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Combat Feats
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Two-Weapon Fighting
Prerequisites: None This feat reduces the attack penalty of a character
wielding a double-bladed weapon or two weapons (one in each hand). The
normal penalties of -6 (main hand)/-10 (off hand) are reduced by 0/4,
to a total of -6/-6. Use of a "balanced" weapon in the off hand can further
reduce the attack penalty by 2/0, to a total of -4/-6.
Improved Two-Weapon Fighting
Prerequisites: Level 4 Two-Weapon
Fighting This feat further reduces the attack penalty of a character wielding
a double-bladed weapon or two weapons (one in each hand). This feat reduces
the attack penalty by an additional 2/2, to a total of -4 (main hand)/-4
(off hand). Use of a "balanced" weapon in the off hand can further reduce
the attack penalty by 2/0, to a total of -2/-4.
Master Two-Weapon Fighting
Prerequisites: Level 8 Two-Weapon
Fighting Improved Two-Weapon Fighting This feat again reduces the attack
penalty for characters using double-bladed weapons or two weapons (one
in each hand) by 2/2, for a total of -2 (main hand)/-2 (off hand). Use
of a "balanced" weapon in the off hand can further reduce the attack penalty
by 2/0 to a final total of 0/-2, negating it almost entirely.
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Dueling
Prerequisites: None Characters that focus on using single one-handed weapons
in battle gain +1 to attack and +1 to defense due to the efficiency of
this form of combat. This applies to both ranged and melee weapons. This
feat also applies when using unarmed combat.
Improved Dueling
Prerequisites: Level 4 Dueling Continued focus on the use of single one-handed
weapons grants a character +2 to attack and +2 to defense. This applies
to both ranged and melee weapons. This feat also applies when using unarmed
combat.
Master Dueling
Prerequisites: Level 8 Dueling Improved Dueling Characters that have mastered
the use of single one-handed weapons gain +3 to attack and +3 to defense.
This applies to both ranged and melee weapons. This feat also applies
when using unarmed combat.
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Armor Proficiency: Light
Prerequisites: None This feat allows a character to wear Light armor.
Characters without this feat CANNOT wear Light or heavier armor. Wookiees
and droids cannot wear armor suits.
Armor Proficiency: Medium
Prerequisites: Armor Proficiency: Light This feat allows a character to
wear Medium armor. Characters without this feat CANNOT wear Medium or
heavier armor. Wookiees and droids cannot wear armor suits.
Armor Proficiency: Heavy
Prerequisites: Armor Proficiency: Light Armor Proficiency: Medium This
feat allows a character to wear Heavy armor. Characters without this feat
CANNOT wear Heavy armor. Wookiees and droids cannot wear armor suits.
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Critical Strike
Prerequisites: None When activated, this feat doubles the critical threat
range of melee attacks (e.g., if a weapon needs a roll of 20, a critical
hit will result on 19 or 20). If the attack hits, the target is also stunned
for 6 seconds unless they make a Fortitude save at a DC of the attacking
character's level + attacking character's Strength modifier. This feat
lowers Defense by -5 when used. Critical Strike works with melee weapons
only.
Improved Critical Strike
Prerequisites: Level 4 Critical Strike When activated, this feat triples
the critical threat range of melee attacks (e.g., if a weapon needs a
roll of 20, a critical hit will result on 18-20). If the attack hits,
the target is also stunned for 6 seconds unless they make a Fortitude
save at a DC of the attacking character's level + attacking character's
Strength modifier. This feat lowers Defense by -5 when used. Improved
Critical Strike works with melee weapons only.
Master Critical Strike
Prerequisites: Level 8 Critical Strike Improved Critical Strike When activated,
this feat quadruples the critical threat range of melee attacks (e.g.,
if a weapon needs a roll of 20, a critical hit will result on 17-20).
If the attack hits, the target is also stunned for 6 seconds unless they
make a Fortitude save at a DC of the attacking character's level + attacking
character's Strength modifier. This feat lowers Defense by -5 when used.
Master Critical Strike works with melee weapons only.
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Flurry
Prerequisites: None When activated, this feat allows a character to make
an extra melee attack during the round. Characters suffer -2 to Defense
while using this feat and for 3 seconds afterwards (i.e., an enemy's attack).
They also suffer a -4 penalty to all attacks that round.
Improved Flurry
Prerequisites: Level 4 Flurry When activated, this feat allows a character
to make an extra melee attack during the round. Characters suffer -1 to
Defense while using this feat and for 3 seconds afterwards (i.e., an enemy's
attack). They also suffer a -2 penalty to all attacks that round.
Master Flurry
Prerequisites: Level 8 Flurry Improved Flurry When activated, this feat
allows a character to make an extra melee attack during the round. Characters
suffer no penalties when using Master Flurry.
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Power Attack
Prerequisites: None When activated, Power Attack increases melee damage
by +3, but attacks are made with a penalty of -3 to hit. Additionally,
the critical multiplier is increased by 1 (e.g., if a critical hit would
normally double damage, it would triple damage when Power Attack is used).
Finally, on a critical hit, the target is knocked back unless they make
a Fortitude save at a DC of the attacking character's level + twice the
attacking character's Strength modifier. Used to quickly dispatch groups
of easy-to-hit opponents.
Improved Power Attack
Prerequisites: Level 4 Power Attack When activated, Improved Power Attack
increases melee damage by +7, but attacks are made with a penalty of -3
to hit. Additionally, the critical multiplier is increased by 1 (e.g.,
if a critical hit would normally double damage, it would triple damage
when Improved Power Attack is used). Finally, on a critical hit, the target
is knocked back unless they make a Fortitude save at a DC of the attacking
character's level + twice the attacking character's Strength modifier.
Used to quickly dispatch groups of easy-to-hit opponents.
Master Power Attack
Prerequisites: Level 8 Power Attack Improved Power Attack When activated,
Master Power Attack increases melee damage by +12, but attacks are made
with a penalty of -3 to hit. Additionally, the critical multiplier is
increased by 1 (e.g., if a critical hit would normally double damage,
it would triple damage when Master Power Attack is used). Finally, on
a critical hit, the target is knocked back unless they make a Fortitude
save at a DC of the attacking character's level + twice the attacking
character's Strength modifier. Used to quickly dispatch groups of easy-to-hit
opponents.
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Rapid Shot
Prerequisites: None When activated, this feat allows a character to make
an extra ranged weapon attack during the round. Characters suffer -4 to
Defense while using this feat and for 3 seconds afterwards (i.e., an enemy's
attack). They also suffer a -4 penalty to all attacks that round.
Improved Rapid Shot
Prerequisites: Level 4 Rapid Shot When activated, this feat allows a character
to make an extra ranged weapon attack during the round. Characters suffer
-2 to Defense while using this feat and for 3 seconds afterwards (i.e.,
an enemy's attack). They also suffer a -2 penalty to all attacks that
round.
Master Rapid Shot
Prerequisites: Level 8 Rapid Shot Improved Rapid Shot When activated,
this feat allows a character to make an extra ranged weapon attack during
the round. Characters suffer no penalties when using Master Rapid Shot.
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Power Blast
Prerequisites: None When activated, Power Blast increases ranged weapon
damage by +3, but attacks are made with a penalty of -3 to hit. Additionally,
the critical multiplier is increased by 1 (e.g., if a critical hit would
normally double damage, it would triple damage when Power Blast is used).
Finally, on a critical hit, the target is knocked back unless they make
a Fortitude save at a DC of the attacking character's level + twice the
attacking character's Dexterity modifier. Used to quickly dispatch groups
of easy-to-hit opponents.
Improved Power Blast
Prerequisites: Level 4 Power Blast When activated, Improved Power Blast
increases blaster or missile damage by +7, but attacks are made with a
penalty of -3 to hit. Additionally, the critical multiplier is increased
by 1 (e.g., if a critical hit would normally double damage, it would triple
damage when Improved Power Blast is used). Finally, on a critical hit,
the target is knocked back unless they make a Fortitude save at a DC of
the attacking character's level + twice the attacking character's Dexterity
modifier. Used to quickly dispatch groups of easy-to-hit opponents.
Master Power Blast
Prerequisites: Level 8 Power Blast Improved Power Blast When activated,
Master Power Blast increases blaster or missile damage by +12, but attacks
are made with a penalty of -3 to hit. Additionally, the critical multiplier
is increased by 1 (e.g., if a critical hit would normally double damage,
it would triple damage when Master Power Blast is used). Finally, on a
critical hit, the target is knocked back unless they make a Fortitude
save at a DC of the attacking character's level + twice the attacking
character's Dexterity modifier. Used to quickly dispatch groups of easy-to-hit
opponents.
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Sniper Shot
Prerequisites: None When activated, this feat doubles the critical threat
range of ranged attacks (e.g., if a weapon needs a roll of 20, a critical
hit will result on 19 or 20). If the attack hits, the target is also stunned
for 6 seconds unless they make a Fortitude save at a DC of the attacking
character's level + attacking character's Intelligence modifier. This
feat lowers Defense by -5 when used. Sniper Shot works with ranged weapons
only.
Improved Sniper Shot
Prerequisites: Level 4 Sniper Shot When activated, this feat triples the
critical threat range of ranged attacks (e.g., if a weapon needs a roll
of 20, a critical hit will result on 18-20). If the attack hits, the target
is also stunned for 6 seconds unless they make a Fortitude save at a DC
of the attacking character's level + attacking character's Intelligence
modifier. This feat lowers Defense by -5 when used. Improved Sniper Shot
works with ranged weapons only.
Master Sniper Shot
Prerequisites: Level 8 Sniper Shot Improved Sniper Shot When activated,
this feat quadruples the critical threat range of ranged attacks (e.g.,
if a weapon needs a roll of 20, a critical hit will result on 17-20).
If the attack hits, the target is also stunned for 6 seconds unless they
make a Fortitude save at a DC of the attacking character's level + attacking
character's Intelligence modifier. This feat lowers Defense by -5 when
used. Master Sniper Shot works with ranged weapons only.
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Weapon Focus: Blaster Pistol
Prerequisites: Weapon Proficiency: Blaster Pistol Adds a +1 attack bonus
with Blaster Pistols.
Weapon Proficiency: Blaster Pistol
Prerequisites: None This feat gives a character basic training in the
use of standard Blaster Pistol weapon types.
Weapon Specialization: Blaster Pistol
Prerequisites: Weapon Proficiency: Blaster Pistol Weapon Focus: Blaster
Pistol Level 4 Soldier Adds a +2 damage bonus with Blaster Pistols.
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Weapon Focus: Blaster Rifle
Prerequisites: Weapon Proficiency: Blaster Rifle Adds a +1 attack bonus
with Blaster Rifles.
Weapon Proficiency: Blaster Rifle
Prerequisites: None This feat gives a character basic training in the
use of Blaster Rifle weapon types.
Weapon Specialization: Blaster Rifle
Prerequisites: Weapon Proficiency: Blaster Rifle Weapon Focus: Blaster
Rifle Level 4 Soldier Adds a +2 damage bonus with Blaster Rifles.
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Weapon Focus: Heavy Weapons
Prerequisites: None Adds a +1 attack bonus with Heavy Weapons.
Weapon Proficiency: Heavy Weapons
Prerequisites: None This feat gives a character basic training in the
use of Heavy Weapons, such as repeating blasters.
Weapon Specialization: Heavy Weapons
Prerequisites: Level 4 Soldier Adds a +2 damage bonus with Heavy Weapons.
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Weapon Focus: Lightsaber
Prerequisites: Weapon Proficiency: Lightsaber Jedi classes only Adds a
+1 attack bonus with lightsabers.
Weapon Proficiency: Lightsaber
Prerequisites: Jedi classes only This feat gives a character basic training
in the use of Lightsaber weapon types.
Weapon Specialization: Lightsaber
Prerequisites: Weapon Proficiency: Lightsaber Weapon Focus: Lightsaber
Jedi Guardian Adds a +2 damage bonus with lightsabers.
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Weapon Focus: Melee Weapons
Prerequisites: Weapon Proficiency: Melee Weapons Adds a +1 attack bonus
with Melee Weapons.
Weapon Proficiency: Melee Weapons
Prerequisites: None This feat gives a character basic training in the
use of hand-to-hand Melee weapon types, such as vibroblades and other
powered or unpowered items.
Weapon Specialization: Melee Weapons
Prerequisites: Weapon Proficiency: Melee Weapons Weapon Focus: Melee Weapons
Level 4 Soldier Adds a +2 damage bonus with Melee Weapons.
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Close Combat
Prerequisites: Level 4 This feat trains ranged weapon characters to fight
effectively in close combat. When the character's target is at short range,
they receive a +1 attack bonus. Additionally, when these characters are
engaged in melee combat their attackers receive only a +4 Attack Bonus
instead of the usual +6.
Improved Close Combat
Prerequisites: Level 8 Close Combat The character has mastered fighting
with ranged weapons in close combat. When the character's target is at
short range, they receive a +2 attack bonus. Additionally, when these
characters are engaged in melee combat their attackers receive only a
+2 Attack Bonus instead of the usual +6. The effects of this feat replace
those of Close Combat.
Regenerate Force Points
Prerequisites: Level 4 Jedi Through training and meditation, the character
has become better able to channel the Force, allowing them to recover
Force Points more quickly.
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Unarmed Specialist I
Prerequisites: Level 2 Jedi (or Special Training) The character has gained
extra experience in hand-to-hand combat and is able to strike much harder
than other combatants, adding 1-4 to damage to all unarmed attacks. This
feat is automatically gained at second level.
Unarmed Specialist II
Prerequisites: Level 6 Jedi (or Special Training) Unarmed Specialist I
The character has learned more about hand-to-hand combat and is able to
strike much quicker than other combatants, adding an additional 2-8 damage
to all unarmed attacks. This bonus replaces the one gained from level
one of this feat and is automatically gained at sixth level.
Unarmed Specialist III
Prerequisites: Level 10 Jedi (or Special Training) Unarmed Specialist
I Unarmed Specialist II The character has refined their hand-to-hand combat
techniques and is able do an extra 3-12 damage when using unarmed attacks.
This bonus replaces the one gained from level two of this feat and is
automatically gained at tenth level.
Unarmed Specialist IV
Prerequisites: Level 14 Jedi (or Special Training) Unarmed Specialist
I Unarmed Specialist II Unarmed Specialist III Through additional training,
the character gains an extra 4-16 damage to all unarmed attacks. This
bonus replaces the one gained from level three of this feat and is automatically
gained at fourteenth level.
Unarmed Specialist V
Prerequisites: Level 18 Jedi (or Special Training) Unarmed Specialist
I Unarmed Specialist II Unarmed Specialist III Unarmed Specialist IV The
character has learned much about hand-to-hand combat and so deals an extra
5-20 damage with all unarmed attacks. This bonus replaces the one gained
from level four of this feat and is automatically gained at eighteenth
level.
Unarmed Specialist VI
Prerequisites: Level 22 Jedi (or Special Training) Unarmed Specialist
I Unarmed Specialist II Unarmed Specialist III Unarmed Specialist IV Unarmed
Specialist V The character has seen enough combat to know where to hit
and when, adding an extra 6-24 damage to all unarmed attacks. This bonus
replaces the one gained from level five of this feat and is automatically
gained at level twenty-two.
Unarmed Specialist VII
Prerequisites: Level 26 Jedi (or Special Training) Unarmed Specialist
I Unarmed Specialist II Unarmed Specialist III Unarmed Specialist IV Unarmed
Specialist V Unarmed Specialist VI The character has surpassed all peers
in hand-to-hand combat and can deal an extra 7-28 damage when using an
unarmed attack. This bonus replaces the one gained from level six of this
feat and is automatically gained at level twenty-six.
Unarmed Specialist VIII
Prerequisites: Level 30 Jedi (or Special Training) Unarmed Specialist
I Unarmed Specialist II Unarmed Specialist III Unarmed Specialist IV Unarmed
Specialist V Unarmed Specialist VI Unarmed Specialist VII The character
has seen and done it all when it comes to hand-to-hand combat and can
deal an extra 8-32 damage when using an unarmed attack. This bonus replaces
the one gained from level seven of this feat and is automatically gained
at level thirty.
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Precise Shot I
Prerequisites: Level 4 This feat increases the damage done with ranged
weapons by +1. This feat also applies a -2 penalty to any attempt to deflect
the blaster bolt. This bonus is automatic whenever a ranged weapon is
equipped. This feat doesn't apply to grenades or thrown lightsabers.
Precise Shot II
Prerequisites: Level 8 Precise Shot I This feat increases the damage done
with ranged weapons by +2. This feat also applies a -4 penalty to any
attempt to deflect the blaster bolt. This bonus is automatic whenever
a ranged weapon is equipped. This feat doesn't apply to grenades or thrown
lightsabers.
Precise Shot III
Prerequisites: Level 12 Precise Shot I Precise Shot II This feat increases
the damage done with ranged weapons by +4. This feat also applies a -6
penalty to any attempt to deflect the blaster bolt. This bonus is automatic
whenever a ranged weapon is equipped. This feat doesn't apply to grenades
or thrown lightsabers.
Precise Shot IV
Prerequisites: Level 16 Precise Shot I Precise Shot II Precise Shot III
This feat increases the damage done with ranged weapons by +6. This feat
also applies a -8 penalty to any attempt to deflect the blaster bolt.
This bonus is automatic whenever a ranged weapon is equipped. This feat
doesn't apply to grenades or thrown lightsabers.
Precise Shot V
Prerequisites: Level 20 Precise Shot I Precise Shot II Precise Shot III
Precise Shot IV This feat increases the damage done with ranged weapons
by +8. This feat also applies a -10 penalty to any attempt to deflect
the blaster bolt. This bonus is automatic whenever a ranged weapon is
equipped. This feat doesn't apply to grenades or thrown lightsabers.
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Sneak Attack I
Prerequisites: Level 1 Scoundrel, Sith Assassin or Jedi Watchman. Sneak Attack I
adds 1-6 points of extra damage to attacks when the target can't respond to the attacker.
The extra damage is applied to attacks made from behind the target, attacks against
stunned or otherwise immobilized targets, and any attacks made while in Stealth Mode
(combat cancels Stealth Mode, but the first attack receives the bonus). The extra damage
is not multiplied in the case of a critical hit.
Sneak Attack II
Prerequisites: Level 3 Scoundrel : Sith Assassin or Level 4 Jedi Watchman. Sneak Attack II
adds 2-12 points of extra damage to attacks when the target can't respond to the attacker.
The extra damage is applied in the same manner as Sneak Attack I.
Sneak Attack III
Prerequisites: Level 5 Scoundrel : Sith Assassin or Level 7 Jedi Watchman. Sneak Attack III
adds 3-18 points of extra damage to attacks when the target can't respond to the attacker.
The extra damage is applied in the same manner as Sneak Attack I.
Sneak Attack IV
Prerequisites: Level 7 Scoundrel : Sith Assassin or Level 10 Jedi Watchman. Sneak Attack IV
adds 4-24 points of extra damage to attacks when the target can't respond to the attacker.
The extra damage is applied in the same manner as Sneak Attack I.
Sneak Attack V
Prerequisites: Level 9 Scoundrel : Sith Assassin or Level 13 Jedi Watchman. Sneak Attack V
adds 5-30 points of extra damage to attacks when the target can't respond to the attacker.
The extra damage is applied in the same manner as Sneak Attack I.
Sneak Attack VI
Prerequisites: Level 11 Scoundrel : Sith Assassin or Level 16 Jedi Watchman. Sneak Attack VI
adds 6-36 points of extra damage to attacks when the target can't respond to the attacker.
The extra damage is applied in the same manner as Sneak Attack I.
Sneak Attack VII
Prerequisites: Level 13 Scoundrel : Sith Assassin or Level 19 Jedi Watchman. Sneak Attack VII
adds 7-42 points of extra damage to attacks when the target can't respond to the attacker.
The extra damage is applied in the same manner as Sneak Attack I.
Sneak Attack VIII
Prerequisites: Level 15 Scoundrel : Sith Assassin. Sneak Attack VIII
adds 8-48 points of extra damage to attacks when the target can't respond to the attacker.
The extra damage is applied in the same manner as Sneak Attack I.
Sneak Attack IX
Prerequisites: Level 17 Scoundrel : Sith Assassin. Sneak Attack IX
adds 9-54 points of extra damage to attacks when the target can't respond to the attacker.
The extra damage is applied in the same manner as Sneak Attack I.
Sneak Attack X
Prerequisites: Level 19 Scoundrel : Sith Assassin. Sneak Attack X
adds 10-60 points of extra damage to attacks when the target can't respond to the attacker.
The extra damage is applied in the same manner as Sneak Attack I.
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