Use the Force
Requires the Force Sensitivity Feat
You draw upon The Force to help you recover from injuries, gain special insights, or perform other remarkable acts. You must have the Force Sensitivity feat to be Trained in this skill.
Special: You can't make Use the Force checks unless you have the Force Sensitivity feat. Use the Force is a Class Skill for any character with the Force Sensitivity feat. You cannot Take 10 or 20 on a Use the Force check.
Breath Control (Trained Only)
You can use The Force to help you hold your breath for an extended time. A successful DC 15 Use the Force check allows you to hold your breath for a number of rounds equal to your (Wisdom score + Force User Level) before having to succeed Endurance skill checks DC 15 (+ number of rounds equal to the number of Endurance checks you've made.)
Force Trance (Trained Only)
As a Full-Round Action, you can enter a Force Trance with a DC 20 Use the Force check. In this state, you remain fully aware of your surroundings. Each hour you remain in the trance, you regain a number of Hit Points equal to (A Hit Die + your Hero Level + your Constitution modifier). You can emerge from the trance with a Swift Action.
If you remain in a Force Trance for 4 consecutive hours, you emerge from the trance fully rested (as though you'd rested for 8 hours; see Full Rest). While in a Force Trance, a creature can go ten times as long as normal without air, food, or water (see the Endurance skill).
Place Other in Force Trance (Trained Only)
As a Full-Round Action, you can place an adjacent willing ally that you touch into a Force Trance with a DC 20 Use the Force check. In this state, the target ally rests as though in a deep coma and is considered Helpless.
Each hour they remain in the trance, they regain a number of Hit Points equal to (A Hit Die + your Hero Level + your Constitution modifier). You can bring them out of the trance with a Swift Action, or they can bring themselves out as a Move Action.
If they remain in a Force Trance for 4 consecutive hours, they emerge from the trance fully rested (as though they'd rested for 8 hours; see Full Rest). While in a Force Trance, the creature can go ten times as long as normal without air, food, or water (see the Endurance skill).
Move Light Object (Trained Only)
As a Move Action, you can Use the Force to telekinetically lift and move a relatively light object within your line of sight. A successful DC (15 +1 for each kg the item is, up to 5) Use the Force check allows you to move an object weighing up to 5 kg a distance of 6 squares in any direction.
As a Standard Action, you can use the object as a projectile weapon, but the DC increases to (20 +1 for each kg the item is, up to 5). If your Use the Force check beats the target's General Defense, the object hits and deals 1d6 points of bludgeoning damage. Using an object as a projectile weapon is otherwise treated as a ranged attack for the purposes of Talents and Feats that interact with ranged attacks.
You can use this application of the skill to catch and move a Thrown Weapon, such as a Grenade, that lands within your reach. The object can weigh no more than 5 kg. You must Ready an Action to catch the object on your turn, before the object is thrown. Moving the object requires a Use the Force check, with a DC equal to the attack roll of the thrown weapon.
If you succeed on this check, you catch the object with The Force and can immediately move the object up to 6 squares away from you; otherwise, resolve the attack as normal. If the object you caught is an Explosive, such as a Grenade, it explodes at the end of its movement. You can use the object caught as a projectile weapon, as normal.
You may not use the Move Light Object application of this skill against Biotech or Biotech Devices, as they are living objects detached from The Force. However, you can use Move Light Object against Biotechnology that has been modified with standard technology (see Biotech Adaptation).
Search Your Feelings (Trained Only)
As a Full-Round Action, you can make a DC 25 Use the Force check to determine whether an action will yield favorable or unfavorable results to you in the immediate future (10 minutes or less). For example, you can make the check to determine whether destroying a Sith Artifact will have immediate unforeseen repercussions.
The answer does not take into account the long term consequences of a contemplated action. Using the above example, a successful check would not portend a future encounter with vengeful Darksiders angered by the destruction of the Dark Side artifact. (The GM must assess the immediate consequence of the action, based on what they know about the circumstances).
Sense Force (Trained Only)
You automatically sense Disturbances in the Force. A location that is strong in The Dark Side of The Force can be sensed out to a range of 1 kilometer. A relative, companion, or close friend in mortal danger or great pain can be sensed at 10,000 light years.
A great disturbance, such as the destruction of an entire populated planet or the distress of a whole order of allies, can be sensed anywhere in the same galaxy. As a Full-Round Action, you can make a DC 20 Use the Force check to determine the distance and general direction to the location of the disturbance.
As a Full-Round Action, you can use this ability to sense other Force-users in an area you designate. If you succeed on a DC (25 + 1 for each kilometer away from you the area extends), Use the Force check; you know how many Force-users are within range. Depending on how much you exceed the check, you may also learn their approximate distance, the general direction from you, and whether you've met them before.
- Another Force-user within range can try to conceal their presence from you by making an opposed Use the Force check. If they equal or exceed your Use the Force check, you don't sense their presence.
- You can also specify that you are attempting to sense only Force users with a Dark Side Score of 1 or higher; success reveals only those Users with Dark Side Scores.
Sense Surroundings (Trained Only)
As a Swift Action, you can make a DC (15 + 1 for each kilometer away from you the area extends) Use the Force check to ignore the effects of Cover, Concealment, and Camouflage when makingĀ PerceptionĀ checks to detect or observe targets or threats until the start of your next turn. Increase the DC by 5 if this ability is used against targets with Total Cover.
Telepathy (Trained Only)
As a Standard Action, you can establish a telepathic link with a distant creature. Through the link, you can exchange emotions or a single thought, such as "Go!", "Help!", or "Danger!" The target must have an Intelligence score of 2 or higher, and the distance between you and the target determines the DC (see below).
Against an unwilling target, you must make a Use the Force check against the target's Will Defense or the base skill DC, whichever is higher; if the check fails, you cannot establish a telepathic link or attempt to telepathically contact the target for 24 hours unless the target becomes a willing one.
Telepathy cannot be used on Void Being targets, even if they are willing recipients.
TELEPATHY DISTANCE | DC |
---|---|
Within Line of Effect | 15 |
Same City | 25 |
Same Station | 35 |
Same planet | 45 |
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