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Player Feats
Force Chain
Prerequisites: Main Character Jedi or Kreia You and Kreia have a special
bond. Most beneficial Force powers used on one of you automatically affects
the other. For example, if Kreia activates Force Resistance then you will
also receive its benefits.
War Veteran
Prerequisites: Main character You are a veteran of the Mandalorian Wars.
Your battle scars and experience give you an extra +25 Vitality points
at the start of the game.
Force Sensitive
Prerequisites: Special Jedi Training affects each Padawan uniquely, allowing them to
grow in ability while addressing personal flaws. On rare occasions, however, exceptional
individuals open doors to strengths they did not know they had. This feat represents a
heightened connection to the Force previously unseen in a newly trained Jedi. This feat grants
40 additional Force Points to the character's base total.
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T3-M4
Blaster Integration
Prerequisites: Expert Droid This feat gives droids the ability to integrate blasters
into their frames to act as self-contained weapons systems. Special universal ports allow
internal placement of most models of blaster pistols, tapping the energy pack and emitters
as though factory installed.
Droid Upgrade Class 1
Prerequisites: Level 1 Droid As a droid gains experience, it's programming becomes
more adaptable to new situations. This allows it to accomodate more sophisticated upgrades.
Droid Upgrade Class 1 allows the use of level 1 upgrade items.
Droid Upgrade Class 2
Prerequisites: Level 7 Droid As a droid gains experience, it's programming becomes
more adaptable to new situations. This allows it to accomodate more sophisticated upgrades.
Droid Upgrade Class 2 allows the use of level 1 and level 2 upgrades.
Droid Upgrade Class 3
Prerequisites: Level 13 Droid As a droid gains experience, it's programming becomes
more adaptable to new situations. This allows it to accomodate more sophisticated upgrades.
Droid Upgrade Class 3 allows the use of level 1, level 2 and level 3 upgrades.
T3-M4 acts like a mobile work bench allow the player to breakdown and
create new Items in the field.
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Kreia
Kinetic Combat
Prerequisites: Kreia is highly attuned to the force. She can use weapons
effectively without her hands.
Mentor
Prerequisites: Kreia Whenever Kreia is in the party, she provides a bonus
to earned experience points. When she is level 1, she gives a +3% bonus
to all experience points earned. At 7th level this becomes a 5% bonus.
At 13th level this becomes a 7% bonus.
Force Sensitive
Prerequisites: Special Jedi Training affects each Padawan uniquely, allowing them to
grow in ability while addressing personal flaws. On rare occasions, however, exceptional
individuals open doors to strengths they did not know they had. This feat represents a
heightened connection to the Force previously unseen in a newly trained Jedi. This feat grants
40 additional Force Points to the character's base total.
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Atton
Survival
Prerequisites: Atton The tougher the situation, the more Atton's survival
instinct kicks in. Whenever Atton is knocked below 50% of his vitality points
he gets bonuses to all saving throws. These bonuses increase as he approaches
0 vitality.
Spirit
Prerequisites: Atton Whether it's a survival instinct or sheer resolve,
Atton won't give up. When knocked unconscious there's a chance he will
get back up, ready for more action provided someone else in the party
is still standing. If he returns to the fight he will come back with 10%
of his vitality restored.
Fighting Spirit
Prerequisites: Atton Spirit Whether it's a survival instinct or sheer
resolve, Atton won't give up. When knocked unconscious there's a chance
he will get back up, ready for more action provided someone else in the
party is still standing. If he returns to the fight he will come back
with 20% of his vitality restored.
Heroic Resolve
Prerequisites: Atton Spirit Fighting Spirit Whether it's a survival instinct
or sheer resolve, Atton won't give up. When knocked unconscious there's
a chance he will get back up, ready for more action provided someone else
in the party is still standing. If he returns to the fight he will come
back with 30% of his vitality restored.
Scoundrel's Luck
prerequisites: Atton Scoundrels have a knack for getting in trouble, but
compensate, they also possess an incredible instinct for survival. This feat is always
active and grants defense bonuses in combat. This bonus starts at +2 at level 1 and
increases by +2 for every subsequent 6 levels (levels 6, 12, 18, etc.).
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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Bao-Dur
Shield Breaker
Prerequisites: Bao-Dur During combat, Bao-Dur can use his cybernetic arm
to disrupt the energy output of an opponent's shields, causing them to collapse
altogether.
Repulsor Strike
Prerequisites: Bao-Dur, Level 7 Bao-Dur can release energy stored in capacitors
in his arm during combat, causing an extra 1-6 electricity damage with
a 10% chance of causing Slow for 2 rounds if they fail a Fortitude Save
of DC = 15 + Attacker's level when using an unarmed attack. This damage
stacks with unarmed attacks.
Electrical Strike
Prerequisites: Bao-Dur, Level 13 Bao-Dur can release energy stored in
capacitors in his arm during combat, causing an extra 2-12 electricity
damage with a 15% chance of causing Slow for 2 rounds if they fail a Fortitude
Save of DC = 15 + Attacker's level when using an unarmed attack. This
damage stacks with unarmed attacks.
Gravitonic Strike
Prerequisites: Bao-Dur, Level 19 Bao-Dur can release energy stored in
capacitors in his arm during combat, causing an extra 3-18 electricity
damage with a 20% chance of causing Slow for 2 rounds if they fail a Fortitude
Save of DC = 15 + Attacker's level when using an unarmed attack. This
damage stacks with unarmed attacks.
Unarmed Specialist I
Prerequisites: Level 2 Jedi (or Special Training) The character has gained
extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 1-4 to damage to all unarmed attacks. This feat is automatically
gained at 2nd level.
Unarmed Specialist II
Prerequisites: Level 6 Jedi (or Special Training) Unarmed Specialist I The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 2-8 to damage to all unarmed attacks. This bonus replaces the one gained
from level I of this feat and is automatically gained at 6th level.
Unarmed Specialist III
Prerequisites: Level 10 Jedi (or Special Training) Unarmed Specialist II The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 3-12 to damage to all unarmed attacks. This bonus replaces the one gained
from level II of this feat and is automatically gained at 10th level.
Unarmed Specialist IV
Prerequisites: Level 14 Jedi (or Special Training) Unarmed Specialist III The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 4-16 to damage to all unarmed attacks. This bonus replaces the one gained
from level III of this feat and is automatically gained at 14th level.
Unarmed Specialist V
Prerequisites: Level 18 Jedi (or Special Training) Unarmed Specialist IV The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 5-20 to damage to all unarmed attacks. This bonus replaces the one gained
from level IV of this feat and is automatically gained at 18th level.
Unarmed Specialist VI
Prerequisites: Level 22 Jedi (or Special Training) Unarmed Specialist V The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 6-24 to damage to all unarmed attacks. This bonus replaces the one gained
from level V of this feat and is automatically gained at 22nd level.
Unarmed Specialist VII
Prerequisites: Level 26 Jedi (or Special Training) Unarmed Specialist VI The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 7-28 to damage to all unarmed attacks. This bonus replaces the one gained
from level VI of this feat and is automatically gained at 26th level.
Unarmed Specialist VIII
Prerequisites: Level 30 Jedi (or Special Training) Unarmed Specialist VII The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 8-32 to damage to all unarmed attacks. This bonus replaces the one gained
from level VII of this feat and is automatically gained at 30th level.
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Handmaiden
Echani Strike I
Prerequisites: Handmaiden, Level 5 When using unarmed attacks against any
opponent, she deals an extra 1-4 damage and has a 10% chance of knocking
down the opponent if they fail a Fortitude Save of DC = 15 + attacker's
level. This damage stacks with any Unarmed Specialist bonus damage.
Echani Strike II
Prerequisites: Handmaiden, Level 11 Enchani Strike I When using unarmed
attacks against any opponent, she deals an extra 2-8 damage and has a
15% chance of knocking down the opponent if they fail a Fortitude Save
of DC = 15 + attacker's level. This damage stacks with any Unarmed Specialist
bonus damage.
Echani Strike III
Prerequisites: Handmaiden, Level 17 Enchani Strike I Enchani Strike II
When using unarmed attacks against any opponent, she deals an extra 3-12
damage and has a 20% chance of knocking down the opponent if they fail
a Fortitude Save of DC = 15 + attacker's level. This damage stacks with
any Unarmed Specialist bonus damage.
Unarmed Specialist I
Prerequisites: Level 2 Jedi (or Special Training) The character has gained
extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 1-4 to damage to all unarmed attacks. This feat is automatically
gained at 2nd level.
Unarmed Specialist II
Prerequisites: Level 6 Jedi (or Special Training) Unarmed Specialist I The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 2-8 to damage to all unarmed attacks. This bonus replaces the one gained
from level I of this feat and is automatically gained at 6th level.
Unarmed Specialist III
Prerequisites: Level 10 Jedi (or Special Training) Unarmed Specialist II The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 3-12 to damage to all unarmed attacks. This bonus replaces the one gained
from level II of this feat and is automatically gained at 10th level.
Unarmed Specialist IV
Prerequisites: Level 14 Jedi (or Special Training) Unarmed Specialist III The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 4-16 to damage to all unarmed attacks. This bonus replaces the one gained
from level III of this feat and is automatically gained at 14th level.
Unarmed Specialist V
Prerequisites: Level 18 Jedi (or Special Training) Unarmed Specialist IV The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 5-20 to damage to all unarmed attacks. This bonus replaces the one gained
from level IV of this feat and is automatically gained at 18th level.
Unarmed Specialist VI
Prerequisites: Level 22 Jedi (or Special Training) Unarmed Specialist V The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 6-24 to damage to all unarmed attacks. This bonus replaces the one gained
from level V of this feat and is automatically gained at 22nd level.
Unarmed Specialist VII
Prerequisites: Level 26 Jedi (or Special Training) Unarmed Specialist VI The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 7-28 to damage to all unarmed attacks. This bonus replaces the one gained
from level VI of this feat and is automatically gained at 26th level.
Unarmed Specialist VIII
Prerequisites: Level 30 Jedi (or Special Training) Unarmed Specialist VII The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 8-32 to damage to all unarmed attacks. This bonus replaces the one gained
from level VII of this feat and is automatically gained at 30th level.
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Disciple
Deciple is like a mobile Lab. The player can use his Skills to breakdown
and create items Like medpacks and stims.
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Mandalore
Mandalorian Courage
Prerequisites: Mandalore has fought in countless battles and is a fearless
adversary. This experience allows him to shrug off Fear and Horror effects.
He also receives +2 Defense for every 6 levels (+2 at level 6, +4 at level
12, etc.).
Implant Switching
Prerequisites: Mandalore Mandalore has a series of implant modifications
installed on him. He can switch between these as often as he likes. He
can choose between regeneration, endurance (+4 CON), strength (+4 STR),
or agility (+4 DEX) implants.
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HK-47
Assassin Protocols
Prerequisites: Level 1 HK-47 These protocols are left over from HK-47's
days as an assassin droid. When a critical hit is achieved, there is a 20%
chance that extra damage equal to one-quarter of the target's remaining
life (applied after normal damage is dealt) will be dealt. A successful
Fortitude save of DC = 10+ Attacker's level by the target can avoid this
extra damage.
Modified Assassin Protocols
Prerequisites: Level 11 HK-47 HK-47's assassin protocols have learned
from his own experiences, developing into a more efficient termination
program. When a critical hit is achieved, there is a 20% chance that extra
damage equal to one-third of the target's remaining life (applied after
normal damage is dealt) will be dealt. A successful Fortitude save of
DC = 10+ Attacker's level by the target can avoid this extra damage.
Integrated Assassin Protocols
Prerequisites: Level 17 HK-47 HK-47's assassin protocols have become fully
integrated with his operation programming and the two are now indistinguishable.
When a critical hit is achieved, there is a 20% chance that extra damage
equal to one-half of the target's remaining life (applied after normal
damage is dealt) will be dealt. A successful Fortitude save of DC = 10+
Attacker's level by the target can avoid this extra damage.
Droid Upgrade Class 1
Prerequisites: Level 1 Droid As a droid gains experience, it's programming becomes
more adaptable to new situations. This allows it to accomodate more sophisticated upgrades.
Droid Upgrade Class 1 allows the use of level 1 upgrade items.
Droid Upgrade Class 2
Prerequisites: Level 7 Droid As a droid gains experience, it's programming becomes
more adaptable to new situations. This allows it to accomodate more sophisticated upgrades.
Droid Upgrade Class 2 allows the use of level 1 and level 2 upgrades.
Droid Upgrade Class 3
Prerequisites: Level 13 Droid As a droid gains experience, it's programming becomes
more adaptable to new situations. This allows it to accomodate more sophisticated upgrades.
Droid Upgrade Class 3 allows the use of level 1, level 2 and level 3 upgrades.
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Mira
Weapon Proficiency: Wrist Mounted Rockets
This feat gives a character basic training in the use of wrist-mounted weapons.
Mine Immunity
This feat allows the character to traverse mine fields undetected, leaving
the mines undistiurbed and ready for their next victim.
Point Guard
When Mira takes lead, she is able to navigate around traps and warn others
of their presence. This is reflected by the fact that when she is the
active party member (the character currently being controlled by the player),
she and all other party members do not set off mines. However, as soon
as someone else takes over, the entire party will lose this ability and
be able to set off mines normally.
Uncanny Dodge I
Prerequisites: Scout (or Special) A character with Uncanny Dodge retains the dexterity bonus to Defense
even when surprised by camouflaged opponents, and also gains +2 on saves versus grenades.
Uncanny Dodge II
Prerequisites: Level 7 Scout (or Special) A character with Uncanny Dodge II retains the dexterity bonus to
Defense even when surprised by camouflaged opponents, and also gains +4 on saves versus grenades.
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Hanharr
Uncanny Dodge I
Prerequisites: Scout (or Special) A character with Uncanny Dodge retains the dexterity bonus to Defense
even when surprised by camouflaged opponents, and also gains +2 on saves versus grenades.
Uncanny Dodge II
Prerequisites: Level 7 Scout (or Special) A character with Uncanny Dodge II retains the dexterity bonus to
Defense even when surprised by camouflaged opponents, and also gains +4 on saves versus grenades.
Wookiee Rage
Prerequisites: Wookiee, Level 1 This feat allows Wookiees to enter an instinct-driven
blood rage. In this state they gain a +2 Strength bonus, +1 Vitality Point
per character level, +1 to their Fortitude and Will saves, and are immune
to Paralysis and Stasis effects. Every creature they kill fuels their rage
even more, adding to the damage they do in combat (to a maximum of +6).
While Wookiee Rage is activated, the character suffers a -2 penalty to Defense.
This effect lasts for 30 seconds.
Wookiee Fury
Prerequisites: Wookiee, Level 11 Wookiee Rage This feat allows Wookiees
to enter a mad fury in combat. In this state they gain a +4 Strength bonus,
+2 Vitality Point per character level, +2 to their Fortitude and Will
saves, and are immune to Paralysis and Stasis effects. Every creature
they kill fuels their fury more, adding to the damage they do in combat
(to a maximum of +6). While Wookiee Fury is activated, the character suffers
a -4 penalty to Defense. They also gain an extra attack a round. This
effect lasts for 45 seconds.
Wookiee Frenzy
Prerequisites: Wookiee, Level 17 Wookiee Rage Wookiee Fury This feat allows
Wookiees to enter a killing frenzy during combat. In this state they gain
a +6 Strength bonus, +3 Vitality Point per character level, +3 to their
Fortitude and Will saves, and are immune to Paralysis and Stasis effects.
Every creature they kill fuels their frenzy more, adding to the damage
they do in combat (to a maximum of +6). While Wookiee Frenzy is activated,
the character suffers a -6 penalty to Defense. They also gain 2 extra
attacks a round. This effect lasts for 60 seconds.
Wookiee Toughness I
Prerequisites: Wookiee This feat represents the innate toughness that
Wookiees have developed as a result of their heritage and the hard life
they have lived. Any damage they suffer is automatically reduced by 2,
and they gain an additional +2 vitality points each time they levels up,
over and above any Constitution modifier.
Wookiee Toughness II
Prerequisites: Wookiee This feat represents the innate toughness that
Wookiees have developed as a result of their heritage and the hard life
they have lived. Any damage they suffer is automatically reduced by 5
as well as an additional 5% thereafter. They gain an additional +3 vitality
points each time they levels up, over and above any Constitution modifier.
This overwrites Wookiee Toughness I. Hanharr automatically gets this feat
at level 9.
Wookiee Toughness III
Prerequisites: Wookiee This feat represents the innate toughness that
Wookiees have developed as a result of their heritage and the hard life
they have lived. Any damage they suffer is automatically reduced by 8
as well as an additional 10% thereafter. They gain an additional +4 vitality
points each time they levels up, over and above any Constitution modifier.
This overwrites any previous Wookiee Toughness feats. Hanharr automatically
gets this feat at level 17.
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G0-T0
Blaster Integration
Prerequisites: Expert Droid This feat gives droids the ability to integrate blasters
into their frames to act as self-contained weapons systems. Special universal ports allow
internal placement of most models of blaster pistols, tapping the energy pack and emitters
as though factory installed.
Personal Cloaking Shield
Prerequisites: G0-T0 has a personal cloaking shield built into his frame.
This allows him to use his Stealth skill without a Stealth Field Generator.
Droid Trick
Droid Trick distracts a droid target, making it easier to sneak by them.
If the target fails a Will save of DC 5 + the attacking character's level
and Wisdom and Charisma modifiers, then they are distracted for 30 seconds.
Distracted targets won't notice the player unless the player gets too
close or interacts with them.
Scramble Droid
(Universal Power) Prerequisites: G0-T0 Droid Trick Scramble Droid can actually
cause a hostile droid to fight for you. If the target fails a Will save
of DC 5 + the attacking character's Wisdom and Charisma modifiers then
they will fight your opponents for 30 seconds. Only one droid can be affected
by Scramble Droid at a time. This power only works on droids; sentients
and beasts are immune.
Droid Upgrade Class 1
Prerequisites: Level 1 Droid As a droid gains experience, it's programming becomes
more adaptable to new situations. This allows it to accomodate more sophisticated upgrades.
Droid Upgrade Class 1 allows the use of level 1 upgrade items.
Droid Upgrade Class 2
Prerequisites: Level 7 Droid As a droid gains experience, it's programming becomes
more adaptable to new situations. This allows it to accomodate more sophisticated upgrades.
Droid Upgrade Class 2 allows the use of level 1 and level 2 upgrades.
Droid Upgrade Class 3
Prerequisites: Level 13 Droid As a droid gains experience, it's programming becomes
more adaptable to new situations. This allows it to accomodate more sophisticated upgrades.
Droid Upgrade Class 3 allows the use of level 1, level 2 and level 3 upgrades.
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Visas
Unarmed Specialist I
Prerequisites: Level 2 Jedi (or Special Training) The character has gained
extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 1-4 to damage to all unarmed attacks. This feat is automatically
gained at 2nd level.
Unarmed Specialist II
Prerequisites: Level 6 Jedi (or Special Training) Unarmed Specialist I The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 2-8 to damage to all unarmed attacks. This bonus replaces the one gained
from level I of this feat and is automatically gained at 6th level.
Unarmed Specialist III
Prerequisites: Level 10 Jedi (or Special Training) Unarmed Specialist II The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 3-12 to damage to all unarmed attacks. This bonus replaces the one gained
from level II of this feat and is automatically gained at 10th level.
Unarmed Specialist IV
Prerequisites: Level 14 Jedi (or Special Training) Unarmed Specialist III The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 4-16 to damage to all unarmed attacks. This bonus replaces the one gained
from level III of this feat and is automatically gained at 14th level.
Unarmed Specialist V
Prerequisites: Level 18 Jedi (or Special Training) Unarmed Specialist IV The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 5-20 to damage to all unarmed attacks. This bonus replaces the one gained
from level IV of this feat and is automatically gained at 18th level.
Unarmed Specialist VI
Prerequisites: Level 22 Jedi (or Special Training) Unarmed Specialist V The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 6-24 to damage to all unarmed attacks. This bonus replaces the one gained
from level V of this feat and is automatically gained at 22nd level.
Unarmed Specialist VII
Prerequisites: Level 26 Jedi (or Special Training) Unarmed Specialist VI The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 7-28 to damage to all unarmed attacks. This bonus replaces the one gained
from level VI of this feat and is automatically gained at 26th level.
Unarmed Specialist VIII
Prerequisites: Level 30 Jedi (or Special Training) Unarmed Specialist VII The character
has gained extra experience in hand-to-hand combat and is able strike much harder than other
combatants, adding 8-32 to damage to all unarmed attacks. This bonus replaces the one gained
from level VII of this feat and is automatically gained at 30th level.
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