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Star Wars Saga Edition: Feats

ANOINTED HUNTER (Clone Wars, pg.28)


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 (Clone Wars, pg.28)


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 (Clone Wars, pg.28)


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 (Clone Wars, pg.28)


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 (Clone Wars, pg.29)


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 (Clone Wars, pg.29)


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 (Clone Wars, pg.29)


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 (Clone Wars, pg.29)


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 (Clone Wars, pg.29)


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 REPUBLIC TRAINING (Clone Wars, pg. 31)


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 (Clone Wars, pg. 31)


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 (Clone Wars, pg. 31)


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 (Clone Wars, pg. 31)


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 (Clone Wars, pg. 31)


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 (Clone Wars, pg. 31)


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 MILITARY TRAINING (Clone Wars, pg. 31)
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 (Clone Wars, pg. 31)


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 (Clone Wars, pg. 31)


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 (Clone Wars, pg. 31)


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 (Clone Wars, pg. 32)


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 (Clone Wars, pg. 32)


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.

ACROBATIC STRIKE (Star Wars Core Rulebook, pg. 82)


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) (Star Wars Core Rulebook, pg. 82)


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) (Star Wars Core Rulebook, pg. 82)


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) (Star Wars Core Rulebook, pg. 82)


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 (Star Wars Core Rulebook, pg. 82)


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 (Star Wars Core Rulebook, pg. 82)


When using a ranged weapon in autofire mode, you can fire a short burst at a single foe.
Prerequisites: 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. If
you do not have a Strength of 13 or higher, increase the penalty on attacks to -10 when using this feat with non-
vehicle weapons.
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 (Star Wars Core Rulebook, pg. 82)


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 (Star Wars Core Rulebook, pg. 82)


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 (Star Wars Core Rulebook, pg. 83)


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. 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 (Star Wars Core Rulebook, pg. 83)


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 (Star Wars Core Rulebook, pg. 83)


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 (Star Wars Core Rulebook, pg. 83)


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 (Star Wars Core Rulebook, pg. 83)


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 (Star Wars Core Rulebook, pg. 84)


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 (Star Wars Core Rulebook, pg. 84)


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 (Star Wars Core Rulebook, pg. 84)


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 (Star Wars Core Rulebook, pg. 84)


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 (Star Wars Core Rulebook, pg. 84)


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 (Star Wars Core Rulebook, pg. 84)


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 (Star Wars Core Rulebook, pg. 84)
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 (Star Wars Core Rulebook, pg. 84)


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 (Star Wars Core Rulebook, pg. 85)


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 (Star Wars Core Rulebook, pg. 85)


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 (Star Wars Core Rulebook, pg. 85)


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 (Star Wars Core Rulebook, pg. 85)


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 (Star Wars Core Rulebook, pg. 85)


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.

FORCE TRAINING (Star Wars Core Rulebook, pg. 85)


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 1 + 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 (Star Wars Core Rulebook, pg. 85)
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 (Star Wars Core Rulebook, pg. 85)


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 (Star Wars Core Rulebook, pg. 85)


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 (Star Wars Core Rulebook, pg. 85)


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 (Star Wars Core Rulebook, pg. 86)


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 (Star Wars Core Rulebook, pg. 86)


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 (Star Wars Core Rulebook, pg. 86)


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 (Star Wars Core Rulebook, pg. 86)


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 (Star Wars Core Rulebook, pg. 86)


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 (Star Wars Core Rulebook, pg. 86)


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 (Star Wars Core Rulebook, pg. 86)


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 (Star Wars Core Rulebook, pg. 86)


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 (Star Wars Core Rulebook, pg. 87)


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 (Star Wars Core Rulebook, pg. 87)
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 (Star Wars Core Rulebook, pg. 87)


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 (Star Wars Core Rulebook, pg. 87)


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 (Star Wars Core Rulebook, pg. 87)


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 (Star Wars Core Rulebook, pg. 87)


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 (Star Wars Core Rulebook, pg. 88)


You can make two quick shots with a ranged weapon as a single attack.
Prerequisites: 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). If you do not have a Strength of 13 or higher, increase the penalty to attacks to -5 when using this
feat with non-vehicle weapons.

RAPID STRIKE (Star Wars Core Rulebook, pg. 88)


You can make two quick strikes with a melee weapon as a single attack.
Prerequisites: 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.
Special: If you do not have a Dexterity of 13 or higher, increase the penalty to attacks to -5 when using this feat
with non-light weapons.

RUNNING ATTACK (Star Wars Core Rulebook, pg. 88)


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 (Star Wars Core Rulebook, pg. 88)


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 (Star Wars Core Rulebook, pg. 88)


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 (Star Wars Core Rulebook, pg. 88)


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 (Star Wars Core Rulebook, pg. 88)


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 (Star Wars Core Rulebook, pg. 88)


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 (Star Wars Core Rulebook, pg. 88)


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 (Star Wars Core Rulebook, pg. 88)


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 (Star Wars Core Rulebook, pg. 88)


You are tougher than normal.
Benefit: You gain + 1 hit point per character level.

TRIP (Star Wars Core Rulebook, pg. 88)


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 (Star Wars Core Rulebook, pg. 89)


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 (Star Wars Core Rulebook, pg. 89)


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 (Star Wars Core Rulebook, pg. 89)


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 (Star Wars Core Rulebook, pg. 89)


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 (Star Wars Core Rulebook, pg. 89)


Choose a single exotic weapon or weapon group. You are especially good at using these weapons.
Prerequisite: Proficient with chosen weapon.
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 (Star Wars Core Rulebook, pg. 89)


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 (Star Wars Core Rulebook, pg. 89)


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 target 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.

TECH SPECIALIST
The new Tech Specialist feat allows a hero to make custom modifications to weapons, armor, droids, devices, and
vehicles so that they function beyond their normal specifications.
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 Tech Specialist Modifications table below. You may perform only one modification at a time.
Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, droid,
or vehicle, and you can't 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, 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 from scratch 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 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: This feat is considered a bonus feat for the noble and scoundrel classes.

ADAPTABLE TALENT (Galaxy of Intrigue, pg. 25):


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 (Galaxy of Intrigue, pg. 25):


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 (Galaxy of Intrigue, pg. 25):


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 RAGE (Galaxy of Intrigue, pg. 25):


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 (Galaxy of Intrigue, pg. 27):


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.

DEMORALIZING STRIKE (Galaxy of Intrigue, pg. 27):


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.

DISTURBING PRESENCE (Galaxy of Intrigue, pg. 27):


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 (Galaxy of Intrigue, pg. 27):


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 (Galaxy of Intrigue, pg. 27):


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 (Galaxy of Intrigue, pg. 27):


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.

GRAZING SHOT (Galaxy of Intrigue, pg. 27):


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.

HOBBLING STRIKE (Galaxy of Intrigue, pg. 28):


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 (Galaxy of Intrigue, pg. 28):


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.

INDOMITABLE PERSONALITY (Galaxy of Intrigue, pg. 28):


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 (Galaxy of Intrigue, pg. 28):


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.

MEAT SHIELD (Galaxy of Intrigue, pg. 28):


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 (Galaxy of Intrigue, pg. 28):


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.

RECURRING SUCCESS (Galaxy of Intrigue, pg. 28):


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 ski ll to gain the benefits
of this talent.

RESOLUTE STANCE (Galaxy of Intrigue, pg. 28):


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 (Galaxy of Intrigue, pg. 28):


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.

SILVER TONGUE (Galaxy of Intrigue, pg. 29):


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.

SKILL CHALLENGE - CATASTROPHIC AVOIDANCE (Galaxy of Intrigue, pg. 29):


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.

SKILL CHALLENGE - LAST RESORT (Galaxy of Intrigue, pg. 29):


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.

SKILL CHALLENGE - RECOVERY (Galaxy of Intrigue, pg. 29):


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 TALL (Galaxy of Intrigue, pg. 29):


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 (Galaxy of Intrigue, pg. 29):


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.

FOLLOW THROUGH (Jedi Academy Training Manual, pg. 23):


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 (Jedi Academy Training Manual, pg. 23):


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 + 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 you 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 REGIMENS
The following Force regimens can be learned by any Force-sensitive character and enhance Force use in a
variety of ways.
AWAKEN FORCE SENSITIVITY
This training regimen is used to awaken another character to the larger world of Force sensitivity. You and
the beneficiary of this regimen practice meditation, quieting your minds and listening to the Force.
Time: 1 hour. Target: One willing ally who does not possess the Force Sensitivity feat.
Make a Use the Force check. The result of the check determines the benefits of the regimen:
DC 13: You gain the benefit of the Gauge Force Potential talent (if you do not already have it).
DC 18: As DC 13, and you awaken the first glimmer of Force sensitivity in the target. For the next 24 hours,
the target can make untrained Use the Force checks as though he or she possesses the Force Sensitivity
feat.
DC 23: AS DC 18, except the target also gains a +1 Force bonus on Use the Force checks.
DC 28: As DC 18, except the student also gains a +2 Force bonus on use the Force checks.

EYES OF THE FORCE


This regimen trains you to sense images that you cannot normally see by reading the surface thoughts of
others. During this regimen, an assistant holds a two-dimensional image viewer so that you see the
images being displayed on the screen. As the image viewer cycles through different images of common
objects, you must read the surface thoughts of the assistant to determine what image is being displayed
on the screen at that time.
Time: 1 hour Target: You.
Requirements: A two-dimensional image display and an assistant.

LONG HAFT STRIKE (Jedi Academy Training Manual, pg. 23):


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 (Jedi Academy Training Manual, pg. 23):


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 (Jedi Academy Training Manual, pg. 23):


You stand your ground in the face of tarrying 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 aa 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.

BURST OF SPEED (Scum and Villainy, pg. 21)


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 (Scum and Villainy, pg. 21)


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 (Scum and Villainy, pg. 21)


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, 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, you deal half of the original attack's damage to that target.

CORNERED (Scum and Villainy, pg. 21)


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 (Scum and Villainy, pg. 21)


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 (Scum and Villainy, pg. 21)


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 (Scum and Villainy, pg. 21)


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 (Scum and Villainy, pg. 21)


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 (Scum and Villainy, pg. 21)


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 (Scum and Villainy, pg. 21)


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 (Scum and Villainy, pg. 22)


You can tweak and adapt equipment on the fly.
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.

HIDEOUS VISAOE (Scum and Villainy, pg. 22)


You can twist your features into a startling mask.
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 (Scum and Villainy, pg. 23)


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 (Scum and Villainy, pg. 23)


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 (Scum and Villainy, pg. 23)


You are not above running when the situation turns against you.
Benefit: You can withdraw one extra square using the withdraw action.

KNIFE TRICK (Scum and Villainy, pg. 23)


You can use a concealed weapon to deadly effect.
Prerequisites: Lightning Draw, trained in the Stealth skill.
Benefit: If you have a concealed weapon, you threaten squares as though armed with a melee weapon. When you
can make an attack of opportunity, you can draw a weapon you have successfully concealed on your person (see
page 72 of the Saga Edition core rulebook) and make a single attack against the target. If you choose not to draw
your concealed weapon and attack with it, you cannot make the attack of opportunity unless you would otherwise
normally be able to do so.
Normal: With the Quick Draw feat, drawing or holstering a weapon is a swift action.

LIGHTNING DRAW (Scum and Villainy, pg. 23)


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 (Scum and Villainy, pg. 23)


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 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 (Scum and Villainy, pg. 23)


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 (Scum and Villainy, pg. 24)


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 (Scum and Villainy, pg. 24)


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 (Scum and Villainy, pg. 24)


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.

STAGGERING ATTACK (Scum and Villainy, pg. 24)


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 (Scum and Villainy, pg. 24)


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 (Scum and Villainy, pg. 24)


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).
TABLE 1-5: SUPERIOR TECH
ARMOR TRAIT BENEFIT DROID TRAIT BENEFIT
Mobile Armor Increases speed by 1 square (medium Ion Dispersal Coating Droid gains DR 5 against ion damage.
and heavy armors only).
Reinforced Armor Grants damage reduction 2 Superior Ability Increase droid's Dexterity, Intelligence, or
Strength score by 4.
Superior Agile Armor Increases the armor's maximum VEHICLE TRAIT BENEFIT
Dexterity bonus by 2
Superior Fortifying Armor Increases the armor's equipment Superior Ability Increase vehicle's Dexterity by 4 or its
bonus to Fortitude Defense by 2. Strength by 2.
Superior Helmet Package Grants wearer a +5 equipment bonus Superior Sensors Increase the vehicle's Perception modifier
on Perception checks. by 2.
Superior Protective Armor Increases the armor's armor bonus to Superior Shields Increase the vehicle's shield rating by 10.
Reflex Defense by 2.
DEVICE TRAIT BENEFIT Superior Speed Increase the vehicle's speed by one-third
of its base speed (minimum 1 square).
Superior Strength Increase the device's Strength score WEAPON TRAIT BENEFIT
by 4.
Superior Durability Increase the device's damage Superior Accuracy The weapon gains a +2 equipment bonus
reduction by 2 and increase its hit on attack rolls.
points by 150%.
Reinforced Device The device's break DC increases by 5. Superior Capacity The weapon's power pack provides
double the number of shots.
Superior Mastercraft Skill checks made using the device Superior Damage The weapon deals +5 damage on a
gain a +2 equipment bonus, or its successful hit. If the weapon has a
existing equipment bonus increases damage multiplier apply the extra
by 2. damage before applying the multiplier.
Superior Range The weapon's ranges all increase by 50%.

TACTICAL ADVANTAGE (Scum and Villainy, pg. 24)


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 (Scum and Villainy, pg. 24)


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, once per turn on
your turn you can immediately make a second attack at a -2 penalty against a second target within your reach. If
this attack hits, you deal half of the original attack's damage to that target.

STARSHIP DESIGNER (Starships of the Galaxy, pg. 20)


You are trained to design (and redesign) starships.
Prerequisites: Tech Specialist, trained in the mechanics skill.
Benefits: 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 Destoryer). 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 cose of 5,000
credits (multiplied by the starship size cost modifier given on page 38) and requires a DC 25 Mechanics check. On a
failed check, the medication 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 1/2 strength score (rounded down to
the nearest multiple of 10).
Improve Hyperdrive: You can reengineer a hyperdrive to improve its class by 1 step (x2 to x1, x1 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 of Starships of the Galaxy for more information on designing and modifying starships.

STARSHIP TACTICS (Starships of the Galaxy, pg. 20)


You are trained to make use of starship maneuvers and are skilled at space combat.
Prerequisites: Vehicular Combat, trained in the Pilot skill.
Benefit: You add to your starship maneuver suite a number of starship maneuvers equal to 1 + your Wisdom
modifier (minimum of one).
Special: You 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 numer 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 (Starships of the Galaxy, pg. 21)


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.

TECH SPECIALIST (Starships of the Galaxy, pg. 21)


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. Unless 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 beginning 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.

ARMOR TRAIT BENEFIT Vehicle Trait BENEFIT


Agile Armor The armor`s maximum Dexterity bonus Enhanced Dexterity Increase the vehicle`s Dexterity score by 2.
increases by 1.
Fortifying Armor The armor`s equipment bonus to Improved Speed Increases the vehicle`s speed by one-quarter
Fortitude Defense increases by 1. of its base speed (minimum 1 square).
Protective Armor The armor`s armor bonus to Reflex Improved Shields Increases the vehicles shield rating by 5.
Defense increases by 1.

DEVICE TRAIT BENEFIT WEAPON TRAIT BENEFIT


Enhanced Strength Increase the droid`s Dexterity score by 2. Improved Accuracy The weapon gains a +1 equipment bonus on
attack rolls.
Improved Durability Increase the droid`s Intelligence score by Improved Damage The weapon deals +2 points of damage with a
2. successful hit. If the weapon has a damage
multiplier (for example, 6d10x2), apply the
extra damage before applying the multiplier.
Mastercraft Device Increase the droid`s Strength score by 2. Selective Fire An autofire-only ranged weapon can be set to
fire single shots, or a single-shot ranged
weapon can be made to have an autofire
mode. (Not allowed for weapons that have a
burst radius or splash radius.)

DROID TRAIT BENEFIT


Enhanced Dexterity Increase the droid`s Dexterity score by 2.
Enhanced Increase the droid`s Intelligence score by
Intelligence 2.
Enhanced Strength Increase the droid`s Strength score by 2.

ACROBATIC ALLY (Unknown Regions, pg. 24):


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 (Unknown Regions, pg. 24):


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 (Unknown Regions, pg. 24):
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 (Unknown Regions, pg. 24):


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 (Unknown Regions, pg. 24):


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 (Unknown Regions, pg. 24):


You are able to counter grab and grapple attacks, redirecting them back on your 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 (Unknown Regions, pg. 25):


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 (Unknown Regions, pg. 25):


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 (Unknown Regions, pg. 25):
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 (Unknown Regions, pg. 25):


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 routes.

IMPROVED SLEIGHT OF HAND (Unknown Regions, pg. 25):


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 (Unknown Regions, pg. 26):


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 (Unknown Regions, pg. 26):


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 (Unknown Regions, pg. 26):


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 (Unknown Regions, pg. 26):


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 within its line of sight, until the end of your next turn. If aboard another vehicle, your
enemy must be able to see or detect your vehicle.
Special: You cannot use this feat with the Maniacal Charge feat.

MANIACAL CHARGE (Unknown Regions, pg. 26):


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 (Unknown Regions, pg. 26):


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 (Unknown Regions, pg. 28):


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 (Unknown Regions, pg. 28):


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 (Unknown Regions, pg. 28):


When charging, your living mount can flatten smaller targets between you and your target.
Prerequisite: Trained in the Ride skill.
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 (Unknown Regions, pg. 28):


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.

BANTHA HERDER (Galaxy at War, pg. 22):


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 attack 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 or exceeds the target`s Will Defense, you can move the target 1
square in any 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 or grappled, and you can`t move
a target into a solid object or into another creature`s fighting space.

BATTERING ATTACK (Galaxy at War, pg. 22):


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 know that target prone.

DESTRUCTIVE FORCE (Galaxy at War, pg. 22):


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 or 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 (Galaxy at War, pg. 23):


You are skilled in the use of ion weapons and gain certain benefits depending on which weapon you use.
Prerequisites: 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 ratio is 2 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.

DIVE FOR COVER (Galaxy at War, pg. 23):


You can leap behind cover, even when caught out in the open.
Prerequisites: 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 (Galaxy at War, pg. 23):


Through sheer willpower, you can keep yourself at 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 (Galaxy at War, pg. 23):
You can position your grenade attacks 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 (Galaxy at War, pg. 23):


As a result of your self-confidence and conviction, your will is strong.
Prerequisites: Charisma 13.
Benefit: You can use either your Wisdom modifier or your Charisma modifier to determine your Will Defense.

FORTIFYING RECOVERY (Galaxy at War, pg. 23):


Even as you reel from attacks, you can get yourself back into the fight and make a difference.
Prerequisites: Constitution 13.
Benefit: When you take the recover action, you also gain a number of bonus hit points equal to 2 x your
Constitution bonus (minimum 2). 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.

MISSION SPECIALIST (Galaxy at War, pg. 24):


You are so good with certain skills that others around you benefit from your guidance and example.
Benefit: Choose one skill in which you are trained. Allies who are not trained in that skill gain a +2 competence
bonus to the skill while they are within 12 squares of you.
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 (Galaxy at War, pg. 24):


You can fight your way from the blackness of death and unconsciousness, staying active in combat.
Prerequisites: 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 deal to you. If you check succeeds, you are
instead reduced to 1 hit point.

OFFICER CANDIDACY TREINING (Galaxy at War, pg. 25):


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 (Galaxy at War, pg. 25):


You are 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 (Galaxy at War, pg. 25):


You are skilled in the use of pistols and gain certain benefits depending on which weapon you use.
Prerequisites: 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 Pistol: You treat the blaster pistol as an accurate 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 (Galaxy at War, pg. 25):


The sharpness of your mind, not the speed of your reactions, allows you to avoid incoming attacks.
Prerequisites: Intelligence 13.
Benefit: You can use either your Dexterity modifier or your Intelligence modifier to determine your Reflex Defense.

RESILIENT STRENGTH (Galaxy at War, pg. 25):


Your brute strength and physical conditioning allow you to shrug off effects that would debilitate others.
Prerequisites: Strength 13.
Benefit: You can use either your strength modifier or your Constitution modifier to determine your Fortitude
Defense.

RIFLEMASTER (Galaxy at War, pg. 25):


You are skilled in the use of rifles and gain certain benefits depending on which weapon you use.
Prerequisites: Proficient with weapon used.
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 d10 to d12.
Light Repeating Blaster: You treat the light repeating blaster as if it were Medium instead of Large.

RISK TAKER (Galaxy at War, pg. 25):


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.
Prerequisites: Trained in Climb or Jump.
Benefit: You fall only if you fail a Climb check by 10 or more. Additionally, if you make a Jump check and fail to land
on a safe or solid surface (such as if you fall into a pit or fail to clear a stream of lava), you can spend a Force Point
as a free action and add the result of the Force Point roll to your distance jumped. However, you must land in the
first available safe square.
Normal: You fall if you fail a Climb check by 5 or more.

SPORT HUNTER (Galaxy at War, pg. 25):


You are skilled in the use of slugthrowers and sporting weapons and gain certain benefits depending on which
weapon you use.
Prerequisites: Proficient with weapon used.
Benefit: When you make a ranged attack with a slugthrower 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 die of
damage with the weapon.
Slugthrower Rifle: When you use a slugthrower rifle, the damage dice increase from d8 to d12.
Sporting Blaster Pistol: When you use a sporting blaster pistol, reroll any 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 (Galaxy at War, pg. 26):


You can deliver punishing blows to your enemies, distracting them and keeping 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.

STEADYING POSITION (Galaxy at War, pg. 26):


You know how to fire from the optimal position, using the ground to steady your aim.
Prerequisites: Careful Shot.
Benefit: When you are prone and aim before making a ranged attack, your target does not benefit from its
Dexterity bonus to Reflex Defense.

MARTIAL ARTS FEATS


ECHANI TRAINING (Galaxy at War, pg. 26):
You are trained in Echani unarmed fighting techniques, giving you an advantage in hand-to-hand combat.
Prerequisites: Dexterity 13, Martial Arts I.
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 Defense 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, +1-; Gargantuan, +20; and Colossal, +50. In addition, unusually stable creatures (such
as those four legs) gain a +5 bonus to their Fortitude Defense against being knocked prone.
If you have the Echani Expertise talent (see 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 TRAINING (Galaxy at War, pg. 26):


You are trained in the Hijkata style of unarmed fighting and can quickly turn enemies` attacks against them.
Prerequisites: Combat Reflexes, Martial Arts I.
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 provokes 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 TRAINING (Galaxy at War, pg. 27):


You are trained in the K`tara style of unarmed fighting, which enables you to neutralize enemies before they even
know that you are 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 33), you can spend
two swift actions to cause a single adjacent enemy to be flat-footed against your first attack during the same
round.

K’THRI TRAINING (Galaxy at War, pg. 27):


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 ot no armor to gain the benefit of this feat.
Special: If you have the K`thri 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 (Galaxy at War, pg. 27):


You are trained in the Stava 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 be 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 (Galaxy at War, pg. 28):


You are trained in the Tae-Jitsu style of unarmed fighting and can use a variety of techniques to defeat you 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 of feat against that enemy and against one other enemy of your choice.
Special: If you have the Tae-Jitsu Expertise talent (see the Martial Arts Form talent tree 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.

TERÄS KÄSI Training (Galaxy at War, pg. 28):


You are trained in the Teräs Käsi unarmed fighting style and can send an enemy reeling with a single punch.
Prerequisites: Strength 12, 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 Teräs Käsi basics talent (see the Master of Teräs Käsi talent tree on the page 53 of Threats
of the Galaxy), you are considered to be one size category larger when determining the damage of your unarmed
attacks.

WRRUUSHI TRAINING (Galaxy at War, pg. 28):


You are trained in the Teräs Käsi unarmed fighting style and can send an enemy reeling with a single punch.
Prerequisites: Constitution 13 ,Martial Arts I.
Benefit: Once per round when you make a successful unarmed attack, you gain a number of bonus hit points first,
and any 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`s Fortitude Defense instead of the
enemy`s Reflex Defense. If the attack is successful, the enemy not only takes damage but also loses 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 33), once per
encounter when you score a critical hit with an unarmed attack against an enemy, you 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.

TEAM FEATS:
AQUATIC SPECIALISTS (Galaxy at War, pg. 28):
You and your allies have trained extensively in underwater combat and specialize in missions in aquatic
environments.
Prerequisites: 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 has also has this feat, the competence bonus increases by 1 (to a maximum of +7).
Additionally, when you swim at half speed as a move action (or you swim at your speed as a full-round action).

ASCENSION SPECIALISTS (Galaxy at War, pg. 28):


You and your allies train on the sheer cliffs of Teth and the sinkholes of Utapau as a matter of course.
Prerequisites: 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, when you climb, you climb at half speed as a move action (or at your normal
speed as a full-round action).

COVERT OPERATIVES (Galaxy at War, pg. 28):


You and your allies specialize in undercover missions in which stealth and subtlety are paramount.
Prerequisites: 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 (to 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 (Galaxy at War, pg. 29):


You and your allies know the value of keeping soldiers alive and perform as a cohesive healing unit.
Prerequisites: 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). Additionally,
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 (Galaxy at War, pg. 29):


You and your allies act as mounted cavalry, specializing in using beasts in war.
Prerequisites: 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`s Reflex Defense, use your check result against the attack instead of
using the mount`s Reflex Defense.

NIMBLE TEAM (Galaxy at War, pg. 29):


You and your allies train extensively to avoid hazards and to slip through tight spaces, making it difficult to pin your
team down.
Prerequisites: 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 (Galaxy at War, pg. 29):


You and your allies are computer specialists, capable of penetrating even the strongest electronic defenses.
Prerequisites: Trained in Use Computer.
Benefit: You gain a +3 competence bonus to Use Computer 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 Use Computer check,
you provide a bonus of +4 instead of +2.

TECHNICAL EXPERTS (Galaxy at War, pg. 29):


You and your allies are computer specialists, capable of penetrating even the strongest electronic defenses.
Prerequisites: Trained in Use Computer.
Benefit: You gain a +3 competence bonus to Use Computer 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 (Galaxy at War, pg. 30):


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.
Prerequisites: 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, 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 Endurance check, you provide a
bonus of +4 instead of +2.

UNHINDERED APPROACH (Galaxy at War, pg. 30):


You and your allies have trained on worlds where the terrain is unstable, and your team also specializes in vertical
insertion into combat zones.
Prerequisites: Trained in Jump.
Benefit: You gain a +3 competence bonus to Jump checks. At the time you make a check, for each ally within 12
squares of you who also has this feat, the competence bonus increases by 1 (to a maximum of +7). Additionally,
when you use the Jump skill, add 1 square to your total jump distance.

UNIFIED SQUADRON (Galaxy at War, pg. 30):


You and your allies are excellent pilots whose skills shine when you fly together, making you better as a unit than
as individuals.
Prerequisites: 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 (Galaxy at War, pg. 30):


You and your allies specialize in keeping tabs on your surroundings, making you excellent guards and advance
scouts.
Prerequisites: 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 of Perception checks, even when threatened or rushed.

WILDERNESS SPECIALISTS (Galaxy at War, pg. 30):


You and your allies have been trained to survive in the wild and can live off the land.
Prerequisites: 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.

FORCE UNLEASHED ABILITIES


UNLEASHED BATTLE MEDITATION (The Force Unleashed, pg. 89)
Your skill in Battle Meditation allows you to coordinate battles taking place across an entire star system.
Prerequisites: Battle Meditation, Unleash 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 (The Force Unleashed, pg. 90)


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 (The Force Unleashed, pg. 90)


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 (The Force Unleashed, pg. 90)


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 (The Force Unleashed, pg. 91)


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 Force blast power, you can spend a Destiny Point to multiply the damage by 2.

UNLEASHED FORCE GRIP (The Force Unleashed, pg. 91)


Holding an enemy in your vice grip of the Force is a trivial matter.
Prerequisites: Force 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 Force Unleashed, pg. 91)


The power of your Force lightning drives back your foes as they bear the brunt of your strength in the Force.
Prerequisites: Force 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 (The Force Unleashed, pg. 91)


You become a maelstrom of dark 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 the power.

UNLEASHED FORCE THRUST (The Force Unleashed, pg. 91)


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 is multiplied by 2. If you push the target into a larger object, the target takes 1d6 points of damage per
square moved by this power.

UNLEASHED MOVE OBJECT (The Force Unleashed, pg. 91)


You can hurl an object through the air with such incredible force that it devastates even vehicles and starships.
Prerequisites: Move object 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 (The Force Unleashed, pg. 91)


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 is multiplied by 2. If you push the target into a larger object, the target takes 1d6 points of damage per
square moved by this power.

A FEW MANEUVERS (Threats of the Galaxy, pg. 64)


You can weave, juke, and roll to avoid enemy fire in the thick of combat.
Prerequisites: Dodge, Vehicular Combat.
Benefit: When piloting a vehicle of Colossal size or smaller, you grant a +2 dodge bonus to your vehicle’s Reflex
Defense. Furthermore, if you are the target of a missile or torpedo attack and the attack roll misses by 5 or more,
the projectile self-destructs harmlessly.

SUPPRESSION FIRE (Threats of the Galaxy, pg. 91)


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 (Threats of the Galaxy, pg. 127)


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 (Threats of the Galaxy, pg. 127)


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
make after the result of the attack roll is determined but before damage or other effects are resolved.

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