Jedi characters, including your PC, will get to choose from a few feats that are specific to the Jedi classes. In addition, each individual Jedi class will get a feat unique to it.
Jedi Sense
Jedi are renowned for their ability to recognize and adapt to the various threats that surround them in a battle situation, and are thus generally much more adept at defending themselves in a fight. The sense abilities, which you gain automatically as your Jedi character gains levels, simply add a bonus to your defense rating, helping to compensate for a Jedi's characteristic lack of armor. Note that, should your PC have been a scoundrel before becoming a Jedi, this addition is cumulative with scoundrel's luck
Prerequisites | Effect | |
Jedi Sense | Jedi Level 1 | +2 to Defense |
Knight Sense | Jedi Level 6 | +4 to Defense |
Master Sense | Jedi Level 12 | +6 to Defense |
Force Focus
The indomitable will of a Jedi consular can greatly affect the efficacy of his influence on weaker minds, and Force focus is the gameplay extension of this rather nebulous concept. Since consulars are much more in tune with the Force than are the other classes, their Force powers are generally considered to be much stronger and more difficult to resist. Thus, upon gaining skill in wielding the Force, they are able to channel some of their learnings into their powers, reducing the chances that an enemy will successfully make a saving throw. Like the other class-specific feats, this is a passive skill that is always working in the background
Prerequisites | Effect | |
Jedi Focus | Jedi consular Level 1 | +1 to DC of Force powers |
Knight Focus | Jedi consular Level 6 | +2 to DC of Force powers |
Master Focus | Jedi consular Level 12 | +4 to DC of Force powers |
Force Jump
When a Jedi decides to instigate battle, the results are usually something their opponent will remember for awhile. Of course, not all Jedi are temperamentally suited to aggressive acts, so only Jedi guardians will be capable of pulling off a Force jump, which catapults them towards a distant enemy, and allows the Jedi to cover the intervening ground in the blink of an eye. All Jedi guardians gain additional levels in this feat automatically when they reach the appropriate level.
In practical terms, Force jump gives the Jedi's first strike in battle a bonus to hit and to damage. Juhani, or the PC if you're a guardian, will use this feat automatically every time the conditions apply (you're using a regular attack, and the enemy is more than ten meters away). Sometimes it's not necessarily a good thing to have a single Jedi wandering into the midst of a group of enemies by themselves, however, so you might want to cancel this feat's use by selecting an active combat feat or Jedi power for that Jedi to use; Force jump won't activate in these circumstances.
Note that Force speed will interact with this feat quite favorably; if Juhani or your PC has master Force speed and master Force jump, they will get three attacks after they leap, each at +4 attack and +4 damage.
Prerequisites | Effect | |
Force Jump | Jedi guardian Level 1 | Jumping attack; +1 to attack and damage on first strike |
Improved Force Jump | Jedi guardian Level 6 | Jumping attack; +2 to attack and damage on first strike |
Master Force Jump | Jedi guardian Level 12 | Jumping attack; +4 to attack and damage on first strike |