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Combat Feats and Armor Proficiencies

The document describes several feats related to combat abilities. Armor Proficiency feats allow characters to wear different types of armor without penalties. Feats like Acrobatic Strike and Bantha Rush provide bonuses to attacks made after maneuvers. Burst Fire allows firing a short burst from autofire weapons at a single target. Careful Shot provides a bonus when taking the Aim action with ranged attacks. Charging Fire permits ranged attacks while charging.
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0% found this document useful (0 votes)
3 views124 pages

Combat Feats and Armor Proficiencies

The document describes several feats related to combat abilities. Armor Proficiency feats allow characters to wear different types of armor without penalties. Feats like Acrobatic Strike and Bantha Rush provide bonuses to attacks made after maneuvers. Burst Fire allows firing a short burst from autofire weapons at a single target. Careful Shot provides a bonus when taking the Aim action with ranged attacks. Charging Fire permits ranged attacks while charging.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

FEATS:

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.

ARMOR PROFICIENCY (HEAVY)

You are proficient with heavy armor (see Table 8-7: Armor) and can wear it without
impediment.
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: When you wear heavy armor, you take no armor check penalty
on attack rolls or skill checks. Additionally, you benefit from all of the 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.

ARMOR PROFICIENCY (LIGHT)

You are proficient with light armor (see Table 8-7: Armor) and can wear it without
impediment.
Benefit: When you wear light armor, you take no armor check penalty on attack rolls
or skill checks. Additionally, you benefit from all of the 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.

ARMOR PROFICIENCY (MEDIUM)

You are proficient with medium armor (see Table 8-7: Armor) and can wear it
without impediment.
Prerequisite: Armor Proficiency (light).
Benefit: When you wear medium armor, you take no armor check penalty on attack
rolls or skill checks. Additionally, you benefit from all of the 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

You are particularly skilled at aiming your attacks.


Prerequisites: Point Blank Shot, base attack bonus +2.
Benefit: If you aim before making a ranged attack (see Aim on page 154),
you gain a + 1 bonus on your attack roll.

CHARGING FIRE

You are able to make ranged attacks while charging.


Prerequisite: Base attack bonus +4.
Benefit: When you charge, you may make a ranged attack instead of a
melee attack at the end of your movement. Unlike a normal charge, your momentum
does not help overcome your target, so you gain no bonus on attack roll. As with a
normal charge, you still take a -2 penalty to your
Reflex Defense.
Normal: You can make a single melee attack with a +2 bonus, on your
attack roll at the end of a charge.

CLEAVE

You can follow through with a powerful melee attack.


Prerequisites: Strength 13, Power Attack.
Benefit: If you deal an opponent enough damage to reduce its hit points to 0, you get
an immediate extra melee attack against another opponent within your reach. You
cannot adjust 1 square before making this extra attack. The extra attack is with the
same weapon and at the same bonus as the attack that dropped the previous
opponent. You can use this ability once per round.

COMBAT REFLEXES
You can respond quickly and repeatedly to opponents who let their guard down.
Benefit: When opponents leave themselves open, you may
make a number of additional attacks of opportunity equal to
your Dexterity modifier. For example, a character
with a Dexterity of 15 can make a total of three
attacks of opportunity in a round: the one attack

of opportunity every character is entitled to,


plus two more attacks because of his +2
Dexterity bonus. If four stormtroopers move through the
characters threatened area, he can make attacks of opportunity against three of the
four. You still only make one attack of opportunity on a single opponent. With this
feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without the Combat Reflexes feat can make only
one attack of opportunity per round and cant make attacks of opportunity while
flat-footed. (See Attacks of Opportunity, page 155, for more information.)

COORDINATED ATTACK

You are skilled at coordinating your attacks with your allies.


Prerequisite: Base attack bonus +2.
Benefit: You are automatically successful when using the aid another action to aid an
allys attack or suppress an enemy as long as the target is adjacent to you or within
point blank range.
Normal: You must make an attack roll against a Reflex Defense of 10 to
gain the benefits of the aid another action.

CRUSH
You can deal damage to a creature that 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

You can perform the surgical procedures necessary to graft cybernetic


components onto living flesh.
Prerequisite: Trained in the Treat Injury skill.
Benefit: You can install a cybernetic prosthesis (see page 137) on a living
being. The surgical procedure takes 1 hour of uninterrupted work, after which you
must make on a DC 20 Treat Injury check. If the check succeeds, the prosthesis is
installed correctly. If the check fails,
the prosthesis is not properly installed; however, you can try again after another
uninterrupted hour of surgery.

Special: You can install a cybernetic prosthesis on yourself, but you take a -5 penalty
on the Treat Injury skill check. If you have the Surgical Expertise feat (see page 88).
you can install a cybernetic prosthesis in 10 minutes instead of 1 hour.

DEADEYE

You are skilled at picking off enemies with well-aimed ranged attacks.
Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +4.
Benefit: If you aim before making a ranged attack (see Aim, page 154) and the attack
hits, increase the damage you deal by an additional weapon die. For example, if you
score a hit with a blaster pistol using the Deadeye feat, the blaster shot deals 4d6
points of damage (instead of the normal 3d6 points). The effects of this feat do not
stack with the extra damage provided by the Burst Fire or Rapid Shot feat.

DODGE

You are adept at dodging blows.


Prerequisite: Dexterity 13 .
Benefit: During your turn, you designate an opponent and receive a + 1
dodge bonus to your Reflex Defense against attacks from that opponent.
You can select a new opponent on any action. A situation that makes you lose your
Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Also,
dodge bonuses stack with each other, unlike most other types of bonuses.

DOUBLE ATTACK
You can make an additional attack during a round of combat.
Prerequisites: Base attack bonus +6, proficient with chosen weapon.
Benefit: Choose a single exotic weapon or one of the following weapon
groups: advanced melee weapons, heavy weapons, lightsabers, pistols,
rifles, simple weapons. When you use the full attack action, you may make one
additional attack when wielding such a weapon. However, you take a -5 penalty on
all attack rolls until your next turn because 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

You deal horrendous damage while raging .


Prerequisites: Rage species trait, base attack bonus + 1.

Benefit: While raging, your rage bonus on melee attack rolls and melee damage rolls
increases to +5.
Normal: A character with the rage species trait gains a +2 rage bonus on melee
attack rolls and melee damage rolls while raging.

DUAL WEAPON MASTERY I


You are adept at fighting with two weapons and double weapons.
Prerequisites: Dexterity 13, base attack bonus + 1.
Benefit: When you attack with two weapons or with both ends of a double weapon
as a part of a full attack action, you take a -5 penalty (instead of a -10 penalty) on all
attack rolls until the start of your next turn. You only gain this reduced penalty if
you are wielding a weapon with which you are proficient.
Normal: If you use a full attack action to make more than one attack on
your turn (see Full Attack, page 154). you take a -10 penalty on all attack rolls for
the round.

DUAL WEAPON MASTERY II


You are a master at fighting with two weapons and double weapons.
Prerequisites: Dexterity 15, base attack bonus +6, Dual Weapon Mastery I.
Benefit: When you attack with two weapons or both ends of a double
weapon as a part of a full attack action, you take a -2 penalty (instead of a -10
penalty) on all attack rolls until the start of your next turn. You only gain this
reduced penalty if you are wielding a weapon with which you are proficient.
Normal: If you use a full attack action to make more than one attack on
your turn (see Full Attack, page 154). you take a -10 penalty on all attack rolls for
the round.

DUAL WEAPON MASTERY III


You can wield two weapons or a double weapon without penalty.
Prerequisites: Dexterity 17, base attack bonus + 11, Dual Weapon Mastery I, Dual
Weapon Mastery II.
Benefit: When you wield two weapons or attack with both ends of a
double weapon as a part of a full attack action, you take no penalty on your attack
rolls. You only gain this benefit if you are wielding a weapon with which you are
proficient.

Normal: If you use a full attack action to make more than one attack on your turn
(see Full Attack, page 154). you take a -10 penalty on all attack rolls for the round.

EXOTIC WEAPON PROFICIENCY


Choose an exotic weapon, such as bowcaster or atlatl (see Exotic Weapons, page
119). You understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack bonus + 1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with
it takes a -5 penalty on attack rolls.
Special: You can gain this feat multiple times. Each time you take the
feat, it applies to a different weapon.

EXTRA RAGE

You can fly into a rage more often.


Prerequisite: Rage species trait.
Benefit: You can rage one additional time per day.
Special: You can take this feat multiple times; each time you take the feat, you can
rage one additional time per day.

EXTRA SECOND WIND

You tend to come back from the edge of oblivion more often.
Prerequisite: Trained in the Endurance skill.
Benefit: You can catch your second wind one additional time per day,
but you can still only catch a second wind once per encounter (see Second Wind,
page 146).
Normal: A hero can catch his or her second wind once per day.
Special: A non heroic character that takes this feat for the first time can
catch a second wind once per day. You can take this feat multiple times; each time
you take this feat, you can catch a second wind one additional time per day.

FAR SHOT

You are better at shooting distant foes.


Prerequisite: Point Blank Shot.
Benefit: When you use a ranged weapon against targets at short,

medium, or long range, the range category is considered one less. In other words,
you take no penalty on ranged attack rolls against targets at short range, a -2
penalty on ranged attack rolls made against targets at medium
range, and a -5 penalty on a ranged attack rolls made against targets at
long range.
Normal: When making a ranged attack roll, a character takes a -2 penalty against
targets at short range, a -5 penalty against targets at medium range, and a -10
penalty against targets at long range.

FORCE BOON

You are able to draw upon the Force more often than less skilled users.
Prerequisite: Force Sensitivity.
Benefit: You gain three additional Force Points at each level.

FORCE SENSITIVITY
You are Force-sensitive, allowing you to call on the Force and learn to draw on its
power.
Prerequisite: Cannot be a droid.
Benefit: You can make Use the Force checks, and Use the Force is considered a class
skill for you. In addition, whenever you gain a new talent, you have the option of
selecting a Force talent instead. You must meet the prerequisites of the Force talent
to select it (see Force Talents, page 100).
Normal: You 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.

FORCE REGIMEN MASTERY

You learn one or more Force regimens, which you can use to enhance your regular
training.

Prerequisites: Force Sensitivity, trained in the Use the Force skill.


Benefit: You learn a number of Force regimens (see page 10) equal to 1
+ your Wisdom modifier (minimum 1).
Special: You can take this feat more than once. Each time you take
this feat, you learn a number of additional Force regimens equal to 1 +
your Wisdom modifier (minimum 1) . If your Wisdom modifier permanently
increases, you immediately gain a number of Force regimens equal to the number of
Force Regimen Mastery feats you have taken.

FORCE TRAINING

You learn one or more Force powers (see Force Powers, page 95).
Prerequisites: Force Sensitivity, trained in the Use the Force skill.
Benefit: You add to your Force power suite a number of Force powers
equal to 1 + your Wisdom modifier (minimum 1). You can add the same
power more than once.
Special: You can take this feat more than once. Each time you take this
feat, you add to your Force suite a number of new Force powers equal to
your Wisdom modifier. If your Wisdom modifier permanently increases, you
immediately gain a number of Force powers equal to the number of Force Training
feats you have taken.

GREAT CLEAVE

You can wield a melee weapon with such power that you can strike multiple times
when you drop your opponents.
Prerequisites: Strength 13, Power Attack, Cleave, base attack bonus +4.
Benefit: As the Cleave feat (page 83), except that you have no limit to
the number of times you can use it per round.

IMPROVED CHARGE

You can charge around obstacles.


Prerequisites: Dexterity 13, Dodge, Mobility.
Benefit: You can make a charge (see page 152) without having to move
in a straight line, and you can alter your direction when making a charge to avoid
obstacles. All other charge rules apply.
Normal: A character must charge in an unobstructed straight line.

IMPROVED DEFENSES

You are skilled at fending off attacks of many forms.


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

IMPROVED DISARM
You are skilled at disarming opponents in melee combat.
Prerequisites: Intelligence 13, Melee Defense.
Benefit: You gain a +5 bonus on any melee attack roll made to disarm
an opponent. In addition, if you fail to disarm your opponent, he doesnt get to make
a free attack against you.
Normal: See the normal disarm rules on page 152.

IMPROVED DAMAGE THRESHOLD


You are harder to take down in a fight.
Benefit: You increase your damage threshold by 5 (see Damage Threshold, page
146).
Normal: A creature without this feat has a damage threshold equal to
its Fortitude Defense plus its size modifier (+5 for Large, + 10 for Huge, +20 for
Gargantuan, or +50 for Colossal).
Special: You can take this feat more than once. Its effects stack. Each time you take
this feat, increase your damage threshold by 5.

LINGUIST

You pick up languages quickly and easily.


Prerequisite: Intelligence 13.
Benefit: You gain a number of bonus languages equal to 1 plus your
Intelligence bonus (minimum of 1). See the sidebar on page 22 for a list of common
languages.
Special: You can take this feat more than once. Each time you take this
feat, you gain a number of additional languages equal to 1 plus your Intelligence
bonus (minimum of 1).

MARTIAL ARTS

You are adept at fighting unarmed.

Benefit: Damage dealt by your unarmed attacks increases by one die step: 1d3
becomes 1d4, 1d4 becomes 1d6, and 1d6 becomes 1d8. In addition, you gain a + 1
dodge bonus to your Reflex Defense.
Normal: The amount of damage you deal with a successful unarmed
attack is based on your size: Small, 1d3; Medium, 1d4; Large, 1d6.
Special: A situation that makes you lose your Dexterity bonus to Reflex
Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with
each other, unlike most other types of bonuses.

MARTIAL ARTS II

You are a master at fighting unarmed.


Prerequisites: Martial Arts I, base attack bonus +3.
Benefit: Damage dealt by your unarmed attacks increases by one die step: 1d4
becomes 1d6, 1d6 becomes 1d8, and 1d8 becomes [Link] addition, you gain a + 1
dodge bonus to your Reflex Defense (which stacks with the dodge bonus granted by
the Martial Arts I feat).
Normal: The amount of damage you deal with a successful unarmed
attack is based on your size: Small, 1d3; Medium, 1d4; Large, 1d6.
Special: A situation that makes you lose your Dexterity bonus to Reflex
Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with
each other, unlike most other types of bonuses.

MARTIAL ARTS III


Your martial arts prowess is second to none.
Prerequisites: Martial Arts I, Martial Arts II, base attack bonus +6.
Benefit: Damage dealt by your unarmed attacks increases by one die step: 1d6
becomes 1d8, 1d8 becomes 1d10, and 1d10 becomes 1d12. In addition, you gain a +
1 dodge bonus to your Reflex Defense (which stacks with the dodge bonus granted
by the Martial Arts I and Martial Arts II feats).
Normal: The amount of damage you deal with a successful unarmed
attack is based on your size: Small, 1d3; Medium, 1d4; Large, 1d6.
Special: A situation that makes you lose your Dexterity bonus to Reflex
Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with
each other, unlike most other types of bonuses.

MELEE DEFENSE

You are trained at using your combat ability for defense as well as offense.
Prerequisite: Intelligence 13.
Benefit: When you use a standard action to make a melee attack, you can
take a penalty of up to -5 on your attack roll and add the same number (up to +5) as
a dodge bonus to your Reflex Defense. This number may not exceed your base attack
bonus. The changes to attack rolls and Reflex Defense last until the start of your next
turn.
Normal: A character without the Melee Defense feat can fight defensively while
using the attack action to take a -5 penalty on his attack roll and gain a +2 dodge
bonus to his Reflex Defense.

MIGHTY SWING

You are capable of delivering jarring melee attacks.


Prerequisite: Strength 13.
Benefit: You can spend two swift actions in the same round to deal + 1
die of damage on your next melee attack in the same round.
The effects of this feat do not stack with the extra damage provided by
the Rapid Strike feat.

MOBILITY

You are skilled at moving past opponents and avoiding opportunistic


attacks.
Prerequisites: Dexterity 13, Dodge.
Benefit: You get a +5 dodge bonus to Reflex Defense against attacks
of opportunity caused when you move out of or into a threatened area (see Attacks
of Opportunity, page 155). A situation that makes you lose your Dexterity bonus to
Reflex Defense (if any) also makes you lose dodge bonuses. Dodge bonuses stack
with each other, unlike most types of bonuses.

PIN

You are skilled at immobilizing grappled foes.


Prerequisite: Base attack bonus + 1.
Benefit: If you succeed on a grappling attack and your opponent fails the
opposed grapple check, your opponent is automatically pinned until the start of
your next turn. A pinned creature cant move or take any actions while pinned, and
it loses its Dexterity bonus (if any) to Reflex Defense.

Special: You cannot use the Pin and Trip feats during the same round.
You can use the Pin and Crush feat in the same round, however.

POINT BLANK SHOT


You are skilled at making well-placed shots with ranged weapons at point blank
range.
Benefit: You get a + 1 bonus on attack and damage rolls with ranged
weapons against opponents within point blank range (see Table 8-5: Weapon
Ranges, page 129).

POWER ATTACK

You can make exceptionally powerful melee attacks.


Prerequisite: Strength 13.
Benefit: On your action, before making an attack roll, you may choose
to subtract a number from all melee attack rolls and add the same number to all
melee damage rolls. This number may not exceed your base attack bonus. The
penalty on attacks and bonus on damage applies until the start of your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed
weapon wielded in two hands, instead add twice the number subtracted from your
attack rolls. You cant add the bonus from Power Attack to the damage dealt against
an object or vehicle.

POWERFUL CHARGE
You can charge with extra force.
Prerequisites: Medium or larger size, base attack bonus +1.
Benefit: When you charge, you gain an additional +2 bonus to your melee attack roll.
If your melee attack hits, you deal additional damage equal to one-half your level.

PRECISE SHOT
You are skilled at timing your ranged attacks so that you 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

You can draw and holster weapons with startling quickness.


Prerequisite: Base attack bonus + 1.
Benefit: You can draw or holster a weapon as a swift action instead of
as a move action.

RAPID SHOT

You can make two quick shots with a ranged weapon as a single attack.
Prerequisites: Strength 13, base attack bonus +1, proficient with
weapon.
Benefit: When using a ranged weapon, you may fire two shots as a single
attack against a single target. You take a -2 penalty on your attack roll, but you deal
+ 1 die of damage with a successful attack.
Special: Using this feat fires two shots and can only be done if the
weapon has sufficient ammunition remaining. The effects of this feat do
not stack with the extra damage provided by the Burst Fire feat (page 82) or
Deadeye feat (page 84).

RAPID STRIKE
You can make two quick strikes with a melee weapon as a single attack.
Prerequisites: Dexterity 13, base attack bonus +1, proficient with
weapon.
Benefit: When using a melee weapon, you may make two strikes as a
single attack against a single target. You take a -2 penalty on your attack
roll, but you deal + 1 die of damage with a successful attack.
The effects of this feat do not stack with the extra damage provided by
the Mighty Swing feat.

RUNNING ATTACK

You can move as you attack.


Prerequisite: Dexterity 13.
Benefit: When making an attack with a melee or ranged weapon, you
can move both before and after the attack, provided that your total distance moved
is not greater than your speed.

SHAKE IT OFF

You have learned to shake off debilitating conditions.


Prerequisites: Constitution 13, trained in the Endurance skill.
Benefit: You can spend two swift actions instead of three swift actions
to move + 1 step along the condition track (see Conditions, page 148).
Normal: It takes three swift actions to move +1 step along the condition
track.

SKILL FOCUS

One of your skills is particularly well honed.


Benefit: You gain a +5 competence bonus on skill checks made with one
trained skill of your choice.
Special: This feat may be selected multiple times. Its effects do not stack.
Each time you take this feat, it applies to a different trained skill.

SKILL TRAINING

You are considered trained in a new skill.


Benefit: Choose one untrained skill from your list of class skills. You
become trained in that skill.
Special: This feat may be selected multiple times. Each time you take
this feat, it applies to a different class skill.

SNIPER

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


Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +4.
Benefit: You always ignore soft cover (that is, cover provided by a character,
creature, or droid) when you make a ranged attack.
Normal: You can only ignore cover if you aim (see page 154) before
making a ranged attack.

STRONG IN THE FORCE


You have a particularly strong connection to the Force.
Benefit: When you spend a Force Point to adjust the result of an attack

roll, skill check, or ability check, you roll d8s rather than d6s.

SURGICAL EXPERTISE

You can perform skillful surgical procedures quickly.


Prerequisite: Trained in the Treat Injury skill.
Benefit: You can perform surgery in 10 minutes.
Normal: Performing surgery typically takes 1 hour (see the Treat Injury
skill, page 74).

THROW

You can throw a creature that youve grappled.


Prerequisites: Trip, base attack bonus +1.
Benefit: If you successfully trip an opponent with a grapple attack, the
opponent falls prone in any unoccupied space you desire up to 1 square
beyond your reach and takes bludgeoning damage equal to your unarmed attack
damage. A thrown opponent is no longer considered grappled.

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

TRIP

You are skilled at tripping grappled foes.


Prerequisite: Base attack bonus + 1.
Benefit: If you succeed on a grappling attack (see page 153) and your
opponent fails the opposed grapple check, it falls prone in its space and is no longer
considered grappled. A prone opponent takes a -5 penalty on melee attack rolls.
Melee attacks made against a prone target gain a +5 bonus, while ranged attacks
made against a prone target take a -5 penalty.
Special: You cannot use the Pin and Trip feats during the same round.

TRIPLE ATTACK
You can make an additional attack during a round of combat.
Prerequisites: Base attack bonus + 11, Double Attack (chosen weapon).
proficient with chosen weapon.
Benefit: Choose a single exotic weapon or one of the following weapon

groups: advanced melee weapons, heavy weapons, lightsabers, pistols, rifles, simple
weapons. When you use the full attack action, you may make one additional attack
when wielding such a weapon. However, you take a -5 penalty on all attack rolls
until your next turn because 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

You can avoid attacks made against your vehicle.


Prerequisite: Trained in the Pilot skill.
Benefit: Once per round (as a reaction). when you are piloting a vehicle
or starship, you may negate a weapon hit by making a successful Pilot
check. The DC of the skill check is equal to the result of the attack roll you wish to
negate. In addition, while you are piloting a vehicle, you are considered proficient
with pilot-operated vehicle weapons. (The vehicle descriptions in Chapter 10
indicate which weapons are operated by the pilot.)

WEAPON FINESSE
You are especially skilled at using weapons one that can benefit as much
from Dexterity as from Strength.
Prerequisite: Base attack bonus + 1.
Benefit: When using a light melee weapon or a lightsaber, you may use
your Dexterity modifier instead of your Strength modifier on attack rolls.

WEAPON FOCUS

Choose a single exotic weapon or weapon group. You are especially good at using
these weapons. You can choose unarmed strike or grapple for your weapon for
purposes of this feat.
Prerequisite: Proficient with selected exotic weapon or weapon group.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected exotic
weapon or weapon group.
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new exotic weapon or weapon group.

WEAPON PROFICIENCY
You are proficient with a particular kind of weaponry.
Benefit: Choose one of the following weapon groups: advanced melee
weapons, heavy weapons (which includes vehicular weapons and starship weapons,
Iightsabers, pistols, rifles, and simple weapons. You are proficient with all weapons
of the selected group. For more information on weapon groups, see page 119.
Normal: If you wield a weapon with which you are not proficient. you
take a -5 penalty to your attack rolls.
Special: You can gain this feat multiple times. Each time you take the
feat, it applies to a different weapon group. You cannot take exotic weapons as a
weapon group; instead, you must select the Exotic Weapon Proficiency feat (see
page 84) to gain proficiency with a specific exotic weapon (such as the bowcaster or
flamethrower) .

WHIRLWIND ATTACK
You can strike nearby opponents in an amazing, spinning melee attack.
Prerequisites: Dexterity 13, Intelligence 13, Melee Defense, base attack
bonus +4.
Benefit: As a full-round action, you can make an area attack with your
melee weapon, striking every opponent within your reach. This whirlwind attack
uses the area attack rules (see Area Attacks, page 155); you make one attack roll and
apply the result to every target in range.

LONG HAFT STRIKE

You have learned to take advantage of oversized lightsabers, turning them into
double weapons.
Prerequisite: Proficient with weapon used.
Benefit: When you use a lightsaber pike or a long -handle lightsaber, you
can attack with both ends of the weapon, treating it as a double weapon. See the
description of the individual weapon for more information on attacking with both
ends of the weapon.

RELENTLESS ATTACK

You ensure the demise of your foe by turning misses into opportunities.
Prerequisites: Proficient with weapon used, Double Attack with weapon
used
Benefit: Choose one weapon group or exotic weapon for which you have
the Double Attack feat. Whenever you miss a target with that weapon, you gain a +2
competence bonus on your next attack roll made before the end of your next turn
against the missed target.
Special: You can select this feat multiple times. Each time you select this
feat, it applies to a different weapon group or exotic weapon.

UNSWERVING RESOLVE

You stand your ground in the face of terrifying or domineering opposition.


Prerequisite: Base attack bonus +2.
Benefit: Whenever you are targeted by a fear effect or mind-affecting
effect that fails to affect you (such as when the skill check required to use the effect
fails to beat your Will Defense), you gain a temporary Force Point. If this Force Point
is not used before the end of your next turn, it goes away. If you negate the
contingent effect in any way (such as by using rebuke to negate a mind-affecting
Force power), you do not gain the benefit of this feat.

BIOTECH DESIGNER

You have seen the end of Yuuzhan Vong knowledge and chosen to perform heretical
experiments in order to innovate new creatures
and ships in order to win the war.
Pre-requisites: Biotech Specialist, Intelligence 15, at least 1 level in the Shaper class.
Benefit: You may design and shape new creatures from scratch. Doing so requires a
DC25 Treat Injury check. Other characters with

the Biotech Specialist feat can aid you in making the check.
If you choose to alter a living creature, you can apply any of the traits from the
Shaped Beast template (LECG p220). Each additional trait
after the first increases the DC by 3. Designing a beast from scratch adds half the
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.

PEACE BRIGADE COMANDER

For whatever reason, you buy into the propaganda that says the Jedi are responsible
for the war and rose to a position of authority in the new regime.
Pre-requisites: Co-ordinated Attack, trained in Persuasion, Base Attack +5.
Benefit: Once per day you may make a moderate Persuasion check (DCs by level are
found in S&V p78, GaW p143 and GoI p43) to
gain one of the following.
Access to a number of basic mercenaries (TotG p55) or Peace Brigade soldier (p?)
equal to half your character level. This requires an expenditure of 200 credits per
mercenary or Peace Brigade soldier.
Access to secure data, granting a +5 insight bonus on Gather Information or Use
Computer checks. This requires an expenditure of at least 1000 credits in bribes.
Yuuzhan Vong assistance in the form of a single Colossal (frigate) sized ship and
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.

NEW REPUBLIC MILITARY TRAINING


You are trained in the tactics of the New
Republic and function well in small groups of
your peers.
Pre-requisites: Co-ordinated Attack
Benefit: You gain a +1 Morale bonus to Reflex

Defense and Will Defense for each ally with the


Co-ordinated Attack feat within 6 squares
(maximum bonus +5)

RAPID TAKEDOWN

You are trained to bring an opponent down


quickly and keep them on the ground.
Pre-requisites: Base Attack +4, Pin, Trip
Benefit: If you successfully use the Trip feat to
knock an opponent prone, you may attempt to
Pin them as per the Pin feat as a swift action.
Normal: Using the Pin feat requires a standard
action.
Special: This feat is added to the Bonus Feat
lists for the Scoundrel and Soldier class.

READING THE SWARM


You have learned to read the blaze bug tactical
display with great proficiency and can notice
changes in the situation with astonishing ease.
Pre-requisites: Yuuzhan Vong species, Its a
Trap talent, Intelligence 15
Benefit: You may use the Its a Trap talent a
number of additional times per encounter equal
to your Intelligence modifier.
You may also choose to grant a single vehicle
within your line of sight either a +2 insight
bonus to attack rolls with a single weapon or
weapon battery or a +2 insight bonus to Reflex
Defense until the beginning of its next turn
instead of the normal benefit of the Its a Trap
talent.

Special: This feat is added to the Bonus Feat


lists for the Noble and Soldier class.

SUPERIOR SHAPING
You have an uncanny knack for the process or
shaping and can enhance biots with greater
proficiency than your peers.
Pre-requisites: Biotech Specialist, Intelligence
17, At least one level in the Shaper class
Benefit: You may apply one benefit from the
Superior Tech table (S&V p24) to a biotech
device, weapon, vehicle, or suit of amour or
one trait from the following table to a shaped
beast. These benefits replace those listed under
Biotech Specialist.

VUA'SA TRAINING

You are trained in the Way of the Vuasa; a deadly


martial art practiced by the Yuuzhan Vong.
Pre-requisites: Yuuzhan Vong species, Martial
Arts 1, Strength 13.
Benefit: You double the damage bonus provided
by your Strength modifier (minimum +1) on all
unarmed attacks.
Once per encounter, you may make an additional
unarmed attack as a swift action.
Special: If you have the Vuasa Expertise talent
you may increase your critical threat range by 1.
However anything other than a natural 20 is not
an automatic hit.
This feat can be used to qualify for the Martial Arts

Master Prestige Class (Galaxy at War p32)

OVERLOOKED

You have learned to take advantage of the fact


that no-one thinks twice about seeing a Ryn
poking about.
Pre-requisites: Ryn species, trained in
Deception, trained in Gather Information.
Benefit: Whenever you need to obtain
information using the Gather Information skill,
you may first make a DC 15 Deception check.
Success on that check reduces the DCs of your
Gather Information checks by 2.

RYN NETWORK
You are a member of the Ryn Network set up by
Droma. You are adept at obtaining information on
Yuuzhan Vong and Peace Brigade activities and
carefully spreading it to where it needs to go.
Pre-requisites: Ryn species, trained in Gather
Information.
Benefit: By increasing the time required for a
Gather Information check to 1d8 hours, you only
attract the attention of hostile parties if you fail
your check by 10 or more.
Normal: A Gather Information check takes 1d6
hours and failing by 5 or more attracts hostile
attention.

JEE-DAI HERETIC

You have come to believe that the Jedi are the


only hope of redemption for your people and will

fight to spread the word.


Pre-requisites: Yuuzhan Vong species.
Benefit: Whenever you are within 12 squares of a
Jedi character, you gain a +2 morale bonus to all
defenses. In addition, you may spend a Faith Point
to increase the Aid Another bonus from +2 to +5
if you are aiding a Jedi or another character with
the Jee-dai Heretic feat.

POWERFUL FAITH

Your devotion to your Gods is such that you gain


more from that faith than other Yuuzhan Vong.

Pre-requisites: Yuuzhan Vong species

Benefit: Whenever you spend a Faith Point to add


to a skill check, ability check or attack roll, you
roll 1d10 instead of 1d6.

RITUAL MASTERY
Through a life of devotion to the Yuuzhan Vong
religion, you have learned to gain greater strength
from acts of worship to the Gods.

Pre-requisites: Yuuzhan Vong species


Benefit: You learn a number of Rituals equal to 1
plus your Wisdom modifier (minimum 1)
Special: You can take this feat more than once.
Each time you take this feat, you learn a number
of Rituals equal to 1 plus your Wisdom modifier
(minimum 1). If your Wisdom modifier
permanently increases, you immediate gain a
number of Rituals equal to the number of Ritual
Mastery feats you have taken.

UNWAVERING DEVOTION

Your faith is so strong that no-one can sway you.


Pre-requisites: Yuuzhan Vong species, Wisdom
13
Benefit: You gain a +5 insight bonus to Will
Defense against Deception and Persuasion checks
made by Infidels and Heretics.
In addition, if such a check fails by 3 or more, you
gain one temporary Faith Point. If that Faith Point
is not used by the end of the encounter, it is lost.

VONG'S FAITH
Prerequisite: Yuuzhan Vong

Benefit: Once per day, you may add 1d6 to any


skill check, ability check, or attack roll.
Special: Certain feats, talents, and other abilities
may allow you to use this feat additional times per
day.
Burst Fire: Vehicle weapons capable of autofire can be used with this
feat normally. This is, in fact, the only time autofire attacks are useful in
starship scale combat.
Careful Shot/Deadeye: Pilots can use these feats, but since they must
spend at least one move action operating their vehicles, they must split their
aim (two swift actions) and attack (standard action) into two separate turns,
making it more likely that the target will break line of sight or otherwise
avoid you.
Coordinated Attack: You may use this feat to aid an allys attack. You
cant use the aid another action to suppress a vehicle, but you can suppress
an individual gunner (such as the lead gunner for a sing le weapon battery).
You may use this feat even if you are using the aid another action as a sensor
operator using a Use Computer check or a commander using a Knowledge

(tactics) check.
Dodge: The pilot of a vehicle may use Dodge to grant the vehicle a
+ 1 dodge bonus against a sing le opponent (whether a vehicle or a sing le
character).
Double Attack/Triple Attack: If you take these feats with heavy weapons,
they work normally with vehicle weapons.
Dual Weapon Mastery: Vehicle weapons cannot be used in one hand, so
none of the Dual Weapon Mastery feats apply in vehicle combat.
Far Shot/Point Blank Shot/Rapid Shot: This feat works normally with
vehicle weapons. However, if you are using a missile or a torpedo and you
miss with your attack roll, the projectile does not gain the benefit of this
feat for the second attack roll.
Improved Defenses: This feat does not apply to the defenses of a vehicle,
even if you are piloting or commanding it. This is one reason many pilots
prefer the Dodge feat to Improved Defenses.
Triple Crit: 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

though it were a nonstandard modification, even if it normally would be (see


Nonstandard Modifications, page 39) .
Additionally, you can make custom modifications to starships. Each of
these modifications has a base cost of 5,000 credits (multiplied by the starship
size cost modifier given on page 38) and require s a DC 25 Mechanics
check. On a failed check, the modification fails; you must spend half again
as much time and money to make a second attempt, and you gain a +2
bonus on your Mechanics check for each attempt after the first. Installation
of a custom modification normally takes one day per 5,000 credits of
final cost.
The same system can be customized multiple times, but doing so becomes
increasingly difficult and expensive. For every previous custom modification
on a given system, increase the DC by 5 and the base cost by 10,000 credits.
No system can be customized more than three times. Multiple benefits from
successive customizations stack.
Typical customizations are described below. The Gamemaster may allow
other modifications.
Add Emplacement: You add 1 unused emplacement point to a starship.
Improve Hull: You add a number of hit points to a starship equal to
its Strength score (rounded down to the nearest multiple of 1O).
Improve Hyperdrive: You can reengineer a hyperdrive to improve its class
by 1 step (x 2 to x l , x l to x.75, and so on). The hyperdrive obeys all the
restrictions of its new class. (This is the primary way that class .75 and class
.5 hyperdrives come into existence.)
Improve Shields: The SR of the shields is increased by 5.
Improve Weapons: You can grant one weapon a + 1 equipment bonus on
attack rolls.
See Chapter 3 for more information on designing and modifying starships.

STARSHIP TACTICS
You are trained to make use of starship maneuvers and are skilled at space
combat.
Prerequisites: Vehicular Combat, trained in the Pilot ski ll.
Benefit: You add to your starship maneuver suite a number of starship
maneuvers equal to 1 + your Wisdom modifier (minimum of one). You can

add the same maneuver more than once.


Special: You can take this feat more than once. Each time you take this
feat, you add to your starship maneuver suite a number of new maneuvers
equal to 1 + your Wisdom modifier (minimum of one).
If your Wisdom modifier permanently increases, you immediately gain a
number of starship maneuvers equal to the number of Starship Tactics feats
you have taken.
See Chapter 2 for more information on starship maneuvers.

TACTICAL GENIUS

You are a master at using multiple starship tactics over the course of long
space combats.
Prerequisites: Starship Tactics, Vehicular Combat, trained in the Pilot
skill.
Benefit: You regain all spent starship maneuvers at the end of any round
in which you roll a natural 20 on an attack roll.
Normal: Only a natural 20 rolled on a Pilot check to activate a starship
maneuver restores all starship maneuvers.
See Chapter 2 for more information on starship maneuvers.

TECH SPECIALIST

You can make custom modifications to armor, weapons, vehicles, droids,


and devices.
Prerequisite: Trained in the Mechanics skill.
Benefit: You can modify a device, suit of armor, weapon, droid, or vehicle
so that it gains a special trait. Specific traits are given on the table below. You
may perform only one modification at a time. Un less noted otherwise, you
cannot grant more than one benefit to a single device, suit of armor, weapon,
droid, or vehicle, and you cannot apply the same benefit more than once.
Before beg inning the modification, you must pay one-tenth the cost of
the device, suit of armor, weapon, droid, or vehicle you wish to modify or
1,000 credits, whichever is more. Completing the modification requires 1 day

per 1,000 credits of the 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.

EXPERT DROID REPAIR

You can repair multiple droids simultaneously.


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

FLASH AND CLEAR

You can use the smoke, noise, light, and confusion caused by your grenade
attacks to move unseen near your foes.
Benefit: When you damage a target with a burst or splash weapon, you
gain concealment against that target until the beginning of your next turn.

FLOOD OF FIRE

You fill the air with weapon fire, keeping your opponents from escaping
the barrage.
Prerequisite: Proficient with weapon used.
Benefit: When you make an area attack with a weapon set on autofire,
all targets in the area lose all dodge or deflection bonuses to Reflex Defense
against the autofire attack.

GRAND ARMY OF THE [Link] TRAINING

You have received basic training from the Grand Army of the Republic and
know how to turn even bulky armor into an asset.
Prerequisite : Proficient with armor worn.
Benefit: If you wear armor that provides an equipment bonus to your
Fortitude Defense, you also apply the 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

the same round.

PALL OF THE DARK SIDE

You are adept at hiding yourself from Force-users, thanks to the haze of
the dark side.
Prerequisite: Dark Side Score 1+.
Benefit: You can add one-half your Dark Side Score (minimum 1) to any
Use the Force checks made to resist attempts to detect you with the Sense
Force application of the Use the Force skill.

SEPARATIST [Link] TRAINING

You have received extensive training from the military of the Confederacy
of Independent Systems and are familiar with its practices.
Benefit: While you are adjacent to at least one of your al lies, gain a + 1
circumstance bonus on anyone attack roll you make on your turn .

SPRAY SHOT

You can fire a short burst at an enemy while protecting nearby allies from
errant shots.
Benefit: When you have a weapon set on autofire, you can reduce the
area targeted by your autofire attack to 1 square.

TRENCH WARRIOR
You have experience fighting in the trenches, and you know how to use cover
to your attack advantage.
Benefit: When you are adjacent to a wall or object that provides you
with cover from your targets ranged attacks, you gain a +1 circumstance
bonus on your attack rolls against that target.

UNSTOPPABLE FORCE

Your constant exposure to Force-users has taught you methods of physically


resisting their effect on you in battle.
Benefit: You gain a +5 insight bonus to Fortitude Defense and Will

Defense against any attack or effect requiring a Use the Force check.

UNWAVERING RESOLVE

You are not easily swayed by the words of others, and can see through
deceptions thanks to your keen mind.
Prerequisite: Trained in Perception.
Benefit: You gain a +5 insight bonus to Will Defense against Deception
and Persuasion checks.

WARY DEFENDER

Even in the heat of battle you can bolster yourself against nearly anything
that comes your way.
Benefit : When you use the fight defensively action (see page 152 of
the Saga Edition core rulebook, you gain a +2 competence bonus to your
Fortitude Defense and Will Defense until the beginning of your next turn.

ACCELERATED STRIKE

Your melee attack is exceptionally quick.


Prerequisite : Base attack bonus +6.
Benefit: Once per encounter, when using only weapons with which you
are proficient, you can take a full attack action as a standard action.

CONDITIONING
You are in excellent physical condition, enabling you to extend physical activities.
You might not have great strength, but you have a lot of stamina.
Prerequisites: Strength 13, Constitution 13.
Benefit: You can reroll any Strength- or Constitution-based skill checks
for skills that you are trained in. The result of the reroll must be accepted
even if it is worse. Additionally, once per encounter you can add your Strength
bonus to your Fortitude Defense as a reaction; this bonus lasts until the
beginning of your next turn.

CRITICAL STRIKE

At the cost of speed , you can make a devastating attack.


Prerequisites: Base attack bonus +9, proficient with melee weapon used,

Weapon Focus for the melee weapon used.


Benefit: You can take two consecutive swift actions in the same round
to increase the critical range of your next melee attack by 1. Thus, if a
weapon scores a critical hit on a natural 20, it can score a critical hit on a
natural roll of 19 or 20 instead. However, any roll other than a natural 20
is not considered an automatic hit; if you roll a natural 19 and miss the
target, you do not score a critical hit. You lose the benefits of Critical Strike
if you lose line of sight to your target or if you take any other action before
making your attack.

ECHANI TRAININO

You are trained in Echani unarmed fighting techniques, giving you an advantage
in hand-to-hand combat.
Prerequisites: Dexterity 13, Martial Arts I.
Benefit: You can double the damage bonus provided by your Strength
bonus to unarmed attacks (minimum +1) provided you make only one
unarmed attack this turn. Once per encounter when you deal damage to a
target with an unarmed attack you may make an immediate unarmed attack
against the 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

You attack using a series of quick strikes, sacrificing defense in the


process.
Prerequisite: Dexterity 13.
Benefit: When wielding only light weapons or lightsabers, you can make a
flurry of attacks. You take a -5 penalty to your Reflex Defense, but you gain
a +2 bonus on your melee attack rolls. The bonus on attacks and penalty to
Reflex Defense apply until the start of your next turn.
Special: You can use this feat in the place of the Point Blank Shot feat
to qualify for the elite trooper prestige class.

OEARHEAD

You are naturally talented with machines and electronics.


Benefit: Once per encounter, you can make Mechanics and Use Computer
checks more quickly than normal. A check requiring a full-round action can
be attempted as a standard action, a check requiring a standard action can
be attempted as a move action, and a check requiring a move action can
be attempted as a swift action. Checks requiring multiple swift actions can
be reduced by one swift action. Checks requiring more than a full round
action can be attempted in one-half the amount of time required at a -10
penalty.

IMPLANT TRAININO

You have acclimated your mind and body to the presence of a cybernetic
implant.
Prerequisite: Must possess a cybernetic implant.
Benefit: You are not moved an extra step down the condition track when
you would normally be moved down the condition track.
Normal: Characters with an implant move one extra step down the condition
track when moved down the condition track for any reason.

IMPROVED RAPID STRIKE

Your Rapid Strike is more effective with light melee weapons.

Prerequisites: Rapid Strike, light melee weapon


Benefit: When using a light melee weapon or lightsaber with the Rapid
Strike feat, you can take a -5 penalty to your attack roll to gain +2 dice of
damage on a successful strike. This does not stack with the Rapid Strike feat
or extra damage provided by any source that does not stack with the Rapid
Strike feat (such as Mighty Swing).
Special: If you do not have a Dexterity of 13 or higher, the penalty to
your attack roll is -10.

INCREASED AOILITY
Due to your own natural abilities or specific training, you move faster or
farther than normal when climbing, jumping and swimming.

Prerequisite: Conditioning
Benefit: You increase your Climb speed, Swim speed and Jump distance
by 2 squares and do not lose your Dexterity bonus to Reflex Defense when
climbing.

MANDALORIAN TRAININO

You are trained in Mandalorian fighting techniques, giving you an advantage


in many types of combat.
Prerequisite: Charging Fire.
Benefit: When using the Charging Fire feat, you gain a +2 bonus to a
ranged attack made at the end of a charge. As with a normal charge, you
still take a -2 penalty to your Reflex Defense, but you also gain a +2 morale
bonus to your Will Defense until the beginning of your next turn.
Normal: You gain no bonus to a ranged attack made at the end of a
charge with the Charging Fire feat.

POISON RESISTANCE

You are naturally more resistant to the effect of poison.


Prerequisite: Constitution 13.
Benefit: You gain a +5 bonus to your Fortitude Defense when attacked
by poison. If the attack succeeds, you take only half damage.

POWER BLAST

You can make exceptionally powerful ranged attacks.


Benefit: As a swift action, before making an attack roll , you can choose
to subtract a number from all ranged attack rolls and add the same number
to all ranged damage rolls. This number cannot exceed your base attack
bonus. The penalty on attacks and bonus on damage applies until the start
of your next turn but you gain no bonus to damage with area attacks or
when attacking objects or vehicles from this feat.
Special: If you do not have a Strength of 13 or higher, you take a -5
penalty to attacks when using this feat with non-vehicle weapons.

QUICK SKILL

Your cautious nature provides a bonus to accomplishing extremely dangerous


tasks. You are steady and confident.
Benefit: Once per encounter, you can take 10 when rushed on a sing le
skill check for a skill you are trained in, unless the skill description exp licitly
forbids it. Alternatively, you can take 20 when using a skill you are trained
in at half the normal time required.
Normal: Taking 20 normally requires 20 times the amount of time needed
by a regular skill check.

REPUBLIC MILITARY TRAININO


You are trained in Republic military fighting techniques, giving you an
advantage in ranged combat. This training is generally given to members of
the Republic military forces.
Benefit: Once per encounter, as a reaction, you gain DR 10 against an
incoming attack if you have cover from the attacker. You can gain the DR as
long as you have cover, even if your opponent uses aim to ignore your cover
bonus to Reflex Defense.

SITH MILITARY TRAININO

You are trained in Sith military fighting techniques, giving you an advantage
in melee combat. This training is generally given to rank and file military

members of the Sith Empire regardless of their Force training.


Benefit: Once per encounter, as a reaction when you reduce a target to
o hit points or deal damage that exceeds the targets damage threshold, you
can activate this feat to cause all enemies within 6 squares of that target to
take a -2 to defenses until the end of your next turn.
This is a mind-affecting effect.

SNIPER SHOT

You make a precision attack at the expense of your own defense.


Prerequisite: Proficient with ranged weapon used (other than
heavy weapons).
Benefit: When wielding only weapons with which you are proficient,
you can gain a +2 bonus on your ranged attack, but you take a -5 penalty
to Reflex Defense until the beginning of your next turn.
Special: This feat cannot be used with vehicle weapons or heavy
weapons.

TUMBLE DEFENSE

You can use your melee weapon to hinder acrobatic enemies.


Prerequisites : Proficient with melee weapon used.
Benefit: When an opponent attempts to tumble through a square you
threaten with a melee weapon, add your base attack bonus to the DC of the
Acrobatics check made to tumble. If the target fails the Acrobatics check
to tumble, you can make an attack of opportunity against that opponent
as normal .
Special: You cannot use this feat when you are flat-footed.

WITHDRAWAL STRIKE
Your enemies do not escape easily.
Prerequisites: Base attack bonus +5, proficient with melee weapon used
Benefit: When taking this feat, select a single exotic weapon or weapon
group. When wielding a melee weapon from the chosen weapon group,
adjacent opponents may not withdraw from squares you threaten. They may

still make Acrobatics checks to tumble as normal.

DREADFUL COUNTENANCE

Marked as Sith, your appearance inspires awe, dread, and fear in all who view it.
Prerequisite: Charisma 13, must be a member of the Sith tradition
Benefit: Whenever you make a Persuasion check or a Use the Force check to
activate a fear effect, you may reroll the check, but you
must keep the second result, even if it is worse.

ACROBATIC ALLY

You move an ally around with ease and accuracy by giving him or her a leg
up or a helpful toss.
Prerequisites: Dexterity 13, Strength 13, trained in the Acrobatics skill.
Benefit: You can hoist or toss an ally of your size or smaller up to 2
squares. You and your ally must act on the same initiative number and start
in adjacent squares. If you succeed on a DC 20 Acrobatics check as a standard
action, your ally ends up in a square of your choosing up to 2 squares
above or away from you. This counts as a free action for your ally and ends
your turn . Your ally can then continue his or her turn. If you fail your check,
both you and your ally immediately become prone in your square. Your turn
is ended, but your ally can take his or her turn normally.
Special: This feat can provoke attacks of opportunity against either
character .

ACROBATIC DODGE

When you react to an attack, your acrobatics training improves your mobility.
Prerequisites: Dexterity 13, Dodge, Mobility, Skill Focus (Acrobatics),
trained in the Acrobatics skill.
Benefit: Once per encounter, as a reaction, if a melee attack misses you,
you can immediately move into an adjacent square without provoking an
attack of opportunity.
Special: You must be aware of the attacker to benefit from this feat.
You can use this feat a second time during the encounter by spending a
Force Point.

COMBAT TRICKERY

You excel at deceiving others with your tricks and masterful feints in combat.
Prerequisite: Trained in the Deception skill.
Benefit: You can spend two successive swift actions on the same turn
to make a Deception check against a 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

You know how to pound targets when firing heavy-weapons emplacements


and vehicle weaponry.
Prerequisites: Weapon Focus (heavy weapons), Weapon Proficiency
(heavy weapons).
Benefit: When making an attack roll using a weapons emplacement or a
vehicle weapon, you add an additional 1 point of damage for every 5 points
you roll above the targets Reflex Defense. If you exceed the targets damage
threshold, then on its next turn the target cannot attack and its speed is
reduced by 2 squares (1 square starship scale).

HOLD TOGETHER

Sometimes vehicles seem to hold together by your force of will.


Prerequisite: Trained in the Mechanics skill.
Benefit: As a reaction, you can spend a Force Point to delay the effect
of damage dealt to a vehicle you are riding in or piloting until the end of the
round. The vehicle must be of Colossal size or smaller.

HYPERBLAZER

You are familiar with blazing new routes and navigating the tangled web of
hyperspace in the Unknown Regions.
Prerequisite: Trained in the Use Computer skill.
Benefit: When traversing the hyperspace tangle, you reduce by half the
calculation time and penalties on Use Computer checks for astrogation (see
page 237 of the Saga Edition core rulebook). You also reduce hyperspace
mapping time by half when mapping new hyperspace route s.

IMPROVED SLEIGHT OF HAND

You manipulate small objects quickly, and they seemingly disappear with
a flick of your wrist. You excel at hiding objects when observed, even at
close range.
Prerequisites: Dexterity 15, Skill Focus (Deception), trained in the Deception
and Stealth skills.
Benefit: When using the Sleight of Hand application of the Stealth skill
(see page 73 of the Saga Edition core rulebook), you can use your Deception
skill to improve your chance of success. Prior to making the Stealth check,
you can make a Deception check as a swift action. The opposed Perception
check of anyone attempting to notice your action must exceed both your
Deception check and your Stealth check.
Additionally, you can, as a single action, use Improved Sleight of Hand to
simultaneously draw and palm a weapon two sizes smaller than you. Make
a Stealth check as a free action when drawing your weapon to successfully
conceal it in a position in your hand (or similar appendage), where you can
use it on a following action. Once the weapon is used, you can attempt to
palm it again as a swift action

IMPROVISED WEAPON MASTERY

You use improvised weapons with true skill.


Prerequisite: Weapon Proficiency (simple weapons).
Benefit: You treat all improvised weapons as simple weapons, and you
can use them without penalty and with talents and feats designed for use

with simple weapons. You also deal an additional 1d6 points of damage on
a successful hit.

INSTINCTIVE ATTACK

Your accuracy improves when you act on instinct. Though you might call it
luck, the Force is with you .
Prerequisite: Proficient in weapon used, living character (not a droid).
Benefit: When you use a Force Point when making an attack, you can
reroll the attack and take the better result. Apply the results of the die from
the Force Point to the better result.

INSTINCTIVE DEFENSE

You naturally know how to avoid attacks and defend your mind and body
when the Force is with you .
Prerequisite: Living character (not a droid).
Benefit: On your turn, as a free action, you can spend a Force Point to
increase all your defenses by 2 until the start of your next turn.

INTIMIDATOR

When you intimidate others, either physically or verbally, you shake their
confidence so severely that it affects their performance.
Prerequisite: Trained in the Persuasion skill.
Benefit: When you successfully use the Intimidate application of the
Persuasion skill against a creature, instead of the normal results, the creature
takes a - 5 penalty to all skill checks (including Use the Force) and a -2
penalty to all attacks when you are with in its line of sight, until the end of
your next turn. If aboard another vehicle, your enemy must be able to see
or detect your vehicle.
Special: You cannot use this feat with the Maniacal Charge feat.

MANIACAL CHAROE
You charge your enemies like a battle-crazed berserker.

Benefit: When using the charge action, you can make a Persuasion check
as a free action to intimidate your target and each enemy you pass within 1
square of. When your check succeeds against an enemy you pass, it cannot
make an attack of opportunity against you. When your check succeeds
against your target, it loses its Dexterity bonus and is considered flat-footed
until the start of your next turn.

MOUNTED COMBAT

You know how to get the most from a mount in combat and in other dangerous
situations.
Prerequisite: Trained in the Ride skill.
Benefit: You can make a DC 20 Ride check as a swift action to spur your
living mount to move faster than its normal speed. If the check fails, your
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.

WILDERNESS FIRST AID


You know how to treat wounds in the wilderness, using only the natural
materials around you.
Prerequisite: Trained in the Survival skill.
Benefit: Once per day, you can make a DC 20 Survival check. If the check
is successful, when you use the Basic Survival application of the Survival
skill, you are considered to have a medpac for any Treat Injury checks made
until the end of the day.
Special: The Gamemaster can adjust the DC for the current environment,
raising it for harsh or desert climates or lowering it for more diverse locales
talents from the Expert Pilot talent tree can choose these talents as well.

SUPPRESSION FIRE

You can lay down a hail of blaster fire to pin your enemies.

Prerequisites: Strength 13, Burst Fire, Weapon Proficiency (heavy


weapons).
Benefit: When you use the aid another action to impose a penalty
to an enemys attack rolls and your attack roll exceeds the targets Will
Defense, that enemy must end its next turn in a position where it has
cover from you if possible. Targets whose level is equal to or higher than
your character level are immune to the effect of Suppression Fire. This
is a mind-affecting fear effect.

MOMENTUM STRIKE

You know how to put the full weight of your momentum into attacks
while riding a mount or a speeder bike.
Prerequisite: Trained in the Pilot or Ride skill.
Benefit: When riding a beast as a mount or on a speeder bike (as a
passenger or a pilot). you add + 1 die of damage to any melee attacks
if your mount or vehicle has already moved at least its speed this turn.

MOUNTED DEFENSE

You are able to react to incoming attacks, using your mount or speeder
bike to absorb attacks against you.
Prerequisite: Trained in the Pilot or Ride skill.
Benefit: When riding a beast as a mount or on a speeder bike (as a
passenger or a pilot). once per encounter you can redirect any attack
made against you at your mount or vehicle instead. The decision to redirect
the attack is made after the result of the attack roll is determined
but before damage or other effects are resolved.

BIOTECH DESIGNER
You have seen the end of Yuuzhan Vong
knowledge and chosen to perform heretical
experiments in order to innovate new creatures
and ships in order to win the war.

Prerequisites: Biotech Specialist, Intelligence


15, at least 1 level in the Shaper class.
Benefit: You may design and shape new
creatures from scratch. Doing so requires a
DC25 Treat Injury check. Other characters with
the Biotech Specialist feat can aid you in making
the check.
If you choose to alter a living creature, you can
apply any of the traits from the Shaped Beast
template (LECG p220). Each additional trait
after the first increases the DC by 3.
Designing a beast from scratch adds half the
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.

PEACE BRIGADE COMMANDER


For whatever reason, you buy into the
propaganda that says the Jedi are responsible
for the war and rose to a position of authority in
the new regime.
Prerequisites: Co-ordinated Attack, trained in
Persuasion, Base Attack +5.
Benefit: Once per day you may make a
moderate Persuasion check (DCs by level are
found in S&V p78, GaW p143 and GoI p43) to
gain one of the following.
Access to a number of basic mercenaries
(TotG p55) or Peace Brigade soldier (p?) equal
to half your character level. This requires an

expenditure of 200 credits per mercenary or


Peace Brigade soldier.
Access to secure data, granting a +5 insight
bonus on Gather Information or Use Computer
checks. This requires an expenditure of at least
1000 credits in bribes.
Yuuzhan Vong assistance in the form of a
single Colossal (frigate) sized ship and 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.

NEW REPUBLIC MILITARY TRAINING


You are trained in the tactics of the New
Republic and function well in small groups of
your peers.

Prerequisites: Co-ordinated Attack


Benefit: You gain a +1 Morale bonus to Reflex
Defense and Will Defense for each ally with the

Co-ordinated Attack feat within 6 squares


(maximum bonus +5)

RAPID TAKEDOWN

You are trained to bring an opponent down


quickly and keep them on the ground.
Pre-requisites: Base Attack +4, Pin, Trip
Benefit: If you successfully use the Trip feat to
knock an opponent prone, you may attempt to
Pin them as per the Pin feat as a swift action.

Normal: Using the Pin feat requires a standard


action.
Special: This feat is added to the Bonus Feat
lists for the Scoundrel and Soldier class.

READING THE SWARM


You have learned to read the blaze bug tactical
display with great proficiency and can notice
changes in the situation with astonishing ease.
Pre-requisites: Yuuzhan Vong species, Its a
Trap talent, Intelligence 15
Benefit: You may use the Its a Trap talent a
number of additional times per encounter equal
to your Intelligence modifier.
You may also choose to grant a single vehicle
within your line of sight either a +2 insight
bonus to attack rolls with a single weapon or
weapon battery or a +2 insight bonus to Reflex
Defense until the beginning of its next turn
instead of the normal benefit of the Its a Trap
talent.
Special: This feat is added to the Bonus Feat
lists for the Noble and Soldier class.

SUPERIOR SHAPING
You have an uncanny knack for the process or
shaping and can enhance biots with greater
proficiency than your peers.
Pre-requisites: Biotech Specialist, Intelligence
17, At least one level in the Shaper class
Benefit: You may apply one benefit from the
Superior Tech table (S&V p24) to a biotech
device, weapon, vehicle, or suit of armor or
one trait from the following table to a shaped

beast. These benefits replace those listed under

Pinpoint Attack

Beast gains a +2 competence bonus on attacks with


one natural weapon

VUA'SA TRAINING

You are trained in the Way of the Vuasa; a deadly


martial art practiced by the Yuuzhan Vong.
Pre-requisites: Yuuzhan Vong species, Martial
Arts 1, Strength 13.
Benefit: You double the damage bonus provided
by your Strength modifier (minimum +1)
Each time you take this feat, you learn a number
of Rituals equal to 1 plus your Wisdom modifier
(minimum 1). If your Wisdom modifier
permanently increases, you immediate gain a
number of Rituals equal to the number of Ritual
Mastery feats you have taken.

UNWAVERING DEVOTION
Your faith is so strong that no-one can sway you.
Pre-requisites: Yuuzhan Vong species, Wisdom
13
Benefit: You gain a +5 insight bonus to Will
Defense against Deception and Persuasion checks
made by Infidels and Heretics.
In addition, if such a check fails by 3 or more, you
gain one temporary Faith Point. If that Faith Point
is not used by the end of the encounter, it is lost.

VONG'S FAITH
Prerequisite: Yuuzhan Vong
Benefit: Once per day, you may add 1d6 to any
skill check, ability check, or attack roll.
Special: Certain feats, talents, and other abilities
may allow you to use this feat additional times per
day.

ADVANTAGEOUS ATTACK
You know how to take advantage of slow-moving enemies in combat.
Prerequisite: Base attack bonus + 1.
Benefit: When you make a successful attack against an enemy who
has not yet acted in combat, you add your full heroic level to damage rolls.
Normal: Typically you add only one-half your heroic level to damage
rolls.

ADVANTAGEOUS COVER
You know how to make the best use of available cover as shelter from enemy
attacks.
Prerequisite: Trained in the Stealth skill.
Benefit: When you have cover, you take no damage from area attacks,
even if the attack roll exceeds your Reflex Defense.
Normal: You take no damage from area attacks when you have cover
only if the attack roll misses.

ANGLED THROW

Your amazing throws bounce grenades off walls into open hatches or through
congested battle zones.
Prerequisite: Dexterity 13.
Benefit: When throwing a grenade or grenade-like weapon, you can
attempt to bounce it off a wall or other surface close to your target. If your
attack roll exceeds a Reflex Defense of 15, you ignore cover and improved
cover (but not total cover) with your attack.

BAD FEELING

You have developed an innate ability to sense when things are going badly,
and thus can prepare yourself for the worst.
Benefit: You can always take a move action during a surprise round,
even if you are surprised. If you are not surprised, you. can take this move
action in addition to any other actions you are normally allowed to take in
the surprise round.

BLASTER BARRAGE

You and your allies engulf an area with dense blaster fire.
Prerequisites: Coordinated Attack.
Benefit: When you make an attack with a weapon set on auto fire that
deals damage to at least one target within the designated area, you grant a
+2 circumstance bonus on any of your allies auto fire attacks made against
that same target until the beginning of your next turn.

CONTROLLED RAGE
You have learned to channel your rage.
Prerequisite: Rage species trait.
Benefit: You can enter a rage as a free action. Your rage ends 1 round
after you declare it is finished.
Normal: You must use a swift action to begin a rage and may not end
it at will.
Special: You may not use this feat to extend the number of rounds of
rage available to your character.

CROSSFIRE

You are skilled at aiming your shots so that they have a chance of hitting
more than one target.
Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +6.
Benefit: If you miss when making a ranged attack against a target that
has soft cover (that is, cover provided by another character, creature, or
droid), you can immediately make an attack roll (with the same weapon and at
the same attack bonus) against the target that is providing the soft cover.
You can use this feat only once per round.

CUNNING ATTACK

You are skilled at attacking unprepared opponents.


Benefit: You gain a +2 bonus on attack rolls against a flat-footed enemy
or one who is denied its Dexterity bonus to Reflex Defense.

FOCUSED RAGE
You retain better focus while enraged.
Prerequisites: Rage species trait, Controlled Rage.
Benefit: While raging, you can use skills that require patience and concentration,
at a -5 penalty.
Normal: While raging, you cannot use skills that require patience and
concentration, such as Mechanics, Stealth, or Use the Force.

IMPROVED BANTHA RUSH ,


When using the Bantha Rush feat, you push your opponent additional squares
away from you.
Prerequisites: Bantha Rush, Strength 15, base attack bonus +1.
Benefit: When making a Bantha Rush, you push your opponent a number
of additional squares away from you equal [Link] your Strength modifier
(round down, minimum 2 squares pushed total).
Normal: When using Bantha Rush, you normally push your opponent
only 1 square away from you.

INFORMER

You are adept at prying into the affairs of others and dealing with those who
are most interested in gaining that knowledge.
Prerequisite: Trained in the Perception skill.
Benefit: You can use your Perception modifier instead of your Gather
Information modifier when making Gather Information checks. You are
considered trained in the Gather Information skill for the purpose of using
this feat. If you are entitled to a Gather Information check reroll, you can
reroll your Perception check instead (subject to the same circumstances
and limitations).
Additionally, when you have favorable conditions for your Gather Information
check (such as from operating on your home planet), you reduce by

half the time it takes to make a Gather Information check.

MIGHTY THROW

You are highly accurate with grenade-like weapons.


Prerequisite: Strength 13.
Benefit: You can add your Strength bonus (in addition to your Dexterity
bonus) to your ranged attack bonus when using thrown weapons (including
grenades and grenadelike weapons). Also, you can increase the length of each
range category by a number of squares equal to your Strength modifier.

NATURAL LEADER

You are a natural leader, and you found your own organization ..
Prerequisite: Charisma 13.
Benefit: You become the leader of an organization of your design
(see Chapter 4: Organizations for more information on designing new
organizations). The organization has a scale equal to one-half your heroic
level plus your Charisma bonus. You automatically begin with a + 10 bonus
to your organization score for your new organization.

POWERFUL RAGE
Courage produces feats of extreme strength.
Prerequisite: Rage species trait.
Benefit: You gain a +4 bonus on Strength checks and Strength-based
skill checks when raging.

RAPPORT
You are adept at working with certain individuals, able to anticipate their
next move.
Benefit: When using the aid another action, you grant an additional
+2 insight bonus on skill checks and attack rolls to the character you are
assisting. This bonus does not stack with any bonus provided by the 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

You can make a strafing attack without a vehicle.


Prerequisite: Base attack bonus + 1.
Benefit: When you make an autofire attack, instead of attacking a 2-
square-bY-2-square area, you attack a line 1 square wide and 4 squares
long.
Special: If you are using a jetpack, you can use the Strafe feat to make

an autofire attack against all squares you fly over.

SWARM

You are trained to fight with allies en masse.


Prerequisite: Coordinated Attack.
Benefit: You gain a + 1 circumstance bonus on melee attack rolls for each
allied character adjacent to your target.

UNLEASHED

You gain access to Unleashed abilities (see page 37). If you have the Force
Sensitivity feat, you also gain access to Force Unleashed abilities (see page
89).
Prerequisite: Must have chosen a destiny (or secret destiny) .
Benefit: You can activate Unleashed abilities by spending a Destiny Point.
You must also have the Force Sensitivity feat in order to activate Unleashed
abilities for Force powers and talents.
Normal: You may not use Unleashed abilities and power

UNLEASHED BANTHA RUSH


You charge forth, shoving back anyone who stands in your way.
Prerequisites: Bantha Rush feat, Unleashed feat.
Benefit: When you use the Bantha Rush feat, you can spend a Destiny
Point to automatically increase the distance you move your target by 5
squares and knock your target prone.

UNLEASHED CHARGE

Few things can stand in your way when you make a ferocious and nearly
unstoppable charge to attack an enemy.
Prerequisite: Unleashed feat.
Benefit: By spending a Destiny Point, you make an amazing charge
attack. As a standard action, you gain a +5 bonus on each attack roll and
take a -2 penalty to your Reflex Defense until the start of your next turn.
You can move up to twice your speed (minimum 2 squares) in a straight

line through obstructed or unobstructed terrain, and then take a full attack
action as a part of this standard action instead of a full-round action. Allies
do not hinder your ability to charge.
Special: If you have the Improved Charge feat, you can alter your course
around obstructions and enemies. If you have the Powerful Charge feat, you
can apply the benefit of that feat as well.

UNLEASHED CLEAVE

When you fell a foe, your attacks continue on to all of your nearby
enemies.
Prerequisite: Cleave feat, Unleashed feat.
Benefit: When you deal enough damage to an opponent to reduce its hit
points to 0, you can spend a Destiny Point to get an immediate extra melee
attack against all opponents within your reach. This feat works in all other ways as
the Cleave feat.

UNLEASHED DEVASTATING ATTACK


You do incredible amounts of harm to your targets.
Prerequisites: Devastating Attack, Unleashed feat.
Benefit: When you make an attack (either as a single attack or part of
a full attack action), you can spend a Destiny Point to treat every attack as
though it exceeded the targets damage threshold, regardless of whether or
not the attack normally would, until the beginning of your next turn.

UNLEASHED EXTREME EFFORT

You have the ability to perform incredible feats of strength.


Prerequisites: Extreme Effort, Unleashed feat.
Benefit: When you use the Extreme Effort talent, you can spend a Destiny
Point to increase the bonus provided by the talent to +20.

UNLEASHED FIREPOWER

You can fire an astounding number of accurate shots in a short time.


Prerequisite: Unleashed feat.

Benefit: By spending a Destiny Point, as a standard action you can fire


at up to five separate targets within range of your ranged weapon. Make a
sing le attack roll and compare the result to the Reflex Defense of each target.
Roll a single damage roll and apply it to every target successfully hit.
Special: Bonuses and penalties from other feats and talents stack with
this ability. You can attack each target only once. You must have enough
ammunition for each target; otherwise you stop dealing damage when you
run out. Aiming provides no benefit on this attack.

UNLEASHED IGNITE FERVOR

You inspire all your allies to devastate an opponent.


Prerequisites: Ignite Fervor, Unleashed feat.
Benefit: When you use the Ignite Fervor talent, you can spend a Destiny
Point to provide the damage bonus to all allies within line of sight.

UNLEASHED KEEN SHOT

Your attacks strike with an unnatural accuracy.


Prerequisites: Keen Shot, Unleashed feat.
Benefit: When you make a ranged attack, you can spend a Destiny Point
to ignore all cover on attacks until the beginning of your next turn.

UNLEASHED MIGHTY SWING

You r melee attacks are particularly devastating.


Prerequisite: Mighty Swing feat, Unleashed feat.
Benefit: When you use the Mighty Swing feat, you can spend a Destiny
Point to gain a +5 bonus on attack rolls and damage rolls, and you can make
an automatic trip attack (as with the Trip feat) against the target, also with
a +5 bonus on the opposed grapple check.

UNLEASHED PENETRATING ATTACK

Your attacks punch right through the defenses of your opponents.


Prerequisites: Penetrating Attack, Unleashed feat.
Benefit: When you make an attack (either as a single attack or part of
a full attack action), you can spend a Destiny Point to ignore all damage
reduction of your targets until the beginning of your next turn.

UNLEASHED RAGE

Your unbridled rage is awesome to behold and devastating to your


enemies.
Prerequisites: Rage species trait, Unleashed feat.
Benefit: By spending a Destiny Point at the start of your rage, you gain
an additional + 10 to your melee attack rolls and melee damage rolls and +5
to your Fortitude Defense. At the end of your rage, you move -2 persistent
steps along the condition track. The penalties imposed by this condition
persist until you take at least 20 minutes to recuperate, during which time
you cant engage in any strenuous activity.
Special: Bonuses and penalties from other feats and talents stack with
this ability.

UNLEASHED SKIRMISHER
You move with uncanny speed, unleashing a devastating attack against
your foes.
Prerequisites: Skirmisher, Unleashed feat.
Benefit: When you gain the benefit of the Skirmisher talent on a melee
or ranged attack, you can spend a Destiny Point to get an automatic critical
hit on your attack and gain a bonus to your base damage equal to the
number of squares you moved.

UNLEASHED SNEAK ATTACK

You strike with the ultimate sneak attack at the most opportune moment.
Prerequisites: Sneak Attack, Unleashed feat.
Benefit: When you make an attack that deals extra damage thanks to
the Sneak Attack talent, you can spend a Destiny Point to gain a +5 bonus
on your melee or ranged attack roll and deal an extra 5d6 points of damage
with a successful hit. You must be within 6 squares of the target to make
a sneak attack with a ranged weapon. This extra damage stacks with any
damage bonus provided by the Sneak Attack talent.

UNLEASHED STRAFE

Your expanded strafing attack is devastating within its fire lone.


Prerequisites: Strafe feat, Unleashed feat, weapon with autofire.
Benefit: When you use the Strafe feat, you can spend a Destiny Point to
target an area 4 squares long by 3 squares wide.

UNLEASHED WHIRLWIND ATTACK

Your whirlwind attack is particularly effective and powerful.


Prerequisites: Unleashed feat, Whirlwind Attack feat.
Benefit: When you use the Whirlwind Attack feat, you can spend a
Destiny Point to gain a +5 bonus on your attack roll and knock prone any
targets you damage.

UNLEASHED BATTLE MEDITATION


Your skill in Battle Meditation allows you to coordinate battles taking place
across an entire star system.
Prerequisites: Battle Meditation, Unleashed feat.
Benefit: When you use the Battle Meditation talent, you can spend a
Destiny Point to have its bonuses apply to all allies within the same star
system.

UNLEASHED BATTLE STRIKE


Your combat prowess is unparalleled.
Prerequisites: Battle strike, Unleashed feat.
Benefit: When you use the battle strike power and you spend a Destiny
Point, your next melee attack, if successful, also moves the target an
additional -2 steps along the condition track, regardless of whether the
damage exceeds the targets damage threshold.

UNLEASHED CORRUPTION

You can draw upon the power of the dark side to cover your foes in an
unavoidable miasma of evil.
Prerequisites: Corruption, Unleashed feat.
Benefit: When you successfully damage a target by using the corruption

power and you spend a Destiny Point, the target takes the additional half
damage each round for 5 rounds instead of just 1 round.

UNLEASHED DARK RAGE


You let the power of the dark side flow through you, bringing you closer to
ultimate success.
Prerequisites: Dark rage, Unleashed feat.
Benefit: When you use the dark rage power, you can spend a Destiny
Point to gain a + 10 rage bonus on melee attack rolls and damage rolls for
the remainder of the encounter.

UNLEASHED FORCE BLAST


You can fire a blast of Force energy at your opponents with enough power
to damage even vehicles and starships.
Prerequisites: Force blast, Unleashed feat.
Benefit: When you use the Farce blast power, you can spend a Destiny
Point to multiply the damage by 2.

UNLEASHED FORCE GRIP

Holding an enemy in your vise grip of the Force is a trivial matter.


Prerequisites: Farce grip, Unleashed feat.
Benefit: When you successfully use the Force grip power on a target,
you can spend a Destiny Point to maintain the power with no concentration
(requiring no action) for a number of rounds equal to half your Charisma
modifier (minimum 1 round). Taking damage still requires you to make Use
the Force checks to maintain the power.

UNLEASHED FORCE LIGHTNING

The power of your Force lightning drives back your foes as they bear the
brunt of your strength in the Force.
Prerequisites: Farce lightning Force power, Unleashed feat.
Benefit: When you use the Force lightning power, you can spend a
Destiny Point to target all creatures in a 6-square cone that originates from
your square.

UNLEASHED FORCE STORM

You become a maelstrom of dark Force energy, devastating nearby foes.


Prerequisites: Force storm Force power, Unleashed feat.
Benefit: When you use the Force storm power and you spend a Destiny
Point, it deals 8d6 points of damage to adjacent targets for the duration
of t he power.

UNLEASHED FORCE THRUST


You can hurl your foes away with incredible strength and speed.
Prerequisites: Force thrust Force power, Unleashed feat.
Benefit: When you use the Force thrust power and you spend a Destiny
Point, opponents affected by the power do not add their size modifier to their
Strength checks to resist the powers effect. A creature that would normally
have a penalty on its Strength check due to size still retains that penalty.
Additionally, the distance you move the target is multiplied by 2. If you
push the target into a larger object, the target takes ld6 points of damage
per square moved by this power.

UNLEASHED MOVE OBJECT


You can hurl an object through the air with such incredible force that it
devastates even vehicles and starships.
Prerequisites: Move abject Force power, Unleashed feat.
Benefit: When you hurl one object or character into another object or
character and you spend a Destiny Point, multiply the damage dealt by 2.

UNLEASHED REPULSE

You hurl back any encroaching enemies, ensuring that they are no immediate
threat to you.
Prerequisites: Repulse Force power, Unleashed feat.
Benefit: When you use the repulse power and you spend a Destiny Point,
opponents affected by the power do not add their size modifier to their
Strength checks to resist the powers effect. A creature that would normally
have a penalty on its Strength check due to size still retains that penalty.

Additionally, the distance you move the target is multiplied by 2. If you


push the target into a larger object, the target takes ld6 points of damage
per square moved by this power.

BURST OF SPEED

You are capable of incredible bursts of speed.


Prerequisite: Trained in the Endurance skill.
Benefit: As a move action, you can move up to twice your speed. At the
end of your movement, you move -1 step along the condition track.

CLOSE COMBAT ESCAPE

When you slip free from your opponent, you can deliver a parting attack.
Prerequisite: Trained in the Acrobatics skill.
Benefit: When you successfully use Acrobatics to escape a grapple, you
can spend a swift action to make a single attack with a melee weapon or an
unarmed attack against the opponent that had grappled you. If the attack
hits, it deals normal damage, and your opponent is considered flat-footed
until the start of its next turn.

COLLATERAL DAMAGE
Your hail of fire can catch secondary targets in your firing arc.
Prerequisite: Rapid Shot, base attack bonus +6.
Benefit: When you deal damage with a single, non-area attack using the
Rapid Shot feat, you can immediately make a second attack at a -2 penalty
against a second target within 2 squares of the first. If this attack hits, you
deal half of the original attacks damage to that target.

CORNERED

You are vicious when cornered.


Benefit: Whenever you are threatened by an opponent and unable to take
the withdraw action, you gain a +2 bonus on attack rolls against opponents
that threaten you.

DEADLY SNIPER

You are adept at staying out of sight when attacking from hidden
positions.
Prerequisites: Sniper, trained in the Stealth skill, base attack
bonus +9.
Benefit: When you make a ranged attack against a target that is unaware
of you, you gain a +2 bonus on your attack roll and deal + 1 die of damage
on the first attack each turn.

DECEPTIVE DROP

When you get the drop on your opponents, you dazzle them with your speed
and ferocity.
Prerequisite: Trained in the Initiative skill.
Benefit: During the surprise round, if you damage a flat-footed target,
that target is also knocked prone if your attack roll also exceeds the 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.

DUCK AND COVER

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


Prerequisite: Trained in the Stealth skill.
Benefit: Whenever you are the target of an area attack that misses,
once per turn you can move 2 squares as a reaction. This movement does
not provoke attacks of opportunity.

FLEET-FOOTED

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


Prerequisite: Running Attack.
Benefit: If you move both before and after you make an attack using
the Running Attack feat, your speed is increased by 2 squares until the end
of your turn.

FRIENDS IN LOW PLACES


Given enough time, you can dig up the right tool for the job.
Prerequisite: Trained in the Gather Information skill.
Benefit: Whenever you would acquire a license for a restricted or military
object, you can substitute a Gather Information check for a Knowledge
(bureaucracy) check. Reduce the black-market cost multiplier of such items
by 1.

HASTY MODIFICATION

You can tweak and adapt equipment on the fly.

HIDEOUS VISAGE

You can twist your features into a startling mask.


Prerequisite: Tech Specialist (see page 21 of Starships of the Galaxy).
Benefit: You can exchange a trait that you have applied to a piece of
equipment or droid for another one by spending 1 minute to make a DC 20
Mechanics check. If you succeed, the equipment loses the old trait and gains
a new trait until the end of the encounter, at which point the device loses all
traits it had previously acquired through use of the Tech Specialist feat.
Prerequisite: Shapeshift species trait.
Benefit: Once per encounter, as a swift action, you can make a Deception
check against one opponent that can see you. If the check equals or exceeds
the opponents Will Defense, you move the target 1 square away from you
and it takes a -1 penalty on all attacks until the start of your next turn. This
is a mind-affecting fear effect

IMPERSONATE

You can alter your appearance to resemble a specific person.


Prerequisites: Shapeshift species trait, Skill Focus (Deception).
Benefit: You can make a Deception check to alter your features to
that of a specific person. This feat also allows you to change your voice to
match the targets. You always treat impersonating a person as a Moderate
deception.

IMPETUOUS MOVE

You have an uncanny ability to call upon your reserves when you most need
them.
Prerequisite: Constitution 13.
Benefit: When you catch a second wind, you can choose to regain only
half of the hit points you normally would with a second wind and immediately
move up to half your speed. This movement does not provoke attacks
of opportunity.

IMPULSIVE FLIGHT

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

KNIFE TRICK
You can use a concealed weapon to deadly effect.
Prerequisites: Lightning Draw, trained in the Stealth skill.
Benefit: When you can make an attack of opportunity, you can draw a
weapon you have successfully concealed on your person (see page 72 of the
Saga Edition core rulebook) and make a single attack against the target.
Normal: With the Quick Draw feat, drawing or holstering a weapon is a
swift action.

LIGHTNING DRAW
You can draw and fire in one smooth motion.
Prerequisite: Quick Draw.
Benefit: Once per encounter, you can draw a holstered weapon and attack
as a single standard action.
Normal: With the Quick Draw feat, drawing or holstering a weapon is
a swift action.

METAMORPH

You are a talented shapeshifter, capable of changing your appearance and


your body mass.
Prerequisites: Constitution 13, shapeshift species trait, trained in the
Deception skill.
Benefit: As a full - round action, you can change your mass when you use
your shapeshift species trait, increasing or decreasing your size by one step.
If you reduce your size to Small, you gain a +1 size bonus to your Reflex
a clawdite takes on ..... new form while fleeing from eoi
Defense and a +5 size bonus on Stealth checks, but your carrying capacity
is three-quarters of what it was prior to your use of Metamorph.
If you increase your size to Large, you take a -1 size penalty to your Reflex
Defense and a -5 size penalty on your Stealth checks. However, your carrying
capacity doubles, you gain a +5 size bonus to your Damage Threshold,
and your reach increases by 1. You can maintain this form for a number of
rounds per day equal to your Constitution score.

OPPORTUNISTIC RETREAT

When your opponent lets down his guard, you can better position yourself
to press your advantage.
Prerequisite: Combat Reflexes.
Benefit: Whenever an opponent provokes an attack of opportunity from
you, once per turn you can sacrifice the attack to move a number of squares
equal to one-half your speed. Moving in this way does not provoke attacks
of opportunity.

RESURGENCE
Catching your second wind allows you to seize the advantage in combat.
Prerequisite: Trained in the Endurance skill.
Benefit: When you catch your second wind, you immediately gain a move
action to be used immediately.

SIGNATURE DEVICE

You specialize in designing and modifying specific types of technology.


Prerequisite: Tech Specialist (see page 21 of Starships of the Galaxy).
Benefit: You designate a single weapon, suit of armor, vehicle, or other
item as your signature item. When making Mechanics checks to modify that
piece of equipment, you can take 10 on the check. In addition, you can allow
the device to gain two traits from the Tech Specialist feat. To install the
second trait, you must succeed on a DC 30 Mechanics check. Once installed,
the device can use only one trait at a time, and switching from one trait to
the other requires a swift action to adjust the items settings. You can have
only one signature device at a time, but you can designate another device
as your signature item (the former signature item loses all benefit gained
from this feat).

SLIPPERY MANEUVER

You are adept at finding ways out of tough situations.


Prerequisite: Dodge.
Benefit: You can apply the effects of the Dodge feat against attacks
made from two opponents. In addition, when you use the withdraw action
to move away from a target against whom you use the Dodge feat, you can
move at your full speed. You still provoke an attack of opportunity if you
must move more than 1 square to escape a threatened area.
Normal: The benefit of Dodge applies to one target. Once you clear
a threatened area, you can continue to move up to a total of half your
speed.

STAGGERINO ATTACK
You can deliver nasty attacks that leave your opponents gasping.
Prerequisite: Sneak Attack talent or Rapid Shot or Rapid Strike.
Benefit: Any time you would deal additional damage from a feat that
grants one or more extra dice of damage, you can forgo the extra damage
to move the target 2 squares per extra die sacrificed. This movement does
not provoke attacks of opportunity.

STAY UP

You can soldier on in spite of damage dealt to you.


Prerequisite: Trained in the Endurance skill.
Benefit: Once per encounter, when you would normally take damage
from an attack, you can instead choose to take half damage and move -1
step along the condition track.

SUPERIOR TECH
You expand your knowledge of technology and can apply a variety of other
traits to equipment you modify.
Prerequisites: Intelligence 17, Tech Specialist (see page 21 of Starships
of the Galaxy). 9th level.
Benefit: Select one of the following: armor, weapons, droids, vehicles, or
devices. You can install advanced traits when modifying the selected type of
equipment. These traits replace the traits granted by the Tech Specialist feat.
You may still use the Tech Specialist options if you so choose.
You must pay one-fifth the cost of the device, armor, weapon, droid,
or vehicle you wish to modify or 2,000 credits, whichever is more, before
beginning the modification. This fee replaces the normal cost of modification
from the Tech Specialist feat. Completing the modification requires 1 day
per 1,000 credits of the 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

Your melee attacks can catch bystanders.


Prerequisite: Rapid Strike.
Benefit: When you damage a target with a single, non-area attack using
the Rapid Strike feat, you can immediately make a second attack at a -2
penalty against a second target within your reach. If this attack hits, you
deal half of the original attacks damage to that target.

AIMING ACCURACY

When you have time to analyze your shot, your shooting accuracy has a
precision that only a machine can achieve.
Prerequisites: Droid, Point Blank Shot, Precise Shot, proficient with
weapon.
Benefit: If you aim at a target as a full-round action (instead of two
swift actions), you gain a +5 bonus to your next attack made in the following
round against that target. The target must remain in your line of sight.

DAMAGE CONVERSION

You can make last-minute moves to take hits on more durable portions of
your chassis an d/or armor, altering the damage dealt to you.
Prerequisites: Droid, Dexterity 13.
Benefit: When you take damage from an attack against you (other than
an area attack, or an attack that deals ion or Force damage) and that damage

equals or exceeds you r damage threshold, you can take an additional 10


points of damage instead of moving down the condition t rack. Each subsequent
time you use this feat in a sing le encounter, the additional damage
you take increases by 5 points.

DISTRACTING DROID
You use lights, holographic projectors, sudden movements, erratic f light, odd
noises, or other uniquely droid techniques to distract an enemy.
Prerequisite: Droid.
Benefit: As a standard action, make a Persuasion check against the Will
Defense of all enemies that are within 6 squares of you and that can see or
hear you, as determined appropriate by the Gamemaster. If the check equals
or exceeds an 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.

DROID SHIELD MASTERY

You quickly replenish your onboard shields.


Prerequisites: Droid, equipped with shield generator.
Benefit: You automatically succeed on Endurance checks to restore you r
shield rating by 5 points (up to your normal shield rating). Additionally, you
replenish your shields in two swift actions.

Normal: Three swift actions and a DC 20 Endurance check are norm ally
required to restore lost shield power (see page 197 of the Saga Edition core
rulebook) .

ERRATIC TARGET

You bob, swerve, dip, and dive to avoid incoming shots and other attacks.
Prerequisites : Droid, equipped with hovering locomotion or flying locomotion
ion, Dexterity 13, Dodge.
Benefit: You can reduce your speed by up to 2 squares to increase your
Dodge bonus by 1 for each square of speed you give up, until the start of your
next turn. You must move at least 2 squares to gain this benefit.

ION SHIELDING

Your systems are insulated to improve your resistance to ion damage.


Prerequisites: Droid with Strength 13, or cyborg with Constitution 13.
Benefit: If the ion damage (before being halved) equals or exceeds your
damage threshold, you move only -1 step on the condition track.
Normal: If the ion damage (before being halved) equals or exceeds your
damage threshold, you normally move -2 steps on the condition track.

LOGIC UPGRADE: SKILL SWAP

You are able to quickly swap one programmed skill for another. A droid with
a basic processor can use this trick to enable it to attempt skills in which
it is untrained.
Prerequisites: Droid, equipped with basic processor.
Benefit: Select a skill you are not trained in (other than Use the Force).
As a full- round action, you can swap this skill for one you are trained in. You
do not gain any benefit from the original trained skill while it is swapped out.
You are not considered trained in the swapped-in skill, and therefore you
cannot use any trained-only options or add a bonus to your skill check. You
still add one-half your level and your associated ability bonus, as usual.
Special: If you become t rained in the skill selected for this feat, you can
select another skill to replace it. You can take this feat more than once, each

time selecting a different skill to swap.

MECHANICAL MARTIAL ARTS

You know how to inflict pain using your metal appendages when fighting in
unarmed combat against organic enemies.
Prerequisites: Droid, Martial Arts I, base attack bonus +1.
Benefit: When you successfully damage an enemy with an unarmed
attack, the enemy takes a -5 penalty to all melee attack rolls and damage
rolls until the start of your next turn.
Special: If you strike an organic enemy while using this feat during an attack
of opportunity, the penalty lasts until the start of the 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

You use your mechanical strength to restrain and damage enemies.


Prerequisites: Droid, equipped with claw or hand appendage, base attack
bonus + 1, Pin, Crush.
Benefit: When you successfully Pin an enemy (see page 87 of the
Saga Edition core rulebook. you can maintain the Pin beyond 1 round and
can make subsequent grapple checks against the pinned enemy as a swift
action. You can apply the Crush feat whenever your subsequent checks are
successful.
Normal: Grapple checks are normally a standard action. The Pin feat must

usually be rerolled each round as a new grapple check.

PINPOINT ACCURACY

This improved version of the Aiming Accuracy feat moves your enemy -1
step on the condition track.
Prerequisites: Droid, Aiming Accuracy, Point Blank Shot, Precise Shot,
proficient with weapon.
Benefit: When using the Aiming Accuracy feat, a target you damage
cannot take the recover action until the end of its next turn.

SENSOR LINK

You can broadcast your sensor input to an ally, such as another droid or a
friendly computer system.
Prerequisite: Droid or some cyborgs (see below).
Benefit: As a swift action, you can broadcast the input from you r audio,
visual, and any special sensors to a droid ally, com link, communications
system, or holographic receiver within 24 squares. That ally is aware of
anything you are aware of, and can use the aid another action to aid on your
Perception checks even if you do not have line of sight to one another. If both
you and your ally have Sensor Link, you share information simultaneously,
granting a +2 bonus to Perception checks.
Special: 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.

TURN AND BURN

You can retreat from enemies with additional speed and agility.
Prerequisites: Droid, equipped with hovering, flying , wheeled, or tracked
locomotion, Dexterity 13.
Benefit: When using the withdraw action, you can move up to 2 squares
to escape threatened squares without provoking an attack of opportunity,
and you can move your speed. You can spend a Force Point as a reaction to
an enemy ending its movement adjacent to you to withdraw.
Normal: When using the withdraw action, you can normally move only
1 square to escape a threatened square without provoking an attack of
opportunity and can move only up to half your speed.

ASSURED ATTACK

You have become so practiced with your attacks that you almost always
deal significant damage.
Benefit: Whenever you deal damage to a target with an attack and you
roll multiple damage dice, you can reroll the lowest damage die but must
keep its second result, even if it is worse.

DEFT CHARGE

When you charge, it is merely part of a larger attack pattern that you continue
to execute.
Benefit: After you charge, you can take swift actions, reactions, and free
actions before your turn ends.
Normal: Without this feat, charging ends your turn immediately after
the attack is resolved.

FAST SURGE
You can return to the fig ht in the blink of an eye, giving your enemies no
time to find an opening.
Benefit: On your turn, you can catch a second wind as a free action
instead of as a swift action.

IMPERIAL MILITARY TRAINING

You have been instilled with the sense of discipline and loyalty demanded
by the Empire.
Benefit: Once per encounter, as a free action on your turn, you can negate

MOVING TARGET

You know how to stay mobile, making it harder for your enemies to hit you
with their attacks.
Prerequisite: Dodge.
Benefit: If you end your turn at least 3 squares away from where you
started, you gain a + dodge bonus to your Reflex Defense until the start
of your next turn.

PRIME SHOT

You know how to handle an enemy when none of your allies is closer.
Prerequisite: Point Blank Shot.
Benefit: If none of your al lies is closer to your target than you are when
you make a ranged attack, you gain a + circumstance bonus to the attack
roll . Your target must be at short range or closer to gain this bonus.

RAPID REACTION
Your lightning reflexes allow you to complete complex actions in response
to the actions of others.
Benefit: Once per encounter, you can use two different reactions in
response to the same trigger. For example, if you use the Deflect talent and
fail to negate the attack, you can also use negate energy as a response to
the same attack.
Normal: Without this feat, you can use only one reaction in response
to a particular trigger.

REBEL MILITARY TRAINING

You are well versed in the hit- and-run tactics used by t he Rebel lion and
know how to use your mobility to avoid retribution.
Prerequisite: Running Attack.

Benefit: Whenever you use the Running Attack feat to move both before
and after making an attack, you gain a +2 dodge bonus to your Reflex Defense
until t he start of your next turn.

RECOVERING SURGE

When you get back into the fight, you do not let your wounds hamper you.
Benefit: When you catch a second wind, you move +1 step on the
condition track.

UNSTOPPABLE COMBATANT

You can keep coming back for more punishment, no matter what your
enemies throw at you.
Prerequisite: Extra Second Wind.
Benefit: You can catch more than one second wind per encounter.
Normal: Even if you can catch multiple second winds per day, without
this feat you are limited to one second wind per encounter.

VEHICULAR SURGE
You can coax more out of vehicles than other pilots can, staying in the fight
when others might be destroyed.
Prerequisite: Trained in the Pilot skill.
Benefit: If t he vehicle you pilot is Colossal or smaller and is reduced to
fewer than one- half its maximum hit points, once per day as a swift action
your vehicle gains a number of bonus hit points equal to one-quarter its
maximum hit point total. Damage is subtracted from bonus hit points first,
and any bonus hit points remaining at the end of t he encounter are lost.
Bonus hit points do not stack.

VITALITY SURGE

You can keep yourself in top fighting form at any point in the fight.
Prerequisite: Extra Second Wind.
Benefit: You can catch a second wind even if you are not at or below
ha lf your maximum hit points.
Normal: Without this feat, you can catch a second wind only if you are

at or be low half your maximum hit points.


You always seem to find the best food and shelter for yourself and your allies,
increasing your ability to resist the hazards of nature.
Prerequisite: Ewok species.
Benefit: Whenever you make a Survival check for the Basic Survival
application of the skill, each creature that consumes the food you find
gains a +2 morale bonus to his or her Fortitude Defense until the start of
the next day.

BINARY MIND

The dual nature of your mind makes it difficult for others to influence you.
Prerequisite: Cerean species.
Benefit: Whenever an enemy tries to use a mind-affecting effect against
you, the enemy must roll twice and keep the lower result.

BOTHAN WILL

You epitomize the legendary willpower and resolve of the Bothan people.
Prerequisite: Bothan species.
Benefit : Whenever an attack or skill check targets your Will Defense and
fails to equal or exceed it, you gain a +2 circumstance bonus to your Will
Defense until the start of your next turn.

BOWCASTER MARKSMAN
You are an excellent shot with the bowcaster, and even your most difficult
shots are so lid hits.
Prerequisite: Wookiee species.
Benefit: Whenever you spend a Force Point to add to an attack with a
bowcaster, if you hit the target, you gain a competence bonus to your damage
roll equal to the amount added to the attack.

[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

Prerequisite: Rodian species.


Benefit: Whenever you buy goods on the black market, reduce the cost
multiplier by 2 (for example, from x5 to x3), to a minimum of xl.

GUNGAN WEAPON MASTER

You have learned to master the ancestral weapons of your people and can
penetrate even the staunchest defenses.
Prerequisite: Gungan species.
Benefit: Whenever you spend a Force Point to add to an attack roll with
an atlatl or a cesta, increase the die type by one step (from d6 to d8, or
from d8 to dl0).

HUNTER'S INSTINCTS
You have a sixth sense that allows you to spot your prey under almost any
circumstances.
Prerequisite: Rodian species.
Benefit: Whenever you reroll a Perception check, you always keep the
better result, even if you have multiple reroll abilities.

IMPERCEPTIBLE LIAR

You have worked hard to eliminate your behavioral tells, making it almost
impossible to discern when you are lying.
Prerequisite: 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

others at avoiding certain kinds of harm.


Prerequisite: Zabrak species.
Benefit: You can reduce your species bonus to anyone defense score to
+0 and increase your species bonus to another defense score to +2. Once you
change your species bonuses in this way, they cannot be changed back.

INCREASED RESISTANCE

You remain resilient against attacks that target your vitality, making it difficult
let for enemies to sap your strength.
Prerequisite: Gamorrean species.
Benefit: Whenever an attack or skill check targets your Fortitude Defense
and fails to equal or exceed it, you gain a +2 circumstance bonus to your
Fortitude Defense until the start of your next turn.

INSTINCTIVE PERCEPTION
You can sense the presence of danger naturally, giving you an edge even
when you fail to spot trouble the first time.
Prerequisite: Zabrak species.
Benefit: Whenever you reroll a Perception check and take the second
result, if your second result is lower than your first result, you gain a temporary
Force Point. This Force Point can be spent only to add to the result of a Perception
check, and if it is not spent before the end of the encounter, it is lost.

JEDI HERITAGE

You come from a clan that has produced many Jedi, and you have overcome
your species impulsiveness by becoming a master of the Force.
Prerequisites: 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.

Prerequisite: Kel Dor species.


Benefit: You gain a +2 bonus to damage rolls for attacks against targets
that have damaged one of your allies since the end of your last turn.

KEEN SCENT

You can smell trouble coming from a much greater distance.


Prerequisite: Ewok species.
Benefit: The range of your Scent ability increases to 20 squares.

LASTING INFLUENCE

When you penetrate the mind of your enemy, you can keep your barbs there
for a long time.
Prerequisite: Bothan species.
Benefit: Whenever you make a successful Persuasion check against a
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.

MON CALAMARI SHIPWRIGHT


You have intimate knowledge of the workings of starships and other vehicles
and can keep them running no matter what.
Prerequisite: Mon Calamari species.

Benefit: You need spend only two swift actions to move a vehicle you
occupy + 1 step on the condition track. In addition, you automatically succeed
on Mechanics checks to reroute power (see page 172 of the Saga Edition
core rulebook) .
Normal: It takes three swift actions to use the reroute power action.

NATURE SPECIALIST

You know even the most obscure information about the natural world .
Prerequisite: Ithorian species.
Benefit: Whenever you spend a Force Point to add to a Knowledge (life
sciences) check, increase the die type by two steps (from d6 to d10, or from
dB to d12) .

PERFECT INTUITION

Your insights serve you well, giving you some of the fastest reaction times
among members of your species.
Prerequisite: Cerean species.
Benefit: Whenever you reroll an Initiative check , you always keep the
better result, even if you have multiple reroll abilities.

PERFECT SWIMMER

You are among the best of your kind when swimming and can navigate even
t he most difficult waters.
Prerequisite: Gungan species.
Benefit: Whenever you reroll a Swim check, you always keep the better
result, even if you have multiple reroll abilities.

PITILESS WARRIOR

Whenever you fell an opponent, the victory stokes your bloodlust and prepares
you for more carnage.
Prerequisite: Trandoshan species.
Benefit: Whenever you reduce a target to 0 hit points, you gain a number
of bonus hit points equal to 5 + one-half your level. Damage is subtracted
from bonus hit points first, and any bonus hit points remaining at the end
of t he encounter are lost. Bonus hit points do not stack.

PRIMITIVE WARRIOR

You have learned to make the most of primitive weapons and can wield them
with deadly results.
Prerequisite: Gamorrean species.
Benefit: You deal + 1 die of damage with simple melee weapons.

QUICK COMEBACK

When you take damage that sends you reeling, you can recover quickly and
get back in the fight.
Prerequisite: Gamorrean species.
Benefit: Whenever you are moved down the condition track by an attack
that deals damage that equals or exceeds your damage threshold, until the
end of your next turn you can move + 1 step on the condition track as a
single swift action. You can use this feat only once per attack that moves
you down the condition track.

READ THE WINDS


You are so attuned to the wind patterns of your world that you can detect
subtle shifts in air pressure around you.
Prerequisite: Kel Dor species.
Benefit: You ignore concealment and cover for the purposes of Perception
checks against targets within 10 squares of you.

REGENERATIVE HEALING

Your natural regeneration can help you recuperate from wounds more
quickly.
Prerequisite: Trandoshan species.
Benefit: Once per day when you catch a second wind, you can regain no
hit points immediately and instead regain 5 hit points at the end of each of
your turns until you reach full hit points or until the end of the encounter
(whichever comes first).

RESURGENT VITALITY

Though your species heals quickly over time, you can push through your pain

in the short term and return to fighting form.


Prerequisite: Wookiee species.
Benefit: Whenever you catch a second wind, you regain an additional
number of hit points equal to twice your Constitution bonus (minimum 2).

SCION OF DORIN
You are accustomed to the harsh environment of your homeworld, Dorin,
and are tempered against t he hazards of other planets.
Prerequisite: Kel Dor species.
Benefit: You gain a +5 species bonus to your Fortitude Defense against
all natural hazards.

SHARP SENSES

Your senses have been honed to the point where you can spot things that
others could never see.
Prerequisite: Mon Calamari species.
Benefit: Whenever you spend a Force Point to add to a Perception check,
increase the die type by two steps (from d6 to dlO, or from d8 to d12).

SHREWD BARGAINER
You know how to break down the defenses of your opponents, ensuring that
you gain the upper hand in any negotiation.
Prerequisite: Quarren species.
Benefit: Whenever you make a Persuasion check against a 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

You can use your lungs to bellow without growing fatigued.


Prerequisite: Ithorian species.
Benefit: Once per encounter when you use your Bellow species ability,
you move one less step down the condition track.

SURE CLIMBER

You can navigate steep cliffs and caverns as though climbing were second
nature to you.
Prerequisite: Sullustan species.
Benefit: Whenever you are not distracted or threatened, you gain a
natural climb speed of 4 squares.
Normal: Without a climb speed, you must succeed on a Climb check
to climb.

SURVIVOR OF RYLOTH

You know how to survive on both the night and day sides of your homeworld,
al lowing you and your al lies to weather t he harsh environments of
t he galaxy.
Prerequisite: 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

ATTACK COMBO (FIRE AND STRIKE)


You can make deadly ranged and melee attacks in rapid succession.
Prerequisites: Attack Combo (Melee!. Attack Combo (Ranged!. base
attack bonus +9.
Benefit: If you hit a single target with two consecutive ranged, melee,

and/or unarmed attacks during the same turn, any additional ranged, melee,
or unarmed attacks you make until the end of your next turn (including
attacks of opportunity and attacks made as reactions) deal + 1 die of damage
on a hit. This extra damage stacks with extra damage granted by other feats
or talents.

ATTACK COMBO (MELEE)

After landing successive blows against a single target, your melee and
unarmed attacks become more devastating.
Prerequisite: Base attack bonus +3.
Benefit: If you hit a single target with two consecutive melee and/or
unarmed attacks during the same turn, any additional melee or unarmed
attacks you make until the end of your next turn (including attacks of opportunity
and attacks made as reactions) deal + 1 die of damage on a hit. This
extra damage stacks with extra damage granted by other feats or talents.

ATTACK COMBO (RANGED)


Your damage-dealing ability improves after hitting a single target with successive
ranged attacks.
Prerequisite: Base attack bonus +3.
Benefit: If you hit a single target with two consecutive ranged attacks
during the same turn, any additional ranged attacks you make until the end
of your next turn (including attacks of opportunity and attacks made as
reactions) deal +1 die of damage on a hit. This extra damage stacks with
extra damage granted by other feats or talents.

AUTOFIRE ASSAULT

Your autofire attacks are devastating when focused in a single area for
multiple rounds.
Prerequisite: Weapon Focus (chosen weapon).
Benefit: When you target the same area with an autofire attack that you
made an autofire attack against on your last turn, the penalty on the autofire
attack is reduced to -2 (-1 if using a braced autofire-only weapon or the

Controlled Burst talent) and you deal + 1 die of damage on a hit.


Normal: A -5 penalty applies to autofire attack rolls, and there are no
bonuses for consecutive rounds of fire in the same squares.
Special: This feat cannot be used with the Autofire Sweep feat or the
Burst Fire feat.

AUTOFIRE SWEEP

You can sweep an area with your autofire weapon, spraying fire in a 180-
degree arc in front of you.
Prerequisite: Weapon Focus (chosen weapon) .
Benefit: When making an autofire attack, you can attack all targets in a
6-square cone. The origin square of the cone can be any square in your line
of sight and within point-blank range.
Normal: A -5 penalty applies to autofire attack rolls. Autofire attacks
that miss deal half damage.
Special: This feat cannot be used with the Autofire Assault feat or
the Burst Fire feat. It can be used with the Suppression Fire talent (see
page 31) .

BIOTECH SPECIAL..IST
You can make custom modifications to Yuuzhan Vong biotech-based armor,
weapons, vehicles, and similar devices.
Prerequisite: Trained in the Mechanics skill.
Benefit: You can modify a Yuuzhan Vong biotech-based device, suit of
armor, weapon, or vehicle so that it gains a specific trait. Specific traits are
listed in the chart on page 35. You can perform only one modification at a
time. Unless noted otherwise, you cannot grant more than one benefit to a
sing le device, suit of armor, weapon, or vehicle, and you cannot apply the
same benefit more than once.
Before beginning the modification, you must pay one-tenth the cost of
the device, suit of armor, weapon, or vehicle you wish to modify or 1,000
credits, whichever is more. Completing the modification requires one day
per 1,000 credits of the modification cost. At the end of this time, make a
DC 20 Mechanics check; you cant 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.
Due to the specialized nature of biotechnology, only other characters with
the Biotech Specialist feat can assist you, reducing proportionately the time
needed to complete the modification. At the end of the modification process,
they can make a Mechanics check to aid your check.
The market value of a modified item is equal to the base cost of the item
+ double the cost of the modifications made to it (not including credits
wasted on failed modification attempts).
Special: Nobles and scoundrels may add this feat to their class list of
bonus feats. This feat allows you to make Treat Injury checks on biotechnology
without the -5 penalty.

BIOTECH SURGERV

You can perform the surgical procedures necessary to graft biotech components
onto living flesh, similar to those used by the Yuuzhan Vong.
Prerequisite: Trained in the Treat Injury skill.
Benefit: You can install a biotech prosthesis onto a living being. The surgical
procedure takes 1 hour of uninterrupted work, after which you must make
a DC 20 Treat Injury check. If the check succeeds, the prosthesis is installed
correctly. If the check fails, the prosthesis is not installed properly; however,
you can try again after another uninterrupted hour of surgery.
Special: You can install a biotech prosthesis on yourself, but you take a
-5 penalty on the Treat Injury skill check. If you have the Surgical Expertise
feat (see page 88 of the Saga Edition core rulebook). you can install a biotech
prosthesis in 10 minutes instead of 1 hour.

BRINK OF DEATH
You can take an enemy to the brink of death without killing him.
Benefit: When you deal sufficient damage on an attack to kill a target,
you may instead choose to reduce the target to 0 hit points, leaving it
unconscious but alive. Normal rules for being at 0 hit points apply (see page

146 of the Saga Edition core rulebook).

FEAT OF STRENGTH

You draw on inner reserves of physical power to perform great feats of


strength, such as lifting heavy objects, leaping great distances, or hauling
yourself up a cliff while weighted down by a heavy load.
Prerequisite: Strength 15.
Benefit: Once per encounter as a full-round action, you can take 20 on
a single Strength check or Strength-based skill check (you must be trained
in the skill). even if you are distracted or threatened.
Normal: You may not take 20 when distracted or threatened, or in a
Single round.
Special: After using this feat for the first time in a given encounter, make
a DC 15 Endurance check (as a free action). If the check succeeds, you can
use this feat once more during the same encounter.

FATAL HIT

Enemies you take down dont get up again.


Prerequisites: Strength 13, Dexterity 13.
Benefit: When your attack drops a target to 0 hit points, you may choose
to automatically kill that enemy even if the damage dealt does not exceed
the targets damage threshold. In addition, you can perform the coup de
grace action as a standard action.
Normal: A creature that drops to 0 hit points becomes unconscious if
the damage dealt does not exceed its damage threshold. Performing a coup
de grace is a full-round action.

GALACTIC ALLIANCE MILITARY TRAININO

Service in the Galactic Alliance has honed your toughness.


Benefit: You do not move down the condition track the first time an
attack exceeds your damage threshold in an encounter.

GRAPPLE RESISTANCE

You make it difficult for enemies to grab or grapple you, or attack objects
in your possession.
Benefit: You gain a +5 bonus to your Reflex Defense when an enemy
makes a grab or grapple attack against you, and you gain a +5 bonus to all
opposed grapple checks. All objects that you are holding or carrying gain a
+5 bonus to their Reflex Defense when attacked (see Attack an Object on
page 151 of the Saga Edition core rulebook).

KNOCK HEADS

You knock two opponents heads together in unarmed combat.


Prerequisites: Dexterity 13, Strength 13, Multi-Grab.
Benefit: After successfully using the Multi-Grab feat against two targets
that are both adjacent to you and each other, you can immediately knock
their heads together, dealing automatic bludgeoning damage to each creature
equal to 1d6 plus your Strength modifier. When comparing the damage to
each creatures damage threshold, treat their damage thresholds as if they
were 5 points lower. Both creatures are still considered grabbed at the end
of using this feat.

MULTI-GRAB

You may grab two opponents at once.


Prerequisite: Dexterity 13.
Benefit: As a standard action, you can make a grab attack against two
targets adjacent to you (roll a separate attack against each target). You must
have two empty hands to use this feat.

RANCOR CRUSH
Your crushing hold on an enemy can knock it unconscious.
Prerequisites: Strength 15, Crush, Pin, base attack bonus + l.
Benefit: When you successfully pin an enemy with the Pin feat (see
page 87 of the Saga Edition core rulebook) and use the Crush feat at the
same time, the enemy moves -1 step down the condition track in addition
to taking damage.
Normal: The Crush feat deals damage to a grappled enemy but does not

move the enemy along the condition track.

RETURN FIRE

When someone takes a shot at you and misses, you retaliate with a shot
of your own.
Prerequisites: Dexterity 15, Quick Draw, Weapon Focus (chosen exotic
ranged weapon or weapon group) .
Benefit: Select one exotic weapon or weapon group. Once per encounter
as a reaction, you can make a single ranged attack with the chosen weapon
or group against an enemy that misses you with a ranged attack, provided
you have line of sight to that enemy.
Special: If you have the Combat Reflexes feat, you may use this feat a
number of times during an encounter equal to your Dexterity bonus, but no
more than once during a given 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.

VEHICLE SYSTEMS EXPERTISE

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

You are trained in Tal-Gun fighting techniques, giving you an edge in


unarmed combat.

Prerequisites: Martial Arts I, Dex 15


Benefit: After a successful attack, each additional attack against
the same target enjoys a +2 bonus to the attack roll and damage
roll. This bonus stacks with each subsequent successful attack made
against the same target in the same round, including attacks of
opportunity.

METAMORPH II
You are an extremely talented shapeshifter, capable of
adapting your form to the needs of the moment.
Prerequisites: Constitution 13, shapeshift species trait,
trained in the Deception skill, trained in the Endurance skill,
Benefit: As a full-round action, you can alter your physical
form to change your primary form of movement, At the time of
the transformation, choose either flight, swimming, climbing,

or leaping as a primary means of locomotion. Whichever you


choose, you gain a movement speed equal to your standard
movement speed (flight, swimming) or half your movement
speed (climbing, jumping), though any talents or feats that
increase this apply to flight as well. Further, if you choose
climbing, jumping or swimming, and you are trained in that
skill, for the duration of the transformation, you are considered
to have the appropriate Skill Focus feat as well.

METAMORPH.
Benefit: as a full-round action, you can alter your
physical form to assist with specific tasks, At the time of
the transformation, choose either the Strength, Dexterity or
Constitution attribute. So long as you stay in this form, you
benefit from a +4 bonus to the chosen attribute.

METAMORPH III

You are an exceptionally talented shapeshifter, capable of


altering your body to provide alternate forms of movement,
growing wings, fins, or specialized limbs.
Prerequisites: Constitution 13, shapeshift species trait,
trained in the Deception skill, trained in the Endurance skill,
trained in the Climb, Jump or Swim skills, Metamorph I,

VERDANAIAN TRAINING
You are trained in the Verdanaian Sliding Hands method of
unarmed combat, and while you maintain physical contact
with your opponent, you can more easily predict their next
move.
Prerequisites: Martial Arts I, trained in the Perception skill
Benefit: When you are adjacent to a single opponent to

whom you are engaged in melee combat, you receive a +5


dodge bonus to Reflex Defense against that opponent.
Special: If you have the Verdanaian Expertise talent, you
also gain a +5 bonus to your Initiative check for the purpose
of beating your opponents feint attempt.

MUSICIAN

You are able to perform music in a way that can inspire others
to carry on.
Benefit: Pick a number of musical instruments (or voice)
equal to 1 + your Intelligence modifier. You are considered
trained in the use of these instruments. You can spend a standard
action for ten or more rounds consecutively to play a piece
of music by making a DC 15 Persuasion check. You can play
a maximum number of consecutive rounds equal to 10 + your
Constitution score, after which you must make an Endurance
check equal to the number of rounds you have been playing.
Failing the check means you must either take two full round
actions as a break, or move -1 step down the Condition Track.
For the duration of your song, all allies within line of sight
able to hear gain a +1 morale bonus to Will and Fortitude
Defenses and may regain +1 step on the Condition Track if they
were moved down it by a mind-influencing affect. Allies can
only regain +1 step along the condition track per song. Multiple
musicians can play together by making aide another checks. For
every 5 points by which the DC is exceeded, you add +1 to the
Will and Fortitude Defense bonuses, to a maximum of the number
of members in the band, or 5, whichever is lower. Persuasion
is considered a class skill for you.

STUDIO MUSICIAN

Your music can inspire others even through a recording.

Prerequisites: Composer, Musician


Benefit: The benefits of your music can be experienced by
allies who cant see you play, including pre-recorded material
and songs piped in to other locations. However, in order to gain
the bonuses of your music, allies must give up a swift action
for every round they listen, and take a -5 penalty to Perception
checks.

SOLO FLOURISH

During a musical performance, you can spend one of your rounds


performing a solo.

Prerequisites: Musician
Benefit: To perform a solo flourish, make a DC 15 Persuasion
check. All allies affected by your solo have the option of using a
Second Wind as a reaction, even if they have already used their
second wind for the day. If in a band, only one band member
may flourish per round, though each additional flourish in that
song adds +1 hit point to the number of hit points recovered
when allies catch their second wind.

BATTLE ANTHEM

The power with which you can play music of historical and cultural
significance can inspire others to fight on.
Prerequisites: Musician and Solo Flourish Feats
Benefit: Once per day, at the start of an encounter, make a
DC 20 Persuasion check. If successful, select a number of allies
equal to 1d4 + your Charisma bonus. The first time each of those
allies suffer an attack that moves them down the Condition
Track, they gain a temporary Force Point that must be used by
the end of the encounter or it is lost. Also, playing this song
negates your allies ability to participate in the surprise round.
You may select this feat multiple times, each selection grants
an additional use per day.

COMPOSER

You can create music that manipulates the listener in specific


ways.

Prerequisites: Musician, Solo Flourish

Benefit: To compose a song, you must spend 2d20 hours


and make a DC 15 Charisma check. The song must be at least
ten rounds long. Select one of the effects below for the song to
provide when played.
Distract: Make a Persuasion check against the Will Defense
of all enemies able to hear. Success means affected enemies
take a -1 penalty to all attacks and skill checks for the duration
of the song.
Enamor: Make a Persuasion check against the Will Defense
of all sentients able to hear. Success means affected characters
move +1 attitude step friendlier (SE 71) for the duration of the
song and 2d4 rounds afterward.
Enrage: Make a Persuasion check against the Will Defense
of all sentients able to hear. Success means affected characters
move +1 attitude step more hostile (SE 71) for the duration of
the song and 2d4 rounds afterward.
Soothe: Make a Persuasion check against the Will Defense
of all sentients able to hear. Success means affected characters
gain +1 bonus hit point for every point the check exceeded their
Will Defense (minimum 1, maximum 10) after listening to the
song it its entirety. Damage is subtracted from bonus hit points
first, and any bonus hit points remaining at the end of the encounter
go away. Bonus hit points do not stack.
Stimulate: Make a Persuasion check against the Will Defense
of all sentients able to hear. Success means affected characters
are considered to enjoy the benefits of aide another for any
skill check made for the duration of the song and 2d4 rounds
afterward. If the affected character has the team feat associated

with the skill check being made, they gain an additional +1


morale bonus to the check.
Terrorize: Make a Persuasion check against the Will Defense
of all sentients able to hear. Success means affected characters
take a -2 penalty to Will Defense for the duration of the song. If
the skill check exceeds their Will Defense by five or more, that
enemy loses their move action for 1d4 rounds starting the round
they hear the music. If the skill check exceeds their Will Defense
by ten or more, that enemy loses their standard action for 1d4
rounds starting the round they hear the music.

BIOLOGIST FIELD TEAM


You and your allies are noted scientists, able to work together to
conduct analysis and experiments both in the field and in the lab.
Prerequisite: Trained in Knowledge (life sciences).
Benefit: You gain a +3 competence bonus to Knowledge (life
sciences) checks. At the time you make a check, for each ally
within 12 squares of you who also has this feat, the competence
bonus increases by 1 (to a maximum of +7). Additionally, when
you use the aid another action to assist an ally who has this feat
with a Knowledge (life sciences) check, you provide a +4 bonus
instead of +2.
Species Feats
The following feats are an addition to the Species Feats found
on page 31 of the Rebellion Era Campaign Guide.

AIWHA RIDER

You are a gifted Aiwha rider, and can weave your mount through
a variety of aerial or submerged maneuvers.
Prerequisite: Kaminoan species.
Benefit: Any feats or talents that require a Pilot or Swim
check can be used while mounted on an Aiwha with a Ride check
instead. As the rider, you gain a +1 bonus to slam attacks, or
attacks with mounted weaponry such as bombs or repeating
blasters.

Analytical Detachment
You are able to rely on logical reasoning and intelligence when
others would rely on charm Prerequisite: Kaminoan species.
Benefit: You can use your Intelligence bonus instead of your
Charisma bonus for all Charisma-based skill checks (except Use
the Force).

KAMINOAN GRACE
Even among Kaminoans, your soft voice and fluid movements
possess a regal grace that command attention and respect.
Prerequisite: Kaminoan species.
Benefit: Whenever you make a Persuasion check against a
targets Will Defense, the target does not receive the benefit of
insight or morale bonuses to its Will Defense.

LOGIC UPGRADE: CROSS-PLATFORM


You have installed specialized hardware and software that enables
you to handle two sets of core programming simultaneously.

Prerequisite: Droid
Benefit: Choose one droid degree different from your own.
You can now select talents from both your native and selected
Droid Degree Talent trees, provided you are eligible to select
talents.
Special: This feat may be selected multiple times. Each time
you take this feat, it applies to a different Droid Degree Talent
tree.

LOGIC UPGRADE: PYROWALL

You have installed software to harden your systems against


outside tampering.

Prerequisite: Droid or cyborg

Benefit: You gain a +5 bonus to Will Defense against Use


Computer checks to reprogram your systems.

DODOE + CHAROINO FIRE

You can reduce your penalty to your Reflex Defense against all opponents
to -1 when making a ranged attack at the end of a charge.

D ODOE + RUNNINO ATTACK

You can add your Dodge bonus to your Reflex Defense against anyone who
makes an attack of opportunity against you while using the Running Attack
feat.

D UAL WEAPON MASTERY I + Q UICK DRAW

You can draw or holster two weapons with a single swift action; you must
have both hands free to draw both weapons, and each weapon must be able
to be held in one hand.

F ORCE TRAININO + IMPROVED DISARM

When you use the Force disarm Force Power, you gain the +5 bonus from
Improved Disarm on your Use the Force check as though you were making
an attack roll.

Q UICK DRAW + WEAPON P ROFICIENCY (LIOHTSABERS)


You can draw and ignite your lightsaber as a single swift action.

W EAPON FOCUS + WEAPON F INESSE


When you are wielding a single one-handed weapon for which you have
Weapon Focus, you can treat that weapon as a light weapon for the purpose
of Weapon Finesse.

ADAPTABLE TALENT

Youre a multitalented being, capable of pulling all kinds of tricks out of


your sleeve.
Benefit: Choose one talent that you meet the prerequisites for, from a
class you possess. Once per day, after at least 6 hours of rest, you can choose
to swap out one of your current talents for the talent you chose for this feat.

The talent you swap out cannot be the prerequisite for any other talent you
have. You can swap back to your original talent after at least 6 hours of rest.

BONE CRUSHER
You are skilled at dealing lasting damage to grappled opponents.
Prerequisites: Crush, Pin.
Benefit: When you deal damage to a grappled opponent, the opponent
also moves -1 step on the condition track.

BRILLIANT DEFENSE

You think quickly enough on your feet to stay alive in dangerous situations.
Prerequisite: Intelligence 13.
Benefit: Once per encounter, you can add your Intelligence bonus to your
Reflex Defense as a reaction; this benefit lasts until the start of your next turn.

CHANNEL RAOE

You have learned to turn your rage into pure will and determination.
Prerequisite: Rage species trait.
Benefit: Once per day, instead of entering into a rage, you gain a +5
bonus to Will Defense until the end of the encounter. This bonus counts as
using your rage ability for that day.

CUT THE RED TAPE


You know how to work the bureaucratic system to get information you need.
Prerequisite: Trained in the Knowledge (bureaucracy) skill.
Benefit: You can use your Knowledge (bureaucracy) modifier instead of
your Gather Information modifier when making Gather Information checks.
If you are entitled to a Gather Information check reroll, you can reroll your
Knowledge (bureaucracy) check instead (subject to the same circumstances
and limitations). You are considered trained in the Gather Information skill
for the purposes of this check.

DEMORALIZINO STRIKE
You know how to dishearten your opponents when they least expect it.

Prerequisite: Charisma 13.


Benefit: When you successfully deal damage to an opponent with an
attack of opportunity, you can immediately make a Persuasion check to
intimidate the opponent as a free action.

DISTURBINO PRESENCE
Your presence is such that enemies let you move past them freely.
Prerequisite: Trained in the Deception skill.
Benefit: If you succeed on a DC 15 Deception check, you can move
through the threatened area or fighting space of an enemy as part of your
move action without provoking an attack of opportunity. Each threatened
square or occupied square that you move through in this manner counts as
2 squares of movement.
Normal: You can tumble through an occupied enemy square only by
using the Acrobatics skill.

EXPERT BRIBER
You are adept at greasing the palms of contacts to minimize the amount of
the bribe normally required.
Prerequisite: Charisma 13.
Benefit: When using the Haggle application of the Persuasion skill (see
page 71 of the Saga Edition core rulebook. you reduce the DC reduce the
price of the item haggled over by 10.

FLECHE

You throw yourself at your opponent to make a single precise strike.


Prerequisite: Base attack bonus + 1.
Benefit: Once per encounter, when you charge, you can turn any natural
attack roll of 17+ into a critical hit.

FORCEFUL RECOVERY
The Force is strong with you, and it gives you focus and vitality.
Prerequisite: Force Sensitivity, Force Training.
Benefit: Whenever you catch a second wind, choose one expended Force
power and return that power to your Force suite.

ORAZINO SHOT

Using precise aim, you can hit two targets with a single shot.
Prerequisite: Point Blank Shot.
Benefit: When you successfully make a ranged attack against a single
target, you can make a second attack roll against an additional target that is
in direct line of sight and no farther than 6 squares from the original target.
If the second attack roll succeeds, make a single damage roll, and divide the
damage equally between the two targets. If the second attack roll fails, you
deal no damage to either target.

HOBBL..INO STRIKE
You know where to hit your enemy to slow it down.
Prerequisite: Sneak Attack, Rapid Shot, or Rapid Strike.
Benefit: Whenever you would deal extra damage by using Sneak Attack,
Rapid Shot, or Rapid Strike, you reduce the targets speed by 1 square until
the end of the encounter instead of dealing the extra damage.

IMPROVED OPPORTUNISTIC TRICKERY

When your opponent lets down its guard, you open it up to additional attacks.
Prerequisites: Combat Reflexes, Opportunistic Trickery.
Benefit: Whenever an opponent provokes an attack of opportunity from
you, once per turn you can sacrifice the attack to reduce the 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

creating a deceptive appearance or a forged document. In addition, you can


rush the process by taking a penalty of -2 to the Deception check.
Normal: When you rush the creation of a deceptive appearance or forged
document, you take a -10 penalty to your Deception check.

M E AT SHIEL..D
You are adept at using an 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

You are adept at quickly changing a creatures attitude toward you.


Prerequisite: Trained in the Persuasion skill.
Benefit: You can intimidate a creature or change its attitude as a standard
action .
Normal: Intimidating a creature or changing its attitude requires a
full -round action.

CATASTROPHIC AVOIOANCE
Your luck is such that catastrophe occurs less frequently for you when you
are engaged in stressful situations.
Benefit: Once per skill challenge that has a chance of catastrophic
failure, this failure occurs only if you fail a skill check by 15 or more. In
addition , when a catastrophic failure occurs, you accrue one failure in the
skill challenge, not two.
Special: This feat is allowed only in campaigns that use the skill challenge
rules described in Chapter 2.

LAST RESORT

When failure threatens, you throw everything you have at the skill challenge
to prevent disaster.
Benefit: Once per skill challenge, when you or an ally accrues a third
failure (which would normally end the skill challenge), you or the ally can
reroll the attempt, keeping the better result.
Special: This feat is allowed only in campaigns that use the skill challenge

rules described in Chapter 2.

SKIL.L. [Link]: RECOVERY

You can snatch victory from the jaws of defeat when involved in a skill
challenge.
Benefit: Once per skill challenge, you treat the challenge as if it had the
recovery effect, even if it does not have that effect.
Special: This feat is allowed only in campaigns that use the skill challenge
rules described in Chapter 2.

STAND TAL.L.

Your courage under fire inspires those around you to acts of bravery.
Benefit: Once per encounter when you take damage, all allies who are
within 6 squares of you and within your line of sight can, as a reaction, make
a single attack on the target that damaged you.

WOOKIEE GRIP

Your strength is such that you need only one hand to use weapons that
normally require two hands.
Prerequisite: Strength 13.
Benefit: When using a weapon in which you are proficient and that
normally requires two hands, you can wield that weapon with a single hand.
You take a -2 penalty to attack rolls with the weapon when it is used in
this manner.

BANTHA HERDER

You know how to frame your targets with your ranged attacks, moving the
targets where you want them to go.
Prerequisites: Proficient with weapon used, base at tack bonus + 1.
Benefit : When you damage a large or smaller creature with a ranged
attack, compare the result of your attack roll to the target's Will Defense.
If your result equals Dr exceeds the 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.

Prerequisites: Bantha Rush. Trip.


Benefit: Whenever you successfully move a creature with the Bantha
Rush feat, you also knock that target prone.

DESTRUCTIVE FORCE

You cause so much devastation to vehicles and objects that you also deal
damage to others around those targets.
Benefit : When you deal damage to an object Dr vehicle that equals or
exceeds the target's damage threshold and reduces the target to 0 hit points,
you deal 1 die of damage (of the same type as the damage used in the attack)
to all targets, including allies, that are adjacent to the vehicle or object.

DISABLER

You are skilled in the use of ion weapons and gain certain bonuses depending
on which weapon you use.
Prerequisite : Proficient with weapon used.
Benefit : When you make a ranged attack with an ion weapon, you gain
one of the following benefits. depending on the kind of weapon you use.
Ion Grenade: When you use an ion grenade. the 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.

DILLE FOR COVER

You can leap behind cover, even when caught out in the open.
Prerequisite: Trained in Jump.

Benefit: Once per turn. as a reaction to being targeted by a ranged attack.


you can make a Jump check to jump horizontally. If you land in a square that
provides you with cover from your attacker, you gain the normal cover bonus
against the attack, even if you didnt have cover at the time the attack was
made. When you use this feat, you always land prone.

FIGHT THROUGH PAIN

Through sheer willpower, you can keep yourself al peak fighting performance.
ignoring physical pain and negative effects.
Benefit: You can use your Will Defense instead of your Fortitude Defense
when determining your damage threshold.

FORCEFUL BLAST

You can position your grenade attach such that they blast creatures away
from the center of the explosion.
Prerequisites: Proficient with weapon used. base attack bonus +1.
Benefit: When you damage a large or smaller creature with a grenade
or thermal detonator. compare the result of your attack roll to the 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.

OFFICER CANDIDACY TRAINING

You have received special training in commanding others in combat.


Benefit: You gain a +2 bonus to your Rank and Privilege organization
score (see page 73 for more information).

OPPORTUNISTIC SHOOTER

You art quick to react when nearby enemies expose themselves to your
attacks.

Benefit : You gain a +2 bonus to attacks of opportunity with ranged


weapons.

Pistoleer
You are skilled in the use of pistols and gain certain benefits depending on
which weapon you use.
Prerequisite: Proficient with weapon used.
Benefit: When you make a ranged attack with a pistol, you gain one of the following
benefits, depending on the kind of pistol you use. Blaster Pislol: You use the blaster
pistol as an accuratte weapon. Heavy Blaster Pistol: You do not treat the heavy
blaster pistol as an inaccurate weapon.
Hold-Out Blaster Pistol; If you fire a hold-out blaster pistol at a target
that has not yet acted in combat, you gain a +2 bonus to your attack rolls
with that weapon against that target. The bonus applies to all such attacks
until the target acts.

PREDICTIVE DEFENSE

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

RESILIENT STRENGTH

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

RIFLEMASTER

You are skilled in the use of rifles and gain certain benefits dependlng on
which weapon you use.
Prerequisite: Proficient with weapon listed.
Benefit: When you make a ranged attack with a rifle, you gain one of the

following benefits, depending on the kind of rifle you use.


Blaster Carbine: You can brace a blaster carbine set to autofire, even
though it is not an autofire-only weapon.
Blaster Rifle: You treat the blaster rifle as an accurate weapon.
Heavy Blaster Rifle; When you use a heavy blaster rifle, the damage dice
increase from dl0 to d12.
Light Repeating Blaster: You treat tht light repeating blaster as if it were
Medium instlead of large.

RISK TAKER

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.

HIJKATA TRAIN ING

You a re trained in the Hijkata style of unarmed fighting and can quickly turn
enemies attacks against them.
Prerequisites: Combat Reflexes, Martial Arts l.
Benefit : Once per round, when an adjacent enemy successfully damages
you with a melee attack, you can make an attack of opportunity with an
unarmed attack at a -5 penalty against that enemy, even if the 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.

K'TARA TRAIN ING


You are trained in the Ktara style of unarmed fighting, which enables you to
neutralize enemies before they even know that you 3re present.
Prerequisites: Martial Arts I, trained in Stealth.
Benefit: You roll an extra die of damage against a flat-footed enemy on
one unarmed attack during your turn.
Once per encounter, when you deal damage with an unarmed attack to
a target that has been denied its Dexterity bonus to Reflex Defense, make
a second unarmed attack against the target s Fortitude Defense as a free
action. If successful, you render the target incapable of speech until the end
of your next turn. This is a stunning effect.

Special: If you have the 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.

TERAS KASI TRAINING


You are trained in the Teras Kasi unarmed fighting style and can send an
enemy reeling with a single punch.
Prerequisites: Strength 13, Martial Arts I.
Benefit: Once per round when you make a successful unarmed attack,
you reduce the targets damage threshold by 5 when determining the effect
of the attack.
Special : If you have the Teras Kasi Basics talent [see the Master of Teras Kasi
talent tree on page 53 of ThreorsofrheGoJox, you are considered to be one
size category larger when determining the damage of your unarmed attacks.

WRRUUSHI TRAINING

You are trained in the Wrrushi unarmed fighting style of the Wookiees and
fell more invigoraud in the heat of battle
Prerequisites: Constitution 13, Martial Arts I, must be a Wookiee.
Benefit : Once per round when you make a successful unarmed attack, you
gain a number of bonus hit points equal to your Constitution modifier. Damage
is subtracted from the bonus hit points first, and any bonus hit points remaining
at the end of the encounter are lost. Bonus hit points do not stack.
Once per encounter, you can make an unarmed attack against an enemy
Fortitude Defense instead of the enemy's Reflex Defense. If the attack is
successful, the enemy not only takes damage but also loose any equipment
bonuses to Fortitude Defense until the end of the encounter.
You must be wearing light or no armor to gain the benefit of this feat.
Special: If you have the Wrruushi Expertise talent (see the Martial Arts
Forms talent tree on page 331, once per encounter when you score a critical
hit with an unarmed attack against an enemy, you can deal normal damage
and move the target an additional -2 steps on the condition track, regardless
of the damage result. You must be wearing light or no armor to gain
this special benefit.

AQUATIC SPECIALISTS

You and your allies have trained extensively in und((water combat and
specialize in missions in aquatic environments.
Prerequisite: Trained in Swim.
Benefit: You gain a +3 competence bonus to Swim checks. At the time
you make a check, for each ally within 12 squares of you who also has this
feat, the competition bonus increases by I (to a maximum of +7). Additionally,
when you swim, you swim at half speed as a move action (or you swim
at your speed as a full-round action).

ASCENSION SPECIAL ISTS

You and your allies train on sheer cliffs of


Utapau as a matter of course

Prerequisite: Trained in Climb.

Benefit: You gain a +3 competence bonus to Climb checks. At the time


you make a check, for each ally within 12 squares of you who also has this
(feat, the competence bonus increases by 1 (to a maximum of +7). Additionally,
when you climb, you climb at half speed as a move action (or at your
normal speed as a full-round action).

COVERT OPERATIVES
You and your allies specialize in undercover missions in which stealth and
subtlety are paramount.
Prerequisite: Trained in Stealth.
Benefit: You gain a +3 competence bonus to Stealth checks. At the time
you make a check, for each ally within 12 squares of you who also has this
feat, the competence bonus increases by 1 a maximum of +7, Additionally,
when moving more than your speed or more than twice your speed,
reduce the penalties to Stealth checks by 2.

MEDICAL TEAM

You and your allies Know the value of Keeping soldiers alive and perform as
a cohesive healing unit.
Prerequisite : Trained in Treat Injury.
Benefit : You gain a +3 competence bonus to Treat Injury checks. At the
time you make a check, for each ally within 12 squares of you who also has
this feat, the competence bonus increases by 1 (to a maximum of + 7). Addi
tionally, when you use the aid another action to assist an ally who has this
feat with a Treat Injury check to restore hit points. your ally always restores
an extra 4 hit points to the target.

MOUNTED REGIMENT

You and your allies act as mounted cavalry, specializing in using beasts
in war.
Prerequisite: Trained in Ride.

Benefit: You gain a +3 competence bonus to Ride checks. At the time you
make a check, for each ally within 12 squares of you who also has this feat,
the competence bonus increases by 1 (to a maximum of +7). Additionally,
once per round as a reaction to your mount being attacked, you can make a
Ride check; if the result exceeds the 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.

Benefit : You gain a +3 competence bonus to Perception checks. At the


time you make a check, for each ally within 12 squares of you who also has this
feat, the competence bonus increases by 1 (to a maximum of +7). Additionally,
you can take 10 on Perception checks, even when the treatened or rushed.

WILDERNESS SPECIALISTS
You and your allies have been trained to survive in the wild and can live
off the land.
Prerequisite : Trained in Survival.
Benefit : You gain a +3 competence bonus to Survival checks, At the time
you make a check, for each ally within 12 squares of you who also has this
feat, the competence bonus increases by 1 (to a maximum of +7). Additionally.
when you use the aid another action to assist an ally who has this feat
with a Survival check, you provide a bonus of +4 instead of +2.

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