![]()
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|
|
|
|
|
|
|
|
|
Jedi Feats |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Back to top |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Jedi Defense
Prerequisites: Jedi classes only Lightsaber Equipped This feat allows
a character to deflect energy-based blaster bolts at any time as long
as they have a lightsaber equipped. When a character is fired upon, an
opposed roll is made against the attack. If the result is greater than
the attack roll, the blaster bolt is deflected. If the attack is beaten
by 10 or more, the bolt is deflected back at the enemy. Jedi classes receive
this feat at 1st level.
Advanced Jedi Defense
Prerequisites: Level 4 Jedi Defense This feat gives a character a +3 bonus
to all deflection rolls. Certain items may apply a bonus or penalty to
this ability.
Master Jedi Defense
Prerequisites: Level 8 Jedi Defense Advanced Jedi Defense This feat gives
a character a +6 bonus to all deflection rolls. Certain items may apply
a bonus or penalty to this ability. This feat replaces the bonus given
by Advanced Jedi Defense.
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.
Greater Prestige Sense
Prerequisites: Jedi Watchman or Weapon Master or Sith Assassin or Marauder
Jedi Sense With their improved mastery of the Force as it relates to battle
situations, the combat-oriented prestige classes gain +2 Defense at Level
1 and an additional +2 for every subsequent 5 class levels. These bonuses
stack with those of Jedi Sense, but are determined separately for each
class.
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.
Jedi Sense
Prerequisites: Jedi Master The Jedi develops a connection to the Force
that allows them to better sense incoming attacks. This feat is always
active and grants defense bonuses dependent upon the Jedi's Consular,
Sentinel, or Guardian level. This bonus starts at +2 at level 1 and increases
by +2 for every subsequent 6 levels in one of these classes (levels 7,
13, 19, etc.).
Prestige Sense
Prerequisites: Jedi Master or Sith Lord Jedi Sense Though more involved
with other aspects of the Force, Jedi Sense continues to improve somewhat
for both Jedi Masters and Sith Lords. They gain +2 Defense at Level 1
and an additional +2 for every subsequent 8 class levels. These bonuses
stack with those of Jedi Sense, but are determined separately for each
class.
Light Side Enlightenment
Prerequisites: Jedi Master Jedi Masters are greatly attuned to the light
side of the force. Their mere presence serves as an inspiration to many.
Close companions will grow more in touch with the light side by a Jedi
Master's example. Other companions might rebel against their example and
fall further from the light. A Jedi Master's attunement matures as they
learn more about the Force.
Inspire Followers I
Light Side Power Prerequisites: Jedi Master Restricted By Armor
This power strengthens and fortifies the will of every companioin within
a 15-meter radius of the PC. Companions gain +1 to hit, +1 to damage, and
+1 to future Will saves. This effect lasts for 45 seconds. If the player
falls to the dark side, this feat will no longer function.
Inspire Followers II
Light Side Power Prerequisites: Level 5 Jedi Master Inspire Followers
I Restricted By Armor This power strengthens and fortifies the will of
every companioin within a 15-meter radius of the PC. Companions gain +2
to hit, +2 to damage, and +2 to future Will saves. This effect lasts for
45 seconds. If the player falls to the dark side, this feat will no longer
function.
Inspire Followers III
Light Side Power Prerequisites: Level 9 Jedi Master Inspire Followers
I Inspire Followers II Restricted By Armor This power strengthens and
fortifies the will of every companioin within a 15-meter radius of the
PC. Companions gain +3 to hit, +3 to damage, and +3 to future Will saves.
This effect lasts for 45 seconds. If the player falls to the dark side,
this feat will no longer function.
Inspire Followers IV
Light Side Power Prerequisites: Level 17 Jedi Master Inspire Followers
I Inspire Followers II Inspire Followers III Restricted By Armor This
power strengthens and fortifies the will of every companioin within a
15-meter radius of the PC. Companions gain +4 to hit, +4 to damage, and
+4 to future Will saves. This effect lasts for 45 seconds. If the player
falls to the dark side, this feat will no longer function.
Inspire Followers V
Light Side Power Prerequisites: Level 17 Jedi Master Inspire Followers
I Inspire Followers II Inspire Followers III Inspire Followers IV Restricted
By Armor This power strengthens and fortifies the will of every companioin
within a 15-meter radius of the PC. Companions gain +5 to hit, +5 to damage,
and +5 to future Will saves. This effect lasts for 45 seconds. If the
player falls to the dark side, this feat will no longer function.
Force Camouflage
This Force Power allows the user to physically manipulate light and sound,
giving them the ability to go unnoticed even in a direct line of sight.
It is equally effective against droids and living beings. With this power,
the user does not require a stealth field generator to enter Stealth Mode.
Improved Force Camouflage
Universal Power Prerequisites: Level 7 Jedi Watchman or Sith Assassin
This power enables the Jedi character to use their Stealth skill without
a Stealth Field Generator. The character gets an additional +4 to their
Stealth skill when this power is in effect. The power lasts until the
character deactivates it.
Master Force Camouflage
Universal Power Prerequisites: Level 13 Jedi Watchman or Sith Assassin
This power enables the Jedi character to use their Stealth skill without
a Stealth Field Generator. The character gets an additional +8 to their
Stealth skill when this power is in effect. The power lasts until the
character deactivates it.
Greater Prestige Sense
Prerequisites: Jedi Watchman or Weapon Master or Sith Assassin or Marauder
Jedi Sense With their improved mastery of the Force as it relates to battle
situations, the combat-oriented prestige classes gain +2 Defense at Level
1 and an additional +2 for every subsequent 5 class levels. These bonuses
stack with those of Jedi Sense, but are determined separately for each
class.
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.
Crush Opposition I
Dark Side Power Prerequisites: Sith Lord Restricted By Armor This power saps
the will of every enemy within a 15-meter radius of a target enemy. Targets
suffer -1 to hit and -1 to future Will saves. Enemies can resist this effect
with a Will save against a DC of 5 + the attacking character's level + attacking
character's Wisdom and Charisma modifiers. This effect lasts for 45 seconds.
If the player chooses to walk the path of the light side, this power will no
longer function.
Crush Opposition II
Dark Side Power Prerequisites: Level 5 Sith Lord Crush Opposition I Restricted
By Armor This power saps the will of every enemy within a 15-meter radius of
a target enemy. Targets suffer -2 to hit and -2 to future Will saves. Enemies
can resist this effect with a Will save against a DC of 5 + the attacking character's
level + attacking character's Wisdom and Charisma modifiers. This effect lasts
for 45 seconds. If the player chooses to walk the path of the light side, this
power will no longer function.
Crush Opposition III
Dark Side Power Prerequisites: Level 9 Sith Lord Crush Opposition I Crush Opposition
II Restricted By Armor This power saps the will of every enemy within a 15-meter
radius of a target enemy. Targets suffer -3 to hit and -3 to future Will saves.
Enemies can resist this effect with a Will save against a DC of 5 + the attacking
character's level + attacking character's Wisdom and Charisma modifiers. This
effect lasts for 45 seconds. If the player chooses to walk the path of the light
side, this power will no longer function.
Crush Opposition IV
Dark Side Power Prerequisites: Level 13 Sith Lord Crush Opposition I Crush Opposition
II Crush Opposition III Restricted By Armor This power saps the will of every
enemy within a 15-meter radius of a target enemy. Targets suffer -4 to hit and
-4 to future Will saves. Enemies can resist this effect with a Will save against
a DC of 5 + the attacking character's level + attacking character's Wisdom and
Charisma modifiers. This effect lasts for 45 seconds. If the player chooses
to walk the path of the light side, this power will no longer function.
Crush Opposition V
Dark Side Power Prerequisites: Level 17 Sith Lord Crush Opposition I Crush Opposition
II Crush Opposition III Crush Opposition IV Restricted By Armor This power saps
the will of every enemy within a 15-meter radius of a target enemy. Targets
suffer -5 to hit and -5 to future Will saves. Enemies can resist this effect
with a Will save against a DC of 5 + the attacking character's level + attacking
character's Wisdom and Charisma modifiers. This effect lasts for 45 seconds.
If the player chooses to walk the path of the light side, this power will no
longer function.
Ignore Pain I
Prerequisites: Level 3 Sith Marauder Prolonged channeling of dark side energy
has accustomed Sith Marauders to pain. At 3rd level they reduce any damage they
suffer by 5%.
Ignore Pain II
Prerequisites: Level 7 Sith Marauder Prolonged channeling of dark side energy
has accustomed Sith Marauders to pain. At 7th level they reduce any damage they
suffer by 10%.
Ignore Pain III
Prerequisites: Level 11 Sith Marauder Prolonged channeling of dark side energy
has accustomed Sith Marauders to pain. At 11th level they reduce any damage
they suffer by 15%.
Increase Combat Damage I
Prerequisites: Sith Marauder Sith Marauders call upon their hatred and strength
to deliver powerful blows. At 1st level they do an additional 2 points of damage
with any successful attack.
Increase Combat Damage II
Prerequisites: Level 8 Sith Marauder Sith Marauders call upon their hatred and
strength to deliver powerful blows. At 8th level they do an additional 4 points
of damage with any successful attack.
Increase Combat Damage III
Prerequisites: Level 15 Sith Marauder Sith Marauders call upon their hatred
and strength to deliver powerful blows. At fifteenth level they do an additional
6 points of damage with any successful attack.
Superior Weapon Focus: Lightsaber I
Prerequisites: Sith Marauder or Jedi Weapon Master Weapon Proficiency: Lightsaber
Weapon Focus: Lightsaber Weapon Specialization: Lightsaber The character's skill
with lightsabers is almost unmatched. This adds an additional +1 attack bonus
to hit with lightsabers (for a cumulative total of +2).
Superior Weapon Focus: Lightsaber II
Prerequisites: Sith Marauder or Jedi Weapon Master Weapon Proficiency: Lightsaber
Weapon Focus: Lightsaber Weapon Specialization: Lightsaber Superior Weapon Focus:
Lightsaber I Adds an additional +1 attack bonus with lightsabers (for a cumulative
total of +3).
Superior Weapon Focus: Lightsaber III
Prerequisites: Sith Marauder or Jedi Weapon Master Weapon Proficiency: Lightsaber
Weapon Focus: Lightsaber Weapon Specialization: Lightsaber Superior Weapon Focus:
Lightsaber I Superior Weapon Focus: Lightsaber II Adds an additional +1 attack
bonus with lightsabers (for a cumulative total of +4).
Superior Two-Weapon Fighting I
Prerequisites: Sith Marauder or Jedi Weapon Master Weapon Proficiency: Master
Two-Weapon Fighting This feat reduces the attack penalty of a character wielding a
double bladed weapon or two weapons (one in each). This feat reduces the attack
penalty by an additional 1/0. to a total of -1 (main hand)/-2 (off hand). Use of a
"balanced" weapon in the off hand cna further reduce the attack penalty by 2/0, to
a total of +1/-2.
Superior Two-Weapon Fighting II
Prerequisites: Sith Marauder or Jedi Weapon Master Weapon Proficiency: Superior
Two-Weapon Fighting I This feat reduces the attack penalty of a character wielding a
double bladed weapon or two weapons (one in each). This feat reduces the attack
penalty by an additional 1/0. to a total of 0 (main hand)/-2 (off hand). Use of a
"balanced" weapon in the off hand cna further reduce the attack penalty by 2/0, to
a total of +2/-2.
Superior Two-Weapon Fighting III
Prerequisites: Sith Marauder or Jedi Weapon Master Weapon Proficiency: Superior
Two-Weapon Fighting II This feat reduces the attack penalty of a character wielding a
double bladed weapon or two weapons (one in each). This feat reduces the attack
penalty by an additional 0/1. to a total of 0 (main hand)/-1 (off hand). Use of a
"balanced" weapon in the off hand cna further reduce the attack penalty by 2/0, to
a total of +2/-1.
Deflect
Prerequisites: Weapon Master A Weapon Master with has the incredible skill to
deflecting blaster bolts. They get a +1 bonus to deflect bolts with an additional
+1 bonus for every two levels after 1st (+2 at 3rd, +3 at 5th, etc).
Inner Strength I
Prerequisites: Level 3 Weapon Master Weapon Masters use the light side of the
Force to shield themselves from pain. At 3rd level they reduce any damage they
suffer by 5%.
Inner Strength II
Prerequisites: Level 7 Weapon Master Weapon Masters use the light side of the
Force to shield themselves from pain. At 7th level they reduce any damage they
suffer by 10%.
Inner Strength III
Prerequisites: Level 11 Weapon Master Weapon Masters use the light side of the
Force to shield themselves from pain. At 11th level they reduce any damage they
suffer by 15%.
Increase Melee Damage I
Prerequisites: Weapon Master Weapon Masters can focus their strength to deliver
powerful strikes. At 1st level they do an additional 2 points of damage with
any successful melee or unarmed attack.
Increase Melee Damage II
Prerequisites: Level 8 Weapon Master Weapon Masters can focus their strength
to deliver powerful strikes. At 8th level they do an additional 4 points of
damage with any successful melee or unarmed attack.
Increase Melee Damage III
Prerequisites: Level 15 Weapon Master Weapon Masters can focus their strength
to deliver powerful strikes. At 15th level they do an additional 6 points of
damage with any successful melee or unarmed attack.
Superior Weapon Focus: Lightsaber I
Prerequisites: Sith Marauder or Jedi Weapon Master Weapon Proficiency: Lightsaber
Weapon Focus: Lightsaber Weapon Specialization: Lightsaber The character's skill
with lightsabers is almost unmatched. This adds an additional +1 attack bonus
to hit with lightsabers (for a cumulative total of +2).
Superior Weapon Focus: Lightsaber II
Prerequisites: Sith Marauder or Jedi Weapon Master Weapon Proficiency: Lightsaber
Weapon Focus: Lightsaber Weapon Specialization: Lightsaber Superior Weapon Focus:
Lightsaber I Adds an additional +1 attack bonus with lightsabers (for a cumulative
total of +3).
Superior Weapon Focus: Lightsaber III
Prerequisites: Sith Marauder or Jedi Weapon Master Weapon Proficiency: Lightsaber
Weapon Focus: Lightsaber Weapon Specialization: Lightsaber Superior Weapon Focus:
Lightsaber I Superior Weapon Focus: Lightsaber II Adds an additional +1 attack
bonus with lightsabers (for a cumulative total of +4).
Superior Two-Weapon Fighting I
Prerequisites: Sith Marauder or Jedi Weapon Master Weapon Proficiency: Master
Two-Weapon Fighting This feat reduces the attack penalty of a character wielding a
double bladed weapon or two weapons (one in each). This feat reduces the attack
penalty by an additional 1/0. to a total of -1 (main hand)/-2 (off hand). Use of a
"balanced" weapon in the off hand cna further reduce the attack penalty by 2/0, to
a total of +1/-2.
Superior Two-Weapon Fighting II
Prerequisites: Sith Marauder or Jedi Weapon Master Weapon Proficiency: Superior
Two-Weapon Fighting I This feat reduces the attack penalty of a character wielding a
double bladed weapon or two weapons (one in each). This feat reduces the attack
penalty by an additional 1/0. to a total of 0 (main hand)/-2 (off hand). Use of a
"balanced" weapon in the off hand cna further reduce the attack penalty by 2/0, to
a total of +2/-2.
Superior Two-Weapon Fighting III
Prerequisites: Sith Marauder or Jedi Weapon Master Weapon Proficiency: Superior
Two-Weapon Fighting II This feat reduces the attack penalty of a character wielding a
double bladed weapon or two weapons (one in each). This feat reduces the attack
penalty by an additional 0/1. to a total of -0 (main hand)/-1 (off hand). Use of a
"balanced" weapon in the off hand cna further reduce the attack penalty by 2/0, to
a total of +2/-1.