At each even-numbered level (2nd, 4th, 6th, etc.), a Force Prodigy gains a Bonus Feat. This Feat must be selected from the following list, and a Force Prodigy must meet any prerequisites for that Feat.
Feats List
Below include all Feats found in the Saga Edition Core Rulebook.
FEAT NAME | PREREQUISITES | BENEFITS |
---|---|---|
Acrobatic Strike | Trained in Acrobatics | Gain +2 competence bonus on next attack against opponent you Tumble past. |
Combat Reflexes | None | Gain additional Attacks of Opportunity. |
Crush | Pin, Base Attack Bonus +1 | Deal Unarmed or Claw damage to a Pinned opponent. |
Dodge | Dexterity 13 | Gain a +1 dodge bonus to Reflex Defense against a selected target. |
Extra Second Wind | Trained in Endurance | Gain an additional Second Wind per day. |
Exotic Weapon Proficiency | Base Attack Bonus +1 | Wield an Exotic Weapon without penalty. |
Force Boon | Force Sensitivity | Gain three additional Force Points at each level. |
Improved Disarm | Intelligence 13, Melee Defense | Gain +5 bonus on melee attacks to Disarm an opponent. |
Improved Damage Threshold | None | Damage Threshold increases by 5 points. |
Martial Arts I | None | Increases damage from Unarmed attacks by one die step; gain +1 bonus to Reflex Defense. |
Martial Arts II | Martial Arts I, Base Attack Bonus +3 | Increases damage from Unarmed attacks by one die step; gain +1 bonus to Reflex Defense. |
Martial Arts III | Martial Arts I, Martial Arts II, Base Attack Bonus +6 | Increases damage from Unarmed attacks by one die step; gain +1 bonus to Reflex Defense. |
Melee Defense | Intelligence 13 | Trade attack bonus on melee attacks for a dodge bonus to Reflex Defense. |
Mobility | Dexterity 13, Dodge | Gain +5 dodge bonus to Reflex Defense against some Attacks of Opportunity. |
Pin | Base Attack Bonus +1 | Grappled opponent is Pinned for one round, can't move, and and loses it's Dexterity bonus to Reflex Defense. |
Point-Blank Shot | None | +1 bonus on ranged attacks and damage against foes within Point-Blank Range. |
Precise Shot | Point-Blank Shot | No -5 penalty for shooting into melee. |
Quick Draw | Base Attack Bonus +1 | Draw weapon as a Swift Action. |
Running Attack | Dexterity 13 | Move before and after making an attack. |
Shake It Off | Constitution 13, Trained in Endurance | Spend two Swift Actions to move +1 step along the Condition Track. |
Skill Focus | None | Gain +5 competence bonus on skill checks with one Trained Skill. |
Skill Training | None | You become Trained in one class skill. |
Strong in the Force | None | Roll d8s instead of d6s when you spend a Force Point. |
Throw | Trip, Base Attack Bonus +1 | Throw a Grappled opponent up to 1 square beyond your reach and deal damage. |
Toughness | None | Gain +1 Hit Point per Character Level. |
Trip | Base Attack Bonus +1 | Trip an opponent that you've Grappled, knocking it Prone. |
Weapon Finesse | Base Attack Bonus +1 | Use Dexterity modifier instead of Strength modifier on attack rolls with Light Melee Weapons and Lightsabers. |
Weapon Proficiency (Advanced Melee Weapons) | None | Ignore -5 penalty on attack rolls with Advanced Melee Weapons. |
Weapon Proficiency (Pistols) | None | Ignore -5 penalty on attack rolls with Pistols. |
Additional Feats Lists
Below include all Feats found in all Saga Edition add-ons, organized first by reference book release date, and secondly by alphabetical order.
Knights of the Old Republic Campaign Guide
FEAT | PREREQUISITES | BENEFITS |
---|---|---|
Conditioning | Strength 13, Constitution 13 | Reroll Strength and Constitution based Skill Checks. |
Critical Strike | Base Attack Bonus +9, Weapon Focus (Chosen Weapon) | Increase critical threat range of an attack. |
Force Readiness | None | Spend Force Points, even if not your turn. |
Increased Agility | Conditioning | Increase Climb speed, Swim speed, and Jump distance by 2 squares. |
Poison Resistance | Constitution 13 | You are inherently more resistant to Poison. |
Quick Skill | None | Take 10 on Skill Checks when rushed, Take 20 in half of the normal time. |
Tumble Defense | None | Your martial ability makes it harder for opponents to Tumble past. |
Force Unleashed Campaign Guide
FEAT | PREREQUISITES | BENEFITS |
---|---|---|
Advantageous Attack | Base Attack Bonus +1 | Add full Heroic Level to attacks against slower enemies. |
Advantageous Cover | Trained in Stealth | Gain additional benefits from Cover. |
Angled Throw | Dexterity 13 | Ignore Cover with Grenades and grenadelike weapons. |
Bad Feeling | None | Always have a Move Action during the Surprise Round. |
Crossfire | Point-Blank Shot, Precise Shot, Base Attack Bonus +6 | Redirect missed attacks against Soft Cover. |
Strafe | Base Attack Bonus +1 | Attack multiple targets as you move past them. |
Scum and Villainy
FEAT | PREREQUISITES | BENEFITS |
---|---|---|
Burst of Speed | Trained in Endurance | Move speed twice as Move Action. |
Close Combat Escape | Trained in Acrobatics | Escape Grapple and attack. |
Duck and Cover | Trained in Stealth | You dive for Cover when you avoid Area Attacks. |
Fleet-Footed | Running Attack | +2 speed when making a Running Attack. |
Lightning Draw | Quick Draw | Draw and fire as a Standard Action. |
Resurgence | Trained in Endurance | Gain bonus Move Action when you catch your Second Wind. |
Slippery Maneuver | Dodge | Dodge two targets, Withdraw at full speed. |
Clone Wars Campaign Guide
FEAT | PREREQUISITES | BENEFITS |
---|---|---|
Overwhelming Attack | None | Any attempt to negate your attack takes a -5 penalty on the attack roll or Skill Check. |
Pall of the Dark Side | Dark Side Score 1+ | Add half your Dark Side Score to Use the Force checks to resist detection. |
Unstoppable Force | None | Gain a +5 bonus to Fortitude Defense and Will Defense against any effect requiring a Use the Force check. |
Unwavering Resolve | Trained in Perception | Gain a +5 bonus to Will Defense against Deception and Persuasion checks. |
Wary Defender | None | Gain a +2 bonus to Fortitude Defense and Will Defense while Fighting Defensively. |
Legacy Era Campaign Guide
FEAT | PREREQUISITES | BENEFITS |
---|---|---|
Attack Combo (Melee) | Base Attack Bonus +3 | Deal +1 die of damage on melee, or Unarmed attacks until the end of your next turn after hitting an enemy with two melee, or Unarmed attacks. |
Grapple Resistance | None | Gain a +5 bonus to resist Grab and Grapple attacks. |
Knock Heads | Dexterity 13, Strength 13, Multi-Grab | You may knock two opponents' heads together after a successful Multi-Grab. |
Multi-Grab | Dexterity 13 | You may Grab two opponents as a Standard Action. |
Jedi Academy Training Manual
FEAT | PREREQUISITES | BENEFITS |
---|---|---|
Force Regimen Mastery | Force Sensitivity, Trained in Use the Force | Gain access to a number of Force Regimens. |
Unswerving Resolve | Base Attack Bonus +2 | Whenever you resist a Fear or Mind-Affecting effect, you gain a temporary Force Point. |
Rebellion Era Campaign Guide
FEAT | PREREQUISITES | BENEFITS |
---|---|---|
Assured Attack | None | Reroll the lowest damage die when making a successful attack. |
Deft Charge | None | Take Swift Actions, Reactions, and Free Actions after you Charge before your turn ends. |
Moving Target | Dodge | Gain a bonus to Reflex Defense when you remain mobile. |
Rapid Reaction | None | React twice to the same trigger once per encounter. |
Galaxy at War
FEAT | PREREQUISITES | BENEFITS |
---|---|---|
Dive for Cover | Trained in Jump | Jump for Cover as a Reaction. |
Fight Through Pain | None | Use your Will Defense to determine your Damage Threshold. |
Mission Specialist | None | Grant bonus to allies' untrained Skill Checks with a particular Skill. |
Never Surrender | Trained in Endurance | Make an Endurance check to prevent falling to 0 Hit Points. |
Rapport | Wisdom 13 | Grant an additional +2 bonus when using the Aid Another action. |
Risk Taker | Trained in Climb or Jump | Improve your chances of success with Climb or Jump checks. |
Galaxy of Intrigue
FEAT | PREREQUISITES | BENEFITS |
---|---|---|
Bone Crusher | Crush, Pin | Move damaged Grappled opponent -1 step on the Condition Track. |
Flèche | Base Attack Bonus +1 | When Charging, turn any natural attack roll of 17+ into a Critical Hit. |
Forceful Recovery | Force Sensitivity, Force Training | Regain one Force Power when you catch a Second Wind. |
Hobbling Strike | Sneak Attack or Rapid Shot or Rapid Strike | Reduce the target's Speed instead of dealing damage. |
Recurring Success | None | Gain extra use of a 1/encounter Talent or Feat. |
Resolute Stance | Base Attack Bonus +1 | Gain +2 or +5 to Will Defense when you Fight Defensively. |
Wookiee Grip | Strength 13 | Wield two-handed weapons in a single hand. |
Unknown Regions
FEAT | PREREQUISITES | BENEFITS |
---|---|---|
Acrobatic Ally | Dexterity 13, Strength 13, Trained in Acrobatics | Hoist or toss an ally of your size or smaller up to 2 squares. |
Acrobatic Dodge | Dexterity 13, Mobility, Skill Focus (Acrobatics) | When a melee attack misses you, move into an adjacent square without provoking an Attack of Opportunity. |
Elder's Knowledge | Skill Focus (Knowledge (Social Sciences)) or Skill Focus (Knowledge (Galactic Lore)) | Substitute a Knowledge (Social Sciences) or Knowledge (Galactic Lore) skill check for a Wisdom-related Skill Check. |
Grab Back | Dexterity 13 | As a Reaction, make a Grab or Grapple attack following a failed Grab or Grapple attack made against you. |
Halt | Trip, Weapon Focus (Chosen Weapon), Base Attack Bonus +8 | Knock an enemy Prone after a successful Attack of Opportunity, immediately end the target's remaining Actions when also exceeding it's Damage Threshold. |
Improved Sleight of Hand | Dexterity 15, Skill Focus (Deception), Trained in Stealth | Use Deception to aid your Stealth check to use Sleight of Hand; use Stealth to draw and palm a weapon simultaneously. |
Improvised Weapon Mastery | Weapon Proficiency (Simple Weapons) | Treat Improvised Weapons as Simple Weapons, deal +1d6 points of damage. |
Instinctive Attack | Non-Droid | Spend a Force Point to reroll an attack and take the better result. |
Instinctive Defense | Non-Droid | Spend a Force Point to increase all Defenses by +2 for 1 round. |
Wilderness First Aid | Trained in Survival | Use basic Survival skills as if you have a Medpac for Treat Injury checks. |
Homebrew Feats Lists
The following Homebrew Feats includes all Homebrew Feats relevant towards the Force Prodigy Heroic Class.
FEAT | PREREQUISITES | BENEFITS |
---|---|---|
Legacy of the Force Sourcebook | ||
Alertness | Dodge, Trained in Perception | You are always on the lookout for trouble. |
Carouser | Constitution 13, Trained in Endurance | You can drink others under the table and never suffer the aftereffects. |
Sabacc Face | Wisdom 13 | You are adept at hiding your feelings and emotions from others. |
Talented | None | You are more adept at using certain skills than others. |
New Jedi Order Campaign Guide | ||
Rapid Takedown | Pin, Trip, Base Attack Bonus +4 | You may immediately Pin an opponent after you Trip them. |
Reading the Swarm | Yuuzhan Vong, It's a Trap!, Intelligence 15 | You may use the It's a Trap! Talent a number of additional times per encounter equal to your Intelligence modifier. |