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A character gets a feat of their choice at character level 1 and 3, then at every third character level (that's the total of all class's levels). They receive bonus feats (from the class's bonus feat list) at even numbered class levels.

List Edit

Feat Prerequisites Effect
A Few Maneuvers Dodge, Vehicular Combat When piloting Colossal or smaller vehicle grant +2 Reflex and avoid missiles. 
Accelerated Strike Base attack bonus +6 Once per encounter, full attack as a standard action.
Acrobatic Ally Strength 13, Dexterity 13, trained in Acrobatics Can hoist or toss an ally.
Acrobatic Dodge Dexterity 13, Dodge, Mobility, Skill Focus (Acrobatics), trained in Acrobatics Once per encounter, move as a reaction.
Acrobatic Strike Trained in Acrobatics A successful tumble grants +2 on your next attack against that opponent.
Adaptable Talent None Choose a talent. You can swap this talent in and out with your other talents.
Advantageous Attack Base attack bonus +1 If an opponent has not yet acted you add your full heroic level on damage rolls against that opponent.
Advantageous Cover Trained in Stealth Take no damage from area attacks if you have cover.
Angled Throw Dexterity 13 If your attack roll is 15 or higher your grenades ignore cover.
Armor Proficiency (Heavy) Armor Proficiency (Light), Armor Proficiency (Medium) No penalty on attack and no armor check penalty while wearing heavy armor.
Armor Proficiency (Light) None No penalty on attack and no armor check penalty while wearing light armor.
Armor Proficiency (Medium) Armor Proficiency (Light) No penalty on attack and no armor check penalty while wearing medium armor.
Artillery Shot None Bigger radius on splash attacks at short range or longer.
Assured Attack None When rolling multiple damage dice, reroll the lowest.
Attack Combo (Fire and Strike) Attack Combo (Melee), Attack Combo (Ranged), base attack bonus +9 If you hit an enemy with two attacks in one turn all of your attacks deal +1 die of damage until the end of your next turn.
Attack Combo (Melee) Base attack bonus +3 If you hit an enemy with two melee attacks in one turn all of your melee attacks deal +1 die of damage until the end of your next turn.
Attack Combo (Ranged) Base attack bonus +3 If you hit an enemy with two ranged attacks in one turn all of your ranged attacks deal +1 die of damage until the end of your next turn.
Autofire Assault None Target same area again to deal more damage and reduce attack penalty.
Autofire Sweep None You can make autofire attacks as a 6 square cone.
Bad Feeling None You can always take a move action during a surprise round.
Bantha Herder Base attack bonus +1 Your attacks can move targets.
Bantha Rush Strength 13, base attack bonus +1 When you grapple an opponent you can move them.
Battering Attack Bantha Rush, Trip When you move a creature with Bantha Rush, knock it prone.
Biotech Specialist Trained in Mechanics You can modify biotech devices.
Biotech Surgery Trained in Treat Injury You can install biotech prosthesis.
Blaster Barrage Coordinated Attack Autofire attacks can grant allies attack bonuses.
Bone Crusher Crush, Pin Move grappled opponent down the condition track.
Brilliant Defense Intelligence 13 Once per encounter add your Intelligence modifier to your Reflex Defense.
Brink of Death None Can choose to leave target unconscious but alive.
Burst Fire Weapon Proficiency (Heavy Weapons) Can take a -5 penalty to deal +2 dice of damage.
Burst of Speed Trained in Endurance As a move action you can move up to twice your speed and move down the condition track.
Careful Shot Point Blank Shot, base attack bonus +2 If you aim before you make a ranged attack you get a +1 bonus to the attack roll.
Channel Rage Rage species trait Gain a bonus to Will instead of entering a rage.
Charging Fire Base attack bonus +4 You can make a ranged attack at the end of a charge.
Cleave Strength 13, Power Attack If you reduce an opponent to 0 hit points you can immediately make another attack.
Close Combat Escape Trained in Acrobatics When you escape a grapple you can attack the against the opponent that had grappled you.
Collateral Damage Rapid Shot, base attack bonus +6 You can make a second attack if the first hits.
Combat Reflexes None You can make multiple attacks of opportunity in one round.
Combat Trickery Trained in Deception You can spend two swift action to attempt to make an enemy flat-footed.
Conditioning Strength 13, Constitution 13 You can reroll Strength- and Constitution-based skill checks and once per encounter can add your Strength mod to your Fortitude defense.
Controlled Rage Rage species trait You enter a rage as a swift action and can end it voluntarily.
Coordinated Attack Base attack bonus +2 You are automatically successful when aiding an ally's attack.
Coordinated Barrage Coordinated Attack, base attack bonus +5 When you aid an ally's attack you can grant extra dice of damage.
Cornered None If you cannot withdraw you get a +2 bonus on attack rolls against enemies who threaten you.
Critical Strike Base attack bonus +9 Spend two consecutive swift action to increase critical range by 1.
Crossfire Point Blank Shot, Precise Shot, base attack bonus +6 If you miss you can try to hit another enemy in the way.
Crush Pin, base attack bonus +1 When you pin an opponent you can damage them immediately.
Cunning Attack None You get a +2 bonus on attack rolls against flat-footed targets.
Cut the Red Tape Trained in Knowledge (Bureaucracy) You can use your Knowledge (Bureaucracy) in place of Gather Information.
Cybernetic Surgery Trained in Treat Injury Can install cybernetic prosthesis.
Deadeye Point Blank Shot, Precise Shot, base attack bonus +4 When you aim, your attack deals +1 die of damage.
Deadly Sniper Sniper, trained in Stealth, base attack bonus +9 When you attack a target that is unaware of you, you get a +2 bonus to attack rolls and deal +1 die of damage.
Deceptive Drop Trained in Initiative During surprise round you can knock targets prone.
Deft Charge None Can take some actions after a charge.
Demoralizing Strike Charisma 13 When you hit with an attack of opportunity you can intimidate that opponent as a free action.
Desperate Gambit None Once per turn, you can reroll an attack roll but take a -2 penalty to your Reflex Defense.
Destructive Force None When you break an object you can damage all adjacent all characters.
Disabler None You gain bonuses when using certain ion weapons.
Disturbing Presence Trained in Deception You can use Deception to move through occupied spaces.
Dive for Cover Trained in Jump Once per turn, you can jump to cover to gain cover against a ranged attack.
Dodge Dexterity 13 Gain a +1 bonus to Reflex Defense against one opponent.
Double Attack Base attack bonus +6 Make an extra attack on a full attack action but all attacks are at a -5 penalty.
Dreadful Rage Rage species trait, base attack bonus +1 You rage bonus on melee attack and damage rolls increases to +5.
Droid Focus Trained in Mechanics and Use Computer You gain a bonus on skills and defenses with a chosen degree of droid.
Droid Hunter None You gain a +2 bonus on damage rolls against droids.
Droidcraft Trained in Mechanics You can repair a droid in 10 minutes.
Dual Weapon Mastery I Dexterity 13, base attack bonus +1 Reduce dual wielding penalty.
Dual Weapon Mastery II Dexterity 15, Dual Weapon Mastery I, base attack bonus +5 Reduce dual wielding penalty.
Dual Weapon Mastery III Dexterity 17, Dual Weapon Mastery I, Dual Weapon Mastery II, base attack bonus +11 Remove dual wielding penalty.
Duck and Cover Trained in Stealth When missed by an area attack you can move two squares.
Elder's Knowledge Skill Focus (Knowledge [Galactic Lore]) or Skill Focus (Knowledge [Social Sciences]) Can substitute Knowledge (Galactic Lore) or Knowledge (Social Sciences) for Wisdom or Wisdom-based checks.
Exotic Weapon Proficiency Base attack bonus +1 You gain proficiency with a single exotic weapon.
Experienced Medic Trained in Treat Injury You can perform surgery on multiple creatures at once.
Expert Briber Charisma 13 You reduce the DC to haggle.
Expert Droid Repair Trained in Mechanics You can repair multiple droids at once.
Extra Rage Rage species trait You can rage one additional time per day.
Extra Second Wind Trained in Endurance You can catch an additional second wind each day.
Far Shot Point Blank Shot Reduce range penalties.
Fast Surge None Catch a second wind as a free action.
Fatal Hit Strength 13, Dexterity 13 Can choose to kill an enemy instead of fall unconcious.
Feat of Strength Strength 15 Take 20 on a Strength check or Strength-based skill check as a full round action.
Fight Through Pain None Use your Will Defense to determine your damage threshold.
Flash and Clear None Gain concealment from enemies you hit with area attacks.
Flèche Base attack bonus +1 Can turn rolls of 17+ into critical hits on charges.
Flood of Fire None Can deny enemies dodge bonuses with autofire attacks.
Fleet-Footed Running Attack Increase speed when using Running Attack.
Flurry Dexterity 13 Can take -5 Reflex to get +2 to hit.
Focused Rage Rage species trait, Controlled Rage. You can use skills that require patience while raging, at a -5 penalty.
Follow Through None Move when you reduce an enemy to 0 hit points.
Force Boon Force Sensitivity You gain 3 additional Force Points.
Force of Personality Charisma 13 You can use your Charisma or your Wisdom to determine your Will Defense.
Force Readiness None You can spend Force Points as a free action, even if it isn't your turn.
Force Regimen Mastery Force Sensitivity, trained in Use the Force Gain access to a number of Force Regimens.
Force Sensitivity Not a droid Can make Use the Force checks and take Force Talents.
Force Training Force Sensitivity, trained in Use the Force Gain access to a number of force powers.
Forceful Blast Base attack bonus +1 You can move targets with grenade attacks.
Forceful Recovery Force Sensitivity, Force Training When you catch a second wind regain a force power.
Fortifying Recovery Constitution 13 When you take the recover action you also gain bonus hit points.
Friends in Low Places Trained in Gather Information Can use Gather Information to get licensed and restricted items.
Frightening Cleave Strength 13, Cleave, Power Attack, base attack bonus +4 Enemies who see you cleave take a penalty to Reflex Defense.
Galactic Alliance Military Training None Once per encounter, you do not move down the condition track.
Gearhead None Once per encounter, make a Mechanics or Use Computer check in less time.
Grab Back Dexterity 13 Can immediately grab an opponent that misses you.
Grand Army of the Republic Training None Your armor grants a bonus to your Will Defense.
Grapple Resistance None You get a +5 bonus to your Reflex Defense to resist grapple attacks.
Grazing Shot Point Blank Shot You can damage multiple enemies with one attack.
Great Cleave Strength 13, Cleave, Power Attack, base attack bonus +4. You can use Cleave any number of times per round.
Gunnery Specialist Base attack bonus +1 You are proficient with vehicle weapons and can reroll attack rolls made with them.
Halt Trip, base attack bonus +8 Your attacks of opportunity can halt movement.
Hasty Modification Tech Specialist You can exchange an item trait from Tech Specialist in one minute.
Heavy Hitter Weapon Focus (Heavy Weapons), Weapon Proficiency (Heavy Weapons) Deal more damage if you exceed their Reflex Defense by 5 or more.
Hideous Visage Shapeshift species trait Can make a Deception check to startle an opponent.
Hobbling Strike Sneak Attack, or Rapid Shot, or Rapid Strike Can give up extra damage to reduce the target's speed.
Hold Together Trained in Mechanics You can delay damage to a vehicle.
Hyperblazer Trained in Use Computer You calculate hyperspace routes twice as fast.
Imperial Military Training None Once per encounter, as a free action on your turn, you can negate any one mind-affecting effect targeting or currently affecting you.
Impersonate Shapeshift species trait, Skill Focus (Deception) You can make a Deception check to alter your features to that of a specific person. This feat also allows you to change your voice to match the target's. You always treat impersonating a person as a Moderate deception.
Impetuous Move Constitution 13 When you catch a second wind, you can choose to regain only half of the hit points you normally would with a second wind and immediately move up to half of your speed. This movement does not provoke attacks of opportunity.
Implant Training Must possess a cybernetic implant You are not moved an extra step down the condition track when you would normally be moved down the condition track.
Improved Bantha Rush Bantha Rush, Strength 15, base attack bonus +1 When making a Bantha Rush, you push your opponent a number of additional squares away from you equal to half your Strength modifier (round down, minimum 2 squares pushed total).
Improved Charge Dexterity 13, DodgeMobility You can make a charge without having to move in a straight line, and you can alter your direction when making a charge to avoid obstacles. All other charge rules apply.
Improved Defenses None You gain a +1 bonus to your Reflex Defense, Fortitude Defense, and Will Defense.
Improved Disarm Intelligence 13, Melee Defense You gain a +5 bonus on any melee attack roll made to disarm an opponent. In addition, if you fail to disarm an opponent, he doesn't get to make a free attack against you.
Improved Damage Threshold None You increase your damage threshold by 5.
Improved Opportunistic Trickery Combat ReflexesOpportunistic Trickery Whenever an opponent provokes an attack of opportunity from you, once per turn you can sacrifice the attack to reduce the target's Reflex Defense by 5 until the end of the target's next turn.
Improved Rapid Strike Rapid Strike When using a light melee weapon or lightsaber with the Rapid Strike feat, you can take a -5 penalty to your attack roll to gain +2 dice of damage on a successful strike.
Improved Sleight of Hand Dexterity 15, Skill Focus (Deception), trained in Deception and Stealth When using the Sleight of Hand application of the Stealth skill, you can use your Deception skill to improve you chances of success. Prior to making the Stealth check, you can make a Deception check as a swift action. The opposed Perception check of anyone attempting to notice your action must exceed both your Deception check and your Stealth check. Additionally, you can as a single action, use Improved Sleight of Hand to simultaneously draw and palm a weapon two sizes smaller than you. Make a Stealth check as a free action when drawing your weapon to successfully conceal it in a position in your hand (or similar appendage), where you can use it on a following action. Once the weapon is used, you can attempt to palm it again as a swift action.
Improvised Weapon Mastery Weapon Proficiency (Simple Weapons) You treat all improvised weapons as simple weapons, and you can use them without penalty and with talents and feats designed for use with simple weapons. You also deal an additional 1d6 points of damage on a successful hit.
Impulsive Flight None You can withdraw one extra square using the withdraw action.
Increased Agility Conditioning You increase your Climb speed, Swim speed and Jump distance by 2 squares and do not lose your Dexterity bonus to Reflex Defense when climbing.
Indomitable Personality Charisma 13 Once per encounter, you can add your Charisma modifier to your Will Defense as a reaction; this benefit lasts until the end of your next turn.
Informer Trained in Perception You can use your Perception modifier instead of your Gather Information modifier when making Gather Information checks. You are considered trained in the Gather Information skill. If you are entitled to a Gather Information check reroll, you can reroll your Perception check instead (subject to the same circumstances and limitations). Additionally, when you have favorable conditions for your Gather Information check (such as from operating on your home planet), you reduce by half the time it takes to make a Gather Information check.
Instinctive Attack Non-Droid When you use a Force Point when making an attack with a weapon with which you are proficient, you can reroll the attack and take the better result. Apply the results of the die from the Force Point to the better result.
Instinctive Defense Non-Droid On your turn, as a free action, you can spend a Force Point to increase all of your defenses by 2 until the start of your next turn.
Intimidator Trained in Persuasion When you successfully use the Intimidate application of the Persuasion skill against a creature, instead of the normal results, the creature takes a -5 penalty to all skill checks (including Use the Force) and a -2 penalty to all attacks when you are within its line of sight, until the end of your next turn. If aboard another vehicle, your enemy must be able to see or detect your vehicle.
Ion Shielding (Droid and Strength 13) or (Cyborg and Constitution 13) If the ion damage (before being halved) equals or exceeds your damage threshold, you move only -1 step on the condition track.
Jedi Familiarity None Once per encounter, when you are targeted or affected by a Force power or Force talent originating from an ally, you gain one temporary Force Point, which must be spent before the end of the encounter or it goes away. If the Force power or Force talent damages you or moves you down the condition track, you do not gain the benefit of this feat.
Knife Trick Lightning Draw, trained in Stealth If you have a concealed weapon, you threaten squares as though armed with a melee weapon. When you can make an attack of opportunity, you can draw a weapon you have successfully concealed on your person and make a single attack against the target. If you choose not to draw your concealed weapon and attack with it, you cannot make the attack of opportunity unless you would otherwise normally be able to do so.
Knock Heads Strength 13, Dexterity 13, Multi-Grab After successfully using the Multi-Grab feat against two targets that are both adjacent to you and each other, you can immediately knock their heads together, dealing automatic bludgeoning damage to each creature equal to 1d6 plus your Strength modifier. When comparing the damage to each creature's damage threshold, treat their damage thresholds as if they were five points lower. Both creatures are still considered grabbed at the end of using this feat.
Leader of Droids None Whenever you provide a beneficial, mind-affecting effect to your allies, you may select from among these allies a number of droid equal to your Intelligence modifier (minimum 1). The droids you designate ignore their mind-affecting immunity with regards to this effect, provided they are willing to ignore this immunity.
Lightning Draw Quick Draw Once per encounter, you can draw a holstered weapon and attack as a single standard action.
Linguist Intelligence 13 You gain a number of additional languages equal to 1 + your Intelligence modifier (minimum 1).
Long Haft Strike None When you use a lightsaber pike or a long-handle lightsaber, you can attack with both ends of the weapon, treating it as a double weapon.
Mandalorian Training Charging Fire When using the Charging Fire feat, you gain a +2 bonus to a ranged attack made at the end of a charge. As with a normal charge, you still take a -2 penalty to your Reflex Defense, but you also gain a +2 morale bonus to your Will Defense

until the beginning of your next turn.

Maniacal Charge None When using the charge action, you can make a Persuasion check as a free

action to intimidate your target and each enemy you pass within 1 square of. When you check succeeds against an enemy you pass, it cannot make an attack of opportunity against you. When you check succeeds against your target, it loses its Dexterity bonus and considered flat-footed until the start of your next turn.

Master of Disguise Charisma 13, trained in Deception You gain a +5 insight bonus to your Deception check when creating a deceptive appearance or a forged document. In addition, you can rush the process by taking a -2 penalty to the Deception check.
Meat Shield Point Blank Shot, Precise Shot, base attack bonus +4 Whenever an opponent attacks you while in cover provided by another character, creature, or droid, you are treated as being in cover from attacks by that opponent.
Melee Defense Intelligence 13 When you use a standard action to make a melee attack, you can take a penalty of up to -5 on your attack roll and add the same number (up to +5) as a dodge bonus to your Reflex Defense. This number may not exceed your base attack bonus. The changes to attack rolls and Reflex Defense

last until the start of your next turn.

Metamorph Constitution 13, shapeshift species trait, trained in Deception As a full-round action, you can change your mass when you use your shapeshift species trait, increasing or decreasing your size by one step. You gain all of the bonuses and penalties related to your new size. You can maintain this form for a number of rounds per day equal to your Constitution score.
Mighty Swing Strength 13 You can spend two swift actions in the same round to deal +1 die of damage on your next melee attack in the same round.
Mighty Throw Strength 13 You can add your Strength modifier (in addition to your Dexterity modifier) to your ranged attack bonus when using thrown weapons (including grenades and grenade-like weapons). Also, you can increase the length of each range category by a number of squares equal to your

Strength modifier.

Mission Specialist None Choose one skill in which you are trained. Allies who are not trained in that skill gain a +2 competence bonus to the skill while they are within 12 squares of you.
Mobility Dexterity 13, Dodge You get a +5 dodge bonus to Reflex Defense against attacks of opportunity caused when you move out of or into a threatened area.
Momentum Strike Trained in Pilot or Ride When riding a beast as a mount or on a speeder bike (as a passenger or a pilot), you add +1 die of damage to any melee attacks if your mount or

vehicle has already moved at least its speed this turn.

Mounted Combat Trained in Ride You can make a DC 20 Ride check as a swift action to spur your living mount to move faster than its normal speed.
Mounted Defense Trained in Pilot or Ride When riding a beast as a mount or on a speeder bike (as a passenger or a pilot), once per encounter you can redirect any attack made against you at your mount or vehicle instead.
Mounted Regiment Trained in Ride You gain a +3 competence bonus on Ride checks.
Moving Target Dodge If you end your turn at least 3 squares away from where you started, you gain a +1 dodge bonus to your Reflex Defense until the start of your next turn.
Multi-Grab Dexterity 13 As a standard action you may make a grab attack against two targets adjacent to you (roll a separate attack against each target). You must have two empty hands to use this feat.
Natural Leader Charisma 13 You become the leader of an organization of your design.
Never Surrender Trained in Endurance The first time you would be reduced to 0 hit points in an encounter, you can make an Endurance check as a reaction, with a DC equal to the number of points of damage being dealt to you. If your check succeeds, you are instead reduced to 1 hit point.
Officer Candidacy Training None You gain a +2 bonus to your Rank and Privilege organization score.
Opportunistic Retreat Combat Reflexes Whenever an opponent provokes an attack of opportunity from you, once per turn you can sacrifice the attack to move a number of squares equal to one-half your speed. Moving in this way does not provoke attacks of opportunity.
Opportunistic Shooter None You gain a +2 bonus on attacks of opportunity with ranged weapons.
Opportunistic Trickery Combat Reflexes, Sneak Attack Whenever an opponent provokes an attack of opportunity from you, once per turn you can sacrifice that attack to reduce the target's Reflex Defense by 2 for the following round.
Overwhelming Attack None You must spend two swift actions in the same round to activate this feat. If your target attempts to use a talent, feat, or other ability to

negate your attack (such as Block, Deflect, or Vehicular Combat), the target takes a -5 penalty to any attack rolls or skill checks it makes to negate the attack. This effect applies to the next attack you make before the end of the same round.

Pall of the Dark Side Dark Side Score 1+ You can add one-half your Dark Side Score (minimum 1) to any Use the Force checks made to resist attempts to detect you with the Sense Force application of the Use the Force skill.
Pin Base attack bonus +1 If you succeed on a grappling attack and your opponent fails the opposed grapple check, your opponent is automatically pinned until the start of your next turn. A pinned creature can't move or take any actions while pinned, and it loses its Dexterity bonus (if any) to Reflex Defense.
Pistoleer None When you make a ranged attack with a pistol with which you are proficient, you gain one of the following benefits, depending on the kind of pistol you use.
Point Blank Shot None You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range.
Poison Resistance Constitution 13 You gain a +5 bonus to your Fortitude Defense when attacked by poison. If the attack succeeds, you take only half damage.
Power Attack Strength 13 On your action, before making an attack roll, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls.
Power Blast None As a swift action, before making an attack roll, you can choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls.
Powerful Charge Medium or larger size, base attack bonus +1 When you charge, you gain an additional +2 bonus on your melee attack roll. If your melee attack hits, you deal additional damage equal to one-half your level.
Powerful Rage Rage species trait You gain a +4 bonus to Strength checks and Strength-based skill checks when raging.
Precise Shot Point Blank Shot You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without taking the standard -5 penalty.
Predictive Defense Intelligence 13 You can use either your Dexterity modifier or your Intelligence modifier to determine your Reflex Defense.
Prime Shot Point Blank Shot If none of your allies are closer to your target than you are when you make a ranged attack, you gain a +1 circumstance bonus to the attack roll.
Quick Draw Base attack bonus +1 You can draw or holster a weapon as a swift action instead of a move action.
Quick Skill None Once per encounter, you can take 10 when rushed on a single skill check for a skill you are trained in, unless the skill description explicitly forbids it. Alternatively, you can take 20 when using a skill you are trained in at half the normal time required.
Rancor Crush Strength 15, Crush , Pin, base attack bonus +1 When you successfully pin an enemy with the Pin feat and use the Crush feat at the same time, the enemy moves -1 step down the condition track in addition to taking damage.
Rapid Reaction None Once per encounter, you can use two different reactions in response to the same trigger.
Rapid Shot Base attack bonus +1 When using a ranged weapon with which you are proficient, you may fire two shots as a single attack against a single target. You take a -2 penalty on your attack roll, but you deal +1 die of damage with a successful attack.
Rapid Strike Base attack bonus +1 When using a melee weapon with which you are proficient, you may make two strikes as a single attack against a single target. You take a -2 penalty on your attack roll, but deal +1 die of damage with a successful attack.
Rapport None When using the aid another action, you grant an additional +2 insight bonus on skill checks and attack rolls to the character you are assisting.
Rebel Military Training Running Attack Whenever you use the Running Attack feat to move both before and after making an attack, you gain a +2 dodge bonus to your Reflex Defense until the start of your next turn.
Recall Trained in at least one Knowledge skill Once per day, you can reroll any check for a Knowledge skill that you are trained in, using the better result.
Recovering Surge None When you catch a second wind, you move +1 step on the condition track.
Recurring Success None When you select this feat, choose on talent or feat that can normally be used once per encounter. You can use that talent or feat one additional time per encounter.
Relentless Attack Double Attack Choose one weapon group or exotic weapon for which you have the Double Attack feat. Whenever you miss a target with that weapon, you gain a +2 competence bonus on your next attack roll made before the end of your next turn against the missed target.
Republic Military Training None Once per encounter, as a reaction, you gain DR 10 against an incoming attack if you have cover from the attacker. You can gain the DR as long as you have cover, even if your opponent uses aim to ignore your cover bonus to Reflex Defense.
Resilient Strength Strength 13 You can use either your Strength modifier or your Constitution modifier to determine your Fortitude Defense.
Resolute Stance Base attack bonus +1 When you fight defensively, you gain a +2 morale bonus to your Will Defense. If you make no attacks until your next turn, you gain a +5 morale bonus to your Will Defense until the start of your next turn.
Resurgence Trained in Endurance When you catch your second wind, you immediately gain a move action to be used immediately.
Return Fire Dexterity 15, Quick Draw Weapon Focus Select one exotic weapon or weapon group for which you possess the Weapon Focus feat. Once per encounter as a reaction, you can make a single ranged attack with the chosen weapon against an enemy that misses you with a ranged attack, provided you have line of sight to the enemy.
Returning Bug None When you miss with a razor bug or a thud bug, the weapon returns to your hand immediately.
Riflemaster None When you make a ranged attack with a rifle with which you are proficient, you gain one of the following benefits, depending on the kind of rifle you use.
Risk Taker Trained in Climb or Jump You fall only if you fail a Climb check by 10 or more. Additionally, if you make a Jump check and fail to land on a safe or solid surface (such as if you fall into a pit or fail to clear a stream of lava), you can spend a Force Point as a free action and add the result of the Force Point roll to your distance jumped. However, you must land in the first available safe square.
Running Attack Dexterity 13 When making an attack with a melee or ranged weapon, you can move both before and after the attack, provided that the total distance moved is not greater than your speed.
Sadistic Strike None When you deliver a coup de grace to a helpless creature, all opponents within line of sight move -1 step on the condition track until the end of encounter.
Savage Attack Double Attack Choose one the weapon groups or exotic weapons you have selected for the Double Attack feat. When you use a full attack action and successfully hit the target with your first attack, you deal +1 die of damage on each successful attack remaining in the full attack action made against that target.
Scavenger None You can spend 1 hour scavenging materials from other vehicles or objects.
Separatist Military Training None While you are adjacent to at least one of your allies, you gain a +1 circumstance bonus on any one attack roll you make on your turn.
Shake It Off Constitution 13, trained in Endurance You can spend two swift actions instead to move +1 step along the condition track.
Signature Device Tech Specialist You designate a single weapon, suit of armor, vehicle, or other item as your signature item. When making Mechanics checks to modify that piece of equipment, you can take 10 on the check.
Silver Tongue Trained in Persuasion You can intimidate a creature or change its attitude as a standard action.
Sith Military Training None Once per encounter, as a reaction when you reduce a target to 0 hit points or deal damage the exceeds the target's damage threshold, you can activate this feat to cause all enemies within 6 squares of that target to take a -2 penalty to all defenses until the end of your next turn.
Skill Challenge: Catastrophic Avoidance None Once per skill challenge that has a chance of catastrophic failure, this failure occurs only if you fail a skill check by 15 or more.
Skill Challenge: Last Resort None Once per skill challenge, when you or an ally accrues a third failure (which would normally end the skill challenge), you or the ally can reroll the attempt, keeping the better result.
Skill Challenge: Recovery None Once per skill challenge, you treat the challenge as if it had the recover effect, even if it does not have that effect.
Skill Focus None Choose one skill in which you are trained. You gain a +5 competence bonus on all skill checks made with that skill.
Skill Training None Choose one untrained skill from your list of class skills. You become trained in that skill.
Slippery Maneuver Dodge You can apply the effects of the Dodge feat against attacks made from two opponents. In addition, when you use the withdraw action to move away from a target against whom you use the Dodge feat, you can move at your full speed.
Sniper Point Blank Shot, Precise Shot, base attack bonus +4 You always ignore soft cover (that is, cover provided by a character, creature, or droid) when you make a ranged attack
Sniper Shot None When wielding only ranged weapons with which you are proficient, you gain a +2 bonus on your ranged attack, but you take a -5 penalty to Reflex Defense until the beginning of your next turn.
Sport Hunter None When you make a ranged attack with a slugthrower or sporting weapon with which you are proficient, you gain one of the following benefits, depending on the kind of weapon you use.
Spray Shot None When you have a weapon set on autofire, you can reduce the area targeted by your autofire attack to 1 square.
Staggering Attack (GaW) Base attack bonus +1 When using a melee weapon with which you are proficient, you can make an attack that disrupts an enemy's concentration.
Staggering Attack (S&V) Sneak Attack talent or Rapid Shot or Rapid Strike Any time you would deal additional damage from a feat or talent that grants one or more extra dice of damage, you can forgo the extra damage to move the target 2 squares per extra die sacrificed.
Stand Tall None Once per encounter when you take damage, all allies who are within 6 squares of you and within your line of sight can, as a reaction, make a single attack on the target that damaged you.
Starship Designer Tech Specialist, trained in Mechanics You can design a starship from scratch.
Starship Tactics Vehicular Combat, trained in Pilot You add to your starship maneuver suite a number of starship maneuvers equal to 1 + your Wisdom modifier (minimum 1).
Stay Up Trained in Endurance Once per encounter, when you would normally take damage from an attack, you can instead choose to take half damage and move -1 step along the condition track.
Steadying Position Careful Shot When you are prone and aim before making a ranged attack, your target does not benefit from its Dexterity bonus to its Reflex Defense.
Strong in the Force None When you spend a Force Point to adjust the result of an attack roll, skill check, or ability check, you roll d8's instead of d6's.
Superior Tech Intelligence 17, Tech Specialist, 9th level Select one of the following: armor, weapons, droids, vehicles, or devices. You can install advanced traits when modifying the selected type of equipment. These traits replace the traits granted by the Tech Specialist feat. You may still use the Tech Specialist options if you so choose.
Suppression Fire Strength 13, Burst Fire, Weapon Proficiency (Heavy Weapons) When you use the aid another action to impose a penalty to an enemy's attack rolls and your attack roll exceeds the target's Will Defense, that enemy must end its next turn in a position where it has cover from you if possible.
Surgical Expertise Trained in Treat Injury You can perform surgery in 10 minutes.
Swarm Coordinated Attack You gain a +1 circumstance bonus on melee attack rolls for each allied character adjacent to your target.
Tactical Advantage Combat Reflexes When you successfully damage an opponent using an attack of opportunity, you can immediately move 1 square in any direction.
Tactical Genius Starship Tactics, Vehicular Combat, trained in Pilot You regain all spent starship maneuvers at the end of any round in which you roll a natural 20 on an attack roll.
Targeted Area Base attack bonus +5 When you make a successful area attack with a weapon with which you are proficient, select a target hit by the attack. 
Tech Specialist Trained in Mechanics You can modify a device, suit or armor, weapon, droid, or vehicle so that it gains a special trait. Specific traits are given on the table below. You may perform only one modification at a time.
Throw Trip, base attack bonus +1 If you successfully trip an opponent with a grapple attack, the opponent falls prone in any unoccupied space you desire up to 1 square beyond your reach and take bludgeoning damage equal to your unarmed attack damage. A thrown opponent is no longer considered grappled.
Toughness None You gain +1 hit point per character level.
Trample Trained in Ride When you use the mounted charge action, your mount can make a single melee attack as a free action. 
Trench Warrior None When you are adjacent to a wall or object that provides you with cover from your target's ranged attacks, you gain a +1 circumstance bonus on your attack rolls against that target.
Trip Base attack bonus +1 If you succeed on a grappling attack and your opponent fails the opposed grapple check, it falls prone in its space and is no longer considered grappled.
Triple Attack Base attack bonus +11, Double Attack Choose a single exotic weapon or weapon group. When you use the full attack action, you may make one additional attack when wielding such a weapon. 
Triple Crit Base attack bonus +8 Choose one weapon with which you are proficient, when you score a critical hit with the selected weapon, you deal triple damage. You may select "unarmed attack" as a weapon for purposes of this feat.
Tumble Defense None When an opponent attempts to tumble through a square you threaten with a melee weapon with which you are proficient, add your base attack bonus to the DC of the Acrobatics check made to tumble. If the target fails the Acrobatics check to tumble, you can make an attack of opportunity against that opponent as normal.
Unhindered Approach Trained in Jump You gain a +3 competence bonus on Jump checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally, when you use the Jump skill, add 1 square to your total jump distance.
Unleashed Must have chosen a destiny (or secret destiny) You can activate Unleashed Abilities by spending a Destiny Point.
Unstoppable Combatant Extra Second Wind You can catch more than one second wind per encounter.
Unstoppable Force None You gain a +5 insight bonus to Fortitude Defense and Will Defense against any attack or effect requiring a Use the Force check.
Unswerving Resolve Base attack bonus Whenever you are targeted by a fear effect or mind-affecting effect that fails to affect you, you gain a temporary Force Point. If this Force Point is not used before the end of your next turn, it goes away. If you negate the contingent effect in any way, you do not gain the benefit of this feat.
Unwavering Resolve Trained in Perception You gain a +5 insight bonus to Will Defense against Deception and Persuasion checks.
Vehicular Combat Trained in Pilot Once per round (as a reaction), when you are piloting a vehicle or starship, you may negate a weapon hit by making a successful Pilot check.
Vehicular Surge Trained in Pilot If the vehicle you pilot is Colossal or smaller and is reduced to fewer than one-half its maximum hit points, once per day as a swift action your vehicle gains a number of bonus hit points equal to one-quarter its maximum hit point total.
Vehicle Systems Expertise Tech Specialist, trained in Mechanics You may use the Recharge Shields or Reroute Power vehicle combat actions by spending two swift actions. Also, once per encounter, you may attempt to use either of these actions as a single swift action by making a DC 30 Mechanics check.
Vitality Surge Extra Second Wind You can catch a second wind even if you are not at or below half your maximum hit points.
Wary Defender None When you use the fight defensively action, you gain a +2 competence bonus to your Fortitude Defense and Will Defense until the beginning of your next turn.
Weapon Finesse Base attack bonus +1 When using a light melee weapon or a lightsaber, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Weapon Focus None Choose a single exotic weapon or weapon group, you gain a +1 bonus on all attack rolls you make using the selected exotic weapon or weapon group.
Weapon Proficiency None Choose one weapon group. You are proficient with all weapons of the selected group.
Whirlwind Attack Dexterity 13, Intelligence 13, Melee Defense, base attack bonus +4 As a full-round action, you can make an area attack with your melee weapon, striking every opponent within your reach. This whirlwind attack uses the area attack rules; you make one attack roll and apply the result to every target in range.
Wicked Strike Rapid Strike When you damage a target with a single, non-area attack using the Rapid Strike feat, once per turn on your turn, you can immediately make a second attack at a -2 penalty against a second target within your reach. If this attack hits, you deal half of the original attack's damage to that target.
Wilderness First Aid Trained in Survival Once per day, you can make a DC 20 Survival check. If the check is successful, when you use the Basic Survival application of the Survival skill, you are considered to have a medpac for any Treat Injury checks made until the end of the day.
Withdrawal Strike Base attack bonus +5 When taking this feat select a single exotic weapon or weapon group with which you are proficient. When wielding that chosen exotic melee weapon or melee weapon from the chosen group, adjacent opponents may not withdraw from squares you threaten.
Wookiee Grip Strength 13 When using a weapon in which you are proficient and that normally requires two hand, you can wield that weapon with a single hand. You take a -2 penalty to attack rolls with the weapon when it is used in this manner.
Zero Range Point Blank Shot When firing a ranged weapon at a target within or adjacent to your fighting space, you gain a +1 bonus on the attack roll and deal +1 die of damage on a hit.
Martial Arts Feat Prerequisites Effect
Echani Training Dexterity 13, Martial Arts I Can double Strength modifier for unarmed damage.
Hijkata Training Combat Reflexes, Martial Arts I When an enemy hit you, make an opportunity attack.
K'tara Training Martial Arts I, trained in Stealth You roll an extra die of damage against a flat-footed enemy on one unarmed attack during your turn. Once per encounter, when you deal damage with an unarmed attack to a target that has been denied its Dexterity bonus to Reflex Defense, make a second unarmed attack against the target's Fortitude Defense as a free action. If successful, you render the target incapable of speech until the end of your next turn. This is a stunning effect.
K'thri Training Dual Weapon Mastery I, Martial Arts I Once per round, you can spend a swift action to make a single unarmed attack against one enemy within reach, dealing your base unarmed damage with no bonus to the damage roll from your Strength or heroic level. Once per encounter, when you make an unarmed attack that misses the target, you deal half damage to the target. You must be wearing light or no armor to gain the benefit of this feat.
Martial Arts I None Damage dealt by your unarmed attacks increases by one die step. In addition, you gain a +1 dodge bonus to your Reflex Defense.
Martial Arts II Martial Arts I, base attack bonus +3 Damage dealt by your unarmed attacks increases by one die step. In addition, you gain a +1 dodge bonus to your Reflex Defense (which stacks with the dodge bonus granted by the Martial Arts I feat).
Martial Arts III Martial Arts I, Martial Arts II, base attack bonus +6 Damage dealt by your unarmed attacks increases by one die step. In addition, you gain a +1 dodge bonus to your Reflex Defense (which stacks with the dodge bonuses granted by the Martial Arts I and Martial Arts II feats).
Stava Training Martial Arts I, Running Attack When making a grab attack, you are considered to be one size category larger for the purpose of determining the size of the opponent that you can grab.
Tae-Jitsu Training Dodge, Martial Arts I, trained in Initiative When you score a critical hit with an unarmed attack, the damage dealt by your attack increases by one die step, to a maximum of 1d12.
Teräs Käsi Training Strength 13, Martial Arts I Once per round when you make a successful unarmed attack, you reduce the target's damage threshold by 5 when determining the effect of the attack.
Mechanical Martial Arts Droid, Martial Arts I, base attack bonus +1 When you successfully damage an enemy with an unarmed attack, the enemy takes a -5 penalty to all melee attack rolls and damage rolls until the start of your next turn.
Wrruushi Training Constitution 13, Martial Arts I, Wookie Once per round when you make a successful unarmed attack, you gain a

number of bonus hit points equal to your Constitution modifier.

Species Feat Prerequisites Effect
Aiming Accuracy Droid, Point Blank Shot, Precise Shot Aim as a full round action to get +5 on attack roll.
Damage Conversion Droid, Dexterity 13 You may choose to take damage instead of moving down the condition track.
Distracting Droid Droid You can distract enemies, taking away their move actions.
Droid Shield Mastery Droid You automatically succeed on Endurance checks to replenish your shields and can do it as two swift actions.
Erratic Target Droid, Dexterity 13, Dodge Can give up movement for a dodge bonus to Reflex Defense.
Logic Upgrade: Self Defense Droid Once per encounter, as a reaction, you can grant yourself a +2 morale bonus to the defense score of your choice until the end of your next turn.
Logic Upgrade: Skill Swap Droid, basic processor Select a skill you are not trained in (other than Use the Force). As a full-round action, you can swap this skill for one you are trained in. You do not gain any benefit from the original trained skill while it is swapped out. You are not considered trained in the swapped-in skill, and therefore you cannot use any trained-only options or add a bonus to your skill check. You still add one-half your level and your associated ability bonus, as usual.
Logic Upgrade: Tactician Droid, base attack bonus +4 Once per encounter, you can use the aid another action to grant a single ally a +5 bonus to their next attack roll against an opponent.
Multi-Targeting Droid, Intelligence 13 You can use swift actions across more than one round to aim at a target with a weapon with which you are proficient.
Pincer Droid, base attack bonus +1, Pin, Crush When you successfully Pin an enemy, you can maintain the Pin beyond 1 round and can make subsequent grapple checks against the pinned enemy as a swift action. You can apply the Crush feat whenever your subsequent checks are successful.
Pinpoint Accuracy Droid, Aiming Accuracy, Point Blank Shot, Precise Shot When using the Aiming Accuracy feat, a target you damage cannot take the recover action until the end of its next turn.
Sensor Link Droid or Cyborg As a swift action, you can broadcast the input from your audio, visual, and special sensors to a droid ally, comlink, communications system, or holographic receiver within 24 squares.
Shield Surge Droid or Cyborg, trained in Mechanics As a reaction, when your vehicle takes damage above its shield rating, after the shield rating is reduced you can reduce the amount of damage sustained by the vehicle by an amount up to the remaining shield rating.
Slammer Droid, small size or larger, Strength 13 As a standard action, you slam two of your appendages together from either side of an enemy, crushing your target between them. Make a melee attack. If the attack is successful, you deal unarmed damage with double your Strength modifier.
Tool Frenzy Droid, small size or larger As a standard action, using appendages not normally considered weapons, you can make several strikes as a single attack against a single target.
Turn and Burn Droid, Dexterity 13 When using the withdraw action, you can move up to 2 squares to escape threatened squares without provoking an attack of opportunity, and you can move your speed.
Anointed Hunter Nelvaanian Move to get +1 to attacks with thrown weapons.
Nikto Survival Nikto Select a Nikto subspecies: Kajain'sa'Nikto (desert), Kadas'sa'Nikto (forest), Esral'sa'Nikto (mountains), Gluss'sa'Nikto (ocean), M'shento'su,Nikto (arctic). In addition to the usual Nikto species traits, when operating in an environment advantageous to your native subspecies, you can reroll any survival check, taking the batter result.
Teamwork Feat Prerequisites Effect
Aquatic Specialists Trained in Swim Gain bonuses to Swim checks when near allies.
Ascension Specialists Trained in Climb Gain bonuses to Climb checks when near allies.
Covert Operatives Trained in Stealth Gain bonuses to Stealth checks when near allies.
Medical Team Trained in Treat Injury Gain bonuses to Treat Injury checks when near allies.
Nimble Team Trained in Acrobatics Gain bonuses to Acrobatics checks when near allies.
Slicer Team Trained in Use Computer Gain bonuses to Use Computer checks when near allies.
Technical Experts Trained in Mechanics Gain bonuses to Mechanics checks when near allies.
Tireless Squad Trained in Endurance Gain bonuses to Endurance checks when near allies.
Unified Squadron Trained in Pilot Gain bonuses to Pilot checks when near allies.
Wary Sentries Trained in Perception Gain bonuses to Perception checks when near allies.
Wilderness Specialists Trained in Survival Gain bonuses to Survival checks when near allies.

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