You are very agile.
Benefit: You get a +2 aptitude bonus on all Jump checks and Tumble checks. Remember that the Tumble skill can't be used untrained.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are a master of unarmed combat sue to you advances training.
Prerequisite: Improved Martial Arts, base attack bonus +8
Benefit: A medium-size character deals 3d4 damagw with an unarmed strike. Strength modifiers apply. Also, you threaten a critical hit on a natural 18, 19, or 20 when making an unarmed attack.
Small characters deal 3d3 damage and Large characters deal 3d6 damage with an unarmed strike with this feat.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have learned to strike when your opponent is most vulnerable: at the same instant your opponent strikes you.
Prerequisite: Dodge, Dexterity 13
Benefit: Once per round, if the opponent you have designated as your Dodge target (see the Dodge feat) makes a melee attack or melee touch attack against you and misses, you may take an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously.
Even a character with the Combat Reflexes feat can't use the Agile Riposte feat more than once per round. This feat does not grant you more attacks of opportunity than you are normally allowed in a round.
Special: A soldier, Jedi consular, or Jedi guardian may select this feat as one of his class bonus feats.
Source: Hero's Guide
You are keenly aware of your surroundings.
Benefit: You get a +2 aptitude bonus on all Listen checks and Spot checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can change the distribution and nature of the Force in your environment.
Prerequisite: Force-Sensitive, Force level 1st
Benefit: You may learn Alter-based Force skills. Once this feat is selected, Alter-based Force skills are considered to be class skills for you.
With this feat, you can use the following skills untrained: Affect Mind, Drain Energy, Force Grip, Force Lightning, Force Strike, Heal Another, and Move Object. If the use of a particular skill has a Dark Side Point penalty, you gain a Dark Side Point even though you used the skill untrained.
Normal: Without this feat, you can't learn Alter-based Force skills.
Special: A character from any of the Force-using classes can select the feat for free with the Force training class feature, or a Force-User can select this feat earlier at the expense of some other feat. If Alter is selected earlier, then no bonus feat is gained when the character reaches the level at which Force training would provide Alter for free.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are equally adept at using either hand.
Prerequisite: Dexterity 15
Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed.
Normal: Without this feat. a character who uses his or her off hand takes a -4 penalty on attack rolls, ability checks, and skill checks. For example, a right-handed character wielding a weapon with her left hand takes a -4 penalty on attack rolls with that weapon.
Special: This feat helps offset the penalty for fighting with two weapons. See the Two-Weapon Fighting Feat.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are good with animals.
Benefit: You get a +2 aptitude bonus on all Handle Animal checks and Hide checks. Remember that the Handle Animal skill can't be used untrained.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You come from the aristocracy, where honor is a vital part of everyday life—despite the fact that so many nobles constantly plot against one another. You, however, are a paragon of honor, though if you should ever fail to live up to noble standards, the consequences could be unpleasant.
Prerequisite: Noble level 1st
Benefit: You gain a +1 bonus to your Reputation. This bonus increases to +2 when dealing with other nobles.
If you break your word to another noble, you immediately become infamous. You can remove this stain on your honor (and no longer be considered infamous) by expending 1 Force Point the next time you advance a level.
Special: This feat may only be taken at 1st level. With the GM's permission. you may take it when you acquire your first level of the noble class.
Source: Hero's Guide
You are accustomed to wearing a particular suit or type of armor and are less hindered by it due to experience.
Prerequisite: Proficient with the specific armor
Benefit: When wearing a single type of armor, such as padded battle armor, all armor check penalties are reduced by 1 and your maximum Dexterity bonus to Defense increases by 1.
Special: You can gain this feat multiple times. its effects do not stack. Each time you take the feat, it applies to a different type of armor.
Source: Hero's Guide
You are proficient with heavy armor.
Prerequisite: Armor Proficiency (medium)
Benefit: When you wear heavy armor, the armor check penalty applies only to Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who wears armor with which they are not proficient takes an armor check penalty on attack rolls and on all skill checks that involve moving, including Ride and Pilot.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Benefit: When you wear light armor, the armor check penalty applies only to Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who wears armor with which they are not proficient takes an armor check penalty on attack rolls and on all skill checks that involve moving, including Ride and Pilot.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are proficient with medium armor.
Prerequisite: Armor Proficiency (light)
Benefit: When you wear medium armor, the armor check penalty applies only to Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who wears armor with which they are not proficient takes an armor check penalty on attack rolls and on all skill checks that involve moving, including Ride and Pilot.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You understand how to fully utilise the various features of powered armor.
Prerequisite: Armor Proficiency (medium)
Benefit: When you wear powered armor, the armor check penalty applies only to Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who wears armor with which they are not proficient takes an armor check penalty on attack rolls and on all skill checks that involve moving, including Ride and Pilot.
In addition, a character who wears powered armor without this feat does not receive any bonuses to ability checks or skill checks provided by the armor.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You come from a culture in which the arts, philosophy, and music have a prominent place in society. You may be from Alderaan, Obroa-skai, Vortex, Naboo, or one of Coruscant's more upscale districts.
Benefit: You gain a +2 aptitude bonus on all Entertain checks and to one Craft skill that involves art (your choice) such as calligraphy, painting, sculpture. or weaving.
Source: This feat may only be taken at 1st level.
You have a knack for athletic endeavours.
Benefit: You get a +2 aptitude bonus on all Climb checks and Swim checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are in harmony with yourself through your connection to the Force.
Prerequisite: Control
Benefit: You get a +2 aptitude bonus on all Enhance Ability checks and Heal Self checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are in harmony with your surroundings through your connection to the Force.
Prerequisite: Sense
Benefit: You get a +2 aptitude bonus on all Enhance Senses checks and See Force checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can speak with nonsentient creatures in a language they understand.
Prerequisite: Sense, Charisma 11, Handle Animal 4 ranks
Benefit: You can communicate with one herd animal, predator, scavenger, or vermin. Each time you activate this ability, you choose the type of creature with which you can converse. You speak (or otherwise convey information) in a form that the creature understands, and you understand the information that it conveys in that same fashion. This feat enables you to use your Handle Animal skill to interact with a creature in the same way that you would use Bluff, Diplomacy, intimidate, Gather information, or Sense Motive (skills that ordinarily do not work on creatures). You can also use the Affect Mind and Friendship Force skills to affect it. You cannot communicate with a creature that does not normally communicate (such as a microbe).
Initiating this feat is an attack action that costs 2 vitality points. The effect lasts for 1 hour.
Source: Ultimate Alien Anthology
You are incredibly fast when drawing a blaster from its holster, and can shoot a target in the blink of an eye.
Prerequisite: Quick Draw, Dexterity 13, Weapon Group Proficiency (blaster pistols)
Benefit: Whenever you roll the highest initiative score at the beginning of combat, you gain a surprise action prior to your regular actions if you use the surprise action to fire a blaster pistol. If you have already taken a surprise action for this combat, you gain no additional benefit.
Source: Hero's Guide
You know how to fight in melee without being able to see your foes.
Benefit: In melee combat, every time you miss because of concealment, you can reroll your miss chance percentile roll one more time to see if you actually hit (see Table B-9: Concealment, Corebook page 163).
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half (see Table 6-B: Hampered Movement, Corebook page 126).
Source: Star Wars: Roleplaying Game Revised Core Rulebook
The Force allows you to move exceptionally fast for a brief period of time.
Prerequisite: Control, Force level 3rd
Benefit: You may increase your base speed to 10 limes normal for 1 round. This increase has the side effect of multiplying your jump distance by 5 during this time period. Using this feat requires a full-round action and an expenditure of 5 vitality points.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have exceptional skill when playing games such as sabacc and can manipulate the deck with great ease.
Benefit: You gain a +2 aptitude bonus on all Gamble and Sleight of Hand checks.
Source: Hero's Guide
You are especially careful with tasks that may yield catastrophic results.
Benefit: You get a +2 aptitude bonus an all Demolitions checks and Disable Device checks. You must have at least rank in the skill to use the aptitude bonus, since neither skill can be used untrained.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have especially thick armor for a member of your species.
Prerequisite: Constitution 13, damage reduction as a species trait
Benefit: The damage reduction you receive as a species trait is increased by 1. This bonus does not apply to DR imparted by equipment.
Special: This feat can be selected multiple times. Each time you select it, its effects stack.
Source: Ultimate Alien Anthology
You can Follow through with a powerful melee attack.
Prerequisite: Power Attack, Strength 13
Benefit: If you deal an opponent enough damage to reduce his wound points to below 0, you get an immediate extra melee attack against another opponent in the area. You cannot take a 2-meter step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. You can use this ability once per round.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Because you've spent so much time surviving in a particular climate, you're especially good at negotiating its hazards.
Prerequisite: Fringer level 5th
Benefit: Choose a terrain type from the following list: airborne, aquatic, arctic, desert, forest, jungle, plains, subterranean, tundra, urban. You gain a +2 aptitude bonus on Survival, Hide, and Search checks made in that type of climate.
Special: You may select this feat multiple times. Each time you do. it applies to a different climate.
Source: Hero's Guide
You are trained at using your combat skill for defense as well as offense.
Prerequisite: Intelligence 13
Benefit: When you use the attack action or Full attack actions in melee, you can take a penalty of up to -5 on your attack and add the same number (up to +5) to your Defense. This number may not exceed your base attack bonus. The changes to attack rolls and Defense last until your next action. The bonus to your Defense is a dodge bonus and as such it stacks with other dodge bonuses you may have).
Normal: A character not capable of the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Defense.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can respond quickly and repeatedly to opponents who let their guard down.
Benefit: When opponents leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round: the one attack of opportunity every character is entitled to, plus two more attacks because of his +2. Dexterity bonus, if four stormtroopers move through the character’s threatened area, he can make attacks of opportunity against three of the four. You still only make one attack of opportunity on a single opponent.
With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Your experiences with firefights and the up-close, ugly face of war have taught you how to keep your cool in stressful situations.
Prerequisite: Wisdom 13, at least three Weapon Group Proficiency and/or Exotic Weapon Proficiency feats
Benefit: Designate any non-Force skill when you select this feat. You may take 10 when making a skill check with this skill, even if stress and distractions would normally prevent you from doing so.
Normal: You cannot take 10 except in nonstressful situations where you are not in any particular danger.
Special: You may select this feat multiple times. Each time you do, it applies to a different skill.
A soldier character may select this feat as one of his soldier bonus feats.
Source: Hero's Guide
You are concerned with the welfare of others and connected to them through the Force.
Prerequisite: Alter
Benefit: You get a +2 aptitude bonus on all Empathy checks and Heal Another checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Your experience with diplomats and other leaders has demonstrated to you the value of cooperation, and you try to apply that lesson wherever you can.
Prerequisite: Jedi consular level 5th
Benefit: Whenever you can aid others and provide direction, you provide a +2 bonus on the task at hand by making a successful aid another check. This bonus is in addition to the normal +2 aid another bonus.
Special: This ability can't be used to assist in combat. it is not cumulative with the bonus granted by the noble's coordinate ability.
Source: Hero's Guide
You have friends who can occasionally afford to lend you their aid.
Prerequisite: Noble level 5th
Benefit: You gain a contact. See the rules on Favors and Contacts in Chapter Twelve of the Star Wars Roleplaying Game.
Special: You may take this feat multiple times. Each time, you gain a different contact.
Source: Hero's Guide
You can access your inner Force, using it to better utilise the powers of your own body.
Prerequisite: Force-Sensitive, Force level 1st
Benefit: You may learn Control-based Force skills. Once this feat is selected, Control-based Force skills are considered be class skills for you. With this feat, you can use the following skills untrained: Force Defense, Force Stealth, and Heal Self.
Force Trance: Also, you may enter a Force trance that slows your metabolism, allowing you to survive for extended periods of time with very little air, water, or food. You may enter a trance at will; doing this requires a full-round action. It also takes a full round to awaken from the trance. While in a trance, your heartbeat slows, your breathing all but ceases, and you appear to be dead. (Use of the Sense-based skill See Force will identify the target as being in a trance, though the DC is increased by 5.) A character in a Force trance uses only 10% as much air as a sleeping person and needs no food or water for an extended period of time. For purposes of natural healing, a Force trance is the equivalent of assisted healing (see Healing, Corebook page 160).
When entering a trance, the character must declare the circumstances under which the trance will end. Examples include a time limit or a certain stimulus (such as being touched). A character in a trance is not conscious of his or her surroundings and may not use any skills or abilities.
A character can remain in a trance for up to one week in a dry climate or up to one month in a wet climate before succumbing to thirst. If a character can stay hydrated (via an intravenous drip, for example). he could remain in a trance for up to three months before dying of starvation.
Prolong Force: Also, you may continue to use Force skills after you run out of vitality points by powering them with wound points. You must be reduced to 0 vitality points to use this option. A wound point provides twice the power of a vitality point, so all costs are halved (round up. minimum of 1). For example, a Force skill that costs 5 vitality points to use can he powered with 3 wound points, provided you are totally out of vitality points.
Normal: Without this feat, you can't learn Control-based Force skills.
Special: A character from any of the Force-using classes can select this feat for free with the Force training class feature, or a Force-User can select this fear earlier at the expense of some other feat. If Control is selected earlier. then no bonus feat is gained when the character reaches the level at which Force training would provide Control For free.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have spent part of your life in an area known for its cultural diversity, such as Coruscant, Nar Shaddaa, the Corporate Sector, and so on. Your exposure to multiple cultures has significantly broadened your horizons.
Benefit: Choose a non-Force skill you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new non-Force skill.
Source: Hero's Guide
You can perform the surgical procedures necessary to graft mechanical components onto living flesh.
Prerequisite: Surgery, Treat injury 8 ranks
Benefit: You can make a Treat injury check to install cybernetic prosthetics on a living being. See Hero guide: Cybernetics in Chapter Six: Equipment for more information.
Source: Hero's Guide
Your dark side abilities are keenly honed.
Prerequisite: Alter
Benefit: You gain a +2 aptitude bonus on Drain Energy and Force Lightning checks.
Source: Hero's Guide
You are skilled at avoiding harm due to your improved martial arts training.
Prerequisite: Martial Arts
Benefit: You get a +2 dodge bonus to Defense.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can use your opponent's weight, strength, and momentum against her, deflecting her attack and throwing her to the ground.
Prerequisite: Combat Reflexes, Dodge, Improved Martial Arts, Improved Trip, Dexterity 13
Benefit: if the opponent you are dodging (as per the Dodge feat) makes a melee attack against you and misses, you can make an immediate improved trip attack against that opponent as an attack of opportunity.
This feat does not grant you more attacks of opportunity than you are normally allowed in a round.
Source: Hero's Guide
Your government (or one with which you are affiliated) has a diplomatic treaty with another government. While you are within the territory of the other government, you are effectively immune to their laws—up to a point.
Benefit: Select a recognized political entity, such as the Empire, the Hapan Consortium, the Corporate Sector, the Old Republic, or the New Republic. (You cannot select the Hutts because of the unpredictable nature of Hutt justice.) if you are arrested for a crime while within the borders of that political entity, you can make a Diplomacy check to invoke your diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how the authorities react if you succeed. See the table below for Diplomacy check DCs based on the severity of the crime.
Severity of Crime | Example | Diplomacy Check DC | Effect of Successful Diplomacy Check |
---|---|---|---|
Class 5 | Disturbing the peace, public intoxication, noninjurious traffic violation | 15 | -2 on subsequent Diplomacy checks in that area |
Class 4 | Possession of controlled substance, injurious traffic violation, operating a business without a license, operating a vehicle without a license, operating a starship without a license, assault (without a deadly weapon) | 20 | -5 on subsequent Diplomacy checks in that area |
Class 3 | Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon | 25 | -10 on subsequent Diplomacy checks in that area |
Class 2 | Murder/manslaughter, fraud or smuggling, assault against a public official, trafficking in controlled substances | 30 | Deportation within 2d6 hours |
Class 1 | Conspiracy against the government, murder of a public official, sabotage of public utilities | 35 | Detention pending diplomatic action by character's affiliated government |
Source: Hero's Guide
You can resist and sometimes absorb energy damage and turn it to your advantage.
Prerequisite: Control, Force level 4th
Benefit: You may dissipate or perhaps absorb energy damage you would otherwise take because of your environment or because of an attack. To do so, you make a Fortitude saving throw against a DC equal to 10 + the amount of damage inflicted. If the save is successful, you don't take any damage and you gain 1 vitality point for every 2 points of wound damage you would have taken (but you can't gain vitality points in excess of your full normal total). If the saving throw fails, you take the full damage. Dissipate Energy is used as a reaction, and costs no vitality points.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are adept at dodging attacks.
Prerequisite: Dexterity 13
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Defense against any subsequent attacks from that opponent. You can select a new opponent on any action.
Special: A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are able to draw life energy from living beings, gradually absorbing it yourself. Draining the Force from others in this fashion provides you with additional Force Points, but each time you attempt this, you gain a Dark Side Point.
Prerequisite: Alter, Control, Sith Sorcery, Force level 6th+, 6+ Dark Side Points
Benefit: Once per week, you may attempt to absorb Force energy from another character. This target must be within 10 meters when you make the attempt. In addition, the target must have at least one Force Point for the ability to work. Having this feat does not allow you to know how many Force Points the target has at the time you use the feat. (The character's player-or the GM, in the case of GM characters-is not required to let you know whether the character has any Force Points before you make the attempt.)
When you exercise this ability, the target must immediately attempt a Fortitude saving throw (DC 20). If the save succeeds, you gain nothing. If the save fails, the target loses one Force Point, and you gain one Force Point.
Using this feat doesn't cost you vitality points, but it does grant you a Dark Side Point.
Source: The Dark Side Sourcebook
Your combat teamwork makes you a more dangerous foe.
Prerequisite: Combat Reflexes, Base attack bonus +3
Benefit: If you and an ally flank an opponent, you get a +4 bonus on your attack roll.
Normal: The standard flanking attack roll bonus is +2.
Special: A soldier or Jedi guardian may take this feat as one of his bonus feats.
Source: Hero's Guide
Echani is a martial arts style that became the official technique of Emperor Palpatine's Royal Guards. The style is thought to have its origins in the style practiced by the Sun Guards of Thyrsus, but Palpatine had experts modify the original techniques to make them more deadly. The brutal echani style is full of jabs, chops, kicks, and other quick and dangerous strikes, focusing on deadliness over finesse.
Prerequisite: Martial Arts
Benefit: When making melee attacks against a prone target, increase the critical threat range of the attacks by 1 (for example, from 19-20 to 18-20).
Special: The increased threat range granted by this feat does not stack with the increased threat range granted by the improved Critical feat.
Source: Hero's Guide
Your knowledge of the echani style allows you to inflict deadly damage to grappled opponents.
Prerequisite: Echani, Improved Martial Arts, Base attack bonus +9
Benefit: As a full-round action, you may attempt a single coup de grace attack on a character you have pinned in a grapple as though the target were prone. You deal your normal unarmed combat damage when making the coup de grace. If you fail to kill the target, he automatically escapes the grapple.
Source: Hero's Guide
As a master in the echani martial arts style, you are adept at making your most effective strikes even more potent.
Prerequisite: Advanced Martial Arts, Echani Expertise
Benefit: Any time a character with this feat scores a threat on an unarmed attack, the character gains a +4 bonus on his attack roll to confirm the critical hit.
Source: Hero's Guide
You are capable of amazing feats of endurance.
Benefit: You gain a +4 bonus to the following checks and saves: Swim checks to stave off weariness, Constitution checks to continue running, Constitution checks to hold your breath, Constitution checks to avoid damage from starvation or thirst, Fortitude checks to avoid damage from hot or cold environments, and Fortitude checks to resist damage from oxygen deprivation.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Choose an exotic weapon, such as bowcaster or lightsaber (see Core Book Table 7-2: Weapons for a list of exotic weapons). You understand how to use that type of exotic weapon in combat.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls. Some weapons (such as lightsabers) may have additional penalties or drawbacks when used by a character who is not proficient (see Core Book Chapter Seven: Equipment).
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon. Proficiency with the lightsaber has a prerequisite of Dexterity 11.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Your rage lasts longer than it normally would.
Prerequisite: Ability to rage
Benefit: Each time you rage, the effects of the rage last 5 rounds longer than the normal duration.
Special: You can select this feat multiple times. Each time you do, add 5 rounds to the duration of the rage and the post-rage fatigue.
Source: Hero's Guide
You have exceptional luck.
Prerequisite: Lucky class feature
Benefit: You gain one additional use of the lucky special quality per day.
Source: Hero's Guide
You are particularly well known.
Benefit: Your Reputation bonus increases by +3.
Special: You can't select both the Fame feat and the Infamy feat. You're either famous or infamous, not both.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can get greater distance out of a ranged weapon.
Prerequisite: Point Blank Shot
Benefit: When you use a blaster or a projectile weapon (such as a bow), its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon (such as a grenade), its range increment is doubled.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have a knack for using the Force in focused and specific ways.
Prerequisite: Alter, Control
Benefit: You get a +2 aptitude bonus on all Force Stealth checks and Force Strike checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can wrap yourself in the Force and move yourself toward a specific destination.
Prerequisite: Alter, Move Object 6 ranks, Force level 7th
Benefit: You gain the ability to control the Force to a greater degree and can use it to move yourself from one spot to another. Doing this requires a successful Move Object check and a vitality point cost of 4. You can take 10 but you can't take 20 on this check. The distance you travel either horizontally or vertically as a move action is determined by the check result.
Result | Distance |
---|---|
19 or less | 10 meters |
20-24 | 15 meters |
25+ | 20 meters |
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can accomplish Force-related tasks with less concentration than normal.
Prerequisite: Force-Sensitive, Wisdom 15, Force level 7th
Benefit: Once per round, you may accomplish a Force-related task that normally requires an attack or move action as a free action. The vitality point cost for this action is double the normal cost (or 1 point if no cost is given).
Special: This feat is not cumulative with the effects of High Force Mastery. That is, you cannot use both feats to reduce a full-round action to a free action.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can grant a Force bonus to a single ability score of your allies.
Prerequisite: Sense, Wisdom 15, Force level 3rd
Benefit: The targets of this feat each gain a +2 Force bonus to a single ability score of your choice (all those affected gain the bonus to the same ability score). This benefit requires a full-round action to initiate and lasts for a number of rounds equal to your Force-user level. Using the Force Mind feat costs 4 vitality points plus 1 vitality point per target included. The individual using Force Mind may not be one of the targets.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
The Force allows you to move extremely fast for a brief period of time.
Prerequisite: Burst of Speed, Force level 7th
Benefit: Your base speed becomes 20 times normal for 1 round. This benefit has the side effect of multiplying your jump distance by 10 during this time period. Using this feat requires a full-round action and an expenditure of 8 vitality points.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can use the Force to create a whirlwind of small objects that hampers concentration and deals damage.
Prerequisite: Alter, Intelligence 13, Move Object 5 ranks, Force level 6th
Benefit: You can use this specialized application of Move Object to deal damage. With this feat, you wrap a swarm of small objects in the Force and whip them into a whirlwind that has a 4-meter radius. Doing this requires a Move Object check (DC 20), an expenditure of 6 vitality points, and a full-round action. You can take 10 when making this check, but you can't take 20.
All targets within the whirlwind take a -4 penalty on all attack rolls, skill checks, and ability checks as they are struck repeatedly by small objects (rocks, tools, scrap metal, or what-ever else is in the area) and buffeted by a Force-generated wind. The whirlwind deals 3d4 points of damage per round. A target may attempt a Reflex save (DC 20) to reduce the damage by half every round. The swarm lasts for 3 rounds.
You can create a whirlwind up to 50 meters away from your location.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are sensitive to the ebb and flow of the Force. Though not necessarily a Jedi or a Force-user, you are capable of learning some basic Force skills.
Benefit: You may learn Force-Sensitive-based Force skills as class skills. If you have any Force-user levels (levels in any of the fate-using classes), you may select other Force-based feats when the opportunity arises.
You gain one bonus Force Point when this feat is selected. There is no limit to the number of Force Points a character with this feat may possess.
You are more adept at calling upon the Force to use a Force Point (see Core Book Chapter Nine: The Force). A Force-sensitive character (one who has the Force-Sensitive feat) can make a Wisdom check (DC 20) to avoid being surprised.
A successful check allows you to act during the surprise round, even if you would otherwise be surprised.
This feat also allows characters to begin the training necessary to eventually take up the mantle of a Force-user. With this feat and a qualified teacher, a character can start to learn the fundamentals of the primary Force feats (Alter, Control, and Sense) without actually gaining any of the formidable powers associated with them. All of the children learning at the Jedi temple, for example, use this feat to help them through their various studies (including lightsaber training) until they are selected by a single master to serve as a Padawan learner (and thus gain their status as a 1st-level Jedi consular or Jedi guardian).
Normal: Without this feat, you cannot gain any ranks in Force skills or select other Force-based feats. Also, your maximum allowed total of Force Points is 5 (any points gained beyond this maximum are lost).
Special: Not everyone who selects this feat believes in the Force. A character can gain the benefits of this feat and its associated skills without understanding that he or she is calling upon the Force. Such characters instead attribute their success to luck, a special knack, or some other reason when they take advantage of this feat.
Force adepts, Jedi consular, and Jedi guardians gain this feat for free at 1st level. A character who decides to pick up a Force-user level later in his or her career must adhere to the rules for multiclassing and starting feats (see Core Book page 63).
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Your mere presence can terrify those around you.
Prerequisite: Charisma 15. Intimidate 9 ranks
Benefit: Once per round you can, as a free action, use your Frightful Presence. All opponents within 10 meters who have fewer levels than you must make a Will saving throw (DC 10 + one-half your level + your Charisma modifier). An opponent who fails his save is shaken, taking a -2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + your Charisma modifier.
A successful save indicates that the opponent is immune to your Frightful Presence for one day. This ability can't affect creatures with an Intelligence of 3 or lower.
If you have the Infamy feat, the Will saving throw's DC increases by 5.
Normal: A character without this feat can use the Intimidate skill (or a Charisma check if untrained) to threaten someone (see Core Book Chapter Four: Skills).
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have a way with machines.
Benefit: You get a +2 aptitude bonus on all Repair checks and Computer Use checks.
If you don't have any ranks in Repair, this aptitude bonus can only be applied to jury-rig attempts.
If you don't have any ranks in Computer Use, this aptitude bonus can't be applied to the break computer security use of the skill.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can wield a melee weapon with such power that you can strike multiple times when you drop your opponents.
Prerequisite: Cleave, Strength 13, base attack bonus +4
Benefit: As Cleave, except that you have no limit to the number of times you can use it per round.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are tougher than normal.
Benefit: Benefit You get a +2 synergy bonus on all Fortitude saving throws.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You've learned to direct others in battle, increasing their overall effectiveness.
Prerequisite: Jedi guardian level 5th
Benefit: The circumstance bonus you grant by exercising the aid another maneuver in combat is increased to +4.
Normal: If you are in a position to attack an opponent who is engaged in melee combat with your ally, you can attempt to aid your ally as an attack action. You make an attack roll against a Defense of 10. if you succeed. your ally gains a +2 circumstance bonus that can either be applied to his next attack roll against that opponent or to his Defense when next attacked by that opponent (your choice).
Source: Hero's Guide
You are accustomed to commanding starships and their crews, and have learned to use your talent for leadership to its full ability when in space engagements.
Prerequisite: Inspire confidence class feature
Benefit: When using the inspire confidence class feature on a starship's crew, those affected by the ability deal one more damage die of the appropriate type with starship weapons. For example, when firing a weapon that deals 4d10 x 2 points of damage normally, an inspired character deals 5d10 x 2 points of damage with that weapon.
Normal: A character without this feat only grants a +1 bonus to damage regardless of the type of weapon being used.
Source: Hero's Guide
You can release all your hatred in a blast of pure Force energy, dealing damage to all those around you.
Prerequisite: Alter, 2+ Dark Side Points
Benefit: Waves of your hatred buffet everyone within a 10-meter radius of you. This counts as an attack action and costs 4 vitality points. All those within the radius suffer 2d6 damage and receive a -2 penalty on all attacks, skill checks, and ability checks. Each target may attempt a Fortitude save (DC 15 + the user's Charisma modifier) to reduce the damage by half. The effect lasts for 1 round. You may spend 4 additional vitality points as a move action to maintain the effect for that round. Each round you maintain your Hatred, you deal 2d6 damage. (You may not take two move actions in a round to "maintain" this ability twice.)
The effect always centers on you and moves as you move. Activating this ability grants a Dark Side Point; maintaining it does not. (You may, however, gain additional Dark Side Points for evil actions you perform while using Hatred.)
Source: The Dark Side Sourcebook
You are obstinate and unwilling to yield.
Benefit: You get a +1 synergy bonus on all Will saving throws and a +2 synergy bonus on all intimidate checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can perform an additional action in a round.
Benefit: You may take an extra move action or attack action, either before or after your regular actions. You may use Heroic Surge a number of times per day depending on your character level (as shown below), but never more than once per round.
Level | Times per Day |
---|---|
1st-4th | 1 |
5th-8th | 2 |
9th-12th | 3 |
13th-16th | 4 |
17th-20th | 5 |
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can accomplish Force-related tasks with much less concentration than normal.
Prerequisite: Force Mastery, Wisdom 17, Force level 11th
Benefit: Once per round, you may accomplish a Force-related task that normally requires a full-round action as an attack action. The vitality point cost for this action is double the normal cost (or 1 point if no cost is given).
Special: This feat is not cumulative with the effects of Force Mastery. That is, you cannot use both feats to reduce a full-round action to a free action.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are able to create a new identity for yourself or assume the role of another being with great skill.
Benefit: You gain a +2 aptitude bonus on all Disguise and Forgery checks.
Source: Hero's Guide
You know how to push opponents back.
Prerequisite: Power Attack, Strength 13
Benefit: When you perform a bantha rush (see Core Book page 169), you do not draw an attack of opportunity from the defender.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Choose one type of weapon, such as a blaster pistol or a vibroblade. With that weapon, you know how to strike more effectively and have a better chance of dealing wound damage.
Prerequisite: Proficient with weapon, base attack bonus +8
Benefit: When using the weapon you selected, your threat range increases by 1. For example, a blaster pistol usually threatens a critical hit on a natural roll of 20, if a character using a blaster pistol has Improved Critical (blaster pistol), the threat range becomes 19-20.
Special: You can gain this feat multiple times. The effects do not stack. Each time you take this feat, it applies to a different weapon.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have a greater-than-normal ability to see in total darkness.
Prerequisite: Darkvision as a species trait
Benefit: Your darkvision ranged is doubled. You also gain a +2 competence bonus on Search and Spot checks made in total darkness.
Source: Ultimate Alien Anthology
You know how to disarm opponents in melee combat.
Prerequisite: Combat Expertise, Intelligence 13
Benefit: You do not draw an attack of opportunity when you attempt to disarm an opponent, nor does the opponent get a chance to disarm you.
Normal: See the normal disarm rules in Core Book Chapter Eight: Combat, page 169.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Making an extreme effort doesn't take as much out of you.
Prerequisite: Scout level 5th
Benefit: You do not become fatigued after using the extreme effort class ability.
Normal: After making an extreme effort, the scout becomes fatigued until the end of the current encounter.
Source: Hero's Guide
You are skilled at misdirecting your opponent's attention in combat
Prerequisite: Combat Expertise, Intelligence 13
Benefit: You can make a Bluff check to feint in combat as a move action. You also get a +2 bonus on Bluff checks made to feint in combat.
Normal: Feinting in combat requires an attack action.
Special: A soldier or Jedi guardian may select this feat as one of his bonus feats.
Source: Hero's Guide
Your ability to maneuver while flying is exceptional for a member of your species.
Prerequisite: Fly speed
Benefit: Your maneuverability class while flying improves by one grade. You gain all of the benefits of your new maneuverability class.
Source: Ultimate Alien Anthology
You can grant a Force bonus to a single ability score of your allies.
Prerequisite: Force Mind, Wisdom 15, Force level 5th
Benefit: The targets of this feat each gain a +4 Force bonus to a single ability score of your choice (all those affected gain the bonus to the same ability score). This benefit requires a full-round action to initiate and lasts for a number of rounds equal to your Force-user level. Using the Improved Force Mind feat costs 8 vitality points plus 1 vitality point per target included. The individual using Improved Force Mind may not be one of the targets.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are skilled at grappling opponents.
Prerequisite: Improved Martial Arts, Dexterity 13
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks (regardless of whether you started the grapple).
Normal: Characters without this feat incur an attack of opportunity when they make a touch attack to start a grapple.
Special: A soldier may select this feat as one of his soldier bonus feats.
Source: Hero's Guide
You can react more quickly than normal in a fight.
Benefit: You get +4 circumstance bonus on initiative checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have a greater-than-normal ability to sec in dim light.
Prerequisite: Low-light vision as a species trait
Benefit: You can see three times as far as a Human in dim light (such as moonlight or underwater). and you retain the ability to distinguish color and detail. You also gain a +2 competence bonus on Search and Spot checks made in low-light conditions.
Normal: A character with low-light vision can only see twice as far as a Human in dim light.
Source: Ultimate Alien Anthology
You are more skilled at unarmed attacks due to your improved training.
Prerequisite: Martial Arts, base attack bonus +4
Benefit: A Medium-size character deals 2d4 damage with an unarmed strike. Strength modifiers apply. Also, you threaten a critical hit on a natural 19 or 20 when making an unarmed attack. Small characters deal 2d3 points of damage and Large characters deal 2d6 points of damage with an unarmed strike and this feat.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are skilled at knocking down opponents.
Prerequisite: Power Attack, Strength 13
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on the Strength check to knock down your opponent.
This feat does not grant you more attacks of opportunity than you are normally allowed in a round.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Special: A soldier may select this feat as one of his soldier bonus feats.
Source: Hero's Guide
You are trained in tripping opponents in melee combat and following through with an attack.
Prerequisite: Combat Expertise, Intelligence 13
Benefit: If you trip an opponent in melee combat, you immediately get to make a melee attack against that opponent as if you had not used your attack action for the trip attempt.
Normal: See the normal trip rules in Core Book Chapter Eight: Combat, page 171.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are an expert in fighting two-handed.
Prerequisite: Ambidexterity, Two-Weapon Fighting, base attack bonus +9
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with the off-hand weapon, albeit at a -5 penalty (see Core Book Table 8-3: Two-Weapon Fighting Penalties, page 157).
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
In your hands, everything is an effective weapon.
Prerequisite: Martial Arts, Dexterity 15
Benefit: You do not suffer the usual -4 penally for wielding an improvised weapon. The range increment for thrown objects is still 4 meters.
Normal: When wielding an improvised weapon, you take a -4 penalty on attack rolls. Hurled improvised weapons have a range increment of 4 meters.
Source: Hero's Guide
You are known for crimes or evil deeds (whether you actually committed these crimes and evil deeds or not).
Benefit: Your Reputation bonus increases by +3.
Special: You can't select both the Fame feat and the Infamy feat. You're either famous or infamous, not both.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have a knack for getting the desired result and swaying opinions.
Benefit: You get a +2 synergy bonus on all Reputation checks (see Core Book page 122) and favor checks (see the noble class description).
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are able to design and create items of exceptional quality and can do so with case and confidence.
Prerequisite: Tech specialty (mastercrafter)
Benefit: When using the mastercrafter class feature, you are only required to pay 1/3 the ordinary item's cost in XP.
Normal: A character without this feat must pay 1/2 the ordinary item's cost in XP to make a mastercraft item.
Source: Hero's Guide
You have a stronger will than normal.
Benefit: You get a +2 synergy bonus on all Will saving throws.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
K'tara is a martial arts style often practiced by Special Forces units in order to maximize damage to an opponent while minimizing the amount of noise made by the attack. K'tara focuses on short, quick motions. Most maneuvers begin from the set position and move within a small rectangle framed by the target's shoulders and hips. A soldier using the K'tara style can quietly disarm and opponent and reduce him to unconsciousness within a single round of combat, attracting little attention. This martial arts style emphasizes stealth.
Prerequisite: Martial Arts
Benefit: If you successfully hit a flat-footed opponent with an unarmed attack, the opponent is unable to speak or make any kind of noise with his vocal cords for 2d4 rounds: this includes shouting warnings or raising alarms. A successful Fortitude save (DC 15) reduces the number of rounds the victim is unable to speak by half (round down). Creatures immune to critical hits and creatures without vocal cords (such as droids) cannot be affected.
Source: Hero's Guide
Your knowledge of the K'tara style of fighting lets you disarm opponents with case.
Prerequisite: K'tara, Martial Arts
Benefit: When attempting to disarm an opponent with an unarmed attack, the target does not gain the +4 bonus on his attack roll for holding a larger weapon. If the weapon is held in two hands, the bonus is reduced from +4 to +2.
Source: Hero's Guide
As an adept in the K'tara martial arts form, you may use an unarmed attack to attempt to daze an opponent.
Prerequisite: Advanced Martial Arts, K'tara Expertise
Benefit: Declare that you are using the feat before you make your attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + your character level), in addition to dealing damage normally. If the defender fails his saving throw, he is dazed for 3 rounds. A dazed character can take no actions but can defend against attacks normally. You may attempt a daze attack once per level per day, and no more than once per round. Multiple daze attacks against the same creature do not stack (but the creature can be dazed again once the effect wears off). Creatures immune to critical hits cannot be dazed by the K'tara Mastery attack.
Source: Hero's Guide
K'thri is a special martial arts style that dates back to the days of the Old Republic, but has survived into The New Jedi Order era. The style gained popularity in many parts of the Galactic Republic as a type of sport. Professional athletes competed to see who had the greatest mastery over the style, with some competitors garnering great wealth and fame from their success. The style is somewhat flashier than others, since its practitioners were often entertainers as much as martial artists. The K'thri style focuses on speed and rapid, fluid attacks, with wide sweeping motions accompanying quick jabs and a good deal of fancy footwork.
Prerequisite: Martial Arts
Benefit: When unarmored and fighting unarmed, you may strike with one extra attack at the expense of accuracy. When doing so, you may make one extra attack in a round at your highest base attack, but this attack and each other attack made that round suffer a -2 penalty. For example, a 4th-level soldier has a single attack at a base attack bonus of +4. Using the K'thri feat, the soldier would have two attacks, at +2 and +2 respectively.
The -2 penalty applies for I round, so it affects attacks of opportunity made before your next action. You must use the full-attack action to strike with the K'thri feat.
Source: Hero's Guide
You are well versed in K'thri techniques and can open up opponents to future attacks.
Prerequisite: Improved Martial Arts, K'thri
Benefit: When making a successful unarmed attack against an opponent, you gain a +2 bonus to damage on your next attack against that opponent in the same round (if you successfully hit). This does not carry over to attacks the following round, nor is the bonus cumulative. For example, a 16th-level soldier has four attacks in a round. While fighting unarmed, he successfully hits with his first, second, and fourth attacks. He gains a +2 bonus on damage to his second attack, but not to his third attack (which misses) or his fourth attack, since his third attack missed.
Source: Hero's Guide
As a grand master of K'thri martial arts, you can execute swift and powerful maneuvers against an opponent.
Prerequisite: Advanced Martial Arts, K'thri Expertise
Benefit: Your ability to make extra attacks improves. In addition to the standard single extra attack you gets from the K'thri feat, you get a second extra attack, albeit at an additional -5 penalty to your base attack. These attacks and each other attack made that round suffer the normal -2 penalty for the K'thri feat. For example, a 12th-level soldier gets three attacks at base values of +12/+7/+2. If he uses the K'thri Mastery feat, he gets five attacks at a base attack bonus of + 10/+10/+5/+5/+0.
Source: Hero's Guide
You have learned to remotely manipulate a weapon, fighting with it at a distance as though it were in your hands.
Prerequisite: Alter, Intelligence 15, Move Object 12 ranks
Benefit: As a full-round action, you can wield a melee weapon with the power of the Force at a distance of up to 10 meters from you, as though you were wielding it in your hands. Initially, you can make only one attack with the weapon. As your control improves, you may attack with the weapon more often (up to the limit of your normal attacks per round, determined by your base attack bonus), though fighting in this fashion always requires a full-round action.
Move Object Ranks | Attacks per Round |
---|---|
12 | 1 |
15 | 2 |
18 | 3 |
21 | 4 |
Source: Hero's Guide
Your telekinetic powers pack a little more punch than normal.
Prerequisite: Alter
Benefit: You gain a +2 aptitude bonus on Force Strike and Move Object checks.
Source: Hero's Guide
Your technical expertise allows you to assemble simple devices out of scavenged parts.
Prerequisite: Intelligence 15, Repair 8 ranks
Benefit: By cannibalizing available components from other equipment, you can construct a primitive, limited-use version of a weapon, electronic device, or very rudimentary vehicle. The device you build has only a limited lifespan, after which the components become useless for any other purpose (including further kit-bashing). Thus, for example, if you remove the energy cell from a comlink to create a crude vibrodagger, at the end of the weapon's lifespan, the energy cell cannot simply go back into the comlink to make that device useable again.
Use the table below to determine the Repair check DC, the components needed, the time required to finish construction, and the operational lifespan of the device you construct.
Device | Repair DC | Components Needed | Time Needed | Operational Lifespan |
---|---|---|---|---|
Blaster pistol | 18 | Barrel, power pack, trigger, collimating crystal | 30 minutes | 1 shot per point of Int bonus |
Breath mask | 13 | Mouthpiece, regulator, air supply | 5 minutes | 1 minute per point of Int bonus |
Comlink | 13 | Acoustic sensor, speaker, energy cell | 10 minutes | 1 minute per point of Int bonus |
Datapad | 13 | Display, interface, energy cell | 30 minutes | 5 minutes per point of Int bonus |
Fusion lantern | 13 | Chemical reactant, energy cell | 5 minutes | 5 minutes per point of Int bonus |
Glow rod | 10 | Chemical reactant | 1 minute | 10 minutes per point of Int bonus |
Ion pistol | 15 | Barrel, ion accelerator, trigger, power pack | 10 minutes | 1 shot per point of Int bonus |
Speeder | 23 | Repulsorlift engine, fuel, thrusters, brakes, power pack | 12 hours | 1 hour per point of Int bonus |
Stun baton | 13 | Metal club, power pack, grip | 5 minutes | 1 attack per point of Int bonus |
Vibrodagger | 15 | Blade, energy cell, handle | 10 minutes | 1 attack per point of Int bonus |
Source: Hero's Guide
You are adept at defending yourself with your lightsaber.
Prerequisite: Lightsaber Defense, Dexterity 13, Exotic Weapon Proficiency (lightsaber), Jedi level 7th
Benefit: When wielding a lightsaber, you gain a +2 dodge bonus to your Defense.
Special: A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
When you take this feat, your dodge bonus to Defense improves from +2 (because of Lightsaber Defense) to +4. If you also take Master Defense either before or after taking this feat, your Dodge bonus to Defense improves to +6.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can grant a force bonus to a single ability score of your allies.
Prerequisite: Force Mind, Wisdom 15, Jedi level 7th
Benefit: The targets of this feat each gain a +6 Force bonus to a single ability score of your choice (all those affected gain the bonus to the same ability score). This benefit requires a full-round action to initiate and lasts for a number of rounds equal to your Force-user level. Using the Knight Mind feat costs 12 vitality points plus 1 vitality point per target included. The individual using Knight Mind may not be one of the targets.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
The Force allows you to move extremely fast for a brief period of time.
Prerequisite: Burst of Speed, Jedi level 7th
Benefit: You may increase your base speed to 20 times normal for 1 round. This increase has the side effect of multiplying your jump distance by 10 during this time period. Using this feat requires a full-round action and an expenditure of 8 vitality points.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have studied a particular alien species extensively. giving you an advantage when dealing with members of the chosen species.
Prerequisite: Knowledge (alien species) 6 ranks
Benefit: You gain a +2 bonus on Bluff and Sense Motive checks when using these skills against members of the enemy species. You also gain a +1 bonus on attack rolls and damage rolls made against members or the enemy specks.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different alien species. You cannot choose your own species.
Source: Ultimate Alien Anthology
You can sense nearby opponents in the darkness.
Prerequisite: Blind-Fight, Wisdom 15, base attack bonus +4
Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 2 meters away from you. Concealment and darkness are irrelevant, though you cannot discern nonphysical beings.
Source: Hero's Guide
You have faster than normal reflexes.
Benefit: You get a +2 synergy bonus on all Reflex saving throws.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are adept at defending yourself with your lightsaber.
Prerequisite: Control, Dexterity 13, Exotic Weapon Proficiency (lightsaber), Force level 3rd
Benefit: When wielding a lightsaber, you gain a +2 dodge bonus to your Defense.
Special: A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are particularly flexible and poised.
Benefit: You gain a +2 aptitude bonus on all Balance and Escape Artist checks.
Source: Hero's Guide
You have an innate connection to the dark side of the Force.
Prerequisite: Alter, Sense
Benefit: You get a +2 aptitude bonus on all Fear checks and Force Grip checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are skilled at fighting while unarmed and can deal more damage with unarmed strikes. You are also capable of inflicting critical hits with unarmed attacks.
Benefit: A Medium-size character deals 1d4 points of damage with an unarmed strike. Strength modifiers apply. Also, you threaten a critical hit on a natural 20 when making an unarmed attack.
Small characters deal 1d3 points of damage and Large characters deal 1d6 points of damage with an unarmed strike and this feat.
A character with the Martial Arts feat does not provoke an attack of opportunity when making an unarmed attack against an armed opponent, but an opponent does provoke an attack of opportunity when making an unarmed attack against a character with the Martial Arts feat.
Normal: Without this feat, a Medium-size character deals only 1d3 points of damage (1d2 for a Small character and 1d4 for a Large character) and can't inflict a critical hit with an unarmed attack.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are adept at defending yourself with your lightsaber.
Prerequisite: Lightsaber Defense, Dexterity 13, Weapon Proficiency (lightsaber), Jedi level 11th
Benefit: When wielding a lightsaber, you gain a +2 dodge bonus to Defense.
Special: A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
When you take this feat, your dodge bonus to Defense Improves from +2 (because of Lightsaber Defense) to +4. If you also take Knight Defense either before or after taking this feat, your Dodge bonus to Defense improves to +6.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can grant a Force bonus to a single ability score of your allies.
Prerequisite: Force Mind, Wisdom 15, Jedi level 11th
Benefit: The targets of this feat each gain a +8 Force bonus to a single ability score of your choice (all those affected gain the bonus to the same ability score). This feat requires a full-round action to initiate and lasts for a number of rounds equal to your Force-user level. Using the Master Mind feat costs 16 vitality points plus 1 vitality point per target included. The individual using Master Mind may not be one of the targets.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can move at lightning speed for a brief period of time.
Prerequisite: Burst of Speed, Dexterity 13, Jedi level 11th
Benefit: You may increase your base speed to 30 times normal for 1 round. This increase has the side effect of multiplying your jump distance by 15 during this time period. Using this feat requires a full-round action and the expenditure of 12 vitality points.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You come from a family that excels at a particular trade and knows the value of any kind of trade good or commodity.
Benefit: You gain a +2 aptitude bonus on all Appraise checks and a +2 aptitude bonus on checks in one Craft skill of your choice.
Special: This feat may only be taken at 1st level.
Source: Hero's Guide
You have courage and the ability to face any threat through your connection to the Force.
Prerequisite: Control
Benefit: You get a +2 aptitude bonus on all Battlemind checks and Force Defense checks. Remember that the Battlemind skill can't be used untrained.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have a gift for impersonation.
Benefit: You get a +2 aptitude bonus on all Disguise checks and on all Entertain checks pertaining to comedy, drama, impersonation, and storytelling.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have a knack for using the Force to fool those with weak wills.
Prerequisite: Alter
Benefit: You get a +2 aptitude bonus on all Affect Mind checks and Illusion checks. Remember that the Illusion skill can't be used untrained.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are skilled at dodging past opponents and avoiding attacks they make against you.
Prerequisite: Dodge, Dexterity 13
Benefit: You get a +4 dodge bonus to Defense against attacks of opportunity caused when you move out of, though, or within a threatened area.
Special: A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are skilled in mounted combat.
Prerequisite: Ride 1 rank
Benefit: Once per round when your mount is hit in combat, you may make a Ride check to negate the hit. The hit is negated if your Ride check is greater than the attack roll (essentially, the Ride check becomes the mount’s Defense Bonus if it's higher than the mount's regular Defense).
Special: A soldier can choose this feat as one of his soldier bonus feats.
Source: Ultimate Alien Anthology
You can use the multifire and autofire option on blaster weapons with exceptional accuracy.
Prerequisite: Rapid Shot, Dexterity 13
Benefit: When using the multifire or autofire option on a blaster weapon, you reduce the penalty for each attack to -2 (for multifire) or -4 (for autofire).
Normal: See the multifire and autofire rules in Core book Chapter Eight: Combat, page 165.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have exceptional flexibility and manual dexterity.
Benefit: You get a +2 aptitude bonus on all Escape Artist checks and Sleight of Hand checks. Remember that the Sleight of Hand skill can't be used untrained.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You use your off-hand weapon to defend against melee attacks.
Prerequisite: Ambidexterity, Two-Weapon Fighting, Dexterity 13, base attack bonus +3, proficiency with weapons
Benefit: When fighting with two melee weapons, you can designate a melee opponent during your action and receive a +2 equipment bonus to Defense against attacks from that opponent. You can select a new melee opponent on any action. A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose this bonus.
Source: Hero's Guide
You are skilled at calming emotions and getting even the angriest people to listen to reason.
Prerequisite: Force-Sensitive
Benefit: You gain a +2 aptitude bonus on Diplomacy and Friendship checks.
Source: Hero's Guide
You have an excellent recall of obscure details.
Prerequisite: Intelligence 15
Benefit: You may make an Intelligence check with a +4 aptitude bonus to recall stray information about notable people, popular rumors, or noteworthy places. You may not take 10 or 20 on this check. The relative obscurity of the information sets the DC of the check: DC 10 for common knowledge (known to most), DC 20 for uncommon details (known to locals or scholars), DC 25 for obscure data (known to a rare few), and DC 30 for extremely obscure information (forgotten lore).
Source: Hero's Guide
You have a way with words and body language.
Benefit: You get a +2 aptitude bonus on all Bluff checks and Intimidate checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are skilled at making well-placed shots with ranged weapons at close range.
Benefit: You get a +1 competence bonus on attack and damage rolls with ranged weapons against opponents within 10 meters of your position.
Normal: Without this feat, only ranged attacks at targets within 2 meters of your position are considered to be made at point blank range.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are able to use your influence and connections to get what you want with all possible speed.
Prerequisite: Noble level 6th
Benefit: You gain a +2 bonus on all favor checks and a +2 bonus on all Charisma checks when using the resource access feature when dealing with politicians.
Source: Hero's Guide
You can make exceptionally powerful melee attacks.
Prerequisite: Strength 13
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until your next action.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have a knack for getting the message across.
Prerequisite: Sense
Benefit: You gain a +2 aptitude bonus on Intimidate and Telepathy checks.
Source: Hero's Guide
You are skilled at timing and aiming ranged attacks.
Prerequisite: Point Blank Shot
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty (see Core book Shooting or Throwing into a Melee, page 155).
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have a natural understanding of the most basic emotions of sentient beings and animals alike.
Prerequisite: Force-Sensitive
Benefit: You gain a +2 aptitude bonus on Empathy and Handle Animal checks.
Source: Hero's Guide
You can draw weapons with startling quickness.
Prerequisite: Base attack bonus +1
Benefit: You can draw a weapon as a free action instead of as a move action.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are good at turning attacks that might deal damage to you into near misses and glancing blows.
Benefit: You gain +3 vitality points.
Special: You may gain this feat multiple times.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can channel your anger into a berserker fury. increasing your battle prowess as you let the dark side flow through you.
Prerequisite: Control, 2 Dark Side Points
Benefit: You temporarily gain +4 Strength, +2 vitality points per Force-user level, and a +2 Force bonus on Fortitude and Will saves, but you also take a -2 penalty to Defense.
While raging, you can't use skills, feats, or special abilities that require patience and concentration, such as Move Silently, Expertise, Affect Mind, or any light-side Force skill.
Rage lasts for a number of rounds equal to 5 + your Constitution modifier. At the end of this duration. you lose the bonus vitality points and become fatigued (-2 penalty to effective Strength and Dexterity, can't run or charge) for a number of rounds equal to the duration of the rage.
Special: Whenever you use this feat. you gain a Dark Side Point. The effects of Rage can't be combined with a Wookiee rage (see Wookie).
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can disarm from a distance.
Prerequisite: Point Blank Shot, Precise Shot, Dexterity 13, base attack bonus +10
Benefit: Choose one type of ranged weapon with which you are already proficient. You can perform the disarm action with this weapon. You do not draw an attack of opportunity when you attempt to disarm an opponent from a distance, but you do suffer a -4 penalty on the attack roll. You must be within 10 meters of the target to use this feat. Your weapon is considered Medium-sized for the purpose of the opposed attack roll.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Source: Hero's Guide
You can use ranged weapons with exceptional quickness.
Prerequisite: Point Blank Shot, Dexterity 13
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack (the extra one and the normal ones) has a -2 penalty. You must use a full-round action to use this feat.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Your bite attack deals more damage than normal.
Prerequisite: Base attack +3, bite as a natural weapon
Benefit: When making a bite attack, you deal +2 points of damage on a successful hit.
Source: Ultimate Alien Anthology
Your claws deal more damage than normal.
Prerequisite: Base attack +3, one or more claws as natural weapons
Benefit: When making a claw attack, you deal +1 point of damage on a successful hit.
Source: Ultimate Alien Anthology
You can redirect melee attacks toward adjacent enemies
Prerequisite: Dodge, Dexterity 13
Benefit: Once per round, when you are missed by a melee attack from an opponent designated as your Dodge target, you may redirect the attack to any other character adjacent to you and within the reach of the attacker. The attacker must roll a new attack roll for the redirected attack, using the same modifiers as the missed attack.
Special: A soldier or Jedi guardian may select this feat as one of his bonus feats.
Source: Hero's Guide
You have built up a resistance to the effects of poisons by exposing yourself to controlled doses of various toxins.
Benefit: You gain a +4 bonus on Fortitude saving throws against poison.
Source: Hero's Guide
You are skilled at making quick hit-and-run attacks while riding a creature
Prerequisite: Mounted Combat, Ride 4 rank
Benefit: When you are mounted and use the charge action, you may move and attack as with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Special: A soldier can choose this feat as one of his soldier bonus feats.
Source: Ultimate Alien Anthology
You come from a long line of scoundrels, pirates, smugglers, and outlaws. You tend to think beyond rules and laws and easily adapt to adversity.
Benefit: You gain a +1 bonus on all Bluff. Gamble, and Intimidate checks when dealing with an individual affected (either positively or negatively) by your reputation.
Special: This feat may only be taken at 1st level.
Source: Hero's Guide
You are physically tough and vigorous.
Benefit: You get a +1 synergy bonus on all Fortitude saving throws and a +2 synergy bonus on all Survival checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are fleet of foot.
Benefit: When running, you move a maximum of five times your normal speed instead of four times (see Core book: Run under Modes of Movement, page 125). If you are in heavy armor, you can move four times your speed rather than three times. If you make a running jump (see ore book: Jump skill, page 93), increase the distance or height you clear by 25%. but not past the maximum.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can take care of yourself in harsh environments and situations.
Benefit: You gain a +2 aptitude bonus on all Survival and Treat Injury checks.
Special: A fringer or scout may select this feat as one of his bonus feats.
Source: Hero's Guide
You can sense the Force that binds and connects all things.
Prerequisite: Force-Sensitive, Force level 1st
Benefit: You may learn Sense-based Force skills. Once this feat is selected, Sense-based Force skills are considered to be class skills for you.
With this feat, you can use the following skills untrained: Enhance Senses, Fear, See Force, and Telepathy.
Sense Force: A character with this feat sometimes receives vague impressions of the Force. The character might feel uneasy due to an unseen situation or sense the presence of powerful emanations of the dark side. For example, a character might feel a sense of cold from a place that is strong in the dark side of the Force, or he might experience foreboding when an entire planet is destroyed and all the life forms on it are extinguished. If two characters with this feat have a close relationship (they are siblings, lovers, or lifelong friends, for example), one of them can sense if the other one is injured or in distress. These sensations are not felt through conscious effort: the GM provides the impressions when appropriate.
Normal: Without this feat, you can't learn Sense-based Force skills.
Special: A character from any of the Force-using classes can select the Feat for free with the Force training class feature, or a Force-user can select this feat earlier at the expense of some other feat. if Sense is selected earlier, then no bonus feat is gained when the character reaches the level hat which Force training would provide Sense for free.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have a better chance than most to tail someone unnoticed.
Benefit: You gain a +2 aptitude bonus on Hide and Spot checks.
Source: Hero's Guide
You know someone who buys stolen merchandise, a "fence" who specializes in reselling merchandise of dubious origin. He might be an otherwise legitimate businessman, a smuggler, a crime broker, or even a minor crime lord. Of course, selling stolen merchandise to a fence means that you sacrifice some of the merchandise's total value in exchange for unloading the goods quickly—which can be crucial if the authorities are actively looking for them and you don't want any incriminating evidence (such as stolen property) lying around.
Benefit: A fence can take delivery of stolen merchandise within 2d4 hours, plus 1d4 hours per 5.000 credits of the merchandise's total value. (Delivering 25,000 credits worth of stolen weapons to a fence requires 6d4 hours before the fence is ready to accept it.) The fence pays 30% of the merchandise's value, but with a Diplomacy check (to which the scoundrel's illicit barter ability applies), the fence agrees to pay more, as follows:
Diplomacy Check Result | Fence pays: |
---|---|
5-9 | 35% |
10-14 | 40% |
15-19 | 45% |
20-24 | 50% |
25-29 | 55% |
30-34 | 60% |
35-39 | 65% |
40+ | 70% |
Source: Hero's Guide
You have an eye for detail.
Benefit: Benefit: You get a +2 aptitude bonus on all Search checks and Sense Motive checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are highly trained in skirmish ranged weapon tactics.
Prerequisite: Mobility, Point Blank Shot, Dexterity 13
Benefit: When using an attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you are attacking.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have the ability to channel the spirits of deceased Sith lords, using their power to supplement your own-but at the risk of becoming their puppet.
Prerequisite: Sense, Force level 3rd+, 6+ Dark Side Points
Benefit: You may use this feat to gain a bonus on attacks, saves, and dark side skill checks for the next minute. You gain a +l competence bonus for every three Force levels you have attained. This feat costs you 4 vitality points to use and requires a move action to activate.
Special: Whenever you use this ability, in addition to gaining a Dark Side Point, you open yourself to possession by the Sith spirits you have summoned. At the end of the power's duration, you must immediately attempt a Will saving throw (DC 10 + the bonus gained). You cannot activate this ability again before you have resolved this save. If the save succeeds, there are no side effects.
If the save fails, however, a dark side spirit possesses you. (See Dark Side Spirit in Dark Side Chapter Six.)
Source: The Dark Side Sourcebook
You are adept at blocking incoming attacks with an alchemically sharpened Sith Sword.
Prerequisite: Control, Exotic Weapon Proficiency (Sith Sword), Dex 13+, 3+ levels in Sith acolyte, Sith warrior, or Sith Lord
Benefit: When wielding a Sith sword, you gain a +2 dodge bonus to your Defense against attacks. Note: A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses.
Source: The Dark Side Sourcebook
You are adept at blocking incoming attacks with an alchemically sharpened Sith sword.
Prerequisite: Sith Sword Defense, Dex 13+, base attack bonus +5, 5+ levels in Sith acolyte, Sith warrior, or Sith Lord
Benefit: When wielding a Sith sword, you gain an additional +2 dodge bonus to your Defense against attacks. Note: A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. (The benefits of this feat stack with Sith Sword Defense.)
Source: The Dark Side Sourcebook
You are adept at blocking incoming attacks with an alchemically sharpened Sith sword.
Prerequisite: Sith Sword Expert Defense, Dex 13+, base attack bonus +8, 8+ levels in Sith acolyte, Sith warrior, or Sith Lord
Benefit: When wielding a Sith sword, you gain an additional +2 dodge bonus to your Defense against attacks. Note: A condition that makes you lose your Dexterity bonus to Defense (if any) also makes you lose dodge bonuses. (The benefits of this feat stack with Sith Sword Defense arid Sith Sword Expert Defense.)
Source: The Dark Side Sourcebook
You have a knack for separating truth from opinion and perception.
Prerequisite: Wisdom 13
Benefit: You gain a +2 aptitude bonus on all Gather Information and Sense Motive checks.
Source: Hero's Guide
Choose a skill, such as Repair. You have a special knack with that skill.
Benefit: You get a +3 competence bonus on all skill checks with that skill.
Special: You can gain this feat multiple times. its effects do not stack. Each time you take the feat, it applies to a different skill. This bonus does not allow you to make checks for a trained-only skill if you have no ranks in the skill.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have a special affinity for space travel.
Benefit: You get a +2 aptitude bonus on all Astrogate checks and Pilot checks. Remember that these skills can't be used untrained.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You learned the Force with the erroneous belief that it is magical in nature. This colors not only your perceptions of how it works, but how to access and apply it.
Prerequisite: Force-Sensitive
Benefit: Using a Force skill or feat costs you one less than the normal vitality cost. However, activating a Force skill or feat requires a full-round action (unless it ordinarily requires longer) and provokes an attack of opportunity if you are in a threatened square when you begin the activation. If you take damage during the activation of the skill or feat, you lose the vitality required for the activation, and the skill or feat has no effect.
Special: You must take this feat at 1st level, or before you take your first level of Force adept. A character with levels in a Jedi class may not take this feat. A Force adept with this feat who later becomes a Jedi may still use the feat until her Jedi level equals or exceeds that of her Force adept level.
Source: Hero's Guide
You are trained at making a devastating mounted charge.
Prerequisite: Ride-By Attack, Ride 4 rank
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a spear, cesta, or other polearm).
Special: A soldier can choose this feat as one of his soldier bonus feats.
Source: Hero's Guide
You are trained in fast melee attacks and fancy footwork.
Prerequisite: Mobility, Dexterity 13, base attack bonus +4
Benefit: When using an attack action with a melee weapon. you can mow both before and after the attack. provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you are attacking. You can't use this feat if you are carrying a heavy load or wearing heavy armor.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have an amazing amount of stamina.
Prerequisite: Constitution 13
Benefit: You recover vitality points twice as fast as normal. So, if you would normally recover 1 vitality point per level per hour, with this feat you recover 2 vitality points per level per hour. A Wookiee character with this feat recovers 4 vitality points per level per hour.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Select a class of starship (starfighter or space transport). You are adept at dodging attacks while piloting that class of starship.
Prerequisite: Starship Operation, Dexterity 13, Pilot 6 ranks
Benefit: When piloting a starfighter or a space transport (depending on which class of starship you selected). during your action you designate an opposing starship and receive a + I dodge bonus to Defense against attacks from that opponent. You can select a new opponent on any action.
Special: You can gain this feat twice. Each time you take the feat, it applies to a different class of starship.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Select a class of starship (starfighter, space transport, or capital ship). You are proficient at operating that class of starship.
Prerequisite: Pilot 2 ranks
Benefit: You take no penalty on Pilot checks or attack rolls made when operating a starship of the selected class.
Normal: Characters without this feat take a -4 penalty on Pilot checks made to operate a starship and on attacks made with starship weapons.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different class of starship.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
The Noghri fighting style known as Stava has spread throughout the galaxy since the liberation of the Noghri from the grip of the Empire. Unlike some species-specific martial arts, the Noghri have been able to teach their particular style of fighting to Humans, Twi'lek, and even Wookiees. The style is very physical, often bringing the combatants into close contact. Stava combat utilizes full-body tackles. throws, and full-arm blows, as well as the powerful jabs and snap kicks commonly used in instances where close combat is ineffective. Stava is a quick and dangerous style, and in unarmed combat an opponent using it can often act before the target has a chance to react.
Prerequisite: Martial Arts
Benefit: When executing a charge attack action while unarmed, you gain one additional attack, albeit at a —5 penalty.
Normal: You may make only a single attack on a charge.
Source: Hero's Guide
Using the Stava martial arts style, you can charge an opponent with great force.
Prerequisite: Improved Martial Arts, Stava
Benefit: When you make a successful unarmed attack against an opponent during a charge attack action, double your Strength bonus when calculating damage. For example, a character with 14 Strength would apply a +4 bonus to damage instead of the normal +2 bonus when using this feat.
Source: Hero's Guide
As a master of the Stava fighting style, you can deal a devastating blow to an opponent.
Prerequisite: Advanced Martial Arts, Stava Expertise
Benefit: As a full-round action, instead of making a full attack, you may make a single unarmed attack against an opponent. If the attack is successful, you deal the maximum unarmed damage on the attack. For every 5 points of base attack bonus, you gain an additional +2 bonus on damage. (A 15th-level soldier would deal +6 points of damage to his unarmed Stava Mastery attack.)
Source: Hero's Guide
You are sure in movement.
Benefit: You get a +1 synergy bonus on all Reflex saving throws and a +2 synergy bonus on all Balance checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are particularly good at avoiding notice.
Benefit: You get a +2 aptitude bonus on all Hide checks and Move Silently checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have lived among the scum of the galaxy, in a place such as Tatooine, Kessel, or nearly anywhere in Hutt Space. You have learned how to keep informed, ask questions, and interact with the underworld with-out getting into trouble.
Benefit: You gain a +2 aptitude bonus on all Bluff and Gather information checks.
Special: This feat may only be taken at 1st level.
Source: Hero's Guide
You know how to incapacitate opponents using unarmed strikes by hitting them in vulnerable areas
Prerequisite: Improved Martial Arts, Dexterity 13, Wisdom 13, base attack bonus +8
Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + one-half your character level + your Wisdom modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until right before your next action). A stunned character can't act, drops anything he is holding, loses any Dexterity bonus to Defense, and suffers a -2 penalty to Defense. You may attempt a stunning strike once per day for every four levels you have attained, and no more than once per round. Creatures immune to critical hits cannot be stunned by the stunning attack.
Special: A soldier or Jedi guardian may select this feat as one of his bonus feats.
Source: Hero's Guide
You can manipulate the atmosphere to create rain, winds, and lightning.
Prerequisite: Alter, 6+ Force levels
Benefit: You may use this feat to create storm conditions in a radius around you equal to your Force-user class level x 100 meters. The user can voluntarily reduce the radius if she desires, but not to less than half of its maximum. (Thus, a 6th-level Force adept with this feat could summon a storm 1,200 meters in diameter-twice the radius of 600 meters. The same Force adept could also shrink the storm down to a 600-meter diameter, if she desired, but no smaller.)
These conditions create rain that reduces visibility, winds that hinder activities, and intermittent lightning. The rain provides nine-tenths concealment to anyone in the area (in addition to thoroughly soaking anything that isn't waterproof). The winds are strong enough to cause foliage to whip about violently and hurl loose leaves and paper about, providing a significant distraction to ordinary activities (a -2 penalty on all attacks, skill checks, and ability checks). The storm is not strong enough to move objects heavier than 1 kg. The lightning strikes are random, as with an ordinary storm; the user cannot direct them. Lightning hits a vessel very rarely, though its presence does provide an additional -2 penalty on Pilot checks for flying vessels through the storm.
Activating Summon Storm requires a full-round action and costs 5 vitality points. Maintaining the power is a free action and costs 5 additional vitality points per 10 minutes (paid at the onset of the 10-minute period). The storm can only be generated outdoors, and the GM may rule that certain effects of this feat do not apply in extreme climates. (This power could not be used to generate rain on Tatooine, for example.) if the effects of this power (blinding rain and driving winds) create dangerous conditions (such as sandstorms on Tatooine or blizzards on Hoth), the GM may also call for Survival checks.
Special: Though most commonly used by darksiders, this ability is not a dark side feat. However, those who use Summon Storm indiscriminately-and thus risk injuring the innocent-may gain a Dark Side Point for unleashing uncontrollable forces and indirectly causing harm. The GM should carefully consider whether the character using Summon Storm showed concern for its effect on the innocent.
Source: The Dark Side Sourcebook
You are skilled at attacking an opponent's weapon.
Prerequisite: Power Attack, Strength 13
Benefit: When you strike an opponent's weapon in melee combat, you do not provoke an attack of opportunity (see Core book page 157).
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have mastered the art of defense in combat.
Prerequisite: Combat Expertise, Intelligence 13, base attack bonus +6
Benefit: When you use the Combat Expertise feat to improve your Defense bonus, the number you subtract from your attack and add to your Defense bonus can he any number that does not exceed your base attack bonus.
Normal: Without this feat, the number you can subtract from your attack and add to your Defense can be no greater than +5.
Special: A soldier or Jedi guardian may select this feat as one of his bonus feats.
Source: Hero's Guide
Because you are so good at finding the best path, surface conditions rarely slow you down.
Prerequisite: Dexterity 13
Benefit: The speed penalties you suffer for hampered movement (see Table 6-8: Hampered Movement, in Chapter Six of the Star Wars Roleplaying Game) are adjusted up by 1/4. Very bad surfaces only slow you to 1/2 speed (rather than 1/4 speed), bad surfaces and heavy obstructions only slow you to 3/4 speed (rather than 1/2 speed). and moderate obstructions don't slow you down at all.
Source: Hero's Guide
You are trained to perform surgical procedures to heal wounds.
Prerequisite: Treat Injury 4 ranks
Benefit: You can make a Treat Injury check to heal a wounded character. You must have the proper surgical tools. You can't take 10 or take 20 when attempting to heal wounds. You can't perform surgery during a combat situation. You can't restore more wound points than the character's full normal total.
Surgery takes time: it requires 1 hour per wound point lost to perform surgery on a patient.
The result of the check determines the number of wound points restored. A character who has his wounds healed through surgery is fatigued for a number of hours equal to the number of wound points restored.
Result | Wounds Restored |
---|---|
5-9 | 1 |
10-14 | 2 |
15-19 | 3 |
20-24 | 4 |
25-29 | 5 |
30-34 | 6 |
35+ | 7 |
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are well trained in the sciences of mechanics and engineering.
Benefit: You gain a +2 aptitude bonus on Repair checks and to one of the following Knowledge skills: physics, engineering, or technology.
Source: Hero's Guide
The martial arts form known as Teräs Käsi is an extremely rare ancient art. The form's origins are found on the world of Bunduki in the Pacanth Reach, populated by a near-Human species known as the Epicanthix. The Followers of Palawa are a secretive sect of hermits that guard the teachings of Teräs Käsi. It is unknown whether or not the Followers created the martial arts style, but nearly all Teräs Käsi masters learned the style by journeying to Bunduki to learn from these keepers. The name Teräs Käsi actually means “steel hands,” referring to the damage and toughness of the martial artist's unarmed attacks. The style focuses on power and strength, including varying levels of damage depending on the force that is applied to the attacks. The style is unique, and masters are few and far between.
Prerequisite: Martial Arts
Benefit: Once per day, you may ignore an opponent's damage reduction when calculating damage of all your unarmed attacks for 1 round.
Source: Hero's Guide
You are able to block melee weapons with your bare hands.
Prerequisite: Defensive Martial Arts, Improved Martial Arts, Teräs Käsi
Benefit: When fighting unarmed against an opponent wielding a melee weapon, you may ready an action to deflect a single attack. You must be aware of the attack and cannot be flat-footed. If you succeed at a Reflex save (DC 20), you suffer no damage from the attack. You can use this feat once per round.
Source: Hero's Guide
As a master of the Teräs Käsi martial arts style, your hands hit with powerful force.
Prerequisite: Advanced Martial Arts, Teräs Käsi Expertise
Benefit: When making an unarmed attack, increase the number of damage dice by 1. As a progression of the Advanced Martial Arts feat, a Medium-size character deals 4d4 points of damage, a Small character deals 4d3 points of damage, and a Large character deals 4d6 points of damage.
Source: Hero's Guide
You have as especially thick epidermis for a member of your species.
Prerequisite: Constitution 13, natural armor as a species trait
Benefit: The natural armor bonus to Defense your receive as a species trait increases by +1. This bonus does not apply to armor bonuses to Defense imparted by equipment.
Special: This feat can be selected multiple times. Each time you select it, its effects stack.
Source: Ultimate Alien Anthology
You are tougher than normal.
Benefit: You gain +3 wound points.
Special: A character may gain this feat multiple times.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can follow the trails of creatures and characters across most types of terrain.
Benefit: To find tracks or to follow them for 1 kilometre requires a Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks back-track and diverge.
You move at half your normal speed (or at your normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions.
Surface | DC |
---|---|
Very soft | 10 |
Soft | 15 |
Firm | 20 |
Hard | 30 |
Condition | DC Modifier |
---|---|
Every 3 targets in the group being tracked | -1 |
Size of targets being tracked (For a group of mixed sizes, apply only the modifier for the largest size category represented) | |
Fine | +8 |
Diminutive | +4 |
Tiny | +2 |
Small | +1 |
Medium-size | +0 |
Large | -1 |
Huge | -2 |
Gargantuan | -4 |
Colossal | -8 |
Every 24 hours since the trail was made | +1 |
Every hour of rain since the trail was made | +1 |
Fresh snow cover since the trail was made | +10 |
Poor visibility (Apply only the largest modifier from this category) | |
Overcast or moonless night | +6 |
Moonlight | +3 |
Fog or precipitation | +3 |
Tracked target hides trail (and moves at half speed) | +5 |
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You know the quickest paths along a trade route and are able to shave valuable time off of hyperspace travel.
Prerequisite: Astrogate 3 ranks
Benefit: When calculating hyperspace travel times, you gain a +4 bonus on all Astrogate checks if both the starting point and destination are along a known hyperspace trade route.
Source: Hero's Guide
You are trained in using your mount to knock down opponents.
Prerequisite: Ride 4 ranks
Benefit: When you attempt to overrun an opponent while riding a creature, the target can not choose to avoid you. If you knock down the target, your mount can make one free slam or claw attack against him, at a +4 bonus for making a melee attack against prone target (see Overrun in Chapter Eight of the Star Wars Roleplaying Game). If the mount does not, have a slam or claw attack, it deals the appropriate amount of slam damage for a creature of its size and type, plus one-half its Strength modifier.
Source: Ultimate Alien Anthology
You are cunning and deceptive.
Benefit: You get a +2 aptitude bonus on all Bluff checks and Gamble checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have a friendly demeanour.
Benefit: You get a +2 aptitude bonus on all Diplomacy checks and Gather Information checks.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Both weapons must make the same kind of attacks, either both ranged attacks or both melee attacks.
Benefit: Your penalties for fighting with two weapons are lessened by 2.
Normal: See Attacking with Two Weapons, Core book page 156, and table 8-3: Two-Weapon Fighting Penalties.
Special: The Ambidexterity feat lessens the attack penalty for the second weapon by 4.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You are especially skilled at using a certain weapon, one that can benefit as much from Dexterity as from Strength. Choose one weapon from this list: cesta, combat glove, double-bladed lightsaber, force pike, knife, lightsaber, unarmed strike, vibroblade, vibrodagger.
Prerequisite: Proficient with weapon, base attack bonus +1
Benefit: With the selected weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Choose a specific weapon, such as blaster pistol or a lightsaber. You are especially good at using this weapon. You can choose unarmed strike or grapple for your weapon for purposes of this feat.
Prerequisite: Proficient with weapon, base attack bonus +1
Benefit: You add +1 to all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different weapon.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Choose a group of weapons from the following list of types: blaster pistols, blaster rifles, heavy weapons, primitive weapons, simple weapons, slugthrowers, vehicle weapons, or vibro weapons. You understand how to use all weapons of that group in combat.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different weapon group.
You cannot take exotic weapons as a weapon group; instead, you must select the Exotic Weapon Proficiency feat to gain proficiency with a specific exotic weapon (such as the lightsaber or the bowcaster).
Source: Star Wars: Roleplaying Game Revised Core Rulebook
Choose one type of weapon, such as blaster pistol, for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon. You can choose "unarmed strike" or "grapple" for your weapon for purposes of this feat.
Prerequisite: Weapon Focus, Proficient with weapon, Soldier level 5th
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
A soldier may soldier this feat as one of his soldier bonus feats.
Source: Hero's Guide
You can strike nearby opponents in an amazing, spinning melee attack.
Prerequisite: Combat Expertise, Spring Attack, Dexterity 13, Intelligence 13, base attack bonus +4
Benefit: When you perform a full-round action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within 2 meters of your position.
Source: Star Wars: Roleplaying Game Revised Core Rulebook
You have visited many worlds and studied their native languages and customs.
Benefit: You gain a +2 aptitude bonus on all Knowledge (world lore) checks. Additionally, you may make an Intelligence check (DC 13 for common languages, 15 for uncommon languages, 18 for rare languages) to recognize and use basic phrases of a language you do not speak. Examples of such simple phrases include "hello," "goodbye," "thank you," I am peaceful," "don't shoot," or any other basic phrases the Gamemaster allows.
Source: Hero's Guide
Wookiee warriors have crafted a special style of fighting that combines their incredible strength with precise motions to perfect a martial arts form unique to their species. The style, known as Wrruushi, cannot be taught to members of other species. The style not only allows the use of lethal force but also gives Wookiees options beyond simply smashing their opponents. In fact, one of the main focuses of the style is the ability to disable an opponent instead of killing him. Since much of the Wookiee's strength is in her upper body, the martial arts style focuses heavily on punches, jabs, and throws. Unlike the quicker martial arts styles, Wrruushi focuses more on single strikes, no more than two or three at a time.
Prerequisite: Martial Arts, Wookiees only
Benefit: As an full-attack action, you may make a single unarmed attack against one opponent, adding one and a half times your Strength bonus to damage.
Source: Hero's Guide
You can knock opponents unconscious with an unarmed attack.
Prerequisite: Improved Martial Arts, Wrruushi, Wookiees only
Benefit: As a full-attack action, you can attempt to knock your target unconscious with an unarmed strike. If you score a hit that deals wound damage and exceeds the target's Defense by 10 or more, the target must succeed at a Fortitude save (DC = 10 + damage dealt) or fall unconscious for 1d6 rounds.
Source: Hero's Guide
As a master of the Wrruushi fighting style, you can make a killing strike.
Prerequisite: Advanced Martial Arts, Wrruushi Expertise, Wookiees only
Benefit: Once per day, you may attempt to deal a killing blow to an opponent. You declare your intention to deal a killing blow, and then make a normal unarmed attack roll. If you strike successfully and the target takes wound damage from the blow, the target must make a Fortitude saving throw (DC 10 + half your character level) or die. Creatures immune to critical hits cannot be affected.
Source: Hero's Guide
You can Function normally in low gravity or zero gravity.
Prerequisite: Dexterity 13, Tumble 4 ranks
Benefit: You take no penalty to actions in low gravity or zero gravity.
Normal: Without this feat, most actions in zero gravity have a -4 penalty, and actions in low-gravity environments have a -2 penalty.
Source: Star Wars: Roleplaying Game Revised Core Rulebook