FANDOM


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

Feats List Edit

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

FEAT PREREQUISITES BENEFITS
Armor Proficiency (Heavy) Armor Proficiency (Light)Armor Proficiency (Medium) No penalty on attacks and no Armor Check Penalty while wearing Light Armor, Medium Armor, or Heavy Armor.
Bantha Rush Strength 13, Base Attack Bonus +1 Push opponent 1 square after making a successful melee attack.
Careful Shot Point-Blank Shot, Base Attack Bonus +2 If you Aim, gain +1 bonus on the attack roll.
Charging Fire Base Attack Bonus +4 Make ranged attack at end of a Charge, at a -2 penalty.
Cleave Strength 13, Power Attack Extra melee attack after dropping target.
Combat Reflexes None Gain additional Attacks of Opportunity.
Coordinated Attack Base Attack Bonus +2 Automatic success with Aid Another action at Point-Blank Range.
Crush Pin, Base Attack Bonus +1 Deal Unarmed or Claw damage to a Pinned opponent.
Deadeye Point-Blank Shot, Precise Shot, Base Attack Bonus +4 If you Aim, deal extra damage.
Double Attack Base Attack Bonus +6 Make an extra attack with chosen weapon during Full Attack, -5 penalty to all attacks.
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.
Exotic Weapon Proficiency Base Attack Bonus +1 Wield an Exotic Weapon without penalty.
Far Shot Point-Blank Shot Range penalties for Short-, Medium-, and Long-ranged attacks are reduced.
Great Cleave Strength 13, Power Attack, Cleave, Base Attack Bonus +4 No limit to Cleave attacks each round.
Improved Charge Dexterity 13, Dodge, Mobility 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.
Mighty Swing Strength 13 Spend two Swift Actions to deal extra damage in melee.
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.
Power Attack Strength 13 Trade attack bonus for damage on melee attacks (Up to your Base Attack Bonus).
Precise Shot Point-Blank Shot No -5 penalty for shooting into melee.
Quick Draw Base Attack Bonus +1 Draw weapon as a Swift Action.
Rapid Shot Base Attack Bonus +1 Take a -2 penalty on a ranged attack roll to deal +1 die of damage.
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.
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.
Sniper Point-Blank Shot, Precise Shot, Base Attack Bonus +4 You ignore Soft Cover when making a ranged attack.
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.
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.
Vehicular Combat Trained in Pilot Negate one attack per round against the Vehicle you're piloting.
Weapon Focus Proficient with Chosen Weapon +1 bonus on attack rolls with chosen weapon.
Weapon Proficiency (Advanced Melee Weapons) None Ignore -5 penalty on attack rolls with Advanced Melee Weapons.
Weapon Proficiency (Heavy Weapons) None Ignore -5 penalty on attack rolls with Heavy Weapons.

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.
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.
Flurry Dexterity 13 Increases attack bonus, with penalties to Reflex Defense.
Improved Rapid Strike Rapid Strike Trade -5 penalty on attack roll for +2 dice of damage when using a Light Melee Weapon.
Increased Agility Conditioning Increase Climb speed, Swim speed, and Jump distance by 2 squares.
Power Blast Dexterity 13 Trade attack bonus for damage on ranged attacks (Up to your Base Attack Bonus).
Sniper Shot None Increase accuracy at a -5 Reflex Defense penalty.
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
Advantageous Cover Trained in Stealth Gain additional benefits from Cover.
Angled Throw Dexterity 13 Ignore Cover with Grenades and grenadelike weapons.
Blaster Barrage Coordinated Attack Automatically Aid Another when using Autofire attacks.
Crossfire Point-Blank Shot, Precise Shot, Base Attack Bonus +6 Redirect missed attacks against Soft Cover.
Improved Bantha Rush Strength 15, Bantha Rush, Base Attack Bonus +1 Push foes away a number of squares equal to Strength modifier.
Mighty Throw Strength 13 Add Strength bonus to ranged attack rolls.
Rapport Wisdom 13 Grant an additional +2 bonus when using the Aid Another action.
Savage Attack Double Attack (Chosen Weapon) Add +1 die of damage when successful on a Full Attack.
Strafe Base Attack Bonus +1 Attack multiple targets as you move past them.

Scum and Villainy Edit

FEAT PREREQUISITES BENEFITS
Burst of Speed Trained in Endurance Move speed twice as Move Action.
Collateral Damage Rapid Shot, Base Attack Bonus +6 Gain extra attack upon hitting the first target.
Deadly Sniper Sniper, Trained in Stealth, Base Attack Bonus +9 Gain +2 bonus on your ranged attack roll and deal +1 die of damage.
Impetuous Move Constitution 13 Move when you catch a Second Wind.
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.
Stay Up Trained in Endurance Move 1 step down Condition Track to reduce damage.

Clone Wars Campaign Guide Edit

FEAT PREREQUISITES BENEFITS
Artillery Shot None You increase the efficiency of your Burst and Splash Weapon attacks.
Coordinated Barrage Coordinated Attack, Base Attack Bonus +5 Allow an ally to deal more damage when you aid their attack.
Droid Hunter None Deal +2 damage to Droid enemies, or +4 when using an Ion Weapon.
Experienced Medic Trained in Treat Injury Perform Surgery on multiple creatures simultaneously.
Flash and Clear None Gain Concealment against a target you damage with a Burst or Splash Weapon.
Flood of Fire None Ignore enemies' dodge and deflection bonus to Reflex Defense when making Area Attacks with a weapon set on Autofire.
Grand Army of the Republic Training Armor Proficiency (Light) Apply your armor's Equipment bonus to your Will Defense.
Gunnery Specialist Base Attack Bonus +1 Reroll an attack made with a Vehicle Weapon.
Overwhelming Attack None Any attempt to negate your attack takes a -5 penalty on the attack roll or Skill Check.
Separatist Military Training None Gain a +1 bonus on an attack roll while adjacent to an ally.
Trench Warrior None When you have Cover against an enemy's ranged attacks, gain a +1 bonus on attack rolls against that enemy.
Unstoppable Force None Gain a +5 bonus to Fortitude Defense and Will Defense against any effect requiring a Use the Force check.
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 (Fire and Strike) Attack Combo (Melee), Attack Combo (Ranged), Base Attack Bonus +9 Deal +1 die of damage on melee, Unarmed, or ranged attacks until the end of your next turn after hitting an enemy with two melee, Unarmed, or ranged attacks.
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.
Attack Combo (Ranged) Base Attack Bonus +3 Deal +1 die of damage on ranged attacks until the end of your next turn after hitting an enemy with two ranged attacks.
Autofire Assault Weapon Focus (Chosen Weapon) Decrease penalty on Autofire attack and inflict extra damage when sustaining fire in the same squares in consecutive rounds.
Autofire Sweep Weapon Focus (Chosen Weapon) Sweep a wide area while using Autofire mode.
Brink of Death None Attacks that would kill your enemy reduces them to 0 Hit Points instead.
Fatal Hit Strength 13, Dexterity 13 You automatically kill an enemy that you reduce to 0 Hit Points, and you can perform a Coup de Grace as a Standard Action.
Feat of Strength Strength 15 Take 10 or Take 20 on one Strength check or related Skill Check per encounter.
Galactic Alliance Military Training None You do not move down the Condition Track the first time an attack exceeds your Damage Threshold.
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.
Rancor Crush Strength 15, Crush, Pin, Base Attack Bonus +1 Move an enemy -1 step down the Condition Track when using the Crush Feat.
Zero Range Point-Blank Shot Gain a +1 bonus on your attack roll and deal +1 die of damage when making a ranged attack against an adjacent target or a target in your Fighting Space.

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.
Imperial Military Training None Negate one Mind-Affecting effect per encounter.
Prime Shot Point-Blank Shot Gain a bonus to attack rolls when none of your allies are near the target.
Rapid Reaction None React twice to the same trigger once per encounter.
Rebel Military Training Running Attack Gain a dodge bonus to Reflex Defense when using Running Attack.
Recovering Surge None Move up the Condition Track when you catch a Second Wind.
Vehicular Surge Trained in Pilot Once per day, gain bonus Hit Points for a Vehicle you Pilot.

Galaxy at War Edit

FEAT PREREQUISITES BENEFITS
Bantha Herder Base Attack Bonus +1 Move a target damaged by your attack.
Battering Attack Bantha RushTrip Knock an opponent Prone when you use Bantha Rush.
Destructive Force None Deal damage to adjacent targets when you damage objects and Vehicles.
Disabler None Gain benefits when using certain Ion Weapons.
Dive for Cover Trained in Jump Jump for Cover as a Reaction.
Forceful Blast Weapon Proficiency (Simple Weapons), Base Attack Bonus +1 Move a target damaged by your Grenade attack.
Fortifying Recovery Constitution 13 Gain bonus Hit Points when you Recover.
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.
Opportunistic Shooter None Gain a bonus to Attacks of Opportunity with ranged weapons.
Pistoleer Weapon Proficiency (Pistols) Gain benefits when using certain Pistols.
Resilient Strength Strength 13 Use Strength or Constitution to determine Fortitude Defense.
Riflemaster Weapon Proficiency (Rifles) Gain benefits when using certain Rifles.
Risk Taker Trained in Climb or Jump Improve your chances of success with Climb or Jump checks.
Sport Hunter None Gain benefits with certain slugthrowers and sporting weapons.
Staggering Attack Base Attack Bonus +1 Impose penalties to enemy Skill Checks with a successful attack.
Steadying Position Careful Shot Deny target's Dexterity bonus to Reflex Defense when you are Prone and Aiming.

Galaxy of Intrigue Edit

FEAT PREREQUISITES BENEFITS
Bone Crusher CrushPin 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.
Grazing Shot Point-Blank Shot Strike two targets in direct line of sight, dealing half damage to each.
Hobbling Strike Sneak Attack or Rapid Shot or Rapid Strike Reduce the target's Speed instead of dealing damage.
Meat Shield Point-Blank Shot, Precise Shot, Base Attack Bonus +4 Gain Cover bonus equal to opponent's Cover bonus.
Resolute Stance Base Attack Bonus +1 Gain +2 or +5 to Will Defense when you Fight Defensively.
Sadistic Strike None Move opponents -1 step on the Condition Track when you deliver a Coup de Grace.
Wookiee Grip Strength 13 Wield two-handed weapons in a single hand.

Unknown Regions Edit

FEAT PREREQUISITES BENEFITS
Frightening Cleave Strength 13, Cleave, Power Attack, Base Attack Bonus +4 When you use the Cleave Feat, each enemy within 6 squares and line of sight takes a penalty to Reflex Defense, Skill Checks, and attack rolls against you.
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.
Heavy Hitter Weapon Focus (Heavy Weapons) Add +1 point of damage for every 5 points rolled above the target's Reflex Defense, plus additional benefits when you exceed the target's Damage Threshold.
Improvised Weapon Mastery Weapon Proficiency (Simple Weapons) Treat Improvised Weapons as Simple Weapons, deal +1d6 points of damage.
Maniacal Charge None Intimidate your enemies when Charging, preventing adjacent characters from making Attacks of Opportunity and denying your target its Dexterity bonus.
Targeted Area Base Attack Bonus +5 Deal an additional 5 points of damage against one target within a successful Area Attack.

 Homebrew Feats Lists Edit

The following Homebrew Feats includes all Homebrew Feats relevant towards the Soldier Heroic Class.

New Jedi Order Campaign Guide
FEAT PREREQUISITES BENEFITS
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.
Community content is available under CC-BY-SA unless otherwise noted.