General Feats Quicklist
Name | Prerequisite | Benefit | Imp. Benefit | Mst. Benefit |
---|---|---|---|---|
Adaptive Talent | None | Choose one Talent, you meet the prerequisites & from a Class you possess, for Adaptive Talent. Once per day, you can swap out one of your current Talents for the Talent you chose for this Feat. The Talent you swap out cannot be the prerequisite for any other Talent you have. You can swap back to your original Talent after at least a Standard Rest. | Choose a different Talent, you meet at least one prerequisite for & from a Class you possess, for Adaptive Talent. Once per day, you can swap out one of your current Talents for one of the Talents you chose for this Feat. The Talent you swap out cannot be the prerequisite for any other Talent you have. You can swap back to your original Talent after at least a Standard Rest. see Adaptive Talent for Prerequisite details. | Choose a different Talent, from a Class you possess, for Adaptive Talent. Once per Encounter, you can swap out one of your current Talents for one of the Talents you chose for this Feat. The Talent you swap out cannot be the prerequisite for any other Talent you have. You can swap back to your original Talent after at least a Standard Rest. see Adaptive Talent for Prerequisite details. |
Agility Training | None | Increase Climb, Swim, & Jump Speeds by 2 squares. | Increase Climb, Swim, & Jump Speeds by 4 squares. see Agility Training for Prerequisite details. | Increase Climb, Swim, & Jump Speeds by 6 squares. see Agility Training for Prerequisite details. |
AI Thinking | None | Whenever you provide a beneficial, Mind-Affecting effect to your allies, you may select a number of Droids, within the range of the effect, equal to your Intelligence modifier (Minimum 1). These Droids gain the benefits of your 'Mind-Affecting ' effect. | Whenever you provide a beneficial, Mind-Affecting effect to your allies, all allied Droids, within the range of the effect, gain the benefits of your 'Mind-Affecting ' effect. see AI Thinking for Prerequisite details. | Whenever you provide a beneficial, Mind-Affecting effect to your allies, all allied Droids, within the range of the effect, gain the benefits of your 'Mind-Affecting ' effect. You may also target enemy Droids with negative 'Mind-Affecting' effects but your rolls will carry Disadvantage. see AI Thinking for PRerequisite details. |
Animal Affinity | Trained in Handle Animal & Ride as trained skills. | +2 to Ride skill & +1 to Handle Animal skill. You can make a Persuasion check to make hostile Animals friendly towards you. | +3 to Ride skill & +2 to Handle Animal skill. You can make a Persuasion check to make frenzied Animals friendly towards you. You can make a Ride check toward hostile animals. | +5 to Ride skill & +4 to Handle Animal skill. You can make a Persuade check to make even trained war Animals friendly towards you. You can make a Ride check toward frenzied animals. |
Athlete Conditioning | Trained in Athletics & Swim. | Gain a +2 vigor bonus on Athletics & Swim checks. | Gain a +3 vigor bonus on Athletics & Swim checks. You may also take 10 on these checks while frightened or distressed. see Athlete Conditioning for Prerequisite details. | Gain a +5 vigor bonus on Athletics & Swim checks. You may also take 10 on these checks while frightened or distressed. Once per Round, you may roll a Athletics or Swim check with Advantage. see Athlete Conditioning for Prerequisite details. |
Biotech Specialist | Trained in Mechanics | Benefit: You can modify a Biotech device, suit of armor, weapon, or Vehicle so that it gains a specific trait. You can perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of armor, weapon, or Vehicle, and you cannot apply the same benefit more than once. Before beginning the modification, you must pay one tenth the cost of the device, suit of armor, weapon, or Vehicle you wish to modify or 1,000 credits, whichever is more. Completing the modification requires one day per 1,000 credits of the modification cost. At the end of this time, make a DC 20 Mechanics check; you can't Take 10 or Take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits spent making the modification, and the object doesn't gain the desired trait. However, you may start over if you wish. Due to the specialized nature of Biotechnology, only other characters with the Biotech Specialist Feat can assist you, reducing proportionately the time needed to complete the modification. At the end of the modification process, they can make a Mechanics check to aid your check. The market value of a modified item is equal to the base cost of the item + double the cost of the modifications made to it (not including credits wasted on failed attempts). For the list of Item Traits see Biotech Specialist | None | None |
Biotech Surgery | Intelligence 15 & Trained in Mechanics & Treat Injury | You can install Bio-Implants onto a living being. The surgical procedure takes 1 hour of uninterrupted work, after which you must make both a DC 20 Treat Injury and a DC 25 Mechanics check. If both checks succeed, the Biotech prosthesis is installed correctly. If the Treat Injury check fails, the Biotech prosthesis is not installed properly; If the Mechanics check fails, the Biotech prosthesis does not function and only has the properties of a normal, mechanical prosthesis. If both checks fail, the Biotech prosthesis is not installed properly and does not function at all. You may attempt to retry one failed check by taking another 30 minutes or retry both checks with another hour of uninterrupted work. | None | None |
Burst of Speed | Trained in Athletics | .As a Move Action, you can Move up to twice your speed. You move -1 step along the Condition Track at the end of your movement. | As a Move Action, you can Move up to 2.5 times your speed (rounded down). You move -1 step along the Condition Track at the end of your movement. | As a Move Action, you can Move up to triple your speed (rounded down). You gain 1 Strain at the end of your movement. |
Caution | Dexterity Score 14 and Wisdom Score 14 | You may make Initiative, Mechanic, Perception, and Stealth checks with Advantage. | Once per Encounter, you may Take 20 on an Initiative, Mechanic, Perception, or Stealth skill check the same way you can Take 10. Once per Round, You can Take 10 even when threatened or rushed. see Caution for Prerequisite details | Once per Encounter, when you fail on any Mechanics or Stealth skill check, you may treat the failure as one with narrative advantage. You may soften the harshest consequences of your failed check, including Critical Failures, into "the best of a bad situation failures." see Caution for Prerequisite details. |
Certified Training | None | +2 to Mechanics & Use Computer skills. | +1 to Knowledge Technology & +3 to Mechanics & Use Computer skills. When making checks for these skills you can take the time required for the check by a quarter. If the check would take an action you may reduce the action required by one. (Ex. a Full-Round Action check becomes a Standard action, a Standard action check becomes a Move action, etc...) see Certified Training for Prerequisite details | +3 to Knowledge Technology & +5 to Mechanics & Use Computer skills. When making checks for these skills you can take the time required for the check in half. If the check would take an action you may reduce the action required by two. (Ex. a Full-Round Action check becomes a Move action, a Standard action check becomes a Swift action, etc...). Once per Encounter you may ignore the consequences of a failed check. see Certified Training for prerequisite details |
Channel Rage | Intelligence Score: 13 & Rage Trait | Once per day, instead of entering into a Rage, you gain a bonus to your Special Defenses, equal to your Hero Level, until the end of the encounter. This bonus counts as using your Rage ability for that day. | Once per day, as a Reaction, instead of entering into a Rage, you gain a bonus to your Special Defenses & your Attribute Saves, equal to your Hero Level, until the end of the encounter. This bonus counts as using your Rage ability for that day. | Once per encounter, as a Reaction, instead of entering into a Rage, you gain a bonus to your Special Defenses, your Attribute Saves, & your Trained Skills, equal to your Hero Level, until the end of the encounter. This bonus counts as using your Rage ability for that day. |
Charming | Trained in Deception & Persuade. | Gain +2 bonus to Deception & Persuade. | Gain +3 bonus to Deception & Persuade and roll Deception & Persuade checks with Advantage. | Gain +5 bonus to Deception & Persuade, roll Deception & Persuade checks with Advantage, and treat your targets as though they were one step friendlier with you. |
Class Skill Training | None | Choose 1 untrained skill from your list of class skills. You become trained in that skill. | None | None |
Conditioning | Strength Score: 13 & Constitution Score: 13 | Once per Encounter, you can Reroll a Strength & Constitution-based skill check with Advantage. | Once per Encounter (plus a number of times equal to your Constitution modifier {Limit Once per Round}), you can Reroll a Strength & Constitution-based skill check with Advantage & add +2 to the result. | Once per Round, you can Reroll any Strength & Constitution-based check with Advantage & add +3 to the result. |
Cut the Red Tape | Trained in Knowledge (Bureaucracy) | When making Gather Information checks, you can use your Knowledge (Bureaucracy) modifier instead of your Gather Information (Cha) modifier. If you are entitled to a Gather Information check reroll, you can reroll your Knowledge (Bureaucracy) check instead (subject to the same circumstances and limitations). You are considered Trained in the Gather Information (Cha) skill for this check. | You can use your Knowledge (Bureaucracy) modifier instead of your Gather Information (Cha) or (Int) modifier when making Gather Information checks. If you are entitled to a Gather Information check reroll, you can reroll your Knowledge (Bureaucracy) check instead (subject to the same circumstances and limitations). You are considered Trained in the Gather Information (Cha) or (Int) skill for this check. | You can use your Knowledge (Bureaucracy) modifier instead of your Gather Information (Cha), (Int), or (Wis) modifier when making Gather Information checks. The check is always rolled with Advantage; otherwise, it is subject to the same circumstances and limitations. You are considered Trained in the Gather Information (Cha), (Int), and (Wis) skills for this check. |
Deceptive Sleight | Dexterity Score: 15, Skill Focus (Deception), & Trained in Sleight of Hand | When using the Sleight of Hand Skill, you can use your Deception Skill to improve your chances of success. Prior to making the Sleight of Hand check, you can make a Deception check as a Swift Action. The opposed Perception check of anyone attempting to notice your action must exceed both your Deception check and your Sleight of Hand check. | When using the Sleight of Hand Skill, you can use your Deception Skill to improve your chances of success. Prior to making the Sleight of Hand check, you can make a Deception check as a Swift Action. The opposed Perception check of anyone attempting to notice your action must exceed both your Deception check and your Sleight of Hand check. | When using the Sleight of Hand Skill, you can use your Deception Skill to improve your chances of success. Prior to making the Sleight of Hand check, you can make a Deception check as a Free Action. The opposed Perception check of anyone attempting to notice your action must exceed both your Deception check and your Sleight of Hand check. |
Dreadful Rage | Rage species trait & BAB +1 | While raging, your rage bonus on melee attack rolls and melee damage rolls increases to +3. | While raging, your rage bonus on melee attack rolls and melee damage rolls increases to +5, and your Critical Threat Range and Damage Multiplier are increased by 1. | While raging, your rage bonus on melee attack rolls and melee damage rolls increases to +7, your Critical Threat Range and Damage Multiplier are increased by 2, and whenever you deal damage that exceeds your target's Damage Threshold by 5 or more, you inflict a Devastating Injury to them (roll 1d20 for every multiple of 5 their Damage Threshold was surpassed. |
Droidcraft | Trained in Mechanics & Repairtech | You may use your Mechanics Skill to affect the programming of Droids instead of Use Computer. | When making a Mechanics check to affect a Droid, you may grant a bonus to any stat/roll you choose equal to your Intelligence Modifier. This may only affect one Droid at a time. | When building or modifying a Droid, you may add additional Droid parts/traits to the Droid equal to one-half of your Intelligence Modifier (min. 1). |
Drunken Master | trained in Performance & Acrobatics | Add 1d4 to any skill check for each level of Intoxication you have. | Add 1d4 to any attribute save roll for each level of Intoxication you have | Add 1 to all Defenses for each level of Intoxication you have |
Empathy | None | +3 to Persuade, Perception, & Treat Injury. | Once per Encounter, when an ally within your line of effect makes a roll, you may Inspire them. | Enemies making charisma checks against you, or anyone Inspired by you, must roll the check with Disadvantage. |
Enhanced Strength | Strength Score: 16 | Once per encounter as a Full-Round Action, you can Take 15 on a Strength check or Strength-based Skill Check (You must be Trained in that Skill), even if distracted or threatened. Special Note: After using this Feat for the first time in a given encounter, make a DC 20 Endurance check (As a Free Action). If the check succeeds, you can use this Feat again during the same encounter. | Once per encounter as a Full-Round Action, you can Take 20 on a Strength check or Strength-based Skill Check, even if distracted or threatened. Special Note: After using this Feat for the first time in a given encounter, make a DC 15 Endurance check (As a Free Action). If the check succeeds, you can use this Feat again during the same encounter. see Enhanced Strength for prerequisite details. | Once per encounter as a Standard Action, you can Take 25 on a Strength check or Strength-based Skill Check, even if distracted or threatened. Special Note: After using this Feat for the first time in a given encounter, make a DC 15 Endurance check (As a Free Action). If the check succeeds, you can use this Feat again during the same encounter. see Enhanced Strength for prerequisite details. |
Expert Briber | Charisma Score: 13 | When using the Haggle or Bribery applications of the Persuasion skill, you reduce the DC to reduce the price of the item haggled over by 10. | When using the Haggle or Bribery applications of the Persuasion skill, you reduce the DC to reduce the price of the item haggled over by 10. Creatures who are Hostile to you may now be bribed. | When using the Haggle or Bribery applications of the Persuasion skill, you reduce the DC to reduce the price of the item haggled over by 15. Creatures who are Hostile to you may now be bribed. Those who can't/refuse to be bribed will not become any more hostile towards you. |
Expert Defender Training | When you fight with any Defensive Combat Focus, you gain a +2 competence bonus to your Special Defenses. | When you fight with any Defensive Combat Focus, you gain a +4 competence bonus to your Special Defenses. | When you fight with any Defensive Combat Focus, you gain a +6 competence bonus to your Special Defenses. You may also force a number of attack rolls targeted against you equal to your Dexterity modifier to be rolled with Disadvantage. | |
Expert Droid Repair | Intelligence Score: 15, Gearhead, & Trained in Mechanics. | You can simultaneously use Repair Droid to a number of Droids equal to your Intelligence modifier (Minimum 2). You make Mechanics checks for each Droid as normal. | You can simultaneously use Repair Droid to a number of Droids equal to your Intelligence modifier (Minimum 2). You make Mechanics checks for each Droid with Advantage. You may use quick-use repair equipment (like Repair Patches) on a droid as a Standard action instead of a Full-Round Action. | You can simultaneously use Repair Droid to a number of Droids equal to your Intelligence modifier +1 (Minimum 3). You make Mechanics checks for each Droid with a +5 Competency bonus with Advantage. You may use quick-use repair equipment (like Repair Patches) on a droid as a Move action instead of a Full-Round Action. |
Extra Rage | Rage Talent | You can rage one additional time per day. You can take this feat multiple times, each time gaining an additional time per day. | None | None |
Field Surgeon | Intelligence Score: 15, Empathy, & Trained in Treat Injury. | You can simultaneously perform Surgery on a number of creatures equal to your Intelligence modifier (minimum 2). You make Treat Injury checks for each creature as normal. | You can simultaneously perform Surgery on a number of creatures equal to your Intelligence modifier (minimum 2). You make Treat Injury checks for each creature with Advantage. You may also apply quick-use medical items (like Medpacs, Stimpacs, etc..) to allies as a Move Action instead of a Standard Action. | You can simultaneously perform Surgery on a number of creatures equal to your Intelligence modifier +1 (minimum 3). You make Treat Injury checks for each creature with a +5 Compatency bonus with Advantage. You may apply quick-use medical items (like Medpacs, Stimpacs, etc..) to allies as a Swift Action, instead of a Standard Action; and apply quick-use medical items (like Medpacs, Stimpacs, etc..) to yourself as a Move Action. |
Fleet Footed | None | You can move, run, & sprint an additional 2, 4, 6, squares respectively. | You may Take 10 on Acrobatics & Athletics checks even when rushed or threatened. | For the purpose of skill checks or combat maneuvers, you are always considered to have a running start. |
Force Familiarity | None | Once per encounter, when you are targeted or affected by a Force Power or Force Talent originating from an ally, you gain one temporary Force Point, which must be spent before the end of the encounter, or it goes away. | Once per encounter, when you are targeted or affected by a Force Power or Force Talent originating from an ally, you gain two temporary Force Points, which must be spent before the end of the encounter, or they go away. As a reaction, you may use a Force Point to give yourself Advatage on your next roll. | Once per round, when you are targeted or affected by a Force Power or Force Talent originating from an ally, you gain two Force Points, which must be spent before the end of the encounter, or they go away. As a reaction, you may use this Force Point to give yourself Advatage with a Force Die on your next roll. |
Force of Personality | Charisma Score: 14 | A creature can use their Charisma modifier to determine their Will Defense. | A creature can use their Charisma modifier to determine their Fortitude Defense. | A creature can use their Charisma modifier to determine their Reflex Defense. |
Gearhead | Intelligence Score: 13, Trained in Mechanics & Use Computer. | Once per encounter, you may spend three Free Actions, to make one Mechanics and one Use Computer check faster than normal. A check requiring a Full-Round Action can be attempted as a Standard Action, a check requiring a Standard Action can be attempted as a Move Action, and a check requiring a Move Action can be attempted as a Swift Action. Checks requiring multiple Swift Actions can be reduced by one Swift Action. Checks requiring more than a Full-Round Action can be attempted in one-half the amount of time normally required. | Once per Encounter, you may spend one Swift Action, to ignore the consequences of a Critical or Catostraophic check failure for one Mechanics and one Use Computer check. | Once per Encounter, you may spend one Move Action and choose one of the following: Take 20 on one Mechanics and one Use Computer check. Impose Disadvantage on all opposing skill checks relating to Mechanics and one Use Computer checks. |
Gymnast | Trained in Acrobatics & Athletics | Gain +2 to Acrobatics & Athletics. Once per Day, you may ignore 1 instance of being Flat-Footed . | Gain +3 to Acrobatics & Athletics. Once per Day, you may ignore 1 instance of being Flat-Footed. You no longer suffer from the effects of a Critical Failure when you roll a 1 on Acrobatics & Athletics checks. | Gain +5 to Acrobatics & Athletics. Once per Encounter, you may ignore 1 instance of being Flat-Footed. You no longer suffer from Despair effects when you roll a 1 on Acrobatics & Athletics checks. You may treat an 18+ result on your Dice roll as a Critical Success, as opposed to just 20. |
Impersonate | Shapeshift Species Trait, Skill Focus (Deception) | You can make a Deception check to alter your features to that of a specific person. This Feat also allows you to change your voice to match the target's. You always treat impersonating a person as a Good Deception. | None | None |
Implant Training | Must possess an Implant | You no longer suffer any penalties when using Implants. | You may now benefit from the second effect of Implants. | You may now benefit from the third effect of Implants. |
Increase Agility | Conditioning | Increase Climb, Swim, & Jump Speeds by 2 squares. | Increase Climb, Swim, & Jump Speeds by 4 squares. | Increase Climb, Swim, & Jump Speeds by 6 squares. |
Legendary Apparel Proficiency | None | You may choose from one of the Apparel options listed below. You become proficient in your chosen legendary apparel and may use it without penalties, taking full advantage of its feats. Accessories: Headgear, Gloves or Bracers, Belts, & Shoes or Boots. Armor: Light, Medium, Heavy, Light Power Armor, Medium Power Armor, & Heavy Power Armor. Clothing: The various clothing styles in the galaxy. Special Note: You may take this feat multiple times, choosing a different Apparel to become proficient in each time. | None | None |
Linguist | Intelligence Score: 13 | You gain a number of bonus languages equal to 5 plus your Intelligence Modifier {min 5}. You can take this feat more than once. Each time you take it, you gain a number of bonus languages equal to 5 plus your Intelligence Modifier {min 5}. | None | None |
Logic Upgrade: Adaptive Self-Defense | Droid | As a reaction, grant yourself a +2 to a Defense of your choosing. | As a reaction, grant yourself a +2 to a Defense of your choice, or, as a Standard Action, you may spread 4 points across any Defenses you wish until the end of the Encounter. | As a reaction, grant yourself a +4 to a Defense of your choice, or, as a Standard Action, you may spread 8 points across any Defenses you wish until the end of the Encounter. |
Logic Upgrade: Tactician | Droid & Base Attack Bonus +4 | As a Move Action, you may make a Knowledge (Tactics) check DC: (15 + the number of allies you grant the bonus to). If your check meets or exceeds the DC, you grant Advantage, on one roll, to yourself and a number of Allies equal to your charisma modifier. | As a Swift Action, you may make a Knowledge (Tactics) check against your Target's Will Defense. If you meet or exceed their Will Defense, you impose Disadvantage against any roll that target makes against you. | As a Reaction, when you're hit with a Non-Force related Ability, you may make a Knowledge (Tactics) check against your Target's Will Defense. If you meet or exceed their Will Defense, you may use that ability once this Encounter. |
Metamorph | Constitution 13, Shapeshift Species Trait, Trained in Deception | As a Full-Round Action, you can change your mass when you use your Shapeshift Species Trait, increasing or decreasing your size by one step. You can maintain this form for a number of rounds per day equal to your Constitution score. If you reduce your size to Small, you gain a +1 size bonus to your Reflex Defense and a +5 size bonus on Stealth checks, but your Carrying Capacity is three-quarters of what it was prior to your use of Metamorph. If you increase your size to Large, you take a -1 penalty to your Reflex Defense and a -5 penalty on Stealth checks. However, your Carrying Capacity doubles, you gain a +5 size bonus to your Damage Threshold, and your Reach increases by 1 square. | None | None |
Mobile Charge | Dexterity Score 13, Dodge, & Mobility | You can make a charge without having to move in a straight line, and you can alter your direction when making a charge to avoid obstacles. All other rules apply. | You can make a charge without having to move in a straight line, and you can alter your direction when making a charge to avoid obstacles. You also gain +2 squares of movement during your charge. All other rules apply. | You can make a charge without having to move in a straight line, and you can alter your direction when making a charge to avoid obstacles. You also gain +3 squares of movement during your charge. While charging you don't incur any Attacks of Opportunity. All other rules apply. |
Nimble Moves | None | You can move through 6 squares of difficult terrain as though it were normal terrain. | You can move through 12 squares of difficult terrain as though it were normal terrain. | You can move through 18 squares of difficult terrain as though it were normal terrain. |
Tech Specialist | Trained in Mechanics | You can modify a device, suit of Armor, Weapon, Droid, or Vehicle to gain a special trait. Specific traits are shown in the table below. You may perform only one modification at a time. Unless noted otherwise, you cannot grant more than one benefit to a single device, suit of Armor, Weapon, Droid, or Vehicle, and you cannot install the same benefit more than once. Before beginning the modification, you must pay one-fifth of the cost of the device, suit of Armor, Weapon, Droid, or Vehicle you wish to modify. Completing the modification requires 1 hour per 100 credits & 1 material of the modification's cost. At the end of this time, make a DC 25 Mechanics check; you can't Take 10 or Take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired trait. If the check fails, you lose all credits & materials spent attempting to modify the object, and it doesn't gain the desired trait. However, you may start over if you wish. When attempting an additional attempt on the same item, the time needed for the modification is halved. Other characters Trained in the Mechanics Skill can assist you, reducing proportionately the time needed to complete the modification. At the end of the modification process, they can make a Mechanics check to aid your check. The market value of a modified item is equal to the base cost of the item + double the cost of the modifications made to it (not including credits wasted on failed modification attempts). (see Tech Specialist for table.) | None | None |
Toughness | None | You gain +1 Hit Point per Hero Level you have. This feat works retroactively as well. | You gain a Damage Resistance bonus of 3, Damage Threshold bonus of 6, and a Devastating Injury Defense bonus of 10. | You gain +2 Hit Point per Hero Level (This works retroactively as well gain a Damage Resistance bonus of 5, Damage Threshold bonus of 10, and a Devastating Injury Defense bonus of 25; & once per Round when you take damage above your Threshold, you may make an Endurance check (DC: Damage Taken) to reduce the damage to below to one point below your Threshold. |
Pack Rat | None | Your carrying capacity increases to Strength Score^2.5 (from Strength Score^2). Your Readied Weapon Limit is increased by 2. | Your carrying capacity increases to Strength Score^3 (from Strength Score^2). Your Readied Weapon Limit is increased by 3, and your Readied Weapon Encumbrance limit is increased by 1. | Your carrying capacity increases to Strength Score^3.5 (from Strength Score^2). Your Readied Weapon Limit is increased by 5, and your Readied Weapon Encumbrance limit is increased by 3. |
Pall of the Dark Side | Dark Side Score 1+. | You may add one-half of your Dark Side Score (Minimum 1) to any Use the Force checks made to resist attempts to detect you with the Sense Force application of the Use the Force skill. | You may add your Dark Side Score (Minimum 1) to any Use the Force checks made to resist attempts to detect you with the Sense Force application of the Use the Force skill. | You may add double your Dark Side Score (Minimum 1) to any Use the Force checks made to resist attempts to detect you with the Sense Force application of the Use the Force skill. |
Perceptive | None | +2 bonus to Perception & Initiative. +3 bonus to Passive Perception. | +3 bonus to Perception & Initiative. +5 bonus to Passive Perception. You are no longer Flat-Footed during a Surprise Round. | +5 bonus to Perception & Initiative. +7 bonus to Passive Perception. You are no longer Flat-Footed during a Surprise Round. When enemies attack you from concealment, they can't add Sneak Attack bonuses. |
Philosopher | Skill Focus (Knowledge (Galactic History)) or Skill Focus (Knowledge (Social Sciences)) | Once per encounter, you can substitute a Knowledge (Galactic Lore) or Knowledge (Social Sciences) check for a Wisdom Save or Gather Information (Wisdom) check. | Once per encounter + (a number of times equal to your Wisdom modifier), you can substitute a Knowledge (Galactic Lore) or Knowledge (Social Sciences) check for a Wisdom Save, Gather Information (Wisdom), or Perception check. | Once per encounter + (a number of times equal to your Wisdom modifier), you can substitute any Knowledge check for a Wisdom Save, Perception, or Gather Information (Wisdom) check. |
Poison Resistance | Constitution Score: 13 | When attacked by Poison, you gain a +5 feat bonus to your Fortitude Defense. If the attack succeeds, you take only half the damage/effect from the poison. | You gain a +5 feat bonus to your Fortitude Defense when attacked by Poison, and the Poison's roll against you is made with Disadvantage. If the attack succeeds, you take only half the damage/effect from the poison. | You gain a +10 feat bonus to your Fortitude Defense when attacked by Poison, and the Poison's roll against you is made with Disadvantage. If the attack succeeds, you take only a quarter of the damage/effect from the poison, lasting half the normal duration. |
Predictive Defense | Intelligence Score: 15 | You can add your Intelligence modifier to your Reflex Defense. | You can add your Intelligence modifier to your General Defense. | You can add your Intelligence modifier to your Will Defense. |
Quick Skiller | None | Once per encounter, you can Take 10 when rushed on a single Skill Check for a Skill you are Trained in, unless the Skill description explicitly forbids Take 10s. Alternatively, you can Take 20 when using a Skill you are Trained in at half the normal time required. You may take this feat multiple times to gain additional uses per encounter. | Once per encounter, you can Take 10 when rushed on a single Skill Check for a Skill you are Trained in, unless the Skill description explicitly forbids Take 10s. Alternatively, you can Take 20 when using a Skill you are Trained in at half the normal time required. You may also make Full-Round Action Skill Checks in a Standard Action. The number of times Quick Skiller is taken rolls over to this feat as well. This feat may also be taken multiple times to gain additional uses per encounter. | Once per round, you can Take 10 when rushed on a single Skill Check for a Skill you are Trained in. Alternatively, you can Take 20 when using a Skill you are Trained in at a quarter of the normal time required. You may also make Full-Round Action Skill Checks in a Move Action. |
Quick Thinking | Intelligence Score: 13 | Once per encounter, you can add your Intelligence modifier to your Reflex Defense as a Reaction; this benefit lasts until the start of your next turn. Special: This feat stacks with the Predictive Defense feat. | Once per encounter, you can add your Intelligence modifier to your General or Reflex Defense as a Reaction; this benefit lasts until the start of your next turn. Special: This feat stacks with the Predictive Defense feat. | Once per encounter, you can add your Intelligence modifier to two of the following: General, Combat Maneuver, Fortitude, Reflex, or Will Defense as a Reaction; this benefit lasts until the start of your next turn. You may take this feat multiple times, each time you do you gain an additional use of this feat. |
Rapid Reaction | Dexterity 13 & Trained in Initiative. | Once per encounter, you can use two different Reactions in response to the same trigger. For example, if you use the Deflect Talent and fail to negate the attack, you can also use Negate Energy as a response to the same attack. | Once per encounter, you can use two different Reactions in response to the same trigger. Your second Reaction gains a +5 circumstance bonus. | Once per round, you can use two different Reactions in response to the same trigger. Your second Reaction gains a +5 circumstance bonus. |
Rapport | Wisdom Score: 13 | When using the Aid Another Action, you grant an additional +2 insight bonus on Skill Checks and attack rolls to the character you are assisting. | When using the Aid Another Action, you grant an additional +5 insight bonus on Skill Checks and attack rolls to the character you are assisting. If the ally you're assisting fails their skill check they may reroll it. | When using the Aid Another Action, you grant an additional +7 insight bonus on Skill Checks and attack rolls to the character you are assisting. If the ally you're assisting fails their skill check they may reroll it with Advantage. |
Recall | Trained in at least one Knowledge Skill | Once per day + a number of times equal to your Intelligence Modifier, you can roll any check for a Knowledge Skill that you are Trained in with Advantage. This feat can be taken multiple times, each time gaining an additional use of this feat per day. | None | None |
Recurring Success | None | When you select this Feat, choose one Talent or Feat that can normally be used once per encounter. You can use that Talent or Feat one additional time per encounter with Advantage. Special Note: You can select this Feat multiple times. Each time you do so, you must choose a different Talent or Feat to gain the benefits of this Feat. | When performing a feat, skill, or talent check for an additional time beyond your first for the day, you gain an additional target it can affect. This benefit stacks each time you use the feat, skill, or talent outside the first. | When you succeed in a feat, skill, or talent check against a target, you may, as a Reaction, make another feat, skill, or talent check against another valid target, even if you've exceeded the abilities allowed times per day. This benefit stacks each time you succeed in your roll, or until you run out of Reactions. |
Repairtech | Intelligence Score: 14 Trained in Mechanics | You can use the Repair aspect of the Mechanics skill in three-quaters of the time. When you repair an item, it recovers double the rolled number of Hit Points. | You can use the Repair aspect of the Mechanics skill in three-quaters of the time. When you repair an item, it recovers triple the rolled number of Hit Points, or you may heal it double and increase one of its other Vital Stats by 2. | You can use the Repair aspect of the Mechanics skill in three-quaters of the time. When you repair an item, it recovers quadruple the rolled number of Hit Points; you may heal it triple and increase one of its other Vital Stats by 3; or you may heal it double and increase two of its other Vital Stats by 2. |
Resilient Strength | Strength Score: 16 | You can use your Strength or Constitution modifier to determine Fortitude Defense. | You can use your Strength or Constitution modifier to determine Will Defense. | You can use your Strength or Constitution modifiers to determine Reflex Defense. |
Risk Taker | Trained in Athletics | It takes a failure of 10 or more on an Athletics check, for climbing, for you to fall. Additionally, if you make an Athletics check, for jumping, and fail to land on a safe or solid surface (such as if you fall into a pit or fail to clear a stream of lava), you can spend a Force Point as a Free Action and add the result of the Force Point roll to your distance jumped. However, you must land in the first available safe square. | It takes a failure of 15 or more on an Athletics check, for climbing, for you to fall. Additionally, if you make a Athletics check, for jumping, and fail to land on a safe or solid surface (such as if you fall into a pit or fail to clear a stream of lava), you can spend a Force Point as a Free Action and add the result of the Force Point roll + (your Strength modifier) to your distance jumped. However, you must land in the first available safe square. | You only fall on an Athletics check, for climbing, when you roll a Natural 1 (the d20 lands on '1'). Additionally, if you make a Athletics check, for jumping, and fail to land on a safe or solid surface (such as if you fall into a pit or fail to clear a stream of lava), you can spend a Force Point as a Free Action and add double the result of the Force Point roll + (your Strength modifier) to your distance jumped. However, you must land in the first available safe square. |
Scavenger | Intelligence Score 14 & Trained in Mechanics. | You can spend 1-hour scavenging materials from Vehicles or Large Objects. When you do so, you make a Mechanics check to determine the value of the parts scavenged. You produce raw materials equal in value to the result of your Mechanics check x 50 credits. You must apply these raw materials toward the construction cost or repair cost of a single object (see | You can spend 1-hour scavenging materials from Vehicles or Large Objects. When you do so, you make a Mechanics check to determine the value of the parts scavenged. You produce raw materials equal in value to the result of your Mechanics check x 75 credits. see Scavenger for Prerequisite details. | You can spend 30 minutes scavenging materials from Vehicles or Medium Objects. When you do so, you make a Mechanics check to determine the value of the parts scavenged. You produce raw materials equal in value to the result of your Mechanics check x 100 credits. You may also scavenge Small-sized (and smaller) objects. When you do so, you make a Mechanics check to determine the value of the parts scavenged. You produce raw materials equal in value to the result of your Mechanics check x 50 credits. see Scavenger for Prerequisite details. |
Self Sufficient | Training in Perception, Survival, & Treat Injury. | +2 to Perception, Survival, & Treat Injury Skills. | +3 to Perception, Survival, & Treat Injury Skills. Once per Encounter, you may spend 2 Swift Actions to roll an Aid Another check to give yourself an Aid Another bonus. | +5 to Perception, Survival, & Treat Injury Skills. Once per Encounter (+ a number equal to your Wisdom modifier), you may spend 2 Swift Actions to gain the benefits of Aid Another. Once per Encounter, you may take 10 on a check related to these Skills even when rushed or threatened. |
Skill Focus | None | You gain a +3 Insight bonus on skill checks made with one Trained skill of your choice. This can not be used on the same skill more than once. | None | None |
Skill Training | None | Choose 1 untrained skill from your list of class skills. You become trained in that skill. Special: If your Intelligence Score is 16+, you may choose two skills to be trained in. | None | None |
Skulduggery | Dexterity Score: 13 | You may make Stealth checks even while being observed with a -5 penalty. You may take 10 on Sleight of Hand checks while rushed or threatened. | You may make Stealth checks even while being observed without penalty. You may take 10 on Sleight of Hand checks while rushed or threatened. Once per Encounter (for either skill), you may ignore the effects of a Critical Failure result. | You may make Stealth checks even while being observed without penalty. You may take 10 on Sleight of Hand checks while rushed or threatened. Once per Encounter (plus a number equal to your Dexterity modifier) (for either skill), you may ignore the effects of a Critical Failure result. Once per Encounter (for either skill), you may take 20 like you take 10. |
Shake It Off | Constitution Score: 13 & trained in Endurance skill. | Once per encounter, you can spend two Swift Action to move +2 up the Condition Track; this can also remove Persistent movements. | Once per encounter, when you use Shake it Off, you may make an Endurance check and choose one of the following Actions: DC 10: Gain Temporary Hit Points equal to your Damage Threshold. DC 15: Until the start of your next turn, when you take Damage above your Threshold, you don't move down the Condition Track. DC 20: Until the end of the Encounter, when inflicted with a Character State or a Devastating Injury , you may make an Endurance check DC: 20 to avoid taking the State or Injury. DC 25: Until the end of the Encounter, when you take Massive or Catastrophic Damage , you may reduce the DC of your Endurance check by half. | Once per encounter, you can spend a Swift Action to move +3 up the Condition Track; this can also remove Persistent movements. You may choose two effects from Improved Shake It Off if you meet the DC for them. |
Signature Device | Tech Specialist | You designate a single weapon, suit of armor, vehicle, or another item as your Signature Item. When making Mechanics checks to modify that piece of Equipment, you can Take 10 on the check. In addition, you can allow the device to gain two Traits from the Tech Specialist or Superior Tech feat. You must succeed on a DC 30 Mechanics check to install the second Trait. Once installed, the device can use only one Trait at a time, and switching from one Trait to the other requires a Swift Action to adjust the item's settings. You can have only one Signature Device at a time, but you can designate another device as your Signature Item (the former item loses all benefits gained from this Feat). | You designate a single weapon, suit of armor, vehicle, or another item as your Signature Item. When making Mechanics checks to modify that piece of Equipment, you can Take 10 on the check, in the event of a Natrual 1 you may treat it as a 2. In addition, you can allow the device to gain two Traits from the Tech Specialist feat. To install the second Trait, you must succeed on a DC 25 Mechanics check. Once installed, the device can use only one Trait at a time, and switching from one Trait to the other requires a Swift Action to adjust the item's settings. You can have only one Signature Device at a time, but you can designate another device as your Signature Item (the former item loses all benefits gained from this Feat). | You designate a single weapon, suit of armor, vehicle, or another item as your Signature Item. When making Mechanics checks to modify that piece of Equipment, you can Take 10 on the check (you may decide this after the result of your roll). In addition, you can allow the device to gain two Traits from the Tech Specialist feat. To install the second Trait, you must succeed on a DC 20 Mechanics check. Once installed, the device can use only one Trait at a time, and switching from one Trait to the other requires a Free Action to adjust the item's settings. You can have only one Signature Device at a time, but you can designate another device as your Signature Item (the former item loses all benefits gained from this Feat). |
Silver Tongue | Charisma Score 14 and Trained in Deception & Persuasion | You can use Deception & Persuasion checks as a Standard Action. | You can use Deception & Persuasion checks as a Standard Action. You also gain Advantage on Gather Information (Cha) checks. | You can use Deception & Persuasion checks as a Move Action. You also gain Advantage on all Disguise & Gather Information (Cha) checks. |
Skilled Specialist | Charisma 13 & Skill Focus (with the chosen skill) | Choose one Skill for which you have Skill Focus. Allies who do not have Skill Focus in that Skill gain a +3 competence bonus to the Skill while they are within your Line of Sight. Special: You can select this Feat multiple times. Each time you select this Feat, it applies to a different Skill. Only allies who have the Force Sensitivity feat gain this bonus to Use the Force checks. | None | None |
Starship Designer | Tech Specialist & Trained in Mechanics. | You can draft the designs for Starships from scratch. This process takes a minimum of 7 days and a DC 40 Mechanics check, adding 1 to the DC and 1 day to the time for every additional 10,000 credits and 150 materials of the design's final cost beyond the first 100,000 credits and 1,500 materials. Each day spent on the drafting process beyond the minimum of 7 reduces the DC by 2. Other characters Trained in the Mechanics skill may use the Aid Another action to assist your Mechanics check; if any assisting character also has the Starship Designer Feat, divide the Starship's credit and material cost by the number of characters who have this Feat (including the primary designer). | See Starship Designer feat for details. | See Starship Designer feat for details. |
Superior Tech | Intelligence 17, Tech Specialist, & Hero Level 9 | Select one of the following item categories: Armor, Weapons, Droids, Vehicles, or Devices. You can install advanced Traits when modifying equipment in your chosen category. These Traits replace the Traits granted by the Tech Specialist Feat. You may still use the Tech Specialist options if you so choose. If you choose an item for a Signature Device that fits your category, you may give that item 2 advanced Traits, but the DC for the Mechanics check to install them increases by 10. You must pay one-fourth of the cost of the Device, Armor, Weapon, Droid, or vehicle you wish to modify before beginning the modification. This fee replaces the normal cost of modification from the Tech Specialist Feat. Completing the modification requires 1 day per 500 credits of the modification's cost. At the end of this time, make a DC 35 Mechanics check; you cannot Take 10 or Take 20 on this check. If the check succeeds, the modification is completed successfully, and the object gains the desired Trait. If the check fails, you lose all credits and materials spent on modifying, and the object does not gain the desired Trait. However, you can start over from scratch if you wish. Only characters with Tech Specialist Feat can assist you, reducing the time needed to complete the modification proportionately. At the end of the modification process, they can make a Mechanics check to aid your check. The market value of a modified item is equal to the base cost of the item plus double the cost of the modifications made to it (not including credits wasted on failed modification attempts). Special: You may select this Feat multiple times. Each time you do so, you choose a different category (Armor, Devices, Droids, Vehicles, or Weapons). (see Superior Tech for Advanced Item Trait table) | None | None |
Surgical Expertise | Trained in Treat Injury & Intelligence 14 | You can perform Surgery in three-quarters of the normal time needed for the procedure. | You can perform Surgery in half the normal time or take the normal time for the Surgery and Take 10. | You can perform Surgery in a quarter of the normal time needed for the procedure or take the normal time for the Surgery and Take 15. |
The Friends You Know | Trained in Gather Information (Charisma) | You are more likely to have a positive standing with the outlaws and the underbelly of the Galaxy. Also, whenever you use a Gather Information (Cha) check to get illicit information, you can reduce the DC by half. | Your name is listed in good standing among the highest regarded in the Galaxy. Also, when interacting with upper-class & noble folks, you roll Advantage on all Charisma checks against them. | Your connections have placed you in good standing with many merchants in the Galaxy. When you shop for items, you always get preferred pricing from Merchants and access to secret stock (if they have it). |
Unswerving Resolve | Base Attack Bonus +2 | Whenever you are targeted by a Fear effect or Mind-Affecting effect that fails to affect you, you gain a temporary Force Point. If this Force Point is not used before the end of your next turn, it goes away. | You gain +3 to your Force Defense and whenever you are targeted by an Intimidation, Deception, Fear, or Mind-Affecting effect that fails to affect you, you gain a temporary Force Point. If this Force Point is not used before the end of your next turn, it goes away. | You gain +5 to your Force Defense and whenever you are targeted by an Intimidation, Deception, Fear, or Mind-Affecting effect it is rolled against you with Disadvantage, if the effect fails to affect you, you gain a temporary Force Point. If this Force Point is not used before the end of the Encounter it goes away. |
Vehicular Combat | Trained in the appropriate Pilot skill for the Vehicle in use. | Once per Round, as a Reaction, when you pilot a vehicle or starship, you may dodge a weapon attack by making a successful Pilot check. The DC of the skill check is equal to the result of the attack roll you wish the dodge. | Once per Round, as a Reaction, when you are piloting a vehicle or starship, you may dodge a weapon attack by making a successful Pilot check. The DC of the skill check is equal to the result of the attack roll you wish the dodge. On a successful check, you may, as a Reaction, make a Pilot maneuver. | Once per Round, as a Reaction, when you are piloting a vehicle or starship, you may dodge a weapon hit by making a successful Pilot check. The DC of the skill check is equal to the result of the attack roll you wish the dodge. On a successful check, you may, as a Reaction, make a Pilot maneuver or make an Attack of Opportunity. |
Vehicular Dodge | Trained in the Pilot skill for the vehicle you control. | Once per Round, as a Reaction, when you are piloting a vehicle or starship, you may dodge a weapon attack by making a successful Pilot check. The DC of the skill check is equal to the result of the attack roll you wish the dodge. | Once per Round, as a Reaction, when you are piloting a vehicle or starship, you may dodge a weapon attack by making a successful Pilot check. The DC of the skill check is equal to the result of the attack roll you wish the dodge. On a successful check, you may, as a Reaction, make a Pilot maneuver. | Once per Round, as a Reaction, when you are piloting a vehicle or starship, you may dodge a weapon hit by making a successful Pilot check. The DC of the skill check is equal to the result of the attack roll you wish the dodge. On a successful check, you may, as a Reaction, make a Pilot maneuver or make an Attack of Opportunity. |
Vehicle Systems Expertise | Tech Specialist & Trained in Mechanics. | You may use the Recharge Shields or Reroute Power Actions by spending two Swift Actions. Also, once per encounter, you may attempt to use either of these Actions as a single Swift Action by making a DC 30 Mechanics check. | You may use the Recharge Shields or Reroute Power Actions by spending one Swift Action. Also, once per encounter, you may attempt to use either of these Actions as a three Free Action by making a DC 25 Mechanics check. | You may use the Recharge Shields or Reroute Power Actions by spending one Swift Action. Also, once per Encounter (+ a number equal to your Intelligence modifier, minimum 1), you may attempt to use either of these Actions as a three Free Action by making a DC 20 Mechanics check. In addition to the benefits above, Recharging Shields and Rerouting Power are now twice as effective. |
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