Combat Feats and Armor Proficiencies
Combat Feats and Armor Proficiencies
ACROBATIC STRIKE
Your
dexterous
maneuvers
and
skilled
acrobatics
allow
you
to
slip
past
a
foes
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.
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
armors
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
armors
special
equipment
bonuses.
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
armors
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
armors
special
equipment
bonuses.
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
armors
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
armors
special
equipment
bonuses.
BANTHA
RUSH
You
can
shove
your
opponents
around
the
battlefield
to
gain
a
tactical
advantage.
Prerequisite:
Strength
13,
base
attack
bonus
+
1.
Benefit:
After
making
a
successful
melee
attack
against
an
opponent
up
to
one
size
category
larger
than
you,
you
can
choose
to
move
that
opponent
1
square
in
any
direction
as
a
free
action.
You
cant
bantha
rush
an
opponent
thats
being
grabbed
or
grappled,
and
you
cant
bantha
rush
your
opponent
into
a
solid
object
or
another
creatures
fighting
space.
BURST FIRE
When
using
a
ranged
weapon
in
autofire
mode,
you
can
fire
a
short
burst
at
a
single
foe.
Prerequisites:
Strength
13,
Weapon
Proficiency
(heavy
weapons),
proficient
with
weapon.
Benefit:
When
using
a
ranged
weapon
with
autofire
capability
in
autofire
mode,
you
may
fire
a
short
burst
as
a
single
attack
against
a
single
target.
You
take
a
-5
penalty
on
the
attack
roll
but
deal
+2
dice
of
damage.
For
example,
a
weapon
that
deals
3dlO
points
of
damage
deals
Sd10
points
of
damage
instead.
The
effects
of
this
feat
do
not
stack
with
the
extra
damage
provided
by
the
Deadeye
or
Rapid
Shot
feat.
Special:
Firing
a
burst
expends
five
shots
and
can
only
be
done
if
the
weapon
has
at
least
five
shots
remaining.
Normal:
Autofire
uses
ten
shots,
targets
a
2-square-bY-2-square
area,
and
cant
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
CHARGING FIRE
CLEAVE
COMBAT
REFLEXES
You
can
respond
quickly
and
repeatedly
to
opponents
who
let
their
guard
down.
Benefit:
When
opponents
leave
themselves
open,
you
may
make
a
number
of
additional
attacks
of
opportunity
equal
to
your
Dexterity
modifier.
For
example,
a
character
with
a
Dexterity
of
15
can
make
a
total
of
three
attacks
of
opportunity
in
a
round:
the
one
attack
COORDINATED ATTACK
CRUSH
You
can
deal
damage
to
a
creature
that
youve
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
Special:
You
can
install
a
cybernetic
prosthesis
on
yourself,
but
you
take
a
-5
penalty
on
the
Treat
Injury
skill
check.
If
you
have
the
Surgical
Expertise
feat
(see
page
88).
you
can
install
a
cybernetic
prosthesis
in
10
minutes
instead
of
1
hour.
DEADEYE
You
are
skilled
at
picking
off
enemies
with
well-aimed
ranged
attacks.
Prerequisites:
Point
Blank
Shot,
Precise
Shot,
base
attack
bonus
+4.
Benefit:
If
you
aim
before
making
a
ranged
attack
(see
Aim,
page
154)
and
the
attack
hits,
increase
the
damage
you
deal
by
an
additional
weapon
die.
For
example,
if
you
score
a
hit
with
a
blaster
pistol
using
the
Deadeye
feat,
the
blaster
shot
deals
4d6
points
of
damage
(instead
of
the
normal
3d6
points).
The
effects
of
this
feat
do
not
stack
with
the
extra
damage
provided
by
the
Burst
Fire
or
Rapid
Shot
feat.
DODGE
DOUBLE
ATTACK
You
can
make
an
additional
attack
during
a
round
of
combat.
Prerequisites:
Base
attack
bonus
+6,
proficient
with
chosen
weapon.
Benefit:
Choose
a
single
exotic
weapon
or
one
of
the
following
weapon
groups:
advanced
melee
weapons,
heavy
weapons,
lightsabers,
pistols,
rifles,
simple
weapons.
When
you
use
the
full
attack
action,
you
may
make
one
additional
attack
when
wielding
such
a
weapon.
However,
you
take
a
-5
penalty
on
all
attack
rolls
until
your
next
turn
because
youre
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
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.
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.
EXTRA RAGE
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
medium,
or
long
range,
the
range
category
is
considered
one
less.
In
other
words,
you
take
no
penalty
on
ranged
attack
rolls
against
targets
at
short
range,
a
-2
penalty
on
ranged
attack
rolls
made
against
targets
at
medium
range,
and
a
-5
penalty
on
a
ranged
attack
rolls
made
against
targets
at
long
range.
Normal:
When
making
a
ranged
attack
roll,
a
character
takes
a
-2
penalty
against
targets
at
short
range,
a
-5
penalty
against
targets
at
medium
range,
and
a
-10
penalty
against
targets
at
long
range.
FORCE BOON
You
are
able
to
draw
upon
the
Force
more
often
than
less
skilled
users.
Prerequisite:
Force
Sensitivity.
Benefit:
You
gain
three
additional
Force
Points
at
each
level.
FORCE
SENSITIVITY
You
are
Force-sensitive,
allowing
you
to
call
on
the
Force
and
learn
to
draw
on
its
power.
Prerequisite:
Cannot
be
a
droid.
Benefit:
You
can
make
Use
the
Force
checks,
and
Use
the
Force
is
considered
a
class
skill
for
you.
In
addition,
whenever
you
gain
a
new
talent,
you
have
the
option
of
selecting
a
Force
talent
instead.
You
must
meet
the
prerequisites
of
the
Force
talent
to
select
it
(see
Force
Talents,
page
100).
Normal:
You
cant
make
Use
the
Force
checks
(page
77)
or
select
Force
talents
unless
you
have
the
Force
Sensitivity
feat.
FOLLOW
THROUGH
You
have
learned
to
take
down
an
enemy
with
an
attack
and
then
use
your
momentum
to
dash
across
the
battlefield.
Benefit:
If
you
deal
enough
damage
to
your
opponent
with
a
melee
attack
to
reduce
it
to
0
hit
points,
you
can
immediately
move
up
to
your
speed.
You
can
use
this
ability
once
per
turn.
Special:
If
you
have
the
Cleave
feat,
you
can
move
up
to
your
speed
before
making
the
extra
melee
attack
granted
by
the
Cleave
feat.
You
learn
one
or
more
Force
regimens,
which
you
can
use
to
enhance
your
regular
training.
FORCE TRAINING
You
learn
one
or
more
Force
powers
(see
Force
Powers,
page
95).
Prerequisites:
Force
Sensitivity,
trained
in
the
Use
the
Force
skill.
Benefit:
You
add
to
your
Force
power
suite
a
number
of
Force
powers
equal
to
1
+
your
Wisdom
modifier
(minimum
1).
You
can
add
the
same
power
more
than
once.
Special:
You
can
take
this
feat
more
than
once.
Each
time
you
take
this
feat,
you
add
to
your
Force
suite
a
number
of
new
Force
powers
equal
to
your
Wisdom
modifier.
If
your
Wisdom
modifier
permanently
increases,
you
immediately
gain
a
number
of
Force
powers
equal
to
the
number
of
Force
Training
feats
you
have
taken.
GREAT CLEAVE
You
can
wield
a
melee
weapon
with
such
power
that
you
can
strike
multiple
times
when
you
drop
your
opponents.
Prerequisites:
Strength
13,
Power
Attack,
Cleave,
base
attack
bonus
+4.
Benefit:
As
the
Cleave
feat
(page
83),
except
that
you
have
no
limit
to
the
number
of
times
you
can
use
it
per
round.
IMPROVED CHARGE
IMPROVED DEFENSES
IMPROVED
DISARM
You
are
skilled
at
disarming
opponents
in
melee
combat.
Prerequisites:
Intelligence
13,
Melee
Defense.
Benefit:
You
gain
a
+5
bonus
on
any
melee
attack
roll
made
to
disarm
an
opponent.
In
addition,
if
you
fail
to
disarm
your
opponent,
he
doesnt
get
to
make
a
free
attack
against
you.
Normal:
See
the
normal
disarm
rules
on
page
152.
LINGUIST
MARTIAL ARTS
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
MELEE DEFENSE
You
are
trained
at
using
your
combat
ability
for
defense
as
well
as
offense.
Prerequisite:
Intelligence
13.
Benefit:
When
you
use
a
standard
action
to
make
a
melee
attack,
you
can
take
a
penalty
of
up
to
-5
on
your
attack
roll
and
add
the
same
number
(up
to
+5)
as
a
dodge
bonus
to
your
Reflex
Defense.
This
number
may
not
exceed
your
base
attack
bonus.
The
changes
to
attack
rolls
and
Reflex
Defense
last
until
the
start
of
your
next
turn.
Normal:
A
character
without
the
Melee
Defense
feat
can
fight
defensively
while
using
the
attack
action
to
take
a
-5
penalty
on
his
attack
roll
and
gain
a
+2
dodge
bonus
to
his
Reflex
Defense.
MIGHTY SWING
MOBILITY
PIN
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.
POWER ATTACK
POWERFUL
CHARGE
You
can
charge
with
extra
force.
Prerequisites:
Medium
or
larger
size,
base
attack
bonus
+1.
Benefit:
When
you
charge,
you
gain
an
additional
+2
bonus
to
your
melee
attack
roll.
If
your
melee
attack
hits,
you
deal
additional
damage
equal
to
one-half
your
level.
PRECISE
SHOT
You
are
skilled
at
timing
your
ranged
attacks
so
that
you
dont
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
RAPID SHOT
You
can
make
two
quick
shots
with
a
ranged
weapon
as
a
single
attack.
Prerequisites:
Strength
13,
base
attack
bonus
+1,
proficient
with
weapon.
Benefit:
When
using
a
ranged
weapon,
you
may
fire
two
shots
as
a
single
attack
against
a
single
target.
You
take
a
-2
penalty
on
your
attack
roll,
but
you
deal
+
1
die
of
damage
with
a
successful
attack.
Special:
Using
this
feat
fires
two
shots
and
can
only
be
done
if
the
weapon
has
sufficient
ammunition
remaining.
The
effects
of
this
feat
do
not
stack
with
the
extra
damage
provided
by
the
Burst
Fire
feat
(page
82)
or
Deadeye
feat
(page
84).
RAPID
STRIKE
You
can
make
two
quick
strikes
with
a
melee
weapon
as
a
single
attack.
Prerequisites:
Dexterity
13,
base
attack
bonus
+1,
proficient
with
weapon.
Benefit:
When
using
a
melee
weapon,
you
may
make
two
strikes
as
a
single
attack
against
a
single
target.
You
take
a
-2
penalty
on
your
attack
roll,
but
you
deal
+
1
die
of
damage
with
a
successful
attack.
The
effects
of
this
feat
do
not
stack
with
the
extra
damage
provided
by
the
Mighty
Swing
feat.
RUNNING ATTACK
SHAKE IT OFF
SKILL FOCUS
SKILL TRAINING
SNIPER
roll, skill check, or ability check, you roll d8s rather than d6s.
SURGICAL EXPERTISE
THROW
TOUGHNESS
You
are
tougher
than
normal.
Benefit:
You
gain
+
1
hit
point
per
character
level.
TRIP
TRIPLE
ATTACK
You
can
make
an
additional
attack
during
a
round
of
combat.
Prerequisites:
Base
attack
bonus
+
11,
Double
Attack
(chosen
weapon).
proficient
with
chosen
weapon.
Benefit:
Choose
a
single
exotic
weapon
or
one
of
the
following
weapon
groups:
advanced
melee
weapons,
heavy
weapons,
lightsabers,
pistols,
rifles,
simple
weapons.
When
you
use
the
full
attack
action,
you
may
make
one
additional
attack
when
wielding
such
a
weapon.
However,
you
take
a
-5
penalty
on
all
attack
rolls
until
your
next
turn
because
youre
trading
precision
for
speed.
The
extra
attack
and
penalty
stack
with
those
of
Double
Attack.
Normal:
Making
a
single
attack
is
a
standard
action.
Special:
You
may
select
this
feat
multiple
times.
Each
time
you
select
this
feat,
it
applies
to
a
different
exotic
weapon
or
weapon
group.
TRIPLE CRIT
Choose
one
type
of
weapon,
such
as
a
blaster
pistol,
vibrodagger,
or
lightsaber.
You
deal
more
damage
on
a
critical
hit
with
that
weapon.
Prerequisites:
Proficient
with
weapon,
base
attack
bonus
+8.
Benefit:
When
you
score
a
critical
hit
with
the
selected
weapon,
you
deal
triple
damage.
You
may
select
unarmed
attack
as
a
weapon
for
purposes
of
this
feat.
Normal:
A
critical
hit
normally
deals
double
damage
to
the
target.
Special:
You
can
gain
this
feat
multiple
times.
The
effects
do
not
stack.
Each
time
you
take
this
feat,
it
applies
to
a
different
weapon.
VEHICULAR COMBAT
WEAPON
FINESSE
You
are
especially
skilled
at
using
weapons
one
that
can
benefit
as
much
from
Dexterity
as
from
Strength.
Prerequisite:
Base
attack
bonus
+
1.
Benefit:
When
using
a
light
melee
weapon
or
a
lightsaber,
you
may
use
your
Dexterity
modifier
instead
of
your
Strength
modifier
on
attack
rolls.
WEAPON FOCUS
Choose
a
single
exotic
weapon
or
weapon
group.
You
are
especially
good
at
using
these
weapons.
You
can
choose
unarmed
strike
or
grapple
for
your
weapon
for
purposes
of
this
feat.
Prerequisite:
Proficient
with
selected
exotic
weapon
or
weapon
group.
Benefit:
You
gain
a
+1
bonus
on
all
attack
rolls
you
make
using
the
selected
exotic
weapon
or
weapon
group.
Special:
You
can
gain
this
feat
multiple
times.
Its
effects
do
not
stack.
Each
time
you
take
the
feat,
it
applies
to
a
new
exotic
weapon
or
weapon
group.
WEAPON
PROFICIENCY
You
are
proficient
with
a
particular
kind
of
weaponry.
Benefit:
Choose
one
of
the
following
weapon
groups:
advanced
melee
weapons,
heavy
weapons
(which
includes
vehicular
weapons
and
starship
weapons,
Iightsabers,
pistols,
rifles,
and
simple
weapons.
You
are
proficient
with
all
weapons
of
the
selected
group.
For
more
information
on
weapon
groups,
see
page
119.
Normal:
If
you
wield
a
weapon
with
which
you
are
not
proficient.
you
take
a
-5
penalty
to
your
attack
rolls.
Special:
You
can
gain
this
feat
multiple
times.
Each
time
you
take
the
feat,
it
applies
to
a
different
weapon
group.
You
cannot
take
exotic
weapons
as
a
weapon
group;
instead,
you
must
select
the
Exotic
Weapon
Proficiency
feat
(see
page
84)
to
gain
proficiency
with
a
specific
exotic
weapon
(such
as
the
bowcaster
or
flamethrower)
.
WHIRLWIND
ATTACK
You
can
strike
nearby
opponents
in
an
amazing,
spinning
melee
attack.
Prerequisites:
Dexterity
13,
Intelligence
13,
Melee
Defense,
base
attack
bonus
+4.
Benefit:
As
a
full-round
action,
you
can
make
an
area
attack
with
your
melee
weapon,
striking
every
opponent
within
your
reach.
This
whirlwind
attack
uses
the
area
attack
rules
(see
Area
Attacks,
page
155);
you
make
one
attack
roll
and
apply
the
result
to
every
target
in
range.
You
have
learned
to
take
advantage
of
oversized
lightsabers,
turning
them
into
double
weapons.
Prerequisite:
Proficient
with
weapon
used.
Benefit:
When
you
use
a
lightsaber
pike
or
a
long
-handle
lightsaber,
you
can
attack
with
both
ends
of
the
weapon,
treating
it
as
a
double
weapon.
See
the
description
of
the
individual
weapon
for
more
information
on
attacking
with
both
ends
of
the
weapon.
RELENTLESS ATTACK
You
ensure
the
demise
of
your
foe
by
turning
misses
into
opportunities.
Prerequisites:
Proficient
with
weapon
used,
Double
Attack
with
weapon
used
Benefit:
Choose
one
weapon
group
or
exotic
weapon
for
which
you
have
the
Double
Attack
feat.
Whenever
you
miss
a
target
with
that
weapon,
you
gain
a
+2
competence
bonus
on
your
next
attack
roll
made
before
the
end
of
your
next
turn
against
the
missed
target.
Special:
You
can
select
this
feat
multiple
times.
Each
time
you
select
this
feat,
it
applies
to
a
different
weapon
group
or
exotic
weapon.
UNSWERVING RESOLVE
BIOTECH DESIGNER
You
have
seen
the
end
of
Yuuzhan
Vong
knowledge
and
chosen
to
perform
heretical
experiments
in
order
to
innovate
new
creatures
and
ships
in
order
to
win
the
war.
Pre-requisites:
Biotech
Specialist,
Intelligence
15,
at
least
1
level
in
the
Shaper
class.
Benefit:
You
may
design
and
shape
new
creatures
from
scratch.
Doing
so
requires
a
DC25
Treat
Injury
check.
Other
characters
with
the
Biotech
Specialist
feat
can
aid
you
in
making
the
check.
If
you
choose
to
alter
a
living
creature,
you
can
apply
any
of
the
traits
from
the
Shaped
Beast
template
(LECG
p220).
Each
additional
trait
after
the
first
increases
the
DC
by
3.
Designing
a
beast
from
scratch
adds
half
the
beasts
intended
character
level
to
the
DC.
Designing
a
living
vehicle
from
scratch
works
in
much
the
same
way
as
designing
a
Starship
with
the
Starship
Designer
feat
(SotG
p20).
You
take
a
stock
ship,
build
as
normal,
then
apply
the
Living
Vehicle
template
(LECG
p69).
Stock
Living
Ships
have
a
Constitution
score
equal
to
their
listed
Strength
score.
The
Improve
Hull
customization
works
off
the
living
ships
Constitution
score
rather
than
Strength.
For
whatever
reason,
you
buy
into
the
propaganda
that
says
the
Jedi
are
responsible
for
the
war
and
rose
to
a
position
of
authority
in
the
new
regime.
Pre-requisites:
Co-ordinated
Attack,
trained
in
Persuasion,
Base
Attack
+5.
Benefit:
Once
per
day
you
may
make
a
moderate
Persuasion
check
(DCs
by
level
are
found
in
S&V
p78,
GaW
p143
and
GoI
p43)
to
gain
one
of
the
following.
Access
to
a
number
of
basic
mercenaries
(TotG
p55)
or
Peace
Brigade
soldier
(p?)
equal
to
half
your
character
level.
This
requires
an
expenditure
of
200
credits
per
mercenary
or
Peace
Brigade
soldier.
Access
to
secure
data,
granting
a
+5
insight
bonus
on
Gather
Information
or
Use
Computer
checks.
This
requires
an
expenditure
of
at
least
1000
credits
in
bribes.
Yuuzhan
Vong
assistance
in
the
form
of
a
single
Colossal
(frigate)
sized
ship
and
its
carried
craft
OR
A
Yuuzhan
Vong
Commander
(p?)
and
up
to
6
Warriors
(p?)
Each
of
these
benefits
lasts
for
a
single
day,
and
only
one
can
be
active
at
any
one
time.
Special:
This
feat
is
added
to
the
Bonus
Feat
lists
for
the
Noble
and
Scoundrel
class.
RAPID TAKEDOWN
SUPERIOR
SHAPING
You
have
an
uncanny
knack
for
the
process
or
shaping
and
can
enhance
biots
with
greater
proficiency
than
your
peers.
Pre-requisites:
Biotech
Specialist,
Intelligence
17,
At
least
one
level
in
the
Shaper
class
Benefit:
You
may
apply
one
benefit
from
the
Superior
Tech
table
(S&V
p24)
to
a
biotech
device,
weapon,
vehicle,
or
suit
of
amour
or
one
trait
from
the
following
table
to
a
shaped
beast.
These
benefits
replace
those
listed
under
Biotech
Specialist.
VUA'SA TRAINING
OVERLOOKED
RYN
NETWORK
You
are
a
member
of
the
Ryn
Network
set
up
by
Droma.
You
are
adept
at
obtaining
information
on
Yuuzhan
Vong
and
Peace
Brigade
activities
and
carefully
spreading
it
to
where
it
needs
to
go.
Pre-requisites:
Ryn
species,
trained
in
Gather
Information.
Benefit:
By
increasing
the
time
required
for
a
Gather
Information
check
to
1d8
hours,
you
only
attract
the
attention
of
hostile
parties
if
you
fail
your
check
by
10
or
more.
Normal:
A
Gather
Information
check
takes
1d6
hours
and
failing
by
5
or
more
attracts
hostile
attention.
JEE-DAI HERETIC
POWERFUL FAITH
RITUAL
MASTERY
Through
a
life
of
devotion
to
the
Yuuzhan
Vong
religion,
you
have
learned
to
gain
greater
strength
from
acts
of
worship
to
the
Gods.
UNWAVERING DEVOTION
VONG'S
FAITH
Prerequisite:
Yuuzhan
Vong
(tactics)
check.
Dodge:
The
pilot
of
a
vehicle
may
use
Dodge
to
grant
the
vehicle
a
+
1
dodge
bonus
against
a
sing
le
opponent
(whether
a
vehicle
or
a
sing
le
character).
Double
Attack/Triple
Attack:
If
you
take
these
feats
with
heavy
weapons,
they
work
normally
with
vehicle
weapons.
Dual
Weapon
Mastery:
Vehicle
weapons
cannot
be
used
in
one
hand,
so
none
of
the
Dual
Weapon
Mastery
feats
apply
in
vehicle
combat.
Far
Shot/Point
Blank
Shot/Rapid
Shot:
This
feat
works
normally
with
vehicle
weapons.
However,
if
you
are
using
a
missile
or
a
torpedo
and
you
miss
with
your
attack
roll,
the
projectile
does
not
gain
the
benefit
of
this
feat
for
the
second
attack
roll.
Improved
Defenses:
This
feat
does
not
apply
to
the
defenses
of
a
vehicle,
even
if
you
are
piloting
or
commanding
it.
This
is
one
reason
many
pilots
prefer
the
Dodge
feat
to
Improved
Defenses.
Triple
Crit:
Its
possible,
to
take
Triple
Crit
with
a
specific
vehicle
weapon.
Weapon
Focus:
If
you
take
this
feat
with
heavy
weapons,
it
works
normally
with
vehicle
weapons.
STARSHIP
DESIGNER
You
are
trained
to
design
(and
redesign)
starships.
Prerequisites:
Tech
Specialist,
trained
in
the
Mechanics
ski
ll.
Benefit:
You
can
design
a
starship
from
scratch.
Doing
so
takes
a
minimum
of
30
days
and
a
DC
25
Mechanics
check,
adding
1
to
the
DC
and
1
day
to
the
time
for
every
additional
100,000
credits
of
the
designs
final
cost
beyond
the
first
100,000
credits
(even
a
genius
starship
designer
can
spend
years
working
out
the
blueprints
for
a
Star
Destroyer).
Other
characters
trained
in
the
Mechanics
skill
may
use
the
aid
another
action
to
assist
your
Mechanics
check;
if
any
assisting
character
also
has
the
Starship
Designer
feat,
divide
the
starships
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
STARSHIP
TACTICS
You
are
trained
to
make
use
of
starship
maneuvers
and
are
skilled
at
space
combat.
Prerequisites:
Vehicular
Combat,
trained
in
the
Pilot
ski
ll.
Benefit:
You
add
to
your
starship
maneuver
suite
a
number
of
starship
maneuvers
equal
to
1
+
your
Wisdom
modifier
(minimum
of
one).
You
can
TACTICAL GENIUS
You
are
a
master
at
using
multiple
starship
tactics
over
the
course
of
long
space
combats.
Prerequisites:
Starship
Tactics,
Vehicular
Combat,
trained
in
the
Pilot
skill.
Benefit:
You
regain
all
spent
starship
maneuvers
at
the
end
of
any
round
in
which
you
roll
a
natural
20
on
an
attack
roll.
Normal:
Only
a
natural
20
rolled
on
a
Pilot
check
to
activate
a
starship
maneuver
restores
all
starship
maneuvers.
See
Chapter
2
for
more
information
on
starship
maneuvers.
TECH SPECIALIST
per
1,000
credits
of
the
modifications
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
doesnt
gain
the
desired
trait.
However,
you
may
start
over
if
you
wish.
Other
characters
trained
in
the
Mechanics
skill
can
assist
you,
reducing
proportionately
the
time
needed
to
complete
the
modification.
At
the
end
of
the
modification
process,
they
can
make
a
Mechanics
check
to
aid
your
check.
The
market
value
of
a
modified
item
is
equal
to
the
base
cost
of
the
item
+
double
the
cost
of
the
modifications
made
to
it
(not
including
credits
wasted
on
failed
modification
attempts).
Special:
Nobles
and
scoundrels
may
take
this
feat
as
a
bonus
feat.
ANOINTED HUNTER
You
have
been
anointed
as
a
hunter
for
your
tribe
and
possess
skills
few
other
Nelvaanians
do.
Prerequisite:
Nelvaanian
species.
Benefit:
If
you
end
your
move
at
least
2
squares
from
where
you
started,
you
gain
a
+1
competence
bonus
on
attacks
made
with
thrown
weapons
until
the
end
of
your
turn.
ARTILLERY
SHOT
You
have
learned
to
use
the
angle
and
distance
between
you
and
your
target
to
devastating
effect.
Prerequisite:
Proficient
with
weapon
used.
Benefit:
When
you
make
an
attack
with
a
burst
or
splash
weapon
against
a
target
at
greater
than
point
blank
range,
you
can
affect
two
additional
squares
adjacent
to
the
normal
burst
or
sp
lash
area.
COORDINATED BARRAGE
When
you
combine
fire
with
an
ally,
your
barrage
can
have
devastating
results
on
the
attacker.
Prerequisites:
Coordinated
Attack,
base
attack
bonus
+5.
Benefit:
When
you
aid
an
allys
attack,
for
every
3
points
that
the
allys
attack
roll
beats
the
targets
Reflex
Defense,
the
attack
deals
+
1
die
of
damage.
The
maximum
number
of
bonus
damage
dice
the
attack
receives
is
equal
to
the
number
of
allies
with
this
feat
that
aided
on
the
attack
roll
or
+5
dice,
whichever
is
lower.
DROIDCRAFT
You
can
repair
droids
quickly.
Prerequisite:
Trained
in
the
Mechanics
skill.
Benefit:
You
can
perform
repairs
on
a
droid
in
10
minutes.
Normal:
Repairing
a
droid
typically
takes
1
hour
(see
the
Mechanics
skill,
page
70
of
the
Saga
Edition
core
rulebook).
DROID HUNTER
You
have
learned
to
target
the
delicate
parts
of
your
droid
opponents,
taking
advantage
of
their
mechanical
frailties.
Prerequisite:
Proficient
with
weapon
used.
Benefit:
You
gain
a
+2
bonus
on
damage
rolls
against
droid
enemies,
or
+4
if
you
are
using
a
weapon
that
deals
ion
damage.
EXPERIENCED MEDIC
You
have
spent
so
much
time
on
the
battlefield
that
patching
up
wounded
allies
has
become
second
nature
to
you
.
Prerequisite:
Trained
in
Treat
Injury.
Benefit:
You
can
perform
surgery
(see
page
74
of
the
Saga
Edition
core
rulebook)
on
a
number
of
creatures
equal
to
your
Intelligence
bonus
(minimum
2)
simultaneously.
You
make
Treat
Injury
checks
for
each
individual
creature
as
normal.
You
can
use
the
smoke,
noise,
light,
and
confusion
caused
by
your
grenade
attacks
to
move
unseen
near
your
foes.
Benefit:
When
you
damage
a
target
with
a
burst
or
splash
weapon,
you
gain
concealment
against
that
target
until
the
beginning
of
your
next
turn.
FLOOD OF FIRE
You
fill
the
air
with
weapon
fire,
keeping
your
opponents
from
escaping
the
barrage.
Prerequisite:
Proficient
with
weapon
used.
Benefit:
When
you
make
an
area
attack
with
a
weapon
set
on
autofire,
all
targets
in
the
area
lose
all
dodge
or
deflection
bonuses
to
Reflex
Defense
against
the
autofire
attack.
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
armors
equipment
bonus
to
your
Will
Defense.
GUNNERY SPECIALIST
You
are
right
at
home
in
the
gunners
seat
and
use
heavy
artillery
to
great
effect.
Prerequisite:
Base
attack
bonus
+
1.
Benefit:
While
you
are
the
gunner
of
a
vehicle,
you
are
considered
proficient
with
vehicle
weapons.
Additionally,
once
per
encounter,
you
can
reroll
an
attack
roll
made
with
a
vehicle
weapon,
though
you
must
keep
the
second
result,
even
if
it
is
worse.
You
can
declare
this
reroll
after
you
learn
the
result
of
the
attack
roll,
but
before
damage
is
resolved.
Special:
Taking
this
feat
satisfies
the
prerequisites
for
the
Starship
Tactics
feat
(page
20
of
Starships
of
the
Galaxy);
however,
unless
you
are
trained
in
the
Pilot
skill
and
have
the
Vehicular
Combat
feat,
you
may
only
take
[gunner]
maneuvers
when
you
select
starship
maneuvers
for
Starship
Tactics.
JEDI
FAMILIARITY
You
have
worked
alongside
Jedi
or
other
Force-users
and
have
developed
an
excellent
rapport.
Benefit:
Once
per
encounter,
when
you
are
targeted
or
affected
by
a
Force
power
or
Force
talent
originating
from
an
ally,
you
gain
one
temporary
Force
Point,
which
must
be
spent
before
the
end
of
the
encounter
or
it
goes
away.
If
the
Force
power
or
Force
talent
damages
you
or
moves
you
down
the
condition
track,
you
do
not
gain
the
benefit
of
this
feat.
LEADER OF DROIDS
You
are
experienced
in
leading
droids,
and
you
know
how
to
direct
them
tactically.
Benefit:
Whenever
you
provide
a
beneficial,
mind-affecting
effect
to
your
allies,
you
may
select
from
among
these
allies
a
number
of
droids
equal
to
your
Intelligence
modifier
(minimum
1).
The
droids
you
designate
ignore
their
mind-affecting
immunity
with
regards
to
this
effect,
provided
they
are
willing
to
ignore
this
immunity.
OVERWHELMING ATTACK
You
know
how
to
get
your
attacks
past
enemy
defenses,
making
sure
they
strike
true.
Benefit:
You
must
spend
two
swift
actions
in
the
same
round
to
activate
this
feat.
If
your
target
attempts
to
use
a
talent,
feat,
or
other
ability
to
negate
your
attack
(such
as
Block,
Deflect,
or
Vehicular
Combat
the
target
takes
a
-5
penalty
to
any
attack
rolls
or
skill
checks
it
makes
to
negate
the
attack.
This
effect
applies
to
the
next
attack
you
make
before
the
end
of
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.
You
have
received
extensive
training
from
the
military
of
the
Confederacy
of
Independent
Systems
and
are
familiar
with
its
practices.
Benefit:
While
you
are
adjacent
to
at
least
one
of
your
al
lies,
gain
a
+
1
circumstance
bonus
on
anyone
attack
roll
you
make
on
your
turn
.
SPRAY SHOT
You
can
fire
a
short
burst
at
an
enemy
while
protecting
nearby
allies
from
errant
shots.
Benefit:
When
you
have
a
weapon
set
on
autofire,
you
can
reduce
the
area
targeted
by
your
autofire
attack
to
1
square.
TRENCH
WARRIOR
You
have
experience
fighting
in
the
trenches,
and
you
know
how
to
use
cover
to
your
attack
advantage.
Benefit:
When
you
are
adjacent
to
a
wall
or
object
that
provides
you
with
cover
from
your
targets
ranged
attacks,
you
gain
a
+1
circumstance
bonus
on
your
attack
rolls
against
that
target.
UNSTOPPABLE FORCE
Defense against any attack or effect requiring a Use the Force check.
UNWAVERING RESOLVE
You
are
not
easily
swayed
by
the
words
of
others,
and
can
see
through
deceptions
thanks
to
your
keen
mind.
Prerequisite:
Trained
in
Perception.
Benefit:
You
gain
a
+5
insight
bonus
to
Will
Defense
against
Deception
and
Persuasion
checks.
WARY DEFENDER
Even
in
the
heat
of
battle
you
can
bolster
yourself
against
nearly
anything
that
comes
your
way.
Benefit
:
When
you
use
the
fight
defensively
action
(see
page
152
of
the
Saga
Edition
core
rulebook,
you
gain
a
+2
competence
bonus
to
your
Fortitude
Defense
and
Will
Defense
until
the
beginning
of
your
next
turn.
ACCELERATED STRIKE
CONDITIONING
You
are
in
excellent
physical
condition,
enabling
you
to
extend
physical
activities.
You
might
not
have
great
strength,
but
you
have
a
lot
of
stamina.
Prerequisites:
Strength
13,
Constitution
13.
Benefit:
You
can
reroll
any
Strength-
or
Constitution-based
skill
checks
for
skills
that
you
are
trained
in.
The
result
of
the
reroll
must
be
accepted
even
if
it
is
worse.
Additionally,
once
per
encounter
you
can
add
your
Strength
bonus
to
your
Fortitude
Defense
as
a
reaction;
this
bonus
lasts
until
the
beginning
of
your
next
turn.
CRITICAL STRIKE
ECHANI TRAININO
You
are
trained
in
Echani
unarmed
fighting
techniques,
giving
you
an
advantage
in
hand-to-hand
combat.
Prerequisites:
Dexterity
13,
Martial
Arts
I.
Benefit:
You
can
double
the
damage
bonus
provided
by
your
Strength
bonus
to
unarmed
attacks
(minimum
+1)
provided
you
make
only
one
unarmed
attack
this
turn.
Once
per
encounter
when
you
deal
damage
to
a
target
with
an
unarmed
attack
you
may
make
an
immediate
unarmed
attack
against
the
targets
Fortitude
Defense
as
a
free
action;
if
successful
you
knock
your
opponent
to
the
ground
(prone)
in
their
current
square,
provided
they
are
one
size
larger
than
you
or
smaller.
Special:
Targets
gain
a
bonus
to
Fortitude
Defense
against
being
knocked
prone
based
on
their
size:
Large
+5,
Huge
+
10,
Gargantuan
+20,
Colossal
+50.
Unusually
stable
creatures
(such
as
those
with
four
legs)
gain
a
+5
bonus
to
their
Fortitude
Defense
against
being
knocked
prone
as
well
.
FORCE READINESS
The
Force
is
always
with
you,
and
you
have
a
knack
for
succeeding
even
when
the
odds
are
against
you.
Benefit:
You
can
spend
Force
Points
as
a
free
action,
even
if
it
is
not
your
turn.
All
other
restrictions
to
Force
Point
use
still
apply.
Normal:
Unless
otherwise
specified,
you
can
spend
Force
Points
only
on
your
turn,
preventing
you
from
enhancing
attacks
and
skill
checks
made
as
reactions.
FLURRY
OEARHEAD
IMPLANT TRAININO
You
have
acclimated
your
mind
and
body
to
the
presence
of
a
cybernetic
implant.
Prerequisite:
Must
possess
a
cybernetic
implant.
Benefit:
You
are
not
moved
an
extra
step
down
the
condition
track
when
you
would
normally
be
moved
down
the
condition
track.
Normal:
Characters
with
an
implant
move
one
extra
step
down
the
condition
track
when
moved
down
the
condition
track
for
any
reason.
INCREASED
AOILITY
Due
to
your
own
natural
abilities
or
specific
training,
you
move
faster
or
farther
than
normal
when
climbing,
jumping
and
swimming.
Prerequisite:
Conditioning
Benefit:
You
increase
your
Climb
speed,
Swim
speed
and
Jump
distance
by
2
squares
and
do
not
lose
your
Dexterity
bonus
to
Reflex
Defense
when
climbing.
MANDALORIAN TRAININO
POISON RESISTANCE
POWER BLAST
QUICK SKILL
You
are
trained
in
Sith
military
fighting
techniques,
giving
you
an
advantage
in
melee
combat.
This
training
is
generally
given
to
rank
and
file
military
SNIPER SHOT
TUMBLE DEFENSE
WITHDRAWAL
STRIKE
Your
enemies
do
not
escape
easily.
Prerequisites:
Base
attack
bonus
+5,
proficient
with
melee
weapon
used
Benefit:
When
taking
this
feat,
select
a
single
exotic
weapon
or
weapon
group.
When
wielding
a
melee
weapon
from
the
chosen
weapon
group,
adjacent
opponents
may
not
withdraw
from
squares
you
threaten.
They
may
DREADFUL COUNTENANCE
Marked
as
Sith,
your
appearance
inspires
awe,
dread,
and
fear
in
all
who
view
it.
Prerequisite:
Charisma
13,
must
be
a
member
of
the
Sith
tradition
Benefit:
Whenever
you
make
a
Persuasion
check
or
a
Use
the
Force
check
to
activate
a
fear
effect,
you
may
reroll
the
check,
but
you
must
keep
the
second
result,
even
if
it
is
worse.
ACROBATIC ALLY
You
move
an
ally
around
with
ease
and
accuracy
by
giving
him
or
her
a
leg
up
or
a
helpful
toss.
Prerequisites:
Dexterity
13,
Strength
13,
trained
in
the
Acrobatics
skill.
Benefit:
You
can
hoist
or
toss
an
ally
of
your
size
or
smaller
up
to
2
squares.
You
and
your
ally
must
act
on
the
same
initiative
number
and
start
in
adjacent
squares.
If
you
succeed
on
a
DC
20
Acrobatics
check
as
a
standard
action,
your
ally
ends
up
in
a
square
of
your
choosing
up
to
2
squares
above
or
away
from
you.
This
counts
as
a
free
action
for
your
ally
and
ends
your
turn
.
Your
ally
can
then
continue
his
or
her
turn.
If
you
fail
your
check,
both
you
and
your
ally
immediately
become
prone
in
your
square.
Your
turn
is
ended,
but
your
ally
can
take
his
or
her
turn
normally.
Special:
This
feat
can
provoke
attacks
of
opportunity
against
either
character
.
ACROBATIC DODGE
When
you
react
to
an
attack,
your
acrobatics
training
improves
your
mobility.
Prerequisites:
Dexterity
13,
Dodge,
Mobility,
Skill
Focus
(Acrobatics),
trained
in
the
Acrobatics
skill.
Benefit:
Once
per
encounter,
as
a
reaction,
if
a
melee
attack
misses
you,
you
can
immediately
move
into
an
adjacent
square
without
provoking
an
attack
of
opportunity.
Special:
You
must
be
aware
of
the
attacker
to
benefit
from
this
feat.
You
can
use
this
feat
a
second
time
during
the
encounter
by
spending
a
Force
Point.
COMBAT TRICKERY
You
excel
at
deceiving
others
with
your
tricks
and
masterful
feints
in
combat.
Prerequisite:
Trained
in
the
Deception
skill.
Benefit:
You
can
spend
two
successive
swift
actions
on
the
same
turn
to
make
a
Deception
check
against
a
targets
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
targets
penalties
until
the
end
of
the
encounter.
ELDER'S KNOWLEDGE
You
have
gained
the
wisdom
of
elders,
whether
through
your
own
experiences
or
by
learning
from
their
instruction.
Prerequisite:
Skill
Focus
(Knowledge
[social
sciences])
or
(Knowledge
[galactic
lore]).
Benefit:
Once
per
encounter,
you
can
substitute
a
Knowledge
(social
sciences)
or
Knowledge
(galactic
lore)
check
for
a
Wisdom
or
Wisdom
related
check.
FRIGHTENING
CLEAVE
Enemies
that
see
you
successfully
use
the
Cleave
feat
become
fearful.
Prerequisites:
Strength
13,
Cleave,
Power
Attack,
base
attack
bonus
+4.
Benefit:
Immediately
after
you
use
the
Cleave
feat,
each
enemy
within
6
squares
of
you
and
within
your
line
of
sight
takes
a
-1
penalty
to
its
Reflex
Defense,
attack
rolls,
and
skill
checks
against
you
until
the
end
of
the
encounter.
This
penalty
stacks
to
a
maximum
of
-5.
This
is
a
mind-affecting
effect.
GRAB BACK
You
are
able
to
counter
grab
and
grapple
attacks,
redirecting
them
back
on
you
r
attacker.
Prerequisite:
Dexterity
13.
Benefit:
You
gain
a
+2
bonus
to
your
Reflex
Defense
against
grab
and
grapple
attacks.
If
an
enemy
misses
you
when
making
a
grab
or
grapple
attack,
you
can
immediately
make
your
own
grab
attack
against
the
same
enemy
as
a
reaction.
If
you
have
a
feat
that
enables
you
to
make
a
grapple
attack
(such
as
Pin
or
Trip),
you
can
make
a
grapple
attack
instead.
HALT
When
making
an
attack
of
opportunity,
you
can
stop
an
enemy
in
its
tracks.
Prerequisites:
Trip,
Weapon
Focus
in
selected
weapon,
Weapon
Proficiency
in
selected
weapon,
base
attack
bonus
+8.
Benefit:
If
you
hit
with
an
attack
of
opportunity
against
an
enemy
of
up
to
one
size
larger
than
you,
compare
the
same
die
roll
result
against
the
targets
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
targets
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
HOLD TOGETHER
HYPERBLAZER
You
are
familiar
with
blazing
new
routes
and
navigating
the
tangled
web
of
hyperspace
in
the
Unknown
Regions.
Prerequisite:
Trained
in
the
Use
Computer
skill.
Benefit:
When
traversing
the
hyperspace
tangle,
you
reduce
by
half
the
calculation
time
and
penalties
on
Use
Computer
checks
for
astrogation
(see
page
237
of
the
Saga
Edition
core
rulebook).
You
also
reduce
hyperspace
mapping
time
by
half
when
mapping
new
hyperspace
route
s.
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
with
simple
weapons.
You
also
deal
an
additional
1d6
points
of
damage
on
a
successful
hit.
INSTINCTIVE ATTACK
Your
accuracy
improves
when
you
act
on
instinct.
Though
you
might
call
it
luck,
the
Force
is
with
you
.
Prerequisite:
Proficient
in
weapon
used,
living
character
(not
a
droid).
Benefit:
When
you
use
a
Force
Point
when
making
an
attack,
you
can
reroll
the
attack
and
take
the
better
result.
Apply
the
results
of
the
die
from
the
Force
Point
to
the
better
result.
INSTINCTIVE DEFENSE
You
naturally
know
how
to
avoid
attacks
and
defend
your
mind
and
body
when
the
Force
is
with
you
.
Prerequisite:
Living
character
(not
a
droid).
Benefit:
On
your
turn,
as
a
free
action,
you
can
spend
a
Force
Point
to
increase
all
your
defenses
by
2
until
the
start
of
your
next
turn.
INTIMIDATOR
When
you
intimidate
others,
either
physically
or
verbally,
you
shake
their
confidence
so
severely
that
it
affects
their
performance.
Prerequisite:
Trained
in
the
Persuasion
skill.
Benefit:
When
you
successfully
use
the
Intimidate
application
of
the
Persuasion
skill
against
a
creature,
instead
of
the
normal
results,
the
creature
takes
a
-
5
penalty
to
all
skill
checks
(including
Use
the
Force)
and
a
-2
penalty
to
all
attacks
when
you
are
with
in
its
line
of
sight,
until
the
end
of
your
next
turn.
If
aboard
another
vehicle,
your
enemy
must
be
able
to
see
or
detect
your
vehicle.
Special:
You
cannot
use
this
feat
with
the
Maniacal
Charge
feat.
MANIACAL
CHAROE
You
charge
your
enemies
like
a
battle-crazed
berserker.
Benefit:
When
using
the
charge
action,
you
can
make
a
Persuasion
check
as
a
free
action
to
intimidate
your
target
and
each
enemy
you
pass
within
1
square
of.
When
your
check
succeeds
against
an
enemy
you
pass,
it
cannot
make
an
attack
of
opportunity
against
you.
When
your
check
succeeds
against
your
target,
it
loses
its
Dexterity
bonus
and
is
considered
flat-footed
until
the
start
of
your
next
turn.
MOUNTED COMBAT
You
know
how
to
get
the
most
from
a
mount
in
combat
and
in
other
dangerous
situations.
Prerequisite:
Trained
in
the
Ride
skill.
Benefit:
You
can
make
a
DC
20
Ride
check
as
a
swift
action
to
spur
your
living
mount
to
move
faster
than
its
normal
speed.
If
the
check
fails,
your
mounts
speed
does
not
increase
and
it
moves
-1
step
on
the
condition
track.
If
the
check
succeeds,
your
mounts
speed
increases
by
2
squares
until
the
start
of
your
next
turn.
You
cannot
take
10
on
this
check.
Your
mount
must
succeed
on
a
DC
20
Endurance
check
prior
to
each
subsequent
attempt
to
use
this
feat
in
the
same
encounter.
Additionally,
once
per
round,
as
a
reaction,
when
you
are
riding
a
mount,
you
can
negate
a
weapon
hit
against
either
you
or
the
mount
by
making
a
successful
Ride
check.
The
DC
of
the
skill
check
is
equal
to
the
result
of
the
attack
roll
you
want
to
negate.
NIKTO SURVIVAL
You
gain
an
additional
boost
to
your
Survival
checks,
based
on
your
Nikto
subspecies.
Prerequisite:
Must
be
a
member
of
the
Nikto
species
(see
Nikto,
page
13).
Benefit:
Select
a
Nikto
subspecies
:
KajainsaNikto
(desert),
KadassaNikto
(forest),
EsralsaNikto
(mountains),
GlusssaNikto
(ocean),
or
MshentosuNikto
(arctic).
In
addition
to
the
usual
Nikto
species
traits,
when
you
are
operating
in
an
environment
advantageous
to
your
native
subspecies,
you
can
reroll
any
Survival
check,
taking
the
better
result.
TARGETED AREA
Your
area
attacks
deal
more
damage
to
one
target
within
the
area
of
effect.
Prerequisite:
Weapon
Proficiency
in
selected
weapon,
base
attack
bonus
+5.
Benefit:
When
you
make
a
successful
area
attack,
select
a
single
target
hit
by
the
attack.
That
target
takes
an
additional
5
points
of
damage
from
the
attack,
before
applying
the
effect
of
the
Evasion
talent.
TRAMPLE
When
charging,
your
living
mount
can
flatten
smaller
targets
between
you
and
your
target.
Prerequisite:
Trained
in
the
Ride
ski
ll.
Benefit:
When
you
use
the
mounted
charge
action,
your
mount
can
make
a
single
melee
attack
as
a
free
action.
While
charging,
compare
the
result
to
the
Reflex
Defense
of
each
enemy
whose
square
you
charge
through.
Each
enemy
hit
by
the
attack
takes
claw,
gore,
or
slam
damage
from
the
mounts
natural
weapons
plus
the
mounts
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.
SUPPRESSION FIRE
You can lay down a hail of blaster fire to pin your enemies.
MOMENTUM STRIKE
You
know
how
to
put
the
full
weight
of
your
momentum
into
attacks
while
riding
a
mount
or
a
speeder
bike.
Prerequisite:
Trained
in
the
Pilot
or
Ride
skill.
Benefit:
When
riding
a
beast
as
a
mount
or
on
a
speeder
bike
(as
a
passenger
or
a
pilot).
you
add
+
1
die
of
damage
to
any
melee
attacks
if
your
mount
or
vehicle
has
already
moved
at
least
its
speed
this
turn.
MOUNTED DEFENSE
You
are
able
to
react
to
incoming
attacks,
using
your
mount
or
speeder
bike
to
absorb
attacks
against
you.
Prerequisite:
Trained
in
the
Pilot
or
Ride
skill.
Benefit:
When
riding
a
beast
as
a
mount
or
on
a
speeder
bike
(as
a
passenger
or
a
pilot).
once
per
encounter
you
can
redirect
any
attack
made
against
you
at
your
mount
or
vehicle
instead.
The
decision
to
redirect
the
attack
is
made
after
the
result
of
the
attack
roll
is
determined
but
before
damage
or
other
effects
are
resolved.
BIOTECH
DESIGNER
You
have
seen
the
end
of
Yuuzhan
Vong
knowledge
and
chosen
to
perform
heretical
experiments
in
order
to
innovate
new
creatures
and
ships
in
order
to
win
the
war.
RAPID TAKEDOWN
SUPERIOR
SHAPING
You
have
an
uncanny
knack
for
the
process
or
shaping
and
can
enhance
biots
with
greater
proficiency
than
your
peers.
Pre-requisites:
Biotech
Specialist,
Intelligence
17,
At
least
one
level
in
the
Shaper
class
Benefit:
You
may
apply
one
benefit
from
the
Superior
Tech
table
(S&V
p24)
to
a
biotech
device,
weapon,
vehicle,
or
suit
of
armor
or
one
trait
from
the
following
table
to
a
shaped
Pinpoint Attack
VUA'SA TRAINING
UNWAVERING
DEVOTION
Your
faith
is
so
strong
that
no-one
can
sway
you.
Pre-requisites:
Yuuzhan
Vong
species,
Wisdom
13
Benefit:
You
gain
a
+5
insight
bonus
to
Will
Defense
against
Deception
and
Persuasion
checks
made
by
Infidels
and
Heretics.
In
addition,
if
such
a
check
fails
by
3
or
more,
you
gain
one
temporary
Faith
Point.
If
that
Faith
Point
is
not
used
by
the
end
of
the
encounter,
it
is
lost.
VONG'S
FAITH
Prerequisite:
Yuuzhan
Vong
Benefit:
Once
per
day,
you
may
add
1d6
to
any
skill
check,
ability
check,
or
attack
roll.
Special:
Certain
feats,
talents,
and
other
abilities
may
allow
you
to
use
this
feat
additional
times
per
day.
ADVANTAGEOUS
ATTACK
You
know
how
to
take
advantage
of
slow-moving
enemies
in
combat.
Prerequisite:
Base
attack
bonus
+
1.
Benefit:
When
you
make
a
successful
attack
against
an
enemy
who
has
not
yet
acted
in
combat,
you
add
your
full
heroic
level
to
damage
rolls.
Normal:
Typically
you
add
only
one-half
your
heroic
level
to
damage
rolls.
ADVANTAGEOUS
COVER
You
know
how
to
make
the
best
use
of
available
cover
as
shelter
from
enemy
attacks.
Prerequisite:
Trained
in
the
Stealth
skill.
Benefit:
When
you
have
cover,
you
take
no
damage
from
area
attacks,
even
if
the
attack
roll
exceeds
your
Reflex
Defense.
Normal:
You
take
no
damage
from
area
attacks
when
you
have
cover
only
if
the
attack
roll
misses.
ANGLED THROW
Your
amazing
throws
bounce
grenades
off
walls
into
open
hatches
or
through
congested
battle
zones.
Prerequisite:
Dexterity
13.
Benefit:
When
throwing
a
grenade
or
grenade-like
weapon,
you
can
attempt
to
bounce
it
off
a
wall
or
other
surface
close
to
your
target.
If
your
attack
roll
exceeds
a
Reflex
Defense
of
15,
you
ignore
cover
and
improved
cover
(but
not
total
cover)
with
your
attack.
BAD FEELING
You
have
developed
an
innate
ability
to
sense
when
things
are
going
badly,
and
thus
can
prepare
yourself
for
the
worst.
Benefit:
You
can
always
take
a
move
action
during
a
surprise
round,
even
if
you
are
surprised.
If
you
are
not
surprised,
you.
can
take
this
move
action
in
addition
to
any
other
actions
you
are
normally
allowed
to
take
in
the
surprise
round.
BLASTER BARRAGE
You
and
your
allies
engulf
an
area
with
dense
blaster
fire.
Prerequisites:
Coordinated
Attack.
Benefit:
When
you
make
an
attack
with
a
weapon
set
on
auto
fire
that
deals
damage
to
at
least
one
target
within
the
designated
area,
you
grant
a
+2
circumstance
bonus
on
any
of
your
allies
auto
fire
attacks
made
against
that
same
target
until
the
beginning
of
your
next
turn.
CONTROLLED
RAGE
You
have
learned
to
channel
your
rage.
Prerequisite:
Rage
species
trait.
Benefit:
You
can
enter
a
rage
as
a
free
action.
Your
rage
ends
1
round
after
you
declare
it
is
finished.
Normal:
You
must
use
a
swift
action
to
begin
a
rage
and
may
not
end
it
at
will.
Special:
You
may
not
use
this
feat
to
extend
the
number
of
rounds
of
rage
available
to
your
character.
CROSSFIRE
You
are
skilled
at
aiming
your
shots
so
that
they
have
a
chance
of
hitting
more
than
one
target.
Prerequisites:
Point
Blank
Shot,
Precise
Shot,
base
attack
bonus
+6.
Benefit:
If
you
miss
when
making
a
ranged
attack
against
a
target
that
has
soft
cover
(that
is,
cover
provided
by
another
character,
creature,
or
droid),
you
can
immediately
make
an
attack
roll
(with
the
same
weapon
and
at
the
same
attack
bonus)
against
the
target
that
is
providing
the
soft
cover.
You
can
use
this
feat
only
once
per
round.
CUNNING ATTACK
FOCUSED
RAGE
You
retain
better
focus
while
enraged.
Prerequisites:
Rage
species
trait,
Controlled
Rage.
Benefit:
While
raging,
you
can
use
skills
that
require
patience
and
concentration,
at
a
-5
penalty.
Normal:
While
raging,
you
cannot
use
skills
that
require
patience
and
concentration,
such
as
Mechanics,
Stealth,
or
Use
the
Force.
INFORMER
You
are
adept
at
prying
into
the
affairs
of
others
and
dealing
with
those
who
are
most
interested
in
gaining
that
knowledge.
Prerequisite:
Trained
in
the
Perception
skill.
Benefit:
You
can
use
your
Perception
modifier
instead
of
your
Gather
Information
modifier
when
making
Gather
Information
checks.
You
are
considered
trained
in
the
Gather
Information
skill
for
the
purpose
of
using
this
feat.
If
you
are
entitled
to
a
Gather
Information
check
reroll,
you
can
reroll
your
Perception
check
instead
(subject
to
the
same
circumstances
and
limitations).
Additionally,
when
you
have
favorable
conditions
for
your
Gather
Information
check
(such
as
from
operating
on
your
home
planet),
you
reduce
by
MIGHTY THROW
NATURAL LEADER
You
are
a
natural
leader,
and
you
found
your
own
organization
..
Prerequisite:
Charisma
13.
Benefit:
You
become
the
leader
of
an
organization
of
your
design
(see
Chapter
4:
Organizations
for
more
information
on
designing
new
organizations).
The
organization
has
a
scale
equal
to
one-half
your
heroic
level
plus
your
Charisma
bonus.
You
automatically
begin
with
a
+
10
bonus
to
your
organization
score
for
your
new
organization.
POWERFUL
RAGE
Courage
produces
feats
of
extreme
strength.
Prerequisite:
Rage
species
trait.
Benefit:
You
gain
a
+4
bonus
on
Strength
checks
and
Strength-based
skill
checks
when
raging.
RAPPORT
You
are
adept
at
working
with
certain
individuals,
able
to
anticipate
their
next
move.
Benefit:
When
using
the
aid
another
action,
you
grant
an
additional
+2
insight
bonus
on
skill
checks
and
attack
rolls
to
the
character
you
are
assisting.
This
bonus
does
not
stack
with
any
bonus
provided
by
the
nobles
Coordinate
talent.
RECALL
You
know
a
lot
of
details
in
your
area
of
knowledge,
but
dont
always
remember
them
immediately.
Prerequisite:
Trained
in
at
least
one
Knowledge
skill.
Benefit:
Once
per
day,
you
can
reroll
any
check
for
a
Knowledge
skill
that
you
are
trained
in,
using
the
better
result.
SAVAGE
ATTACK
You
are
well
trained
in
attacking
multiple
times
in
a
round.
Prerequisites:
Double
Attack
(chosen
weapon).
proficient
with
chosen
weapon.
.
Benefit:
Choose
one
of
the
weapon
groups
or
exotic
weapons
you
selected
for
the
Double
Attack
feat.
When
you
use
a
full
attack
action
and
successfully
hit
the
target
with
your
first
attack,
you
deal
+1
die
of
damage
on
each
successful
attack
remaining
in
the
full
attack
action
made
against
that
target.
SCAVENGER
You
are
adept
at
digging
through
broken
objects
and
junk
pi
les
to
come
up
with
the
raw
materials
needed
for
certain
tasks.
Benefit:
You
can
spend
1
hour
scavenging
materials
from
other
vehicles
or
objects.
When
you
do
so,
you
make
a
Perception
check
to
determine
t
he
value
of
the
parts
scavenged.
You
produce
raw
materials
equal
in
value
to
the
result
of
your
Perception
check
x
30
credits.
You
must
apply
these
raw
materials
toward
the
cost
of
construction
of
a
single
object
(see
the
build
object
application
of
the
Mechanics
skill,
described
on
page
30).
and
you
can
scavenge
parts
for
only
a
single
object
at
any
given
time.
Additionally,
you
can
scavenge
raw
materials
only
once
for
any
given
object
you
are
attempting
to
build.
STRAFE
SWARM
UNLEASHED
You
gain
access
to
Unleashed
abilities
(see
page
37).
If
you
have
the
Force
Sensitivity
feat,
you
also
gain
access
to
Force
Unleashed
abilities
(see
page
89).
Prerequisite:
Must
have
chosen
a
destiny
(or
secret
destiny)
.
Benefit:
You
can
activate
Unleashed
abilities
by
spending
a
Destiny
Point.
You
must
also
have
the
Force
Sensitivity
feat
in
order
to
activate
Unleashed
abilities
for
Force
powers
and
talents.
Normal:
You
may
not
use
Unleashed
abilities
and
power
UNLEASHED CHARGE
Few
things
can
stand
in
your
way
when
you
make
a
ferocious
and
nearly
unstoppable
charge
to
attack
an
enemy.
Prerequisite:
Unleashed
feat.
Benefit:
By
spending
a
Destiny
Point,
you
make
an
amazing
charge
attack.
As
a
standard
action,
you
gain
a
+5
bonus
on
each
attack
roll
and
take
a
-2
penalty
to
your
Reflex
Defense
until
the
start
of
your
next
turn.
You
can
move
up
to
twice
your
speed
(minimum
2
squares)
in
a
straight
line
through
obstructed
or
unobstructed
terrain,
and
then
take
a
full
attack
action
as
a
part
of
this
standard
action
instead
of
a
full-round
action.
Allies
do
not
hinder
your
ability
to
charge.
Special:
If
you
have
the
Improved
Charge
feat,
you
can
alter
your
course
around
obstructions
and
enemies.
If
you
have
the
Powerful
Charge
feat,
you
can
apply
the
benefit
of
that
feat
as
well.
UNLEASHED CLEAVE
When
you
fell
a
foe,
your
attacks
continue
on
to
all
of
your
nearby
enemies.
Prerequisite:
Cleave
feat,
Unleashed
feat.
Benefit:
When
you
deal
enough
damage
to
an
opponent
to
reduce
its
hit
points
to
0,
you
can
spend
a
Destiny
Point
to
get
an
immediate
extra
melee
attack
against
all
opponents
within
your
reach.
This
feat
works
in
all
other
ways
as
the
Cleave
feat.
UNLEASHED FIREPOWER
UNLEASHED RAGE
UNLEASHED
SKIRMISHER
You
move
with
uncanny
speed,
unleashing
a
devastating
attack
against
your
foes.
Prerequisites:
Skirmisher,
Unleashed
feat.
Benefit:
When
you
gain
the
benefit
of
the
Skirmisher
talent
on
a
melee
or
ranged
attack,
you
can
spend
a
Destiny
Point
to
get
an
automatic
critical
hit
on
your
attack
and
gain
a
bonus
to
your
base
damage
equal
to
the
number
of
squares
you
moved.
You
strike
with
the
ultimate
sneak
attack
at
the
most
opportune
moment.
Prerequisites:
Sneak
Attack,
Unleashed
feat.
Benefit:
When
you
make
an
attack
that
deals
extra
damage
thanks
to
the
Sneak
Attack
talent,
you
can
spend
a
Destiny
Point
to
gain
a
+5
bonus
on
your
melee
or
ranged
attack
roll
and
deal
an
extra
5d6
points
of
damage
with
a
successful
hit.
You
must
be
within
6
squares
of
the
target
to
make
a
sneak
attack
with
a
ranged
weapon.
This
extra
damage
stacks
with
any
damage
bonus
provided
by
the
Sneak
Attack
talent.
UNLEASHED STRAFE
UNLEASHED CORRUPTION
You
can
draw
upon
the
power
of
the
dark
side
to
cover
your
foes
in
an
unavoidable
miasma
of
evil.
Prerequisites:
Corruption,
Unleashed
feat.
Benefit:
When
you
successfully
damage
a
target
by
using
the
corruption
power
and
you
spend
a
Destiny
Point,
the
target
takes
the
additional
half
damage
each
round
for
5
rounds
instead
of
just
1
round.
The
power
of
your
Force
lightning
drives
back
your
foes
as
they
bear
the
brunt
of
your
strength
in
the
Force.
Prerequisites:
Farce
lightning
Force
power,
Unleashed
feat.
Benefit:
When
you
use
the
Force
lightning
power,
you
can
spend
a
Destiny
Point
to
target
all
creatures
in
a
6-square
cone
that
originates
from
your
square.
UNLEASHED REPULSE
You
hurl
back
any
encroaching
enemies,
ensuring
that
they
are
no
immediate
threat
to
you.
Prerequisites:
Repulse
Force
power,
Unleashed
feat.
Benefit:
When
you
use
the
repulse
power
and
you
spend
a
Destiny
Point,
opponents
affected
by
the
power
do
not
add
their
size
modifier
to
their
Strength
checks
to
resist
the
powers
effect.
A
creature
that
would
normally
have
a
penalty
on
its
Strength
check
due
to
size
still
retains
that
penalty.
BURST OF SPEED
When
you
slip
free
from
your
opponent,
you
can
deliver
a
parting
attack.
Prerequisite:
Trained
in
the
Acrobatics
skill.
Benefit:
When
you
successfully
use
Acrobatics
to
escape
a
grapple,
you
can
spend
a
swift
action
to
make
a
single
attack
with
a
melee
weapon
or
an
unarmed
attack
against
the
opponent
that
had
grappled
you.
If
the
attack
hits,
it
deals
normal
damage,
and
your
opponent
is
considered
flat-footed
until
the
start
of
its
next
turn.
COLLATERAL
DAMAGE
Your
hail
of
fire
can
catch
secondary
targets
in
your
firing
arc.
Prerequisite:
Rapid
Shot,
base
attack
bonus
+6.
Benefit:
When
you
deal
damage
with
a
single,
non-area
attack
using
the
Rapid
Shot
feat,
you
can
immediately
make
a
second
attack
at
a
-2
penalty
against
a
second
target
within
2
squares
of
the
first.
If
this
attack
hits,
you
deal
half
of
the
original
attacks
damage
to
that
target.
CORNERED
DEADLY SNIPER
You
are
adept
at
staying
out
of
sight
when
attacking
from
hidden
positions.
Prerequisites:
Sniper,
trained
in
the
Stealth
skill,
base
attack
bonus
+9.
Benefit:
When
you
make
a
ranged
attack
against
a
target
that
is
unaware
of
you,
you
gain
a
+2
bonus
on
your
attack
roll
and
deal
+
1
die
of
damage
on
the
first
attack
each
turn.
DECEPTIVE DROP
When
you
get
the
drop
on
your
opponents,
you
dazzle
them
with
your
speed
and
ferocity.
Prerequisite:
Trained
in
the
Initiative
skill.
Benefit:
During
the
surprise
round,
if
you
damage
a
flat-footed
target,
that
target
is
also
knocked
prone
if
your
attack
roll
also
exceeds
the
targets
Fortitude
Defense.
The
target
adds
its
size
modifier
to
its
Fortitude
Defense
:
Colossal,
+50;
Gargantuan,
+20;
Huge,
+10;
Large,
+5;
Medium
and
smaller,
+0.
DESPERATE GAMBIT
You
can
draw
upon
you
inner
reserves
to
make
a
shot
or
strike
count
when
it
matters
most.
Benefit:
Once
per
turn
when
you
miss
on
an
attack
roll,
you
reroll
the
attack,
but
you
take
a
-2
penalty
to
Reflex
Defense
until
the
end
of
your
next
turn.
If
your
first
attack
missed
because
you
rolled
a
natural
1,
you
can
still
use
this
feat,
but
you
take
a
-5
penalty
to
Reflex
Defense
instead.
You
must
accept
the
result
of
the
second
roll,
even
if
its
worse
than
the
first.
FLEET-FOOTED
HASTY MODIFICATION
HIDEOUS VISAGE
IMPERSONATE
IMPETUOUS MOVE
You
have
an
uncanny
ability
to
call
upon
your
reserves
when
you
most
need
them.
Prerequisite:
Constitution
13.
Benefit:
When
you
catch
a
second
wind,
you
can
choose
to
regain
only
half
of
the
hit
points
you
normally
would
with
a
second
wind
and
immediately
move
up
to
half
your
speed.
This
movement
does
not
provoke
attacks
of
opportunity.
IMPULSIVE FLIGHT
You
are
not
above
running
when
the
situation
turns
against
you.
Benefit:
You
can
withdraw
one
extra
square
using
the
withdraw
action.
KNIFE
TRICK
You
can
use
a
concealed
weapon
to
deadly
effect.
Prerequisites:
Lightning
Draw,
trained
in
the
Stealth
skill.
Benefit:
When
you
can
make
an
attack
of
opportunity,
you
can
draw
a
weapon
you
have
successfully
concealed
on
your
person
(see
page
72
of
the
Saga
Edition
core
rulebook)
and
make
a
single
attack
against
the
target.
Normal:
With
the
Quick
Draw
feat,
drawing
or
holstering
a
weapon
is
a
swift
action.
LIGHTNING
DRAW
You
can
draw
and
fire
in
one
smooth
motion.
Prerequisite:
Quick
Draw.
Benefit:
Once
per
encounter,
you
can
draw
a
holstered
weapon
and
attack
as
a
single
standard
action.
Normal:
With
the
Quick
Draw
feat,
drawing
or
holstering
a
weapon
is
a
swift
action.
METAMORPH
OPPORTUNISTIC RETREAT
When
your
opponent
lets
down
his
guard,
you
can
better
position
yourself
to
press
your
advantage.
Prerequisite:
Combat
Reflexes.
Benefit:
Whenever
an
opponent
provokes
an
attack
of
opportunity
from
you,
once
per
turn
you
can
sacrifice
the
attack
to
move
a
number
of
squares
equal
to
one-half
your
speed.
Moving
in
this
way
does
not
provoke
attacks
of
opportunity.
RESURGENCE
Catching
your
second
wind
allows
you
to
seize
the
advantage
in
combat.
Prerequisite:
Trained
in
the
Endurance
skill.
Benefit:
When
you
catch
your
second
wind,
you
immediately
gain
a
move
action
to
be
used
immediately.
SIGNATURE DEVICE
SLIPPERY MANEUVER
STAGGERINO
ATTACK
You
can
deliver
nasty
attacks
that
leave
your
opponents
gasping.
Prerequisite:
Sneak
Attack
talent
or
Rapid
Shot
or
Rapid
Strike.
Benefit:
Any
time
you
would
deal
additional
damage
from
a
feat
that
grants
one
or
more
extra
dice
of
damage,
you
can
forgo
the
extra
damage
to
move
the
target
2
squares
per
extra
die
sacrificed.
This
movement
does
not
provoke
attacks
of
opportunity.
STAY UP
SUPERIOR
TECH
You
expand
your
knowledge
of
technology
and
can
apply
a
variety
of
other
traits
to
equipment
you
modify.
Prerequisites:
Intelligence
17,
Tech
Specialist
(see
page
21
of
Starships
of
the
Galaxy).
9th
level.
Benefit:
Select
one
of
the
following:
armor,
weapons,
droids,
vehicles,
or
devices.
You
can
install
advanced
traits
when
modifying
the
selected
type
of
equipment.
These
traits
replace
the
traits
granted
by
the
Tech
Specialist
feat.
You
may
still
use
the
Tech
Specialist
options
if
you
so
choose.
You
must
pay
one-fifth
the
cost
of
the
device,
armor,
weapon,
droid,
or
vehicle
you
wish
to
modify
or
2,000
credits,
whichever
is
more,
before
beginning
the
modification.
This
fee
replaces
the
normal
cost
of
modification
from
the
Tech
Specialist
feat.
Completing
the
modification
requires
1
day
per
1,000
credits
of
the
modifications
cost.
At
the
end
of
this
time,
make
a
DC
30
Mechanics
check;
you
cannot
take
10
or
take
20
on
this
check.
If
the
check
succeeds,
the
modification
is
completed
successfully,
and
the
object
gains
the
desired
trait.
If
the
check
fails,
you
lose
all
credits
spent
making
the
modification,
and
the
object
does
not
gain
the
desired
trait.
However,
you
can
start
over
from
scratch
if
you
wish.
Only
characters
with
the
Tech
Specialist
feat
can
assist
you,
reducing
proportionately
the
time
needed
to
complete
the
modification.
At
the
end
of
modification
process,
they
can
make
a
Mechanics
check
to
aid
your
check.
The
market
value
of
a
modified
item
is
equal
to
the
base
cost
of
the
item
plus
double
the
cost
of
the
modifications
made
to
it
(not
including
credits
wasted
on
failed
modification
attempts).
Special:
You
may
select
this
feat
multiple
times.
Each
time
you
do
so,
you
must
choose
a
different
set
of
traits
(armor,
devices,
droids,
vehicles,
or
weapons).
TACTICAL ADVANTAGE
You
can
shift
your
position
to
take
advantage
of
openings
your
opponent
offers
you.
Prerequisite:
Combat
Reflexes.
Benefit:
When
you
successfully
damage
an
opponent
using
an
attack
of
opportunity,
you
can
immediately
move
1
square
in
any
direction.
This
movement
does
not
provoke
attacks
of
opportunity.
WICKED STRIKE
AIMING ACCURACY
When
you
have
time
to
analyze
your
shot,
your
shooting
accuracy
has
a
precision
that
only
a
machine
can
achieve.
Prerequisites:
Droid,
Point
Blank
Shot,
Precise
Shot,
proficient
with
weapon.
Benefit:
If
you
aim
at
a
target
as
a
full-round
action
(instead
of
two
swift
actions),
you
gain
a
+5
bonus
to
your
next
attack
made
in
the
following
round
against
that
target.
The
target
must
remain
in
your
line
of
sight.
DAMAGE CONVERSION
You
can
make
last-minute
moves
to
take
hits
on
more
durable
portions
of
your
chassis
an
d/or
armor,
altering
the
damage
dealt
to
you.
Prerequisites:
Droid,
Dexterity
13.
Benefit:
When
you
take
damage
from
an
attack
against
you
(other
than
an
area
attack,
or
an
attack
that
deals
ion
or
Force
damage)
and
that
damage
DISTRACTING
DROID
You
use
lights,
holographic
projectors,
sudden
movements,
erratic
f
light,
odd
noises,
or
other
uniquely
droid
techniques
to
distract
an
enemy.
Prerequisite:
Droid.
Benefit:
As
a
standard
action,
make
a
Persuasion
check
against
the
Will
Defense
of
all
enemies
that
are
within
6
squares
of
you
and
that
can
see
or
hear
you,
as
determined
appropriate
by
the
Gamemaster.
If
the
check
equals
or
exceeds
an
enemys
Will
Defense,
the
enemy
loses
one
move
action
on
its
next
turn.
If
the
attack
exceeds
an
enemys
Will
Defense
by
10
or
more,
the
enemy
is
also
f
lat-footed
until
the
start
of
your
next
turn.
This
is
a
mind-affecting
effect.
DROID FOCUS
Choose
a
single
degree
of
droid
(first,
second,
third,
fourth,
or
fifth).
You
are
especially
familiar
with
this
class
of
droid,
gaining
the
listed
bonuses
while
working
on
or
against
them.
Prerequisites:
Trained
in
t
he
Mechanics
and
Use
Computer
skills.
Benefit:
You
gain
a
+1
bonus
to
Deception,
Mechanics,
Perception,
Persuasion,
and
Use
Computer
checks
when
used
on
or
against
a
droid
of
the
selected
degree,
and
a
+
1
bonus
to
all
defenses
against
attack
rolls
and
skill
checks
made
by
droids
of
the
selected
degree.
Special:
You
can
gain
this
feat
multiple
times.
Its
effects
do
not
stack.
Each
time
you
take
the
feat,
it
applies
to
a
different
degree
of
droid.
Normal:
Three
swift
actions
and
a
DC
20
Endurance
check
are
norm
ally
required
to
restore
lost
shield
power
(see
page
197
of
the
Saga
Edition
core
rulebook)
.
ERRATIC TARGET
You
bob,
swerve,
dip,
and
dive
to
avoid
incoming
shots
and
other
attacks.
Prerequisites
:
Droid,
equipped
with
hovering
locomotion
or
flying
locomotion
ion,
Dexterity
13,
Dodge.
Benefit:
You
can
reduce
your
speed
by
up
to
2
squares
to
increase
your
Dodge
bonus
by
1
for
each
square
of
speed
you
give
up,
until
the
start
of
your
next
turn.
You
must
move
at
least
2
squares
to
gain
this
benefit.
ION SHIELDING
You
are
able
to
quickly
swap
one
programmed
skill
for
another.
A
droid
with
a
basic
processor
can
use
this
trick
to
enable
it
to
attempt
skills
in
which
it
is
untrained.
Prerequisites:
Droid,
equipped
with
basic
processor.
Benefit:
Select
a
skill
you
are
not
trained
in
(other
than
Use
the
Force).
As
a
full-
round
action,
you
can
swap
this
skill
for
one
you
are
trained
in.
You
do
not
gain
any
benefit
from
the
original
trained
skill
while
it
is
swapped
out.
You
are
not
considered
trained
in
the
swapped-in
skill,
and
therefore
you
cannot
use
any
trained-only
options
or
add
a
bonus
to
your
skill
check.
You
still
add
one-half
your
level
and
your
associated
ability
bonus,
as
usual.
Special:
If
you
become
t
rained
in
the
skill
selected
for
this
feat,
you
can
select
another
skill
to
replace
it.
You
can
take
this
feat
more
than
once,
each
You
know
how
to
inflict
pain
using
your
metal
appendages
when
fighting
in
unarmed
combat
against
organic
enemies.
Prerequisites:
Droid,
Martial
Arts
I,
base
attack
bonus
+1.
Benefit:
When
you
successfully
damage
an
enemy
with
an
unarmed
attack,
the
enemy
takes
a
-5
penalty
to
all
melee
attack
rolls
and
damage
rolls
until
the
start
of
your
next
turn.
Special:
If
you
strike
an
organic
enemy
while
using
this
feat
during
an
attack
of
opportunity,
the
penalty
lasts
until
the
start
of
the
enemys
next
turn.
MULTI-TARGETING
Your
targeting
system
allows
you
to
track
multiple
targets
over
time,
negating
cover
bonuses.
Prerequisites:
Droid,
Intelligence
13,
proficient
with
weapon.
Benefit:
You
can
use
swift
actions
across
more
than
one
round
to
aim
at
a
target.
You
can
attack
different
targets
prior
to
the
completion
of
your
aim
action.
If
the
subject
of
your
aim
is
out
of
your
line
of
sight
for
any
reason,
you
lose
your
aim
and
must
start
again.
Normal:
You
must
normally
use
two
consecutive
swift
actions
in
the
same
round
to
aim
(see
page
154
of
the
Saga
Edition
core
rulebook).
PINCER
PINPOINT ACCURACY
This
improved
version
of
the
Aiming
Accuracy
feat
moves
your
enemy
-1
step
on
the
condition
track.
Prerequisites:
Droid,
Aiming
Accuracy,
Point
Blank
Shot,
Precise
Shot,
proficient
with
weapon.
Benefit:
When
using
the
Aiming
Accuracy
feat,
a
target
you
damage
cannot
take
the
recover
action
until
the
end
of
its
next
turn.
SENSOR LINK
You
can
broadcast
your
sensor
input
to
an
ally,
such
as
another
droid
or
a
friendly
computer
system.
Prerequisite:
Droid
or
some
cyborgs
(see
below).
Benefit:
As
a
swift
action,
you
can
broadcast
the
input
from
you
r
audio,
visual,
and
any
special
sensors
to
a
droid
ally,
com
link,
communications
system,
or
holographic
receiver
within
24
squares.
That
ally
is
aware
of
anything
you
are
aware
of,
and
can
use
the
aid
another
action
to
aid
on
your
Perception
checks
even
if
you
do
not
have
line
of
sight
to
one
another.
If
both
you
and
your
ally
have
Sensor
Link,
you
share
information
simultaneously,
granting
a
+2
bonus
to
Perception
checks.
Special:
Vyborgs
with
built-in
cybernetic
sensors
and
communications
gear
can
also
take
this
feat.
SHIELD SURGE
You
can
surge
the
power
of
a
vehicles
shields
through
your
direct
data
link
at
precisely
the
right
moment
to
reduce
the
damage
to
the
vehicle
from
incoming
enemy
fire.
Prerequisites:
Droid
or
cyborg
with
scomp
link
or
similar
direct
data
link
with
the
vehicle,
trained
in
Mechanics
skill.
Benefit:
As
a
reaction,
when
your
vehicle
takes
damage
above
its
shield
rating,
after
the
shield
rating
is
reduced
you
can
reduce
the
amount
of
damage
sustained
by
the
vehicle
by
an
amount
up
to
the
remaining
shield
rating
(see
page
161
of
the
Saga
Edition
core
rulebook).
However,
the
shield
rating
is
immediately
reduced
by
one
point
for
every
point
of
damage
reduced.
Special:
The
Recharge
Shields
action
cannot
be
used
on
the
vehicle
until
a
full
round
after
the
use
of
Shield
Surge.
SLAMMER
You
clap
two
hands,
claws,
or
appendages
together,
delivering
a
crushing
blow
to
an
enemy.
Prerequisites:
Small
or
larger
droid,
equipped
with
at
least
two
suitable
appendages,
Strength
13.
Benefit:
As
a
standard
action,
you
slam
two
of
your
appendages
together
from
either
side
of
an
enemy,
crushing
your
target
between
them.
Make
a
melee
attack.
If
the
attack
is
successful
,
you
deal
unarmed
damage
with
double
your
Strength
bonus.
If
you
also
exceed
the
targets
damage
threshold,
it
has
a
persistent
condition
that
can
be
removed
only
with
8
hours
of
rest
or
a
DC
20
Treat
Injury
check.
Special
:
If
you
also
have
the
Crush
feat,
increase
your
unarmed
damage
by
1
die
when
using
Slammer.
TOOL FRENZY
You
use
all
your
built-in
appendages,
claws,
probes,
instruments,
and
tools
at
once
to
slash,
pierce,
burn,
or
cut
your
enemy
in
a
frenzied
melee
attack.
Prerequisites
:
Small
or
larger
droid,
equipped
with
at
least
two
append
ages
with
tools
mounted.
Benefit:
As
a
standard
action,
using
appendages
not
normally
considered
weapons,
you
can
make
several
strikes
as
a
single
attack
against
a
single
target.
Make
an
unarmed
melee
attack
with
a
+2
bonus;
until
the
end
of
your
next
turn,
you
take
a
-2
penalty
to
your
Reflex
Defense.
Use
the
damage
die
of
the
highest
rated
appendage
(see
page
190
of
the
Saga
Edition
core
rulebook)
when
determining
damage.
Special:
True
(non-improvised)
melee
or
ranged
weapons
are
not
considered
tools
for
the
purposes
of
this
feat.
You
can
retreat
from
enemies
with
additional
speed
and
agility.
Prerequisites:
Droid,
equipped
with
hovering,
flying
,
wheeled,
or
tracked
locomotion,
Dexterity
13.
Benefit:
When
using
the
withdraw
action,
you
can
move
up
to
2
squares
to
escape
threatened
squares
without
provoking
an
attack
of
opportunity,
and
you
can
move
your
speed.
You
can
spend
a
Force
Point
as
a
reaction
to
an
enemy
ending
its
movement
adjacent
to
you
to
withdraw.
Normal:
When
using
the
withdraw
action,
you
can
normally
move
only
1
square
to
escape
a
threatened
square
without
provoking
an
attack
of
opportunity
and
can
move
only
up
to
half
your
speed.
ASSURED ATTACK
You
have
become
so
practiced
with
your
attacks
that
you
almost
always
deal
significant
damage.
Benefit:
Whenever
you
deal
damage
to
a
target
with
an
attack
and
you
roll
multiple
damage
dice,
you
can
reroll
the
lowest
damage
die
but
must
keep
its
second
result,
even
if
it
is
worse.
DEFT CHARGE
When
you
charge,
it
is
merely
part
of
a
larger
attack
pattern
that
you
continue
to
execute.
Benefit:
After
you
charge,
you
can
take
swift
actions,
reactions,
and
free
actions
before
your
turn
ends.
Normal:
Without
this
feat,
charging
ends
your
turn
immediately
after
the
attack
is
resolved.
FAST
SURGE
You
can
return
to
the
fig
ht
in
the
blink
of
an
eye,
giving
your
enemies
no
time
to
find
an
opening.
Benefit:
On
your
turn,
you
can
catch
a
second
wind
as
a
free
action
instead
of
as
a
swift
action.
You
have
been
instilled
with
the
sense
of
discipline
and
loyalty
demanded
by
the
Empire.
Benefit:
Once
per
encounter,
as
a
free
action
on
your
turn,
you
can
negate
MOVING TARGET
You
know
how
to
stay
mobile,
making
it
harder
for
your
enemies
to
hit
you
with
their
attacks.
Prerequisite:
Dodge.
Benefit:
If
you
end
your
turn
at
least
3
squares
away
from
where
you
started,
you
gain
a
+
dodge
bonus
to
your
Reflex
Defense
until
the
start
of
your
next
turn.
PRIME SHOT
You
know
how
to
handle
an
enemy
when
none
of
your
allies
is
closer.
Prerequisite:
Point
Blank
Shot.
Benefit:
If
none
of
your
al
lies
is
closer
to
your
target
than
you
are
when
you
make
a
ranged
attack,
you
gain
a
+
circumstance
bonus
to
the
attack
roll
.
Your
target
must
be
at
short
range
or
closer
to
gain
this
bonus.
RAPID
REACTION
Your
lightning
reflexes
allow
you
to
complete
complex
actions
in
response
to
the
actions
of
others.
Benefit:
Once
per
encounter,
you
can
use
two
different
reactions
in
response
to
the
same
trigger.
For
example,
if
you
use
the
Deflect
talent
and
fail
to
negate
the
attack,
you
can
also
use
negate
energy
as
a
response
to
the
same
attack.
Normal:
Without
this
feat,
you
can
use
only
one
reaction
in
response
to
a
particular
trigger.
You
are
well
versed
in
the
hit-
and-run
tactics
used
by
t
he
Rebel
lion
and
know
how
to
use
your
mobility
to
avoid
retribution.
Prerequisite:
Running
Attack.
Benefit:
Whenever
you
use
the
Running
Attack
feat
to
move
both
before
and
after
making
an
attack,
you
gain
a
+2
dodge
bonus
to
your
Reflex
Defense
until
t
he
start
of
your
next
turn.
RECOVERING SURGE
When
you
get
back
into
the
fight,
you
do
not
let
your
wounds
hamper
you.
Benefit:
When
you
catch
a
second
wind,
you
move
+1
step
on
the
condition
track.
UNSTOPPABLE COMBATANT
You
can
keep
coming
back
for
more
punishment,
no
matter
what
your
enemies
throw
at
you.
Prerequisite:
Extra
Second
Wind.
Benefit:
You
can
catch
more
than
one
second
wind
per
encounter.
Normal:
Even
if
you
can
catch
multiple
second
winds
per
day,
without
this
feat
you
are
limited
to
one
second
wind
per
encounter.
VEHICULAR
SURGE
You
can
coax
more
out
of
vehicles
than
other
pilots
can,
staying
in
the
fight
when
others
might
be
destroyed.
Prerequisite:
Trained
in
the
Pilot
skill.
Benefit:
If
t
he
vehicle
you
pilot
is
Colossal
or
smaller
and
is
reduced
to
fewer
than
one-
half
its
maximum
hit
points,
once
per
day
as
a
swift
action
your
vehicle
gains
a
number
of
bonus
hit
points
equal
to
one-quarter
its
maximum
hit
point
total.
Damage
is
subtracted
from
bonus
hit
points
first,
and
any
bonus
hit
points
remaining
at
the
end
of
t
he
encounter
are
lost.
Bonus
hit
points
do
not
stack.
VITALITY SURGE
You
can
keep
yourself
in
top
fighting
form
at
any
point
in
the
fight.
Prerequisite:
Extra
Second
Wind.
Benefit:
You
can
catch
a
second
wind
even
if
you
are
not
at
or
below
ha
lf
your
maximum
hit
points.
Normal:
Without
this
feat,
you
can
catch
a
second
wind
only
if
you
are
BINARY MIND
The
dual
nature
of
your
mind
makes
it
difficult
for
others
to
influence
you.
Prerequisite:
Cerean
species.
Benefit:
Whenever
an
enemy
tries
to
use
a
mind-affecting
effect
against
you,
the
enemy
must
roll
twice
and
keep
the
lower
result.
BOTHAN WILL
You
epitomize
the
legendary
willpower
and
resolve
of
the
Bothan
people.
Prerequisite:
Bothan
species.
Benefit
:
Whenever
an
attack
or
skill
check
targets
your
Will
Defense
and
fails
to
equal
or
exceed
it,
you
gain
a
+2
circumstance
bonus
to
your
Will
Defense
until
the
start
of
your
next
turn.
BOWCASTER
MARKSMAN
You
are
an
excellent
shot
with
the
bowcaster,
and
even
your
most
difficult
shots
are
so
lid
hits.
Prerequisite:
Wookiee
species.
Benefit:
Whenever
you
spend
a
Force
Point
to
add
to
an
attack
with
a
bowcaster,
if
you
hit
the
target,
you
gain
a
competence
bonus
to
your
damage
roll
equal
to
the
amount
added
to
the
attack.
[Link]
SUBSPECIES
You
come
from
a
Quarren
subspecies
that
has
sharp
claws
at
the
tips
of
its
fingers.
Prerequisite:
Quarren
species.
Benefit:
You
have
natural
weapons
in
the
form
of
claws.
When
you
make
an
unarmed
attack,
you
can
use
your
claws,
dealing
1d6
points
of
slashing
damage
with
that
attack
instead
of
normal
unarmed
damage.
You
are
always
considered
armed
with
your
natural
weapons.
CONFIDENT
SUCCESS
You
have
confidence
in
your
ability
to
learn
information
that
others
consider
secret,
and
in
doing
so,
you
boost
your
confidence
in
other
areas.
Prerequisite:
Bothan
species.
Benefit:
Whenever
you
successfully
use
the
Learn
Secret
Information
application
of
the
Gather
Information
skill,
you
gain
1
Force
Point.
You
cannot
gain
more
than
3
Force
Points
each
level,
and
you
cannot
have
more
Force
Points
than
you
gained
when
you
reached
your
current
level.
DARKNESS DWELLER
You
have
lived
underground
for
so
long
that
you
can
spot
sneaky
enemies
easily
and
make
it
hard
for
them
to
slip
past
your
allies.
Prerequisite:
Sullustan
species.
Benefit:
Any
enemy
that
makes
a
Stealth
check
within
10
squares
of
you
takes
a
-2
penalty
to
the
check.
This
penalty
does
not
stack
with
the
same
penalty
imposed
by
other
characters
with
this
feat.
DEEP
SIGHT
You
have
spent
so
much
time
in
the
deepest
parts
of
the
oceans
of
your
home
planet
that
you
can
see
even
in
total
darkness.
Prerequisite:
Quarren
species.
Benefit:
You
gain
darkvision,
ignoring
concealment
(including
total
concealment)
from
darkness.
You
cannot
perceive
colors
in
total
darkness.
DEVASTATING [Link]
Your
bellow
produces
greater
sonic
energy
than
do
the
bellows
of
other
members
of
your
species.
Prerequisite:
Ithorian
species.
Benefit
:
Your
bellow
attack
deals
4d6
points
of
damage
on
a
hit
and
half
damage
on
a
miss.
Normal:
Without
this
feat,
your
bellow
attack
deals
3d6
points
of
damage
on
a
hit.
DISARMING
CHARM
Like
many
among
your
species,
you
know
how
to
blend
in
with
galactic
society,
using
your
natural
gregarious
disposition
to
keep
others
off
guard.
Prerequisite:
Sullustan
species.
Benefit:
Whenever
you
successfully
use
the
Change
Attitude
application
of
the
Persuasion
skill
to
change
a
targets
attitude,
you
gain
a
+2
circumstance
bonus
to
all
Deception
or
Persuasion
checks
against
that
target
for
the
next
24
hours.
FAST SWIMMER
You
are
naturally
gifted
at
swimming
and
move
through
the
water
more
quickly
than
do
others
of
your
species.
Prerequisite:
Mon
Calamari
species.
Benefit:
Your
swim
speed
increases
by
2
squares
FRINGE BENEFITS
You
are
a
well-known
member
of
criminal
society
and
can
get
the
best
deal
possible
on
illicit
goods.
Prerequisite:
Rodian
species.
Benefit:
Whenever
you
buy
goods
on
the
black
market,
reduce
the
cost
multiplier
by
2
(for
example,
from
x5
to
x3),
to
a
minimum
of
xl.
FLAWLESS
PILOT
You
know
how
to
handle
a
starship
better
than
practically
anyone
else
in
the
galaxy,
and
you
can
make
any
vehicle
do
exactly
what
you
want
it
to
do.
Prerequisite:
Duros
species.
Benefit:
Whenever
you
reroll
a
Pilot
check,
you
always
keep
the
better
result,
even
if
you
have
multiple
reroll
abilities.
FOREST STALKER
You
are
one
of
the
most
skilled
hunters
among
your
species
and
have
learned
to
move
through
the
forest
with
nary
a
whisper.
Prerequisite:
Ewok
species.
Benefit:
Whenever
you
reroll
a
Stealth
check,
you
always
keep
the
better
result,
even
if
you
have
multiple
reroll
abilities.
FRINGE BENEFITS
You
have
learned
to
master
the
ancestral
weapons
of
your
people
and
can
penetrate
even
the
staunchest
defenses.
Prerequisite:
Gungan
species.
Benefit:
Whenever
you
spend
a
Force
Point
to
add
to
an
attack
roll
with
an
atlatl
or
a
cesta,
increase
the
die
type
by
one
step
(from
d6
to
d8,
or
from
d8
to
dl0).
HUNTER'S
INSTINCTS
You
have
a
sixth
sense
that
allows
you
to
spot
your
prey
under
almost
any
circumstances.
Prerequisite:
Rodian
species.
Benefit:
Whenever
you
reroll
a
Perception
check,
you
always
keep
the
better
result,
even
if
you
have
multiple
reroll
abilities.
IMPERCEPTIBLE LIAR
You
have
worked
hard
to
eliminate
your
behavioral
tells,
making
it
almost
impossible
to
discern
when
you
are
lying.
Prerequisite:
Twilek
species.
Benefit:
Whenever
you
spend
a
Force
Point
to
add
to
a
Deception
check,
increase
the
die
type
by
two
steps
(from
d6
to
dlO,
or
from
dB
to
d12).
INBORN
RESILIENCE
You
come
from
a
hardy
species,
but
some
of
your
people
are
better
than
INCREASED RESISTANCE
You
remain
resilient
against
attacks
that
target
your
vitality,
making
it
difficult
let
for
enemies
to
sap
your
strength.
Prerequisite:
Gamorrean
species.
Benefit:
Whenever
an
attack
or
skill
check
targets
your
Fortitude
Defense
and
fails
to
equal
or
exceed
it,
you
gain
a
+2
circumstance
bonus
to
your
Fortitude
Defense
until
the
start
of
your
next
turn.
INSTINCTIVE
PERCEPTION
You
can
sense
the
presence
of
danger
naturally,
giving
you
an
edge
even
when
you
fail
to
spot
trouble
the
first
time.
Prerequisite:
Zabrak
species.
Benefit:
Whenever
you
reroll
a
Perception
check
and
take
the
second
result,
if
your
second
result
is
lower
than
your
first
result,
you
gain
a
temporary
Force
Point.
This
Force
Point
can
be
spent
only
to
add
to
the
result
of
a
Perception
check,
and
if
it
is
not
spent
before
the
end
of
the
encounter,
it
is
lost.
JEDI HERITAGE
You
come
from
a
clan
that
has
produced
many
Jedi,
and
you
have
overcome
your
species
impulsiveness
by
becoming
a
master
of
the
Force.
Prerequisites:
Twilek
species,
Force
Sensitivity.
Benefit:
Your
Wisdom
is
considered
to
be
4
points
higher
for
the
purpose
of
determining
how
many
Force
Powers
you
gain
from
the
Force
Training
feat,
granting
you
two
extra
Force
powers
for
each
Force
Training
feat.
JUSTICE SEEKER
You
are
willing
to
take
the
law
into
your
own
hands
to
bring
justice
to
those
who
harm
your
allies.
KEEN SCENT
LASTING INFLUENCE
When
you
penetrate
the
mind
of
your
enemy,
you
can
keep
your
barbs
there
for
a
long
time.
Prerequisite:
Bothan
species.
Benefit:
Whenever
you
make
a
successful
Persuasion
check
against
a
targets
Will
Defense,
you
gain
favorable
circumstances
on
future
Persuasion
checks
against
that
target
for
the
next
24
hours.
For
more
details
on
favorable
circumstances,
see
page
59
of
the
Saga
Edition
core
rulebook
.
MASTER TRACKER
You
can
follow
a
shadow
on
a
moonless
night
and
survive
in
the
wilderness
with
nothing
but
your
wits
to
protect
you.
Prerequisite:
Rodian
species.
Benefit:
Whenever
you
spend
a
Force
Point
to
add
to
a
Survival
check,
increase
the
die
type
by
two
steps
(from
d6
to
dlO,
or
from
dB
to
d12).
MIND
OF
REASON
You
have
learned
to
consider
all
sides
of
an
issue
carefully
before
making
a
decision,
allowing
you
to
reason
out
information
that
might
not
be
readily
apparent.
Prerequisite:
Cerean
species.
Benefit:
You
can
use
your
Wisdom
bonus
instead
of
your
Intelligence
bonus
for
all
Intelligence-based
skill
checks.
Benefit:
You
need
spend
only
two
swift
actions
to
move
a
vehicle
you
occupy
+
1
step
on
the
condition
track.
In
addition,
you
automatically
succeed
on
Mechanics
checks
to
reroute
power
(see
page
172
of
the
Saga
Edition
core
rulebook)
.
Normal:
It
takes
three
swift
actions
to
use
the
reroute
power
action.
NATURE SPECIALIST
You
know
even
the
most
obscure
information
about
the
natural
world
.
Prerequisite:
Ithorian
species.
Benefit:
Whenever
you
spend
a
Force
Point
to
add
to
a
Knowledge
(life
sciences)
check,
increase
the
die
type
by
two
steps
(from
d6
to
d10,
or
from
dB
to
d12)
.
PERFECT INTUITION
Your
insights
serve
you
well,
giving
you
some
of
the
fastest
reaction
times
among
members
of
your
species.
Prerequisite:
Cerean
species.
Benefit:
Whenever
you
reroll
an
Initiative
check
,
you
always
keep
the
better
result,
even
if
you
have
multiple
reroll
abilities.
PERFECT SWIMMER
You
are
among
the
best
of
your
kind
when
swimming
and
can
navigate
even
t
he
most
difficult
waters.
Prerequisite:
Gungan
species.
Benefit:
Whenever
you
reroll
a
Swim
check,
you
always
keep
the
better
result,
even
if
you
have
multiple
reroll
abilities.
PITILESS WARRIOR
Whenever
you
fell
an
opponent,
the
victory
stokes
your
bloodlust
and
prepares
you
for
more
carnage.
Prerequisite:
Trandoshan
species.
Benefit:
Whenever
you
reduce
a
target
to
0
hit
points,
you
gain
a
number
of
bonus
hit
points
equal
to
5
+
one-half
your
level.
Damage
is
subtracted
from
bonus
hit
points
first,
and
any
bonus
hit
points
remaining
at
the
end
of
t
he
encounter
are
lost.
Bonus
hit
points
do
not
stack.
PRIMITIVE WARRIOR
You
have
learned
to
make
the
most
of
primitive
weapons
and
can
wield
them
with
deadly
results.
Prerequisite:
Gamorrean
species.
Benefit:
You
deal
+
1
die
of
damage
with
simple
melee
weapons.
QUICK COMEBACK
When
you
take
damage
that
sends
you
reeling,
you
can
recover
quickly
and
get
back
in
the
fight.
Prerequisite:
Gamorrean
species.
Benefit:
Whenever
you
are
moved
down
the
condition
track
by
an
attack
that
deals
damage
that
equals
or
exceeds
your
damage
threshold,
until
the
end
of
your
next
turn
you
can
move
+
1
step
on
the
condition
track
as
a
single
swift
action.
You
can
use
this
feat
only
once
per
attack
that
moves
you
down
the
condition
track.
REGENERATIVE HEALING
Your
natural
regeneration
can
help
you
recuperate
from
wounds
more
quickly.
Prerequisite:
Trandoshan
species.
Benefit:
Once
per
day
when
you
catch
a
second
wind,
you
can
regain
no
hit
points
immediately
and
instead
regain
5
hit
points
at
the
end
of
each
of
your
turns
until
you
reach
full
hit
points
or
until
the
end
of
the
encounter
(whichever
comes
first).
RESURGENT VITALITY
Though your species heals quickly over time, you can push through your pain
SCION
OF
DORIN
You
are
accustomed
to
the
harsh
environment
of
your
homeworld,
Dorin,
and
are
tempered
against
t
he
hazards
of
other
planets.
Prerequisite:
Kel
Dor
species.
Benefit:
You
gain
a
+5
species
bonus
to
your
Fortitude
Defense
against
all
natural
hazards.
SHARP SENSES
Your
senses
have
been
honed
to
the
point
where
you
can
spot
things
that
others
could
never
see.
Prerequisite:
Mon
Calamari
species.
Benefit:
Whenever
you
spend
a
Force
Point
to
add
to
a
Perception
check,
increase
the
die
type
by
two
steps
(from
d6
to
dlO,
or
from
d8
to
d12).
SHREWD
BARGAINER
You
know
how
to
break
down
the
defenses
of
your
opponents,
ensuring
that
you
gain
the
upper
hand
in
any
negotiation.
Prerequisite:
Quarren
species.
Benefit:
Whenever
you
make
a
Persuasion
check
against
a
targets
Will
Defense,
the
target
does
not
receive
the
benefit
of
insight
or
morale
bonuses
to
its
Will
Defense.
SPACER'S SURGE
Whenever
you
pull
off
an
amazing
maneuver
in
a
vehicle,
it
gives
you
the
confidence
to
accomplish
similarly
amazing
actions
in
the
near
future.
Prerequisite:
Duros
species.
Benefit:
Whenever
you
roll
a
natural
20
on
a
Pilot
check,
you
gain
temporary
Force
Point.
If
that
Force
Point
is
not
spent
before
the
end
of
the
encounter,
it
is
lost.
STRONG BELLOW
SURE CLIMBER
You
can
navigate
steep
cliffs
and
caverns
as
though
climbing
were
second
nature
to
you.
Prerequisite:
Sullustan
species.
Benefit:
Whenever
you
are
not
distracted
or
threatened,
you
gain
a
natural
climb
speed
of
4
squares.
Normal:
Without
a
climb
speed,
you
must
succeed
on
a
Climb
check
to
climb.
SURVIVOR OF RYLOTH
You
know
how
to
survive
on
both
the
night
and
day
sides
of
your
homeworld,
al
lowing
you
and
your
al
lies
to
weather
t
he
harsh
environments
of
t
he
galaxy.
Prerequisite:
Twilek
species.
Benefit:
Once
per
hour
when
you
and
your
allies
are
in
an
environment
of
extreme
heat
or
cold,
you
can
make
a
Survival
check.
You
and
up
to
10
al
lies
can
use
the
results
of
the
Survival
check
in
place
of
your
Fortitude
Defenses
when
the
extreme
heat
or
co
ld
makes
its
hourly
attack
roll
against
your
Fortitude
Defenses.
THICK SKIN
Your
thick
hide
protects
you
from
damage
and
fends
off
toxins
and
other
hazards.
Prerequisite
:
Trandoshan
species.
Benefit:
You
gain
a
+2
species
bonus
to
your
Fortitude
Defense.
UNWAVERING
FOCUS
Others
might
try
to
sway
you,
but
once
you
focus
on
an
objective,
you
cannot
be
stopped.
Prerequisite:
Zabrak
species.
Benefit:
Whenever
you
are
targeted
by
a
mind-affecting
effect
that
requires
a
skill
check
against
your
Will
Defense,
as
a
reaction
you
can
impose
a
-
2
penalty
to
that
skill
check.
VETERAN SPACER
Your
people
are
among
the
oldest
explorers
to
chart
the
stars,
and
you
benefit
from
eons
of
collected
knowledge
about
space
travel.
Prerequisite
:
Duros
species.
Benefit:
You
gain
a
+5
species
bonus
to
Use
Computer
checks
to
perform
astrogation
aboard
a
starship.
WARRIOR HERITAGE
You
come
from
a
proud
warrior
culture,
and
your
pride
fills
you
with
self
assurance.
Prerequisite:
Gungan
species.
Benefit:
You
gain
a
+2
morale
bonus
to
Will
Defense
when
you
wield
an
atlatl
or
a
cesta.
WROSHYR RAGE
You
have
learned
that
in
the
dangerous
jungles
of
Kashyyyk,
your
mighty
rage
must
be
tempered
by
wariness
so
that
predators
dont
get
t
he
drop
on
you.
Prerequisite:
Wookiee
species.
Benefit:
When
you
first
enter
a
rage,
you
gain
a
number
of
bonus
hit
points
equal
to
10
+
one-ha
lf
your
level.
Damage
is
subtracted
from
bonus
hit
points
first,
and
any
bonus
hit
points
remaining
at
the
end
of
the
encounter
are
lost.
Bonus
hit
points
do
not
stack
and/or
unarmed
attacks
during
the
same
turn,
any
additional
ranged,
melee,
or
unarmed
attacks
you
make
until
the
end
of
your
next
turn
(including
attacks
of
opportunity
and
attacks
made
as
reactions)
deal
+
1
die
of
damage
on
a
hit.
This
extra
damage
stacks
with
extra
damage
granted
by
other
feats
or
talents.
After
landing
successive
blows
against
a
single
target,
your
melee
and
unarmed
attacks
become
more
devastating.
Prerequisite:
Base
attack
bonus
+3.
Benefit:
If
you
hit
a
single
target
with
two
consecutive
melee
and/or
unarmed
attacks
during
the
same
turn,
any
additional
melee
or
unarmed
attacks
you
make
until
the
end
of
your
next
turn
(including
attacks
of
opportunity
and
attacks
made
as
reactions)
deal
+
1
die
of
damage
on
a
hit.
This
extra
damage
stacks
with
extra
damage
granted
by
other
feats
or
talents.
AUTOFIRE ASSAULT
Your
autofire
attacks
are
devastating
when
focused
in
a
single
area
for
multiple
rounds.
Prerequisite:
Weapon
Focus
(chosen
weapon).
Benefit:
When
you
target
the
same
area
with
an
autofire
attack
that
you
made
an
autofire
attack
against
on
your
last
turn,
the
penalty
on
the
autofire
attack
is
reduced
to
-2
(-1
if
using
a
braced
autofire-only
weapon
or
the
AUTOFIRE SWEEP
You
can
sweep
an
area
with
your
autofire
weapon,
spraying
fire
in
a
180-
degree
arc
in
front
of
you.
Prerequisite:
Weapon
Focus
(chosen
weapon)
.
Benefit:
When
making
an
autofire
attack,
you
can
attack
all
targets
in
a
6-square
cone.
The
origin
square
of
the
cone
can
be
any
square
in
your
line
of
sight
and
within
point-blank
range.
Normal:
A
-5
penalty
applies
to
autofire
attack
rolls.
Autofire
attacks
that
miss
deal
half
damage.
Special:
This
feat
cannot
be
used
with
the
Autofire
Assault
feat
or
the
Burst
Fire
feat.
It
can
be
used
with
the
Suppression
Fire
talent
(see
page
31)
.
BIOTECH
SPECIAL..IST
You
can
make
custom
modifications
to
Yuuzhan
Vong
biotech-based
armor,
weapons,
vehicles,
and
similar
devices.
Prerequisite:
Trained
in
the
Mechanics
skill.
Benefit:
You
can
modify
a
Yuuzhan
Vong
biotech-based
device,
suit
of
armor,
weapon,
or
vehicle
so
that
it
gains
a
specific
trait.
Specific
traits
are
listed
in
the
chart
on
page
35.
You
can
perform
only
one
modification
at
a
time.
Unless
noted
otherwise,
you
cannot
grant
more
than
one
benefit
to
a
sing
le
device,
suit
of
armor,
weapon,
or
vehicle,
and
you
cannot
apply
the
same
benefit
more
than
once.
Before
beginning
the
modification,
you
must
pay
one-tenth
the
cost
of
the
device,
suit
of
armor,
weapon,
or
vehicle
you
wish
to
modify
or
1,000
credits,
whichever
is
more.
Completing
the
modification
requires
one
day
per
1,000
credits
of
the
modification
cost.
At
the
end
of
this
time,
make
a
DC
20
Mechanics
check;
you
cant
take
10
or
take
20
on
this
check.
If
the
BIOTECH SURGERV
You
can
perform
the
surgical
procedures
necessary
to
graft
biotech
components
onto
living
flesh,
similar
to
those
used
by
the
Yuuzhan
Vong.
Prerequisite:
Trained
in
the
Treat
Injury
skill.
Benefit:
You
can
install
a
biotech
prosthesis
onto
a
living
being.
The
surgical
procedure
takes
1
hour
of
uninterrupted
work,
after
which
you
must
make
a
DC
20
Treat
Injury
check.
If
the
check
succeeds,
the
prosthesis
is
installed
correctly.
If
the
check
fails,
the
prosthesis
is
not
installed
properly;
however,
you
can
try
again
after
another
uninterrupted
hour
of
surgery.
Special:
You
can
install
a
biotech
prosthesis
on
yourself,
but
you
take
a
-5
penalty
on
the
Treat
Injury
skill
check.
If
you
have
the
Surgical
Expertise
feat
(see
page
88
of
the
Saga
Edition
core
rulebook).
you
can
install
a
biotech
prosthesis
in
10
minutes
instead
of
1
hour.
BRINK
OF
DEATH
You
can
take
an
enemy
to
the
brink
of
death
without
killing
him.
Benefit:
When
you
deal
sufficient
damage
on
an
attack
to
kill
a
target,
you
may
instead
choose
to
reduce
the
target
to
0
hit
points,
leaving
it
unconscious
but
alive.
Normal
rules
for
being
at
0
hit
points
apply
(see
page
FEAT OF STRENGTH
FATAL HIT
GRAPPLE RESISTANCE
You
make
it
difficult
for
enemies
to
grab
or
grapple
you,
or
attack
objects
in
your
possession.
Benefit:
You
gain
a
+5
bonus
to
your
Reflex
Defense
when
an
enemy
makes
a
grab
or
grapple
attack
against
you,
and
you
gain
a
+5
bonus
to
all
opposed
grapple
checks.
All
objects
that
you
are
holding
or
carrying
gain
a
+5
bonus
to
their
Reflex
Defense
when
attacked
(see
Attack
an
Object
on
page
151
of
the
Saga
Edition
core
rulebook).
KNOCK HEADS
MULTI-GRAB
RANCOR
CRUSH
Your
crushing
hold
on
an
enemy
can
knock
it
unconscious.
Prerequisites:
Strength
15,
Crush,
Pin,
base
attack
bonus
+
l.
Benefit:
When
you
successfully
pin
an
enemy
with
the
Pin
feat
(see
page
87
of
the
Saga
Edition
core
rulebook)
and
use
the
Crush
feat
at
the
same
time,
the
enemy
moves
-1
step
down
the
condition
track
in
addition
to
taking
damage.
Normal:
The
Crush
feat
deals
damage
to
a
grappled
enemy
but
does
not
RETURN FIRE
When
someone
takes
a
shot
at
you
and
misses,
you
retaliate
with
a
shot
of
your
own.
Prerequisites:
Dexterity
15,
Quick
Draw,
Weapon
Focus
(chosen
exotic
ranged
weapon
or
weapon
group)
.
Benefit:
Select
one
exotic
weapon
or
weapon
group.
Once
per
encounter
as
a
reaction,
you
can
make
a
single
ranged
attack
with
the
chosen
weapon
or
group
against
an
enemy
that
misses
you
with
a
ranged
attack,
provided
you
have
line
of
sight
to
that
enemy.
Special:
If
you
have
the
Combat
Reflexes
feat,
you
may
use
this
feat
a
number
of
times
during
an
encounter
equal
to
your
Dexterity
bonus,
but
no
more
than
once
during
a
given
enemys
turn.
This
feat
does
not
apply
to
vehicle
weapons
or
heavy
weapons.
You
must
have
your
weapon
in
hand
to
use
this
feat.
You
can
gain
this
feat
multiple
times.
Each
time
you
take
the
feat,
it
applies
to
a
different
weapon
group
or
exotic
weapon.
RETURNINO
BUG
You
have
mastered
the
art
of
using
Yuuzhan
Vong
thrown
weapons
and
can
ca
use
them
to
return
to
your
hand.
Prerequisite:
Proficient
with
weapon
used.
Benefit:
When
you
miss
with
a
razor
bug
or
a
thud
bug
(see
page
64),
the
weapon
returns
to
your
hand
immediately.
You
may
use
your
technical
expertise
to
manipulate
a
vehicles
systems
more
quickly
than
usual.
Prerequisites:
Tech
Specialist,
trained
in
the
Mechanics
skill.
Benefit:
You
may
use
the
Recharge
Shields
or
Reroute
Power
vehicle
combat
actions
by
spending
two
swift
actions.
Also,
once
per
encounter,
you
may
attempt
to
use
either
of
these
actions
as
a
single
swift
action
by
making
a
DC
30
Mechanics
check.
Normal:
Recharging
shields
or
rerouting
power
normally
requires
you
to
spend
three
swift
actions.
ZERO
RANOE
You
are
lethal
when
using
ranged
weapons
against
adjacent
targets.
Prerequisite:
Point
Blank
Shot.
Benefit:
When
firing
a
ranged
weapon
at
a
target
within
or
adjacent
to
your
fighting
space,
you
gain
a
+
1
bonus
on
the
attack
roll
and
deal
+
1
die
of
damage
on
a
hit.
The
effects
of
this
feat
do
not
stack
with
the
extra
damage
provided
by
the
Burst
Fire
or
Rapid
Shot
feats.
This
feat
does
not
apply
to
heavy
weapons
or
vehicle
weapons,
or
in
starship
combat.
TAL-GUN
METAMORPH
II
You
are
an
extremely
talented
shapeshifter,
capable
of
adapting
your
form
to
the
needs
of
the
moment.
Prerequisites:
Constitution
13,
shapeshift
species
trait,
trained
in
the
Deception
skill,
trained
in
the
Endurance
skill,
Benefit:
As
a
full-round
action,
you
can
alter
your
physical
form
to
change
your
primary
form
of
movement,
At
the
time
of
the
transformation,
choose
either
flight,
swimming,
climbing,
METAMORPH.
Benefit:
as
a
full-round
action,
you
can
alter
your
physical
form
to
assist
with
specific
tasks,
At
the
time
of
the
transformation,
choose
either
the
Strength,
Dexterity
or
Constitution
attribute.
So
long
as
you
stay
in
this
form,
you
benefit
from
a
+4
bonus
to
the
chosen
attribute.
METAMORPH III
VERDANAIAN
TRAINING
You
are
trained
in
the
Verdanaian
Sliding
Hands
method
of
unarmed
combat,
and
while
you
maintain
physical
contact
with
your
opponent,
you
can
more
easily
predict
their
next
move.
Prerequisites:
Martial
Arts
I,
trained
in
the
Perception
skill
Benefit:
When
you
are
adjacent
to
a
single
opponent
to
MUSICIAN
You
are
able
to
perform
music
in
a
way
that
can
inspire
others
to
carry
on.
Benefit:
Pick
a
number
of
musical
instruments
(or
voice)
equal
to
1
+
your
Intelligence
modifier.
You
are
considered
trained
in
the
use
of
these
instruments.
You
can
spend
a
standard
action
for
ten
or
more
rounds
consecutively
to
play
a
piece
of
music
by
making
a
DC
15
Persuasion
check.
You
can
play
a
maximum
number
of
consecutive
rounds
equal
to
10
+
your
Constitution
score,
after
which
you
must
make
an
Endurance
check
equal
to
the
number
of
rounds
you
have
been
playing.
Failing
the
check
means
you
must
either
take
two
full
round
actions
as
a
break,
or
move
-1
step
down
the
Condition
Track.
For
the
duration
of
your
song,
all
allies
within
line
of
sight
able
to
hear
gain
a
+1
morale
bonus
to
Will
and
Fortitude
Defenses
and
may
regain
+1
step
on
the
Condition
Track
if
they
were
moved
down
it
by
a
mind-influencing
affect.
Allies
can
only
regain
+1
step
along
the
condition
track
per
song.
Multiple
musicians
can
play
together
by
making
aide
another
checks.
For
every
5
points
by
which
the
DC
is
exceeded,
you
add
+1
to
the
Will
and
Fortitude
Defense
bonuses,
to
a
maximum
of
the
number
of
members
in
the
band,
or
5,
whichever
is
lower.
Persuasion
is
considered
a
class
skill
for
you.
STUDIO MUSICIAN
SOLO FLOURISH
Prerequisites:
Musician
Benefit:
To
perform
a
solo
flourish,
make
a
DC
15
Persuasion
check.
All
allies
affected
by
your
solo
have
the
option
of
using
a
Second
Wind
as
a
reaction,
even
if
they
have
already
used
their
second
wind
for
the
day.
If
in
a
band,
only
one
band
member
may
flourish
per
round,
though
each
additional
flourish
in
that
song
adds
+1
hit
point
to
the
number
of
hit
points
recovered
when
allies
catch
their
second
wind.
BATTLE ANTHEM
The
power
with
which
you
can
play
music
of
historical
and
cultural
significance
can
inspire
others
to
fight
on.
Prerequisites:
Musician
and
Solo
Flourish
Feats
Benefit:
Once
per
day,
at
the
start
of
an
encounter,
make
a
DC
20
Persuasion
check.
If
successful,
select
a
number
of
allies
equal
to
1d4
+
your
Charisma
bonus.
The
first
time
each
of
those
allies
suffer
an
attack
that
moves
them
down
the
Condition
Track,
they
gain
a
temporary
Force
Point
that
must
be
used
by
the
end
of
the
encounter
or
it
is
lost.
Also,
playing
this
song
negates
your
allies
ability
to
participate
in
the
surprise
round.
You
may
select
this
feat
multiple
times,
each
selection
grants
an
additional
use
per
day.
COMPOSER
AIWHA RIDER
You
are
a
gifted
Aiwha
rider,
and
can
weave
your
mount
through
a
variety
of
aerial
or
submerged
maneuvers.
Prerequisite:
Kaminoan
species.
Benefit:
Any
feats
or
talents
that
require
a
Pilot
or
Swim
check
can
be
used
while
mounted
on
an
Aiwha
with
a
Ride
check
instead.
As
the
rider,
you
gain
a
+1
bonus
to
slam
attacks,
or
attacks
with
mounted
weaponry
such
as
bombs
or
repeating
blasters.
Analytical
Detachment
You
are
able
to
rely
on
logical
reasoning
and
intelligence
when
others
would
rely
on
charm
Prerequisite:
Kaminoan
species.
Benefit:
You
can
use
your
Intelligence
bonus
instead
of
your
Charisma
bonus
for
all
Charisma-based
skill
checks
(except
Use
the
Force).
KAMINOAN
GRACE
Even
among
Kaminoans,
your
soft
voice
and
fluid
movements
possess
a
regal
grace
that
command
attention
and
respect.
Prerequisite:
Kaminoan
species.
Benefit:
Whenever
you
make
a
Persuasion
check
against
a
targets
Will
Defense,
the
target
does
not
receive
the
benefit
of
insight
or
morale
bonuses
to
its
Will
Defense.
Prerequisite:
Droid
Benefit:
Choose
one
droid
degree
different
from
your
own.
You
can
now
select
talents
from
both
your
native
and
selected
Droid
Degree
Talent
trees,
provided
you
are
eligible
to
select
talents.
Special:
This
feat
may
be
selected
multiple
times.
Each
time
you
take
this
feat,
it
applies
to
a
different
Droid
Degree
Talent
tree.
You
can
reduce
your
penalty
to
your
Reflex
Defense
against
all
opponents
to
-1
when
making
a
ranged
attack
at
the
end
of
a
charge.
You
can
add
your
Dodge
bonus
to
your
Reflex
Defense
against
anyone
who
makes
an
attack
of
opportunity
against
you
while
using
the
Running
Attack
feat.
You
can
draw
or
holster
two
weapons
with
a
single
swift
action;
you
must
have
both
hands
free
to
draw
both
weapons,
and
each
weapon
must
be
able
to
be
held
in
one
hand.
When
you
use
the
Force
disarm
Force
Power,
you
gain
the
+5
bonus
from
Improved
Disarm
on
your
Use
the
Force
check
as
though
you
were
making
an
attack
roll.
ADAPTABLE TALENT
The
talent
you
swap
out
cannot
be
the
prerequisite
for
any
other
talent
you
have.
You
can
swap
back
to
your
original
talent
after
at
least
6
hours
of
rest.
BONE
CRUSHER
You
are
skilled
at
dealing
lasting
damage
to
grappled
opponents.
Prerequisites:
Crush,
Pin.
Benefit:
When
you
deal
damage
to
a
grappled
opponent,
the
opponent
also
moves
-1
step
on
the
condition
track.
BRILLIANT DEFENSE
You
think
quickly
enough
on
your
feet
to
stay
alive
in
dangerous
situations.
Prerequisite:
Intelligence
13.
Benefit:
Once
per
encounter,
you
can
add
your
Intelligence
bonus
to
your
Reflex
Defense
as
a
reaction;
this
benefit
lasts
until
the
start
of
your
next
turn.
CHANNEL RAOE
You
have
learned
to
turn
your
rage
into
pure
will
and
determination.
Prerequisite:
Rage
species
trait.
Benefit:
Once
per
day,
instead
of
entering
into
a
rage,
you
gain
a
+5
bonus
to
Will
Defense
until
the
end
of
the
encounter.
This
bonus
counts
as
using
your
rage
ability
for
that
day.
DEMORALIZINO
STRIKE
You
know
how
to
dishearten
your
opponents
when
they
least
expect
it.
DISTURBINO
PRESENCE
Your
presence
is
such
that
enemies
let
you
move
past
them
freely.
Prerequisite:
Trained
in
the
Deception
skill.
Benefit:
If
you
succeed
on
a
DC
15
Deception
check,
you
can
move
through
the
threatened
area
or
fighting
space
of
an
enemy
as
part
of
your
move
action
without
provoking
an
attack
of
opportunity.
Each
threatened
square
or
occupied
square
that
you
move
through
in
this
manner
counts
as
2
squares
of
movement.
Normal:
You
can
tumble
through
an
occupied
enemy
square
only
by
using
the
Acrobatics
skill.
EXPERT
BRIBER
You
are
adept
at
greasing
the
palms
of
contacts
to
minimize
the
amount
of
the
bribe
normally
required.
Prerequisite:
Charisma
13.
Benefit:
When
using
the
Haggle
application
of
the
Persuasion
skill
(see
page
71
of
the
Saga
Edition
core
rulebook.
you
reduce
the
DC
reduce
the
price
of
the
item
haggled
over
by
10.
FLECHE
FORCEFUL
RECOVERY
The
Force
is
strong
with
you,
and
it
gives
you
focus
and
vitality.
Prerequisite:
Force
Sensitivity,
Force
Training.
Benefit:
Whenever
you
catch
a
second
wind,
choose
one
expended
Force
power
and
return
that
power
to
your
Force
suite.
ORAZINO SHOT
Using
precise
aim,
you
can
hit
two
targets
with
a
single
shot.
Prerequisite:
Point
Blank
Shot.
Benefit:
When
you
successfully
make
a
ranged
attack
against
a
single
target,
you
can
make
a
second
attack
roll
against
an
additional
target
that
is
in
direct
line
of
sight
and
no
farther
than
6
squares
from
the
original
target.
If
the
second
attack
roll
succeeds,
make
a
single
damage
roll,
and
divide
the
damage
equally
between
the
two
targets.
If
the
second
attack
roll
fails,
you
deal
no
damage
to
either
target.
HOBBL..INO
STRIKE
You
know
where
to
hit
your
enemy
to
slow
it
down.
Prerequisite:
Sneak
Attack,
Rapid
Shot,
or
Rapid
Strike.
Benefit:
Whenever
you
would
deal
extra
damage
by
using
Sneak
Attack,
Rapid
Shot,
or
Rapid
Strike,
you
reduce
the
targets
speed
by
1
square
until
the
end
of
the
encounter
instead
of
dealing
the
extra
damage.
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
targets
Reflex
Defense
by
5
until
the
end
of
the
targets
next
turn.
INDOMITABL..E
PERSONAL..ITY
Your
powerful
personality
helps
you
cope
with
attacks
that
assault
your
will.
Prerequisite:
Charisma
13.
Benefit:
Once
per
encounter,
you
can
add
your
Charisma
bonus
to
your
Will
Defense
as
a
reaction;
this
benefit
lasts
until
the
end
of
your
next
turn.
MASTER
OF
DISOUISE
You
are
adept
at
creating
convincing
disguises
in
remarkably
short
periods
of
time.
Prerequisites:
Trained
in
the
Deception
skill,
Charisma
13.
Benefit:
You
gain
a
+5
insight
bonus
to
your
Deception
check
when
M
E
AT
SHIEL..D
You
are
adept
at
using
an
opponents
defense
to
your
own
advantage.
Prerequisites:
Point
Blank
Shot,
Precise
Shot,
base
attack
bonus
+4.
Benefit:
Whenever
an
opponent
attacks
you
while
in
cover
provided
by
another
character,
creature,
or
droid,
you
are
treated
as
being
in
cover
from
attacks
by
that
opponent.
OPPORTUNISTIC TRICKERY
When
your
opponent
lets
down
its
guard,
you
know
how
to
set
it
off
balance
for
several
moments.
Prerequisites:
Combat
Reflexes,
Sneak
Attack.
Benefit:
Whenever
an
opponent
provokes
an
attack
of
opportunity
from
you,
once
per
turn
you
can
sacrifice
that
attack
to
reduce
the
targets
Reflex
Defense
by
2
for
the
following
round.
RECURRINO SUCCESS
You
know
how
to
make
your
enemies
fall
for
the
same
trick
twice.
Benefit:
When
you
select
this
feat,
choose
one
talent
or
feat
that
can
normally
be
used
only
once
per
encounter.
You
can
use
that
talent
or
feat
one
additional
time
per
encounter.
You
can
select
this
feat
multiple
times.
Each
time
you
do
so,
you
must
choose
a
different
skill
to
gain
the
benefits
of
this
talent.
RESOL..UTE
STANCE
By
standing
your
ground,
you
focus
your
mind
to
repel
any
assault.
Prerequisite:
Base
attack
bonus
+
1.
Benefit:
When
you
fight
defensively,
you
gain
a
+2
morale
bonus
to
your
Will
Defense.
If
you
make
no
attacks
until
your
next
turn,
you
gain
a
+5
morale
bonus
to
your
Will
Defense
until
the
start
of
your
next
turn.
Normal:
When
you
fight
defensively,
you
gain
a
+2
dodge
bonus
to
your
Reflex
Defense.
If
you
make
no
attacks
until
your
next
turn,
you
gain
a
+5
dodge
bonus
to
your
Reflex
Defense
until
the
start
of
your
next
turn.
SADISTIC
STRIKE
By
dispatching
a
helpless
creature,
you
terrify
opponents
around
you.
Benefit:
When
you
deliver
a
coup
de
grace
to
a
helpless
creature,
all
opponents
within
line
of
sight
move
-1
step
on
the
condition
track
until
the
end
of
the
encounter.
[Link] TONOUE
CATASTROPHIC
AVOIOANCE
Your
luck
is
such
that
catastrophe
occurs
less
frequently
for
you
when
you
are
engaged
in
stressful
situations.
Benefit:
Once
per
skill
challenge
that
has
a
chance
of
catastrophic
failure,
this
failure
occurs
only
if
you
fail
a
skill
check
by
15
or
more.
In
addition
,
when
a
catastrophic
failure
occurs,
you
accrue
one
failure
in
the
skill
challenge,
not
two.
Special:
This
feat
is
allowed
only
in
campaigns
that
use
the
skill
challenge
rules
described
in
Chapter
2.
LAST RESORT
When
failure
threatens,
you
throw
everything
you
have
at
the
skill
challenge
to
prevent
disaster.
Benefit:
Once
per
skill
challenge,
when
you
or
an
ally
accrues
a
third
failure
(which
would
normally
end
the
skill
challenge),
you
or
the
ally
can
reroll
the
attempt,
keeping
the
better
result.
Special:
This
feat
is
allowed
only
in
campaigns
that
use
the
skill
challenge
You
can
snatch
victory
from
the
jaws
of
defeat
when
involved
in
a
skill
challenge.
Benefit:
Once
per
skill
challenge,
you
treat
the
challenge
as
if
it
had
the
recovery
effect,
even
if
it
does
not
have
that
effect.
Special:
This
feat
is
allowed
only
in
campaigns
that
use
the
skill
challenge
rules
described
in
Chapter
2.
STAND TAL.L.
Your
courage
under
fire
inspires
those
around
you
to
acts
of
bravery.
Benefit:
Once
per
encounter
when
you
take
damage,
all
allies
who
are
within
6
squares
of
you
and
within
your
line
of
sight
can,
as
a
reaction,
make
a
single
attack
on
the
target
that
damaged
you.
WOOKIEE GRIP
Your
strength
is
such
that
you
need
only
one
hand
to
use
weapons
that
normally
require
two
hands.
Prerequisite:
Strength
13.
Benefit:
When
using
a
weapon
in
which
you
are
proficient
and
that
normally
requires
two
hands,
you
can
wield
that
weapon
with
a
single
hand.
You
take
a
-2
penalty
to
attack
rolls
with
the
weapon
when
it
is
used
in
this
manner.
BANTHA HERDER
You
know
how
to
frame
your
targets
with
your
ranged
attacks,
moving
the
targets
where
you
want
them
to
go.
Prerequisites:
Proficient
with
weapon
used,
base
at
tack
bonus
+
1.
Benefit
:
When
you
damage
a
large
or
smaller
creature
with
a
ranged
attack,
compare
the
result
of
your
attack
roll
to
the
target's
Will
Defense.
If
your
result
equals
Dr
exceeds
the
targets
Will
Defense,
you
can
move
the
target
1
square
in
,my
direction
as
a
free
action.
If
your
ranged
attack
deals
damage
to
multiple
eligible
creatures.
you
can
use
this
benefit
against
all
of
them.
You
cant
move
a
target
thats
being
grabbed
Dr
grappled,
and
you
can't
move
a
target
into
a
solid
object
Of
into
another
creatures
fighting
space.
BATTERING
ATTACK
You
know
how
to
use
your
strength
to
batter
an
opponent
to
the
ground,
knocking
him
or
her
prone.
DESTRUCTIVE FORCE
You
cause
so
much
devastation
to
vehicles
and
objects
that
you
also
deal
damage
to
others
around
those
targets.
Benefit
:
When
you
deal
damage
to
an
object
Dr
vehicle
that
equals
or
exceeds
the
target's
damage
threshold
and
reduces
the
target
to
0
hit
points,
you
deal
1
die
of
damage
(of
the
same
type
as
the
damage
used
in
the
attack)
to
all
targets,
including
allies,
that
are
adjacent
to
the
vehicle
or
object.
DISABLER
You
are
skilled
in
the
use
of
ion
weapons
and
gain
certain
bonuses
depending
on
which
weapon
you
use.
Prerequisite
:
Proficient
with
weapon
used.
Benefit
:
When
you
make
a
ranged
attack
with
an
ion
weapon,
you
gain
one
of
the
following
benefits.
depending
on
the
kind
of
weapon
you
use.
Ion
Grenade:
When
you
use
an
ion
grenade.
the
grenades
burst
radius
is
3
squares
instead
of
2
squares.
Ion
Pistol:
When
you
use
an
ion
pistol.
the
damage
dice
increase
from
d6
to
d8.
Ion
Rifle:
You
treat
the
ion
rifle
as
an
accurate
weapon.
You
can
leap
behind
cover,
even
when
caught
out
in
the
open.
Prerequisite:
Trained
in
Jump.
Through
sheer
willpower,
you
can
keep
yourself
al
peak
fighting
performance.
ignoring
physical
pain
and
negative
effects.
Benefit:
You
can
use
your
Will
Defense
instead
of
your
Fortitude
Defense
when
determining
your
damage
threshold.
FORCEFUL BLAST
You
can
position
your
grenade
attach
such
that
they
blast
creatures
away
from
the
center
of
the
explosion.
Prerequisites:
Proficient
with
weapon
used.
base
attack
bonus
+1.
Benefit:
When
you
damage
a
large
or
smaller
creature
with
a
grenade
or
thermal
detonator.
compare
the
result
of
your
attack
roll
to
the
targets
Fortitude
Defense.
If
your
result
equals
or
exceeds
the
targets
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
cant
move
a
target
that
s
being
grabbed
or
grappled,
and
you
cant
move
a
target
into
a
solid
object
or
into
another
creatures
fighting
space.
FORCE
OF
PERSONALITY
As
a
result
of
your
self-confidence
and
connection,
your
will
is
strong.
Prerequisite:
Charisma
13.
Benefit:
You
can
use
either
your
Wisdom
modifier
of
your
Charisma
modifier
to
determine
your
Will
Defense.
FORTIFYING RECOVERY
Even
as
you
reel
from
attacks,
you
can
get
yourself
back
into
the
fight
and
make
a
difference.
Prerequisite:
Constitution
13.
Benefit
:
When
you
take
the
rerolled
action.
you
also
gain
a
number
of
bonus
hit
points
equal
to
2
I(
your
Constitution
bonus
(minimum
2)
.
Damage
is
subtracted
from
the
bonus
hit
points
firs
t.
and
any
bonus
hit
points
remaining
at
the
end
of
the
encounter
are
lost.
Bonus
hit
points
do
not
stack.
MISSION SPECIALIST
You
are
so
good
with
certain
skills
that
others
around
you
benefit
from
your
guidance
and
example.
Benefit
:
Choose
one
skill
in
which
you
arc
trained.
Allies
who
are
not
trained
in
that
skill
gain
a
+2
competence
bonus
to
the
skill
while
they
arc
within
12
squares
of
you.
You
can
select
this
feat
multiple
times.
Each
time
you
select
this
feat,
it
applies
to
a
different
skill.
Special
:
Only
allies
who
have
the
Force
Sensitivity
feat
gain
this
bonus
to
Use
the
Force
checks
NEVER SURRENDER
You
can
fight
your
way
back
from
the
blackness
of
death
and
unconsciousness,
staying
active
in
combat.
Prerequisite:
Trained
in
Endurance.
Benefit:
The
first
time
you
would
be
reduced
to
0
hit
points
in
an
encounter,
you
can
make
an
Endurance
check
as
a
reaction.
with
a
DC
equal
to
the
number
of
points
of
damage
being
dealt
to
you.
If
your
check
succeeds,
you
arc
instead
reduced
to
1
hit
point.
OPPORTUNISTIC SHOOTER
You
art
quick
to
react
when
nearby
enemies
expose
themselves
to
your
attacks.
Pistoleer
You
are
skilled
in
the
use
of
pistols
and
gain
certain
benefits
depending
on
which
weapon
you
use.
Prerequisite:
Proficient
with
weapon
used.
Benefit:
When
you
make
a
ranged
attack
with
a
pistol,
you
gain
one
of
the
following
benefits,
depending
on
the
kind
of
pistol
you
use.
Blaster
Pislol:
You
use
the
blaster
pistol
as
an
accuratte
weapon.
Heavy
Blaster
Pistol:
You
do
not
treat
the
heavy
blaster
pistol
as
an
inaccurate
weapon.
Hold-Out
Blaster
Pistol;
If
you
fire
a
hold-out
blaster
pistol
at
a
target
that
has
not
yet
acted
in
combat,
you
gain
a
+2
bonus
to
your
attack
rolls
with
that
weapon
against
that
target.
The
bonus
applies
to
all
such
attacks
until
the
target
acts.
PREDICTIVE DEFENSE
The
sharpness
of
your
mind,
not
the
speed
of
your
reactions,
allows
you
to
avoid
incoming
attacks.
Prerequisite
:
Intelligence
13.
Benefit
:
You
can
use
eilher
your
Dexterity
modifier
or
your
Intelligence
modifier
to
determine
your
Reflex
Defense.
RESILIENT STRENGTH
Your
brute
strength
and
physical
conditioning
allow
you
to
shrug
off
effects
that
would
debilitate
others.
Prerequisite
:
Strength
13.
Benefit
:
You
can
use
either
your
Strength
modifier
or
your
Constitution
modifier
to
determine
your
Fortitude
Defense.
RIFLEMASTER
You
are
skilled
in
the
use
of
rifles
and
gain
certain
benefits
dependlng
on
which
weapon
you
use.
Prerequisite:
Proficient
with
weapon
listed.
Benefit:
When
you
make
a
ranged
attack
with
a
rifle,
you
gain
one
of
the
RISK TAKER
Youre
not
afraid
to
make
great
leaps
or
climb
treacherous
slopes,
and
you
know
how
to
put
forth
the
extra
effort
to
make
the
impossible
seem
routine.
Prerequisite
:
Trained
in
Climb
or
Jump.
Benefit:
You
fall
only
if
you
fail
a
Climb
check
by
10
or
marl.
Additionally,
if
you
make
a
jump
check
and
fail
to
land
on
a
safe
or
solid
surface
(such
as
if
you
fall
into
a
pit
or
fail
to
clear
a
stream
of
lava),
you
can
spend
a
Force
Point
as
a
free
action
and
add
the
result
of
the
Force
Point
roll
to
your
distance
jumped.
However,
you
must
land
in
the
first
available
safe
square.
Normal
:
You
fall
if
you
fail
a
Climb
check
by
5
or
more.
SPORT HUNTER
You
are
skilled
in
the
use
of
slug
throwers
and
sporting
weapons
and
gain
certain
benefits
depending
on
which
weapon
you
use.
Prerequisite:
Proficient
with
weapon
used.
Benefit:
When
you
make
a
ranged
attack
with
a
slug
thrower
or
sporting
weapon,
you
gain
one
of
the
following
benefits,
depending
on
the
kind
of
weapon
you
use.
Slugthrower
Pistol:
When
you
use
a
slugthrower
pistol
at
point-blank
range,
you
deal
an
extra
+
1
dice
of
damage
with
that
weapon.
Slugthrower
Rifle:
When
you
use
a
slughthrower
rifle,
the
damage
dice
increase
from
d8
to
d12.
Sporting
Blaster
Pistol:
When
you
use
a
sporting
blaster
pistol,
reroll
result
of
1
on
the
damage
dice
until
you
get
a
result
other
than
1.
Sporting
Blaster
Rifle:
When
you
use
a
sporting
blaster
rifle,
you
gain
a
..
1
bonus
to
attack
rolls
when
you
aim
before
firing.
STAGGERING
ATTACK
You
can
deliver
punishing
blows
to
your
enemies.
distracting
them
and
keep
in
them
from
focusing
their
efforts.
Prerequisites:
Proficient
with
weapon
used,
base
attack
bonus
+1.
Benefit:
When
using
a
melee
weapon,
you
can
make
an
attack
that
disrupts
an
enemys
concentration.
You
take
a
-2
penalty
to
your
attack
roll,
and
if
your
attack
deals
damage,
the
target
takes
a
-2
penalty
to
skill
checks
until
the
end
of
your
next
turn.
Alternatively,
you
can
take
a
-5
penalty
to
your
attack
roll,
and
if
your
attack
deals
damage.
the
target
takes
a
-5
penalty
to
skill
checks
until
the
end
of
your
next
turn.
ECHANI TRAINING
You
are
trained
in
Echani
unarmed
fighting
techniques
giving
you
an
advantage
in
hand-to-hand
combat.
Prerequisites:
Dexterity
13,
Martial
Arts
L
Benefit
:
If
you
make
only
one
unarmed
attack
during
your
turn,
you
can
double
the
damage
bonus
to
that
attack
provided
by
your
Strength
modifier
(minimum
+1).
Once
per
encounter
when
you
deal
damage
to
a
target
with
an
unarmed
attack,
you
can
immediately
make
an
unarmed
attack
against
the
targets
Fortitude
Odense
as
a
free
action.
If
successful,
you
knock
the
target
to
the
ground
(prone)
in
its
current
square,
provided
that
the
target
is
no
more
than
one
size
larger
than
you.
Special:
Targets
gain
a
bonus
to
Fortitude
Defense
against
being
knocked
prone
based
on
their
size:
Medium
or
smaller,
+0;
large,
+5;
Huge.
+10;
Gargantuan,
+20;
and
Colossal,
+50.
In
addition,
unusually
stable
creatures
(such
as
those
with
four
legs)
gain
a
+5
bonus
to
their
Fortitude
Defense
against
being
knocked
prone.
If
you
have
the
Echani
Expertize
talent
or
the
Martial
Arts
Forms
talent
tree
on
page
32,
whenever
you
score
a
critical
hit
with
an
unarmed
attack,
the
target
is
immediately
knocked
to
the
ground
(prone)
in
its
current
square.
provided
that
the
target
is
no
more
than
one
size
larger
than
you.
You
a
re
trained
in
the
Hijkata
style
of
unarmed
fighting
and
can
quickly
turn
enemies
attacks
against
them.
Prerequisites:
Combat
Reflexes,
Martial
Arts
l.
Benefit
:
Once
per
round,
when
an
adjacent
enemy
successfully
damages
you
with
a
melee
attack,
you
can
make
an
attack
of
opportunity
with
an
unarmed
attack
at
a
-5
penalty
against
that
enemy,
even
if
the
enemys
attack
normally
would
not
provoke
an
attack
of
opportunity.
Once
per
encounter,
when
an
enemy
provoke
s
an
attack
of
opportunity
from
you
and
you
successfully
damage
that
enemy
with
an
unarmed
attack
of
opportunity.
that
enemy
takes
a
penalty
to
attack
rolls
equal
to
your
Dexterity
modifier
(minimum
+
1)
until
the
end
of
your
next
turn.
Special:
If
you
have
the
Hijkata
Expertise
talent
(see
the
Martial
Arts
Forms
talent
tree
on
page
32),
once
per
encounter,
you
can
spend
a
full
round
action
to
designate
a
single
adjacent
ally.
Until
the
start
of
your
next
turn,
any
enemy
adjacent
to
you
or
the
designated
ally
that
makes
an
attack
roll
against
that
ally
provokes
an
attack
of
opportunity
from
you.
If
the
ally
moves
during
his
or
her
turn,
you
can
immediately
move
a
number
of
squares
up
to
your
speed
as
a
reaction;
however,
you
must
end
your
movement
in
a
square
that
is
adjacent
to
the
designated
ally.
Special:
If
you
have
the
Ktara
Expertise
talent
(see
the
Martial
Arts
Forms
talent
tree
on
page...
you
can
spend
two
swift
actions
10
cause
a
single
adjacent
enemy
to
be
flat-footed
against
your
first
attack
during
the
same
round.
K'TH'RI
TRAINING
You
are
trained
in
the
Kthri
style
of
unarmed
fighting,
striking
with
flashy
moves
and
incredible
speed.
Prerequisites:
Dual
Weapon
Mastery
I,
Martial
Arts
I.
Benefit
:
Once
per
round,
you
can
spend
a
swift
action
to
make
a
single
Unarmed
attack
against
one
enemy
within
reach,
dealing
your
base
unarmed
damage
with
no
bonus
to
the
damage
roll
from
your
Strength
or
heroic
level
Once
per
encounter,
when
you
make
an
unarmed
attack
that
misses
the
target,
you
deal
half
damage
to
the
target.
You
must
be
wearing
light
or
no
armor
to
gain
the
benefit
of
this
feat.
Special:
If
you
have
the
Kathrin
Expertise
talent
(see
the
Martial
Arts
Forms
talent
tree
on
page
33),
once
per
encounter
when
making
a
full
attack,
you
can
reroll
one
of
your
unarmed
attack
rolls:
however,
you
must
accept
the
result
of
the
reroll,
even
if
it
is
worse.
You
must
be
wearing
light
or
no
armor
to
gain
this
special
benefit.
STAVA TRAINING
You
are
trained
in
the
Stave
unarmed
fighting
style
of
the
Noghri
and
can
subdue
an
enemy
with
ease.
Prerequisites:
Martial
Arts
I,
Running
Attack.
Benefit:
When
making
a
grab
attack
(see
page
152
of
the
Saga
Edition
core
rulebook),
you
are
considered
to
be
one
size
category
larger
for
the
purpose
of
determining
the
size
of
the
opponent
that
you
can
grab.
If
you
are
capable
of
making
a
grapple
attack,
you
are
considered
to
b~
one
size
category
larger
for
the
purpose
of
determining
your
size
modifier
to
grapple
checks.
When
making
an
unarmed
attack
against
a
target
while
charging
an
opponent
(see
page
152
of
the
Saga
Edition
core
rulebook),
if
your
attack
roll
is
successful,
you
can
make
an
immediate
grab
attack
against
that
target
as
a
free
action
.
You
must
be
wearing
light
or
no
armor
to
gain
the
benefit
of
this
feat.
Special:
If
you
have
the
Stava
Expertise
talent
(see
the
Martial
Arts
Forms
talent
tree
on
page
33),
you
can
add
your
Strength
bonus
and
your
Dexterity
bonus
to
grapple
checks.
You
must
be
wearing
light
or
no
armor
to
gain
this
special
benefit.
TAE-JITSU TRAINING
You
are
trained
in
the
Tar-Jitsu
style
of
unarmed
fighting
and
can
use
a
variety
of
techniques
to
defeat
your
enemy.
Prerequisites:
Dodge.
Martial
Arts
I,
trained
in
Initiative.
Benefit:
When
you
score
a
critical
hit
with
an
unarmed
attack,
the
damage
dealt
by
your
attack
increases
by
one
die
step,
to
a
maximum
of
d12.
Once
per
encounter,
when
you
make
a
successful
unarmed
attack
against
an
enemy,
you
can
spend
a
swift
action
to
designate
that
enemy
as
your
primary
adversary.
Until
the
end
of
the
encounter,
you
gain
the
benefit
of
the
Dodge
feat
against
that
enemy
and
against
one
other
enemy
of
your
choice.
Special
:
If
you
have
the
Tae-jets
Expertize
talent
(see
the
Martial
Arts
Forms
talent
list
on
page
33),
when
you
score
a
critical
hit
against
an
enemy
who
has
been
designated
as
your
primary
adversary,
that
enemy
takes
a
-2
penalty
to
attack
rolls
until
the
end
of
your
next
turn.
WRRUUSHI TRAINING
You
are
trained
in
the
Wrrushi
unarmed
fighting
style
of
the
Wookiees
and
fell
more
invigoraud
in
the
heat
of
battle
Prerequisites:
Constitution
13,
Martial
Arts
I,
must
be
a
Wookiee.
Benefit
:
Once
per
round
when
you
make
a
successful
unarmed
attack,
you
gain
a
number
of
bonus
hit
points
equal
to
your
Constitution
modifier.
Damage
is
subtracted
from
the
bonus
hit
points
first,
and
any
bonus
hit
points
remaining
at
the
end
of
the
encounter
are
lost.
Bonus
hit
points
do
not
stack.
Once
per
encounter,
you
can
make
an
unarmed
attack
against
an
enemy
Fortitude
Defense
instead
of
the
enemy's
Reflex
Defense.
If
the
attack
is
successful,
the
enemy
not
only
takes
damage
but
also
loose
any
equipment
bonuses
to
Fortitude
Defense
until
the
end
of
the
encounter.
You
must
be
wearing
light
or
no
armor
to
gain
the
benefit
of
this
feat.
Special:
If
you
have
the
Wrruushi
Expertise
talent
(see
the
Martial
Arts
Forms
talent
tree
on
page
331,
once
per
encounter
when
you
score
a
critical
hit
with
an
unarmed
attack
against
an
enemy,
you
can
deal
normal
damage
and
move
the
target
an
additional
-2
steps
on
the
condition
track,
regardless
of
the
damage
result.
You
must
be
wearing
light
or
no
armor
to
gain
this
special
benefit.
AQUATIC SPECIALISTS
You
and
your
allies
have
trained
extensively
in
und((water
combat
and
specialize
in
missions
in
aquatic
environments.
Prerequisite:
Trained
in
Swim.
Benefit:
You
gain
a
+3
competence
bonus
to
Swim
checks.
At
the
time
you
make
a
check,
for
each
ally
within
12
squares
of
you
who
also
has
this
feat,
the
competition
bonus
increases
by
I
(to
a
maximum
of
+7).
Additionally,
when
you
swim,
you
swim
at
half
speed
as
a
move
action
(or
you
swim
at
your
speed
as
a
full-round
action).
COVERT
OPERATIVES
You
and
your
allies
specialize
in
undercover
missions
in
which
stealth
and
subtlety
are
paramount.
Prerequisite:
Trained
in
Stealth.
Benefit:
You
gain
a
+3
competence
bonus
to
Stealth
checks.
At
the
time
you
make
a
check,
for
each
ally
within
12
squares
of
you
who
also
has
this
feat,
the
competence
bonus
increases
by
1
a
maximum
of
+7,
Additionally,
when
moving
more
than
your
speed
or
more
than
twice
your
speed,
reduce
the
penalties
to
Stealth
checks
by
2.
MEDICAL TEAM
You
and
your
allies
Know
the
value
of
Keeping
soldiers
alive
and
perform
as
a
cohesive
healing
unit.
Prerequisite
:
Trained
in
Treat
Injury.
Benefit
:
You
gain
a
+3
competence
bonus
to
Treat
Injury
checks.
At
the
time
you
make
a
check,
for
each
ally
within
12
squares
of
you
who
also
has
this
feat,
the
competence
bonus
increases
by
1
(to
a
maximum
of
+
7).
Addi
tionally,
when
you
use
the
aid
another
action
to
assist
an
ally
who
has
this
feat
with
a
Treat
Injury
check
to
restore
hit
points.
your
ally
always
restores
an
extra
4
hit
points
to
the
target.
MOUNTED REGIMENT
You
and
your
allies
act
as
mounted
cavalry,
specializing
in
using
beasts
in
war.
Prerequisite:
Trained
in
Ride.
Benefit:
You
gain
a
+3
competence
bonus
to
Ride
checks.
At
the
time
you
make
a
check,
for
each
ally
within
12
squares
of
you
who
also
has
this
feat,
the
competence
bonus
increases
by
1
(to
a
maximum
of
+7).
Additionally,
once
per
round
as
a
reaction
to
your
mount
being
attacked,
you
can
make
a
Ride
check;
if
the
result
exceeds
the
mounts
Reflex
Defenses
use
your
check
result
against
the
attack
instead
of
using
the
mounts
Reflex
Defense.
NIMBLE TEAM
You
and
your
allies
train
extensively
to
avoid
hazards
and
to
slip
through
tight
spaces,
making
it
difficult
to
pin
your
team
down.
Prerequisite:
Trained
in
Acrobatics.
Benefit:
You
gain
a
+3
competence
bonus
to
Acrobatics
checks.
At
the
time
you
make
a
check,
for
each
ally
within
12
squares
of
you
who
also
has
this
feat,
the
competence
bonus
increases
by
1
(to
a
maximum
of
+7).
Additionally.
when
you
use
the
Acrobatics
skill
to
tumble,
you
can
tumble
1
extra
square.
SLICER TEAM
You
and
your
allies
are
computer
specialists,
capable
of
penetrating
even
the
strongest
electronic
defenses.
Prerequisite:
Trained
in
Use
Computer.
Benefit:
You
gain
a
+3
competence
bonus
to
Use
Computer
checks.
AI
the
time
you
make
a
check,
for
each
ally
within
12
squares
of
you
who
also
has
this
feat,
the
competence
bonus
increases
by
1
(to
a
maximum
of
+7).
Additionally,
when
you
use
the
aid
another
action
to
assist
an
ally
who
has
this
feat
with
a
Use
Computer
check.
you
provide
a
bonus
of
+4
instead
of
+2.
TECHNICAL
EXPERTS
You
and
your
allies
are
just
as
comfortable
in
the
vehicle
pool
as
on
the
battlefield
and
are
capable
of
maintaining
heavy
equipment.
Prerequisite:
Trained
in
Mechanics.
Benefit:
You
gain
a
+3
competence
bonus
to
Mechanics
checks.
At
the
time
you
make
a
check,
for
each
ally
within
12
squares
of
you
who
also
has
this
feat,
the
competence
bonus
increases
by
1
(to
a
maximum
of
+7).
Additionally,
when
you
use
the
aid
another
action
to
assist
an
ally
who
has
this feat with a Mechanics check, you provide a bonus of +4 instead of +2.
TIRELESS SQUAD
You
and
your
allies
train
for
combat
scenarios
in
which
your
ability
to
hang
in
for
the
long
haul
is
the
difference
between
victory
and
defeat.
Prerequisite
:
Trained
in
Endurance.
Benefit:
You
gain
a
+3
competence
bonus
to
Endurance
checks.
At
the
time
you
make
a
check,
for
each
ally
within
12
squares
of
you
who
also
has
this
feat,
that
competence
bonus
increases
by
1
(to
a
maximum
of
+7).
Additionally,
when
you
use
the
aid
another
action
to
assist
an
ally
who
has
this
feat
with
an
Endurance
check,
you
provide
a
bonus
of
+4
instead
of
+2.
UNHINDERED APPROACH
You
and
your
allies
have
trained
on
worlds
where
the
terrain
is
unstable
and
your
team
also
specializes
in
vertical
insertion
into
combat
zones.
Prerequisite:
Trained
in
Jump,
Benefit:
You
gain
a
+3
competence
bonus
to
Jump
checks.
At
the
time
you
make
a
check,
for
each
ally
within
t2
squares
of
you
who
also
has
this
feat,
the
competence
bonus
increases
by
1
(to
a
maximum
of
+7).
Additionally,
when
you
use
the
Jump
skill,
add
I
square
to
your
total
jump
distance.
UNIFIED SQUADRON
You
and
your
allies
are
excellent
pilots
whose
skills
shin(
when
you
fly
together,
making
you
better
as
a
unit
than
as
individuals.
Prerequisite:
Trained
in
Pilot.
Benefit:
You
gain
a
+3
competence
bonus
to
Pilot
checks.
At
the
time
you
make
a
check,
for
each
ally
within
12
squares
of
you
who
also
has
this
feat,
the
competence
bonus
increases
by
1
(to
a
maximum
of
+7).
Additionally,
you
always
succeed
when
trying
to
avoid
collisions
with
vehicles
piloted
by
allies
who
also
have
this
feat
(no
collisions
occur
even
at
character
scale).
WARY SENTRIES
You
and
your
allies
specialize
in
keeping
tabs
on
your
surroundings,
making
you
excellent
guards
and
advance
scouts,
Prerequisite
:
Trained
in
Perception.
WILDERNESS
SPECIALISTS
You
and
your
allies
have
been
trained
to
survive
in
the
wild
and
can
live
off
the
land.
Prerequisite
:
Trained
in
Survival.
Benefit
:
You
gain
a
+3
competence
bonus
to
Survival
checks,
At
the
time
you
make
a
check,
for
each
ally
within
12
squares
of
you
who
also
has
this
feat,
the
competence
bonus
increases
by
1
(to
a
maximum
of
+7).
Additionally.
when
you
use
the
aid
another
action
to
assist
an
ally
who
has
this
feat
with
a
Survival
check,
you
provide
a
bonus
of
+4
instead
of
+2.