Feats

Feats are a nice measure of the cool things a character can do. Feats come in a few flavors: general, combat, and force. Characters get a feat at every odd level(1st, 3rd, 5th, etc.)

Pathfinder feats
Many of the feats used here are ripped from the Star Wars rulebooks, but there are many, many feats from the Pathfinder roleplaying game that fit both mechanically and thematically. If you're looking to do something that you can't find here, ask your GM or peruse Pathfinder feats here.

Feat Taxes and how to avoid them
One of the things that makes Pathfinder a little less fun is the need to take feats that are less useful or interesting to get to others. With this in mind, we're looking into using the updated feat list found here:

The Elephant in the Room: Feat taxes in Pathfinder 3rd printing

Altered feats
These feats are alterations of Pathfinder feats, mostly as laid out in the feat taxes document linked above. (*My own additions)


 * Agile Combatant: Includes Hamstring and changes to Weapon Finesse.
 * Catch off-guard: Combines Catch off-guard and Throw anything.
 * Deceitful Maneuvers*: Combines Improved Dirty Trick, Feint, and Steal.
 * Deflect arrows: Can be taken with Shield Focus as prerequisite.
 * Deft Maneuvers: Combines the effect of Improved Disarm, Trip, and Feint.
 * Dodge: Combines Dodge and Mobility.
 * Greater Hamstring: Victims of your hamstring combat maneuvers cannot move for the rest of the turn.
 * Greater Shield Focus: AC bonus of shield focus now affects ranged touch attacks.
 * Greater Two-Weapon Fighting: Combines Improved and Greater two-weapon fighting.
 * Improvised Weapon Mastery: Increases damage of Improvised weapons.
 * Iron Guard: Gain evasion when using a shield.
 * Precision Shooting*: Combines Point-Blank Shot and Precise Shot.
 * Powerful Maneuvers: Combines Improved Bull Rush, Overrun, and Sunder.
 * Powerful Stride: Once per day, take 10ft step in place of a 5ft step.
 * Rapid Reload: Slings and sling staves reloaded as a free action(?)
 * Savage Charge: Use Vital Strike as part of a charge or Spring Attack.
 * Shield Focus: Additional +4 vs. ranged attacks?
 * Scorpion Stance: Allows combat maneuvers against larger foes.
 * Unarmed Combatant: Combines Improved Grapple and Unarmed Strike

General feats
Are available to all characters who meet the prerequisites.


 * Cautious: +2 Demolitions and Disable Device checks.
 * Frightful Presence: Free action, all opponents in 30 ft with fewer levels make a will save(DC 10+1/2level+Cha mod) or be shaken. Prerequisites: Cha 15, Intimidate 9 ranks?
 * Gearhead: +2 on Repair and Computers
 * Friends Everywhere: Gain 2 extra contacts.
 * Heroic Surge: Use Destiny point for extra actions.
 * Influence: Bonus on Rep checks and Noble stuff?
 * Low Profile: Less people recognize you. Unless the character goes out of their way to be recognized, their Reputation bonus counts as a penalty against people recognizing them.
 * Lucky: Extra Destiny point
 * Persistent Personality[Droid]: After under going a memory wipe, you can attempt a charisma check each day to reassert your personality and regain lost levels. The DC for this check is equal to 10+ your current character level(after the memory wipe). You can attempt this check once per day, and each success restores one lost level. Most droids as player characters are assigned NPC class levels based on their droid type, and once you successfully make one Charisma check, those are replaced with one level of your original class. From there you can keep making Charisma checks until all their levels are restored.
 * Spacer: +2 Pilot and Astrogate?
 * Stamina: Faster Wound Point recovery?
 * Starship Dodge: Bonus VMD for certain maneuvers?
 * Toughness: Gain one extra Vitality point and one extra Wound point at each level.
 * Worldly Knowledge: You may treat all Knowledge skills as trained. Additionally, you may roll your normal modifier, or 1/2 level+ Int modifier for the Knowledge skill, whichever is better.
 * Zero-G training: Take no penalties in zero-G. Prerequisites: Dex 13, Acrobatics 1 rank

Combat Feats
Can be taken normally, but more importantly can be taken when Soldiers get bonus feats.


 * Blaster Slinger: If you win initiative, you may take a extra standard action to fire a blaster pistol as an extra surprise round. Prerequisites: Quick draw, Weapon focus(pistols)
 * Improved Aim: When taking the Aim action, you may make one attack at the end of the turn using your Aim bonuses.
 * Improved Suppression Fire: Larger area of effect? Bonuses on the attack rolls?
 * Multishot: Penalties for multifire and autofire are 2 lower. Prerequisites: Precise shot, Rapid shot
 * Martial Arts: Your unarmed strike damage increases to 1d8. Additionally, every 5 levels the damage increases by one size category, to 2d6 at 5th, 3d6 at 10th, 4d6 at 15th, and 5d6 at 20th level.
 * Improved Martial Arts: Unarmed strikes threaten a critical hit on 19-20, and all combat maneuvers gain a +1 when performed without a weapon.
 * Gut Punch: Sicken/Nauseate with unarmed strike
 * Precision Shooting:
 * Grouped Shots: Tally up all damage dealt by you on your turn before applying damage reduction. Prerequisites: Precise Shot, BAB +5
 * Ranged Maneuvers: Take no penalties and deal 1/2 normal weapon damage when making combat maneuvers with a ranged weapon.
 * Ricochet Shot: Reflect a ranged attack off one surface to ignore cover bonuses. -4 on attacks?
 * Sniper's Eyes: As a standard action attack, double the damage dice of a ranged weapon. Prerequisites: BAB +6
 * Trick shooting: Take 10 on attacks against inanimate, unattended objects.
 * Squad Support: When taking the Aim action, you may make one attack at the end of the turn using your Aim bonuses. When using the Suppression Fire action, you can choose to threaten a space 15ftx15ft.
 * Vicious Maneuvers: Deal normal weapon damage with successful melee combat maneuvers. Unarmed if not using a weapon. Prerequisites: Deft Maneuvers or Powerful Maneuvers, BAB +5
 * Weapon Focus: +1 on attacks with specific weapon. +2 at 8th level, +3 at 16th.
 * Weapon Specialization: +2 damage with specific weapon. +4 at BAB +12.

Style Feats
Style feats are like martial forms, and often come in sets of three. Since each style requires certain movements, you cannot use more then one style at a time. Count as Combat feats for the purposes of class bonus feats. Pathfinder Style Feats

Blaster Kata
Born as a way for the lone gunslinger to take on multiple enemies.


 * Blaster-Kata Style: When using this style and Defensive stance, increase the dodge bonus to your Defense by 1. Prerequisites: Dodge, Two-weapon Fighting
 * Blaster-Kata Expertise: When in Defensive Stance with a blaster in each hand, you gain an additional +2 bonus on Defense against ranged attacks. If you are using the Total Defense action instead, you can duck one ranged attack that would normally hit you. An attack so ducked deals no damage and has no other effect(instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed. Prerequisites: Blaster-Kata Style, Base attack bonus +5
 * Blaster-Kata Mastery: The attack roll penalty for Defensive Stance is reduced by 1. Whenever you duck an attack using Blaster-Kata Expertise during total defense, or an attack misses you by 2 or less while in Defensive Stance, you can make an attack of opportunity against the attacker after the attack misses. Prerequisites: Blaster-Kata Style, Blaster-Kata Expertise, Base attack bonus +8

Echani
A martial art developed by the Empire for its imperial guards. Focused on taking the opponent to the ground and killing them as quickly as possible.


 * Echani Style: When making melee attacks against a prone target, increase the critical threat range of the attacks by 1(for example, from 19-20 to 18-20). This increased threat range does not stack with the increased threat range from the Improved Critical feat. Prerequisite: Improved Unarmed Strike
 * Echani Expertise: As a full-round action, you may attempt a single coup de grace action against a character you have pinned in a grapple as though the target were helpless. If you fail to kill the target, they automatically escape the grapple. Prerequisites: Improved Unarmed Strike, BAB +5
 * Echani Mastery: Any time a character with this feat scores a critical threat on an unarmed attack, the character gains a +4 bonus on his attack roll to confirm the critical hit. Prerequisites: Improved Unarmed Strike, BAB +8

K'tara
K'tara is a martial art style often practiced by Special Forces units in order to maximize damage to the opponent while minimizing the amount of noise made by the attack.


 * K'tara Style: If you successfully hit a flat-footed opponent with an unarmed attack, the opponent is unable to speak or make any kind of noise with their vocal chords for 2d4 rounds; this includes shouting warnings or raising alarms. A successful Fortitude save(DC 10+1/2 level+ STR?) reduces the number of rounds the victim is unable to speak by half(round down). Creatures immune to critical hits and creatures without vocal chords(such as droids) cannot be affected. Prerequisites: Improved Unarmed Strike, Stealth 1 rank
 * K'tara Expertise: When attempting to disarm an opponent with an unarmed attack, the target does not gain the +4 bonus for holding a larger weapon. If the weapon is held in two hands, the bonus is reduced from +4 to +2. Prerequisites: K'tara style, BAB +3
 * K'tara Mastery: Basically Stunning Fist?



Force Feats
Modify the character's connection to the force or how they use their force powers and talents.


 * Aspect Focus: Choose one aspect of the force that you are proficient with. All powers and talents in that aspect gain +2 on the save DC's required to resist them.
 * Craft Jedi Holocron: You have learned to craft holocrons, a force-activated information storage device that rivals or exceeds the best known conventional computer technology.
 * Empower Force: By spending 2 extra force point when activating a power or talent, increase damage die x1.5?
 * Enlarge Force: By spending 1 extra force point when activating a power or talent, double the range of the power/talent?
 * Extend Force: By spending 1 extra force point when activating a power or talent, the character can double the duration of the power or talent.
 * Extra Talents: Gain 2 force talents that you meet the prerequisites for. Alternatively, you can choose to gain access to the basic powers of one aspect of the force that you did not previously have access to. If you use the feat in this manner, you may then choose force talents gained after from the new aspect.
 * Force Surge: When using a force power or talent, you can choose to raise the maximum force points spent. After activating, character becomes fatigued, and can only fix that by resting for 1 hour. If already fatigued, become exhausted. If exhausted, become unconscious.


 * Force talented: Gain access to full version of one aspect power of your choice, and the Force Sensitive versions of the other two. You also gain a Force pool, with force points equal to your 1+Force Modifier.
 * Maximize Force: By spending 2 extra force points when activating a power or talent, the character can have all damage die rolls be counted as if they had rolled their maximum.
 * Quicken Force: By spending 2 extra force points when activating a power or talent, you can make the activation time one step faster. For every 2 points spent beyond that, you can reduce the time another step. Activation time steps go in this order: 1 hour, 10 minutes, 1 minute, 1 round, full-round, standard action, move action, swift action, reaction.
 * Selective Force: By spending 1 extra force point when activating a power or talent, choose squares to be excluded in area-of-effect.
 * Subtle Force: By spending 1 extra force point when activating a power or talent, the power requires no hand gestures and very little focus. This makes it a Perception DC 25 to realize that you are using the power.
 * Talent Specialization: Choose one talent that the character is proficient with. Whenever the character activates that talent, the Force point cost is reduced by 1, to a minimum of 1. Prerequisites: Aspect Focus(the aspect of the talent chosen)

Luck Feats
Modify the use of Destiny points.


 * Battlefield Commander: You exhort your companions to greater deeds in combat. As a standard action, you choose one ally within 30 ft and spend a Destiny point to grant them a single combat feat. The character must have the necessary prerequisites for the feat chosen.
 * Force Surge: By spending a Destiny point, you increase the maximum number of force points the character can spend on a power or talent by 2.
 * Gambler: When you use a Destiny point to re-roll an attack, check, or save and the second roll is less then 10 on the die then add 5 to the result.
 * Lucky: Gain an extra Destiny point at the start of each session.

Species Feats
Feats that are species specific.


 * Big guy: You're a big example of a large species. For the purposes of CMB, CMD, and carrying capacity you are treated as Large sized. Prerequisites: Gamorrean, Wookiee
 * Heavy Scales: Gain an extra 2 natural armor bonus to your Damage Reduction. Prerequisites: Trandoshan
 * Horde tactics: Any time 2 jawas attack the same creature in a single round, they gain a +2 on attack rolls. Prerequisites: Jawa
 * Madclaw: You've committed the cultural taboo of attacking another sentient being(usually another wookiee) with your claws. Whether you meant to or not, you've tapped into a primal wookiee instinct. You gain 2 claw attacks, with base 1d4 damage. [Additionally, 1/day you can enter a rage state for 1 round/ level where you gain a +2 on melee attacks and damage, but take a -2 penalty on Defense]. Prerequisites: Wookiee
 * Rage: You've got a bit of a temper. Prerequisites: Gamorrean, Trandoshan, Wookiee
 * Spynet: You've got contacts across the galaxy feeding you information. Prerequisites: Bothan

Traits
An optional system for characters to help give their backstory a little more mechanical edge. At first level characters pick two traits to help flesh out their character. You may not choose both from one list(?) For example, they cannot both be combat feats. Traits are useful, but small bonuses based on your character's life before adventuring.

Pathfinder Traits
The Pathfinder rolepaying game is the originator of this trait system, and has many traits to choose from. You can find their list here. As a word of caution, campaign traits are often more powerful then other traits, but are also meant to add more compelling hooks in a particular campaign setting. Talk to your GM before using a campaign trait.

Background Traits

 * Cloud Jumper: +1 to Acrobatics, Acrobatics is considered a class skill for you
 * Crafting Intuition: Choose a Craft skill. Once per day as a free action, you may gain a trait bonus equal to your Charisma modifier (minimum 0) on a Craft check you make. You can apply this bonus after you roll the check, possibly turning a failure into a success.
 * Heirloom equipment: Choose one piece of gear up to 1000 credits. Get it for free, and making it mastercraft is cheaper?
 * Mandalorian: You were raised in a Mandalorian clan. You are familiar with some of their weapons and equipment. Choose 5 mandalorian weapons or gear to be proficient with. (Jetpacks, flame projector, Seeker rocket, Whistling Sparrows, Grapple cable, etc.)
 * Nomadic: Gain +1 on Knowledge(Geography) and Survival checks. Choose one to become a class skill.
 * Rancher: You gain a +1 trait bonus on Handle Animal checks and Handle Animal is a class skill for you. Your animal companion or bonded mount gains a permanent +3 trait bonus to its maximum hit point total.
 * Self Care: You've been in plenty of scrapes where the only person around to patch you up is yourself. Gain a +2 bonus on Medicine(Repair for droid characters) checks affecting yourself.
 * Trooper Training: You've been through the rigorous training of either the Clone army of the Republic, or the stormtrooper of the Galactic Empire. You've spent more hours in armor then not and the confidence that comes with it.. You gain proficiency in Powered Armor, and gain +1 on Intimidate checks while wearing it.
 * Wilderness Senses: When in any unsettled, uncivilized terrain, you gain a +2 trait bonus on Perception checks to act during a surprise round, and take no penalty on Perception checks while sleeping.

Combat Traits

 * Axe-to-Grind: Gain +1 damage with melee weapons against enemies that only you threaten.
 * Heavy Hitter: You gain a +1 trait bonus on damage rolls made with unarmed attacks.
 * Martial Training: Gain a single armor or weapon proficiency.
 * Observant Sniper: You gain a +1 trait bonus on ranged attack rolls when your target is at least 10 feet above or below you.
 * Reactionary: +2 on Initiative checks.

Species Traits

 * Species Weapon Familiarity: Gain proficiency with the weapons traditionally used by your species.
 * Gungan: Atlatls, energy balls, shields
 * Rodian: Repulsor throwing razor, Rodian cryogen whip, Rodian razor stick
 * Trandoshan: Accelerated Charged Particle weapons
 * Wookiee: Bowcaster, Ryyk blade

Force Traits

 * Force Sensitive: You have a weak connection to the Force, which can be cultivated further. You can use all the basic aspect powers at their "Force Sensitive" level at will. You may also spend a Destiny point to have access to the full version of one power for one round, along with one temporary force point.
 * Spellcaster: You gain access to one aspect power of your choice, but to use it you must chant arcane words and gesture wildly which incurs an attack of opportunity. Any force powers you gain must be cast in this way and the action required goes up one step(swift- move- standard- full- 1 round) and requires a verbal component, but the force point cost is lowered by 1(to a minimum of 0).