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FEATS:
ACROBATIC STRIKE Your dexterous maneuvers and skilled acrobatics allow you to slip past a foe’s defenses and deliver an accurate strike against him. Prerequisite: Trained in the Acrobatics skill. Benefit: If you succeed in tumbling to avoid an attack of opportunity (see the Acrobatics skill, page 62). you gain a +5 bonus on the next attack that you make against that foe as long as the attack occurs before the end of your current turn.
ARMOR PROFICIENCY (HEAVY) You are proficient with heavy armor (see Table 8-‐7: Armor) and can wear it without impediment. Prerequisites: Armor Proficiency (light), Armor Proficiency (medium). Benefit: When you wear heavy armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor’s special equipment bonuses (if any). Normal: A character who wears heavy armor with which she is not proficient takes a -‐10 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor’s special equipment bonuses.
ARMOR PROFICIENCY (LIGHT) You are proficient with light armor (see Table 8-‐7: Armor) and can wear it without impediment. Benefit: When you wear light armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor’s special equipment bonuses (if any). Normal: A character who wears heavy armor with which she is not proficient takes a -‐2 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor’s special equipment bonuses.
ARMOR PROFICIENCY (MEDIUM) You are proficient with medium armor (see Table 8-‐7: Armor) and can wear it without impediment. Prerequisite: Armor Proficiency (light). Benefit: When you wear medium armor, you take no armor check penalty on attack rolls or skill checks. Additionally, you benefit from all of the armor’s special equipment bonuses (if any). Normal: A character who wears medium armor with which she is not proficient takes a -‐5 armor check penalty on attack rolls as well as skill checks made using the following skills: Acrobatics, Climb, Endurance, Initiative, Jump, Stealth, and Swim. Additionally, the character gains none of the armor’s special equipment bonuses.
BANTHA RUSH You can shove your opponents around the battlefield to gain a tactical advantage. Prerequisite: Strength 13, base attack bonus + 1. Benefit: After making a successful melee attack against an opponent up to one size category larger than you, you can choose to move that opponent 1 square in any direction as a free action. You can’t bantha rush an opponent that’s being grabbed or grappled, and you can’t bantha rush your opponent into a solid object or another creature’s fighting space.
BURST FIRE When using a ranged weapon in autofire mode, you can fire a short burst at a single foe. Prerequisites: Strength 13, Weapon Proficiency (heavy weapons), proficient with weapon. Benefit: When using a ranged weapon with autofire capability in autofire mode, you may fire a short burst as a single attack against a single target. You take a -‐5 penalty on the attack roll but deal +2 dice of damage. For example, a weapon that deals 3dlO points of damage deals Sd10 points of damage instead. The effects of this feat do not stack with the extra damage provided by the Deadeye or Rapid Shot feat. Special: Firing a burst expends five shots and can only be done if the weapon has at least five shots remaining. Normal: Autofire uses ten shots, targets a 2-‐square-‐bY-‐2-‐square area,
and can’t be aimed at a specific target. Without this feat, if you attempt an autofire attack at a specific target, it simply counts as a normal attack and all the extra shots are wasted.
CAREFUL SHOT You are particularly skilled at aiming your attacks. Prerequisites: Point Blank Shot, base attack bonus +2. Benefit: If you aim before making a ranged attack (see Aim on page 154), you gain a + 1 bonus on your attack roll.
CHARGING FIRE You are able to make ranged attacks while charging. Prerequisite: Base attack bonus +4. Benefit: When you charge, you may make a ranged attack instead of a melee attack at the end of your movement. Unlike a normal charge, your momentum does not help overcome your target, so you gain no bonus on attack roll. As with a normal charge, you still take a -‐2 penalty to your Reflex Defense. Normal: You can make a single melee attack with a +2 bonus, on your attack roll at the end of a charge.
CLEAVE You can follow through with a powerful melee attack. Prerequisites: Strength 13, Power Attack. Benefit: If you deal an opponent enough damage to reduce its hit points to 0, you get an immediate extra melee attack against another opponent within your reach. You cannot adjust 1 square before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. You can use this ability once per round.
COMBAT REFLEXES You can respond quickly and repeatedly to opponents who let their guard down. Benefit: When opponents leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round: the one attack
of opportunity every character is entitled to, plus two more attacks because of his +2 Dexterity bonus. If four stormtroopers move through the character’s threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity on a single opponent. With this feat, you may also make attacks of opportunity while flat-‐footed. Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-‐footed. (See Attacks of Opportunity, page 155, for more information.)
COORDINATED ATTACK You are skilled at coordinating your attacks with your allies. Prerequisite: Base attack bonus +2. Benefit: You are automatically successful when using the aid another action to aid an ally’s attack or suppress an enemy as long as the target is adjacent to you or within point blank range. Normal: You must make an attack roll against a Reflex Defense of 10 to gain the benefits of the aid another action.
CRUSH You can deal damage to a creature that you’ve grappled. Prerequisites: Pin, base attack bonus + 1. Benefit: If you successfully pin an opponent with a grapple attack (see the Pin feat, page 87), you can immediately deal bludgeoning damage to it equal to your unarmed damage or claw damage, whichever is greater.
CYBERNETIC SURGERY You can perform the surgical procedures necessary to graft cybernetic components onto living flesh. Prerequisite: Trained in the Treat Injury skill. Benefit: You can install a cybernetic prosthesis (see page 137) on a living being. The surgical procedure takes 1 hour of uninterrupted work, after which you must make on a DC 20 Treat Injury check. If the check succeeds, the prosthesis is installed correctly. If the check fails, the prosthesis is not properly installed; however, you can try again after another uninterrupted hour of surgery.
Special: You can install a cybernetic prosthesis on yourself, but you take a -‐5 penalty on the Treat Injury skill check. If you have the Surgical Expertise feat (see page 88). you can install a cybernetic prosthesis in 10 minutes instead of 1 hour.
DEADEYE You are skilled at picking off enemies with well-‐aimed ranged attacks. Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +4. Benefit: If you aim before making a ranged attack (see Aim, page 154) and the attack hits, increase the damage you deal by an additional weapon die. For example, if you score a hit with a blaster pistol using the Deadeye feat, the blaster shot deals 4d6 points of damage (instead of the normal 3d6 points). The effects of this feat do not stack with the extra damage provided by the Burst Fire or Rapid Shot feat.
DODGE You are adept at dodging blows. Prerequisite: Dexterity 13 . Benefit: During your turn, you designate an opponent and receive a + 1 dodge bonus to your Reflex Defense against attacks from that opponent. You can select a new opponent on any action. A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
DOUBLE ATTACK You can make an additional attack during a round of combat. Prerequisites: Base attack bonus +6, proficient with chosen weapon. Benefit: Choose a single exotic weapon or one of the following weapon groups: advanced melee weapons, heavy weapons, lightsabers, pistols, rifles, simple weapons. When you use the full attack action, you may make one additional attack when wielding such a weapon. However, you take a -‐5 penalty on all attack rolls until your next turn because you’re trading precision for speed. Normal: Making a single attack is a standard action. Special: You may select this feat multiple times. Each time you select this feat, it applies to a different exotic weapon or weapon group.
DREADFUL RAGE You deal horrendous damage while raging . Prerequisites: Rage species trait, base attack bonus + 1.
Benefit: While raging, your rage bonus on melee attack rolls and melee damage rolls increases to +5. Normal: A character with the rage species trait gains a +2 rage bonus on melee attack rolls and melee damage rolls while raging.
DUAL WEAPON MASTERY I You are adept at fighting with two weapons and double weapons. Prerequisites: Dexterity 13, base attack bonus + 1. Benefit: When you attack with two weapons or with both ends of a double weapon as a part of a full attack action, you take a -‐5 penalty (instead of a -‐10 penalty) on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are wielding a weapon with which you are proficient. Normal: If you use a full attack action to make more than one attack on your turn (see Full Attack, page 154). you take a -‐10 penalty on all attack rolls for the round.
DUAL WEAPON MASTERY II You are a master at fighting with two weapons and double weapons. Prerequisites: Dexterity 15, base attack bonus +6, Dual Weapon Mastery I. Benefit: When you attack with two weapons or both ends of a double weapon as a part of a full attack action, you take a -‐2 penalty (instead of a -‐10 penalty) on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are wielding a weapon with which you are proficient. Normal: If you use a full attack action to make more than one attack on your turn (see Full Attack, page 154). you take a -‐10 penalty on all attack rolls for the round.
DUAL WEAPON MASTERY III You can wield two weapons or a double weapon without penalty. Prerequisites: Dexterity 17, base attack bonus + 11, Dual Weapon Mastery I, Dual Weapon Mastery II. Benefit: When you wield two weapons or attack with both ends of a double weapon as a part of a full attack action, you take no penalty on your attack rolls. You only gain this benefit if you are wielding a weapon with which you are proficient.
Normal: If you use a full attack action to make more than one attack on your turn (see Full Attack, page 154). you take a -‐10 penalty on all attack rolls for the round.
EXOTIC WEAPON PROFICIENCY Choose an exotic weapon, such as bowcaster or atlatl (see Exotic Weapons, page 119). You understand how to use that type of exotic weapon in combat. Prerequisite: Base attack bonus + 1. Benefit: You make attack rolls with the weapon normally. Normal: A character who uses a weapon without being proficient with it takes a -‐5 penalty on attack rolls. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon.
EXTRA RAGE You can fly into a rage more often. Prerequisite: Rage species trait. Benefit: You can rage one additional time per day. Special: You can take this feat multiple times; each time you take the feat, you can rage one additional time per day.
EXTRA SECOND WIND You tend to come back from the edge of oblivion more often. Prerequisite: Trained in the Endurance skill. Benefit: You can catch your second wind one additional time per day, but you can still only catch a second wind once per encounter (see Second Wind, page 146). Normal: A hero can catch his or her second wind once per day. Special: A non heroic character that takes this feat for the first time can catch a second wind once per day. You can take this feat multiple times; each time you take this feat, you can catch a second wind one additional time per day.
FAR SHOT You are better at shooting distant foes. Prerequisite: Point Blank Shot. Benefit: When you use a ranged weapon against targets at short,
medium, or long range, the range category is considered one less. In other words, you take no penalty on ranged attack rolls against targets at short range, a -‐2 penalty on ranged attack rolls made against targets at medium range, and a -‐5 penalty on a ranged attack rolls made against targets at long range. Normal: When making a ranged attack roll, a character takes a -‐2 penalty against targets at short range, a -‐5 penalty against targets at medium range, and a -‐10 penalty against targets at long range.
FORCE BOON You are able to draw upon the Force more often than less skilled users. Prerequisite: Force Sensitivity. Benefit: You gain three additional Force Points at each level.
FORCE SENSITIVITY You are Force-‐sensitive, allowing you to call on the Force and learn to draw on its power. Prerequisite: Cannot be a droid. Benefit: You can make Use the Force checks, and Use the Force is considered a class skill for you. In addition, whenever you gain a new talent, you have the option of selecting a Force talent instead. You must meet the prerequisites of the Force talent to select it (see Force Talents, page 100). Normal: You can’t make Use the Force checks (page 77) or select Force talents unless you have the Force Sensitivity feat.
FOLLOW THROUGH You have learned to take down an enemy with an attack and then use your momentum to dash across the battlefield. Benefit: If you deal enough damage to your opponent with a melee attack to reduce it to 0 hit points, you can immediately move up to your speed. You can use this ability once per turn. Special: If you have the Cleave feat, you can move up to your speed before making the extra melee attack granted by the Cleave feat.
FORCE REGIMEN MASTERY You learn one or more Force regimens, which you can use to enhance your regular training.
Prerequisites: Force Sensitivity, trained in the Use the Force skill. Benefit: You learn a number of Force regimens (see page 10) equal to 1 + your Wisdom modifier (minimum 1). Special: You can take this feat more than once. Each time you take this feat, you learn a number of additional Force regimens equal to 1 + your Wisdom modifier (minimum 1) . If your Wisdom modifier permanently increases, you immediately gain a number of Force regimens equal to the number of Force Regimen Mastery feats you have taken.
FORCE TRAINING You learn one or more Force powers (see Force Powers, page 95). Prerequisites: Force Sensitivity, trained in the Use the Force skill. Benefit: You add to your Force power suite a number of Force powers equal to 1 + your Wisdom modifier (minimum 1). You can add the same power more than once. Special: You can take this feat more than once. Each time you take this feat, you add to your Force suite a number of new Force powers equal to your Wisdom modifier. If your Wisdom modifier permanently increases, you immediately gain a number of Force powers equal to the number of Force Training feats you have taken.
GREAT CLEAVE You can wield a melee weapon with such power that you can strike multiple times when you drop your opponents. Prerequisites: Strength 13, Power Attack, Cleave, base attack bonus +4. Benefit: As the Cleave feat (page 83), except that you have no limit to the number of times you can use it per round.
IMPROVED CHARGE You can charge around obstacles. Prerequisites: Dexterity 13, Dodge, Mobility. Benefit: You can make a charge (see page 152) 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. Normal: A character must charge in an unobstructed straight line.
IMPROVED DEFENSES You are skilled at fending off attacks of many forms. Benefit: You gain a + 1 bonus to your Reflex Defense, Fortitude Defense, and Will Defense.
IMPROVED DISARM You are skilled at disarming opponents in melee combat. Prerequisites: Intelligence 13, Melee Defense. Benefit: You gain a +5 bonus on any melee attack roll made to disarm an opponent. In addition, if you fail to disarm your opponent, he doesn’t get to make a free attack against you. Normal: See the normal disarm rules on page 152.
IMPROVED DAMAGE THRESHOLD You are harder to take down in a fight. Benefit: You increase your damage threshold by 5 (see Damage Threshold, page 146). Normal: A creature without this feat has a damage threshold equal to its Fortitude Defense plus its size modifier (+5 for Large, + 10 for Huge, +20 for Gargantuan, or +50 for Colossal). Special: You can take this feat more than once. Its effects stack. Each time you take this feat, increase your damage threshold by 5.
LINGUIST You pick up languages quickly and easily. Prerequisite: Intelligence 13. Benefit: You gain a number of bonus languages equal to 1 plus your Intelligence bonus (minimum of 1). See the sidebar on page 22 for a list of common languages. Special: You can take this feat more than once. Each time you take this feat, you gain a number of additional languages equal to 1 plus your Intelligence bonus (minimum of 1).
MARTIAL ARTS You are adept at fighting unarmed.
Benefit: Damage dealt by your unarmed attacks increases by one die step: 1d3 becomes 1d4, 1d4 becomes 1d6, and 1d6 becomes 1d8. In addition, you gain a + 1 dodge bonus to your Reflex Defense. Normal: The amount of damage you deal with a successful unarmed attack is based on your size: Small, 1d3; Medium, 1d4; Large, 1d6. Special: A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
MARTIAL ARTS II You are a master at fighting unarmed. Prerequisites: Martial Arts I, base attack bonus +3. Benefit: Damage dealt by your unarmed attacks increases by one die step: 1d4 becomes 1d6, 1d6 becomes 1d8, and 1d8 becomes 1d10.ln addition, you gain a + 1 dodge bonus to your Reflex Defense (which stacks with the dodge bonus granted by the Martial Arts I feat). Normal: The amount of damage you deal with a successful unarmed attack is based on your size: Small, 1d3; Medium, 1d4; Large, 1d6. Special: A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
MARTIAL ARTS III Your martial arts prowess is second to none. Prerequisites: Martial Arts I, Martial Arts II, base attack bonus +6. Benefit: Damage dealt by your unarmed attacks increases by one die step: 1d6 becomes 1d8, 1d8 becomes 1d10, and 1d10 becomes 1d12. In addition, you gain a + 1 dodge bonus to your Reflex Defense (which stacks with the dodge bonus granted by the Martial Arts I and Martial Arts II feats). Normal: The amount of damage you deal with a successful unarmed attack is based on your size: Small, 1d3; Medium, 1d4; Large, 1d6. Special: A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
MELEE DEFENSE You are trained at using your combat ability for defense as well as offense. Prerequisite: Intelligence 13. Benefit: 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. Normal: A character without the Melee Defense feat can fight defensively while using the attack action to take a -‐5 penalty on his attack roll and gain a +2 dodge bonus to his Reflex Defense.
MIGHTY SWING You are capable of delivering jarring melee attacks. Prerequisite: Strength 13. Benefit: 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. The effects of this feat do not stack with the extra damage provided by the Rapid Strike feat.
MOBILITY You are skilled at moving past opponents and avoiding opportunistic attacks. Prerequisites: Dexterity 13, Dodge. Benefit: You get a +5 dodge bonus to Reflex Defense against attacks of opportunity caused when you move out of or into a threatened area (see Attacks of Opportunity, page 155). A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
PIN You are skilled at immobilizing grappled foes. Prerequisite: Base attack bonus + 1. Benefit: 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.
Special: You cannot use the Pin and Trip feats during the same round. You can use the Pin and Crush feat in the same round, however.
POINT BLANK SHOT You are skilled at making well-‐placed shots with ranged weapons at point blank range. Benefit: You get a + 1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range (see Table 8-‐5: Weapon Ranges, page 129).
POWER ATTACK You can make exceptionally powerful melee attacks. Prerequisite: Strength 13. Benefit: 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. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until the start of your next turn. Special: If you attack with a two-‐handed weapon, or with a one-‐handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt against an object or vehicle.
POWERFUL CHARGE You can charge with extra force. Prerequisites: Medium or larger size, base attack bonus +1. Benefit: When you charge, you gain an additional +2 bonus to your melee attack roll. If your melee attack hits, you deal additional damage equal to one-‐half your level.
PRECISE SHOT You are skilled at timing your ranged attacks so that you don’t hit your allies by mistake. Prerequisite: Point Blank Shot. Benefit: 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 (see Shooting or Throwing into a Melee, page 161).
QUICK DRAW You can draw and holster weapons with startling quickness. Prerequisite: Base attack bonus + 1. Benefit: You can draw or holster a weapon as a swift action instead of as a move action.
RAPID SHOT You can make two quick shots with a ranged weapon as a single attack. Prerequisites: Strength 13, base attack bonus +1, proficient with weapon. Benefit: When using a ranged weapon, 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. Special: Using this feat fires two shots and can only be done if the weapon has sufficient ammunition remaining. The effects of this feat do not stack with the extra damage provided by the Burst Fire feat (page 82) or Deadeye feat (page 84).
RAPID STRIKE You can make two quick strikes with a melee weapon as a single attack. Prerequisites: Dexterity 13, base attack bonus +1, proficient with weapon. Benefit: When using a melee weapon, you may make two strikes 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. The effects of this feat do not stack with the extra damage provided by the Mighty Swing feat.
RUNNING ATTACK You can move as you attack. Prerequisite: Dexterity 13. Benefit: When making an attack with a melee or ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
SHAKE IT OFF You have learned to shake off debilitating conditions. Prerequisites: Constitution 13, trained in the Endurance skill. Benefit: You can spend two swift actions instead of three swift actions to move + 1 step along the condition track (see Conditions, page 148). Normal: It takes three swift actions to move +1 step along the condition track.
SKILL FOCUS One of your skills is particularly well honed. Benefit: You gain a +5 competence bonus on skill checks made with one trained skill of your choice. Special: This feat may be selected multiple times. Its effects do not stack. Each time you take this feat, it applies to a different trained skill.
SKILL TRAINING You are considered trained in a new skill. Benefit: Choose one untrained skill from your list of class skills. You become trained in that skill. Special: This feat may be selected multiple times. Each time you take this feat, it applies to a different class skill.
SNIPER You are particularly adept at hitting the right target in a crowd. Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +4. Benefit: You always ignore soft cover (that is, cover provided by a character, creature, or droid) when you make a ranged attack. Normal: You can only ignore cover if you aim (see page 154) before making a ranged attack.
STRONG IN THE FORCE You have a particularly strong connection to the Force. Benefit: When you spend a Force Point to adjust the result of an attack
roll, skill check, or ability check, you roll d8s rather than d6s.
SURGICAL EXPERTISE You can perform skillful surgical procedures quickly. Prerequisite: Trained in the Treat Injury skill. Benefit: You can perform surgery in 10 minutes. Normal: Performing surgery typically takes 1 hour (see the Treat Injury skill, page 74).
THROW You can throw a creature that you’ve grappled. Prerequisites: Trip, base attack bonus +1. Benefit: 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 takes bludgeoning damage equal to your unarmed attack damage. A thrown opponent is no longer considered grappled.
TOUGHNESS You are tougher than normal. Benefit: You gain + 1 hit point per character level.
TRIP You are skilled at tripping grappled foes. Prerequisite: Base attack bonus + 1. Benefit: If you succeed on a grappling attack (see page 153) and your opponent fails the opposed grapple check, it falls prone in its space and is no longer considered grappled. A prone opponent takes a -‐5 penalty on melee attack rolls. Melee attacks made against a prone target gain a +5 bonus, while ranged attacks made against a prone target take a -‐5 penalty. Special: You cannot use the Pin and Trip feats during the same round.
TRIPLE ATTACK You can make an additional attack during a round of combat. Prerequisites: Base attack bonus + 11, Double Attack (chosen weapon). proficient with chosen weapon. Benefit: Choose a single exotic weapon or one of the following weapon
groups: advanced melee weapons, heavy weapons, lightsabers, pistols, rifles, simple weapons. When you use the full attack action, you may make one additional attack when wielding such a weapon. However, you take a -‐5 penalty on all attack rolls until your next turn because you’re trading precision for speed. The extra attack and penalty stack with those of Double Attack. Normal: Making a single attack is a standard action. Special: You may select this feat multiple times. Each time you select this feat, it applies to a different exotic weapon or weapon group.
TRIPLE CRIT Choose one type of weapon, such as a blaster pistol, vibrodagger, or lightsaber. You deal more damage on a critical hit with that weapon. Prerequisites: Proficient with weapon, base attack bonus +8. Benefit: 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. Normal: A critical hit normally deals double damage to the target. Special: You can gain this feat multiple times. The effects do not stack. Each time you take this feat, it applies to a different weapon.
VEHICULAR COMBAT You can avoid attacks made against your vehicle. Prerequisite: Trained in the Pilot skill. Benefit: 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. The DC of the skill check is equal to the result of the attack roll you wish to negate. In addition, while you are piloting a vehicle, you are considered proficient with pilot-‐operated vehicle weapons. (The vehicle descriptions in Chapter 10 indicate which weapons are operated by the pilot.)
WEAPON FINESSE You are especially skilled at using weapons one that can benefit as much from Dexterity as from Strength. Prerequisite: Base attack bonus + 1. Benefit: 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 Choose a single exotic weapon or weapon group. You are especially good at using these weapons. You can choose unarmed strike or grapple for your weapon for purposes of this feat. Prerequisite: Proficient with selected exotic weapon or weapon group. Benefit: You gain a +1 bonus on all attack rolls you make using the selected exotic weapon or weapon group. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new exotic weapon or weapon group.
WEAPON PROFICIENCY You are proficient with a particular kind of weaponry. Benefit: Choose one of the following weapon groups: advanced melee weapons, heavy weapons (which includes vehicular weapons and starship weapons, Iightsabers, pistols, rifles, and simple weapons. You are proficient with all weapons of the selected group. For more information on weapon groups, see page 119. Normal: If you wield a weapon with which you are not proficient. you take a -‐5 penalty to your attack rolls. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon group. You cannot take exotic weapons as a weapon group; instead, you must select the Exotic Weapon Proficiency feat (see page 84) to gain proficiency with a specific exotic weapon (such as the bowcaster or flamethrower) .
WHIRLWIND ATTACK You can strike nearby opponents in an amazing, spinning melee attack. Prerequisites: Dexterity 13, Intelligence 13, Melee Defense, base attack bonus +4. Benefit: 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 (see Area Attacks, page 155); you make one attack roll and apply the result to every target in range.
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LONG HAFT STRIKE You have learned to take advantage of oversized lightsabers, turning them into double weapons. Prerequisite: Proficient with weapon used. Benefit: 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. See the description of the individual weapon for more information on attacking with both ends of the weapon.
RELENTLESS ATTACK You ensure the demise of your foe by turning misses into opportunities. Prerequisites: Proficient with weapon used, Double Attack with weapon used Benefit: 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. Special: You can select this feat multiple times. Each time you select this feat, it applies to a different weapon group or exotic weapon.
UNSWERVING RESOLVE You stand your ground in the face of terrifying or domineering opposition. Prerequisite: Base attack bonus +2. Benefit: Whenever you are targeted by a fear effect or mind-‐affecting effect that fails to affect you (such as when the skill check required to use the effect fails to beat your Will Defense), 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 (such as by using rebuke to negate a mind-‐affecting Force power), you do not gain the benefit of this feat.
BIOTECH DESIGNER You have seen the end of Yuuzhan Vong knowledge and chosen to perform heretical experiments in order to innovate new creatures and ships in order to win the war. Pre-requisites: Biotech Specialist, Intelligence 15, at least 1 level in the Shaper class. Benefit: You may design and shape new creatures from scratch. Doing so requires a DC25 Treat Injury check. Other characters with
the Biotech Specialist feat can aid you in making the check. If you choose to alter a living creature, you can apply any of the traits from the Shaped Beast template (LECG p220). Each additional trait after the first increases the DC by 3. Designing a beast from scratch adds half the beast’s intended character level to the DC. Designing a living vehicle from scratch works in much the same way as designing a Starship with the Starship Designer feat (SotG p20). You take a stock ship, build as normal, then apply the Living Vehicle template (LECG p69). Stock Living Ships have a Constitution score equal to their listed Strength score. The ‘Improve Hull’ customization works off the living ship’s Constitution score rather than Strength.
PEACE BRIGADE COMANDER For whatever reason, you buy into the propaganda that says the Jedi are responsible for the war and rose to a position of authority in the new regime. Pre-requisites: Co-‐ordinated Attack, trained in Persuasion, Base Attack +5. Benefit: Once per day you may make a moderate Persuasion check (DCs by level are found in S&V p78, GaW p143 and GoI p43) to gain one of the following.
● Access to a number of basic mercenaries (TotG p55) or Peace Brigade soldier (p?) equal to half your character level. This requires an expenditure of 200 credits per mercenary or Peace Brigade soldier.
● Access to secure data, granting a +5 insight bonus on Gather Information or Use Computer checks. This requires an expenditure of at least 1000 credits in bribes.
● Yuuzhan Vong assistance in the form of a single Colossal (frigate) sized ship and it’s carried craft OR A Yuuzhan Vong Commander (p?) and up to 6 Warriors (p?) Each of these benefits lasts for a single day, and only one can be active at any one time. Special: This feat is added to the Bonus Feat lists for the Noble and Scoundrel class.
NEW REPUBLIC MILITARY TRAINING You are trained in the tactics of the New Republic and function well in small groups of your peers. Pre-requisites: Co-‐ordinated Attack Benefit: You gain a +1 Morale bonus to Reflex
Defense and Will Defense for each ally with the Co-‐ordinated Attack feat within 6 squares (maximum bonus +5)
RAPID TAKEDOWN You are trained to bring an opponent down quickly and keep them on the ground. Pre-requisites: Base Attack +4, Pin, Trip Benefit: If you successfully use the Trip feat to knock an opponent prone, you may attempt to Pin them as per the Pin feat as a swift action. Normal: Using the Pin feat requires a standard action. Special: This feat is added to the Bonus Feat lists for the Scoundrel and Soldier class.
READING THE SWARM You have learned to read the blaze bug tactical display with great proficiency and can notice changes in the situation with astonishing ease. Pre-requisites: Yuuzhan Vong species, It’s a Trap talent, Intelligence 15 Benefit: You may use the It’s a Trap talent a number of additional times per encounter equal to your Intelligence modifier. You may also choose to grant a single vehicle within your line of sight either a +2 insight bonus to attack rolls with a single weapon or weapon battery or a +2 insight bonus to Reflex Defense until the beginning of its next turn instead of the normal benefit of the It’s a Trap talent.
Special: This feat is added to the Bonus Feat lists for the Noble and Soldier class.
SUPERIOR SHAPING You have an uncanny knack for the process or shaping and can enhance biots with greater proficiency than your peers. Pre-requisites: Biotech Specialist, Intelligence 17, At least one level in the Shaper class Benefit: You may apply one benefit from the Superior Tech table (S&V p24) to a biotech device, weapon, vehicle, or suit of amour or one trait from the following table to a shaped beast. These benefits replace those listed under Biotech Specialist.
VUA'SA TRAINING You are trained in the Way of the Vua’sa; a deadly martial art practiced by the Yuuzhan Vong. Pre-requisites: Yuuzhan Vong species, Martial Arts 1, Strength 13. Benefit: You double the damage bonus provided by your Strength modifier (minimum +1) on all unarmed attacks. Once per encounter, you may make an additional unarmed attack as a swift action. Special: If you have the Vua’sa Expertise talent you may increase your critical threat range by 1. However anything other than a natural 20 is not an automatic hit. This feat can be used to qualify for the Martial Arts
Master Prestige Class (Galaxy at War p32)
OVERLOOKED You have learned to take advantage of the fact that no-‐one thinks twice about seeing a Ryn poking about. Pre-requisites: Ryn species, trained in Deception, trained in Gather Information. Benefit: Whenever you need to obtain information using the Gather Information skill, you may first make a DC 15 Deception check. Success on that check reduces the DCs of your Gather Information checks by 2.
RYN NETWORK You are a member of the Ryn Network set up by Droma. You are adept at obtaining information on Yuuzhan Vong and Peace Brigade activities and carefully spreading it to where it needs to go. Pre-requisites: Ryn species, trained in Gather Information. Benefit: By increasing the time required for a Gather Information check to 1d8 hours, you only attract the attention of hostile parties if you fail your check by 10 or more. Normal: A Gather Information check takes 1d6 hours and failing by 5 or more attracts hostile attention.
JEE-‐DAI HERETIC You have come to believe that the Jedi are the only hope of redemption for your people and will
fight to spread the word. Pre-requisites: Yuuzhan Vong species. Benefit: Whenever you are within 12 squares of a Jedi character, you gain a +2 morale bonus to all defenses. In addition, you may spend a Faith Point to increase the Aid Another bonus from +2 to +5 if you are aiding a Jedi or another character with the Jee-‐dai Heretic feat.
POWERFUL FAITH Your devotion to your Gods is such that you gain more from that faith than other Yuuzhan Vong.
Pre-‐requisites: Yuuzhan Vong species Benefit: Whenever you spend a Faith Point to add to a skill check, ability check or attack roll, you roll 1d10 instead of 1d6.
RITUAL MASTERY Through a life of devotion to the Yuuzhan Vong religion, you have learned to gain greater strength from acts of worship to the Gods.
Pre-‐requisites: Yuuzhan Vong species Benefit: You learn a number of Rituals equal to 1 plus your Wisdom modifier (minimum 1) Special: You can take this feat more than once. Each time you take this feat, you learn a number of Rituals equal to 1 plus your Wisdom modifier (minimum 1). If your Wisdom modifier permanently increases, you immediate gain a number of Rituals equal to the number of Ritual Mastery feats you have taken.
UNWAVERING DEVOTION Your faith is so strong that no-‐one can sway you. Pre-requisites: Yuuzhan Vong species, Wisdom 13 Benefit: You gain a +5 insight bonus to Will Defense against Deception and Persuasion checks made by Infidels and Heretics. In addition, if such a check fails by 3 or more, you gain one temporary Faith Point. If that Faith Point is not used by the end of the encounter, it is lost.
VONG'S FAITH
Prerequisite: Yuuzhan Vong Benefit: Once per day, you may add 1d6 to any skill check, ability check, or attack roll. Special: Certain feats, talents, and other abilities may allow you to use this feat additional times per day. Burst Fire: Vehicle weapons capable of autofire can be used with this feat normally. This is, in fact, the only time autofire attacks are useful in starship scale combat. Careful Shot/Deadeye: Pilots can use these feats, but since they must spend at least one move action operating their vehicles, they must split their aim (two swift actions) and attack (standard action) into two separate turns, making it more likely that the target will break line of sight or otherwise avoid you. Coordinated Attack: You may use this feat to aid an ally’s attack. You can’t use the aid another action to suppress a vehicle, but you can suppress an individual gunner (such as the lead gunner for a sing le weapon battery). You may use this feat even if you are using the aid another action as a sensor operator using a Use Computer check or a commander using a Knowledge
(tactics) check. Dodge: The pilot of a vehicle may use Dodge to grant the vehicle a + 1 dodge bonus against a sing le opponent (whether a vehicle or a sing le character). Double Attack/Triple Attack: If you take these feats with heavy weapons, they work normally with vehicle weapons. Dual Weapon Mastery: Vehicle weapons cannot be used in one hand, so none of the Dual Weapon Mastery feats apply in vehicle combat. Far Shot/Point Blank Shot/Rapid Shot: This feat works normally with vehicle weapons. However, if you are using a missile or a torpedo and you miss with your attack roll, the projectile does not gain the benefit of this feat for the second attack roll. Improved Defenses: This feat does not apply to the defenses of a vehicle, even if you are piloting or commanding it. This is one reason many pilots prefer the Dodge feat to Improved Defenses. Triple Crit: It’s possible, to take Triple Crit with a specific vehicle weapon. Weapon Focus: If you take this feat with heavy weapons, it works normally with vehicle weapons.
STARSHIP DESIGNER You are trained to design (and redesign) starships. Prerequisites: Tech Specialist, trained in the Mechanics ski ll. Benefit: You can design a starship from scratch. Doing so takes a minimum of 30 days and a DC 25 Mechanics check, adding 1 to the DC and 1 day to the time for every additional 100,000 credits of the design’s final cost beyond the first 100,000 credits (even a genius starship designer can spend years working out the blueprints for a Star Destroyer). Other characters trained in the Mechanics skill may use the aid another action to assist your Mechanics check; if any assisting character also has the Starship Designer feat, divide the starship’s cost by the number of characters who have this feat (including the primary designer) when determining the time required . When making modifications to starships, you never treat the work as if
though it were a nonstandard modification, even if it normally would be (see Nonstandard Modifications, page 39) . Additionally, you can make custom modifications to starships. Each of these modifications has a base cost of 5,000 credits (multiplied by the starship size cost modifier given on page 38) and require s a DC 25 Mechanics check. On a failed check, the modification fails; you must spend half again as much time and money to make a second attempt, and you gain a +2 bonus on your Mechanics check for each attempt after the first. Installation of a custom modification normally takes one day per 5,000 credits of final cost. The same system can be customized multiple times, but doing so becomes increasingly difficult and expensive. For every previous custom modification on a given system, increase the DC by 5 and the base cost by 10,000 credits. No system can be customized more than three times. Multiple benefits from successive customizations stack. Typical customizations are described below. The Gamemaster may allow other modifications. Add Emplacement: You add 1 unused emplacement point to a starship. Improve Hull: You add a number of hit points to a starship equal to ½ its Strength score (rounded down to the nearest multiple of 1O). Improve Hyperdrive: You can reengineer a hyperdrive to improve its class by 1 step (x 2 to x l , x l to x.75, and so on). The hyperdrive obeys all the restrictions of its new class. (This is the primary way that class .75 and class .5 hyperdrives come into existence.) Improve Shields: The SR of the shields is increased by 5. Improve Weapons: You can grant one weapon a + 1 equipment bonus on attack rolls. See Chapter 3 for more information on designing and modifying starships.
STARSHIP TACTICS You are trained to make use of starship maneuvers and are skilled at space combat. Prerequisites: Vehicular Combat, trained in the Pilot ski ll. Benefit: You add to your starship maneuver suite a number of starship maneuvers equal to 1 + your Wisdom modifier (minimum of one). You can
add the same maneuver more than once. Special: You can take this feat more than once. Each time you take this feat, you add to your starship maneuver suite a number of new maneuvers equal to 1 + your Wisdom modifier (minimum of one). If your Wisdom modifier permanently increases, you immediately gain a number of starship maneuvers equal to the number of Starship Tactics feats you have taken. See Chapter 2 for more information on starship maneuvers.
TACTICAL GENIUS You are a master at using multiple starship tactics over the course of long space combats. Prerequisites: Starship Tactics, Vehicular Combat, trained in the Pilot skill. Benefit: You regain all spent starship maneuvers at the end of any round in which you roll a natural 20 on an attack roll. Normal: Only a natural 20 rolled on a Pilot check to activate a starship maneuver restores all starship maneuvers. See Chapter 2 for more information on starship maneuvers.
TECH SPECIALIST You can make custom modifications to armor, weapons, vehicles, droids, and devices. Prerequisite: Trained in the Mechanics skill. Benefit: You can modify a device, suit of 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. Un less noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, droid, or vehicle, and you cannot apply the same benefit more than once. Before beg inning the modification, you must pay one-‐tenth the cost of the device, suit of armor, weapon, droid, or vehicle you wish to modify or 1,000 credits, whichever is more. Completing the modification requires 1 day
per 1,000 credits of the modification’s cost. At the end of this time, make a DC 20 Mechanics check ; you can ‘t take 10 or take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object doesn‘t gain the desired trait. However, you may start over if you wish. Other characters trained in the Mechanics skill can assist you, reducing proportionately the time needed to complete the modification. At the end of the modification process, they can make a Mechanics check to aid your check. The market value of a modified item is equal to the base cost of the item + double the cost of the modifications made to it (not including credits wasted on failed modification attempts). Special: Nobles and scoundrels may take this feat as a bonus feat.
ANOINTED HUNTER You have been anointed as a hunter for your tribe and possess skills few other Nelvaanians do. Prerequisite: Nelvaanian species. Benefit: If you end your move at least 2 squares from where you started, you gain a +1 competence bonus on attacks made with thrown weapons until the end of your turn.
ARTILLERY SHOT You have learned to use the angle and distance between you and your target to devastating effect. Prerequisite: Proficient with weapon used. Benefit: When you make an attack with a burst or splash weapon against a target at greater than point blank range, you can affect two additional squares adjacent to the normal burst or sp lash area.
COORDINATED BARRAGE When you combine fire with an ally, your barrage can have devastating results on the attacker. Prerequisites: Coordinated Attack, base attack bonus +5. Benefit: When you aid an ally’s attack, for every 3 points that the ally’s attack roll beats the target’s Reflex Defense, the attack deals + 1 die of damage. The maximum number of bonus damage dice the attack receives is equal to the number of allies with this feat that aided on the attack roll or +5 dice, whichever is lower.
DROIDCRAFT You can repair droids quickly. Prerequisite: Trained in the Mechanics skill. Benefit: You can perform repairs on a droid in 10 minutes. Normal: Repairing a droid typically takes 1 hour (see the Mechanics skill, page 70 of the Saga Edition core rulebook).
DROID HUNTER You have learned to target the delicate parts of your droid opponents, taking advantage of their mechanical frailties. Prerequisite: Proficient with weapon used. Benefit: You gain a +2 bonus on damage rolls against droid enemies, or +4 if you are using a weapon that deals ion damage.
EXPERIENCED MEDIC You have spent so much time on the battlefield that patching up wounded allies has become second nature to you . Prerequisite: Trained in Treat Injury. Benefit: You can perform surgery (see page 74 of the Saga Edition core rulebook) on a number of creatures equal to your Intelligence bonus (minimum 2) simultaneously. You make Treat Injury checks for each individual creature as normal.
EXPERT DROID REPAIR You can repair multiple droids simultaneously. Prerequisite: Trained in the Mechanics skill. Benefit: You can repair a number of droids equal to your Intelligence bonus simultaneously. You make Mechanics checks for each droid as normal.
FLASH AND CLEAR You can use the smoke, noise, light, and confusion caused by your grenade attacks to move unseen near your foes. Benefit: When you damage a target with a burst or splash weapon, you gain concealment against that target until the beginning of your next turn.
FLOOD OF FIRE You fill the air with weapon fire, keeping your opponents from escaping the barrage. Prerequisite: Proficient with weapon used. Benefit: When you make an area attack with a weapon set on autofire, all targets in the area lose all dodge or deflection bonuses to Reflex Defense against the autofire attack.
GRAND ARMY OF THE REPUBL.IC TRAINING You have received basic training from the Grand Army of the Republic and know how to turn even bulky armor into an asset. Prerequisite : Proficient with armor worn. Benefit: If you wear armor that provides an equipment bonus to your Fortitude Defense, you also apply the armor’s equipment bonus to your Will Defense.
GUNNERY SPECIALIST You are right at home in the gunner’s seat and use heavy artillery to great effect. Prerequisite: Base attack bonus + 1. Benefit: While you are the gunner of a vehicle, you are considered proficient with vehicle weapons. Additionally, once per encounter, you can
reroll an attack roll made with a vehicle weapon, though you must keep the second result, even if it is worse. You can declare this reroll after you learn the result of the attack roll, but before damage is resolved. Special: Taking this feat satisfies the prerequisites for the Starship Tactics feat (page 20 of Starships of the Galaxy); however, unless you are trained in the Pilot skill and have the Vehicular Combat feat, you may only take [gunner] maneuvers when you select starship maneuvers for Starship Tactics.
JEDI FAMILIARITY You have worked alongside Jedi or other Force-‐users and have developed an excellent rapport. Benefit: 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.
LEADER OF DROIDS You are experienced in leading droids, and you know how to direct them tactically. Benefit: Whenever you provide a beneficial, mind-‐affecting effect to your allies, you may select from among these allies a number of droids 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.
OVERWHELMING ATTACK You know how to get your attacks past enemy defenses, making sure they strike true. Benefit: 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 You are adept at hiding yourself from Force-‐users, thanks to the haze of the dark side. Prerequisite: Dark Side Score 1+. Benefit: 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.
SEPARATIST MIL.ITARY TRAINING You have received extensive training from the military of the Confederacy of Independent Systems and are familiar with its practices. Benefit: While you are adjacent to at least one of your al lies, gain a + 1 circumstance bonus on anyone attack roll you make on your turn .
SPRAY SHOT You can fire a short burst at an enemy while protecting nearby allies from errant shots. Benefit: When you have a weapon set on autofire, you can reduce the area targeted by your autofire attack to 1 square.
TRENCH WARRIOR You have experience fighting in the trenches, and you know how to use cover to your attack advantage. Benefit: 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.
UNSTOPPABLE FORCE Your constant exposure to Force-‐users has taught you methods of physically resisting their effect on you in battle. Benefit: You gain a +5 insight bonus to Fortitude Defense and Will
Defense against any attack or effect requiring a Use the Force check.
UNWAVERING RESOLVE You are not easily swayed by the words of others, and can see through deceptions thanks to your keen mind. Prerequisite: Trained in Perception. Benefit: You gain a +5 insight bonus to Will Defense against Deception and Persuasion checks.
WARY DEFENDER Even in the heat of battle you can bolster yourself against nearly anything that comes your way. Benefit : When you use the fight defensively action (see page 152 of the Saga Edition core rulebook, you gain a +2 competence bonus to your Fortitude Defense and Will Defense until the beginning of your next turn.
ACCELERATED STRIKE Your melee attack is exceptionally quick. Prerequisite : Base attack bonus +6. Benefit: Once per encounter, when using only weapons with which you are proficient, you can take a full attack action as a standard action.
CONDITIONING You are in excellent physical condition, enabling you to extend physical activities. You might not have great strength, but you have a lot of stamina. Prerequisites: Strength 13, Constitution 13. Benefit: You can reroll any Strength-‐ or Constitution-‐based skill checks for skills that you are trained in. The result of the reroll must be accepted even if it is worse. Additionally, once per encounter you can add your Strength bonus to your Fortitude Defense as a reaction; this bonus lasts until the beginning of your next turn.
CRITICAL STRIKE At the cost of speed , you can make a devastating attack. Prerequisites: Base attack bonus +9, proficient with melee weapon used,
Weapon Focus for the melee weapon used. Benefit: You can take two consecutive swift actions in the same round to increase the critical range of your next melee attack by 1. Thus, if a weapon scores a critical hit on a natural 20, it can score a critical hit on a natural roll of 19 or 20 instead. However, any roll other than a natural 20 is not considered an automatic hit; if you roll a natural 19 and miss the target, you do not score a critical hit. You lose the benefits of Critical Strike if you lose line of sight to your target or if you take any other action before making your attack.
ECHANI TRAININO You are trained in Echani unarmed fighting techniques, giving you an advantage in hand-‐to-‐hand combat. Prerequisites: Dexterity 13, Martial Arts I. Benefit: You can double the damage bonus provided by your Strength bonus to unarmed attacks (minimum +1) provided you make only one unarmed attack this turn. Once per encounter when you deal damage to a target with an unarmed attack you may make an immediate unarmed attack against the target’s Fortitude Defense as a free action; if successful you knock your opponent to the ground (prone) in their current square, provided they are one size larger than you or smaller. Special: Targets gain a bonus to Fortitude Defense against being knocked prone based on their size: Large +5, Huge + 10, Gargantuan +20, Colossal +50. Unusually stable creatures (such as those with four legs) gain a +5 bonus to their Fortitude Defense against being knocked prone as well .
FORCE READINESS The Force is always with you, and you have a knack for succeeding even when the odds are against you. Benefit: You can spend Force Points as a free action, even if it is not your turn. All other restrictions to Force Point use still apply. Normal: Unless otherwise specified, you can spend Force Points only on your turn, preventing you from enhancing attacks and skill checks made as reactions.
FLURRY You attack using a series of quick strikes, sacrificing defense in the process. Prerequisite: Dexterity 13. Benefit: When wielding only light weapons or lightsabers, you can make a flurry of attacks. You take a -‐5 penalty to your Reflex Defense, but you gain a +2 bonus on your melee attack rolls. The bonus on attacks and penalty to Reflex Defense apply until the start of your next turn. Special: You can use this feat in the place of the Point Blank Shot feat to qualify for the elite trooper prestige class.
OEARHEAD You are naturally talented with machines and electronics. Benefit: Once per encounter, you can make Mechanics and Use Computer checks more quickly than normal. A check requiring a full-‐round action can be attempted as a standard action, a check requiring a standard action can be attempted as a move action, and a check requiring a move action can be attempted as a swift action. Checks requiring multiple swift actions can be reduced by one swift action. Checks requiring more than a full round action can be attempted in one-‐half the amount of time required at a -‐10 penalty.
IMPLANT TRAININO You have acclimated your mind and body to the presence of a cybernetic implant. Prerequisite: Must possess a cybernetic implant. Benefit: You are not moved an extra step down the condition track when you would normally be moved down the condition track. Normal: Characters with an implant move one extra step down the condition track when moved down the condition track for any reason.
IMPROVED RAPID STRIKE Your Rapid Strike is more effective with light melee weapons.
Prerequisites: Rapid Strike, light melee weapon Benefit: 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. This does not stack with the Rapid Strike feat or extra damage provided by any source that does not stack with the Rapid Strike feat (such as Mighty Swing). Special: If you do not have a Dexterity of 13 or higher, the penalty to your attack roll is -‐10.
INCREASED AOILITY Due to your own natural abilities or specific training, you move faster or farther than normal when climbing, jumping and swimming.
Prerequisite: Conditioning Benefit: 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.
MANDALORIAN TRAININO You are trained in Mandalorian fighting techniques, giving you an advantage in many types of combat. Prerequisite: Charging Fire. Benefit: 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. Normal: You gain no bonus to a ranged attack made at the end of a charge with the Charging Fire feat.
POISON RESISTANCE You are naturally more resistant to the effect of poison. Prerequisite: Constitution 13. Benefit: You gain a +5 bonus to your Fortitude Defense when attacked by poison. If the attack succeeds, you take only half damage.
POWER BLAST You can make exceptionally powerful ranged attacks. Benefit: 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. This number cannot exceed your base attack bonus. The penalty on attacks and bonus on damage applies until the start of your next turn but you gain no bonus to damage with area attacks or when attacking objects or vehicles from this feat. Special: If you do not have a Strength of 13 or higher, you take a -‐5 penalty to attacks when using this feat with non-‐vehicle weapons.
QUICK SKILL Your cautious nature provides a bonus to accomplishing extremely dangerous tasks. You are steady and confident. Benefit: Once per encounter, you can take 10 when rushed on a sing le skill check for a skill you are trained in, unless the skill description exp licitly forbids it. Alternatively, you can take 20 when using a skill you are trained in at half the normal time required. Normal: Taking 20 normally requires 20 times the amount of time needed by a regular skill check.
REPUBLIC MILITARY TRAININO You are trained in Republic military fighting techniques, giving you an advantage in ranged combat. This training is generally given to members of the Republic military forces. Benefit: 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.
SITH MILITARY TRAININO You are trained in Sith military fighting techniques, giving you an advantage in melee combat. This training is generally given to rank and file military
members of the Sith Empire regardless of their Force training. Benefit: Once per encounter, as a reaction when you reduce a target to o hit points or deal damage that 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 to defenses until the end of your next turn. This is a mind-‐affecting effect.
SNIPER SHOT You make a precision attack at the expense of your own defense. Prerequisite: Proficient with ranged weapon used (other than heavy weapons). Benefit: When wielding only weapons with which you are proficient, you can gain a +2 bonus on your ranged attack, but you take a -‐5 penalty to Reflex Defense until the beginning of your next turn. Special: This feat cannot be used with vehicle weapons or heavy weapons.
TUMBLE DEFENSE You can use your melee weapon to hinder acrobatic enemies. Prerequisites : Proficient with melee weapon used. Benefit: When an opponent attempts to tumble through a square you threaten with a melee weapon, 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 . Special: You cannot use this feat when you are flat-‐footed.
WITHDRAWAL STRIKE Your enemies do not escape easily. Prerequisites: Base attack bonus +5, proficient with melee weapon used Benefit: When taking this feat, select a single exotic weapon or weapon group. When wielding a melee weapon from the chosen weapon group, adjacent opponents may not withdraw from squares you threaten. They may
still make Acrobatics checks to tumble as normal.
DREADFUL COUNTENANCE Marked as Sith, your appearance inspires awe, dread, and fear in all who view it. Prerequisite: Charisma 13, must be a member of the Sith tradition Benefit: Whenever you make a Persuasion check or a Use the Force check to activate a fear effect, you may reroll the check, but you must keep the second result, even if it is worse.
ACROBATIC ALLY You move an ally around with ease and accuracy by giving him or her a leg up or a helpful toss. Prerequisites: Dexterity 13, Strength 13, trained in the Acrobatics skill. Benefit: You can hoist or toss an ally of your size or smaller up to 2 squares. You and your ally must act on the same initiative number and start in adjacent squares. If you succeed on a DC 20 Acrobatics check as a standard action, your ally ends up in a square of your choosing up to 2 squares above or away from you. This counts as a free action for your ally and ends your turn . Your ally can then continue his or her turn. If you fail your check, both you and your ally immediately become prone in your square. Your turn is ended, but your ally can take his or her turn normally. Special: This feat can provoke attacks of opportunity against either character .
ACROBATIC DODGE When you react to an attack, your acrobatics training improves your mobility. Prerequisites: Dexterity 13, Dodge, Mobility, Skill Focus (Acrobatics), trained in the Acrobatics skill. Benefit: Once per encounter, as a reaction, if a melee attack misses you, you can immediately move into an adjacent square without provoking an attack of opportunity. Special: You must be aware of the attacker to benefit from this feat. You can use this feat a second time during the encounter by spending a Force Point.
COMBAT TRICKERY You excel at deceiving others with your tricks and masterful feints in combat. Prerequisite: Trained in the Deception skill. Benefit: You can spend two successive swift actions on the same turn to make a Deception check against a target’s Will Defense. If the check is successful, the target is flat-‐footed against your next attack made before the end of your next turn. Additionally, you can spend a Force Point to extend your target’s penalties until the end of the encounter.
ELDER'S KNOWLEDGE You have gained the wisdom of elders, whether through your own experiences or by learning from their instruction. Prerequisite: Skill Focus (Knowledge [social sciences]) or (Knowledge [galactic lore]). Benefit: Once per encounter, you can substitute a Knowledge (social sciences) or Knowledge (galactic lore) check for a Wisdom or Wisdom related check.
FRIGHTENING CLEAVE Enemies that see you successfully use the Cleave feat become fearful. Prerequisites: Strength 13, Cleave, Power Attack, base attack bonus +4. Benefit: Immediately after you use the Cleave feat, each enemy within 6 squares of you and within your line of sight takes a -‐1 penalty to its Reflex Defense, attack rolls, and skill checks against you until the end of the encounter. This penalty stacks to a maximum of -‐5. This is a mind-‐affecting effect.
GRAB BACK You are able to counter grab and grapple attacks, redirecting them back on you r attacker. Prerequisite: Dexterity 13. Benefit: You gain a +2 bonus to your Reflex Defense against grab and grapple attacks. If an enemy misses you when making a grab or grapple attack, you can immediately make your own grab attack against the same enemy as a reaction. If you have a feat that enables you to make a grapple attack (such as Pin or Trip), you can make a grapple attack instead.
HALT When making an attack of opportunity, you can stop an enemy in its tracks. Prerequisites: Trip, Weapon Focus in selected weapon, Weapon Proficiency in selected weapon, base attack bonus +8. Benefit: If you hit with an attack of opportunity against an enemy of up to one size larger than you, compare the same die roll result against the target’s grapple check (see page 154 of the Saga Edition core rulebook). If the die roll succeeds against the grapple check, the target immediately halts all movement and falls prone in its current square. The target can spend any remaining actions normally. If your attack exceed the target’s damage threshold, the target loses any remaining actions and ends its turn immediately. Apply damage normally to the target regardless of the results of this feat. Special: If the target is using the charge action when moving past you, its charge is ended if you successfully knock it prone, and the target cannot charge again on this turn.
HEAVY HITTER You know how to pound targets when firing heavy-‐weapons emplacements and vehicle weaponry. Prerequisites: Weapon Focus (heavy weapons), Weapon Proficiency (heavy weapons). Benefit: When making an attack roll using a weapons emplacement or a vehicle weapon, you add an additional 1 point of damage for every 5 points you roll above the target’s Reflex Defense. If you exceed the target’s damage threshold, then on its next turn the target cannot attack and its speed is reduced by 2 squares (1 square starship scale).
HOLD TOGETHER Sometimes vehicles seem to hold together by your force of will. Prerequisite: Trained in the Mechanics skill. Benefit: As a reaction, you can spend a Force Point to delay the effect of damage dealt to a vehicle you are riding in or piloting until the end of the round. The vehicle must be of Colossal size or smaller.
HYPERBLAZER You are familiar with blazing new routes and navigating the tangled web of hyperspace in the Unknown Regions. Prerequisite: Trained in the Use Computer skill. Benefit: When traversing the hyperspace tangle, you reduce by half the calculation time and penalties on Use Computer checks for astrogation (see page 237 of the Saga Edition core rulebook). You also reduce hyperspace mapping time by half when mapping new hyperspace route s.
IMPROVED SLEIGHT OF HAND You manipulate small objects quickly, and they seemingly disappear with a flick of your wrist. You excel at hiding objects when observed, even at close range. Prerequisites: Dexterity 15, Skill Focus (Deception), trained in the Deception and Stealth skills. Benefit: When using the Sleight of Hand application of the Stealth skill (see page 73 of the Saga Edition core rulebook), you can use your Deception skill to improve your chance 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 You use improvised weapons with true skill. Prerequisite: Weapon Proficiency (simple weapons). Benefit: 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.
INSTINCTIVE ATTACK Your accuracy improves when you act on instinct. Though you might call it luck, the Force is with you . Prerequisite: Proficient in weapon used, living character (not a droid). Benefit: When you use a Force Point when making an attack, 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 You naturally know how to avoid attacks and defend your mind and body when the Force is with you . Prerequisite: Living character (not a droid). Benefit: On your turn, as a free action, you can spend a Force Point to increase all your defenses by 2 until the start of your next turn.
INTIMIDATOR When you intimidate others, either physically or verbally, you shake their confidence so severely that it affects their performance. Prerequisite: Trained in the Persuasion skill. Benefit: 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 with in 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. Special: You cannot use this feat with the Maniacal Charge feat.
MANIACAL CHAROE You charge your enemies like a battle-‐crazed berserker.
Benefit: 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 your check succeeds against an enemy you pass, it cannot make an attack of opportunity against you. When your check succeeds against your target, it loses its Dexterity bonus and is considered flat-‐footed until the start of your next turn.
MOUNTED COMBAT You know how to get the most from a mount in combat and in other dangerous situations. Prerequisite: Trained in the Ride skill. Benefit: You can make a DC 20 Ride check as a swift action to spur your living mount to move faster than its normal speed. If the check fails, your mount’s speed does not increase and it moves -‐1 step on the condition track. If the check succeeds, your mount’s speed increases by 2 squares until the start of your next turn. You cannot take 10 on this check. Your mount must succeed on a DC 20 Endurance check prior to each subsequent attempt to use this feat in the same encounter. Additionally, once per round, as a reaction, when you are riding a mount, you can negate a weapon hit against either you or the mount by making a successful Ride check. The DC of the skill check is equal to the result of the attack roll you want to negate.
NIKTO SURVIVAL You gain an additional boost to your Survival checks, based on your Nikto subspecies. Prerequisite: Must be a member of the Nikto species (see Nikto, page 13). Benefit: Select a Nikto subspecies : Kajain’sa’Nikto (desert), Kadas’sa’Nikto (forest), Esral’sa’Nikto (mountains), Gluss’sa’Nikto (ocean), or M’shento’su’Nikto (arctic). In addition to the usual Nikto species traits, when you are operating in an environment advantageous to your native subspecies, you can reroll any Survival check, taking the better result.
TARGETED AREA Your area attacks deal more damage to one target within the area of effect. Prerequisite: Weapon Proficiency in selected weapon, base attack bonus +5. Benefit: When you make a successful area attack, select a single target hit by the attack. That target takes an additional 5 points of damage from the attack, before applying the effect of the Evasion talent.
TRAMPLE When charging, your living mount can flatten smaller targets between you and your target. Prerequisite: Trained in the Ride ski ll. Benefit: When you use the mounted charge action, your mount can make a single melee attack as a free action. While charging, compare the result to the Reflex Defense of each enemy whose square you charge through. Each enemy hit by the attack takes claw, gore, or slam damage from the mount’s natural weapons plus the mount’s Strength modifier. You or your mount still can make a regular attack at the end of the charge. Special: You can use this feat if either you or your mount has taken it. Mounts with this feat do not require the prerequisite.
WILDERNESS FIRST AID You know how to treat wounds in the wilderness, using only the natural materials around you. Prerequisite: Trained in the Survival skill. Benefit: 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. Special: The Gamemaster can adjust the DC for the current environment, raising it for harsh or desert climates or lowering it for more diverse locales talents from the Expert Pilot talent tree can choose these talents as well.
SUPPRESSION FIRE You can lay down a hail of blaster fire to pin your enemies.
Prerequisites: Strength 13, Burst Fire, Weapon Proficiency (heavy weapons). Benefit: 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. Targets whose level is equal to or higher than your character level are immune to the effect of Suppression Fire. This is a mind-‐affecting fear effect.
MOMENTUM STRIKE You know how to put the full weight of your momentum into attacks while riding a mount or a speeder bike. Prerequisite: Trained in the Pilot or Ride skill. Benefit: 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 DEFENSE You are able to react to incoming attacks, using your mount or speeder bike to absorb attacks against you. Prerequisite: Trained in the Pilot or Ride skill. Benefit: 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. The decision to redirect the attack is made after the result of the attack roll is determined but before damage or other effects are resolved.
BIOTECH DESIGNER You have seen the end of Yuuzhan Vong knowledge and chosen to perform heretical experiments in order to innovate new creatures and ships in order to win the war.
Prerequisites: Biotech Specialist, Intelligence 15, at least 1 level in the Shaper class. Benefit: You may design and shape new creatures from scratch. Doing so requires a DC25 Treat Injury check. Other characters with the Biotech Specialist feat can aid you in making the check. If you choose to alter a living creature, you can apply any of the traits from the Shaped Beast template (LECG p220). Each additional trait after the first increases the DC by 3. Designing a beast from scratch adds half the beast’s intended character level to the DC. Designing a living vehicle from scratch works in much the same way as designing a Starship with the Starship Designer feat (SotG p20). You take a stock ship, build as normal, then apply the Living Vehicle template (LECG p69). Stock Living Ships have a Constitution score equal to their listed Strength score. The ‘Improve Hull’ customization works off the living ship’s Constitution score rather than Strength.
PEACE BRIGADE COMMANDER For whatever reason, you buy into the propaganda that says the Jedi are responsible for the war and rose to a position of authority in the new regime. Prerequisites: Co-‐ordinated Attack, trained in Persuasion, Base Attack +5. Benefit: Once per day you may make a moderate Persuasion check (DCs by level are found in S&V p78, GaW p143 and GoI p43) to gain one of the following. ● Access to a number of basic mercenaries (TotG p55) or Peace Brigade soldier (p?) equal to half your character level. This requires an
expenditure of 200 credits per mercenary or Peace Brigade soldier.
● Access to secure data, granting a +5 insight bonus on Gather Information or Use Computer checks. This requires an expenditure of at least 1000 credits in bribes.
● Yuuzhan Vong assistance in the form of a single Colossal (frigate) sized ship and it’s carried craft OR A Yuuzhan Vong Commander (p?) and up to 6 Warriors (p?) Each of these benefits lasts for a single day, and only one can be active at any one time. Special: This feat is added to the Bonus Feat lists for the Noble and Scoundrel class.
NEW REPUBLIC MILITARY TRAINING You are trained in the tactics of the New Republic and function well in small groups of your peers.
Prerequisites: Co-‐ordinated Attack Benefit: You gain a +1 Morale bonus to Reflex Defense and Will Defense for each ally with the
Co-‐ordinated Attack feat within 6 squares (maximum bonus +5)
RAPID TAKEDOWN You are trained to bring an opponent down quickly and keep them on the ground. Pre-requisites: Base Attack +4, Pin, Trip Benefit: If you successfully use the Trip feat to knock an opponent prone, you may attempt to Pin them as per the Pin feat as a swift action.
Normal: Using the Pin feat requires a standard action. Special: This feat is added to the Bonus Feat lists for the Scoundrel and Soldier class.
READING THE SWARM You have learned to read the blaze bug tactical display with great proficiency and can notice changes in the situation with astonishing ease. Pre-requisites: Yuuzhan Vong species, It’s a Trap talent, Intelligence 15 Benefit: You may use the It’s a Trap talent a number of additional times per encounter equal to your Intelligence modifier. You may also choose to grant a single vehicle within your line of sight either a +2 insight bonus to attack rolls with a single weapon or weapon battery or a +2 insight bonus to Reflex Defense until the beginning of its next turn instead of the normal benefit of the It’s a Trap talent. Special: This feat is added to the Bonus Feat lists for the Noble and Soldier class.
SUPERIOR SHAPING You have an uncanny knack for the process or shaping and can enhance biots with greater proficiency than your peers. Pre-requisites: Biotech Specialist, Intelligence 17, At least one level in the Shaper class Benefit: You may apply one benefit from the Superior Tech table (S&V p24) to a biotech device, weapon, vehicle, or suit of armor or one trait from the following table to a shaped
beast. These benefits replace those listed under
Pinpoint Attack Beast gains a +2 competence bonus on attacks with one natural weapon
VUA'SA TRAINING You are trained in the Way of the Vua’sa; a deadly martial art practiced by the Yuuzhan Vong. Pre-requisites: Yuuzhan Vong species, Martial Arts 1, Strength 13. Benefit: You double the damage bonus provided by your Strength modifier (minimum +1) Each time you take this feat, you learn a number of Rituals equal to 1 plus your Wisdom modifier (minimum 1). If your Wisdom modifier permanently increases, you immediate gain a number of Rituals equal to the number of Ritual Mastery feats you have taken.
UNWAVERING DEVOTION Your faith is so strong that no-‐one can sway you. Pre-requisites: Yuuzhan Vong species, Wisdom 13 Benefit: You gain a +5 insight bonus to Will Defense against Deception and Persuasion checks made by Infidels and Heretics. In addition, if such a check fails by 3 or more, you gain one temporary Faith Point. If that Faith Point is not used by the end of the encounter, it is lost.
VONG'S FAITH
Prerequisite: Yuuzhan Vong Benefit: Once per day, you may add 1d6 to any skill check, ability check, or attack roll. Special: Certain feats, talents, and other abilities may allow you to use this feat additional times per day.
ADVANTAGEOUS ATTACK You know how to take advantage of slow-‐moving enemies in combat. Prerequisite: Base attack bonus + 1. Benefit: When you make a successful attack against an enemy who has not yet acted in combat, you add your full heroic level to damage rolls. Normal: Typically you add only one-‐half your heroic level to damage rolls.
ADVANTAGEOUS COVER You know how to make the best use of available cover as shelter from enemy attacks. Prerequisite: Trained in the Stealth skill. Benefit: When you have cover, you take no damage from area attacks, even if the attack roll exceeds your Reflex Defense. Normal: You take no damage from area attacks when you have cover only if the attack roll misses.
ANGLED THROW Your amazing throws bounce grenades off walls into open hatches or through congested battle zones. Prerequisite: Dexterity 13. Benefit: When throwing a grenade or grenade-‐like weapon, you can attempt to bounce it off a wall or other surface close to your target. If your attack roll exceeds a Reflex Defense of 15, you ignore cover and improved cover (but not total cover) with your attack.
BAD FEELING You have developed an innate ability to sense when things are going badly, and thus can prepare yourself for the worst. Benefit: You can always take a move action during a surprise round, even if you are surprised. If you are not surprised, you. can take this move action in addition to any other actions you are normally allowed to take in the surprise round.
BLASTER BARRAGE ‘ You and your allies engulf an area with dense blaster fire. Prerequisites: Coordinated Attack. Benefit: When you make an attack with a weapon set on auto fire that deals damage to at least one target within the designated area, you grant a +2 circumstance bonus on any of your allies’ auto fire attacks made against that same target until the beginning of your next turn.
CONTROLLED RAGE You have learned to channel your rage. Prerequisite: Rage species trait. Benefit: You can enter a rage as a free action. Your rage ends 1 round after you declare it is finished. Normal: You must use a swift action to begin a rage and may not end it at will. Special: You may not use this feat to extend the number of rounds of rage available to your character.
CROSSFIRE You are skilled at aiming your shots so that they have a chance of hitting more than one target. Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +6. Benefit: If you miss when making a ranged attack against a target that has soft cover (that is, cover provided by another character, creature, or droid), you can immediately make an attack roll (with the same weapon and at the same attack bonus) against the target that is providing the soft cover. You can use this feat only once per round.
CUNNING ATTACK You are skilled at attacking unprepared opponents. Benefit: You gain a +2 bonus on attack rolls against a flat-‐footed enemy or one who is denied its Dexterity bonus to Reflex Defense.
FOCUSED RAGE You retain better focus while enraged. Prerequisites: Rage species trait, Controlled Rage. Benefit: While raging, you can use skills that require patience and concentration, at a -‐5 penalty. Normal: While raging, you cannot use skills that require patience and concentration, such as Mechanics, Stealth, or Use the Force.
IMPROVED BANTHA RUSH , When using the Bantha Rush feat, you push your opponent additional squares away from you. Prerequisites: Bantha Rush, Strength 15, base attack bonus +1. Benefit: 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). Normal: When using Bantha Rush, you normally push your opponent only 1 square away from you.
INFORMER You are adept at prying into the affairs of others and dealing with those who are most interested in gaining that knowledge. Prerequisite: Trained in the Perception skill. Benefit: 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 for the purpose of using this feat. 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.
MIGHTY THROW You are highly accurate with grenade-‐like weapons. Prerequisite: Strength 13. Benefit: You can add your Strength bonus (in addition to your Dexterity bonus) to your ranged attack bonus when using thrown weapons (including grenades and grenadelike weapons). Also, you can increase the length of each range category by a number of squares equal to your Strength modifier.
NATURAL LEADER You are a natural leader, and you found your own organization .. Prerequisite: Charisma 13. Benefit: You become the leader of an organization of your design (see Chapter 4: Organizations for more information on designing new organizations). The organization has a scale equal to one-‐half your heroic level plus your Charisma bonus. You automatically begin with a + 10 bonus to your organization score for your new organization.
POWERFUL RAGE Courage produces feats of extreme strength. Prerequisite: Rage species trait. Benefit: You gain a +4 bonus on Strength checks and Strength-‐based skill checks when raging.
RAPPORT You are adept at working with certain individuals, able to anticipate their next move. Benefit: 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. This bonus does not stack with any bonus provided by the noble’s Coordinate talent.
RECALL You know a lot of details in your area of knowledge, but don’t always remember them immediately. Prerequisite: Trained in at least one Knowledge skill.
Benefit: Once per day, you can reroll any check for a Knowledge skill that you are trained in, using the better result.
SAVAGE ATTACK You are well trained in attacking multiple times in a round. Prerequisites: Double Attack (chosen weapon). proficient with chosen weapon. . Benefit: Choose one of the weapon groups or exotic weapons you 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 You are adept at digging through broken objects and junk pi les to come up with the raw materials needed for certain tasks. Benefit: You can spend 1 hour scavenging materials from other vehicles or objects. When you do so, you make a Perception check to determine t he value of the parts scavenged. You produce raw materials equal in value to the result of your Perception check x 30 credits. You must apply these raw materials toward the cost of construction of a single object (see the build object application of the Mechanics skill, described on page 30). and you can scavenge parts for only a single object at any given time. Additionally, you can scavenge raw materials only once for any given object you are attempting to build.
STRAFE You can make a strafing attack without a vehicle. Prerequisite: Base attack bonus + 1. Benefit: When you make an autofire attack, instead of attacking a 2-‐ square-‐bY-‐2-‐square area, you attack a line 1 square wide and 4 squares long. Special: If you are using a jetpack, you can use the Strafe feat to make
an autofire attack against all squares you fly over.
SWARM You are trained to fight with allies en masse. Prerequisite: Coordinated Attack. ‘ Benefit: You gain a + 1 circumstance bonus on melee attack rolls for each allied character adjacent to your target.
UNLEASHED You gain access to Unleashed abilities (see page 37). If you have the Force Sensitivity feat, you also gain access to Force Unleashed abilities (see page 89). Prerequisite: Must have chosen a destiny (or secret destiny) . Benefit: You can activate Unleashed abilities by spending a Destiny Point. You must also have the Force Sensitivity feat in order to activate Unleashed abilities for Force powers and talents. Normal: You may not use Unleashed abilities and power
UNLEASHED BANTHA RUSH You charge forth, shoving back anyone who stands in your way. Prerequisites: Bantha Rush feat, Unleashed feat. Benefit: When you use the Bantha Rush feat, you can spend a Destiny Point to automatically increase the distance you move your target by 5 squares and knock your target prone.
UNLEASHED CHARGE Few things can stand in your way when you make a ferocious and nearly unstoppable charge to attack an enemy. Prerequisite: Unleashed feat. Benefit: By spending a Destiny Point, you make an amazing charge attack. As a standard action, you gain a +5 bonus on each attack roll and take a -‐2 penalty to your Reflex Defense until the start of your next turn. You can move up to twice your speed (minimum 2 squares) in a straight
line through obstructed or unobstructed terrain, and then take a full attack action as a part of this standard action instead of a full-‐round action. Allies do not hinder your ability to charge. Special: If you have the Improved Charge feat, you can alter your course around obstructions and enemies. If you have the Powerful Charge feat, you can apply the benefit of that feat as well.
UNLEASHED CLEAVE When you fell a foe, your attacks continue on to all of your nearby enemies. Prerequisite: Cleave feat, Unleashed feat. Benefit: When you deal enough damage to an opponent to reduce its hit points to 0, you can spend a Destiny Point to get an immediate extra melee attack against all opponents within your reach. This feat works in all other ways as the Cleave feat.
UNLEASHED DEVASTATING ATTACK You do incredible amounts of harm to your targets. Prerequisites: Devastating Attack, Unleashed feat. Benefit: When you make an attack (either as a single attack or part of a full attack action), you can spend a Destiny Point to treat every attack as though it exceeded the target’s damage threshold, regardless of whether or not the attack normally would, until the beginning of your next turn.
UNLEASHED EXTREME EFFORT You have the ability to perform incredible feats of strength. Prerequisites: Extreme Effort, Unleashed feat. Benefit: When you use the Extreme Effort talent, you can spend a Destiny Point to increase the bonus provided by the talent to +20.
UNLEASHED FIREPOWER You can fire an astounding number of accurate shots in a short time. Prerequisite: Unleashed feat.
Benefit: By spending a Destiny Point, as a standard action you can fire at up to five separate targets within range of your ranged weapon. Make a sing le attack roll and compare the result to the Reflex Defense of each target. Roll a single damage roll and apply it to every target successfully hit. Special: Bonuses and penalties from other feats and talents stack with this ability. You can attack each target only once. You must have enough ammunition for each target; otherwise you stop dealing damage when you run out. Aiming provides no benefit on this attack.
UNLEASHED IGNITE FERVOR You inspire all your allies to devastate an opponent. Prerequisites: Ignite Fervor, Unleashed feat. Benefit: When you use the Ignite Fervor talent, you can spend a Destiny Point to provide the damage bonus to all allies within line of sight.
UNLEASHED KEEN SHOT Your attacks strike with an unnatural accuracy. Prerequisites: Keen Shot, Unleashed feat. Benefit: When you make a ranged attack, you can spend a Destiny Point to ignore all cover on attacks until the beginning of your next turn.
UNLEASHED MIGHTY SWING You r melee attacks are particularly devastating. Prerequisite: Mighty Swing feat, Unleashed feat. Benefit: When you use the Mighty Swing feat, you can spend a Destiny Point to gain a +5 bonus on attack rolls and damage rolls, and you can make an automatic trip attack (as with the Trip feat) against the target, also with a +5 bonus on the opposed grapple check.
UNLEASHED PENETRATING ATTACK Your attacks punch right through the defenses of your opponents. Prerequisites: Penetrating Attack, Unleashed feat. Benefit: When you make an attack (either as a single attack or part of a full attack action), you can spend a Destiny Point to ignore all damage reduction of your targets until the beginning of your next turn.
UNLEASHED RAGE Your unbridled rage is awesome to behold and devastating to your enemies. Prerequisites: Rage species trait, Unleashed feat. Benefit: By spending a Destiny Point at the start of your rage, you gain an additional + 10 to your melee attack rolls and melee damage rolls and +5 to your Fortitude Defense. At the end of your rage, you move -‐2 persistent steps along the condition track. The penalties imposed by this condition persist until you take at least 20 minutes to recuperate, during which time you can’t engage in any strenuous activity. Special: Bonuses and penalties from other feats and talents stack with this ability.
UNLEASHED SKIRMISHER You move with uncanny speed, unleashing a devastating attack against your foes. Prerequisites: Skirmisher, Unleashed feat. Benefit: When you gain the benefit of the Skirmisher talent on a melee or ranged attack, you can spend a Destiny Point to get an automatic critical hit on your attack and gain a bonus to your base damage equal to the number of squares you moved.
UNLEASHED SNEAK ATTACK You strike with the ultimate sneak attack at the most opportune moment. Prerequisites: Sneak Attack, Unleashed feat. Benefit: When you make an attack that deals extra damage thanks to the Sneak Attack talent, you can spend a Destiny Point to gain a +5 bonus on your melee or ranged attack roll and deal an extra 5d6 points of damage with a successful hit. You must be within 6 squares of the target to make a sneak attack with a ranged weapon. This extra damage stacks with any damage bonus provided by the Sneak Attack talent.
UNLEASHED STRAFE Your expanded strafing attack is devastating within its fire lone. Prerequisites: Strafe feat, Unleashed feat, weapon with autofire. Benefit: When you use the Strafe feat, you can spend a Destiny Point to target an area 4 squares long by 3 squares wide.
UNLEASHED WHIRLWIND ATTACK Your whirlwind attack is particularly effective and powerful. Prerequisites: Unleashed feat, Whirlwind Attack feat. Benefit: When you use the Whirlwind Attack feat, you can spend a Destiny Point to gain a +5 bonus on your attack roll and knock prone any targets you damage.
UNLEASHED BATTLE MEDITATION Your skill in Battle Meditation allows you to coordinate battles taking place across an entire star system. Prerequisites: Battle Meditation, Unleashed feat. Benefit: When you use the Battle Meditation talent, you can spend a Destiny Point to have its bonuses apply to all allies within the same star system.
UNLEASHED BATTLE STRIKE Your combat prowess is unparalleled. Prerequisites: Battle strike, Unleashed feat. Benefit: When you use the battle strike power and you spend a Destiny Point, your next melee attack, if successful, also moves the target an additional -‐2 steps along the condition track, regardless of whether the damage exceeds the target’s damage threshold.
UNLEASHED CORRUPTION You can draw upon the power of the dark side to cover your foes in an unavoidable miasma of evil. Prerequisites: Corruption, Unleashed feat. Benefit: When you successfully damage a target by using the corruption
power and you spend a Destiny Point, the target takes the additional half damage each round for 5 rounds instead of just 1 round.
UNLEASHED DARK RAGE You let the power of the dark side flow through you, bringing you closer to ultimate success. Prerequisites: Dark rage, Unleashed feat. Benefit: When you use the dark rage power, you can spend a Destiny Point to gain a + 10 rage bonus on melee attack rolls and damage rolls for the remainder of the encounter.
UNLEASHED FORCE BLAST You can fire a blast of Force energy at your opponents with enough power to damage even vehicles and starships. Prerequisites: Force blast, Unleashed feat. Benefit: When you use the Farce blast power, you can spend a Destiny Point to multiply the damage by 2.
UNLEASHED FORCE GRIP Holding an enemy in your vise grip of the Force is a trivial matter. Prerequisites: Farce grip, Unleashed feat. Benefit: When you successfully use the Force grip power on a target, you can spend a Destiny Point to maintain the power with no concentration (requiring no action) for a number of rounds equal to half your Charisma modifier (minimum 1 round). Taking damage still requires you to make Use the Force checks to maintain the power.
UNLEASHED FORCE LIGHTNING The power of your Force lightning drives back your foes as they bear the brunt of your strength in the Force. Prerequisites: Farce lightning Force power, Unleashed feat. Benefit: When you use the Force lightning power, you can spend a Destiny Point to target all creatures in a 6-‐square cone that originates from your square.
UNLEASHED FORCE STORM You become a maelstrom of dark Force energy, devastating nearby foes. Prerequisites: Force storm Force power, Unleashed feat. Benefit: When you use the Force storm power and you spend a Destiny Point, it deals 8d6 points of damage to adjacent targets for the duration of t he power.
UNLEASHED FORCE THRUST You can hurl your foes away with incredible strength and speed. Prerequisites: Force thrust Force power, Unleashed feat. Benefit: When you use the Force thrust power and you spend a Destiny Point, opponents affected by the power do not add their size modifier to their Strength checks to resist the power’s effect. A creature that would normally have a penalty on its Strength check due to size still retains that penalty. Additionally, the distance you move the target is multiplied by 2. If you push the target into a larger object, the target takes ld6 points of damage per square moved by this power.
UNLEASHED MOVE OBJECT You can hurl an object through the air with such incredible force that it devastates even vehicles and starships. Prerequisites: Move abject Force power, Unleashed feat. Benefit: When you hurl one object or character into another object or character and you spend a Destiny Point, multiply the damage dealt by 2.
UNLEASHED REPULSE You hurl back any encroaching enemies, ensuring that they are no immediate threat to you. Prerequisites: Repulse Force power, Unleashed feat. Benefit: When you use the repulse power and you spend a Destiny Point, opponents affected by the power do not add their size modifier to their Strength checks to resist the power’s effect. A creature that would normally have a penalty on its Strength check due to size still retains that penalty.
Additionally, the distance you move the target is multiplied by 2. If you push the target into a larger object, the target takes ld6 points of damage per square moved by this power.
BURST OF SPEED You are capable of incredible bursts of speed. Prerequisite: Trained in the Endurance skill. Benefit: As a move action, you can move up to twice your speed. At the end of your movement, you move -‐1 step along the condition track.
CLOSE COMBAT ESCAPE When you slip free from your opponent, you can deliver a parting attack. Prerequisite: Trained in the Acrobatics skill. Benefit: When you successfully use Acrobatics to escape a grapple, you can spend a swift action to make a single attack with a melee weapon or an unarmed attack against the opponent that had grappled you. If the attack hits, it deals normal damage, and your opponent is considered flat-‐footed until the start of its next turn.
COLLATERAL DAMAGE Your hail of fire can catch secondary targets in your firing arc. Prerequisite: Rapid Shot, base attack bonus +6. Benefit: When you deal damage with a single, non-‐area attack using the Rapid Shot feat, you can immediately make a second attack at a -‐2 penalty against a second target within 2 squares of the first. If this attack hits, you deal half of the original attack’s damage to that target.
CORNERED You are vicious when cornered. Benefit: Whenever you are threatened by an opponent and unable to take the withdraw action, you gain a +2 bonus on attack rolls against opponents that threaten you.
DEADLY SNIPER You are adept at staying out of sight when attacking from hidden positions. Prerequisites: Sniper, trained in the Stealth skill, base attack bonus +9. Benefit: When you make a ranged attack against a target that is unaware of you, you gain a +2 bonus on your attack roll and deal + 1 die of damage on the first attack each turn.
DECEPTIVE DROP When you get the drop on your opponents, you dazzle them with your speed and ferocity. Prerequisite: Trained in the Initiative skill. Benefit: During the surprise round, if you damage a flat-‐footed target, that target is also knocked prone if your attack roll also exceeds the target’s Fortitude Defense. The target adds its size modifier to its Fortitude Defense : Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0.
DESPERATE GAMBIT You can draw upon you inner reserves to make a shot or strike count when it matters most. Benefit: Once per turn when you miss on an attack roll, you reroll the attack, but you take a -‐2 penalty to Reflex Defense until the end of your next turn. If your first attack missed because you rolled a natural 1, you can still use this feat, but you take a -‐5 penalty to Reflex Defense instead. You must accept the result of the second roll, even if it’s worse than the first.
DUCK AND COVER When exposed to an area attack, you can dive for cover. Prerequisite: Trained in the Stealth skill. Benefit: Whenever you are the target of an area attack that misses, once per turn you can move 2 squares as a reaction. This movement does not provoke attacks of opportunity.
FLEET-‐FOOTED You gain a burst of speed when you attack while running. Prerequisite: Running Attack. Benefit: If you move both before and after you make an attack using the Running Attack feat, your speed is increased by 2 squares until the end of your turn.
FRIENDS IN LOW PLACES Given enough time, you can dig up the right tool for the job. Prerequisite: Trained in the Gather Information skill. Benefit: Whenever you would acquire a license for a restricted or military object, you can substitute a Gather Information check for a Knowledge (bureaucracy) check. Reduce the black-‐market cost multiplier of such items by 1.
HASTY MODIFICATION You can tweak and adapt equipment on the fly.
HIDEOUS VISAGE You can twist your features into a startling mask. Prerequisite: Tech Specialist (see page 21 of Starships of the Galaxy). Benefit: You can exchange a trait that you have applied to a piece of equipment or droid for another one by spending 1 minute to make a DC 20 Mechanics check. If you succeed, the equipment loses the old trait and gains a new trait until the end of the encounter, at which point the device loses all traits it had previously acquired through use of the Tech Specialist feat. Prerequisite: Shapeshift species trait. Benefit: Once per encounter, as a swift action, you can make a Deception check against one opponent that can see you. If the check equals or exceeds the opponent’s Will Defense, you move the target 1 square away from you and it takes a -‐1 penalty on all attacks until the start of your next turn. This is a mind-‐affecting fear effect
IMPERSONATE You can alter your appearance to resemble a specific person. Prerequisites: Shapeshift species trait, Skill Focus (Deception). Benefit: 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 You have an uncanny ability to call upon your reserves when you most need them. Prerequisite: Constitution 13. Benefit: 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 your speed. This movement does not provoke attacks of opportunity.
IMPULSIVE FLIGHT You are not above running when the situation turns against you. Benefit: You can withdraw one extra square using the withdraw action.
KNIFE TRICK You can use a concealed weapon to deadly effect. Prerequisites: Lightning Draw, trained in the Stealth skill. Benefit: When you can make an attack of opportunity, you can draw a weapon you have successfully concealed on your person (see page 72 of the Saga Edition core rulebook) and make a single attack against the target. Normal: With the Quick Draw feat, drawing or holstering a weapon is a swift action.
LIGHTNING DRAW You can draw and fire in one smooth motion. Prerequisite: Quick Draw. Benefit: Once per encounter, you can draw a holstered weapon and attack as a single standard action. Normal: With the Quick Draw feat, drawing or holstering a weapon is a swift action.
METAMORPH You are a talented shapeshifter, capable of changing your appearance and your body mass. Prerequisites: Constitution 13, shapeshift species trait, trained in the Deception skill. Benefit: 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. If you reduce your size to Small, you gain a +1 size bonus to your Reflex a clawdite takes on ..... new form while fleeing from “’eoi Defense and a +5 size bonus on Stealth checks, but your carrying capacity is three-‐quarters of what it was prior to your use of Metamorph. If you increase your size to Large, you take a -‐1 size penalty to your Reflex Defense and a -‐5 size penalty on your Stealth checks. However, your carrying capacity doubles, you gain a +5 size bonus to your Damage Threshold, and your reach increases by 1. You can maintain this form for a number of rounds per day equal to your Constitution score.
OPPORTUNISTIC RETREAT When your opponent lets down his guard, you can better position yourself to press your advantage. Prerequisite: Combat Reflexes. Benefit: 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.
RESURGENCE Catching your second wind allows you to seize the advantage in combat. Prerequisite: Trained in the Endurance skill. Benefit: When you catch your second wind, you immediately gain a move action to be used immediately.
SIGNATURE DEVICE You specialize in designing and modifying specific types of technology. Prerequisite: Tech Specialist (see page 21 of Starships of the Galaxy). Benefit: 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. In addition, you can allow the device to gain two traits from the Tech Specialist feat. To install the second trait, you must succeed on a DC 30 Mechanics check. Once installed, the device can use only one trait at a time, and switching from one trait to the other requires a swift action to adjust the item’s settings. You can have only one signature device at a time, but you can designate another device as your signature item (the former signature item loses all benefit gained from this feat).
SLIPPERY MANEUVER You are adept at finding ways out of tough situations. Prerequisite: Dodge. Benefit: 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. You still provoke an attack of opportunity if you must move more than 1 square to escape a threatened area. Normal: The benefit of Dodge applies to one target. Once you clear a threatened area, you can continue to move up to a total of half your speed.
STAGGERINO ATTACK You can deliver nasty attacks that leave your opponents gasping. Prerequisite: Sneak Attack talent or Rapid Shot or Rapid Strike. Benefit: Any time you would deal additional damage from a feat 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. This movement does not provoke attacks of opportunity.
STAY UP You can soldier on in spite of damage dealt to you. Prerequisite: Trained in the Endurance skill. Benefit: 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.
SUPERIOR TECH You expand your knowledge of technology and can apply a variety of other traits to equipment you modify. Prerequisites: Intelligence 17, Tech Specialist (see page 21 of Starships of the Galaxy). 9th level. Benefit: 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. You must pay one-‐fifth the cost of the device, armor, weapon, droid, or vehicle you wish to modify or 2,000 credits, whichever is more, before beginning the modification. This fee replaces the normal cost of modification from the Tech Specialist feat. Completing the modification requires 1 day per 1,000 credits of the modification’s cost. At the end of this time, make a DC 30 Mechanics check; you cannot take 10 or take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object does not gain the desired trait. However, you can start over from scratch if you wish. Only characters with the Tech Specialist feat can assist you, reducing proportionately the time needed to complete the modification. At the end of modification process, they can make a Mechanics check to aid your check. The market value of a modified item is equal to the base cost of the item plus double the cost of the modifications made to it (not including credits wasted on failed modification attempts).
Special: You may select this feat multiple times. Each time you do so, you must choose a different set of traits (armor, devices, droids, vehicles, or weapons).
TACTICAL ADVANTAGE You can shift your position to take advantage of openings your opponent offers you. Prerequisite: Combat Reflexes. Benefit: When you successfully damage an opponent using an attack of opportunity, you can immediately move 1 square in any direction. This movement does not provoke attacks of opportunity.
WICKED STRIKE Your melee attacks can catch bystanders. Prerequisite: Rapid Strike. Benefit: When you damage a target with a single, non-‐area attack using the Rapid Strike feat, 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.
AIMING ACCURACY When you have time to analyze your shot, your shooting accuracy has a precision that only a machine can achieve. Prerequisites: Droid, Point Blank Shot, Precise Shot, proficient with weapon. Benefit: If you aim at a target as a full-‐round action (instead of two swift actions), you gain a +5 bonus to your next attack made in the following round against that target. The target must remain in your line of sight.
DAMAGE CONVERSION You can make last-‐minute moves to take hits on more durable portions of your chassis an d/or armor, altering the damage dealt to you. Prerequisites: Droid, Dexterity 13. Benefit: When you take damage from an attack against you (other than an area attack, or an attack that deals ion or Force damage) and that damage
equals or exceeds you r damage threshold, you can take an additional 10 points of damage instead of moving down the condition t rack. Each subsequent time you use this feat in a sing le encounter, the additional damage you take increases by 5 points.
DISTRACTING DROID You use lights, holographic projectors, sudden movements, erratic f light, odd noises, or other uniquely droid techniques to distract an enemy. Prerequisite: Droid. Benefit: As a standard action, make a Persuasion check against the Will Defense of all enemies that are within 6 squares of you and that can see or hear you, as determined appropriate by the Gamemaster. If the check equals or exceeds an enemy’s Will Defense, the enemy loses one move action on its next turn. If the attack exceeds an enemy’s Will Defense by 10 or more, the enemy is also f lat-‐footed until the start of your next turn. This is a mind-‐affecting effect.
DROID FOCUS Choose a single degree of droid (first, second, third, fourth, or fifth). You are especially familiar with this class of droid, gaining the listed bonuses while working on or against them. Prerequisites: Trained in t he Mechanics and Use Computer skills. Benefit: You gain a +1 bonus to Deception, Mechanics, Perception, Persuasion, and Use Computer checks when used on or against a droid of the selected degree, and a + 1 bonus to all defenses against attack rolls and skill checks made by droids of the selected degree. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different degree of droid.
DROID SHIELD MASTERY You quickly replenish your onboard shields. Prerequisites: Droid, equipped with shield generator. Benefit: You automatically succeed on Endurance checks to restore you r shield rating by 5 points (up to your normal shield rating). Additionally, you replenish your shields in two swift actions.
Normal: Three swift actions and a DC 20 Endurance check are norm ally required to restore lost shield power (see page 197 of the Saga Edition core rulebook) .
ERRATIC TARGET You bob, swerve, dip, and dive to avoid incoming shots and other attacks. Prerequisites : Droid, equipped with hovering locomotion or flying locomotion ion, Dexterity 13, Dodge. Benefit: You can reduce your speed by up to 2 squares to increase your Dodge bonus by 1 for each square of speed you give up, until the start of your next turn. You must move at least 2 squares to gain this benefit.
ION SHIELDING Your systems are insulated to improve your resistance to ion damage. Prerequisites: Droid with Strength 13, or cyborg with Constitution 13. Benefit: If the ion damage (before being halved) equals or exceeds your damage threshold, you move only -‐1 step on the condition track. Normal: If the ion damage (before being halved) equals or exceeds your damage threshold, you normally move -‐2 steps on the condition track.
LOGIC UPGRADE: SKILL SWAP You are able to quickly swap one programmed skill for another. A droid with a basic processor can use this trick to enable it to attempt skills in which it is untrained. Prerequisites: Droid, equipped with basic processor. Benefit: 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. Special: If you become t rained in the skill selected for this feat, you can select another skill to replace it. You can take this feat more than once, each
time selecting a different skill to swap.
MECHANICAL MARTIAL ARTS You know how to inflict pain using your metal appendages when fighting in unarmed combat against organic enemies. Prerequisites: Droid, Martial Arts I, base attack bonus +1. Benefit: 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. Special: If you strike an organic enemy while using this feat during an attack of opportunity, the penalty lasts until the start of the enemy’s next turn.
MULTI-‐TARGETING Your targeting system allows you to track multiple targets over time, negating cover bonuses. Prerequisites: Droid, Intelligence 13, proficient with weapon. Benefit: You can use swift actions across more than one round to aim at a target. You can attack different targets prior to the completion of your aim action. If the subject of your aim is out of your line of sight for any reason, you lose your aim and must start again. Normal: You must normally use two consecutive swift actions in the same round to aim (see page 154 of the Saga Edition core rulebook).
PINCER You use your mechanical strength to restrain and damage enemies. Prerequisites: Droid, equipped with claw or hand appendage, base attack bonus + 1, Pin, Crush. Benefit: When you successfully Pin an enemy (see page 87 of the Saga Edition core rulebook. 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. Normal: Grapple checks are normally a standard action. The Pin feat must
usually be rerolled each round as a new grapple check.
PINPOINT ACCURACY This improved version of the Aiming Accuracy feat moves your enemy -‐1 step on the condition track. Prerequisites: Droid, Aiming Accuracy, Point Blank Shot, Precise Shot, proficient with weapon. Benefit: When using the Aiming Accuracy feat, a target you damage cannot take the recover action until the end of its next turn.
SENSOR LINK You can broadcast your sensor input to an ally, such as another droid or a friendly computer system. Prerequisite: Droid or some cyborgs (see below). Benefit: As a swift action, you can broadcast the input from you r audio, visual, and any special sensors to a droid ally, com link, communications system, or holographic receiver within 24 squares. That ally is aware of anything you are aware of, and can use the aid another action to aid on your Perception checks even if you do not have line of sight to one another. If both you and your ally have Sensor Link, you share information simultaneously, granting a +2 bonus to Perception checks. Special: Vyborg’s with built-‐in cybernetic sensors and communications gear can also take this feat.
SHIELD SURGE You can surge the power of a vehicle’s shields through your direct data link at precisely the right moment to reduce the damage to the vehicle from incoming enemy fire. Prerequisites: Droid or cyborg with scomp link or similar direct data link with the vehicle, trained in Mechanics skill. Benefit: 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 (see page 161 of the Saga Edition core rulebook). However, the shield
rating is immediately reduced by one point for every point of damage reduced. Special: The Recharge Shields action cannot be used on the vehicle until a full round after the use of Shield Surge.
SLAMMER You clap two hands, claws, or appendages together, delivering a crushing blow to an enemy. Prerequisites: Small or larger droid, equipped with at least two suitable appendages, Strength 13. Benefit: 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 bonus. If you also exceed the target’s damage threshold, it has a persistent condition that can be removed only with 8 hours of rest or a DC 20 Treat Injury check. Special : If you also have the Crush feat, increase your unarmed damage by 1 die when using Slammer.
TOOL FRENZY You use all your built-‐in appendages, claws, probes, instruments, and tools at once to slash, pierce, burn, or cut your enemy in a frenzied melee attack. Prerequisites : Small or larger droid, equipped with at least two append ages with tools mounted. Benefit: As a standard action, using appendages not normally considered weapons, you can make several strikes as a single attack against a single target. Make an unarmed melee attack with a +2 bonus; until the end of your next turn, you take a -‐2 penalty to your Reflex Defense. Use the damage die of the highest rated appendage (see page 190 of the Saga Edition core rulebook) when determining damage. Special: True (non-‐improvised) melee or ranged weapons are not considered tools for the purposes of this feat.
TURN AND BURN You can retreat from enemies with additional speed and agility. Prerequisites: Droid, equipped with hovering, flying , wheeled, or tracked locomotion, Dexterity 13. Benefit: 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. You can spend a Force Point as a reaction to an enemy ending its movement adjacent to you to withdraw. Normal: When using the withdraw action, you can normally move only 1 square to escape a threatened square without provoking an attack of opportunity and can move only up to half your speed.
ASSURED ATTACK You have become so practiced with your attacks that you almost always deal significant damage. Benefit: Whenever you deal damage to a target with an attack and you roll multiple damage dice, you can reroll the lowest damage die but must keep its second result, even if it is worse.
DEFT CHARGE When you charge, it is merely part of a larger attack pattern that you continue to execute. Benefit: After you charge, you can take swift actions, reactions, and free actions before your turn ends. Normal: Without this feat, charging ends your turn immediately after the attack is resolved.
FAST SURGE You can return to the fig ht in the blink of an eye, giving your enemies no time to find an opening. Benefit: On your turn, you can catch a second wind as a free action instead of as a swift action.
IMPERIAL MILITARY TRAINING You have been instilled with the sense of discipline and loyalty demanded by the Empire. Benefit: Once per encounter, as a free action on your turn, you can negate
.
MOVING TARGET You know how to stay mobile, making it harder for your enemies to hit you with their attacks. Prerequisite: Dodge. Benefit: If you end your turn at least 3 squares away from where you started, you gain a +’ dodge bonus to your Reflex Defense until the start of your next turn.
PRIME SHOT You know how to handle an enemy when none of your allies is closer. Prerequisite: Point Blank Shot. Benefit: If none of your al lies is closer to your target than you are when you make a ranged attack, you gain a +’ circumstance bonus to the attack roll . Your target must be at short range or closer to gain this bonus.
RAPID REACTION Your lightning reflexes allow you to complete complex actions in response to the actions of others. Benefit: Once per encounter, you can use two different reactions in response to the same trigger. For example, if you use the Deflect talent and fail to negate the attack, you can also use negate energy as a response to the same attack. Normal: Without this feat, you can use only one reaction in response to a particular trigger.
REBEL MILITARY TRAINING You are well versed in the hit-‐ and-‐run tactics used by t he Rebel lion and know how to use your mobility to avoid retribution. Prerequisite: Running Attack.
Benefit: 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 t he start of your next turn.
RECOVERING SURGE When you get back into the fight, you do not let your wounds hamper you. Benefit: When you catch a second wind, you move +1 step on the condition track.
UNSTOPPABLE COMBATANT You can keep coming back for more punishment, no matter what your enemies throw at you. Prerequisite: Extra Second Wind. Benefit: You can catch more than one second wind per encounter. Normal: Even if you can catch multiple second winds per day, without this feat you are limited to one second wind per encounter.
VEHICULAR SURGE You can coax more out of vehicles than other pilots can, staying in the fight when others might be destroyed. Prerequisite: Trained in the Pilot skill. Benefit: If t he 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. Damage is subtracted from bonus hit points first, and any bonus hit points remaining at the end of t he encounter are lost. Bonus hit points do not stack.
VITALITY SURGE You can keep yourself in top fighting form at any point in the fight. Prerequisite: Extra Second Wind. Benefit: You can catch a second wind even if you are not at or below ha lf your maximum hit points. Normal: Without this feat, you can catch a second wind only if you are
at or be low half your maximum hit points. You always seem to find the best food and shelter for yourself and your allies, increasing your ability to resist the hazards of nature. Prerequisite: Ewok species. Benefit: Whenever you make a Survival check for the Basic Survival application of the skill, each creature that consumes the food you find gains a +2 morale bonus to his or her Fortitude Defense until the start of the next day.
BINARY MIND The dual nature of your mind makes it difficult for others to influence you. Prerequisite: Cerean species. Benefit: Whenever an enemy tries to use a mind-‐affecting effect against you, the enemy must roll twice and keep the lower result.
BOTHAN WILL You epitomize the legendary willpower and resolve of the Bothan people. Prerequisite: Bothan species. Benefit : Whenever an attack or skill check targets your Will Defense and fails to equal or exceed it, you gain a +2 circumstance bonus to your Will Defense until the start of your next turn.
BOWCASTER MARKSMAN You are an excellent shot with the bowcaster, and even your most difficult shots are so lid hits. Prerequisite: Wookiee species. Benefit: Whenever you spend a Force Point to add to an attack with a bowcaster, if you hit the target, you gain a competence bonus to your damage roll equal to the amount added to the attack.
CL.AWED SUBSPECIES You come from a Quarren subspecies that has sharp claws at the tips of its fingers. Prerequisite: Quarren species. Benefit: You have natural weapons in the form of claws. When you make an unarmed attack, you can use your claws, dealing 1d6 points of slashing
damage with that attack instead of normal unarmed damage. You are always considered armed with your natural weapons.
CONFIDENT SUCCESS You have confidence in your ability to learn information that others consider secret, and in doing so, you boost your confidence in other areas. Prerequisite: Bothan species. Benefit: Whenever you successfully use the Learn Secret Information application of the Gather Information skill, you gain 1 Force Point. You cannot gain more than 3 Force Points each level, and you cannot have more Force Points than you gained when you reached your current level.
DARKNESS DWELLER You have lived underground for so long that you can spot sneaky enemies easily and make it hard for them to slip past your allies. Prerequisite: Sullustan species. Benefit: Any enemy that makes a Stealth check within 10 squares of you takes a -‐2 penalty to the check. This penalty does not stack with the same penalty imposed by other characters with this feat.
DEEP SIGHT You have spent so much time in the deepest parts of the oceans of your home planet that you can see even in total darkness. Prerequisite: Quarren species. Benefit: You gain darkvision, ignoring concealment (including total concealment) from darkness. You cannot perceive colors in total darkness.
DEVASTATING BEL.L.OW Your bellow produces greater sonic energy than do the bellows of other members of your species. Prerequisite: Ithorian species. Benefit : Your bellow attack deals 4d6 points of damage on a hit and half damage on a miss.
Normal: Without this feat, your bellow attack deals 3d6 points of damage on a hit.
DISARMING CHARM Like many among your species, you know how to blend in with galactic society, using your natural gregarious disposition to keep others off guard. Prerequisite: Sullustan species. Benefit: Whenever you successfully use the Change Attitude application of the Persuasion skill to change a target’s attitude, you gain a +2 circumstance bonus to all Deception or Persuasion checks against that target for the next 24 hours.
FAST SWIMMER You are naturally gifted at swimming and move through the water more quickly than do others of your species. Prerequisite: Mon Calamari species. Benefit: Your swim speed increases by 2 squares
FRINGE BENEFITS You are a well-‐known member of criminal society and can get the best deal possible on illicit goods. Prerequisite: Rodian species. Benefit: Whenever you buy goods on the black market, reduce the cost multiplier by 2 (for example, from x5 to x3), to a minimum of xl.
.
FLAWLESS PILOT You know how to handle a starship better than practically anyone else in the galaxy, and you can make any vehicle do exactly what you want it to do. Prerequisite: Duros species. Benefit: Whenever you reroll a Pilot check, you always keep the better result, even if you have multiple reroll abilities.
FOREST STALKER You are one of the most skilled hunters among your species and have learned to move through the forest with nary a whisper. Prerequisite: Ewok species. Benefit: Whenever you reroll a Stealth check, you always keep the better result, even if you have multiple reroll abilities.
FRINGE BENEFITS Prerequisite: Rodian species. Benefit: Whenever you buy goods on the black market, reduce the cost multiplier by 2 (for example, from x5 to x3), to a minimum of xl.
GUNGAN WEAPON MASTER You have learned to master the ancestral weapons of your people and can penetrate even the staunchest defenses. Prerequisite: Gungan species. Benefit: Whenever you spend a Force Point to add to an attack roll with an atlatl or a cesta, increase the die type by one step (from d6 to d8, or from d8 to dl0).
HUNTER'S INSTINCTS You have a sixth sense that allows you to spot your prey under almost any circumstances. Prerequisite: Rodian species. Benefit: Whenever you reroll a Perception check, you always keep the better result, even if you have multiple reroll abilities.
IMPERCEPTIBLE LIAR You have worked hard to eliminate your behavioral tells, making it almost impossible to discern when you are lying. Prerequisite: Twi’lek species. Benefit: Whenever you spend a Force Point to add to a Deception check, increase the die type by two steps (from d6 to dlO, or from dB to d12).
INBORN RESILIENCE You come from a hardy species, but some of your people are better than
others at avoiding certain kinds of harm. Prerequisite: Zabrak species. Benefit: You can reduce your species bonus to anyone defense score to +0 and increase your species bonus to another defense score to +2. Once you change your species bonuses in this way, they cannot be changed back.
INCREASED RESISTANCE You remain resilient against attacks that target your vitality, making it difficult let for enemies to sap your strength. Prerequisite: Gamorrean species. Benefit: Whenever an attack or skill check targets your Fortitude Defense and fails to equal or exceed it, you gain a +2 circumstance bonus to your Fortitude Defense until the start of your next turn.
INSTINCTIVE PERCEPTION You can sense the presence of danger naturally, giving you an edge even when you fail to spot trouble the first time. Prerequisite: Zabrak species. Benefit: Whenever you reroll a Perception check and take the second result, if your second result is lower than your first result, you gain a temporary Force Point. This Force Point can be spent only to add to the result of a Perception check, and if it is not spent before the end of the encounter, it is lost.
JEDI HERITAGE You come from a clan that has produced many Jedi, and you have overcome your species’ impulsiveness by becoming a master of the Force. Prerequisites: Twi’lek species, Force Sensitivity. Benefit: Your Wisdom is considered to be 4 points higher for the purpose of determining how many Force Powers you gain from the Force Training feat, granting you two extra Force powers for each Force Training feat.
JUSTICE SEEKER You are willing to take the law into your own hands to bring justice to those who harm your allies.
Prerequisite: Kel Dor species. Benefit: You gain a +2 bonus to damage rolls for attacks against targets that have damaged one of your allies since the end of your last turn.
KEEN SCENT You can smell trouble coming from a much greater distance. Prerequisite: Ewok species. Benefit: The range of your Scent ability increases to 20 squares.
LASTING INFLUENCE When you penetrate the mind of your enemy, you can keep your barbs there for a long time. Prerequisite: Bothan species. Benefit: Whenever you make a successful Persuasion check against a target’s Will Defense, you gain favorable circumstances on future Persuasion checks against that target for the next 24 hours. For more details on favorable circumstances, see page 59 of the Saga Edition core rulebook .
MASTER TRACKER You can follow a shadow on a moonless night and survive in the wilderness with nothing but your wits to protect you. Prerequisite: Rodian species. Benefit: Whenever you spend a Force Point to add to a Survival check, increase the die type by two steps (from d6 to dlO, or from dB to d12).
MIND OF REASON You have learned to consider all sides of an issue carefully before making a decision, allowing you to reason out information that might not be readily apparent. Prerequisite: Cerean species. Benefit: You can use your Wisdom bonus instead of your Intelligence bonus for all Intelligence-‐based skill checks.
MON CALAMARI SHIPWRIGHT You have intimate knowledge of the workings of starships and other vehicles and can keep them running no matter what. Prerequisite: Mon Calamari species.
Benefit: You need spend only two swift actions to move a vehicle you occupy + 1 step on the condition track. In addition, you automatically succeed on Mechanics checks to reroute power (see page 172 of the Saga Edition core rulebook) . Normal: It takes three swift actions to use the reroute power action.
NATURE SPECIALIST You know even the most obscure information about the natural world . Prerequisite: Ithorian species. Benefit: Whenever you spend a Force Point to add to a Knowledge (life sciences) check, increase the die type by two steps (from d6 to d10, or from dB to d12) .
PERFECT INTUITION Your insights serve you well, giving you some of the fastest reaction times among members of your species. Prerequisite: Cerean species. Benefit: Whenever you reroll an Initiative check , you always keep the better result, even if you have multiple reroll abilities.
PERFECT SWIMMER You are among the best of your kind when swimming and can navigate even t he most difficult waters. Prerequisite: Gungan species. Benefit: Whenever you reroll a Swim check, you always keep the better result, even if you have multiple reroll abilities.
PITILESS WARRIOR Whenever you fell an opponent, the victory stokes your bloodlust and prepares you for more carnage. Prerequisite: Trandoshan species. Benefit: Whenever you reduce a target to 0 hit points, you gain a number of bonus hit points equal to 5 + one-‐half your level. Damage is subtracted from bonus hit points first, and any bonus hit points remaining at the end of t he encounter are lost. Bonus hit points do not stack.
PRIMITIVE WARRIOR You have learned to make the most of primitive weapons and can wield them with deadly results. Prerequisite: Gamorrean species. Benefit: You deal + 1 die of damage with simple melee weapons.
QUICK COMEBACK When you take damage that sends you reeling, you can recover quickly and get back in the fight. Prerequisite: Gamorrean species. Benefit: Whenever you are moved down the condition track by an attack that deals damage that equals or exceeds your damage threshold, until the end of your next turn you can move + 1 step on the condition track as a single swift action. You can use this feat only once per attack that moves you down the condition track.
READ THE WINDS You are so attuned to the wind patterns of your world that you can detect subtle shifts in air pressure around you. Prerequisite: Kel Dor species. Benefit: You ignore concealment and cover for the purposes of Perception checks against targets within 10 squares of you.
REGENERATIVE HEALING Your natural regeneration can help you recuperate from wounds more quickly. Prerequisite: Trandoshan species. Benefit: Once per day when you catch a second wind, you can regain no hit points immediately and instead regain 5 hit points at the end of each of your turns until you reach full hit points or until the end of the encounter (whichever comes first).
RESURGENT VITALITY Though your species heals quickly over time, you can push through your pain
in the short term and return to fighting form. Prerequisite: Wookiee species. Benefit: Whenever you catch a second wind, you regain an additional number of hit points equal to twice your Constitution bonus (minimum 2).
SCION OF DORIN You are accustomed to the harsh environment of your homeworld, Dorin, and are tempered against t he hazards of other planets. Prerequisite: Kel Dor species. Benefit: You gain a +5 species bonus to your Fortitude Defense against all natural hazards.
SHARP SENSES Your senses have been honed to the point where you can spot things that others could never see. Prerequisite: Mon Calamari species. Benefit: Whenever you spend a Force Point to add to a Perception check, increase the die type by two steps (from d6 to dlO, or from d8 to d12).
SHREWD BARGAINER You know how to break down the defenses of your opponents, ensuring that you gain the upper hand in any negotiation. Prerequisite: Quarren species. Benefit: Whenever you make a Persuasion check against a target’s Will Defense, the target does not receive the benefit of insight or morale bonuses to its Will Defense.
SPACER'S SURGE Whenever you pull off an amazing maneuver in a vehicle, it gives you the confidence to accomplish similarly amazing actions in the near future. Prerequisite: Duros species. Benefit: Whenever you roll a natural 20 on a Pilot check, you gain temporary Force Point. If that Force Point is not spent before the end of the encounter, it is lost.
STRONG BELLOW You can use your lungs to bellow without growing fatigued. Prerequisite: Ithorian species. Benefit: Once per encounter when you use your Bellow species ability, you move one less step down the condition track.
SURE CLIMBER You can navigate steep cliffs and caverns as though climbing were second nature to you. Prerequisite: Sullustan species. Benefit: Whenever you are not distracted or threatened, you gain a natural climb speed of 4 squares. Normal: Without a climb speed, you must succeed on a Climb check to climb.
SURVIVOR OF RYLOTH You know how to survive on both the night and day sides of your homeworld, al lowing you and your al lies to weather t he harsh environments of t he galaxy. Prerequisite: Twi’lek species. Benefit: Once per hour when you and your allies are in an environment of extreme heat or cold, you can make a Survival check. You and up to 10 al lies can use the results of the Survival check in place of your Fortitude Defenses when the extreme heat or co ld makes its hourly attack roll against your Fortitude Defenses.
THICK SKIN Your thick hide protects you from damage and fends off toxins and other hazards. Prerequisite : Trandoshan species. Benefit: You gain a +2 species bonus to your Fortitude Defense.
UNWAVERING FOCUS Others might try to sway you, but once you focus on an objective, you
cannot be stopped. Prerequisite: Zabrak species. Benefit: Whenever you are targeted by a mind-‐affecting effect that requires a skill check against your Will Defense, as a reaction you can impose a -‐ 2 penalty to that skill check.
VETERAN SPACER Your people are among the oldest explorers to chart the stars, and you benefit from eons of collected knowledge about space travel. Prerequisite : Duros species. Benefit: You gain a +5 species bonus to Use Computer checks to perform astrogation aboard a starship.
WARRIOR HERITAGE You come from a proud warrior culture, and your pride fills you with self assurance. Prerequisite: Gungan species. Benefit: You gain a +2 morale bonus to Will Defense when you wield an atlatl or a cesta.
WROSHYR RAGE You have learned that in the dangerous jungles of Kashyyyk, your mighty rage must be tempered by wariness so that predators don’t get t he drop on you. Prerequisite: Wookiee species. Benefit: When you first enter a rage, you gain a number of bonus hit points equal to 10 + one-‐ha lf your level. Damage is subtracted from bonus hit points first, and any bonus hit points remaining at the end of the encounter are lost. Bonus hit points do not stack
ATTACK COMBO (FIRE AND STRIKE) You can make deadly ranged and melee attacks in rapid succession. Prerequisites: Attack Combo (Melee!. Attack Combo (Ranged!. base attack bonus +9. Benefit: If you hit a single target with two consecutive ranged, melee,
and/or unarmed attacks during the same turn, any additional ranged, melee, or unarmed attacks you make until the end of your next turn (including attacks of opportunity and attacks made as reactions) deal + 1 die of damage on a hit. This extra damage stacks with extra damage granted by other feats or talents.
ATTACK COMBO (MELEE) After landing successive blows against a single target, your melee and unarmed attacks become more devastating. Prerequisite: Base attack bonus +3. Benefit: If you hit a single target with two consecutive melee and/or unarmed attacks during the same turn, any additional melee or unarmed attacks you make until the end of your next turn (including attacks of opportunity and attacks made as reactions) deal + 1 die of damage on a hit. This extra damage stacks with extra damage granted by other feats or talents.
ATTACK COMBO (RANGED) Your damage-‐dealing ability improves after hitting a single target with successive ranged attacks. Prerequisite: Base attack bonus +3. Benefit: If you hit a single target with two consecutive ranged attacks during the same turn, any additional ranged attacks you make until the end of your next turn (including attacks of opportunity and attacks made as reactions) deal +1 die of damage on a hit. This extra damage stacks with extra damage granted by other feats or talents.
AUTOFIRE ASSAULT Your autofire attacks are devastating when focused in a single area for multiple rounds. Prerequisite: Weapon Focus (chosen weapon). Benefit: When you target the same area with an autofire attack that you made an autofire attack against on your last turn, the penalty on the autofire attack is reduced to -‐2 (-‐1 if using a braced autofire-‐only weapon or the
Controlled Burst talent) and you deal + 1 die of damage on a hit. Normal: A -‐5 penalty applies to autofire attack rolls, and there are no bonuses for consecutive rounds of fire in the same squares. Special: This feat cannot be used with the Autofire Sweep feat or the Burst Fire feat.
AUTOFIRE SWEEP You can sweep an area with your autofire weapon, spraying fire in a 180-‐ degree arc in front of you. Prerequisite: Weapon Focus (chosen weapon) . Benefit: When making an autofire attack, you can attack all targets in a 6-‐square cone. The origin square of the cone can be any square in your line of sight and within point-‐blank range. Normal: A -‐5 penalty applies to autofire attack rolls. Autofire attacks that miss deal half damage. Special: This feat cannot be used with the Autofire Assault feat or the Burst Fire feat. It can be used with the Suppression Fire talent (see page 31) .
BIOTECH SPECIAL..IST You can make custom modifications to Yuuzhan Vong biotech-‐based armor, weapons, vehicles, and similar devices. Prerequisite: Trained in the Mechanics skill. Benefit: You can modify a Yuuzhan Vong biotech-‐based device, suit of armor, weapon, or vehicle so that it gains a specific trait. Specific traits are listed in the chart on page 35. You can perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a sing le device, suit of armor, weapon, or vehicle, and you cannot apply the same benefit more than once. Before beginning the modification, you must pay one-‐tenth the cost of the device, suit of armor, weapon, or vehicle you wish to modify or 1,000 credits, whichever is more. Completing the modification requires one day per 1,000 credits of the modification cost. At the end of this time, make a DC 20 Mechanics check; you can’t take 10 or take 20 on this check. If the
check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object doesn’t gain the desired trait. However, you may start over if you wish. Due to the specialized nature of biotechnology, only other characters with the Biotech Specialist feat can assist you, reducing proportionately the time needed to complete the modification. At the end of the modification process, they can make a Mechanics check to aid your check. The market value of a modified item is equal to the base cost of the item + double the cost of the modifications made to it (not including credits wasted on failed modification attempts). Special: Nobles and scoundrels may add this feat to their class list of bonus feats. This feat allows you to make Treat Injury checks on biotechnology without the -‐5 penalty.
BIOTECH SURGERV You can perform the surgical procedures necessary to graft biotech components onto living flesh, similar to those used by the Yuuzhan Vong. Prerequisite: Trained in the Treat Injury skill. Benefit: You can install a biotech prosthesis onto a living being. The surgical procedure takes 1 hour of uninterrupted work, after which you must make a DC 20 Treat Injury check. If the check succeeds, the prosthesis is installed correctly. If the check fails, the prosthesis is not installed properly; however, you can try again after another uninterrupted hour of surgery. Special: You can install a biotech prosthesis on yourself, but you take a -‐5 penalty on the Treat Injury skill check. If you have the Surgical Expertise feat (see page 88 of the Saga Edition core rulebook). you can install a biotech prosthesis in 10 minutes instead of 1 hour.
BRINK OF DEATH You can take an enemy to the brink of death without killing him. Benefit: When you deal sufficient damage on an attack to kill a target, you may instead choose to reduce the target to 0 hit points, leaving it unconscious but alive. Normal rules for being at 0 hit points apply (see page
146 of the Saga Edition core rulebook).
FEAT OF STRENGTH You draw on inner reserves of physical power to perform great feats of strength, such as lifting heavy objects, leaping great distances, or hauling yourself up a cliff while weighted down by a heavy load. Prerequisite: Strength 15. Benefit: Once per encounter as a full-‐round action, you can take 20 on a single Strength check or Strength-‐based skill check (you must be trained in the skill). even if you are distracted or threatened. Normal: You may not take 20 when distracted or threatened, or in a Single round. Special: After using this feat for the first time in a given encounter, make a DC 15 Endurance check (as a free action). If the check succeeds, you can use this feat once more during the same encounter.
FATAL HIT Enemies you take down don’t get up again. Prerequisites: Strength 13, Dexterity 13. Benefit: When your attack drops a target to 0 hit points, you may choose to automatically kill that enemy even if the damage dealt does not exceed the target’s damage threshold. In addition, you can perform the coup de grace action as a standard action. Normal: A creature that drops to 0 hit points becomes unconscious if the damage dealt does not exceed its damage threshold. Performing a coup de grace is a full-‐round action.
GALACTIC ALLIANCE MILITARY TRAININO Service in the Galactic Alliance has honed your toughness. Benefit: You do not move down the condition track the first time an attack exceeds your damage threshold in an encounter.
GRAPPLE RESISTANCE You make it difficult for enemies to grab or grapple you, or attack objects in your possession. Benefit: You gain a +5 bonus to your Reflex Defense when an enemy makes a grab or grapple attack against you, and you gain a +5 bonus to all opposed grapple checks. All objects that you are holding or carrying gain a +5 bonus to their Reflex Defense when attacked (see “Attack an Object” on page 151 of the Saga Edition core rulebook).
KNOCK HEADS You knock two opponents’ heads together in unarmed combat. Prerequisites: Dexterity 13, Strength 13, Multi-‐Grab. Benefit: 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 5 points lower. Both creatures are still considered grabbed at the end of using this feat.
MULTI-‐GRAB You may grab two opponents at once. Prerequisite: Dexterity 13. Benefit: As a standard action, you can 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.
RANCOR CRUSH Your crushing hold on an enemy can knock it unconscious. Prerequisites: Strength 15, Crush, Pin, base attack bonus + l. Benefit: When you successfully pin an enemy with the Pin feat (see page 87 of the Saga Edition core rulebook) and use the Crush feat at the same time, the enemy moves -‐1 step down the condition track in addition to taking damage. Normal: The Crush feat deals damage to a grappled enemy but does not
move the enemy along the condition track.
RETURN FIRE When someone takes a shot at you and misses, you retaliate with a shot of your own. Prerequisites: Dexterity 15, Quick Draw, Weapon Focus (chosen exotic ranged weapon or weapon group) . Benefit: Select one exotic weapon or weapon group. Once per encounter as a reaction, you can make a single ranged attack with the chosen weapon or group against an enemy that misses you with a ranged attack, provided you have line of sight to that enemy. Special: If you have the Combat Reflexes feat, you may use this feat a number of times during an encounter equal to your Dexterity bonus, but no more than once during a given enemy’s turn. This feat does not apply to vehicle weapons or heavy weapons. You must have your weapon in hand to use this feat. You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon group or exotic weapon.
RETURNINO BUG You have mastered the art of using Yuuzhan Vong thrown weapons and can ca use them to return to your hand. Prerequisite: Proficient with weapon used. Benefit: When you miss with a razor bug or a thud bug (see page 64), the weapon returns to your hand immediately.
VEHICLE SYSTEMS EXPERTISE You may use your technical expertise to manipulate a vehicle’s systems more quickly than usual. Prerequisites: Tech Specialist, trained in the Mechanics skill. Benefit: 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. Normal: Recharging shields or rerouting power normally requires you to spend three swift actions.
ZERO RANOE You are lethal when using ranged weapons against adjacent targets. Prerequisite: Point Blank Shot. Benefit: 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. The effects of this feat do not stack with the extra damage provided by the Burst Fire or Rapid Shot feats. This feat does not apply to heavy weapons or vehicle weapons, or in starship combat.
TAL-‐GUN You are trained in Tal-‐Gun fighting techniques, giving you an edge in unarmed combat.
Prerequisites: Martial Arts I, Dex 15 Benefit: After a successful attack, each additional attack against the same target enjoys a +2 bonus to the attack roll and damage roll. This bonus stacks with each subsequent successful attack made against the same target in the same round, including attacks of opportunity.
METAMORPH II You are an extremely talented shapeshifter, capable of adapting your form to the needs of the moment. Prerequisites: Constitution 13, shapeshift species trait, trained in the Deception skill, trained in the Endurance skill, Benefit: As a full-‐round action, you can alter your physical form to change your primary form of movement, At the time of the transformation, choose either flight, swimming, climbing,
or leaping as a primary means of locomotion. Whichever you choose, you gain a movement speed equal to your standard movement speed (flight, swimming) or half your movement speed (climbing, jumping), though any talents or feats that increase this apply to flight as well. Further, if you choose climbing, jumping or swimming, and you are trained in that skill, for the duration of the transformation, you are considered to have the appropriate Skill Focus feat as well.
METAMORPH. Benefit: as a full-‐round action, you can alter your physical form to assist with specific tasks, At the time of the transformation, choose either the Strength, Dexterity or Constitution attribute. So long as you stay in this form, you benefit from a +4 bonus to the chosen attribute.
METAMORPH III You are an exceptionally talented shapeshifter, capable of altering your body to provide alternate forms of movement, growing wings, fins, or specialized limbs. Prerequisites: Constitution 13, shapeshift species trait, trained in the Deception skill, trained in the Endurance skill, trained in the Climb, Jump or Swim skills, Metamorph I,
VERDANAIAN TRAINING You are trained in the Verdanaian “Sliding Hands” method of unarmed combat, and while you maintain physical contact with your opponent, you can more easily predict their next move. Prerequisites: Martial Arts I, trained in the Perception skill Benefit: When you are adjacent to a single opponent to
whom you are engaged in melee combat, you receive a +5 dodge bonus to Reflex Defense against that opponent. Special: If you have the Verdanaian Expertise talent, you also gain a +5 bonus to your Initiative check for the purpose of beating your opponent’s feint attempt.
MUSICIAN You are able to perform music in a way that can inspire others to carry on. Benefit: Pick a number of musical instruments (or voice) equal to 1 + your Intelligence modifier. You are considered trained in the use of these instruments. You can spend a standard action for ten or more rounds consecutively to play a piece of music by making a DC 15 Persuasion check. You can play a maximum number of consecutive rounds equal to 10 + your Constitution score, after which you must make an Endurance check equal to the number of rounds you have been playing. Failing the check means you must either take two full round actions as a break, or move -‐1 step down the Condition Track. For the duration of your song, all allies within line of sight able to hear gain a +1 morale bonus to Will and Fortitude Defenses and may regain +1 step on the Condition Track if they were moved down it by a mind-‐influencing affect. Allies can only regain +1 step along the condition track per song. Multiple musicians can play together by making aide another checks. For every 5 points by which the DC is exceeded, you add +1 to the Will and Fortitude Defense bonuses, to a maximum of the number of members in the band, or 5, whichever is lower. Persuasion is considered a class skill for you.
STUDIO MUSICIAN Your music can inspire others even through a recording.
Prerequisites: Composer, Musician Benefit: The benefits of your music can be experienced by allies who can’t see you play, including pre-‐recorded material and songs piped in to other locations. However, in order to gain the bonuses of your music, allies must give up a swift action for every round they listen, and take a -‐5 penalty to Perception checks.
SOLO FLOURISH During a musical performance, you can spend one of your rounds performing a solo.
Prerequisites: Musician Benefit: To perform a solo flourish, make a DC 15 Persuasion check. All allies affected by your solo have the option of using a Second Wind as a reaction, even if they have already used their second wind for the day. If in a band, only one band member may flourish per round, though each additional flourish in that song adds +1 hit point to the number of hit points recovered when allies catch their second wind.
BATTLE ANTHEM The power with which you can play music of historical and cultural significance can inspire others to fight on. Prerequisites: Musician and Solo Flourish Feats Benefit: Once per day, at the start of an encounter, make a DC 20 Persuasion check. If successful, select a number of allies equal to 1d4 + your Charisma bonus. The first time each of those allies suffer an attack that moves them down the Condition Track, they gain a temporary Force Point that must be used by the end of the encounter or it is lost. Also, playing this song negates your allies’ ability to participate in the surprise round. You may select this feat multiple times, each selection grants an additional use per day.
COMPOSER You can create music that manipulates the listener in specific ways.
Prerequisites: Musician, Solo Flourish Benefit: To compose a song, you must spend 2d20 hours and make a DC 15 Charisma check. The song must be at least ten rounds long. Select one of the effects below for the song to provide when played. Distract: Make a Persuasion check against the Will Defense of all enemies able to hear. Success means affected enemies take a -‐1 penalty to all attacks and skill checks for the duration of the song. Enamor: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters move +1 attitude step friendlier (SE 71) for the duration of the song and 2d4 rounds afterward. Enrage: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters move +1 attitude step more hostile (SE 71) for the duration of the song and 2d4 rounds afterward. Soothe: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters gain +1 bonus hit point for every point the check exceeded their Will Defense (minimum 1, maximum 10) after listening to the song it its entirety. Damage is subtracted from bonus hit points first, and any bonus hit points remaining at the end of the encounter go away. Bonus hit points do not stack. Stimulate: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters are considered to enjoy the benefits of aide another for any skill check made for the duration of the song and 2d4 rounds afterward. If the affected character has the team feat associated
with the skill check being made, they gain an additional +1 morale bonus to the check. Terrorize: Make a Persuasion check against the Will Defense of all sentients able to hear. Success means affected characters take a -‐2 penalty to Will Defense for the duration of the song. If the skill check exceeds their Will Defense by five or more, that enemy loses their move action for 1d4 rounds starting the round they hear the music. If the skill check exceeds their Will Defense by ten or more, that enemy loses their standard action for 1d4 rounds starting the round they hear the music.
BIOLOGIST FIELD TEAM You and your allies are noted scientists, able to work together to conduct analysis and experiments both in the field and in the lab. Prerequisite: Trained in Knowledge (life sciences). Benefit: You gain a +3 competence bonus to Knowledge (life sciences) 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 aid another action to assist an ally who has this feat with a Knowledge (life sciences) check, you provide a +4 bonus instead of +2. Species Feats The following feats are an addition to the Species Feats found on page 31 of the Rebellion Era Campaign Guide.
AIWHA RIDER You are a gifted Aiwha rider, and can weave your mount through a variety of aerial or submerged maneuvers. Prerequisite: Kaminoan species. Benefit: Any feats or talents that require a Pilot or Swim check can be used while mounted on an Aiwha with a Ride check instead. As the rider, you gain a +1 bonus to slam attacks, or attacks with mounted weaponry such as bombs or repeating blasters.
Analytical Detachment You are able to rely on logical reasoning and intelligence when others would rely on charm Prerequisite: Kaminoan species. Benefit: You can use your Intelligence bonus instead of your Charisma bonus for all Charisma-‐based skill checks (except Use the Force).
KAMINOAN GRACE Even among Kaminoans, your soft voice and fluid movements possess a regal grace that command attention and respect. Prerequisite: Kaminoan species. Benefit: Whenever you make a Persuasion check against a target’s Will Defense, the target does not receive the benefit of insight or morale bonuses to its Will Defense.
LOGIC UPGRADE: CROSS-‐PLATFORM You have installed specialized hardware and software that enables you to handle two sets of core programming simultaneously.
Prerequisite: Droid Benefit: Choose one droid degree different from your own. You can now select talents from both your native and selected Droid Degree Talent trees, provided you are eligible to select talents. Special: This feat may be selected multiple times. Each time you take this feat, it applies to a different Droid Degree Talent tree.
LOGIC UPGRADE: PYROWALL You have installed software to harden your systems against outside tampering.
Prerequisite: Droid or cyborg Benefit: You gain a +5 bonus to Will Defense against Use Computer checks to reprogram your systems.
DODOE + CHAROINO FIRE You can reduce your penalty to your Reflex Defense against all opponents to -‐1 when making a ranged attack at the end of a charge.
D ODOE + RUNNINO ATTACK You can add your Dodge bonus to your Reflex Defense against anyone who makes an attack of opportunity against you while using the Running Attack feat.
D UAL WEAPON MASTERY I + Q UICK DRAW You can draw or holster two weapons with a single swift action; you must have both hands free to draw both weapons, and each weapon must be able to be held in one hand.
F ORCE TRAININO + IMPROVED DISARM When you use the Force disarm Force Power, you gain the +5 bonus from Improved Disarm on your Use the Force check as though you were making an attack roll.
Q UICK DRAW + WEAPON P ROFICIENCY (LIOHTSABERS) You can draw and ignite your lightsaber as a single swift action.
W EAPON FOCUS + WEAPON F INESSE When you are wielding a single one-‐handed weapon for which you have Weapon Focus, you can treat that weapon as a light weapon for the purpose of Weapon Finesse.
ADAPTABLE TALENT You’re a multitalented being, capable of pulling all kinds of tricks out of your sleeve. Benefit: Choose one talent that you meet the prerequisites for, from a class you possess. Once per day, after at least 6 hours of rest, you can choose to swap out one of your current talents for the talent you chose for this feat.
The talent you swap out cannot be the prerequisite for any other talent you have. You can swap back to your original talent after at least 6 hours of rest.
BONE CRUSHER You are skilled at dealing lasting damage to grappled opponents. Prerequisites: Crush, Pin. Benefit: When you deal damage to a grappled opponent, the opponent also moves -‐1 step on the condition track.
BRILLIANT DEFENSE You think quickly enough on your feet to stay alive in dangerous situations. Prerequisite: Intelligence 13. Benefit: Once per encounter, you can add your Intelligence bonus to your Reflex Defense as a reaction; this benefit lasts until the start of your next turn.
CHANNEL RAOE You have learned to turn your rage into pure will and determination. Prerequisite: Rage species trait. Benefit: Once per day, instead of entering into a rage, you gain a +5 bonus to Will Defense until the end of the encounter. This bonus counts as using your rage ability for that day.
CUT THE RED TAPE You know how to work the bureaucratic system to get information you need. Prerequisite: Trained in the Knowledge (bureaucracy) skill. Benefit: You can use your Knowledge (bureaucracy) modifier instead of your Gather Information modifier when making Gather Information checks. If you are entitled to a Gather Information check reroll, you can reroll your Knowledge (bureaucracy) check instead (subject to the same circumstances and limitations). You are considered trained in the Gather Information skill for the purposes of this check.
DEMORALIZINO STRIKE You know how to dishearten your opponents when they least expect it.
Prerequisite: Charisma 13. Benefit: When you successfully deal damage to an opponent with an attack of opportunity, you can immediately make a Persuasion check to intimidate the opponent as a free action.
DISTURBINO PRESENCE Your presence is such that enemies let you move past them freely. Prerequisite: Trained in the Deception skill. Benefit: If you succeed on a DC 15 Deception check, you can move through the threatened area or fighting space of an enemy as part of your move action without provoking an attack of opportunity. Each threatened square or occupied square that you move through in this manner counts as 2 squares of movement. Normal: You can tumble through an occupied enemy square only by using the Acrobatics skill.
EXPERT BRIBER You are adept at greasing the palms of contacts to minimize the amount of the bribe normally required. Prerequisite: Charisma 13. Benefit: When using the Haggle application of the Persuasion skill (see page 71 of the Saga Edition core rulebook. you reduce the DC reduce the price of the item haggled over by 10.
FLECHE You throw yourself at your opponent to make a single precise strike. Prerequisite: Base attack bonus + 1. Benefit: Once per encounter, when you charge, you can turn any natural attack roll of 17+ into a critical hit.
FORCEFUL RECOVERY The Force is strong with you, and it gives you focus and vitality. Prerequisite: Force Sensitivity, Force Training. Benefit: Whenever you catch a second wind, choose one expended Force power and return that power to your Force suite.
ORAZINO SHOT Using precise aim, you can hit two targets with a single shot. Prerequisite: Point Blank Shot. Benefit: When you successfully make a ranged attack against a single target, you can make a second attack roll against an additional target that is in direct line of sight and no farther than 6 squares from the original target. If the second attack roll succeeds, make a single damage roll, and divide the damage equally between the two targets. If the second attack roll fails, you deal no damage to either target.
HOBBL..INO STRIKE You know where to hit your enemy to slow it down. Prerequisite: Sneak Attack, Rapid Shot, or Rapid Strike. Benefit: Whenever you would deal extra damage by using Sneak Attack, Rapid Shot, or Rapid Strike, you reduce the target’s speed by 1 square until the end of the encounter instead of dealing the extra damage.
IMPROVED OPPORTUNISTIC TRICKERY When your opponent lets down its guard, you open it up to additional attacks. Prerequisites: Combat Reflexes, Opportunistic Trickery. Benefit: 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.
INDOMITABL..E PERSONAL..ITY Your powerful personality helps you cope with attacks that assault your will. Prerequisite: Charisma 13. Benefit: Once per encounter, you can add your Charisma bonus to your Will Defense as a reaction; this benefit lasts until the end of your next turn.
MASTER OF DISOUISE You are adept at creating convincing disguises in remarkably short periods of time. Prerequisites: Trained in the Deception skill, Charisma 13. Benefit: 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 penalty of -‐2 to the Deception check. Normal: When you rush the creation of a deceptive appearance or forged document, you take a -‐10 penalty to your Deception check.
M E AT SHIEL..D You are adept at using an opponent’s defense to your own advantage. Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +4. Benefit: 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.
OPPORTUNISTIC TRICKERY When your opponent lets down its guard, you know how to set it off balance for several moments. Prerequisites: Combat Reflexes, Sneak Attack. Benefit: 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.
RECURRINO SUCCESS You know how to make your enemies fall for the same trick twice. Benefit: When you select this feat, choose one talent or feat that can normally be used only once per encounter. You can use that talent or feat one additional time per encounter. You can select this feat multiple times. Each time you do so, you must choose a different skill to gain the benefits of this talent.
RESOL..UTE STANCE By standing your ground, you focus your mind to repel any assault. Prerequisite: Base attack bonus + 1. Benefit: 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. Normal: When you fight defensively, you gain a +2 dodge bonus to your
Reflex Defense. If you make no attacks until your next turn, you gain a +5 dodge bonus to your Reflex Defense until the start of your next turn.
SADISTIC STRIKE By dispatching a helpless creature, you terrify opponents around you. Benefit: 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 the encounter.
SIL.VER TONOUE You are adept at quickly changing a creature’s attitude toward you. Prerequisite: Trained in the Persuasion skill. Benefit: You can intimidate a creature or change its attitude as a standard action . Normal: Intimidating a creature or changing its attitude requires a full -‐round action.
CATASTROPHIC AVOIOANCE Your luck is such that catastrophe occurs less frequently for you when you are engaged in stressful situations. Benefit: 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. In addition , when a catastrophic failure occurs, you accrue one failure in the skill challenge, not two. Special: This feat is allowed only in campaigns that use the skill challenge rules described in Chapter 2.
LAST RESORT When failure threatens, you throw everything you have at the skill challenge to prevent disaster. Benefit: 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. Special: This feat is allowed only in campaigns that use the skill challenge
rules described in Chapter 2.
SKIL.L. CHAL.L.ENOE: RECOVERY You can snatch victory from the jaws of defeat when involved in a skill challenge. Benefit: Once per skill challenge, you treat the challenge as if it had the recovery effect, even if it does not have that effect. Special: This feat is allowed only in campaigns that use the skill challenge rules described in Chapter 2.
STAND TAL.L. Your courage under fire inspires those around you to acts of bravery. Benefit: 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.
WOOKIEE GRIP Your strength is such that you need only one hand to use weapons that normally require two hands. Prerequisite: Strength 13. Benefit: When using a weapon in which you are proficient and that normally requires two hands, 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.
BANTHA HERDER You know how to frame your targets with your ranged attacks, moving the targets where you want them to go. Prerequisites: Proficient with weapon used, base at tack bonus + 1. Benefit : When you damage a large or smaller creature with a ranged attack, compare the result of your attack roll to the target's Will Defense. If your result equals Dr exceeds the target’s Will Defense, you can move the target 1 square in ,my direction as a free action. If your ranged attack deals damage to multiple eligible creatures. you can use this benefit against all of
them. You can’t move a target that’s being grabbed Dr grappled, and you can't move a target into a solid object Of into another creature’s fighting space.
BATTERING ATTACK You know how to use your strength to batter an opponent to the ground, knocking him or her prone.
Prerequisites: Bantha Rush. Trip. Benefit: Whenever you successfully move a creature with the Bantha Rush feat, you also knock that target prone.
DESTRUCTIVE FORCE You cause so much devastation to vehicles and objects that you also deal damage to others around those targets. Benefit : When you deal damage to an object Dr vehicle that equals or exceeds the target's damage threshold and reduces the target to 0 hit points, you deal 1 die of damage (of the same type as the damage used in the attack) to all targets, including allies, that are adjacent to the vehicle or object.
DISABLER You are skilled in the use of ion weapons and gain certain bonuses depending on which weapon you use. Prerequisite : Proficient with weapon used. Benefit : When you make a ranged attack with an ion weapon, you gain one of the following benefits. depending on the kind of weapon you use. Ion Grenade: When you use an ion grenade. the grenade’s burst radius is 3 squares instead of 2 squares. Ion Pistol: When you use an ion pistol. the damage dice increase from d6 to d8. Ion Rifle: You treat the ion rifle as an accurate weapon.
DILLE FOR COVER You can leap behind cover, even when caught out in the open. Prerequisite: Trained in Jump.
Benefit: Once per turn. as a reaction to being targeted by a ranged attack. you can make a Jump check to jump horizontally. If you land in a square that provides you with cover from your attacker, you gain the normal cover bonus against the attack, even if you didn’t have cover at the time the attack was made. When you use this feat, you always land prone.
FIGHT THROUGH PAIN Through sheer willpower, you can keep yourself al peak fighting performance. ignoring physical pain and negative effects. Benefit: You can use your Will Defense instead of your Fortitude Defense when determining your damage threshold.
FORCEFUL BLAST You can position your grenade attach such that they blast creatures away from the center of the explosion. Prerequisites: Proficient with weapon used. base attack bonus +1. Benefit: When you damage a large or smaller creature with a grenade or thermal detonator. compare the result of your attack roll to the target’s Fortitude Defense. If your result equals or exceeds the target’s Fortitude Defense, you can move the target 1 square in any direction as a free action. If the grenade or thermal detonator deals damage to multiple eligible creatures. you can use this benefit against all of them. You can’t move a target that ‘s being grabbed or grappled, and you can’t move a target into a solid object or into another creature’s fighting space.
FORCE OF PERSONALITY As a result of your self-‐confidence and connection, your will is strong. Prerequisite: Charisma 13. Benefit: You can use either your Wisdom modifier of your Charisma modifier to determine your Will Defense.
FORTIFYING RECOVERY Even as you reel from attacks, you can get yourself back into the fight and make a difference. Prerequisite: Constitution 13.
Benefit : When you take the rerolled action. you also gain a number of bonus hit points equal to 2 I( your Constitution bonus (minimum 2) . Damage is subtracted from the bonus hit points firs t. and any bonus hit points remaining at the end of the encounter are lost. Bonus hit points do not stack.
MISSION SPECIALIST You are so good with certain skills that others around you benefit from your guidance and example. Benefit : Choose one skill in which you arc trained. Allies who are not trained in that skill gain a +2 competence bonus to the skill while they arc within 12 squares of you. You can select this feat multiple times. Each time you select this feat, it applies to a different skill. Special : Only allies who have the Force Sensitivity feat gain this bonus to Use the Force checks
NEVER SURRENDER You can fight your way back from the blackness of death and unconsciousness, staying active in combat. Prerequisite: Trained in Endurance. Benefit: 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 arc instead reduced to 1 hit point.
OFFICER CANDIDACY TRAINING You have received special training in commanding others in combat. Benefit: You gain a +2 bonus to your Rank and Privilege organization score (see page 73 for more information).
OPPORTUNISTIC SHOOTER You art quick to react when nearby enemies expose themselves to your attacks.
Benefit : You gain a +2 bonus to attacks of opportunity with ranged weapons.
Pistoleer You are skilled in the use of pistols and gain certain benefits depending on which weapon you use. Prerequisite: Proficient with weapon used. Benefit: When you make a ranged attack with a pistol, you gain one of the following benefits, depending on the kind of pistol you use. Blaster Pislol: You use the blaster pistol as an accuratte weapon. Heavy Blaster Pistol: You do not treat the heavy blaster pistol as an inaccurate weapon. Hold-‐Out Blaster Pistol; If you fire a hold-‐out blaster pistol at a target that has not yet acted in combat, you gain a +2 bonus to your attack rolls with that weapon against that target. The bonus applies to all such attacks until the target acts.
PREDICTIVE DEFENSE The sharpness of your mind, not the speed of your reactions, allows you to avoid incoming attacks. Prerequisite : Intelligence 13. Benefit : You can use eilher your Dexterity modifier or your Intelligence modifier to determine your Reflex Defense.
RESILIENT STRENGTH Your brute strength and physical conditioning allow you to shrug off effects that would debilitate others. Prerequisite : Strength 13. Benefit : You can use either your Strength modifier or your Constitution modifier to determine your Fortitude Defense.
RIFLEMASTER You are skilled in the use of rifles and gain certain benefits dependlng on which weapon you use. Prerequisite: Proficient with weapon listed. Benefit: When you make a ranged attack with a rifle, you gain one of the
following benefits, depending on the kind of rifle you use. Blaster Carbine: You can brace a blaster carbine set to autofire, even though it is not an autofire-‐only weapon. Blaster Rifle: You treat the blaster rifle as an accurate weapon. Heavy Blaster Rifle; When you use a heavy blaster rifle, the damage dice increase from dl0 to d12. Light Repeating Blaster: You treat tht light repeating blaster as if it were Medium instlead of large.
RISK TAKER You’re not afraid to make great leaps or climb treacherous slopes, and you know how to put forth the extra effort to make the impossible seem routine. Prerequisite : Trained in Climb or Jump. Benefit: You fall only if you fail a Climb check by 10 or marl”. 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. Normal : You fall if you fail a Climb check by 5 or more.
SPORT HUNTER You are skilled in the use of slug throwers and sporting weapons and gain certain benefits depending on which weapon you use. Prerequisite: Proficient with weapon used. Benefit: When you make a ranged attack with a slug thrower or sporting weapon, you gain one of the following benefits, depending on the kind of weapon you use. Slugthrower Pistol: When you use a slugthrower pistol at point-‐blank range, you deal an extra + 1 dice of damage with that weapon. Slugthrower Rifle: When you use a slughthrower rifle, the damage dice increase from d8 to d12. Sporting Blaster Pistol: When you use a sporting blaster pistol, reroll result of 1 on the damage dice until you get a result other than 1.
Sporting Blaster Rifle: When you use a sporting blaster rifle, you gain a .. 1 bonus to attack rolls when you aim before firing.
STAGGERING ATTACK You can deliver punishing blows to your enemies. distracting them and keep· in them from focusing their efforts. Prerequisites: Proficient with weapon used, base attack bonus +1. Benefit: When using a melee weapon, you can make an attack that disrupts an enemy’s concentration. You take a -‐2 penalty to your attack roll, and if your attack deals damage, the target takes a -‐2 penalty to skill checks until the end of your next turn. Alternatively, you can take a -‐5 penalty to your attack roll, and if your attack deals damage. the target takes a -‐5 penalty to skill checks until the end of your next turn.
ECHANI TRAINING You are trained in Echani unarmed fighting techniques giving you an advantage in hand-‐to-‐hand combat. Prerequisites: Dexterity 13, Martial Arts L Benefit : If you make only one unarmed attack during your turn, you can double the damage bonus to that attack provided by your Strength modifier (minimum +1). Once per encounter when you deal damage to a target with an unarmed attack, you can immediately make an unarmed attack against the target’s Fortitude Odense as a free action. If successful, you knock the target to the ground (prone) in its current square, provided that the target is no more than one size larger than you. Special: Targets gain a bonus to Fortitude Defense against being knocked prone based on their size: Medium or smaller, +0; large, +5; Huge. +10; Gargantuan, +20; and Colossal, +50. In addition, unusually stable creatures (such as those with four legs) gain a +5 bonus to their Fortitude Defense against being knocked prone. If you have the Echani Expertize talent or the Martial Arts Forms talent tree on page 32, whenever you score a critical hit with an unarmed attack, the target is immediately knocked to the ground (prone) in its current square. provided that the target is no more than one size larger than you.
HIJKATA TRAIN ING You a re trained in the Hijkata style of unarmed fighting and can quickly turn enemies’ attacks against them. Prerequisites: Combat Reflexes, Martial Arts l. Benefit : Once per round, when an adjacent enemy successfully damages you with a melee attack, you can make an attack of opportunity with an unarmed attack at a -‐5 penalty against that enemy, even if the enemy’s attack normally would not provoke an attack of opportunity. Once per encounter, when an enemy provoke s an attack of opportunity from you and you successfully damage that enemy with an unarmed attack of opportunity. that enemy takes a penalty to attack rolls equal to your Dexterity modifier (minimum + 1) until the end of your next turn. Special: If you have the Hijkata Expertise talent (see the Martial Arts Forms talent tree on page 32), once per encounter, you can spend a full round action to designate a single adjacent ally. Until the start of your next turn, any enemy adjacent to you or the designated ally that makes an attack roll against that ally provokes an attack of opportunity from you. If the ally moves during his or her turn, you can immediately move a number of squares up to your speed as a reaction; however, you must end your movement in a square that is adjacent to the designated ally.
K'TARA TRAIN ING You are trained in the K’tara style of unarmed fighting, which enables you to neutralize enemies before they even know that you 3re present. Prerequisites: Martial Arts I, trained in Stealth. Benefit: 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.
Special: If you have the K’tara Expertise talent (see the Martial Arts Forms talent tree on page... you can spend two swift actions 10 cause a single adjacent enemy to be flat-‐footed against your first attack during the same round.
K'TH'RI TRAINING You are trained in the K’thri style of unarmed fighting, striking with flashy moves and incredible speed. Prerequisites: Dual Weapon Mastery I, Martial Arts I. Benefit : 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. Special: If you have the Kathrin Expertise talent (see the Martial Arts Forms talent tree on page 33), once per encounter when making a full attack, you can reroll one of your unarmed attack rolls: however, you must accept the result of the reroll, even if it is worse. You must be wearing light or no armor to gain this special benefit.
STAVA TRAINING You are trained in the Stave unarmed fighting style of the Noghri and can subdue an enemy with ease. Prerequisites: Martial Arts I, Running Attack. Benefit: When making a grab attack (see page 152 of the Saga Edition core rulebook), you are considered to be one size category larger for the purpose of determining the size of the opponent that you can grab. If you are capable of making a grapple attack, you are considered to b~ one size category larger for the purpose of determining your size modifier to grapple checks. When making an unarmed attack against a target while charging an opponent (see page 152 of the Saga Edition core rulebook), if your attack roll is successful, you can make an immediate grab attack against that target
as a free action . You must be wearing light or no armor to gain the benefit of this feat. Special: If you have the Stava Expertise talent (see the Martial Arts Forms talent tree on page 33), you can add your Strength bonus and your Dexterity bonus to grapple checks. You must be wearing light or no armor to gain this special benefit.
TAE-‐JITSU TRAINING You are trained in the Tar-‐Jitsu style of unarmed fighting and can use a variety of techniques to defeat your enemy. Prerequisites: Dodge. Martial Arts I, trained in Initiative. Benefit: 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 d12. Once per encounter, when you make a successful unarmed attack against an enemy, you can spend a swift action to designate that enemy as your primary adversary. Until the end of the encounter, you gain the benefit of the Dodge feat against that enemy and against one other enemy of your choice. Special : If you have the Tae-‐jets Expertize talent (see the Martial Arts Forms talent list on page 33), when you score a critical hit against an enemy who has been designated as your primary adversary, that enemy takes a -‐2 penalty to attack rolls until the end of your next turn.
TERAS KASI TRAINING You are trained in the Teras Kasi unarmed fighting style and can send an enemy reeling with a single punch. Prerequisites: Strength 13, Martial Arts I. Benefit: 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. Special : If you have the Teras Kasi Basics talent [see the Master of Teras Kasi talent tree on page 53 of ThreorsofrheGoJox, you are considered to be one size category larger when determining the damage of your unarmed attacks.
WRRUUSHI TRAINING You are trained in the Wrrushi unarmed fighting style of the Wookiees and fell more invigoraud in the heat of battle Prerequisites: Constitution 13, Martial Arts I, must be a Wookiee. Benefit : Once per round when you make a successful unarmed attack, you gain a number of bonus hit points equal to your Constitution modifier. Damage is subtracted from the bonus hit points first, and any bonus hit points remaining at the end of the encounter are lost. Bonus hit points do not stack. Once per encounter, you can make an unarmed attack against an enemy Fortitude Defense instead of the enemy's Reflex Defense. If the attack is successful, the enemy not only takes damage but also loose any equipment bonuses to Fortitude Defense until the end of the encounter. You must be wearing light or no armor to gain the benefit of this feat. Special: If you have the Wrruushi Expertise talent (see the Martial Arts Forms talent tree on page 331, once per encounter when you score a critical hit with an unarmed attack against an enemy, you can deal normal damage and move the target an additional -‐2 steps on the condition track, regardless of the damage result. You must be wearing light or no armor to gain this special benefit.
AQUATIC SPECIALISTS You and your allies have trained extensively in und(‘(water combat and specialize in missions in aquatic environments. Prerequisite: Trained in Swim. Benefit: You gain a +3 competence bonus to Swim checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, the competition bonus increases by I (to a maximum of +7). Additionally, when you swim, you swim at half speed as a move action (or you swim at your speed as a full-‐round action).
ASCENSION SPECIAL ISTS You and your allies train on sheer cliffs of Utapau as a matter of course
Prerequisite: Trained in Climb. Benefit: You gain a +3 competence bonus to Climb 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 climb, you climb at half speed as a move action (or at your normal speed as a full-‐round action).
COVERT OPERATIVES You and your allies specialize in undercover missions in which stealth and subtlety are paramount. Prerequisite: Trained in Stealth. Benefit: You gain a +3 competence bonus to Stealth 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 a maximum of +7, Additionally, when moving more than your speed or more than twice your speed, reduce the penalties to Stealth checks by 2.
MEDICAL TEAM You and your allies Know the value of Keeping soldiers alive and perform as a cohesive healing unit. Prerequisite : Trained in Treat Injury. Benefit : You gain a +3 competence bonus to Treat Injury 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). Addi tionally, when you use the aid another action to assist an ally who has this feat with a Treat Injury check to restore hit points. your ally always restores an extra 4 hit points to the target.
MOUNTED REGIMENT You and your allies act as mounted cavalry, specializing in using beasts in war. Prerequisite: Trained in Ride.
Benefit: You gain a +3 competence bonus to Ride 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, once per round as a reaction to your mount being attacked, you can make a Ride check; if the result exceeds the mount’s Reflex Defenses use your check result against the attack instead of using the mount’s Reflex Defense.
NIMBLE TEAM You and your allies train extensively to avoid hazards and to slip through tight spaces, making it difficult to pin your team down. Prerequisite: Trained in Acrobatics. Benefit: You gain a +3 competence bonus to Acrobatics 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 Acrobatics skill to tumble, you can tumble 1 extra square.
SLICER TEAM You and your allies are computer specialists, capable of penetrating even the strongest electronic defenses. Prerequisite: Trained in Use Computer. Benefit: You gain a +3 competence bonus to Use Computer checks. AI 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 aid another action to assist an ally who has this feat with a Use Computer check. you provide a bonus of +4 instead of +2.
TECHNICAL EXPERTS You and your allies are just as comfortable in the vehicle pool as on the battlefield and are capable of maintaining heavy equipment. Prerequisite: Trained in Mechanics. Benefit: You gain a +3 competence bonus to Mechanics 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 aid another action to assist an ally who has
this feat with a Mechanics check, you provide a bonus of +4 instead of +2.
TIRELESS SQUAD You and your allies train for combat scenarios in which your ability to hang in for the long haul is the difference between victory and defeat. Prerequisite : Trained in Endurance’. Benefit: You gain a +3 competence bonus to Endurance checks. At the time you make a check, for each ally within 12 squares of you who also has this feat, that competence bonus increases by 1 (to a maximum of +7). Additionally, when you use the aid another action to assist an ally who has this feat with an Endurance’ check, you provide a bonus of +4 instead of +2.
UNHINDERED APPROACH You and your allies have trained on worlds where the terrain is unstable and your team also specializes in vertical insertion into combat zones. Prerequisite: Trained in Jump, Benefit: You gain a +3 competence bonus to Jump checks. At the time you make a check, for each ally within t2 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 I square to your total jump distance.
UNIFIED SQUADRON You and your allies are excellent pilots whose skills shin(‘ when you fly together, making you better as a unit than as individuals. Prerequisite: Trained in Pilot. Benefit: You gain a +3 competence bonus to Pilot 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, you always succeed when trying to avoid collisions with vehicles piloted by allies who also have this feat (no collisions occur even at character scale).
WARY SENTRIES You and your allies specialize in keeping tabs on your surroundings, making you excellent guards and advance scouts, Prerequisite : Trained in Perception.
Benefit : You gain a +3 competence bonus to Perception 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, you can take 10 on Perception checks, even when the treatened or rushed.
WILDERNESS SPECIALISTS You and your allies have been trained to survive in the wild and can live off the land. Prerequisite : Trained in Survival. Benefit : You gain a +3 competence bonus to Survival 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 aid another action to assist an ally who has this feat with a Survival check, you provide a bonus of +4 instead of +2.