Character Sheet Reference

Displaying feats 381 - 400 of 467 in total
Feat Type / Location Description Created / Updated
Battlefield Awareness III Granted Default Feat

Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. The character can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, they can track not only close-quarter attacks, but long range ones as well within their sphere of awareness.

Related Skills/Powers: Sense

Prerequisites: (Discipline: Marauder and Rank Tier: Elder) or (Discipline: Force Warrior and Rank Tier: Elder) or (Discipline: Jedi Battlemaster and Rank Tier: Elder) or (Discipline: Force Sleuth and Rank Tier: Elder) or (Discipline: Peacekeeper and Rank Tier: Elder) or (Discipline: Necro'lor and Rank Tier: Elder) or (Discipline: Field Cognition) or (Discipline: Field Cognition and Rank Tier: Elder)

2013/08/10 / 2026/05/15
Adventurer Archeologist II Granted Default Feat

The character has seen no end of antediluvian tombs and lost temples. they can read and write the lesser-known ancient dialects without the need of Linguistics Skill Points. The character gains a +1 Skill Point bonus to their Investigation Skill when researching ancient civilizations (up to a maximum of +5).

Related Skills/Powers: Investigation

Prerequisites: (Discipline: Locked Discipline and Rank Tier: Equite (exact)) or (Discipline: Occult Detective and Rank Tier: Equite (exact)) or (Discipline: Ranger and Rank Tier: Equite (exact))

2025/08/25 / 2026/05/15
Battle Haste II Granted Default Feat

The frenzy of battle drives The character into a willing fury that they has learned to harness. Their rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. Their emotions fuse seamlessly with the Force, allowing them to strike more swiftly and more accurately.

Related Skills/Powers: Athletics

Prerequisites: (Discipline: Marauder and Rank Tier: Equite (exact)) or (Discipline: Balance Bringer and Rank Tier: Equite (exact)) or (Discipline: Kyatarun Dragoon and Rank Tier: Equite (exact)) or (Discipline: Jedi Peacemaker and Rank Tier: Equite (exact)) or (Discipline: Matukai Adept and Rank Tier: Equite (exact)) or (Discipline: Immortal and Rank Tier: Equite (exact)) or (Discipline: Fury and Rank Tier: Equite (exact)) or (Discipline: Nightslinger and Rank Tier: Equite (exact)) or (Discipline: Wayseeker Paladin and Rank Tier: Equite (exact)) or (Discipline: Phantom Menace and Rank Tier: Equite (exact))

2013/08/10 / 2026/05/15
Adventurer Archeologist III Granted Default Feat

The character has stood in cities thought to be myths, and escaped the legends who lurk within them. they can read and write all ancient dialects without the need of Linguistics Skill Points. The character gains a +2 Skill Point bonus to their Investigation Skill when researching ancient civilizations (up to a maximum of +5).

Related Skills/Powers: Investigation

Prerequisites: (Discipline: Locked Discipline and Rank Tier: Elder) or (Discipline: Occult Detective and Rank Tier: Elder) or (Discipline: Ranger and Rank Tier: Elder)

2025/08/25 / 2026/05/15
Silver Tongue II Granted Default Feat

The character is comfortable when speaking in front of others, and can deftly maneuver and adjust their speeches to the subtle shifts in a crowd to suit their desire. This allows them the ability to use any combination of two of their Leadership, Intimidation, or Charm Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5).

Related Skills/Powers: Charm, Intimidation, and Leadership

Prerequisites: (Discipline: Director and Rank Tier: Equite (exact)) or (Discipline: Orator and Rank Tier: Equite (exact)) or (Discipline: Master Naur'alor and Rank Tier: Equite (exact)) or (Discipline: Noblesse D'épée and Rank Tier: Equite (exact)) or (Discipline: Pirate Broadcaster and Rank Tier: Equite (exact)) or (Discipline: The Phoenix of Kyataru and Rank Tier: Equite (exact))

2016/08/02 / 2026/05/15
Spirit Guide II Granted Default Feat

Instead of trying to control the dead, The character has trained to pull spirits from beyond the veil of the living Force with their Telepathy Force Power so they can speak together. As an Equite, The character can commune with spirits as old as a year. These spirits can hold simple conversations, but the spirit's demeanor and willingness to cooperate is outside of The character's control. The spirit may still need to be persuaded to provide information. Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.

Related Skills/Powers: Telepathy

Prerequisites: (Discipline: Locked Discipline and Rank Tier: Equite (exact)) or (Discipline: Mandalorian Nightsister and Rank Tier: Equite (exact)) or (Discipline: Spirit Witch and Rank Tier: Equite (exact)) or (Discipline: Heart of Fire and Rank Tier: Equite (exact)) or (Discipline: Jedi Seer and Rank Tier: Equite (exact))

2025/07/30 / 2026/05/15
Spirit Guide III Granted Default Feat

Instead of trying to control the dead, The character has trained to pull spirits from beyond the veil of the living Force with their Telepathy Force Power so they can speak together. As an Elder, The character can commune with older spirits, including those long since deceased. These spirits can hold full conversations, but the spirit's demeanor and willingness to cooperate is outside of The character's control. The spirit may still need to be persuaded to provide information. Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.

Related Skills/Powers: Telepathy

Prerequisites: (Discipline: Locked Discipline and Rank Tier: Elder) or (Discipline: Mandalorian Nightsister and Rank Tier: Elder) or (Discipline: Spirit Witch and Rank Tier: Elder) or (Discipline: Heart of Fire and Rank Tier: Elder) or (Discipline: Jedi Seer and Rank Tier: Elder)

2025/07/30 / 2026/05/15
Blood Carver: Ever The Critic Granted Default Feat

Although Blood Carvers are, as a culture, talented sculptors, compliments are considered to be something offworlders use, and are considered insulting to members of this species. As a result, The character is prone to taking offense when encountering an offworlder that is ignorant of their culture.

Prerequisites: Species: Blood Carver

2015/08/08 / 2026/05/15
Adventurer Archeologist I Granted Default Feat

The character has studied dead languages, obscure dialects, and forbidden words of ancient kingdoms. The character is capable of reading the basics of well-known ancient civilisations without the need of Linguistics Skill Points.

Related Skills/Powers: Investigation

Prerequisites: (Discipline: Locked Discipline and Rank Tier: Journeyman (exact)) or (Discipline: Occult Detective and Rank Tier: Journeyman (exact)) or (Discipline: Ranger and Rank Tier: Journeyman (exact))

2025/08/25 / 2026/05/15
Ghosting II Granted Default Feat

The character has become more efficient at using Force Cloak while moving anywhere between a slow crawl or a light jog as long as they are maintaining focus. The faster the movement, the more concentration that they requires to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and The character uncloaks momentarily whenever they attack or strike.

Related Skills/Powers: Force Cloak

Prerequisites: (Discipline: Shadow and Rank Tier: Equite (exact)) or (Discipline: Night Mother and Rank Tier: Equite (exact)) or (Discipline: Sith Avatar and Rank Tier: Equite (exact)) or (Discipline: Hyōbao Vilissës and Rank Tier: Equite (exact)) or (Discipline: Valkyrie and Rank Tier: Equite (exact)) or (Discipline: Arcane Infiltrator and Rank Tier: Equite (exact)) or (Discipline: Void Stalker and Rank Tier: Equite (exact)) or (Discipline: Phantom Menace and Rank Tier: Equite (exact)) or (Discipline: Temporal Operative and Rank Tier: Equite (exact)) or (Discipline: Shadow Hunter and Rank Tier: Equite (exact)) or (Discipline: Chiaroscuro Healer and Rank Tier: Equite (exact))

2013/08/09 / 2026/05/15
Force Interrogation III Granted Default Feat

The character can break even the strongest of wills. Given time alone with a subject, their power of suggestion is powerful enough to manipulate any of the subjects six-senses, as well as their strongest emotions: morality and loyalty. The character’s intrusions can be so subtle that the subject would never even know they had given away information. Or they can be much more violent and obtrusive, leaving the subject’s mind a mess. Not only is The character's Mind Trick usable at +2 Skill Level above it's current level (maximum of +5) to extract information, they may choose to instill such strong emotions that it may leave their target completely helpless for a time after the interrogation. This can be contested by the target's Resolve.

Related Skills/Powers: Mind Trick

Prerequisites: (Discipline: Seeker and Rank Tier: Elder) or (Discipline: Inquisitor and Rank Tier: Elder) or (Discipline: Fury and Rank Tier: Elder) or (Discipline: Primeval Force Crusader and Rank Tier: Elder) or (Discipline: Changeling and Rank Tier: Elder) or (Discipline: The Red Queen and Rank Tier: Elder) or (Discipline: Bloodwraith and Rank Tier: Elder) or (Discipline: Shadow Broker and Rank Tier: Elder)

2013/08/14 / 2026/05/15
Silver Tongue I Granted Default Feat

The character is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit their direction. This allows them to use any one of their Leadership, Intimidation, or Charm Skills at +1 Skill point higher when addressing a small group or crowd (to a maximum of +4).

Related Skills/Powers: Charm, Intimidation, and Leadership

Prerequisites: (Discipline: Director and Rank Tier: Journeyman (exact)) or (Discipline: Orator and Rank Tier: Journeyman (exact)) or (Discipline: Master Naur'alor and Rank Tier: Journeyman (exact)) or (Discipline: Noblesse D'épée and Rank Tier: Journeyman (exact)) or (Discipline: Pirate Broadcaster and Rank Tier: Journeyman (exact)) or (Discipline: The Phoenix of Kyataru and Rank Tier: Journeyman (exact))

2016/08/02 / 2026/05/15
Checkmate III Granted Default Feat

The character has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants The character a +2 Skill Point bonus to Intellect whenever they formulate a plan or strategy against any adversary, familiar or alien (to a maximum of +5).

Related Skills/Powers: Intellect

Prerequisites: (Discipline: Director and Rank Tier: Elder) or (Discipline: The Doctor and Rank Tier: Elder) or (Discipline: Fence and Rank Tier: Elder) or (Discipline: Keen Intellectual and Rank Tier: Elder) or (Discipline: Occult Detective and Rank Tier: Elder)

2016/08/02 / 2026/05/15
Checkmate II Granted Default Feat

The character has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants them a +2 Skill Point bonus to Intellect when formulating a plan or strategy against a previously encountered adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).

Related Skills/Powers: Intellect

Prerequisites: (Discipline: Director and Rank Tier: Equite (exact)) or (Discipline: The Doctor and Rank Tier: Equite (exact)) or (Discipline: Fence and Rank Tier: Equite (exact)) or (Discipline: Keen Intellectual and Rank Tier: Equite (exact)) or (Discipline: Occult Detective and Rank Tier: Equite (exact))

2016/08/02 / 2026/05/15
Battle Mind III Granted Default Feat

The character dances through war zones as casually as a strolling through the park when it comes to calling upon the Force. Their concentration when using the Force is unbreakable, even with explosions detonating in their ear or the bloodcurdling cacophony of death and destruction wailing around them.

Related Skills/Powers: Resolve

Prerequisites: (Discipline: Sorcerer and Rank Tier: Elder) or (Discipline: Unyielding Tempest and Rank Tier: Elder) or (Discipline: Sith Blademaster and Rank Tier: Elder) or (Discipline: Cloak and Flair and Rank Tier: Elder) or (Discipline: Immortal Mandalorian and Rank Tier: Elder) or (Discipline: Field Cognition and Rank Tier: Elder)

2015/08/09 / 2026/05/15
Battle Mind II Granted Default Feat

The character has become fluent at tuning out the distractions and rigors of battle while wielding the Force. Detonations, blasters, and the chaos of a battlefield fall on deaf ears, increasing their ability to focus on using Force Powers without interruption, even if taking a grazing blow. More persistent and intensive bodily harm or injury can still interrupt The character’s concentration, or cause it to falter.

Related Skills/Powers: Resolve

Prerequisites: (Discipline: Sorcerer and Rank Tier: Equite (exact)) or (Discipline: Unyielding Tempest and Rank Tier: Equite (exact)) or (Discipline: Sith Blademaster and Rank Tier: Equite (exact)) or (Discipline: Cloak and Flair and Rank Tier: Equite (exact)) or (Discipline: Immortal Mandalorian and Rank Tier: Equite (exact)) or (Discipline: Field Cognition and Rank Tier: Equite (exact))

2015/08/09 / 2026/05/15
Dowsing I Granted Default Feat

All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in The character’s mind. Using an item that has been in contact with the target over the last several hours, The character can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability.

Related Skills/Powers: Sense

Prerequisites: (Discipline: Arcanist and Rank Tier: Journeyman (exact)) or (Discipline: Jedi Operative and Rank Tier: Journeyman (exact)) or (Discipline: Force Sleuth and Rank Tier: Journeyman (exact)) or (Discipline: Shadow Hunter and Rank Tier: Journeyman (exact)) or (Discipline: Bloodwraith and Rank Tier: Journeyman (exact))

2015/08/09 / 2026/05/15
Force Pulse III Granted Default Feat

The character can use Suppression to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as their full concentration is on the task. This ability works against Slow, Illusion, Darkness, Blinding, and Terror.

Related Skills/Powers: Suppression

Prerequisites: (Discipline: Defender and Rank Tier: Elder) or (Discipline: Void Stalker and Rank Tier: Elder)

2015/08/09 / 2026/05/15
Synergy III Granted Default Feat

The character can instantly extend the effects of their defensive Force powers to a small team of targets within close proximity. they can share the effects of their Concealment, Force Cloak, Healing, or Control Self so long as they are concentrating on the task. Powers shared remain relative to The character’s level of training in them. Excludes: Barrier.

Related Skills/Powers: Concealment, Control Self, Force Cloak, and Healing

Prerequisites: (Discipline: Defender and Rank Tier: Elder) or (Discipline: Concordant and Rank Tier: Elder) or (Discipline: Lifeweaver and Rank Tier: Elder) or (Discipline: Lyctor and Rank Tier: Elder) or (Discipline: Chiaroscuro Healer and Rank Tier: Elder) or (Discipline: Force's Gift and Rank Tier: Elder)

2015/08/09 / 2026/05/15
Medley II Granted Default Feat

The Weapons Specialist is able to temporarily use any weapon as if they had +2 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon.

Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Miscellaneous Weapons, and Slugthrowers

Prerequisites: (Discipline: Weapons Specialist and Rank Tier: Equite (exact)) or (Discipline: Soldier and Rank Tier: Equite (exact))

2015/08/31 / 2026/05/15