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At each even-numbered level (2nd, 4th, 6th, etc.), a Jedi gains a Bonus Feat. This Feat must be selected from the following lists, and a Jedi must meet any prerequisites for that Feat.

Feats List Edit

Below include all Feats found in the Saga Edition Core Rulebook.

FEAT PREREQUISITES BENEFITS
Acrobatic Strike Trained in Acrobatics Gain +2 competence bonus on next attack against opponent you Tumble past.
Cleave Strength 13, Power Attack Extra melee attack after dropping target.
Combat Reflexes None Gain additional Attacks of Opportunity.
Dodge Dexterity 13 Gain a +1 dodge bonus to Reflex Defense against a selected target.
Double Attack Base Attack Bonus +6 Make an extra attack with chosen weapon during Full Attack, -5 penalty to all attacks.
Dreadful Rage Rage Species Trait, Base Attack Bonus +1 Rage bonus to attacks and damage increases to +4.
Dual Weapon Mastery I Dexterity 13, Base Attack Bonus +1 Take a -5 penalty on attacks when attacking with two weapons, or both ends of a double weapon.
Dual Weapon Mastery II Dexterity 15, Base Attack Bonus +6, Dual Weapon Mastery I Take a -2 penalty on attacks when attacking with two weapons, or both ends of a double weapon.
Dual Weapon Mastery III Dexterity 17, Base Attack Bonus +11, Dual Weapon Mastery I, Dual Weapon Mastery II Take no penalty on attacks when attacking with two weapons, or both ends of a double weapon.
Great Cleave Strength 13, Power Attack, Cleave, Base Attack Bonus +4 No limit to Cleave attacks each round.
Improved Charge Dexterity 13, DodgeMobility You can Charge without moving in a straight line.
Improved Disarm Intelligence 13, Melee Defense Gain +5 bonus on melee attacks to Disarm an opponent.
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.
Power Attack Strength 13 Trade attack bonus for damage on melee attacks (Up to your Base Attack Bonus).
Powerful Charge Medium or larger sized, Base Attack Bonus +1 Gain +2 bonus on your attack roll while Charging, and deal extra damage.
Quick Draw Base Attack Bonus +1 Draw weapon as a Swift Action.
Rapid Strike Base Attack Bonus +1 Take a -2 penalty on a melee attack roll to deal +1 die of damage.
Running Attack Dexterity 13 Move before and after making an attack.
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.
Triple Attack Base Attack Bonus +9, Double Attack (Chosen Weapon) Make second extra attack with chosen weapon during Full Attack, additional -5 penalty to all attacks.
Triple Crit Base Attack Bonus +8 Deal triple damage on a Critical Hit.
Weapon Finesse Base Attack Bonus +1 Use Dexterity modifier instead of Strength modifier on attack rolls with Light Melee Weapons and Lightsabers.
Weapon Focus Proficient with Chosen Weapon +1 bonus on attack rolls with chosen weapon.

Additional Feats Lists Edit

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 Edit

FEAT PREREQUISITES BENEFITS
Accelerated Strike Base Attack Bonus +6 Once per encounter, make a Full Attack as a Standard Action.
Critical Strike Base Attack Bonus +9, Weapon Focus (Chosen Weapon) Increase critical threat range of an attack.
Flurry Dexterity 13 Increases attack bonus, with penalties to Reflex Defense.
Force Readiness None Spend Force Points even if it is not your turn.
Improved Rapid Strike Rapid Strike Trade -5 penalty on attack roll for +2 dice of damage when using a Light Melee Weapon.
Tumble Defense None Your martial ability makes it harder for opponents to Tumble past.
Withdrawal Strike Base Attack Bonus +5 You can make Attacks of Opportunity against targets using the Withdraw Action.

Force Unleashed Campaign Guide Edit

FEAT PREREQUISITES BENEFITS
Savage Attack Double Attack (Chosen Weapon) Add +1 die of damage when successful on a Full Attack.
Swarm Coordinated Attack Gain +1 bonus on melee attack rolls when allies are adjacent.

Scum and Villainy Edit

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.
Impetuous Move Constitution 13 Move when you catch a Second Wind.
Impulsive Flight None Withdraw faster.
Lightning Draw Quick Draw Draw and fire as a Standard Action.
Opportunistic Retreat Combat Reflexes Sacrifice Attack of Opportunity to move at half speed.
Resurgence Trained in Endurance Gain bonus Move Action when you catch your Second Wind.
Slippery Maneuver Dodge Dodge two targets, Withdraw at full speed.
Stay Up Trained in Endurance Move 1 step down Condition Track to reduce damage.
Tactical Advantage Combat Reflexes Make Attack of Opportunity and move 1 square.
Wicked Strike Rapid Strike Gain extra attack on a second target upon damaging the first target.

Clone Wars Campaign Guide Edit

FEAT PREREQUISITES BENEFITS
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 Edit

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.
Brink of Death None Attacks that would kill your enemy reduces them to 0 Hit Points instead.
Feat of Strength Strength 15 Take 10 or Take 20 on one Strength check or related Skill Check per encounter.
Grapple Resistance None Gain a +5 bonus to resist Grab and Grapple attacks.

Rebellion Era Campaign Guide Edit

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.
Fast Surge None Catch a Second Wind as a Free Action on your turn.
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.
Recovering Surge None Move up the Condition Track when you catch a Second Wind.

Galaxy at War Edit

FEAT PREREQUISITES BENEFITS
Battering Attack Bantha RushTrip Knock an opponent Prone when you use Bantha Rush.
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.
Force of Personality Charisma 13 Use Wisdom or Charisma to determine Will Defense.
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.
Officer Candidacy Training None Gain a bonus to your Rank and Privilege Score.
Resilient Strength Strength 13 Use Strength or Constitution to determine Fortitude Defense.
Risk Taker Trained in Climb or Jump Improve your chances of success with Climb or Jump checks.
Staggering Attack Base Attack Bonus +1 Impose penalties to enemy Skill Checks with a successful attack.

Galaxy of Intrigue Edit

FEAT PREREQUISITES BENEFITS
Brilliant Defense Intelligence 13 Add your Intelligence bonus to your Reflex Defense as a Reaction.
Resolute Stance Base Attack Bonus +1 Gain +2 or +5 to Will Defense when you Fight Defensively.
Stand Tall None When you take damage, nearby allies attack your attacker.

Unknown Regions Edit

FEAT PREREQUISITES BENEFITS
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.
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.
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