Feats

=Introduction= Galaxy At War introduces many new feats, especially for Jedi (there are also some new ones for other classes, however).

Feats marked with the [Doctrine] tag are available only to soldiers of 16th level or higher.

Feats marked with the [Force] tag are available only to characters with levels in Jedi or the Force Attuned feat.

[Metaforce] feats are feats that effect Jedi and Sith powers that a character manifests.

[Stance] feats are related to lightsaber combat stances, advanced techniques for characters that can wield lightsabers.

Feats marked [Space] function only in space combat.

[General] feats can be taken by any character.

=Force Focus= Merely holding a reservoir of power points in mind gives characters a special energy. These characters can put that energy to work without actually paying a power point cost—they can become Force-focused as a special use of the Concentration skill.

If you have 1 or more power points available, you can meditate to attempt to become Force-focused. The DC to do so is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are Force-focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of certain feats with the [Force] descriptor.

Once you are Force-focused, you remain focused until you expend your focus, become unconscious, go to sleep, or until your power point reserve drops to 0.

=General Feats=

Assassination [General]
Your sneak attacks are at the pinnacle of lethality.

Prerequisites: Sneak Attack +9d6, Crippling Shot, Deadly Precision, Improved Lethality.

Benefit: You deal +1 damage per die when rolling sneak attack damage.

Battle Cry [General]
With a single cry of challenge and assurance, you can bolster your allies.

Prerequisite: At least one level in Leader or Soldier; Cha 13.

Benefit: As a free action, you can make a rallying cry. Both you and all of your allies within 30 feet receive a +1 circumstance bonus to attack rolls and AC. This effect lasts for a number of rounds equal to 1 + your Charisma modifier (never less than one round).

The bonuses from this ability stack with morale bonuses from other effects.

You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Blaster Volley [General]
You can unleash a storm of blaster bolts on enemies.

Prerequisites: Base Attack Bonus +16, Dex 20, Combat Reflexes, Deadly Shot, Rapid Shot, Weapon Focus (any blaster).

Benefit: Once per day, you may enter a Blaster Volley state as a free action. This state lasts a number of rounds equal to 1 + your Dexterity modifier. In this state, all of your blaster attacks do an extra die of damage.

Chaotic Mind [General]
The turbulence of your thoughts prevents others from gaining insight into your actions.

Prerequisite: Cha 15.

Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you.

The benefit of this feat applies only to insight bonuses gained from Force powers.

Cleave [General]
Prerequisites: Str 13, Power Attack.

Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hero points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot 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 creature. You can use this ability once per round.

Cloak Dance [General]
You are skilled at using optical tricks to make yourself seem to be where you are not.

Prerequisites: Dex 13, Base Attack Bonus +7, Perform (dance) 2 ranks.

Benefit: You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.

Closed Mind [General]
Your mind is better able to resist the Force than normal.

Benefit: You get a +2 bonus on all saving throws to resist powers.

The benefit of this feat applies only to Force powers.

Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or Force abilities).

Combat Defense I [General]
Prerequisites: Base Attack Bonus +4

Benefit: Your class defense bonus improves by 1.

Combat Defense II [General]
Prerequisites: Base Attack Bonus +8, Combat Defense I

Benefit: Your class defense bonus improves by 2.

Special: This feat replaces Combat Defense I. They don’t stack.

Combat Defense III [General]
Prerequisites: Base Attack Bonus +12, Combat Defense II

Benefit: Your class defense bonus improves by 3.

Special: This feat replaces Combat Defense II. They don’t stack.

Combat Expertise [General]
Prerequisite: Int 13.

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Combat Reflexes [General]
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus.

With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Crippling Shot [General]
Prerequisite: Sneak Attack +5d6

Benefit: When you execute a sneak attack and it does damage, it also does 2 temporary Strength, Dexterity, or Constitution damage (your choice).

Damage Reduction I [Droid]
Benefit: The droid receives Damage Reduction 1/lightsaber.

Damage Reduction II [Droid]
Prerequisite: Damage Reduction I

Benefit: The droid’s DR increases to 2/lightsaber.

Damage Reduction III [Droid]
Prerequisite: Damage Reduction II

Benefit: The droid’s DR increases to 3/lightsaber.

Deadly Precision [General]
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.

Prerequisites: Dex 15, Base Attack Bonus +5, Sneak Attack +1d6.

Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack’s extra damage dice. You must keep the result of the reroll, even if it is another 1.

Deadly Shot [General]
Prerequisite: Base Attack Bonus +4.

Benefit: Once per day, you can roll any single ranged attack roll twice, and take the better of the two results. You must declare that you are using Deadly Shot before you make the attack roll.

Dodge [General]
Prerequisite: Dex 13.

Benefit: You gain a permanent +1 Dodge bonus to Armor Class. Dodge bonuses stack with each other.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Droid Expertise [General]
Benefit: You gain a +5 bonus on Craft (Droids) checks to repair damaged droids.

Endurance [General]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.

Enhanced Defense I [Droid]
Benefit: The droid gains a +1 natural armor bonus.

Enhanced Defense II [Droid]
Prerequisite: Enhanced Defense I

Benefit: The droid’s natural armor bonus increases to +2.

Enhanced Defense III [Droid]
Prerequisite: Enhanced Defense II

Benefit: The droid’s natural armor bonus increases to +3.

Exotic Weapon Proficiency [General]
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.

Prerequisite: Base attack bonus +1.

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. You can never have proficiency in any lightsaber without having levels in a Jedi class.

Expert Gunslinger [General]
Your gunslinging abilities become masterful.

Prerequisite: Gunslinger class ability.

Benefit: Your gunslinger ability lasts an additional two rounds.

Special: You can gain this feat multiple times. Its effects stack.

Extra Battle Cries [General]
Prerequisite: Battle Cry.

Benefit: You can make a Battle Cry an additional two times per day.

Special: You can take this feat multiple times. Its effects stack.

Extra Blaster Volley [General]
Prerequisites: Blaster Volley

Benefit: You may activate a blaster volley one additional time per day.

Special: You can take this feat multiple times. Its effects stack.

Extra Deadly Shots [General]
Prerequisite: Deadly Shot

Benefit: You may use Deadly Shot an additional two times per day.

Special: You can take this feat multiple times. Its effects stack.

Extra Gunslinging [General]
Prerequisite: Gunslinger class ability.

Benefit: You can use your gunslinger class ability an additional time per day.

Special: You can gain this feat multiple times. Its effects stack.

Far Shot [General]
Prerequisite: Point Blank Shot.

Benefit: When you use a projectile weapon, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.

Focused Shooting [General]
Prerequisites: Gunslinger class ability

Benefit: Your circumstance bonus to attack rolls when using your gunslinger ability increases by +1.

Force Attuned [General]
Your mind wakes to a previously unrealized Force attunement.

Benefit: Your latent Force power flares to life, conferring upon you the designation of a Force-attuned character. As such a character, you gain a reserve of 2 power points and can take Force feats and Metaforce feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.

Special: A character with levels in Jedi or Sith doesn't need this feat.

Force Hole [General]
You are anathema to Force-attuned creatures and characters.

Prerequisite: Con 15.

Benefit: When a foe strikes you in melee combat, the foe immediately loses its Force focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.

Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or Force abilities).

Force of Will [General]
You are able to resist Force attacks with extreme force of will.

Prerequisite: Iron Will.

Benefit: Once per round, when targeted by a Force effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect.

The benefit of this feat applies only to Force powers.

Great Cleave [General]
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.

Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Greater Two-Weapon Fighting [General]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty. See the Two-Weapon Fighting special attack.

Greater Weapon Focus [General]
Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Prerequisites: Soldier level 8, Proficiency with selected weapon, Weapon Focus with selected weapon.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Greater Weapon Specialization [General]
Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Prerequisites: Soldier level 12, Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).

Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Great Fortitude [General]
Benefit: You get a +2 bonus on all Fortitude saving throws.

Hostile Mind [General]
Your mind recoils violently against those who use the Force against you.

Prerequisite: Cha 15.

Benefit: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Charisma bonus or take 2d6 points of damage.

The benefit of this feat applies only to Force powers.

Improved Bull Rush [General]
Prerequisites: Str 13, Power Attack.

Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Improved Critical [General]
Choose one type of weapon.

Prerequisites: Proficient with weapon, base attack bonus +8.

Benefit: When using the weapon you selected, your threat range is doubled.

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Improved Disarm [General]
Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Normal: See the normal disarm rules.

Improved Feint [General]
Prerequisites: Int 13, Combat Expertise.

Benefit: You can make a Bluff check to feint in combat as a move action.

Normal: Feinting in combat is a standard action.

Improved Initiative [General]
Benefit: You get a +4 bonus on initiative checks.

Improved Lethality [General]
Prerequisites: Base Attack Bonus +12, Sneak Attack +5d6

Benefit: You roll d8s for sneak attacks instead of d6s.

Improved Overrun [General]
Prerequisites: Str 13, Power Attack.

Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.

Improved Precise Shot [General]
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Improved Sunder [General]
Prerequisites: Str 13, Power Attack.

Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.

You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Improved Toughness [General]
Prerequisite: Base Fortitude +2.

Benefit: The character gains 1 additional hero point per level. This applies retroactively to all of the character’s hit dice.

Improved Two-Weapon Fighting [General]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Incapacitation [General]
You are an expert at aiming stun shots where they are most likely to take out an opponent.

Prerequisites: Base Attack Bonus +8

Benefit: When you set your blaster to stun, the save DCs against the stun effect increase by 2.

Incredible Dodge [General]
Prerequisites: Dex 20, Evasion class ability, Dodge

Benefit: Once per day, you can negate any attack roll as an immediate action—you suffer no damage. You can choose to negate the roll before or after it is made.

Iron Will [General]
Benefit: You get a +2 bonus on all Will saving throws.

Killshot [General]
A shot from your blaster rifle can easily kill a foe.

Prerequisites: Base Attack Bonus +16, Improved Precise Shot, Sniper, Superior Critical.

Benefit: If you score a critical hit on an opponent with a blaster rifle, you add your Dexterity bonus to the damage roll (after multiplying for critical damage).

Lightning Reflexes [General]
Benefit: You get a +2 bonus on all Reflex saving throws.

Louder Battle Cry [General]
Your shouts of triumph can be heard far and wide.

Prerequisite: Battle Cry.

Benefit: The radius of effect for your battle cries and/or demoralizing shouts extends to 60 feet.

Medical Expertise [General]
You are an expert in the use of battlefield medicine and even on-site surgery.

Prerequisite: 5 ranks in Heal skill.

Benefit: Whenever you use the Heal skill to restore lost hero points to a character, you do the following after calculating your check result:


 * Add an extra die of healing, +1.
 * Use d8s instead of d6s.

For instance, a character who rolls a 20 normally restores 2d6+2 lost hero points. A character with the Medical Expert feat restores 3d8+3 lost hero points.

Mental Resistance [General]
Your mind is armored against mental intrusion.

Prerequisite: Base Will save bonus +2.

Benefit: Against Force attacks that do not employ an energy type to deal damage you gain damage reduction 3/lightsaber. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a Force attack, you take 3 points less than you would normally take.

Mind Over Body [General]
Your ability damage heals more rapidly.

Prerequisite: Con 13.

Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.

Normal: You heal ability damage and ability burn damage at a rate of 1 point per day.

Mobility [General]
You are skilled at dodging past opponents and avoiding blows.

Prerequisites: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other.

Open Minded [General]
You are naturally able to reroute your memory, mind, and skill expertise.

Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill.

Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.

Point Blank Shot [General]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Power Attack [General]
Prerequisite: Str 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 apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Precise Shot [General]
Prerequisite: Point Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Quick Draw [General]
Prerequisite: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a blaster).

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Ranged Disarm [General]
Prerequisites: Dex 20, Weapon Focus (Ranged Weapon)

Benefit: When using a ranged weapon with which you have Weapon Focus, you may make a special called shot at an enemy's hand. If it hits, the opponent must make a Reflex save (DC = your attack roll). If they fail, they drop the weapon they were holding in that hand when struck.

Rapid Metabolism [General]
Your wounds heal rapidly.

Prerequisite: Con 13.

Benefit: You naturally heal a number of hero points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hero points + double your Constitution bonus.

Rapid Shot [General]
Prerequisites: Dex 13, Point Blank Shot.

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 you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Reckless Offense [General]
You can shift your focus from defense to offense.

Prerequisite: Base attack bonus +1.

Benefit: When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn.

Run [General]
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Shot On The Run [General]
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.

Benefit: When using the 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.

Sidestep Charge [General]
You are skilled at dodging past charging opponents and taking advantage when they miss.

Prerequisites: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.

Skill Focus [General]
Choose a skill.

Benefit: You get a +3 bonus on all checks involving 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 new skill.

Skilled [General]
Benefit: You gain a +2 bonus on two skills of your choice.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to two new skills.

Sniper [General]
Prerequisites: Base Attack Bonus +8, Far Shot, Improved Critical (Blaster Rifle), Weapon Focus (Blaster Rifle)

Benefit: When you catch an opponent flat-footed with a blaster rifle attack, it automatically does critical damage if you hit. Only one shot from your blaster rifle each round receives this bonus.

Spring Attack [General]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: When using the attack action with a melee 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 attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Stand Still [General]
You can prevent foes from fleeing or closing.

Prerequisite: Str 13.

Benefit: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.

Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).

Normal: Attacks of opportunity cannot halt your foes in their tracks.

Superior Critical [General]
Prerequisites: Base Attack Bonus +10, Weapon Focus (chosen weapon), Weapon Specialization (chosen weapon), Improved Critical (chosen weapon)

Benefit: Your critical damage multiplier with the chosen weapon increases by 1 (from x2 to x3, and so on).

Toughness [General]
Benefit: You gain +3 hero points.

Special: A character may gain this feat multiple times. Its effects stack.

Two-Weapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Weapon Finesse [General]
Prerequisite: Base attack bonus +1.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus [General]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on 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 new type of weapon.

Weapon Specialization [General]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Soldier level 4.

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 type of weapon.

Whirlwind Attack [General]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

=Combat Doctrine Feats=

Doctrine: Berserker [Doctrine]
Prerequisites: Soldier level 16, Endurance, Iron Will

Benefit: Once per day, you can enter a berserker rage. The rage lasts a number of rounds equal to 3 + your Constitution modifier. During the berserker rage, you gain Damage Reduction 3/lightsaber. This damage reduction stacks with any other reduction you have from armor or class abilities.

Doctrine: Fear [Doctrine]
Prerequisites: Soldier level 16, Intimidate 19 ranks

Benefit: You can demoralize an opponent with the Intimidate skill as a move action. In addition, the demoralizing effect causes a –4 penalty to attack rolls, ability checks, and saving throws.

Normal: Demoralizing an opponent is a standard action and causes a –2 penalty.

Doctrine: Mobility [Doctrine]
Prerequisites: Soldier level 16, Dodge, Mobility

Benefit: Your movement speed increases by 10 feet. In addition, the max Dex bonus of armor that you wear is increased by 1.

Doctrine: Fortitude [Doctrine]
Prerequisites: Soldier level 16, Endurance, Great Fortitude, Improved Toughness

Benefit: You gain 1 additional hit point per level and a +4 bonus on Fortitude saves.

Doctrine: Precision [Doctrine]
Prerequisites: Soldier level 16, Point Blank Shot, Precise Shot

Benefit: If you take only one shot with a ranged weapon as a full-round action, you gain a +4 bonus to hit.

Doctrine: Superior Firepower [Doctrine]
Prerequisite: Soldier level 16, Knowledge (Tactics) 19 ranks

Benefit: When you flank an opponent, you gain +4 to hit instead of +2.

Doctrine: Vibro-Blade Combat [Doctrine]
Prerequisites: Soldier level 16, Weapon Focus (Vibro-Dagger or Vibro-Blade), Weapon Specialization (Vibro-Dagger or Vibro-Blade)

Benefit: Your critical strike range with vibro-weapons improves by 1. This stacks with Improved Critical. In addition, if you hit an opponent with two or more vibro-weapon strikes in a single round, you automatically damage them further as if you had struck them a third time, again dealing normal damage.

=Force Feats=

Absorb Force Lightning [Force]
Prerequisites: Ability to manifest 6th level powers, Jedi class

Benefit: You gain electricity resistance equal to your Jedi level. In addition, once per day, if you ready an action against a Dark Jedi or Sith, you can roll a number of d8s equal to your Jedi level the next time they attempt to use a lightning-based effect on you. You absorb damage equal to the amount rolled. If you completely absorb the attack, your attacker takes 1d6 points of temporary Constitution damage.

Augmented Power Burst [Force]
Your power burst ability can be summoned more easily and quickly, and travels through the air.

Prerequisites: Str 17, Power Burst.

Benefit: You can use your power burst ability as a standard action, and can activate it using only your palm, instead of a lightsaber. Furthermore, it can also affect airborne creatures within the normal range by knocking them five feet backward.

Awesome Burst [Force]
Your power bursts strike with such force that they can damage enemies.

Prerequisites: Str 17, Power Burst.

Benefit: Whenever you use a power burst, your victims also suffer damage equal to 1d6 + your Strength modifier, with no save.

Battle Meditation [Force]
Prerequisite: Ability to manifest 7th level powers.

Benefit: Once per day, you can initiate a battle meditation. A battle meditation is a group meditation session consisting of at least three Jedi of 6th level or higher. The meditation session must take place in a peaceful area unthreatened by the immediate possibility of an attack, where each Jedi concentrates in unison for a full turn.

The Jedi in the group must spend a total of 15 power points in order to begin the meditation. This cost can be shared equally, focused on one character, or worked out individually among players/NPCs.

If any of the Jedi are attacked or otherwise disrupted during the meditation, the meditation attempt automatically fails. If it is completed after a full turn, however, the meditating group is able to temporarily alter the flow of the Force in nearby allies. The effect has a radius according to how many Jedi participate in the meditation.

3: 120 Feet

4-5: 240 Feet

6-7: 600 Feet

8-9: 1,200 Feet

10-11: 2,000 Feet

12+: 1 Mile

Every ally of the participating Jedi who is in range at the time of the meditation’s completion gains a +2 morale bonus to attack rolls and AC. This effect lasts a number of hours equal to the level of the highest participating Jedi in the group.

The bonus does not apply to droids and other creatures that are immune to mind-affecting abilities.

Any one Jedi can participate in no more than one successful Battle Meditation per day.

Beacon of Light [Force]
Prerequisites: Wisdom 15, Dark Side Defense Class Feature

Benefit: You gain Power Resistance 10 + class level against Dark Side Force powers.

You gain no additional resistance against powers not on the Dark Side power list.

Blaster Reflection [Force]
You can reflect errant blaster bolts back at your attacker.

Prerequisites: Base Attack Bonus +6, Combat Expertise, Weapon Finesse, Weapon Focus (Lightsaber)

Benefit: If an enemy attacks you with a ranged weapon while you wield a lightsaber, and rolls a natural 1, they must make a Reflex save (DC 15 + ½ your level + your Dex modifier) or suffer 3d8 points of damage from their own blaster bolt. You may also choose to deflect the attack into a different opponent who is within 30 feet and you have a clear line of sight with.

If you are using the Combat Expertise feat to give yourself a –5 penalty to hit and a +5 bonus to AC while executing the full attack action, you may choose to reflect one missed blaster attack automatically each round.

You can't use this feat if you are flat-footed.

Body Fuel [Force]
You can expand your power point total at the expense of your health.

Benefit: You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution.

You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.

Burrowing Power [Metaforce]
Your powers sometimes bypass barriers.

Benefit: To use this feat, you must expend your Force focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier.

The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Force Mastery check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm). Force walls or walls of ectoplasm are assumed to have less than 1 foot of thickness unless noted otherwise.

If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense. Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

Chain Power [Metaforce]
You can manifest powers that arc to hit other targets in addition to the primary target.

Benefit: To use this feat, you must expend your Force focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).

Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).

Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.

Combat Manifestation [Force]
You are adept at manifesting powers in combat.

Benefit: You get a +4 bonus on Concentration checks made to manifest a power while on the defensive or while you are grappling or pinned.

Delay Power [Metaforce]
You can manifest powers that go off up to 5 rounds later.

Benefit: To use this feat, you must expend your Force focus. You can manifest a power as a delayed power. A delayed power doesn’t activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round.

Only area and personal powers can be delayed.

Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends.

A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect Force effects.

Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

Dread Lightning [Force]
The dark power of your Force lightning can sap the very life force from your enemies.

Prerequisites: Ability to manifest 7th level powers, Efficacious Force Lightning, Rage of the Dark Side, at least three Force powers with the [Electricity] descriptor.

Benefit: When an opponent fails their save against one of your electricity-based Force powers, they also suffer 1 point of temporary Constitution damage.

Efficacious Force Lightning [Force]
Prerequisites: Ability to manifest 7th level powers, Sith class

Benefit: When you use a lightning-based Force power, you gain a +2 bonus on rolls against power resistance, and the save DC against your lightning-based powers increases by 2.

Empower Power [Metaforce]
You can manifest powers to greater effect.

Benefit: To use this feat, you must expend your Force focus.

You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hero points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest Dispel Force) are not affected, nor are powers without random variables.

Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

Enlarge Power [Metaforce]
You can manifest powers farther than normal.

Benefit: To use this feat, you must expend your Force focus. You can alter a power with a range of close, medium, or long to increase its range by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level.

Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected.

Using this feat does not increase the power point cost of the power.

Expanded Knowledge [Force]
You learn another power.

Prerequisites: Manifester level 3rd.

Benefit: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.

Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.

Extend Power [Metaforce]
You can manifest powers that last longer than normal.

Benefit: To use this feat, you must expend your Force focus.

You can manifest an extended power. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

Extended Power Burst [Force]
Your power bursts can affect a greater area.

Prerequisites: Str 17, Power Burst.

Benefit: You can choose to extend your power burst ability to a radius of 10 feet.

Extra Power Burst [Force]
Prerequisite: Power Burst.

Benefit: You can use your power burst ability an additional two times per day.

Special: You can take this feat multiple times. Its effects stack.

Force Body [Force]
Your mind reinforces your body.

Benefit: When you take this feat, you gain 2 hero points for each Force and Metaforce feat you have (including this one). Whenever you take a new Force feat, you gain 2 more hero points.

Force Charge [Force]
You can charge in a crooked line.

Prerequisites: Dex 13, Speed of Thought.

Benefit: To use this feat, you must expend your Force focus. When you charge, you can make one turn of up to 90 degrees during your movement. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn.

Force Cloak [Force]
Prerequisite: Ability to manifest 7th level Force powers.

Benefit: Once per day, you may invoke an effect equivalent to the Invisibility spell, at a caster level equal to your Jedi or Sith level. Use of this Force ability expends your Force focus.

Anyone observing you while you use Force Cloak may make a Will save (DC 12 + 1/2 your Jedi level). If they succeed, your Force Cloak has no effect on them for the duration of the ability.

This ability is considered the equivalent of a 2nd level power for purposes of dispelling and other effects.

Force Dodge [Force]
You are proficient at dodging blows.

Prerequisites: Dex 13, Dodge.

Benefit: Your bonus to AC from the Dodge feat increases to +2.

Force Endowment [Force]
You can endow your manifestations with more concentrated focus.

Benefit: To use this feat, you must expend your Force focus. You add 1 to the save DC of a power you manifest.

Force Meditation [Force]
You can focus your mind faster than normal, even under duress.

Prerequisites: Wis 13, Concentration 7 ranks.

Benefit: You can take a move action to become Force focused.

Normal: A character without this feat must take a full-round action to become Force focused.

Force Shield [Force]
You can use the Force to protect yourself from almost all harm.

Prerequisites: Dark Side Defense +4 or Light Side Defense +4, Defensive Precognition power, Inertial Barrier power, Mental Barrier power, Force Meditation.

Benefit: If you have at least 1 power point remaining, you can summon a Force Shield as an immediate action. The Force Shield remains active as long as you maintain concentration each round on your turn as a full-round action (Concentration DC 15), or until it suffers an amount of damage equal to 10 + your level. If you do not make a Concentration check, the shield immediately dissipates. While the Force Shield is active, all damage directed at you depletes the shield's hero points first, effectively protecting you from damage. The shield receives DR 25/lightsaber and energy resistance 30. Only damage that pierces through the shield's DR and energy resistance is counted against its hero points.

The Force Shield can be dismissed as a free action. While the shield is active, you cannot manifest any other powers, even quickened powers, though delayed powers still activate.

Force Talent [Force]
You gain additional power points to supplement those you already had.

Prerequisite: Having a power point reserve.

Benefit: When you take this feat for the first time, you gain 2 power points.

Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.

Force Weapon [Force]
You can charge your melee weapon with additional damage potential.

Prerequisite: Str 13.

Benefit: To use this feat, you must expend your Force focus.

Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your Force focus.

Greater Force Endowment [Force]
You can use meditation to focus your powers.

Prerequisite: Force Endowment.

Benefit: When you use the Force Endowment feat, you add +2 to the save DC of a power you manifest instead of +1.

Greater Force Defense [Force]
You train yourself to resist hostile Force energies.

Prerequisite: Dark Side Defense or Light Side Defense class ability.

Benefit: You gain a +1 inherent bonus to all saving throws against Force powers.

Greater Force Weapon [Force]
You can charge your melee weapon with additional damage potential.

Prerequisites: Str 13, Force Weapon, base attack bonus +5.

Benefit: When you use the Force Weapon feat, your attack with a melee weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.

Greater Power Penetration [Force]
Your powers are especially potent at breaking through power resistance.

Prerequisite: Power Penetration.

Benefit: To use this feat, you must expend your Force focus. You get a +8 bonus on manifester level checks to overcome a creature’s power resistance. This bonus overlaps with the bonus from Power Penetration.

Heal Other [Force]
Prerequisites: Ability to manifest 6th level Force powers, Body Adjustment or Body Purification power.

Benefit: When using Body Adjustment or Body Purification, you can touch an ally and specify that the power be used on them.

Use of this ability expends your Force focus.

Inquisitor [Force]
You know when others lie.

Prerequisite: Wis 13.

Benefit: To use this feat, you must expend your Force focus.

You gain a +10 bonus on a Sense Motive check to oppose a Bluff check.

You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn’t lying, you still expend your Force focus.

Maximize Power [Metaforce]
You can manifest powers to maximum effect.

Benefit: To use this feat, you must expend your Force focus.

You can maximize a power. All variable, numeric effects of a power modified by this feat are maximized. A maximized power deals maximum damage, cures the maximum number of hero points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are powers without random variables.

Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hero points, and so on) of the augmented power.

An empowered and maximized power gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level.

Mental Leap [Force]
You can make amazing jumps.

Prerequisites: Str 13, Jump 5 ranks.

Benefit: To use this feat, you must expend your Force focus. You gain a +10 bonus on a Jump check.

Narrow Mind [Force]
Your ability to concentrate is as keen as an arrowhead, allowing you to gain your Force focus even in the most turbulent situations.

Prerequisite: Wis 13.

Benefit: You gain a +4 bonus on Concentration checks you make to become Force focused.

Opportunity Power [Metaforce]
You can make power-enhanced attacks of opportunity.

Benefit: To use this feat, you must expend your Force focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free.

Manifesting this power is an immediate action.

You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action.

Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.

Normal: Attacks of opportunity can be made only with melee weapons.

Overchannel [Force]
You burn your life force to strengthen your powers.

Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage.

The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.

Normal: Your manifester level is equal to your total levels in classes that manifest powers.

Power Burst [Force]
Using the power of the Force, you can send a tremor through the ground that knocks over foes.

Prerequisites: Str 15, Power Attack.

Benefit: As a full-round action, you can drive your lightsaber into the ground at tremendous force and use your attunement to the Force to send out a powerful shockwave. Creatures of medium or smaller size within five feet of you must make a Reflex save (DC 10 + ½ your character level + your Strength modifier) or be immediately knocked prone. Creatures not touching the ground are unaffected by this power.

You can use this ability a number of times per day equal to 1 + your Constitution modifier (never less than once per day).

Power Penetration [Force]
Your powers are especially potent, breaking through power resistance more readily than normal.

Benefit: To use this feat, you must expend your Force focus. You get a +4 bonus on manifester level checks made to overcome a creature’s power resistance.

Quicken Power [Metaforce]
You can manifest a power with a moment’s thought.

Benefit: To use this feat, you must expend your Force focus. You can quicken a power. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened.

Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.

Manifesting a quickened power does not provoke attacks of opportunity.

Rage of the Dark Side [Force]
Prerequisites: Base Attack Bonus +1, Dark Jedi or Sith character class

Once a day, as a free action, you can call upon the Dark Side of the Force to enter your body. In this state, which lasts for a number of rounds equal to 3 + your Charisma modifier, you gain a +4 profane bonus to Strength, the save DCs of your Dark Side powers increase by 2, and you suffer a –2 penalty to AC. When you exit this state, you take 1 point of temporary Constitution damage.

Remove Disease [Force]
Prerequisite: Ability to manifest 7th level Force powers, Body Adjustment power.

Benefit: Three times per day, you may invoke an effect equivalent to the Remove Disease spell, at a manifester level equal to your Jedi level. Use of this Force ability expends your Force focus.

This ability is considered the equivalent of an 3rd level power for purposes of dispelling and other effects.

Dark Jedi and Sith cannot use or learn this feat.

Retrieve Lightsaber [Force]
Prerequisite: Craft Lightsaber class ability.

Benefit: If you throw a lightsaber as an attack, it automatically returns to your hand on the following round, just before your next action. In addition, as a move action, you can call any unattended lightsaber within 30 feet, causing it to move to your hand on the beginning of your next turn.

Shroud of the Dark Side [Force]
Prerequisites: Ability to manifest 6th level powers, Sith class

Benefit: When you manifest a power that requires an opponent to make a Will save, the DC of the save is increased by +1. In addition, you gain a +2 profane bonus on all Bluff checks.

Speed of Thought [Force]
The energy of your mind energizes the alacrity of your body.

Prerequisite: Wis 13 or Cha 13.

Benefit: As long as you are Force focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.

Swift Force Counter [Force]
Prerequisites: Ability to manifest 6th level powers, Dispel Force power.

Benefit: Once per day, you may manifest Dispel Force as an immediate action.

Talented [Force]
You can overchannel powers with less cost to yourself.

Prerequisite: Overchannel.

Benefit: To use this feat, you must expend your Force focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling.

Telekinetic Master [Force]
You are a master of the Jedi art of telekinesis.

Prerequisites: Telekinetic Force and Telekinetic Thrust powers.

Benefit: When using the Telekinetic Force or Telekinetic Thrust Force powers, the amount of weight you can affect with the powers is enhanced. You can handle a minimum of 500 pounds, and for each additional power point you spend, the weight limit increases by 50 pounds.

Telekinetic Supremacy [Force]
You can move almost anything with the power of the Force.

Prerequisites: Telekinetic Master, Dark Side or Light Defense +4

Benefit: When using the Telekinetic Force or Telekinetic Thrust Force powers, the amount of weight you can affect with the powers is vastly increased. You can handle a minimum of 2,000 pounds, and for each additional power point you spend, the weight limit increases by 250 pounds.

Twinned Power [Metaforce]
You can manifest a power simultaneously with another power just like it.

Benefit: To use this feat, you must expend your Force focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned Force charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect).

Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level.

Unconditional Power [Metaforce]
Disabling conditions do not hold you back.

Benefit: To use this feat, you must expend your Force focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, confused, nauseated, or stunned.

Only personal powers and powers that affect your person can be manifested as unconditional powers.

Using this feat increases the power point cost of the power by 8. The power’s total cost cannot exceed your manifester level.

Ultimate Power Burst [Force]
Your power bursts can ravage huge groups of opponents.

Prerequisites: Base Attack Bonus +10, Augmented Power Burst, Awesome Burst, Extended Power Burst, Power Burst, Stomp power.

Benefit: The radius of your power bursts is now 30 feet, and the damage dealt increases to 2d6 + your Strength modifier. In addition, the save DC increases to 15 + ½ your character level + your Strength modifier.

Up the Walls [Force]
You can run on walls for brief distances.

Prerequisite: Wis 13 or Cha 13.

Benefit: While you are Force focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.

Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.

Widen Power [Metaforce]
You can increase the area of your powers.

Benefit: To use this feat, you must expend your Force focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power’s area increase by 100%.

Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level.

Wounding Attack [Force]
Your vicious attacks wound your foe.

Prerequisite: Base attack bonus +8.

Benefit: To use this feat, you must expend your Force focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt.

You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your Force focus.

=Lightsaber Combat Form Feats= [Stance] feats are related to lightsaber combat stances, advanced techniques for characters that can wield lightsabers. Activating such a feat is a move action, and the effects of the feat apply only if the character has an ignited lightsaber in hand. A character that is stunned, paralyzed, or otherwise incapacitated loses the effects of any [Stance] feat they are using.

Ataru Form [Force] [Stance]
You have learned the Ataru style of lightsaber combat, a quick, mobile lightsaber combat technique with the drawback of leaving you more open to attacks and causing fatigue.

Prerequisites: Base Attack Bonus +6, Dodge, Mobility.

Benefit: As a move action, you can enter or leave Ataru Form. In this form, you gain a +5 morale bonus to movement speed, and a +8 morale bonus to Balance, Jump, and Tumble checks. However, you suffer +2 points of damage whenever you are damaged while in this combat form.

Ataru Master [Force] [Stance]
You have become a true master of the Ataru Form of lightsaber combat.

Prerequisites: Base Attack Bonus +10, Ataru Form

Benefit: When in Aggression Form, you gain a +1 competence bonus to attack rolls with a lightsaber and you move 5 feet faster. In addition, once per day while in Ataru Form, you may as a free action activate Hawk-Bat Style for a number of rounds equal to 3 + your Dexterity modifier. During this period, you can make a full attack action with a lightsaber as a standard action.

Djem So Form [Force] [Stance]
You have learned the Djem So Form of lightsaber combat, a high offense-based lightsaber that involves repeated, strong strikes meant to end a fight quickly. However, the combat technique leaves you open to devastating counter-attacks.

Prerequisites: Base Attack Bonus +8, Cleave, Power Attack.

Benefits: As a move action, you can enter or leave the Form V stance of lightsaber combat. When in Perseverance Form, you deal +2 damage when rolling lightsaber damage. However, when you are struck with a critical hit, the multiplier is increased by 1.

Djem So Master [Force] [Stance]
You have become a true master of the Perserverance Form of lightsaber combat.

Prerequisite: Base Attack Bonus +12, Djem So Form

Benefit: When in Perseverance Form, you deal an additional +2 damage with lightsabers. In addition, once per day, you may use the Offensive Rush ability as a free action. This forces an opponent within five feet of you to make a Reflex save (DC 10 + Dexterity modifier + ½ your Jedi level). If they fail, they cannot attack you more than once per round with a melee attack for a number of rounds equal to your level. On each successive round, the opponent gets another Reflex save to negate the effect.

Juyo Form [Force] [Stance]
You have learned the Juyo lightsaber combat style, one of the most powerful known styles, which draws dangerously close to the Dark Side.

Prerequisites: Base Attack Bonus +10, any two other Combat Form feats.

Benefits: As a move action, you can enter or leave Juyo Form. When in this form, you gain a +1 morale bonus to attack rolls with a lightsaber, a +1 dodge bonus to AC against lightsaber attacks, a +1 bonus to damage, and your bonus to attack rolls when charging is increased to +4. However, when in this form, you temporarily lose the Dark Side Defense class ability, as well as the benefit of the Beacon of Light feat, and you cannot use Light Side Force powers.

A Sith or Dark Jedi in this stance doesn’t get the bonus to AC, as he cannot tap the Light Side to perfect the style, and he cannot use Lightning-based powers while in the stance.

Juyo Master [Force] [Stance]
You have become a true master of the Juyo of lightsaber combat.

Prerequisites: Base Attack Bonus +14, Juyo Form

Benefit: When in Juyo Form, your bonuses to attack rolls with a lightsaber increase to +2. You may also go into a battle rage once per day. During it, you gain a +4 morale bonus to Strength and Constitution, a –2 penalty to AC, and a +2 morale bonus to Will saves. This effect lasts for a number of rounds equal to 3 + your (newly modified) Constitution modifier.

When raging, you can't use Combat Expertise or Force powers.

Makashi Form [Force] [Stance]
You have learned the Makashi Form of lightsaber combat, the classic dueling technique—with the drawback that the stance is based on precise but weak strikes, and is poor for deflecting blaster shots.

Prerequisites: Base Attack Bonus +6, Combat Expertise, Improved Disarm

Benefit: As a move action, you can enter or leave Makashi Form. When in this form, you gain a +1 competence bonus to melee attack rolls with your lightsaber, but suffer a –1 penalty to blaster attacks on you, and deal –2 damage with your lightsaber damage rolls.

Makashi Master [Force] [Stance]
You have become a true master of the Makashi of lightsaber combat.

Prerequisites: Base Attack Bonus +10, Makashi Form

Benefit: When in Makashi Form, you gain a further +1 bonus to attack rolls with lightsabers. Furthermore, three times per day while in Contention Form, you may initiate a Counter-Strike as an immediate action. A counter-strike forces an opponent to re-roll a successful lightsaber attack roll on you.

Niman Form [Force]
You have learned the Niman Form of lightsaber combat, which mixes many styles into one.

Prerequisites: Base Attack Bonus +4, any one other Combat Form feat.

Benefits: As a move action, you can enter or leave Niman Form. When in Niman Form, you gain a +5 morale bonus to movement, gain a +1 competence bonus to damage with lightsabers, and gain a +1 dodge bonus to AC against blaster bolts. However, you take a –1 penalty to all lightsaber attack rolls and saving throws.

Niman Master [Force] [Stance]
You have become a true master of the Niman Form of lightsaber combat.

Prerequisites: Base Attack Bonus +8, Niman Form

Benefit: When in Moderation Form, your movement bonus increases to +10, you deal a further +1 damage with lightsabers, and your dodge bonus to AC against blaster bolts increases to +2. In addition, once per day, you may use one of the advanced abilities of some other forms (Counter-Strike, Complete Defensive, Hawk-Bat Style, or Offensive Rush).

Soresu Form [Force] [Stance]
You have learned the Soresu Form of lightsaber combat, the most defensive of all lightsaber combat techniques, helpful for blocking blaster bolts and lightsaber strikes alike, but inhibiting your offensive capabilities.

Prerequisites: Base Attack Bonus +4, Combat Expertise, Dodge

Benefit: As a move action, you can enter Soresu Form. When in this form, you gain a +1 dodge bonus to AC, but suffer a –2 penalty to lightsaber attack rolls.

Soresu Master [Force] [Stance]
You have become a true master of the Soresu Form of lightsaber combat.

Prerequisites: Base Attack Bonus +8, Soresu Form

Benefit: When in Soresu Form, you gain a +2 competence bonus to all saving throws against Force powers, and your dodge bonus to AC increases to +2. Furthermore, once per day while in Soresu Form, you may as a free action enter the Complete Defensive state for a number of rounds equal to 3 + your Dexterity modifier. When Complete Defensive is activated, you gain a further +1 dodge bonus to AC.

Style Mastery [Force]
You can change your lightsaber combat style with surprising speed, catching foes off balance and keeping the advantage in battle.

Prerequisites: Any two different Combat Form feats.

Benefit: As a free action once per round on your turn, you may go into or out of any lightsaber combat form you know, or switch which form you are in.

Normal: Activating or deactivating any Combat Form feat is a move action.

Vaapad Form [Force] [Stance]
You have completed the Juyo/Ferocity Form and learned the Vaapad style, perfecting the deadly art of lightsaber combat.

Prerequisites: Base Attack Bonus +18, Juyo Master

Benefit: When in Ferocity Form, add one die to all your lightsaber damage rolls (3d8 becomes 4d8, and so on).

=Space Feats=

Barrel Roll [Space]
Prerequisite: Dex 17, Hairpin Turn

Benefits: During space combat, If you move only one space as an action, you can completely reverse your starfighter’s direction after completing the move. You cannot also attack as part of this action. This movement does not result in a temporary loss of AC.

Coordinated Attack [Space]
Prerequisites: Inspiration class feature.

Benefit: You and a number of other starfighter pilots equal to your Inspiration bonus (+1-+4) gain that bonus on attack and damage rolls in space combat.

Evasive Maneuvers [Space]
Benefit: If you are attacked with a missile in space combat, you can immediately force the attacker to re-roll their missile attack roll if it would’ve resulted in a hit, this time at a –4 penalty to the roll. You may only use this feat once per round.

Greater Starfighter Focus [Space]
Prerequisites: Starfighter Focus with chosen weapon.

Benefit: Your bonus to hit with your chosen weapon in space combat increases by +1.

Greater Starfighter Specialization [Space]
Prerequisites: Starfighter Focus with chosen weapon.

Benefit: Your bonus to damage with your chosen weapon in space combat increases by +1.

Hairpin Turn [Space]
Prerequisites: Dex 15.

Benefit: For each space you move in a turn during space combat, you can change your facing by one degree. You can do this no more than three times in the same turn, however.

Normal: You are allowed to change directions by a degree of one hex on any movement, but can only change directions by one hex each on each turn.

Starfighter Critical [Space]
Choose a type of fighter weapon, such as blasters or missiles.

Benefit: Your critical threat range with that weapon is doubled in space combat.

Starfighter Dodge [Space]
Prerequisites: Dex 13.

Benefit: Your starfighter gains a +1 bonus to AC.

Starfighter Focus [Space]
Choose a type of fighter weapon, such as blasters, missiles, or turrets.

Benefit: You gain a +1 bonus to hit when using that weapon in space combat.

Starfighter Specialization [Space]
Prerequisite: Starfighter Focus

Benefit: You gain a +1 bonus to damage when using your chosen weapon in space combat.

Strafe [Space]
Benefit: When you move and attack on the same turn in space combat, you can increase your movement speed by +1.