From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search

This page lists your feats. Some feats allow you to use special items like heavy armor or implants. Other feats modify saving throws and skill checks during the game. And some feats (POWER ATTACK) are used during combat. Check the description for details on a specific feat.

Your main character and party are granted the following feats based on character class:

Class Armor Proficiency Weapon Proficiency Active Class
Light Medium Heavy Blaster Pistol Blaster Rifle Heavy Weapons Melee Weapons Lightsaber
Soldier Yes Yes Yes Yes Yes Yes Yes Power Attack Power Blast
Scout Yes Yes No Yes Yes No Yes Flurry Rapid Shot Implant Level 1 Uncanny Dodge
Scoundrel Yes No No Yes Yes No Yes Critical Strike Sniper Shot Scoundrel's Luck Sneak Attack I
Guardian No No No Yes No No Yes Yes Force Jump Jedi Defense Jedi Sense
Sentinel No No No Yes No No Yes Yes Force Immunity Fear Jedi Defense Jedi Sense
Consular No No No Yes No No Yes Yes Force Focus Jedi Defense Jedi Sense
Combat Drd Yes Yes Yes Droid Upgrade Class 1 Combat Logic Upgrade
Expert Droid Yes Droid Upgrade Class 1 Combat Logic Upgrade

Armor Proficiencies, Weapon Proficiencies other than Lightsaber, and active feats can still be selected on character generation and level up (although droids cannot select Armor Proficiencies or other Weapon Proficiencies, an Expert Droid cannot select any active feats, and a Combat Droid can only select ranged active feats).

Your main character and party are also granted feats based on level and class:

Class Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Scout Implant Level 1 Implant Level 2 Uncanny Dodge Uncanny Dodge 2 Implant Level 3
Scoundrel Scoundrel's Luck Sneak Attack I Sneak Attack II Sneak Attack III Improved Scoundrel's Luck Sneak Attack IV Sneak Attack V Sneak Attack VI Master Scoundrel's Luck Sneak Attack VII Sneak Attack VIII Sneak Attack IX
Guardian Force Jump Jedi Sense Improved Force Jump Knight Sense Master Force Jump Master Sense
Sentinel Force Immunity Fear Jedi Sense Force Immunity Stun Knight Sense Force Immunity Paralysis Master Sense
Consular Force Focus Jedi Sense Improved Force Focus Knight Sense Master Force Focus Master Sense
Droid Droid Upgrade Class 1 Combat Logic Upgrade Tactician Logic Upgrade Droid Upgrade Class 2 Battle Droid Logic Upgrade Droid Upgrade Class 3

Only the Implant feats granted to a Scout can be selected by other classes.

Your main character and party can also select feats on character generation and level up based on class:

Class Level Total
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Soldier 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 18
Scout 1 1 1 1 1 1 1 1 1 1 1 11
Scoundrel 1 1 1 1 1 1 1 1 8
Guardian 1 1 1 1 1 1 1 1 1 9
Sentinel 1 1 1 1 1 1 1 7
Consular 1 1 1 1 1 1 1 7
Combat Drd 1 1 1 1 1 1 1 7
Expert Droid 1 1 1 1 1 1 1 1 1 1 10

Total feats your main player character can select by level 20 depend on starting class, Jedi class and the level at which you become a Jedi:

Jedi Soldier level Scout level Scoundrel level
2 3 4 5 6 7 8 9 2 3 4 5 6 7 8 9 2 3 4 5 6 7 8 9
Guardian 11 12 13 14 11 12 11 12 11 11 10 11 10 9
Sentinel 9 10 11 12 13 9 10 9 10 9 8 9 8 9 8
Consular 9 10 11 12 13 9 10 9 10 9 8 9 8 9 8

These totals doesn't include feats granted on character generation or level up, the inclusion of which may affect class selection. For example, if a Soldier selects and uses Flurry instead of the granted Power Attack, and also selects all three Implant feats by level 8, then a level 8 Scout, who's granted those feats, effectively has more selections: the Soldier's 8 selected feats, 4 of which remain, against the Scout's 9 (5 selected and 4 granted).

Active[edit | edit source]

These feats need to be activated to take effect.

Critical Strike[edit | edit source]

Feat Critical Strike Improved Master
Prerequisites None Level 4 Level 8
Defense penalty −5
Critical Threat range x2 x3 x4
Granted Scoundrel

This feat increases the Critical Threat range of melee attacks.

Critical Threat 20–20 (5%) 19–20 (10%)
Keen 19–20 (10%) 17–20 (20%)
Weapons Stun batons
Gamorrean Battleaxe
Short Sword
Long swords
Double-Bladed Lightsaber
Quarterstaff and Gaffi sticks
Wookiee Warblade
Double-bladed swords
Vibro double-blades
Lightsaber
Short Lightsaber
Vibroblades
Vibroswords

According to Feedback, any Keen bonus is additive with Critical Strike bonuses, resulting in the following:

Feat Critical Threat Keen
20–20 (5%) 19–20 (10%) 19–20 (10%) 17–20 (20%)
Critical Strike 19–20 (10%) 17–20 (20%) 18–20 (15%) 15–20 (30%)
Improved 18–20 (15%) 15–20 (30%) 17–20 (20%) 13–20 (40%)
Master 17–20 (20%) 13–20 (40%) 16–20 (25%) 11–20 (50%)

If the first main hand attack hits, the target is stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Strength modifier. The target is not stunned until the end of the character's attack round.

Stun can also be prevented by Force Immunity: Stun, or Immunity: Mind-Affecting.

This feat cannot be selected by droids.

Flurry[edit | edit source]

Feat Flurry Improved Master
Prerequisites None Level 4 Level 8
Attacks per round +1
Defense and attack penalty −4 −2 −1
Granted Scout

This feat allows a character to make an extra melee attack during the round. This is made with the main hand when wielding a double-bladed weapon or two weapons.

Character suffers defense penalty while using this feat and for 3 seconds afterwards (i.e. an enemy's attack).

Attack penalty affects every attack in a combat round.

This feat cannot be selected by droids.

Power Attack[edit | edit source]

Feat Power Attack Improved Master
Prerequisites None Level 4 Level 8
Attack penalty −3
Damage bonus +5 +8 +10
Granted Soldier

This feat only affects melee weapons and lightsabers.

Attack penalty and damage bonus affect every attack in a combat round. Critical hit doubles bonus damage.

This feat cannot be selected by droids.

Power Blast[edit | edit source]

Feat Power Blast Improved Master
Prerequisites None Level 4 Level 8
Attack penalty −3
Damage bonus +5 +8 +10
Granted Soldier

This feat only affects ranged weapons, and cannot be selected by an Expert Droid.

Attack penalty and damage bonus affect every attack in a combat round. Critical hit doubles bonus damage.

According to Feedback, no attacks are gained when using Knight or Master Speed, and HK-47 only attacks with the main hand when dual wielding blaster pistols.

Item Description World Source Bonus Feat
Head Davik's Visor Taris Davik Kang Improved Power Blast

Davik's Visor grants Improved Power Blast even without Power Blast (it just isn't added to the Feats section of the Abilities screen without it), but it doesn't allow Master Power Blast to be selected.

Rapid Shot[edit | edit source]

Feat Rapid Shot Improved Master
Prerequisites None Level 4 Level 8
Attacks per round +1
Defense and attack penalty −4 −2 −1
Granted Scout

This feat allows a character to make an extra ranged weapon attack during the round. This is made with the main hand when wielding two blaster pistols.

Character suffers defense penalty while using this feat and for 3 seconds afterwards (i.e. an enemy's attack).

Attack penalty affects every attack in a combat round.

This feat cannot be selected by an Expert Droid.

Sniper Shot[edit | edit source]

Feat Sniper Shot Improved Master
Prerequisites None Level 4 Level 8
Defense penalty −5
Critical Threat range x2 x3 x4
Granted Scoundrel

This feat increases the Critical Threat range of ranged attacks.

Critical Threat 20–20 (5%) 19–20 (10%)
Keen 19–20 (10%) 17–20 (20%)
Weapons Blaster pistols
Heavy blasters
Disruptor pistols
Ion blasters
Sonic pistols
Disruptor rifles
Ion rifles
Sonic rifles
Repeating blasters
Heavy repeating blasters
Hold out blasters
Blaster carbines
Blaster rifles
Bowcasters

According to Feedback, any Keen bonus is additive with Sniper Shot bonuses, resulting in the following:

Feat Critical Threat Keen
20–20 (5%) 19–20 (10%) 19–20 (10%) 17–20 (20%)
Sniper Shot 19–20 (10%) 17–20 (20%) 18–20 (15%) 15–20 (30%)
Improved 18–20 (15%) 15–20 (30%) 17–20 (20%) 13–20 (40%)
Master 17–20 (20%) 13–20 (40%) 16–20 (25%) 11–20 (50%)

If the first main hand attack hits, the target is stunned for 6 seconds unless they make a Fortitude save at a DC of the attacking character's level + attacking character's Intelligence modifier. The target is not stunned until the end of the character's attack round.

Stun can also be prevented by Force Immunity: Stun, or Immunity: Mind-Affecting.

No attacks are gained when using Knight or Master Speed unless using a heavy weapon, in which case only one attack is gained.

This feat cannot be selected by an Expert Droid.

Passive[edit | edit source]

These feats don't need to be activated to take effect, although other conditions may need to be met before they can do so.

Armor Proficiency[edit | edit source]

Armor Proficiency Light Medium Heavy
Allowed armor Light Light and Medium Light, Medium and Heavy
Prerequisites None Armor Proficiency: Light Armor Proficiency: Medium
Granted Soldier
Scout
Scoundrel
Soldier
Scout
Soldier

Armor is worn on the head and body.

Wookiees and droids cannot wear armor, so these feats cannot be selected by them.

Caution[edit | edit source]

Feat Caution Improved Master
Prerequisites None Level 4 Level 8
Skill bonus +1 +2 +3
Skills Demolitions and Stealth

Conditioning[edit | edit source]

Feat Conditioning Improved Master
Prerequisites None Level 4 Level 8
Bonus to all saving throws +1 +2 +3

This feat cannot be selected by droids.

Dueling[edit | edit source]

Feat Dueling Improved Master
Prerequisites None Level 4 Level 8
Attack and Defense bonus +1 +2 +3

Bonuses apply when characters focus on using single one-handed weapons in battle due to the efficiency of this form of combat. This applies to both ranged and melee weapons, but it does not apply when unarmed or using a stun baton, blaster rifle or heavy weapon.

This feat cannot be selected by an Expert Droid.

Empathy[edit | edit source]

Feat Empathy Improved Master
Prerequisites None Level 4 Level 8
Skill bonus +1 +2 +3
Skills Persuade, Awareness and Treat Injury

This feat cannot be selected by droids.

Gear Head[edit | edit source]

Feat Gear Head Improved Master
Prerequisites None Level 4 Level 8
Skill bonus +1 +2 +3
Skills Repair, Security and Computer Use

Implant[edit | edit source]

Implant Level 1 Level 2 Level 3
Implants allowed Level 1 Levels 1–2 Levels 1–3
Prerequisites None Level 4 Level 8
Granted Scout Level 4 Scout Level 8 Scout

This feat allows use of cybernetic implants, which 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.

Droids cannot use implants, so this feat cannot be selected by them.

Toughness[edit | edit source]

Feat Toughness Improved Master
Prerequisites None Level 4 Level 8
Vitality bonus per level up +1 +2
Damage −2

Vitality bonus is retroactive for levels previously gained.

Damage is subtracted after any shield and Damage Resistance.

When items or their upgrades add damage of any type, Toughness subtracts from each separately: thus a fully upgraded Baragwin Assault Blade's 2–12 physical (slashing) damage, 2–12 energy damage and 2–12 sonic damage are each reduced to 0–10.

Two-Weapon Fighting[edit | edit source]

Feat Two-Weapon Fighting Improved Master
Prerequisites None Level 4 Level 8
Dual Wield Penalty −6 (main hand) / −6 (off hand) −4 (main hand) / −4 (off hand) −2 (main hand) / −2 (off hand)

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.

Use of a "balanced" weapon in the off hand can further reduce the attack penalty by 2/0, resulting in 0 main hand penalty when mastered.

Master Two-Weapon Fighting cannot be selected by an Expert Droid.

Weapon Proficiency[edit | edit source]

Weapon Proficiency Blaster Pistol Blaster Rifle Heavy Weapons Melee Weapons Lightsaber
Allowed weapons Blaster pistols Blaster rifles Heavy weapons Melee weapons Lightsabers
Prerequisites None Jedi
Granted All classes Soldier
Scout
Scoundrel
Combat Droid
Soldier
Combat Droid
All non-droid classes Jedi

These feats give a character basic training in the use each weapon type. Otherwise, a character can not equip them.

Only Jedi can use lightsabers, droids cannot use melee weapons and Expert Droids can only use blaster pistols, but otherwise any class can select a Weapon Proficiency they weren't granted, or equip the following:

Item Description World Source Proficiency
Implant Advanced Combat Implant Feats Required: Implant Level 3 Yavin Station Suvam Tan Blaster Pistol Blaster Rifle Heavy Weapons Melee Weapons
Suvam Tan

The Advanced Combat Implant also grants the equivalent Weapon Focuses and Weapon Specializations.

Weapon Focus[edit | edit source]

Weapon Focus Blaster Pistol Blaster Rifle Heavy Weapons Melee Weapons Lightsaber
Weapon(s) equipped Blaster pistol(s) Blaster rifle Heavy weapon Melee weapon(s) Lightsaber(s)
Prerequisites Weapon Proficiency Jedi
Attack bonus +1

Lightsabers are not melee weapons.

Weapon Focuses are only granted by equipping the following if the equivalent Weapon Proficiency has been granted or selected.

Item Description World Source Focus
Implant Advanced Combat Implant Feats Required: Implant Level 3 Yavin Station Suvam Tan Blaster Pistol Blaster Rifle Heavy Weapons Melee Weapons
Suvam Tan
Head Combat Sensor Manaan Tyvark's Shop Blaster Pistol Blaster Rifle
Pistol Targetting Optics Blaster Pistol
Heavy Targetting Optics Korriban Czerka Store Blaster Rifle Heavy Weapons
Sith Mask Feats Required: Armor Proficiency - Heavy Footlocker Lightsaber
Hands Marka Ragnos' Gauntlets Restricted to: Dark Side Korriban Sith Sarcophagus Lightsaber

With the exception of the Combat Sensor and Sith Mask, these items also grant the equivalent Weapon Specialization(s). They do not allow Weapon Specializations to be selected.

Droid equipment
Item Description World Source Focus
Sensor Basic Targeting Computer Feats Required: Droid Upgrade Class 1 Taris Droids by Janice Blaster Pistol
Dantooine Karal Kaar
Tatooine Yuka Laka
Manaan General Shop
Advanced Targeting Computer Feats Required: Droid Upgrade Class 2 Tatooine Yuka Laka Blaster Pistol Blaster Rifle
Refuse Pile - Medium
Manaan General Shop
Superior Targeting Computer Feats Required: Droid Upgrade Class 3 Leviathan Footlocker Blaster Pistol Blaster Rifle

The Superior Targeting Computer also grants the equivalent Weapon Specializations.

Jedi[edit | edit source]

These feats can normally only be granted to, or selected by, particular playable Jedi classes.

Force Focus[edit | edit source]

Feat Force Focus Improved Master
Granted Jedi Consular Level 6 Jedi Consular Level 12 Jedi Consular
Force power Difficulty Class +1 +2 +4

This feat adds to the Difficulty Class for all saving throws against the character's Force powers. This feat is always active.

Force Immunity[edit | edit source]

Force Immunity Fear Stun Paralysis
Granted Jedi Sentinel Level 6 Jedi Sentinel Level 12 Jedi Sentinel
Immunity to debilitating effect Fear, Horror and Insanity
Plasma Grenades
On Hit: Horror
Force Push and Wave
Stun
Critical Strikes and Sniper Shots
Concussion Grenades
Flash mines
On Hit: Stun
Stasis (Field)
CryoBan Grenades
On Hit: Paralyze

These feats are always active, so level > 11 Jedi Sentinels can only be debilitated by Force Whirlwind, or Wound, Choke or Kill.

None of these feats counters the effect of Adhesive Grenades because they are not actually debilitating.

Immunity: Mind-Affecting, which can be gotten from certain items and certain enemies have it by default, provides the same immunities as Force Immunity: Fear and Stun, but does not protect against Paralysis.

Force Jump[edit | edit source]

Feat Force Jump Improved Master
Prerequisites Jedi Guardian
Lightsaber
Level 6 Jedi Guardian
Lightsaber
Level 12 Jedi Guardian
Lightsaber
Attack and damage bonus +2 +4
Granted Jedi Guardian Level 6 Jedi Guardian Level 12 Jedi Guardian

The Jedi knows that if diplomacy fails, combat must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, this feat allows Guardians to make a quick series of jumps and rolls to close distance almost instantly. This feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line of sight to the opponent.

NOTE: Using a feat or special attack negates this ability.

Contrary to its description and according to Feedback, its attack and damage bonuses are added to every attack in a combat round, not just the first strike. A critical hit doubles bonus damage.

While equipping a lightsaber is a prerequisite, it doesn't need to be in the main hand: one in the off hand with a melee weapon in the main hand still allows this feat to be activated.

This feat counts as a Sneak Attack when opponents are attacked from beyond their own combat range since they have not yet engaged. However, once engaged in combat this no longer counts as a Sneak Attack.

Jedi Defense[edit | edit source]

Feat Jedi Defense Advanced Master
Prerequisites Jedi
Lightsaber
Level 4 Jedi
Lightsaber
Level 8 Jedi
Lightsaber
Blaster Bolt Deflection bonus +3 +6
Granted Jedi

This feat allows a character with an equipped lightsaber to deflect blaster bolts at any time. 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.

The opposed roll is only made if a character is fired upon from within the 180° arc in front of that character, a lightsaber is equipped in the main or off hand (although it's never made when using Throw Lightsaber, even if one remains in the off hand), and the character isn't debilitated.

According to Feedback, the Attack Breakdown is always shown before the Deflection Breakdown (the opposed roll), which is only shown if a bolt is deflected or returned: any opposed roll is made regardless of the outcome of the attack roll, so it's made even on a miss. The opposed roll is simply the sum of a d20 roll, any Jedi Defense bonus, the Jedi's base attack bonus and any item bonuses from the following:

Maximum total bonus is thus +35 (Master Jedi Defense 6 + item bonus 29). Although when a lightsaber has two crystals granting bonuses only the highest is displayed in its description, according to Feedback the bonuses from both crystals are actually added.

Any On Hit properties, including Sniper Shot stuns, can still affect the deflecting character (but never the attacker) if the attack roll succeeds before the bolt can be deflected or returned.

Damage inflicted by returned bolts is based on the damage that would have been inflicted on the character, after Damage Immunity, Shields, Toughness and Damage Resistance (Combat Difficulty doesn't affect damage inflicted by bolts returned by you and your party, but it does affect those returned against you and your party: the latter isn't displayed in Feedback and isn't what's displayed by floating numbers, but it is what's displayed by actual Vitality loss).

Consequently, blaster bolt deflection isn't of much defensive use if the character (or party) can reliably debilitate opponents, or that character has high defense or damage reduction (more specifically, shields or Improved Energy Resistance). Although high defense won't affect its offensive use, even with little or no damage reduction it should take far longer to kill enemies with returned bolts than to attack them directly.

Jedi Sense[edit | edit source]

Sense Jedi Knight Master
Granted Jedi Level 6 Jedi Level 12 Jedi
Defense bonus +2 +4 +6

The Jedi develops a connection to the Force that allows them to better sense incoming attacks.

This feat is always active.

Class[edit | edit source]

These feats can normally only be granted to, or selected by, particular playable classes.

Droid Upgrade[edit | edit source]

Droid Upgrade Class 1 Class 2 Class 3
Allowed ugrades Level 1 Levels 1–2 Levels 1–3
Granted Droid Level 7 Droid Level 13 Droid

As a droid gains experience, its programming becomes more adaptable to new situations. This allows it to accommodate more sophisticated upgrades.

Logic Upgrade[edit | edit source]

Logic Upgrade Combat Tactician Battle Droid
Granted Droid Level 6 Droid Level 12 Droid
Defense bonus +2 +4 +6

This feat is always active.

Scoundrel's Luck[edit | edit source]

Feat Scoundrel's Luck Improved Master
Granted Scoundrel Level 6 Scoundrel Level 12 Scoundrel
Defense bonus +2 +4 +6

Scoundrels have a knack for getting in trouble, but to compensate, they also possess an incredible instinct for survival.

This feat is always active.

Sneak Attack[edit | edit source]

Scoundrels are granted this feat once they gain the required level.

Sneak Attack I II III IV V VI VII VIII IX
Level 1 3 5 7 9 11 13 15 17
Damage 1–6 2–12 3–18 4–24 5–30 6–36 7–42 8–48 9–54
Average 3.5 7 10.5 14 17.5 21 24.5 28 31.5

This feat adds 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).

Sneak Attack only works if the target is within 10 meters. The extra damage is not multiplied in the case of a critical hit.

The 10 meter restriction only affects flanking and Stealth attacks: sneak attacks can be made against debilitated targets from any range.

Uncanny Dodge[edit | edit source]

Feat Uncanny Dodge Uncanny Dodge 2
Granted Level 4 Scout Level 7 Scout
Grenade Difficulty Class −2 −4

A character with this feat retains the Dexterity bonus to Defense even when surprised by camouflaged opponents.

Although according to the description the character gains on saves versus grenade, according to Feedback this feat actually reduces its Difficulty Class instead.

Weapon Specialization[edit | edit source]

Weapon Specialization Blaster Pistol Blaster Rifle Heavy Weapons Melee Weapons Lightsaber
Weapon(s) equipped Blaster pistol(s) Blaster rifle Heavy weapon Melee weapon(s) Lightsaber(s)
Prerequisites Level 4 Soldier Jedi Guardian
Damage bonus +2

Lightsabers are not melee weapons, and a critical hit doubles bonus damage.

Weapon Specializations are only granted by equipping the following if the equivalent Weapon Proficiency and Weapon Focus have been granted or selected.

Item Description World Source Specialization
Implant Advanced Combat Implant Feats Required: Implant Level 3 Yavin Station Suvam Tan Blaster Pistol Blaster Rifle Heavy Weapons Melee Weapons
Suvam Tan
Head Pistol Targetting Optics Manaan Tyvark's Shop Blaster Pistol
Heavy Targetting Optics Korriban Czerka Store Blaster Rifle Heavy Weapons
Hands Marka Ragnos' Gauntlets Restricted to: Dark Side Korriban Sith Sarcophagus Lightsaber
Droid equipment
Item Description World Source Specialization
Sensor Superior Targeting Computer Feats Required: Droid Upgrade Class 3 Leviathan Footlocker Blaster Pistol Blaster Rifle

Unique[edit | edit source]

Unique feats are only granted to a particular character.

Battle Meditation[edit | edit source]

This rare ability allows Bastila to coordinate large fleets or armies during wartime, influencing base emotion and morale on a grand scale. It can have a dramatic effect on the tide of a battle, but is not applicable to small-scale combat.

This feat is just a plot device, having no effect in tactical combat.

Blaster Integration[edit | edit source]

This feat gives the adaptable T3-M4 unit the ability to integrate blasters into its weapons systems. Special universal ports allow internal placement of most models of blaster pistol, tapping the energy pack and emitters as though factory installed.

Force Camouflage[edit | edit source]

Because of her unusual heritage, Juhani has developed her Force powers in unexpected ways, as shown by her almost subconscious ability to simply not be seen. This physical manipulation of light and sound allows her to go unnoticed even in a direct line of sight, and is equally effective against droids and living beings. Juhani does not require a stealth field generator to enter Stealth mode.

This feat also grants Juhani Skills: Stealth +6, but it's really just a plot device: Stealth isn't a class skill for her, and as a Jedi Guardian she doesn't have much use for it.

Force Sensitive[edit | edit source]

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.

This feat is only granted to the main character Jedi.

Wookiee Toughness[edit | edit source]

This feat represents the innate toughness that Zaalbar has developed as a result of his Wookiee heritage and the hard life he has lived as a slave and fugitive. Any damage he suffers is automatically reduced by 2, and he gains an additional +2 vitality points each time he levels up, over and above any Constitution modifier.

Bonuses are equivalent to Master Toughness, but the two are separate feats and Zaalbar can benefit from both (as demonstrated by his brother, Chuundar).