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Miscellaneous Feats


Implant
Toughness
Conditioning
Dual Strike
Caution
Empathy
Gear Head
Finesse
Mobility
Regenerate Vitality
Class Skill
Stealth Run
Evasion



Implant Level 1
Prerequisites: None This feat allows use of level 1 cybernetic implants. They can be purchased throughout the galaxy and have a variety of effects (modifying attack rolls, attribute scores, etc.) Only one implant may be used at a time.

Implant Level 2
Prerequisites: Level 4 Implant Level 1 This feat allows use of level 2 cybernetic implants. They can be purchased throughout the galaxy and have a variety of effects (modifying attack rolls, attribute scores, etc.) Level 2 implants are more powerful than level 1 implants. Only one implant may be used at a time.

Implant Level 3
Prerequisites: Level 8 Implant Level 2 This feat allows use of level 3 cybernetic implants. They can be purchased throughout the galaxy and have a variety of effects (modifying attack rolls, attribute scores, etc.) Level 3 implants are more powerful than level 2 implants. Only one implant may be used at a time.

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Toughness
Prerequisites: None This feat gives the character 1 extra vitality point every time they level up. This bonus is retroactive for levels previously gained.

Improved Toughness
Prerequisites: Level 4 Toughness The character is very resilient. This feat subtracts 10% of any damage over 20 points suffered. The character retains the +1 vitality point per level granted by Toughness.

Master Toughness
Prerequisites: Level 8 Toughness Improved Toughness The character is further fortified against damage. The character gains an additional +1 vitality point at each level up, retroactive for levels previously gained. This is in addition to the +1 vitality point per level granted by Toughness, and the 10% damage resistance granted by Improved Toughness.

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Conditioning
Prerequisites: None This feat provides a +1 bonus to all saving throws, reflecting the character's excellent physical conditioning.

Improved Conditioning
Prerequisites: Level 4 Conditioning This feat provides a +2 bonus to all saving throws, reflecting the character's extraordinary physical conditioning.

Master Conditioning
Prerequisites: Level 8 Conditioning Improved Conditioning This feat provides a +3 bonus to all saving throws, reflecting the character's near-perfect physical conditioning.

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Dual Strike
Prerequisites: None The character has advanced training using teamwork to defeat enemies. When attacking an enemy that another party member is also attacking, the character gets a +2 bonus to hit.

Improved Dual Strike
Prerequisites: Level 4 Dual Strike Continued teamwork training grants the character a +4 bonus to hit an enemy that is being attacked by another party member.

Master Dual Strike
Prerequisites: Level 8 Dual Strike Improved Dual Strike The character has mastered working together within a small team. The character gets a +6 bonus to hit an enemy that is being attacked by another party member.

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Caution
Prerequisites: None This feat gives a +1 skill point bonus to both Demolitions and Stealth. You must have at least one skill point in a particular skill to recieve this bonus to that skill.

Improved Caution
Prerequisites: Level 4 Caution This feat gives a +2 skill point bonus to both Demolitions and Stealth. This replaces the +1 bonus given by Caution. You must have at least one skill point in a particular skill to recieve this bonus to that skill.

Master Caution
Prerequisites: Level 8 Improved Caution This feat gives a +3 skill point bonus to both Demolitions and Stealth. This replaces the +2 bonus given by Improved Caution. You must have at least one skill point in a particular skill to recieve this bonus to that skill.

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Empathy
Prerequisites: None This feat gives a +1 skill point bonus to Persuade, Awareness and Treat Injury.

Improved Empathy
Prerequisites: Level 4 Empathy This feat gives a +2 skill point bonus to Persuade, Awareness and Treat Injury. This replaces the +1 bonus given by Empathy.

Master Empathy
Prerequisites: Level 8 Improved Empathy This feat gives a +3 skill point bonus to Persuade, Awareness and Treat Injury. This replaces the +2 bonus given by Improved Empathy.

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Gear Head
Prerequisites: None This feat gives a +1 skill point bonus to Repair, Security and Computer Use. You must have at least one skill point in a particular skill to recieve this bonus to that skill.

Improved Gear Head
Prerequisites: Level 4 Gear Head This feat gives a +2 skill point bonus to Repair, Security and Computer Use. This replaces the +1 bonus given by Gear Head. You must have at least one skill point in a particular skill to recieve this bonus to that skill.

Master Gear Head
Prerequisites: Level 8 Improved Gear Head This feat gives a +3 skill point bonus to Repair, Security and Computer Use. This replaces the +2 bonus given by Improved Gear Head. You must have at least one skill point in a particular skill to recieve this bonus to that skill.

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Finesse: Lightsabers
Prerequisites: Jedi only The character has mastered using grace and speed with lightsabers instead of raw power. The character can add either their Dexterity or Strength bonus to their chance to hit, whichever is higher.

Finesse: Melee Weapons
Prerequisites: None The character has mastered using grace and speed with melee weapons instead of raw power. The character can add either their Dexterity or Strength bonus to their chance to hit, whichever is higher.

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Mobility
Prerequisites: Level 4 Through rigorous training, the character has increased their reaction time and speed. The character moves 10% faster than normal.

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Regenerate Vitality Points
Prerequisites: Level 4 The character has an increased healing rate, allowing them to recover Vitality Points more quickly.

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Class Skill: Computer Use
Prerequisites: Computer Use is a Cross-Class Skill. This feat gives a character advanced training with computers. The Computer Use skill is no longer considered cross-class and can be purchased for one skill point per skill level.

Class Skill: Demolitions
Prerequisites: Demolitions is a Cross-Class Skill. This feat gives a character advanced training with explosives. The Demolition skill is no longer considered cross-class and can be purchased for one skill point per skill level.

Class Skill: Repair
Prerequisites: Repair is a Cross-Class Skill. This feat gives a character advanced training with repairing broken tech. The Repair skill is no longer considered cross-class and can be purchased for one skill point per skill level.

Class Skill: Security
Prerequisites: Security is a Cross-Class Skill. This feat gives a character advanced training with security systems. The Security skill is no longer considered cross-class and can be purchased for one skill point per skill level.

Class Skill: Stealth
Prerequisites: Stealth is a Cross-Class Skill. This feat gives a character advanced training with stealth. The Stealth skill is no longer considered cross-class and can be purchased for one skill point per skill level.

Class Skill: Treat Injury
Prerequisites: Treat Injury is a Cross-Class Skill. This feat gives a character advanced medical training. The Treat Injury skill is no longer considered cross-class and can be purchased for one skill point per skill level.

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Stealth Run
Prerequisites: Level 4 The character has trained so extensively in stealth that they can move swiftly and still remain hidden. The character can now run instead of walk in Stealth mode.

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Evasion
Prerequisites: Level 6 Scout Characters sometimes make saving throws in order to take half damage from some powers and abilities. In these situations experienced scouts take no damage at all if they save successfully.

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