Miscellaneous Feats
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Implant Level 1
Prerequisites: None This feat allows use of level 1 cybernetic implants. They can be
purchased throughout the galaxy and have a variety of effects (modifying attack rolls,
attribute scores, etc.) Only one implant may be used at a time.
Implant Level 2
Prerequisites: Level 4 Implant Level 1 This feat allows use of level 2 cybernetic
implants. They can be purchased throughout the galaxy and have a variety of effects (modifying
attack rolls, attribute scores, etc.) Level 2 implants are more powerful than level 1 implants.
Only one implant may be used at a time.
Implant Level 3
Prerequisites: Level 8 Implant Level 2 This feat allows use of level 3 cybernetic
implants. They can be purchased throughout the galaxy and have a variety of effects (modifying
attack rolls, attribute scores, etc.) Level 3 implants are more powerful than level 2 implants.
Only one implant may be used at a time.
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Toughness
Prerequisites: None This feat gives the character 1 extra vitality point
every time they level up. This bonus is retroactive for levels previously
gained.
Improved Toughness
Prerequisites: Level 4 Toughness The character is very resilient. This feat
subtracts 10% of any damage over 20 points suffered. The character retains
the +1 vitality point per level granted by Toughness.
Master Toughness
Prerequisites: Level 8 Toughness Improved Toughness The character is further
fortified against damage. The character gains an additional +1 vitality
point at each level up, retroactive for levels previously gained. This
is in addition to the +1 vitality point per level granted by Toughness,
and the 10% damage resistance granted by Improved Toughness.
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Conditioning
Prerequisites: None This feat provides a +1 bonus to all saving throws,
reflecting the character's excellent physical conditioning.
Improved Conditioning
Prerequisites: Level 4 Conditioning This feat provides a +2 bonus to all
saving throws, reflecting the character's extraordinary physical conditioning.
Master Conditioning
Prerequisites: Level 8 Conditioning Improved Conditioning This feat
provides a +3 bonus to all saving throws, reflecting the character's near-perfect
physical conditioning.
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Dual Strike
Prerequisites: None The character has advanced training using teamwork
to defeat enemies. When attacking an enemy that another party member is
also attacking, the character gets a +2 bonus to hit.
Improved Dual Strike
Prerequisites: Level 4 Dual Strike Continued teamwork training grants
the character a +4 bonus to hit an enemy that is being attacked by another
party member.
Master Dual Strike
Prerequisites: Level 8 Dual Strike Improved Dual Strike The character
has mastered working together within a small team. The character gets
a +6 bonus to hit an enemy that is being attacked by another party member.
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Caution
Prerequisites: None This feat gives a +1 skill point bonus to both Demolitions
and Stealth. You must have at least one skill point in a particular skill to
recieve this bonus to that skill.
Improved Caution
Prerequisites: Level 4 Caution This feat gives a +2 skill point bonus to both Demolitions
and Stealth. This replaces the +1 bonus given by Caution. You must have at least
one skill point in a particular skill to recieve this bonus to that skill.
Master Caution
Prerequisites: Level 8 Improved Caution This feat gives a +3 skill point bonus to both Demolitions
and Stealth. This replaces the +2 bonus given by Improved Caution. You must have at least
one skill point in a particular skill to recieve this bonus to that skill.
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Empathy
Prerequisites: None This feat gives a +1 skill point bonus to Persuade, Awareness and
Treat Injury.
Improved Empathy
Prerequisites: Level 4 Empathy This feat gives a +2 skill point bonus to Persuade,
Awareness and Treat Injury. This replaces the +1 bonus given by Empathy.
Master Empathy
Prerequisites: Level 8 Improved Empathy This feat gives a +3 skill point bonus to Persuade,
Awareness and Treat Injury. This replaces the +2 bonus given by Improved Empathy.
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Gear Head
Prerequisites: None This feat gives a +1 skill point bonus to Repair, Security and
Computer Use. You must have at least one skill point in a particular skill to recieve this
bonus to that skill.
Improved Gear Head
Prerequisites: Level 4 Gear Head This feat gives a +2 skill point bonus to Repair,
Security and Computer Use. This replaces the +1 bonus given by Gear Head. You must have at
least one skill point in a particular skill to recieve this bonus to that skill.
Master Gear Head
Prerequisites: Level 8 Improved Gear Head This feat gives a +3 skill point bonus to Repair,
Security and Computer Use. This replaces the +2 bonus given by Improved Gear Head. You must have
at least one skill point in a particular skill to recieve this bonus to that skill.
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Finesse: Lightsabers
Prerequisites: Jedi only The character has mastered using grace and speed
with lightsabers instead of raw power. The character can add either their
Dexterity or Strength bonus to their chance to hit, whichever is higher.
Finesse: Melee Weapons
Prerequisites: None The character has mastered using grace and speed with
melee weapons instead of raw power. The character can add either their
Dexterity or Strength bonus to their chance to hit, whichever is higher.
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Mobility
Prerequisites: Level 4 Through rigorous training, the character has increased
their reaction time and speed. The character moves 10% faster than normal.
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Regenerate Vitality Points
Prerequisites: Level 4 The character has an increased healing rate, allowing
them to recover Vitality Points more quickly.
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Class Skill: Computer Use
Prerequisites: Computer Use is a Cross-Class Skill. This feat gives a character
advanced training with computers. The Computer Use skill is no longer considered cross-class
and can be purchased for one skill point per skill level.
Class Skill: Demolitions
Prerequisites: Demolitions is a Cross-Class Skill. This feat gives a character
advanced training with explosives. The Demolition skill is no longer considered cross-class
and can be purchased for one skill point per skill level.
Class Skill: Repair
Prerequisites: Repair is a Cross-Class Skill. This feat gives a character
advanced training with repairing broken tech. The Repair skill is no longer considered
cross-class and can be purchased for one skill point per skill level.
Class Skill: Security
Prerequisites: Security is a Cross-Class Skill. This feat gives a character
advanced training with security systems. The Security skill is no longer considered
cross-class and can be purchased for one skill point per skill level.
Class Skill: Stealth
Prerequisites: Stealth is a Cross-Class Skill. This feat gives a character
advanced training with stealth. The Stealth skill is no longer considered
cross-class and can be purchased for one skill point per skill level.
Class Skill: Treat Injury
Prerequisites: Treat Injury is a Cross-Class Skill. This feat gives a character
advanced medical training. The Treat Injury skill is no longer considered
cross-class and can be purchased for one skill point per skill level.
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Stealth Run
Prerequisites: Level 4 The character has trained so extensively in stealth
that they can move swiftly and still remain hidden. The character can
now run instead of walk in Stealth mode.
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Evasion
Prerequisites: Level 6 Scout Characters sometimes make saving throws in
order to take half damage from some powers and abilities. In these situations
experienced scouts take no damage at all if they save successfully.
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