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Starting Class Feats




Jedi Consular

Force Focus Force Focus
Prerequisites: Jedi Consular This feat adds +2 to the Difficulty Class for all saving throws against the character's Force powers. This feat is always active.

Improved Force Focus Improved Force Focus
Prerequisites: Level 6 Jedi Consular This feat adds +3 to the Difficulty Class for all saving throws against the character's Force Powers. This feat is always active. This feat replaces Force Focus.

Master Force Focus Master Force Focus
Prerequisites: Level 12 Jedi Consular This feat adds +4 to the Difficulty Class for all saving throws against the character's Force Powers. This feat is always active. This feat replaces Improved Force Focus. 




Jedi Sentinel

Force Immunity Fear Force Immunity: Fear
Prerequisites: Jedi Sentinel The Jedi possesses an inner calm that cannot be shaken by mere threats to mind or body. The Force grants understanding, which is a shield that fear cannot breach. This feat is always active.

Force Immunity Stun Force Immunity: Stun
Prerequisites: Level 6 Jedi Sentinel The Jedi has an unshakable connection to the Force and, through it, to the galaxy as well. No amount of damage or distraction will cause fear or a loss of alertness. This feat is always active. This feat replaces Force Immunity: Fear.

Force Immunity Paralysis Force Immunity: Paralysis
Prerequisites: Level 12 Jedi Sentinel The Jedi is one with the Force, moving within it as it moves within all things. This connection prevents fear or loss of senses, and blocks any attempt at paralyzation. This feat is always active. This feat replaces Force Immunity: Stun. 




Jedi Guardian

Force Jump Force Jump
Prerequisites: Jedi Guardian Requires Lightsaber The Jedi knows that if diplomacy fails, combat must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, this feat allows Guardians to make a quick jump to their target and close the distance almost instantly. This feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line of sight to the opponent.
*NOTE: Using a feat or special attack negates this ability.

Improved Force Jump Improved Force Jump
Prerequisites: Level 6 Jedi Guardian Requires Lightsaber The Jedi knows that if combat is inevitable it must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, the Guardian closes the distance almost instantly and also receives +2 to hit and damage on the first combat round immediately following the jump. This feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line of sight to the opponent. This feat replaces Force Jump.
*NOTE: Using a feat or special attack negates this ability.

Master Force Jump Master Force Jump
Prerequisites: Level 12 Jedi Guardian Requires Lightsaber The Jedi knows that if combat is inevitable it must be swift and decisive. When an opponent at range is targeted with a standard lightsaber melee attack, the Guardian closes the distance almost instantly and also receives +4 to hit and damage on the first combat round immediately following the jump. This feat is automatic when wielding a lightsaber and targeting opponents with a standard melee attack from more than 10 meters away. The Jedi must have a clear line of sight to the opponent. This feat replaces Improved Force Jump.
*NOTE: Using a feat or special attack negates this ability.  

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