| FEAT | Prerequisite | Description |
| Acrobatic Strike* | Trained in Acrobatics | Gain +2 bonus on next attack against opponent you tumble past |
| Advantageous Cover* | Trained in Stealth - sneak | Take no damage from area attacks when you have cover |
| Armor Proficiency (heavy)** | Armor Proficiency (medium) | No penalty on attacks and no armor check penalty while wearing heavy armor |
| Armor Proficiency (light) | none | No penalty on attacks and no armor check penalty while wearing light armor |
| Armor Proficiency (medium)* | Armor Proficiency (light) | No penalty on attacks and no armor check penalty while wearing medium armor |
| Autofire Assault* | Weapon Focus | Decrease autofire penalty and gain bonus damage when you target the same area in consecutive turns |
| Bantha Rush | STR 13, BAB +1 | Push opponent 1 square after making successful melee attack |
| Brink of Death | Weapon Focus | Attacks that would kill an opponent can instead reduce it to 0 hit points |
| Burst Fire | STR 13, proficient with weapon | Take a -5 penalty on autofire attack to gain +2 dice damage |
| Burst of Speed | Trained in Endurance | Move twice your speed as a move action but go 1 step down the condition track |
| Careful Shot* | Point Blank Shot, BAB +2 | Gain +1 attack bonus when you aim |
| Charging Fire | BAB +4 | Make a ranged attack at the end of a charge |
| Cleave* | Power Attack | Extra melee attack on a second target (you follow through your first attack and hit a second target) |
| Combat Reflexes | none | Gain additional opportunity attacks (you are able to attack anyone that would create an opportunity attack) |
| Conditioning | STR 13, CON 13 | you may choose to Re-roll Strength or Constitution based checks (must take re-roll) |
| Controlled Rage | Rage species trait | Enter rage as free action and end it at will |
| Coordinated Attack | BAB +2 | Automatic success with aid another action at point blank range |
| Computer Wizard | Trained in Use Computer Skills | Makes use computer skill checks much quicker than standard (Checks are done one level faster than a standard check would be). Example : In combat if a skill check will take a full-round the wizard only uses a standard action. |
| Crush* | Pin | Deal unarmed or claw damage to a pinned opponent |
| Cybernetic Surgery* | Trained in Treat Injury - Cybernetics | Install a cybernetic prosthesis onto a living being |
| Deadeye** | Precise Shot, BAB +4 | Gain +1 dice of damage when you aim |
| Deadly Sniper*** | Sniper, trained in Stealth - sneak, BAB +6 | Gain +2 to attack and +1 die of damage when your target is unaware of you. |
| Dive for Cover | Trained in Athletics | Jump for cover as a free action |
| Dodge | Dex 13 | Gain +1 to reflex Defense (only usable once per turn) |
| Double Attack | BAB +6, proficient with weapon | Make extra attack during a full attack, -5 penalty to all attacks |
| Dreadful Rage | Rage species trait, BAB +1 | Rage bonus increased to +4 |
| Droid Savant | trained in mechanic droid | Nearby droids automatically aid you with computer skill checks giving you a +1 to succeed (droid must be neutral - friendly. Hostile droids will still not help) |
| Droid Hunter | none | Deal +2 damage to droid enemies, +4 when using an ion weapon |
| Duel Weapon Mastery I | DEX 13, BAB +1 | Take -5 penalty to make attacks with two weapons or a double weapon |
| Duel Weapon Mastery II* | Duel Weapon Mastery I, DEX 15, BAB +3 | Take -2 penalty to make attacks with two weapons or a double weapon |
| Duel Weapon Mastery III** | Duel Weapon Mastery II, DEX 17, BAB +6 | Take no penalty to make attacks with two weapons or a double weapon |
| Echani Training* | Martial Arts I, DEX 13 | In unarmed combat increase damage by 1 dice, knock down opponent on critical hit |
| Exotic Weapon Proficiency | BAB +2 | Wield an exotic weapon without penalty |
| Extra Rage | Rage species trait | Rage one additional time per day |
| Extra Second Wind* | Trained in Endurance, Second Wind |
Gain an additional second wind per day |
| Far Shot* | Point Blank Shot | Range penalties reduce, 0 at short, -2 at medium, -5 at long |
| Fatal Hit | STR 13, DEX 13 | You automatically kill an opponent you reduce to 0 hit points; perform a coup de grace as a standard action |
| Favorite Weapon | Weapon Focus in that weapon type | Sometimes your weapon is your best friend, +1 bonus to attack rolls and +1 damage with selected weapon (only for a specific weapon if weapon is destroyed you will have to spend 1d4 weeks to transfer the feat to a new weapon. *You may not destroy or have the weapon destroyed to transfer to a new weapon.) |
| Fight Through Pain | none | Use your Will Defense to determine your damage threshold |
| Flurry | DEX 13 | Increase your attack bonus by taking a penalty to Reflex Defense (1 to 1 swap, may not exceed your dex modifier bonus) lasts till your next turn |
| Force Boon* | Force Sensitivity | Gain 1 + 1d4 additional Force power Points. |
| Force Sensitivity | Non-droid | You can make Use the Force checks and gain access to Force training. |
| Force Training* | Force Sensitivity | Allows you to learn Force powers. When taken you learn the number of Force Powers equal to 1 + your WIS modifier (minimum 1) Additional force powers may be trained. When you take a feat or are allowed to train a skill you may now train a force power instead if you wish. * Taking the Force Training feat a second time adds an additional 1 force power point and 1 Force Power. |
| Grapple Resistance | none | Gain a +5 to resist Grab and Grapple attacks |
| Friends in Low Places | Trained in Gather Information | Reduce the DC check to find a Black Market Dealer by 5 and reduce the Black Market cost by one multiple. |
| Gear Head | Trained in Mechanical skills | Makes use mechanical skill checks much quicker than standard (Checks are done one level faster than a standard check would be). Example : In combat if a skill check will take a full-round the gear head only uses a standard action. |
| Great Cleave** | Cleave, BAB +4 | May cleave any number of targets within range. |
| Healer | Trained in Treat Injury - First Aid | Add + 2 to any healing |
| Healing Marvel | Healer, BAB +4 | doubles dice for any healing |
| Improved Charge* | Mobility | You can charge without moving in a straight line |
| Improved Damage Threshold | none | Damage threshold increases by 5 |
| Improved Defenses | none | Gain +1 bonus to all defenses |
| Improved Disarm* | Melee Defense | Gain +5 bonus on melee attacks to disarm an opponent |
| Lightning Draw* | Quick Draw | Draw and fire as a single standard action |
| Linguist | INT 13 | Gain bonus languages equal to 1 + your INT modifier (minimum 1) |
| Mandalorian Training* | Charging Fire | Gain a +2 bonus on attack rolls when using Charging Fire |
| Martial Arts I | none | Increase damage from unarmed attacks by one die step; gain +1 dodge bonus to Reflex Defense |
| Martial Arts II* | Martial Arts I, BAB +3 | Increase damage from unarmed attacks by one die step; gain +1 dodge bonus to Reflex Defense |
| Martial Arts III** | Martial Arts II, BAB +6 | Increase damage from unarmed attacks by one die step; gain +1 dodge bonus to Reflex Defense |
| Melee Defense | INT 13 | Trade BAB on melee attacks for a dodge bonus to Reflex Defense |
| Mighty Swing | STR 13 | Spend swift action and movement action to deal extra damage in melee |
| Military Training | none | Gain a +1 bonus to attacks when adjacent to an ally |
| Mobility* | Dodge | Gain +5 dodge bonus to Reflex Defense against opportunity attacks |
| Pin | BAB +1 | Grappled opponent is pinned for 1 round, can't move, and loses its Dexterity bonus to Reflex Defense |
| Point Blank Shot | none | Ranged attacks within point blank range gain +1 to attack and damage |
| Poison Resistance | CON 13 | You are inherently more resistant to poison, +5 to fort defense against poisons |
| Power Attack | STR 13 | Trade BAB for damage on melee attacks |
| Powerful Charge | BAB +1, Medium size or larger | Gain +2 bonus on your attack and half your level to damage when charging |
| Powerful Rage | Rage species trait | Gain +4 to Strength checks and Strength based skills |
| Precise Shot* | Point Blank Shot | You don't take a -5 penalty for shooting into melee |
| Quick Draw | BAB +1 | Draw a weapon as a swift action |
| Rancor Crush** | Crush, STR 15 | Move an enemy 1 step down the condition track when using the Crush feat |
| Rapid Shot | BAB +1, proficient with weapon | Take a -2 penalty on ranged attack rolls to deal +1 die of damage |
| Rapid Strike | BAB +1, proficient with weapon | Take a -2 penalty on melee attack rolls to deal +1 die of damage |
| Recall | Trained in a Knowledge Skill | Reroll any Knowledge check, keeping the better result |
| Running Attack | DEX 13 | Move before and after making an attack (may not exceed movement speed) |
| Second Wind | none | If you are reduced to 1/2 your maximum HP you can catch a second wind as a Swift action. This will heal you 1/4 of your full HP or a number of hit-points equal to your constitution score, whichever is greater. You may only use this feat once per day. Other feats or talents may allow you to catch another second wind but only one second wind can be used per encounter. |
| Shake It Off | CON 13, Trained in Endurance | Spend 2 swift actions to move +1 step along the condition track |
| Skill Focus | none | Gain a +5 competence bonus on skill checks with one trained skill (must choose 1 skill, may be taken multiple times) |
| Skill Training | none | You become trained in one class skill (you may train in an already trained skill to gain another +3 bonus in the skill) |
| Sniper** | Precise Shot, BAB +4 | Must be aiming, you ignore soft cover when making a ranged attack |
| Strong in the Force | Force Sensitivity | Roll d8s instead of d6s when you spend a Force Point |
| Surgical Expertise | Trained in Treat Injury - surgery | You can perform surgery in 10 minutes instead of 1 hour |
| Throw* | Trip | Throw a grappled opponent up to 1 square beyond your reach and deal damage |
| Toughness | none | Gain +1 hit point per character level |
| Trip | BAB +1 | Trip an opponent that you've grappled, knocking it prone |
| Triple Attack* | Double Attack, BAB +10 | Make a second extra attack during a full attack, -10 penalty to all attacks |
| Triple Crit | BAB +8, proficient with weapon | Deal triple damage on a critical hit |
| Weapon Finesse | BAB +1 | Use DEX modifier in place of STR on attack rolls with light melee weapons |
| Weapon Focus | Proficiency with weapon | +1 bonus to attack rolls with selected weapon (only for a specific weapon. Example: if you choose vibrosword it doesn't transfer to lightsabers) {Advanced Melee, Exotic Weapons, Heavy Weapons, Lightsabers, pistols, rifles, simple weapons, Unarmed Strike} |
| Weapon Proficiency | none | Ignore -5 penalty on attack rolls with weapons of a particular type {Advanced Melee, Exotic Weapons, Heavy Weapons, Lightsabers, pistols, rifles, simple weapons, Unarmed Strike} |
| Whirlwind Attack* | Melee Defense, DEX 13, BAB +4 | Make a melee area attack against every target within reach |
| Wicked Strike* | Rapid Strike | Make a second attack for half damage after hitting with Rapid Strike |
| Zero Range* | Point Blank Shot | Gain +1 attack and +1 die of damage against adjacent targets |
Feats
Droid Craft
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