Feats

 

Acrobatic Strike

     Your dexterous manuevers and skilled acrobatics allow you to slip past a foe's defenses and deliver an accurate strike against them.

         Prerequisite: Acrobatics training.

         Benefit: If you succeed on tumbling to avoid an attack of opportunity, you gain a +2 competence bonus on the next attack that you make against that foe as long as the attack occurs before the end of your current turn.

 

Advantageous Attack

     You know how to take advantage of slow-moving enemies in combat.

         Prerequisite: BAB+1, Stealth Training.

         Benefit: When you successfully attack an enemy who has not yet acted in this encounter, you add you full heroic level, instead of ½ your heroic level, as a bonus to your damage roll.

 

Advantageous Cover

     You know how to make the best use of cover to avoid enemy attacks,

         Prerequisite: Stealth Training.

         Benefit: If you have cover, you take no damage from area attacks, even if the attack roll exceeds your Reflex Defense.

 

Angled Throw

     Your amazing throws bounce grenades off walls into open hatches or around corners

         Prerequisite: Dexterity 13

         Benefit: When throwing a grenade or grenadelike 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 with your attack.

 

Anointed Hunter

     You have been anointed as a hunter of your tribe and possess skills few others do.

         Prerequisite: Primitive species trait.

         Benefit: If you move at least 2 squares from where you started the round, you gain a +1 competence bonus on attacks made with thrown weapons until the end of your turn.

 

 

Armor Proficiency (Light)

     You are proficient with light protective armor.

         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.

 

Armor Proficency (Medium)

     You are proficient with medium armor.

         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.

 

Armor Proficiency (Heavy)

     You are proficient with heavy armor.

         Prerequisite: 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.

 

Armor Proficiency (Light Exotic)

     You are proficient in the use of one type of light specialized armor.

         Prerequisite: Armor Proficiency (Light).

         Benefit: Select one light exotic armor. When you wear that 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.

 

Armor Proficiency (Medium Exotic)

     You are proficient in the use of one type of medium specialized armor.

         Prerequisite: Armor Proficiency (Medium).

         Benefit: Select one medium exotic armor. When you wear that 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.

 

Armor Proficiency (Heavy Exotic)

     You are proficient in the use of one type of heavy specialized armor.

         Prerequisite: Armor Proficiency (heavy).

         Benefit: Select one heavy exotic armor. When you wear that 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.

 

 

Artillery Shot

     You have learned to use the angle and distance between you and the target to devastating effect.

         Prerequisite: Weapon Proficiency (Heavy Weapons).

         Benefit: When you make an attack with a burst or splash weapon against a target at greater than point blank range, you can effect two additional squares adjacent to the burst or slash area.

 

Bad Feeling

     You have an innate ability to sense when things are going badly, and thus prepare for the worst.

         Benefit: You can always take a move action during the surprise round even if you are surprised. If you are not surprised, you can take this action in addition to the acitions you are normally allowed in the surprise round.

 

Bantha Rush

     You can shove your opponents around the battlefield to gain a tactical advantage.

         Prerequisites: Strength 13, BAB+1.

         Benefit: After making a succesful melee attack against an opponent up to one size category larger than you, you canchoose to move that opponent 1 square in any direction as a free action. You can't bantha rush an opponent that is being grabbed or grappled, and you can't bantha rush an opponent into another creature's fighting space or a solid object.

 

Blaster Barrage

     You and your allies engulf the area in blaster fire.

         Prerequisite: Coordinated Attack.

         Benefit: When you make an attack with a weapon set on autofire that successfully deals damage to at least one target within the designated area, you grant a +2 circumstance bonus to all of your allie's autofire attacks made against the same target until the beginning of your next turn.

 

Burst Fire

     When using a ranged weapon set to autofire, you can fire a short burst at a single foe.

         Prerequisites: Weapon Proficiency (Rifles), proficient with weapon.

         Benefit: When using a ranged weapon set to autofire, you may fire a short burst as single attack against a single target. You take a -5 penalty to attack, but deal +2 dice of damage if you hit.

         This feat does not stack with Deadeye or Rapid Shot.

         Special: Firing a burst expends 5 shots and can only be done if the weapon has five shots remaining. If you do not have STR 13, you take an additional -5 penalty on the attack roll, for a total of -10.

 

Burst Of Speed

     You are capable of increible bursts of speed.

         Prerequisite: Endurance Training.

         Benefit: As a move action, you can movve up to twice your speed. At the end of your movement, move -1 step down the condition track.

 

Careful Shot

     You are particularly skilled at aiming your attacks.

         Prerequisites: Point Blank Shot, BAB+2.

         Benefit: If you aim before making a ranged attack, you gain a +1 bonus to the attack roll.

 

Charging Fire

     You are able to make ranged attacks while charging.

Prerequisites: BAB+4

Benefit: You can make a ranged attack at the end of a charge, rather than a melee attack, but you do not gain the normal +2 to hit. You still have a -2 penalty to your Reflex Defense.

 

Cleave

     You can follow through with a powerful melee attack.

         Prerequisites: Power Attack.

         Benefits: If you deal enough damage with a melee attack to an opponent to reduce their HP to 0, you gain an immediate melee attack against another opponent within your reach. You cannot adjust 1 square before making this attack. The extra attack is at with the same weapon and attack bonuses that apllied to the last attack. You can use this ability once per round.

 

Close Combat Escape

     As you slip free of an opponent, you deliver a parting attack.

         Prerequisite: Acrobatics Training.

         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 the target is considered flat-footed until the start of its next turn.

 

 

Collateral Damage

     You hail of fire can catch secondary targets.

         Prerequisites: Rapid Shot, BAB+6.

         Benefit: When you deal damage to a target with Rapid Shot, once per turn on your turn 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, it deals half the damage of the original attack.

 

Combat Reflexes

     You can respond quickly to opponents who let down their guard.

         Benefit: You gain additional attacks of opportunity equal to your Dexterity modifier (minimum 1). Also, you may make attacks of opportunity while flat-footed.

 

Coordinated Attack

     You are skilled at coordinating your attacks with your allies.

         Benefit: You automatically succeed on aid another attempts when you are aiding an ally's attack or suppressing an enemy, so long as the target is within point blank range.

 

Coordinated Barrage

     When you combine fire with an ally, your barrage can have devastating results on the attacker.

         Prerequisites: Coordinated Attack, BAB+5

         Benefit: When you aid an ally's attack, for every 3 points by which their attack roll exceed their target's Reflex Defense, the attack deals +1 die of damage. The maximum number of bonus damage dice the attack recieves is the number of allies that aided the attack or +5 dice, whichever is lower.

 

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.

 

Controlled Rage

     You have learned to channel your rage.

         Prerequisite: Rage species trait or Dark Rage Force power.

         Benefit: You can enter into a rage (or activate the Force Power) as a free action. Your rage ends 1 round after you declare it is finished. You cannot use this feat to extend the number of rounds available to your character.

Crush

     You can deal damage to a creature you've grappled.

         Prerequisite: Pin.

         Benefit: If you successfully pin an opponent with a grapple attack, you can immediately deal bludgeoning damage to it equal to your unarmed damage or claw damage, whichever is greater.

 

Cunning Attack

     You are skilled at attacking unprepared opponents.

         Benefit: You gain a +2 bonus to attack rolls against an opponent that is flat-footed or denied their Dexterity bonus to Defense.

 

Cybernetic Surgery

     You can perform the surgical procedures necessary to graft cybernetic components onto living flesh.

         Prerequisites: Treat Injury training.

         Benefit: You can install a cybernetic prosthesis on a living being. The surgical procedure takes 1 hour, after which you make a DC 20 Treat Injury check. If the check succeeds, the prosthesis is intalled correctly. If the check fails, the prosthesis is not properly installed; however, you can try again after another hour's work.

         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, 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, BAB+4.

         Benefit: If you aim before making a ranged attack, the attack deals +1 die of damage if it hits.

         This feat does not stack with Burst Fire or Rapid Shot.

 

Deadly Sniper

     You are adept at staying out of sight when attacking from hidden postions.

         Prerequisites: Sniper, Stealth Training, BAB+9,

         Benefit: When you make a ranged attack against a target that is unaware of you, you deal +1 die of damage.

 

Desperate Gambit

     You can draw upon your inner reserves to make a shot or strike count when it matters most.

         Benefit: Once per turn when you miss an attack roll, you may 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 the penalty to Reflex Defense increases to -5. You must accept the result of the second roll, even if it is worse.

 

Dive For Cover

     When exposed to an area attack, you can dive for cover.

         Prerequisite: Acrobatics Training.

         Benefit: Whenever you are the target of area attack, you may move 2 squares as a reaction. If the area attack misses, this movement does not provoke attacks of opportunity.

 

Dodge

         You are adept at avoiding blows

         Prerequisite: Dexterity 13.

         Benefit: You gain a +1 dodge bonus to Reflex Defense.

 

Double Attack

     You can make an additional attack during a round of combat.

         Prerequisites: BAB+6, Weapon Proficiency (chosen group).

         Benefit: Choose a single exotic weapon or group of weapons; when you take the full attack action while wielding you chosen weapon type, you can take a -5 penalty to all attacks made in the round to make one additional attack.

         Special: You can select this feat multiple times. Each time you select this feat its effects apply to a different weapon group.

 

Dreadful Rage

     You deal horrendous damage while raging.

         Prerequisite: rage species trait or Dark Rage Force power, BAB+1.

         Benefit: You gain an additional +3 bonus to attack and damage while you are raging.

 

Droidcraft

     You can repair droids quickly.

         Prerequisite: Mechanics Training.

         Benefit: You can perform repairs on a droid in 10 minutes instead of an hour.

 

 

 

Droid Hunter

     You have learned to target the delicate parts of your droid opponents, taking advantage of their mechanical frailties.

         Benefit: You gain a +2 bonus on damage rolls against droid targets, or +4 if you are using an ion weapon.

 

Dual Weapon Shield

     You use your off-hand weapon to fend off attacks.

         Prerequisite: Dual Weapon Mastery I, Melee Defense.

         Benefit: While you have two melee weapons in hand, you gain a +1 shield bonus to Reflex Defense against melee attacks.

 

Dual Weapon Shield Adept

     Your skill at defending yourself has improved.

         Prerequisite: Dual Weapon Mastery II.

         Benefit: While you have two melee weapons in hand, you gain a +1 shield bonus to Reflex Defense against melee attacks.

 

Dual Weapon Shield Mastery

     You weave an impentrable web around yourself with your weapons.

         Prerequisite: Dual Weapon Mastery IIII, melee Parry.

         Benefit: While you have two melee weapons in hand, once per round you can negate an attack by making a contested attack roll with your off-hand weapon. This is in addition to the one granted by Melee Parry, allowing for two parries a round.

 

Dual Weapon Mastery I

     You are adept at fighting with dual weapons.

         Prerequisites: BAB+1, Dexterity 13.

         Benefit: When you attack with two weapons as part of a full attack action, you reduce the two-weapon fighting penalties by 5, to -5, provided you are proficient with the weapons you are wielding.

 

Dual Weapon Mastery II

     You are a master at fighting with dual weapons.

         Prerequisites: BAB+6, Dexterity 15, Dual Weapon Mastery I.

         Benefit: When you attack with two weapons as part of a full attack action, you reduce the two-weapon fighting penalties by 8, to -2, provided you are proficient with the weapons you are wielding.

 

Dual Weapon Mastery III

     You can wield dual weapons with no penalty.

         Prerequisites: BAB+11, Dexterity 17, Dual Weapon Mastery II.

         Benefit: When you attack with two weapons as part of a full attack action, you reduce the two-weapon fighting penalties by 5, to -5, provided you are proficient with the weapons you are wielding.

 

Experienced Medic

     You have spent so much time on the battlefield that pathcing up wounding allies has become second nature to you.

         Prerequisite: Treat Injury Training.

         Benefit: You can perform surgery on a number of creatures equal to your INT bonus simultaneously. You make Treat Injury skill checks for each creature as normal.

 

Expert Droid Repair

     You can repair multiple droids simultaneously.

         Prerequisite: Mechanics Training.

         Benefit: You can repair a number of droids equal to your INT bonus simultaneously. You make Mechanics skill checks for each droid as normal.

 

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 this feat, you can rage one additional time per day.

 

Extra Second Wind

     You come back from the edge of oblivion more often.

         Prerequisite: Endurance training.

         Benefit: You can catch your second wind one additional time per day, but still only once per encounter.

         Special: A nonheroic character that takes this feat can catch a second wind once per day.

         You can take this feat more than once per day. 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 a target against a target at medium, long, or extreme range, you consider the range category to be one less.

        

 

Flash And Clear

     You can use the noise and confusion caused by a grenade attack to move unseen.

         Prerequisite: Stealth Training.

         Benefit: When you damage a target with a burst or splash weapon, you gain concealment against that target until that target until the beginning of your next turn.

 

Fleet-Footed

     You gain a burst of speed if you attack while running.

         Prerequisite: Running attack

         Benefit: If you move both before and after making an attack, your speed is increased by 2 until the end of your turn.

 

Flood Of Fire

     You fill the air with fire, keeping the enemy from escaping the barrage.

         Prerequisite: Weapon Proficiency (Rifles).

         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.

 

Focused Rage

     You retain better focus while enraged.

         Prerequisites: Controlled Rage.

         Benefit: While raging, you can use skills that require patience and concentration, at a -5 penalty.

 

Force Boon

     You are able to draw upon the Force more often than less skilled users.

         Prerequisite: Force Sensitive.

         Benefit: You gain 3 additional Force Points each level.

 

Force Sensitive

     You are Force-sensitive, allowing you to call on the Force and learn to draw on its power.

         Prerequisite: Non-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.

 

 

Force Training

     You learn one or more Force powers.

         Prerequisites: Force Sensitive, Use the Force Trained.

         Benefit: You add a number of Force powers to your Force power suite equal to (1+WIS mod), minimum 1. You can add the same power more than once,

         Special: You can take this feat more once. Each time you take this feat, you add a number of powers to your Force power suite equal to (1+WIS mod), minimum 1.

         If your Wisdom modifier permanently increases, you immediately gain a number of Force powers equal to the number of times you have taken this feat.

 

Force Touched

     You are extraordinarily strong in the Force.

         Prerequisite: Strong In The Force, Unleashed, GM permission.

         Benefit: When you spend a Force Point to modify a single 1d20 roll, you may add all the dice rolled to the 1d20 roll.

 

Friends In Low Places

     Given enough time, you can dig up the right tool for the right job.

         Prerequisite: Gather Information Training.

         Benefit: Whenever you would acquire a license for a restricted or military oblect, you can subsitute a Gather Information skill check for a Knowledge (bureacracy) skill check. Reduce the black market cost multiplier for such items by 1.

 

Grand Army of the Republic Training

     You are a soldier in the Republic war machine.

         Prerequisite: Armor Proficiency (Light).

         Benefit: If you wear armor that provides an equipment bonus to Fortitude Defense, you may add that bonus to your Will Defense as well.

 

Great Cleave

     You can wield a melee weapon with such power that you can strike multiple times when you drop your opponents.

         Prerequisites: Cleave, BAB+4.

         Benefit: As the Cleave feat, but you may make a number of additional attacks per round equal to (1+STR mod), minimum 1.

 

Greater Cunning Attack

     You are a master of attacking the unprepared.

         Prerequisites: Cunning Attack, BAB+4

         Benefit: You deal +1 die of damage to flat-footed opponents and opponents denied their Dexterity bonus to Reflex Defense.

 

Gunnery Specialist

     You are right at home in the gunner's seat and use heavy artillery to great effect.

         Prerequisite: BAB+1.

         Benefit: You are proficient with all gunner operated vehicle weapons. Once per encounter, you may reroll any attack made with a vehicle weapon, but you must keep the second roll, even if it is worse. You can declare this reroll after you learn the result of the attack roll, but you must declare it before seeing your damage roll.

         Special: If you use this feat as the qualification (and the only qualification) for Starship Tactics, you may only take [gunner] manuevers when you take that feat.

 

Hasty Modification

     You can tweak and adapt equipment on the fly,

         Prerequisite: Tech Specialist.

         Benefit: You can exchange a trait that you have applied to a droid or piece of equipment for another one by spending a minute and making a DC 20 Mechanics check. If you succeed, the equipment loses the old trait and gains the new trait until the end of the encounter, at which point the device loses all device loses all traits previously gained through Tech Specialist.

 

Hideous Visage

     You can twist your features into a horrific mask. 

         Prerequisite: Shapeshift species trait.

       Benefit: Once per encounter as a swift action, you can make a Deception skill check against one opponent that can see you. If the skill check equals or exceeds the opponent's Will Defense, you move the target 1 square away from you and it takes a -1 penalty to all attacks until the start of your next turn. This is a mind affecting fear effect.

 

Impersonate

     You can alter your appearance to reamble a specific person.

         Prerequisites: Shapeshift species trait, Skill Focus (Deception).

         Benefit: You can make a Deception skill check to alter your features to that of a specific person. This feat allows you to change your voice to match the target's. You always treat impersonation as a Moderate decpetion.

 

Impetuous Move

     You have an uncanny ability when you most need them. 

         Prerequisite: Connstitution 13.

         Benefit: When you catch a second wind, you can choose to regain only half the normal hit points to immediately move up to ½ your speed. This movement does not provoke attacks of opportunity.

 

Improved Bantha Rush

     Your immensely powerful strikes send your enemies flying.

         Prerequisites: Bantha Rush, Strength 15.

         Benefit: When using your Bantha Rush feat, you move you opponent a number of squares equal to (½ STR mod, round down, minimum 2 squares) in a straight line away from you.

 

Improved Charge

     You can charge around obstacles.

         Prerequisite: Mobility.

         Benefit: You can make a charge without having to move in a straight line. All other charge rules apply.

 

Improved Combat Reflexes

     You repeatedly attack an opponent who lets their guard down.

         Prerequisites: Combat Reflexes, Intelligence 13, 6th level.

         Benefit: You gain an additional number of attacks of opportunity equal to (1+INT mod, minimum 1). You may make multiple attacks of opportunity against the same opponent, up to your normal maximum.

 

Improved Defenses

     You are skilled at fending off attacks of mayn forms.

         Prerequisite: Dodge.

         Benefit: You gain a +1 competence bonus to your Reflex Defense, Will Defense, and Fortitude Defense.

 

Improved Disarm

     You are skilled at disarming foes in melee combat.

         Prerequisite: Melee Defense.

         Benefit: You gain a +5 competence bonus on any melee attack roll made to disarm an opponent. In addition, if you fail to disarm your opponent, they do not gain a free disarm attempt against you.

 

Improved Damage Threshold

     You are harder to take down in a fight.

         Benefit: You increase you damage threshold by 5.

         Special: You can take this feat more than once. Its effects stack.

 

Impulsive Flight

     You are not above running when the situation turns against you.

         Benefit: You can move one extra square when using the withdraw action.

 

Informer

     You are adept at prying into the affairs of others and dealing with people who want that information.    

         Prerequisite: Perception Training.

         Benefit: You can use your Perception skill modifier instead of your Gather information skill modifier when making Gather Information skill checks. You are considered trained in Gather Information. If you are entitled to a Gather Information skill check reroll, you may reroll your Perception skill instead.

                  Additionally, in favorable circumstances (as determined by the GM), you reduce by ½ the time it takes to make a Gather Information skill check.

 

Jedi Familiarity

     You have worked alongside Jedi or other Force users and have developed an excellent rapport.

         Benefit: Once per encounter as a reaction when you are the target of a friendly Force power or talent, you gain one temporary Force Point that must be spent before the end of the encounter or it goes away. If the Force Power or talent damages you or moves you down the condition track, you do not gain the benefits of this talent.

 

Knife Trick

     You can use a concealed weapon to deadly effect.

         Prerequisites: Lightning Draw, Stealth Training.

         Benefit: If you have a concealed weapon, you threaten squares as if armed with a melee weapon.

       When you make an attack of opportunity, you can draw a weapon you have successully concealed on your person and make a single attack against that target. If you choose not to draw your weapon and attack, you cannot make an attack of opportunity unless otherwise able to do so.

 

 

 

Leader of Droids

     You are experienced in leading droidsk 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 allies a number of droids equal to (INT mod, minimum 1). The droids you designate ignore their mind-affecting immunity with regards to this effect, provided they are willing to ignore this immunity.

 

Linguist

     You pick up new languages quickly and easily

         Prerequisite: Intelligence 13.

         Benefit: You gain a number of bonus languages equal to (1+INT mod).

         Special: You may take this talent multiple times. Each time you take it, you gain (1+INT mod) bonus languages.

 

Lightning Draw

     You can draw and fire in one smooth motion.

         Prerequisite: Quick Draw.

         Benefit: You can draw a holstered weapon and attack with it as a single standard action.

 

Martial Arts I

     You are trained in unarmed fighting.

         Benefit: You gain a +1 dodge bonus to Reflex Defense. You are considered armed with your unarmed attacks. Your unarmed attack's and natural weapon's damage die increases by one step: 1d3 to 1d4, 1d4 to 1d6, and 1d6 to 1d8.

        

Martial Arts II

     You are skilled in unarmed combat.

         Prerequisites: Martial Arts I, BAB+3.

         Benefit: You gain a +1 dodge bonus to Reflex Defense. Your unarmed attack's and natural weapon's damage die increases by one step: 1d4 to 1d6, 1d6 to 1d8, and 1d8 to 1d10.

 

Martial Arts III

     You are a master of unarmed combat.

         Prerequisites: Martial Arts II, BAB+6.

         Benefit: You gain a +1 dodge bonus to Reflex Defense. Your unarmed attack's and natural weapon's damage die increases by one step: 1d6 to 1d8, 1d8 to 1d10, and 1d10 to 1d12.

 

Martial Arts IV

     Your mastery of the martial arts is second to none.

         Prerequisites: Martial Arts III, BAB+9.

         Benefit: You may take talents from the Master of Teras Kasi talent tree. Also, you gain a +1 Dodge bonus to Reflex Defense.

 

Martial Arts V

     You have achieved true mastery of the martial arts.

         Prerequisites: Martial Arts IV, Teras Kasi Mastery, BAB +12.

         Benefit: Your unarmed attacks deal +1 die of damage. Also, you gain a +1 dodge bonus to your Reflex defense.

 

Melee Defense

     You are trained in 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 to your attack roll and add the same number to your Reflex Defense against melee attacks until the start off your next turn. This number may not exceed your Base Attack bonus. The penalty to attack rolls and bonus to Reflex Defense lasts until the start of your next turn.

         Special: If you make a full attack action, you apply the penalty to all attacks you make in the round, but only apply the bonus to your Reflex Defense once.

 

Melee Parry

     You use your melee weapons to deflect enemy attacks.

         Prerequisite: Melee Defense.

         Benefit: As a reaction once per turn, you may negate a melee attack by making an opposed attack roll against the attack you wish to negate.

 

Melee Parry Mastery

     You are a master of melee defense.

         Prerequisite: Melee Parry.

         Benefit: If you use a talent or feat (such as Melee Defense) that increases your melee defense by taking a penalty to attack rolls, or if you fight defensively, you may add the penalty as a bonus to your use of the melee parry feat. The bonus provided cannot exceed the bonus to reflex defense the effect provides (i.e. fighting defensively only gains a +2 bonus to your Melee Parry attack roll).

 

Metamorph

     You are a talented shapeshifter, capable of changing your body mass as well as appearance.

         Prerequisites: Constitution 13, shapeshift species trait, Decpetion Training.

         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 category. You can maintain this form for a number of days equal to your constitution modifier.

 

 

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 attack if it hits

         This feat does not stack with Rapid Strike.

 

 

Mighty Throw

     You are highly accurate with grenadelike weapons.

         Prerequisite: Strength 13.

         Benefit: You add your STR mod to attack rolls with thrown weapons, and to the length of each range category.

 

Mobility

     You are skilled at moving past opponents and avoiding opportunity attacks.

         Prerequisites: 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.

 

Natural Leader

     You are the founder of your own organization.

         Prerequisite: Charisma 13.

         Benefit: You become the leader of an organization of your design. The organization has a scale of (½ your heroic level+ your CHA mod), and continues to grow in scale as you grow in level. You automatically begin with a +10 bonus to your organization scorefor your new organization. 

 

Opportunistic Retreat

     When your opponent lets their guard down, 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 ½ your speed. This movement does not provoke attacks of opportunity.

 

Overwhelming Attack

     You know how to make your attacks strike true.

         Benefit: You must spend two swift actions in the same round tp use this feat. The next attack you make before the end of the same round is more difficult to stop. Any attempt to negate your attack (such as with Block, Deflect, Vehicular Combat etc.), takes a -5 penalty to the attempt.

 

Pall of the Dark Side

     You are adept at hiding yourself from other Force-users.

         Prerequiste: Use the Force Training, Dark Side 1+.

         Benefit: You can add ½ your Dark Side score as a bonus to any Use the Force skill checks made to conceal your presence from other Force users.

 

Pin

     You are skilled at immobilizing grappled foes.

         Prerequisites: Martial Arts I.

         Benefits: 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.

 

Point Blank Shot

     You are skilled at making well-placed shots with ranged weapons at point blank range.

         Benefit: You get a +1 bonus to attack and damage rolls with ranged weapons against opponents within point blank range.

 

 

Power Attack

     You can make exceptionally powerful melee attacks.

         Prerequisite: Strength 13.

         Benefit: When you make a standard of full attack, you may choose to take a penalty to your attack rolls (no more than your Base Attack bonus) and add the same number as a bonus to you damage rolls.

         Special: If you are attacking with a two-handed weapon (or a one-handed weapon wielded in two hands), you add 2 times the penalty as a bonus to your damage roll.

 

Powerful Charge

     You can charge with exceptional force.

         Prerequisites: Medium or larger size, BAB+1.

         Benefit: When you charge, you gain an additional +2 bonus on your melee attack roll. In addtition, you deal additional damage equal to (1/2 you character level).

 

Powerful Rage

     Your rage produces extreme feats of strength.

         Prerequisite: Rage species trait or Dark Rage Force power.

         Benefit: You gain a +4 bonus on Strength checks and Strength-based skill checks when raging.

 

Precise Shot

         You are skilled at timing your ranged attacks so you don't hit your allies by mistake.

         Prerequisite: Point Blank Shot.

         Benefit: You can shoot or throw a ranged weapon into melee combat with one or more of your allies without taking the standard -5 penalty.

 

Quadruple Attack

     You make three extra attacks as part of a full attack.

         Prerequisite: Triple Attack.

         Benefit: Choose a single exotic weapon or group of weapons; when you take the full attack action while wielding you chosen weapon type, you can take a -15 penalty to all attacks made in the round to make three additional attacks.

         Special: You can select this feat multiple times. Each time you select this feat its effects apply to a different weapon group.

 

Quick Draw

     You can draw and holster weapons with startling quickness.

         Prerequisite: BAB+1.

         Benefit: You can draw or holster a weapon as a swift action instead of a move action.

 

Rapid Shot

         You can make two quick shots with a ranged weapon as a single attack.

         Prerequisite: BAB+2, Weapon Proficiency (Pistols), Point Blank Shot, proficient with weapon.

         Benefit: When using a ranged weapon, you may fire two shots as a standard attack against a single target. You take a

-2 penalty on your attack roll, but deal +1 die of damage if the attack hits.

         Special: using this feat expends two shots and can only be done if the weapon has sufficient ammunition remaining. The effects of this feat do not stack with Deadeye or Burst Fire.

 

Rapid Strike

     You can make two quick strikes against an enemy with a melee weapon as a single attack.

         Prerequisites: Dexterity 13, BAB+1, proficient with weapon.

       Benefit: When using a melee weapon, you can make two attacks against a single target as a single attack. Take a -2 penalty to the attack roll, but deal +1 die of damage if the attack hits.

         The effects of this feat do not stack with Mighty Swing.

 

Rapport

     You work well with others.

         Benefit: When using the aid another action, you provide an additional +2 insight bonus on skill checks and attack rolls to the character you are assisting. 

 

Recall

     You know a lot of things, but don't necessarily remember them all immediately.

         Prerequisite: Knowledge Training.

         Benefit: Once per day, you can roll twice in any Knowledge skill you are trained in, and take the better result.

 

Resurgence

     Catching your second wind allows you to seize the advantage in combat.

         Prerequisite: Endurance Training

         Benefit: When you catch a second wind, you immediately gain a move action that must be spent immediately or lost.

 

Running Attack

     You can move as you attack.

         Prerequisite: Dexterity 13.

         Benefit: When making an attack with a ranged or melee weapon, you can move both before and after the attack, provided the total distance moved is not greater than your speed.

 

Savage Attack

     Your sheer savagery can cause quite a bit of damage to even better trained opponents.

         Prerequisites: Double Attack,

         Benefit: Choose one exotic weapon or weapon group that you the Double Attack Feat for. When you use the full attack action and successfully hit your opponent with your first attack, you deal +1 die of damage with each attack remaining in the full attack action against that target.

 

Scavenger

     You can dig through scrap piles and broken objects to come up with the raw materials needed for a certain task.

         Benefit: You can spend 1 hour scavenging parts and materials from other vehicles or objects. When you do so, you make a Perception skill check to determine the value of the parts scavenged. You produce parts and raw materials equal to (the result of your Perception skill check x 30) credits. You must apply these credits towards contruction of modification of a single object. You can only scavenge for one object at a time, and only once for each object,

 

Separatist Military Training

     You have received extensive training from the CIS and are familiar with its basic tactics.

         Prerequisite: Swarm.

         Benefit: You gain a +1 circumstance bonus to all attacks for every ally within 3 squares of you.

 

Shake It Off

     You're tough enough to shake wounds off a little faster than lesser beings.

         Prerequisite: Endurance Training.

         Benefit: You can spend two swift actions instead of three to move +1 step along the condition track.

 

Signature Device

     You specialize in desigining a specific type of technology.

         Prerequisite: Tech Specialist.

         Benefit: You designate a single device (weapon, droid, vehicle, etc.) as a signature device. When making Mechanics skill checks to modify that device, you can take 10 on the check. In addition, you can apply two traits from the tech specialist feat. To install the second trait, you must succeed at a DC 30 Mechanics skill check. Once installed, the device can only use one trait at a time, using a swift action to switch between them.

 

Skill Focus

     You have mastered one of your skills.

         Prerequisite: Trained in Skill.

         Benefit: You gain a +5 competence bonus to all checks for one skill.

         Special: This feat may be selected multiple times. Its effects do not stack. Each time you select it, you apply its effects to another feat

 

Skill Training

     You are considered trained in the new skill.

         Benefit: You gain training in one new skill.

         Special: You may select this feat multple times. Each time you select this feat, you gain training in another skill.

         If you take this feat as a bonus feat for a class, than you can only take training in a class skill.

 

Slippery Manuever

     You are adept at finding ways out of tough situations.

         Prerequisite: Dodge.

         Benefit: You can withdraw your full speed, instead of ½ your speed.

 

Sniper

     You are particularly adept at hitting the right targer in a crowd.

         Prerequisites: Precise Shot, BAB+4.

         Benefit: You always ignore soft cover when making ranged attacks.

 

Spray Shot

     You spray a single enemy with shots.

         Prerequisites: Weapon Proficiency (Rifles).

         Benefit: When making an autofire attack, you can attack a single square.

 

Staggering Attack

     You can deliver nasty or powerful attacks that leave your foes reeling.

         Prerequisite: Sneak Attack or Rapid Strike or Rapid Shot or Mighty Swing or Burst Fire or Deadeye or Deadly Sniper.

         Benefit: Any time you would deal additional damage from a feat or talent that grants one or more damage dice, you can sacrifice the damage dice to move the target two squares for every die so sacrificed.

 

Starship Designer

     You are a trained starship designer

         Prerequisites: Tech Specialist.

         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. Other characters may assist you (if they are trained in Mechanics) by using the aid another action; if any assisting character has the Starship Designer feat, divide the starship's cost by the number of characters who have this feat when determining the time required.

         When making modifications to starships, you never treat the work as though it were nonstandard, even if it normally would be.

         Additionally, you can make custom modifications to a starhip. Each of these modifications costs 5,000 credits (multiplied by the starship's size cost modifier) and requires a DC 25 Mechanics check. On a failed check, the modification fails; you must spend half as much time and money to make a second attempt, and you gain a +2 bonus on your Mechanics skill check for each attempt after the first. Installation of custom modification normally takes 1 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 GM may allow other customizations a well.

         Add Emplacement: You add 1 unused emplacement point to the ship.

         Improve Hull: You add a number of HP to the starship equal to (1/2 STR).

         Improve Shields: The ships SR is increased by 5.

         Improve Weapons: You grant one weapon a +1 bonus to attack rolls.

 

Starship Tactics

     You are trained to make the most use of starship manuevers and are skilled in space combat.

         Prerequisites: Vehicular Combat, Pilot Training.

         Benefit: You add a number of starhip manuevers to your manuever suite equal to (1+WIS mod, minimum 1). You can add the same manuever more than once.

         Special: You can gain this feat more than once. Each time you select this feat, you gain a number of additional manuevers equal to (1+WIS mod, minimum 1).

         If your Wisdom modifier permanently increases, you immediately gain a number of starship manuevers equal to the number of times you have taken this feat.

 

Stay Up

     You can soldier on in the face of grave adversity.

         Prerequisite: Endurance Training.

         Benefit: Once per encounter, you can choose to take ½ damage from an attack and move -1 step down the condition track (after seeing the damage roll).

 

Strafe

     You can make a strafing attack without a vehicle

         Prerequisite: BAB+1

         Benefit: When you make an autofire attack, instead of attacking a 2x2 square area, you attack a line 1 square wide and 4 squares long.

         Special: If you have a natural fly speed or a jetpack, you can use the strafe feat to make an autofire attack against all squares you fly over.

 

Strong In The Force

     You have a particularly strong connection to the Force.

         Benefit: When you spend a Force Point to modify a 1d20 roll, you roll d8s instead of d6s.

 

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, 9th Level.

         Benefit: Select one of the following:

      Armor

      Devices

      Droids

      Vehicles

      Weapons

         You can install advanced traits when modifying the selected type of equipment. You may still use the Tech Specialist Traits if you so choose.

         You must pay 1/5 the cost of the tech being modified or 2,000 credits, whichever is more, before beginning modification. This fee replaces the normal cost of modification from the Tech Specialist feat. Completing the modification requires 1 day / 1,000 credits of the modifications cost. At the end of this time, make a DC 30 Mechanics check – you cannot take 10 or 20 on this check. If successful, the desired trait is installed. If failed, the trait is not installed, and the credits and time is wasted.

         Only characters with the Tech Specialist feat can assist you, reducing the time needed to complete the modification. At the end of the modification process, they can make a Mechanics check to aid you.

         The market value of a modified item is (base cost + 2 x cost of modifications, not including failed attempts).

         Special: You may select this feat multiple times. Each time you select this feat, you select a different category of devices you can modify.

 

Surgical Expertise

     You can perform skillful surgical procedures quickly.

         Prerequisite: Treat Injury Training.

         Benefit: You can perform surgery in 10 minutes instead of 1 hour,

 

Swarm

     You fight with allies en masse.

         Prerequisite: Coordinated Attack.

         Benefit: You gain a +1 circumstance bonus on melee attacks for every ally adjacent to the target.

 

Tactical Advantage

     You can shift your position to take advantage of any openings your opponent offers you.

         Prerequisite: Combat Reflexes

         Benefit: When you sucessfully damage an oponnent with an attack of opportunity, you can immediately move 1 square in any direction. This does not provoke attacks of opportunity.

 

Tactical Genius

     You are the master of using multiple strahip manuevers of the course of long combats.

         Prerequisite: Starship Tactics.

         Benefit: You regain all spent starship manuevers at the end of any round in which you roll a natural 20 on an attack roll.

 

Talented

     You are naturally gifted in your chosen profession.

         Benefit: You gain one bonus talent that you meet the prerequisites for, in a class you have levels in.

 

Tech Specialist

     You can make custom modifications to technological devices.

         Prerequisite: Mechanics Training.

         Benefit: You can modify a suit of armor, a droid, a tech device, a vehicle, or a weapon with a special trait. Unless noted otherwise, a single device cannot be modified more than once (given more than one trait).

         Before beginning the modification, you must pay 1/10 the cost of the item being modified or 1,000 credits, whchever is more. Completing a modification requires 1 day of work for every 1,000 credits the modification costs. You can only be working on one modification at one time. At the end of the time, you make a DC 20 Mechanics skill check. You can't take 10 or 20 on this check. If successful, the device gains the desired trait. If failed, the trait is not gained, and the credits and time are wasted, but the item is not damaged.

         Other characters trained in Mechanics may assist you, reducing the time needed to make the modification. At the end of the modification process, they can make Mechanics skill checks to aid you.

         The market value of a modified item is (base+2xcost of modifications).

 

Throw

         You can throw a creature that you've grappled.

         Prerequisite: Trip.

         Benefit: If you successfully trip an opponent with a grapple attack, that 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 HP per level.

 

Trench Warrior

     You are an experienced trench fighter.

         Benefit: When you have cover against your target's attacks, you gain a +1 circumstance bonus on attacks against that target.

 

Trip

     You are skilled at tripping grappled foes.

         Prerequisite: Martial Arts I.

         Benefit: If you succeed on a grappling attack against and your opponent fails the opposed grapple check, you can choose to have it fall prone in its space and is no longer considered grappled.

         Special: You cannot use both the Pin and Trip feats in the same round.

 

Triple Attack

     You can make two additional attacks in a round of combat.

         Prerequisites: BAB+11, Double Attack.

         Benefit: Choose a single exotic weapon or group of weapons; when you take the full attack action while wielding you chosen weapon type, you can take a -10 penalty to all attacks made in the round to make two additional attacks.

         Special: You can select this feat multiple times. Each time you select this feat its effects apply to a different weapon group.

 

Triple Crit

     You deal more damage with critical hits.

         Prerequisites: BAB+8, Weapon Proficiciency (chosen weapon).

         Benefit: When you score a hit with your chosen weapon, you deal triple damage instead of double.

         Special: You can gain this feat multilple times. Its effects do not stack. Each time you select this feat, you apply it effects to another exotic weapon or weapon group. 

 

Unleashed

     Your destiny is stronger than most, even other heroes.

         Prerequisite: Destiny or Secret Destiny.

         Benefit: You gain increased benefit from Destiny Points, and access to Unleashed abilities (see Unleashed).

 

Unstoppable

     Your constant exposure to the Force has strengthened your resistance to it.

         Benefit: You gain a +5 insight bonus to Fortitude Defense and Will Defense against any attack or effect that requires a Use the Force skill check.

 

Unwavering Resolve

     You are not easily swayed by the words of others.

         Prerequisite: Percpetion Training.

         Benefit: You gain a +5 insight bonus to Will Defense against Persuasion and Deception skill checks.

 

Vehicular Combat

     You can avoid attacks made against you vehicle.

         Prerequisite: Pilot Training.

         Benefit: Once per round (as a reaction), when you are piloting a vehicle or starhip, you may negate a weapon hit by making a successful Pilot skill check at a DC equal to the result of attack roll you wish to negate.

         In addition, you are considered, proficient with pilot-operated vehicle weapons.

 

Wary Defender

     Even in the heat of battle you are prepared for anything that might come your way.

         Benefit: When you fight defensively, you gain a +2 competence bonus to your Fortirude Defense and Will Defense until the beginning of your next turn.

 

Weapon Finesse

     You are skilled at using weapons that require finesse and Dexterity.

         Prerequisite: Dexterity 13.

         Benefit: When using a light melee weapon or lightsaber, you may use your DEX mod instead of STR mod for attack rolls.

 

Weapon Focus

     You are especially good at using your chosen weapon. 

         Prerequisite: Weapon Proficiency (chosen weapon).

         Benefit: You gain a +1 to attack rolls with one exotic weapon or one weapon group.

         Special: You can gain this feat multilple times. Its effects do not stack. Each time you select this feat, you apply its effects to another exotic weapon or weapon group.

 

Weapon Proficiency

     You are proficient with a particular kind of weaponry.

         Benefit: Choose a type of weapon:

      Simple Weapons

      Advanced Melee Weapons

      Pistols

      Rifles

      Heavy Weapons (including Starship and vehicle weapons)

      Lightsabers

      One Exotic Weapon.

         You are considered proficient with the selected weapon or weapon group.

         Special: You may gain this feat multilpe times. Each time you select it, you select another exotic weapon or weapon group to gain proficiency with.

 

Whirlwind Attack

     You can strike nearby opponents in a spinning melee attack

         Prerequisites: BAB+4, Melee Defense.

         Benefit: As a full attack action, you can make an area attack with your melee weapon against all opponents in your reach. This attack uses the area attack rules. 

 

 

 

Wicked Strike

     Your melee attacks swing wildly, catching additional targets.

         Prerequisite: Rapid Strike.

         Benefit: When you damage an enemy with Rapid Strike, you may make an immediate attack at a -2 penalty against any target within reach. If this attack hits, it does ½ the damage of the original attack.