrior Heritage Gungan Gain a bonus to Will Defense when using an atlatl or cesta.
Devastating Bellow Ithorian Deal more damage with your Bellow attacks.
Natural Specialist Ithorian Increase the die type when adding to a Knowledge (Life Sciences) check.
Strong Bellow Ithorian Use your Bellow ability without moving down the Condition Track.
Justice Seeker Kel Dor Gain a bonus to damage rolls against those who harm your allies.
Read the Winds Kel Dor Detect hidden enemies within 10 squares of you.
Scion of Dorin Kel Dor Gain a bonus to Fortitude Defense against Atmospheric Hazards.
Fast Swimmer Mon Calamari Gain a bonus to your Swim Speed.
Mon Calamari Shipwright Mon Calamari Reroute power more quickly and without the risk of failure.
Sharp Senses Mon Calamari Increase the die type when adding to a Perception check.
Clawed Subspecies Quarren Deal damage with sharp claws on Unarmed attacks.
Deep Sight Quarren Gain Darkvision and ignore Total Concealment from darkness.
Shrewd Bargainer Quarren Suppress opponents' insight and morale bonuses to Will Defense.
Fringe Benefits Rodian Reduce the cost multiplier of goods bought on the Black Market.
Hunter's Instincts Rodian Reroll Perception checks, always keeping the better result.
Master Tracker Rodian Increase the die type when adding to a Survival check.
Darkness Dweller Sullustan Impose a penalty to Stealth checks made when close to you.
Disarming Charm Sullustan Gain a bonus to Skill Checks on targets whose Attitude you have improved.
Sure Climber Sullustan Gain a Climb Speed of 4 squares.
Pitiless Warrior Trandoshan Gain bonus Hit Points whenever you take down a foe.
Regenerative Healing Trandoshan Regain more Hit Points (But more slowly) when you catch a Second Wind.
Thick Skin Trandoshan Gain a +2 Species bonus to your Fortitude Defense.
Imperceptible Liar Twi'lek Increase the die type when adding to a Deception check.
Jedi Heritage Twi'lek, Force Sensitivity Gain extra Force Powers when you take the Force Training Feat.
Survivor of Ryloth Twi'lek Make Survival checks to resist Extreme Heat and Extreme Cold.
Bowcaster Marksman Wookiee Gain a bonus to damage rolls when you spend a Force Point on a bowcaster attack.
Resurgent Vitality Wookiee Gain additional Hit Points when catching a Second Wind.
Wroshyr Rage Wookiee Gain bonus Hit Points when Raging.
Inborn Resiliance Zabrak Reduce one Defense bonus but increase another.
Instinctive Perception Zabrak Gain a temporary Force Point when your Perception reroll is lower.
Unwavering Focus Zabrak Impose a penalty to Skill Checks for Mind-Affecting effects that target you.