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Posted: Thu Oct 30, 2008 12:43 pm
This is going to be a area with short descriptions of the feats and what you need to get them and what they do. The bold parts are going to be the feats name. The Italic parts are going to be the prerequisites, or what you need, to have this feat. The last part, that will be underlined will be then benefits, or what the feat gives you for having it. I hope this all helps you.
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Posted: Thu Oct 30, 2008 2:25 pm
A Few Maneuvers - Dodge Feat & Vehicular Combat Feat - Gain a +2 dodge bonus, to your Reflex Defense, when flying colossal sided vehicle's or smaller. Acrobatic Strike - Trained in Acrobatics Skill - Gain +5 on next attack against opponent you tumble past Armour Proficiency (Light) - -None- - No Penalty on attacks and no armour check penalty while wearing light armour Armour Proficiency (Medium) - Armour Proficiency (Light) Feat. - No Penalty on attacks and no armour check penalty while wearing light armour or Medium Armour Armour Proficiency (Heavy) - Armour Proficiency (Light) Feat. and the Armour Proficiency (Medium) Feat. - No Penalty on attacks and no armour check penalty while wearing light armour, Medium Armour or Heavy Armour Bantha Rush - Str 13 & Base Attack +1 - Push opponent 1 square after making a successful melee attack Burst Fire - Str 13, Weapon Proficiency (Heavy Weapons) Feat, & Proficient with that weapon - Take a -5 penalty on an autofire attack to gain +2 dice damage Careful Shot - Point Blank Shot Feat, Base Attack of +2 - If you aim, gain +1 bonus on the attack roll Charging Fire - Base Attack +4 - Make Ranged attack at end of a charge, at a -2 penalty Cleave - Str 13 & Power Attack - Extra melee attack after dropping target Combat Reflexes - -None- - Gain additional attacks of Opportunity Coordinated Attack - Base Attack +2 - Automatic Success with aid another action at point blank range Crush - Pin Feat & Base Attack +1 - Deal unarmed or claw damage to a pinned opponent Cybernetic Surgery - Trained in Treat Injury Skill - Install a cybernetic prosthesis onto a living bring Deadeye - Point Blank Shot Feat, Precise Shot Feat, Base Attack +4 - If you aim, deal extra damage Dodge - Dex 13 - Gain a +1 Dodge bonus to Reflex Defence against selected target Double Attack - Base Attack +6 & Proficient with that Weapon - Make extra attack during full attack, -5 penalty to all attacks Dreadful Rage - Rage species trait & Base attack +1 - Rage bonus to attack and damage increases to +4 Dual Weapon Mastery I - Dex 13 & Base Attack +1 - Take a -5 Penalty on attacks when attacking with two weapons or both ends of a double weapon Dual Weapon Mastery II - Dex 15, Base attack +6 & Dual Weapon Mastery I Feat. - Take a -2 penalty on attacks when attacking with two weapons or both ends of a double weapon Dual Weapon Mastery III - Dex 17, Base Attack +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 +1 - Wield an Exotic weapon without penalty Extra Rage - Rage Species Trait - Rage One Additional time per day Extra Second Wind - Trained in Endurance Skill - Gain an Additional second wind per day Far Shot - Point Blank Shot Feat - Range penalties for short, medium and long ranged attacks are reduced Force Boon - Force Sensitivity Feat - Gain three additional force points at each level Force Sensitivity - Non-Droid Being - 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 Wis Mod (Min 1) Great Cleave - Str 13, Power Attack Feat, Cleave Feat, & Base Attack +4 - No Limit to Cleave attacks each round Improved Charge - Dex 13, Dodge Feat, & Mobility Feat - You can charge without moving in a Straight line Improved Defenses - -None- - Gain +1 bonus to all defenses Improved disarm - Int 13, & Melee Defense Feat - Gain +5 bonus on melee attacks to disarm an opponent Improved Damage Threshold - -None- - Damage Threshold increases by 5 Linguist - Int 13 - Gain bonus languages equal to 1 + your Int Mod (Min 1) Martial Arts I - -None- - Increase Damage from unarmed attacks by one die step, and gain +1 dodge bonus to Reflex Defense Martial Arts II - Martial Arts I Feat, & Base Attack +3 - Increase Damage from unarmed attacks by one die step, and gain +1 dodge bonus to Reflex Defense Martial Arts III - Martial Arts I, Martial Arts II, Base Attack +6 - Increase Damage from unarmed attacks by one die step, and gain +1 dodge bonus to Reflex Defense Melee Defense - Int 13 - Trade attack bonus on melee attack for a dodge bonus to reflex defense Mighty Swing - Str 13 - Spend two swift actions to deal extra damage in melee Mobility - Dex 13, & Dodge Feat. - Gain +5 Dodge bonus to Reflex defense against some attacks of opportunity Momentum Strike - Trained in the Pilot or Ride Skill - Add +1 die of Damage to any melee attacks when you have moved at least the Speed on the object you are riding. Mounted Defense - Trained in Pilot or Ride Skill - Once per encounter you can redirect an attack to the object you are riding. Pin - Base Attack +1 - Grappled opponent is pinned for 1 round, can't move, and loses it's dex bonus to reflex defense Point Blank Shot - -None- - +1 Bonus on ranged attacks and damage against point blank foes Power Attack - Str 13 - Trade Attack Bonus for damage on melee attacks (up to base attack) Powerful Charge - Medium or Large size Being & Base Attack +1 - Gain +2 bonus on your attack roll while charging and deal extra damage Precise Shot - Point Blank Shot Feat. - No -5 Penalty for shooting into melee Quick Draw - Base Attack +1 - Draw Weapon as a swift action Rapid Shot - Str 13, Base Attack +1, & Proficient with that weapon - Take a -2 penalty on ranged attack rolls to deal +1 die of damage extra Rapid Strike - Dex 13, Base Attack +1, & Proficient with that weapon - Take a -2 penalty on melee attack rolls rolls deal +1 die of damage extra Running Attack - Dex 13 - Move before and after an attack Shake if Off - Con 13 & Trained in Endurance Skill - 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 +4 - You ignore soft cover when making a ranged attack Strong in the Force - -None- - Roll d8s instead of d6s when making ranged attacks Suppression Fire - Str 13, Burst Fire Feat & Weapon Prof. (Heavy) Feat - When you use this feat you take your attack roll and put it up against the target's Will def. If you bet their will def. and they are not an equal or higher level then you, they try to move to cover on their turn. Surgical Expertise - Trained in Treat Injury Skill - You can perform surgery in 10 minutes instead of 1 hour Throw - Trip & Base Attack +1 - Throw a grappled opponent up to 1 square beyond your reach and deal damage Toughness - -None- - Gain +1 Hit Points per character level Trip - Base Attack +1 - Trip an opponent that you've grappled, knocking him prone Triple Attack - Base Attack +9, Double Attack, Proficient with that Weapon - Make second extra attack during full attack, additional -5 Penalty on all attacks Triple Crit - Proficient with that weapon & Base attack +8 - Deal Triple damage on critical hit Vehicular Combat - Trained in Pilot Skill - Negate one attack per round against the vehicle you're piloting Weapon Finesse - Base Attack +1 - Use Dex Mod instead of Str Mod on attack Rolls with Simple Weapons, light melee weapons and lightsabers Weapon Focus - Proficiency with Weapon - +1 bonus on attack rolls with selected weapon Weapon Proficiency - -None- - Ignore -5 Penalty on attack rolls with weapons of a particular type Whirlwind Attack - Dex 13, Int 13, Melee Defense, & Base +4 - Make one melee attack against each opponent within reach
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