New Feats

Feats

Whenever a feat has Point Blank Shot as a prerequisite, replaces that prerequisite with Deadly Aim instead.

Remove Feat: Endurance

Since Endurance is now a skill, any instance of Endurance given as a bonus feat is now replaced with Skill Focus: Endurance. Any feat that uses Endurance as a prerequisite now requires Skill Focus: Endurance as a prerequisite instead.

Remove Feat: Weapon Finesse

This is no longer a feat, but instead a weapon trait. Anyone wielding a weapon with the finesse trait can use their dexterity modifier instead of their strength modifier on attack rolls with that weapon. Everyone gains the benefits, as if they had this feat, from first level on.

### Updated Feats

Weapon Focus: Weapon Focus now applies to an entire category of weapons. Check the fighter class "Weapon Training" ability for lists of categories. You now gain a +1 bonus on attack rolls with any weapon in that category instead of just one weapon. NOTE: For simplicity sake, just use the individual weapon proficiency groups as an entire category of weapons, except exotic weapons. Those are individual weapons.

Greater Weapon Focus: You gain a further +1 bonus on attack rolls with weapons in a given category.

Weapon Specialization: You gain a +2 bonus on damage rolls with one category of weapons that you already have the weapon focus feat for.

Greater Weapon Specialization: You gain a further +2 bonus on damage rolls with one category of weapons that you've selected the Greater Weapon Focus feat with.

Athletic Feat is now a +2 bonus to Athletics and Endurance skill checks that increases to a +4 bonus when you have 10 ranks in either skill.

Improved Shield Bash: In addition to the effect provided by this feat, you can make a shield bash against an opponent you make a full attack against in addition to your standard attacks. This functions like having the Two-Weapon fighting feat, but only with shields with which you can make a bash attack. It does not stack with Two-Weapon Fighting. You still take a -2 penalty on all attack rolls for the round in which you choose to utilize this feat.

See Feats for more information.

## New Feats

### Accute Shot (Combat)

You've learned that a glancing shot at greater range is more deadly than missing your target.

**Prerequisite:** Precise Shot

**Benefit:** Whenever you take a penalty because of range, you can instead deduct that penalty from your damage roll.

### Advantaged Skill (Skill)

**Prerequisite:** Skill Focus in skill, skill
must have 5 ranks

**Benefit:** Choose a single skill with which you have the
Skill Focus feat and at least 5 ranks.
Once per day, you can reroll that skill and take the better of the two
results.

### Acrobatic Strike (Combat)

Your dexterous maneuvers allow
you to slip past a foe’s defenses and deliver an accurate strike against them.

**Prerequisite:**
Acrobatics 1 rank

**Benefit:**
Whenever you successfully use acrobatics to avoid an attack of opportunity
while moving through an opponent’s threatened area you gain a +2 competence
bonus on your next attack roll made against that opponent so long as it is made
before the end of your next turn.

### Improved Acrobatic Strike (Combat)

You can deal precision damage
to the opponent you tumble past.

**Prerequisite:**
**Acrobatics**
5 ranks, Acrobatic Strike

**Benefit:**
Whenever you would gain the benefit of Acrobatic Strike on an attack, that
attack deals an additional amount of precision damage equal to the number of
squares you moved.

### Bad Feeling

You have developed an innate ability to sense when things are going badly, and thus can prepare yourself for the worst.

**Benefit:** During a surprise round, even if unaware, you can take a single move action.

### Bodyguard (Combat)

You can protect others from
harm’s way.

**Prerequisite:** Int
13, Combat Expertise

**Benefit:** Whenever
you would use Combat Expertise, you can forgo gaining the dodge bonus to your
AC and instead grant that same number as a shield bonus to an adjacent
ally.  This effect lasts until the beginning
of your next turn, or until that ally is no longer adjacent.

### Cat Fall (Skill)

You can take
a fall with grace

**Prerequisites:** Acrobatics 5 ranks

**Benefit:** You always treat falls as if they
were 10-feet shorter.  Count this
decrease in fall distance before you roll your acrobatics check to soften a
fall.

### Improved Cat Fall (Skill)

You can fall
even farther without feeling the effects.

**Prerequisites:** Acrobatics 10 ranks, Cat Fall

**Benefit:** You always treat falls as if they
were 20-feet shorter.  Count this
decrease in fall distance before you roll your acrobatics check to soften a
fall.

### Charming Liar (Skill)

You can use
your allure to deceive a target, improving their attitude toward you.

**Prerequisites:** Deception 1 rank

**Benefit:** Whenever you use the deception skill
to lie to a target, you can use your total roll to attempt to change their
attitude as if you’d rolled a Diplomacy check to influence their attitude,
albeit at a -5 penalty.  You must be
lying to impart seemingly important information, inflate your status, or
ingratiate yourself, which trivial or irrelevant lies cannot achieve.

### Combat Climber (Skill)

Your
techniques allow you to fight as you climb.

**Prerequisites:** Athletics 1 rank

**Benefit:** You are not flat-footed while
climbing, and can climb with a hand occupied.
You must still use another hand and both legs to climbs (assuming you’re
humanoid).

### Confabulator (Skill)

Even when
caught in falsehoods, you pile lie upon lie.

**Prerequisites:** Deception 5 ranks

**Benefit:** Reduce the circumstance penalty for
your previously failed lies from -10 to -5 when trying to deceive the target
further.

### Coordinated Attack (Combat, Teamwork)

You are skilled at coordinating your attacks with your allies.

**Prerequisite:** Base Attack Bonus +2

**Benefit:** You are automatically successful when using the aid another action to aid an attack roll, so long as the target is adjacent to you.

### Cornered (Combat)

You are vicious when cornered.

**Benefit:** Whenever you are threatened by an opponent and cannot use the Withdraw action, you gain a +4 circumstance bonus on attack rolls against opponents that threaten you.

### Cosmopolitan (Skill)

Living on exotic worlds or
growing up along major hyperlanes has put you in touch with many diverse
cultures and species.

**Benefit:** You an
speak and read two additional languages of your choice.  In addition, choose two Intelligence-,
Wisdom-, or Charisma-based skills.  Those
skills always count as class skills for you.

### Draw Fire (Combat Feat)

You know how to draw the attention of your

**Prerequisite:** Intimidate 1 Rank

**Benefit:** With a shout, you can draw the fire of all enemies within 30-ft toward you. You take a -2 penalty to your Defense. Enemies who attempt ranged attacks against your allies in that area take a -5 penalty on their attack rolls, unless they succeed at a Will saving throw (DC 10 + 1/2 your level + your charisma modifier). You cannot take cover while using this effect. If you have cover or concealment from an enemy in the area, they are immune to the effects of this feat.

### Demoralize Group (Skill)

Your
presence is frightening to multiple opponents.

**Prerequisites:** Intimidate 5 ranks

**Benefit:** When you use the Demoralize Opponent
action, you can attempt to demoralize a number of additional creatures equal to
1 + your charisma modifier (minimum 1).  This
means that you can always attempt to demoralize at least 2 creatures.

**Normal:** You can only use the Demoralize
Opponent action on a single creature.

### Fast Recovery

Your body quickly
bounces back from afflictions.

**Prerequisites:** Constitution 13+

**Benefit:** You regain twice as many Hit Points
from resting.  Each day you are afflicted
by a disease, you gain a +2 circumstance bonus on your Fortitude saving throw
to avoid the effects of the disease.

### Focused Shot (Combat)

Your anatomical insight adds
deadliness to your shots.

**Prerequisite:** Int
13, Deadly Aim, Precise Shot

**Benefit:** As a
standard action, you may make an attack with a blaster pistol, blaster rifle,
slugthrower pistol, or slugthrower rifle and add your intelligence modifier as
precision damage on the damage roll.  You
must be within 30-feet of your target to deal this extra damage.  Creatures immune to critical hits and sneak
attacks are immune to this extra damage.

### Glad Hand (Skill)

First impressions
are your strong suit.

**Prerequisites:** Persuasion 5 ranks

**Benefit:** When you meet someone in a casual or
social situation, you can immediately attempt a Persuasion check to influence
their attitude rather than needing to converse for 1 minute.  You take a -5 penalty on your Persuasion
check.  If you fail, you can engage in 1
minute of conversation and attempt a new check at the end of that time rather
than accepting the failed result.

### Hobnobber (Skill)

You are
skilled at learning information through conversation.

**Prerequisites:** The time it takes to Gather
Information is reduced to half.  When you
roll 1d4 to determine the number of hours it takes, you divide that number in
half (minimum half of an hour) to determine the actual time that it took.

**Normal:** It takes 1d4 hours to Gather
Information.

### Kip Up (Skill)

You stand up
before others can react.

**Prerequisite:** Acrobatics 1 rank

**Benefit:** When you stand up from Prone, you do
not provoke attacks of opportunity.

### Linguist (Skill)

You pick up additional
languages quickly.

**Prerequisite:**
Intelligence 13+

**Benefit:** You
gain the ability to speak 3 additional languages.  In addition, you gain a +2 insight bonus on
Linguistics checks.

**Special:** You
can take this feat more than once.  Each
time you take this feat, you gain an additional 3 languages.

### Lucky Jawa

You bring luck to those with
whom you travel.

**Prerequisite:** Jawa

**Benefit:** Once
per day, when one of your allies within 30-feet makes a saving throw, you may
roll the same saving throw as if you were the one subject to the effect
requiring it.  You may use this ability
after your ally has rolled, but before the GM declares if the roll was a
success or failure.  Your ally may choose
to use your saving throw in place of their own.

### Junk Scavenger

You are adept at digging through broken objects and junk piles to come up with the raw materials needed for certain tasks.

**Benefit:** You can spend 1 hour scavenging materials from other vehicles or objects. When you do so, you make a Perception check to determine the value of the parts scavenged. You produce raw materials equal in value to the result of your perception check x 30 credits. You must apply these raw materials toward the cost of construction of a single object (see Crafting) and you can scavenge these parts for only a single object at any given time. Additionally, you can scavenge raw materials only once for any given object your are attempting to build.

### Martial Arts (Combat)

You are skilled at fighting
while unarmed, and can deal more damage with unarmed strikes.  You are also capable of inflicting critical
hits with unarmed strikes.

**Benefit:** You
are considered armed even when unarmed—You do not provoke attacks of
opportunity when you attack foes while unarmed.
Your unarmed strikes may deal lethal damage if you choose to do so.  Damage dealt by your unarmed strikes
increases by one die size; 1d2 becomes 1d3, 1d3 becomes 1d4, and 1d4 becomes
1d6.  Additionally, your unarmed strikes
can critically hit now, and your critical multiplier is x2.

### -Defensive Martial Arts (Combat)

You are skilled at avoiding
harm due to your improved martial arts training.

**Prerequisite:** Dodge,
Martial Arts

**Benefit:** The
Dodge bonus you gain from the dodge feat increases to +2 when fighting unarmed.

### -Improved Martial Arts (Combat)

You are more skilled with
unarmed attacks due to your improved training.

**Prerequisites:** Martial
Arts, Base Attack Bonus +4

**Benefit:** The number
of dice of your unarmed attacks increases by one.  1d3 becomes 2d3, 1d4 becomes 2d4, and 1d6
becomes 2d6.  In addition, you threaten a
critical hit with unarmed strikes on a roll of 19 or 20 (19-20/x2).

### -Advanced Martial Arts (Combat)

You are a master of unarmed
combat

**Prerequisites:**
Improved Martial Arts, Martial Arts, Base Attack Bonus +8

**Benefit:** The
die size of your unarmed strikes increases by an additional step and increases
by a die size.  2d3 becomes 3d4, 2d4
becomes 3d6, and 2d6 becomes 3d8.  In
addition, you threaten a critical hit with unarmed strikes on a roll of 18, 19,
or 20 (18-20/x2).

### Natural Leader

You are a natural leader, and find it easy to gain followers.

**Benefit:** You gain a +4 bonus on Reputation checks made to attract followers.

### Natural Medicine (Skill)

You can
apply natural cures to heal your allies.

**Prerequisite:** Survival 5 ranks

**Benefit:** You can use the Treat Wounds action
of the Treat Injury skill using your Survival skill instead.  If you’re in the wilderness, you might have
access to fresh ingredients, which allow you to gain a +2 circumstance bonus to
your check to Treat Wounds using Survival, subject to the DM’s determination.

### Pass for Human

You’re easily mistaken for a
human rather than a member of your own species.

**Prerequisite:**
Near-Human subtype

**Benefit:** You
receive a +10 bonus on Deception checks to disguise yourself as a human, and do
not receive the penalty for disguising yourself as a member of another species
when you do so.  In areas largely
populated by or settled by humans, you can take 10 when disguising yourself,
meaning most people tend to assume you are human unless given a reason to think
otherwise.

### Racial Heritage

The blood of a non-human
ancestor flows in your veins.

**Prerequisite:** Human,
Near-Human

**Benefit:** Choose
another humanoid species.  You count as
both human and that species for any effects related to your species.  For example, if you choose Bothan, you are
considered both a human (or Near-Human) and a bothan for the purpose of taking
traits, feats, and how some abilities affect you, and so on.

### Rapid Strike (Combat)

You can make an additional
melee attack with a one-handed or light weapon.

**Prerequisite:** Base
Attack Bonus +1, Weapon Focus for the group of the weapon used.

**Benefit:** When
making a full-attack action with a one-handed melee weapon held in one hand or
a light melee weapon, and you have the Weapon Focus feat for the weapon’s
group, you can make one additional attack this round at your highest attack
bonus.  All of your attack rolls this
round take a -2 penalty when using Rapid Strike.

### Shared Insight

You deftly direct other’s
attentions where you wish.

**Prerequisite:** Wis
13, Bothan, Rodian, or Sephi subtype

**Benefit:** As a
move action, you can grant all friendly creatures within 30-feet who can see or
hear you a +2 bonus on Perception checks for a number of rounds equal to your
Wisdom modifier (minimum 1 round).

### Skill Training (Skill)

Your persistence pays off and
a once cross-class skill becomes a class skill.

**Prerequisite:** 5
ranks in a non-class skill

**Benefit:** Choose
one skill you have at least 5 ranks in but is not a class skill.  That skill is now considered a class skill
for you.  Whenever you reach 10 ranks in
that skill, you get a +2 inherent bonus to that skill.

**Special:** You
can take this feat multiple times.  Each
time, you must select a different non-class skill.

### Sniper (Combat)

You are adept at hitting the
right target in a crowd.

**Prerequisite:**
Precise Shot

**Benefit:** You
always ignore soft cover (that is, cover provided by a character, creature, or
droid) when you make a ranged attack.

### Sociable

You have a way of helping
others to get along.

**Prerequisite:** Jawa,
Nautolan, Twi’lek, or Zeltron subtype

**Benefit:** As a
move action, you grant all friendly creatures within 30-feet who can see or
hear you (including yourself) a +2 bonus on Diplomacy checks for a number of
rounds equal to your charisma modifier (minimum 1 round).

### Underwater Marauder (Skill)

You’ve
learned to fight underwater.

**Prerequisites:** Athletics 1 rank

**Benefit:** You are not flat-footed while in
water, and you don’t take the usual penalty for using a bludgeoning or slashing
melee weapon in water.

### Vehicular Combat (Combat)

You are adept at avoiding
damage to your piloted craft

**Prerequisite:** Pilot
1 Rank

**Benefit:** Once
per round, when the vehicle you’re piloting is hit in combat, you may attempt a
pilot check (as an immediate action) to negate the hit.  The hit is negated if your pilot check is
greater than the opponent’s attack roll.

### Ward Medic (Skill)

You’ve
studied large medical wards, treating several patients at once.

**Prerequisites:** Treat Injury 5 ranks

**Benefit:** When you use the Treat Disease or
Treat Wounds actions, you can treat up to two additional targets beyond those
you could normally.