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See also: Specialization Feats

A Feat is a special feature that either gives your character a new capability or improves one he or she already has. Unlike Skills and Talents, your choice of Feats is not restricted by your Heroic Class. Any character can take any Feat as long as the prerequisites are meet.

Acquiring Feats[]

Choose the Feats you feel best represent your character's interests and capabilities. Each character gets one Feat when the character is created (at 1st level). At 3rd, 6th, 9th, 12th, 15th, and 18th level, characters gain another Feat. For Multiclass characters, Feats are gained according to total Character Level, not by individual Class Level.

Additionally, Heroic Classes get bonus Feats chosen from special lists (see Class Bonus Feats, below). Humans also get a bonus Feat at 1st level, chosen from any Feat the character qualifies for.

Prerequisites[]

Some Feats have prerequisites. A character must have the listed Feat, Ability Score, Trained Skill, or Base Attack Bonus in order to select or use that Feat. A character can gain a Feat at the same level at which he or she gains the prerequisite(s).

A prerequisite that contains a numerical value is a minimum; any value higher than the one given also meets the prerequisite. For instance, the prerequisites for the Cleave feat are "Strength 13, Power Attack." Any character with a Strength of 13 or higher and the Power Attack Feat meets the prerequisites.

You can't use a Feat if you've lost a prerequisite. For example, if your Strength drops below 13 for any reason, you can't use the Cleave feat until your Strength returns to 13 or higher.

Class Bonus Feats[]

At each even-numbered Class Level (2nd, 4th, 6th, etc.), you gain a Bonus Feat. (Prestige Classes do not receive Bonus Feats.) This Feat must be selected from the Heroic Class list of Bonus Feats, and you must meet any prerequisites for that Feat.

Heroic Class Bonus Feats can be found below:

Feats List[]

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.
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.
Armor Proficiency (Light) None No penalty on attacks and no Armor Check Penalty while wearing Light Armor.
Armor Proficiency (Medium) Armor Proficiency (Light) No penalty on attacks and no Armor Check Penalty while wearing Light Armor or Medium Armor.
Bantha Rush Strength 13, Base Attack Bonus +1 Push opponent 1 square after making a successful melee attack.
Burst Fire Proficient with Heavy Weapons Take a -5 penalty on an Autofire attack to gain +2 dice of damage.
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; take a -2 penalty to Reflex Defense.
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.
Cybernetic Surgery Trained in Treat Injury Install a Cybernetic Prosthesis onto a living being.
Deadeye Point-Blank Shot, Precise Shot, Base Attack Bonus +4 If you Aim, deal extra damage.
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.
Exotic Weapon Proficiency Base Attack Bonus +1 Wield an Exotic Weapon without penalty.
Extra Rage Rage Species Trait Rage one additional time per day.
Extra Second Wind Trained in Endurance Gain an additional Second Wind per day.
Far Shot Point-Blank Shot Range penalties for Short-, Medium-, and Long-ranged attacks are reduced.
Force Boon Force Sensitivity Gain three additional Force Points at each level.
Force Sensitivity Non-Droid You can make Use the Force checks and gain access to Force Talents.
Force Training Force Sensitivity Learn a number of Force Powers equal to 1 + your Wisdom modifier (minimum 1).
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 Defenses None Gain +1 bonus to all Defenses.
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.
Linguist Intelligence 13 Gain bonus Languages equal to 1 + your Intelligence modifier (minimum 1).
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.
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 its 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).
Powerful Charge Medium or larger sized, Base Attack Bonus +1 Gain +2 bonus on your attack roll while Charging, and deal extra damage.
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.
Strong in the Force None Roll d8s instead of d6s when you spend a Force Point.
Surgical Expertise Trained in Treat Injury You can perform Surgery in 10 minutes instead of 1 hour.
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 +11, 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 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.
Weapon Proficiency None Ignore -5 penalty on attack rolls with weapons of a particular type.
Whirlwind Attack Dexterity 13, Intelligence 13, Melee Defense, Base Attack Bonus +4 Make one melee attack against each opponent within reach.

Additional Feats Lists[]

The below details all Feats found within the Star Wars Saga Edition Reference Books.

Starships of the Galaxy[]

The following Feats are particularly useful for characters regularly involved in Starship-related encounters.

FEAT PREREQUISITES BENEFITS
Starship Designer Tech Specialist, Trained in Mechanics You are trained to design (and redesign) Starships.
Starship Tactics Vehicular Combat, Trained in Pilot You are trained to make use of Starship Maneuvers and are skilled at space combat.
Tactical Genius Starship Tactics, Vehicular Combat, Trained in Pilot You are a master at using multiple starship tactics over the course of long space combats.
Tech Specialist Trained in Mechanics You can make custom modifications to Armor, Weapons, Vehicles, Droids, and Devices.

Threats of the Galaxy[]

FEAT PREREQUISITES BENEFITS
A Few Maneuvers Dodge, Vehicular Combat You can weave, juke, and roll to avoid enemy fire in the thick of combat.
Momentum Strike Trained in Pilot or Ride You know how to put the weight of your momentum into attacks while riding a Mount or Speeder Bike.
Mounted Defense Trained in Pilot or Ride You are able to react to incoming attacks, using you Mount or Speeder Bike to absorb attacks against you.
Suppression Fire Strength 13, Burst Fire, Weapon Proficiency (Heavy Weapons) You can lay down a hail of blaster fire to pin your opponents.

Knights of the Old Republic Campaign Guide[]

This section provides new Feats common to The Old Republic Era.

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.
Echani Training Dexterity 13, Martial Arts I In Unarmed combat, increase damage, and knock opponent Prone on Critical Hit.
Flurry Dexterity 13 Increases attack bonus, with penalties to Reflex Defense.
Force Readiness None Spend Force Points even if it is not your turn.
Gearhead None Make Mechanics and Use Computer checks quickly.
Implant Training Possess an Implant You don't move additional steps down the Condition Track due to your Implants.
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.
Logic Upgrade: Self-Defense Droid Grant yourself +2 to the Defense of your choice for 1 round.
Logic Upgrade: Tactician Droid, Base Attack Bonus +4 Grant a +5 bonus to attack with a successful Aid Another attempt.
Mandalorian Training Charging Fire Gain a +2 bonus on attack rolls when using the Charging Fire feat.
Poison Resistance Constitution 13 You are inherently more resistant to Poison.
Power Blast None Trade attack bonus for damage on ranged attacks (up to your Base Attack Bonus).
Quick Skill None Take 10 on Skill Checks when rushed, Take 20 in half of the normal time.
Republic Military Training None When behind Cover, you can reduce the damage of an incoming attack.
Sith Military Training None Upon debilitating an opponent, you can cause other opponents to lose heart.
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 Adjacent opponents can not use the Withdraw Action.

Force Unleashed Campaign Guide[]

The new Feats presented here are available in any era. Some Feats are especially appropriate for The Dark Times and should contribute to character concepts commonly found in this time. The Unleashed feat usually requires Gamemaster approval before it can be selected by players.

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.
Blaster Barrage Coordinated Attack Automatically Aid Another when using Autofire attacks.
Controlled Rage Rage Species Trait Enter Rage as a Free Action, and end Rage at will.
Crossfire Point-Blank Shot, Precise Shot, Base Attack Bonus +6 Redirect missed attacks against Soft Cover.
Cunning Attack None Gain +2 bonus on attack rolls against Flat-Footed enemies.
Focused Rage Rage Species Trait, Controlled Rage When Raging, use Skills that require patience at a -5 penalty.
Improved Bantha Rush Strength 15, Bantha Rush, Base Attack Bonus +1 Push foes away a number of squares equal to Strength modifier.
Informer Trained in Perception Gather Information with Perception skill, and do it faster.
Mighty Throw Strength 13 Add Strength bonus to ranged attack rolls.
Natural Leader Charisma 13 You become the leader of an Organization.
Powerful Rage Rage Species Trait Gain a +4 bonus on Strength checks and Strength-based Skill Checks.
Rapport Wisdom 13 Grant an additional +2 bonus when using the Aid Another action.
Recall Trained in Knowledge (Any) Reroll Knowledge skill check, keeping the better result.
Savage Attack Double Attack (Chosen Weapon) Add +1 die of damage when successful on a Full Attack.
Scavenger None Gather materials for building objects
Strafe Base Attack Bonus +1 Attack multiple targets as you move past them.
Swarm Coordinated Attack Gain +1 bonus on melee attack rolls when allies are adjacent.
Unleashed Have a Destiny, Gamemaster's Approval Unlocks Unleashed Abilities.

Scum and Villainy[]

The Feats presented here supplement those found in the Saga Edition Core Rulebook and are suitable for any era of play. Notably, these Feats are designed with roguish characters in mind, though any character who qualifies can select these Feats.

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.
Collateral Damage Rapid Shot, Base Attack Bonus +6 Gain extra attack upon hitting the first target.
Cornered None When unable to Withdraw, +2 on attacks.
Deadly Sniper Sniper, Trained in Stealth, Base Attack Bonus +9 Gain +2 bonus on your ranged attack roll and deal +1 die of damage.
Deceptive Drop Trained in Initiative Flat-Footed targets knocked Prone on Surprise Round.
Desperate Gambit None Reroll missed attack by taking a penalty to Reflex Defense.
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.
Friends in Low Places Trained in Gather Information Reduce Black Market cost multiplier for Restricted Items by 1.
Hasty Modification Tech Specialist Swap one Trait for another Trait.
Hideous Visage Shapeshift Species Trait Deception check to push opponent away.
Impersonate Shapeshift Species Trait, Skill Focus (Deception) Shapeshift to impersonate a specific person.
Impetuous Move Constitution 13 Move when you catch a Second Wind.
Impulsive Flight None Withdraw faster.
Knife Trick Lightning Draw, Quick Draw, Trained in Stealth Attack of Opportunity with concealed weapon to greater effect.
Lightning Draw Quick Draw Draw and fire as a Standard Action.
Metamorph Constitution 13, Shapeshift Species Trait, Trained in Deception Change your size.
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.
Signature Device Tech Specialist Install two Traits.
Slippery Maneuver Dodge Dodge two targets, Withdraw at full Speed.
Staggering Attack Sneak Attack or Rapid Shot or Rapid Strike Forgo extra damage to push back opponent.
Stay Up Trained in Endurance Move 1 step down Condition Track to reduce damage.
Superior Tech Intelligence 17, Tech Specialist, 9th level Install superior equipment upgrades.
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[]

The new Feats presented here are available in any era. Some Feats are especially appropriate for Clone Wars campaigns and should contribute to character concepts commonly found in this time.

FEAT PREREQUISITES BENEFITS
Anointed Hunter Nelvaanian Move 2 or more squares and gain a +1 bonus on attacks with Thrown Weapons until the end of your turn.
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.
Droidcraft Trained in Mechanics Repair a Droid in 10 minutes instead of 1 hour.
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.
Expert Droid Repair Trained in Mechanics Repair multiple Droids 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.
Jedi Familiarity None Gain one temporary Force Point when targeted by an ally's Force Power or Force Talent.
Leader of Droids None Allied Droids benefit from your beneficial Mind-Affecting effects.
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.
Separatist Military Training None Gain a +1 bonus on an attack roll while adjacent to an ally.
Spray Shot None When using a weapon set on Autofire, you can reduce the area to 1 square.
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.
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[]

The new Feats presented below are available in any Era of Play. Some Feats are especially appropriate for Legacy Era Campaigns and should contribute to character concepts commonly found in this time.

FEAT PREREQUISITES BENEFITS
Attack Combo (Fire and Strike) Attack Combo (Melee), Attack Combo (Ranged), Base Attack Bonus +9 Deal +1 die of damage on Unarmed, melee, or ranged attacks until the end of your next turn after hitting an enemy with two Unarmed, melee, or ranged attacks.
Attack Combo (Melee) Base Attack Bonus +3 Deal +1 die of damage on Unarmed or melee attacks until the end of your next turn after hitting an enemy with two Unarmed or melee 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.
Biotech Specialist Trained in Mechanics Make custom modifications to Yuuzhan Vong Biotech.
Biotech Surgery Trained in Treat Injury Install a Bio-Implant on a living being.
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.
Multi-Grab Dexterity 13 You may Grab two opponents as a Standard Action.
Rancor Crush Strength 15, Crush, Pin, Base Attack Bonus +1 Move an enemy -1 step down the Condition Track when using the Crush feat.
Return Fire Dexterity 15, Quick Draw, Weapon Focus (Chosen Weapon) You may make a single ranged attack as a Reaction to a ranged attack against you that misses.
Returning Bug Weapon Proficiency (Simple Weapons) Thrown Razor Bugs and Thud Bugs return to your hand immediately.
Vehicle Systems Expertise Tech Specialist, Trained in Mechanics Recharge Shields or Reroute Power on a Vehicle faster than normal.
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.

Jedi Academy Training Manual[]

Feats provide game mechanics for core character concepts. They allow characters from any Class to access significant special abilities, a long as certain prerequisites are met.

FEAT PREREQUISITES BENEFITS
Follow Through None Move when you reduce an enemy to 0 Hit Points.
Force Regimen Mastery Force Sensitivity, Trained in Use the Force Learn a number of Force Regimens equal to 1 + your Wisdom modifier (minimum of 1).
Long Haft Strike None You can wield a long-handled weapon as a Double Weapon.
Relentless Attack Double Attack (Chosen Weapon) Gain a bonus on attack rolls after missing a target.
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[]

Feats provide game mechanics for core character concepts. They allow characters of any class to access significant special abilities as long as they meet certain prerequisites. This section provides new Feats common to The Rebellion Era, as well as a new subcategory of Feats called Species Feats.

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.
Moving Target Dodge Gain a bonus to Reflex Defense when you remain mobile.
Prime Shot Point-Blank Shot Gain a bonus to attack rolls when closer to your target than your allies.
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.
Unstoppable Combatant Extra Second Wind Catch more than one Second Wind in an encounter.
Vehicular Surge Trained in Pilot Once per day, gain Bonus Hit Points for a Vehicle you Pilot.
Vitality Surge Extra Second Wind Catch a Second Wind even when not at or below half Hit Points.

Galaxy at War[]

The Feats presented here supplement those found in the Saga Edition Core Rulebook and are suitable for any Era of Play. They are designed for heroes who focus on combat, such as those engaged in the galactic conflicts described throughout Galaxy at War. However, any character who qualifies can select these Feats.

FEAT PREREQUISITES BENEFITS
Bantha Herder Base Attack Bonus +1 Move a target damaged by your attack.
Battering Attack Bantha Rush, Trip 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.
Fight Through Pain None Use your Will Defense to determine your Damage Threshold.
Forceful Blast Weapon Proficiency (Simple Weapons), Base Attack Bonus +1 Move a target damaged by your Grenade attack.
Force of Personality Charisma 13 Use Wisdom or Charisma to determine Will Defense.
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.
Predictive Defense Intelligence 13 Use Dexterity or Intelligence to determine Reflex Defense.
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 Weapon Proficiency (Pistols) or Weapon Proficiency (Rifles) 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.

Scavenger's Guide to Droids[]

The new Feats presented here are available in any era. Some of these Feats are available only to Droids.

FEAT PREREQUISITES BENEFITS
Aiming Accuracy Droid, Point-Blank Shot, Precise Shot After aiming as a Full-Round Action, gain a +5 on next weapon attack.
Damage Conversion Droid, Dexterity 13 Take additional Hit Point damage instead of moving down the Condition Track.
Distracting Droid Droid Attempt to deny enemies within 6 squares their next Move Action, with a chance to make enemies Flat-Footed.
Droid Focus Trained in Mechanics and Use Computer +1 bonus to certain Skills and Defenses when dealing with a selected class of Droid.
Droid Shield Mastery Droid, Shield Generator (Droid Accessory) Automatically Recharge Shields in two Swift Actions.
Erratic Target Droid with Hovering or Flying Locomotion, Dexterity 13, Dodge Reduce Speed by up to 2 squares to increase dodge bonus to Reflex Defense.
Ion Shielding Droid with Strength 13 or Cyborg Hybrid with Constitution 13 Move only -1 step on Condition Track when Ion damage exceeds Damage Threshold.
Logic Upgrade: Skill Swap Droid, Basic Processor Swap a Trained Skill for an Untrained Skill on the fly.
Mechanical Martial Arts Droid, Martial Arts I, Base Attack Bonus +1 Give an enemy a -5 penalty on attack and damage rolls for one round after striking it in Unarmed combat.
Multi-Targeting Droid, Intelligence 13 You can spread your Aim action across multiple consecutive rounds.
Pincer Droid with Claw or Hand Appendage, Base Attack Bonus +1, Pin, Crush Maintain Pin feat and make subsequent Grapple checks as a Swift Action. Apply Crush to each check.
Pinpoint Accuracy Droid, Aiming Accuracy, Point-Blank Shot, Precise Shot Move target -1 step on the Condition Track when you hit with Aiming Accuracy.
Sensor Link Droid or Cyborg Hybrid Share sensor data instantly with an ally.
Shield Surge Droid or Cyborg Hybrid, Trained in Mechanics Trade Vehicle's Shield Rating for damage taken.
Slammer Small or larger Droid with 2+ Appendages, Strength 13 Double Strength bonus to damage rolls on this special melee attack.
Tool Frenzy Small or larger Droid with 2+ Tool Appendages Gain +2 to attack rolls and damage rolls with nonweapon Appendages in exchange for a -2 penalty to Reflex Defense.
Turn and Burn Droid with Hovering, Flying, Wheeled, or Tracked Locomotion; Dexterity 13 Withdraw by clearing threatened squares in up to 2 squares of movement, move your Speed when using the Withdraw Action. Withdraw as a Reaction by spending a Force Point.

Galaxy of Intrigue[]

The Feats presented here supplement those found in the Saga Edition Core Rulebook and are suitable for any Era of Play. These Feats are designed with intrigue-oriented characters in mind, although any character who qualifies can select these Feats.

FEAT PREREQUISITES BENEFITS
Adaptable Talent None Temporarily gain access to an additional Talent.
Bone Crusher Crush, Pin Move damaged Grappled opponent -1 step on the Condition Track.
Brilliant Defense Intelligence 13 Add your Intelligence bonus to your Reflex Defense as a Reaction.
Channel Rage Rage Species Trait Instead of Raging, gain +5 to Will Defense.
Cut the Red Tape Trained in Knowledge (Bureaucracy) Use Knowledge (Bureaucracy) in place of Gather Information.
Demoralizing Strike Charisma 13 Make an Intimidation check when you deal damage with an Attack of Opportunity.
Disturbing Presence Trained in Deception Make a Deception check to move through a Threatened Area without provoking Attacks of Opportunity.
Expert Briber Charisma 13 Reduce the time and cost of Bribery attempts.
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.
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.
Improved Opportunistic Trickery Combat Reflexes, Opportunistic Trickery Sacrifice Attack of Opportunity to reduce target's Reflex Defense by 5.
Indomitable Personality Charisma 13 Add your Charisma bonus to your Will Defense as a Reaction.
Master of Disguise Trained in Deception, Charisma 13 Gain +5 to creating a Deceptive Appearance or a Forged Document, and reduce the penalty for rushing.
Meat Shield Point-Blank Shot, Precise Shot, Base Attack Bonus +4 Gain Cover bonus equal to opponent's Cover bonus.
Opportunistic Trickery Combat Reflexes, Sneak Attack Sacrifice Attack of Opportunity to reduce target's Reflex Defense by 2.
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.
Sadistic Strike None Move opponents -1 step on the Condition Track when you deliver a Coup de Grace.
Silver Tongue Trained in Persuasion Intimidate a creature or change its Attitude as a Standard Action.
Skill Challenge: Catastrophic Avoidance None Catastrophic Failures in a Skill Challenge occur less frequently, and with milder results.
Skill Challenge: Last Resort None Reroll a third failed Skill Check during a Skill Challenge, keeping the better result.
Skill Challenge: Recovery None Treat a Skill Challenge as if it had the Recovery effect.
Stand Tall None When you take damage, nearby allies attack your attacker.
Wookiee Grip Strength 13 Wield two-handed weapons in a single hand.

Unknown Regions[]

The Feats presented here supplement those found in the Saga Edition Core Rulebook and are suitable for any Era of Play. Although these Feats are designed with an emphasis on self-reliance in exploration, any character who qualifies can select them.

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.
Combat Trickery Trained in Deception Spend two Swift Actions to make Deception check to make enemy Flat-Footed.
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.
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 its 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.
Hold Together Trained in Mechanics Delay the damage caused to a Vehicle until the end of the round.
Hyperblazer Trained in Use Computer Cut all calculation time and Use Computer penalties by half when making Use Computer checks for Astrogation in the Hyperspace tangle. Reduce Hyperspace mapping time by half.
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.
Intimidator Trained in Persuasion When you successfully Intimidate, enemy takes -5 to Skill Checks and -2 to attack for one round.
Maniacal Charge None Intimidate your enemies when Charging, preventing adjacent characters from making Attacks of Opportunity and denying your target its Dexterity bonus.
Mounted Combat Trained in Ride Increase Speed and avoid attacks when riding a Mount.
Nikto Survival Nikto Reroll Survival checks in native environment.
Targeted Area Base Attack Bonus +5 Deal an additional 5 points of damage against one target within a successful Area Attack.
Trample Trained in Ride When using the Mounted Charge Action, attack enemies between you and your target.
Wilderness First Aid Trained in Survival Use basic Survival skills as if you have a Medpac for Treat Injury checks.

Web Enhancements[]

FEAT PREREQUISITES BENEFITS
Dreadful Countenance Charisma 13, Member of The Sith Marked as Sith, your appearance inspires awe, dread, and fear in all who view it.
Rapid Assault Double Attack or Dual Weapon Mastery I, Base Attack Bonus +6 Through focus and raw determination, you can make multiple attacks even after moving.

Homebrew Feats[]

This Homebrew Content has been Tested per the Untested guidelines. Whether or not it can be used is, as always, the prerogative of the Gamemaster.
Homebrew Warning

The following are a collection of Tested Feats created through Homebrew Content. Their use may only be permitted with the express permission of the Gamemaster.

FEAT PREREQUISITES BENEFITS
Carouser Constitution 13, Trained in Endurance Even after a raucous night of partying, you heal as though you had a full night's rest.
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