Force Talents

 

Alter

     Aversion: As a swift action, you can make other beings want to avoid you. Make a Use the Force skill check. If the check result equals or exceeds a character's Will Defense (ally or enemy), they consider all squares within 2 squares of you difficult terrain.

     Force Refesh: Whenever you activate a Force power with the [energy] descriptor, you can spend a Force Point to move +3 steps the condition track.

         Force Conduit: Whenever you roll a natural 20 on an activation roll for a Force power with the [energy] descriptor, you can choose to gain the benefits of spending a Force Point without actually spending one, instead of regaining spent Force powers. Note that this means you do not gain Dark Side points if the power also has the [Dark Side] descriptor, and can gain these benefits if you have a Dark Side score higher than 0 and are activating a power with the [Light Side] descriptor.

         Illusionist: When activating a power with the [mind-affecting] descriptor, you may reroll your Use the Force skill check, but must keep the result of the second roll, even if it is worse.

     Telekinetic Power: Whenever you roll a natural 20 on on your Use the Force check to activate a power with the [telekinetic] descriptor, you may choose to use that Force power again as a free action. You may direct the second use of the Force Power aganst any eligible target

         Telekinetic Savant: Once per encounter as a swift action, you may return a power with the [telekinetic] descriptor to your Force power suite without expending a Force Point. You may select this talent multiple times. Each time you select it, you may use it an additional time an encounter.

         Telekinetic Prodigy: When you take the Force Training feat, and select the Move Object power, you can also select one additional power to add to you force suite for free. This power must have the [telekinetic] descriptor. You can only gain one free additional power, no matter how many times you take Move Object.

         Prerequisite: Telekinetic Savant

 

Control

       Damage Reduction 10: You can spend a Force Point as a Standard action to gain DR 10 for 1 minute.

         Equilibrium: As a swift action, you can spend a Force point to remove all debilitating conditions affecting you and return to a normal state.

         Force Exertion: When you select this talent, select one Force power in your suite. As a reaction, you can remove any one other power from your suite and add a use of the Force power designated by this talent. Doing so moves -1 persistent step down the condition track. This persistent condition is removed by resting for one minute.

         You can select this talent multiple times. Each time you select it you choose a different power in your suite that can be affected by it.

         Prerequisite: Force Training

       Force Focus: As a full-round action, you may make a DC 15 Use the Force check. If the check succeeds, you regain one spent Force power.

         Force Recovery: Whenever you use your second wind, you regain an additional number of hit points equal to 1d6 per Force Point you possess.

         Prerequisite: Equilibrium

         Indomitable Will: You can spend a Force Point as a standard action to be immune to all mind-affecting effects for 1 minute or until the end of the encounter, whichever is longer.

         The Will To Resist: Once per turn, as a reaction to being targeted by Force power or other effect that targets your Will Defense, you may make a Use the Force skill check and replace your Will Defense with the check result. After you make this skill check, you take a -5 penalty to all Use the Force checks.

 

Light Side

     You must have a Dark Side score of 0 to select talents from this tree. If your Dark Side score ever goes above 0, you do not lose access to any previously gained talents, but you cannot gain new ones. If your Dark Side score ever equals you Wisdom score (i.e. you turn to the Dark Side) you must turn in all of your Light Side talents for other talents (Dark Side talents are popular at this point).

     At Peace: You can spend a Force Point to gain a +2 light side bonus to all defenses until the end of the encounter, or until you attack, whichever comes first.    

         Attuned: When you roll a natural 20 on an attack roll against a target with a Dark Side score of 1+, you may activate any power with the [Light Side] descriptor as a free action.

         Prerequisite: Focused Attack.

         Calm: If you spend a full-round action to activate a Force power, you may take 10 on the Use the Force skill check to activate it, even if rushed or threatened.

         Focused Attack: You can spend a Force Point to reroll an attack against a creature with a Dark Side score of 1+, keeping the better result.

         Surge of Light: Once per encounter, as a swift action, you may return a Force power with the [Light Side] descriptor to your suite without spending a Force Point.

         You may take this talent multiple times. Each time you take it, you gain an additional use per encounter.

 

Sense

     Feel the Force: You may spend a Force Point to ignore all concealment for 1 minute, or the rest the encounter, whichever is longer.

     Force Reflexes: When activating a starship manuever, you may spend a Force point to reroll your Pilot check, keeping the better result.

         Prerequisites: Force Pilot, Starship Tactics.

     Force Perception: You can use your Use the Force modifier instead of your Perception check modifier when making Perception checks. You are considered trained in the Perection skill for the purposes of using this talent. If you are entitled to a Pereception check reroll, you may reroll your Use the Force check instead (subject to circumstance and limitation).

         Force Pilot: You can use your Use the Force modifier instead of your Pilot check modifier when making Pilot checks. You are considered trained in the Pilot skill for the purposes of using this talent. If you are entitled to a Pilot check reroll, you may reroll your Use the Force check instead (subject to circumstance and limitation).

         Foresight: You may spend a Force Point to reroll an Initiative check, and keep the better of the two results. Additionally, if you roll a natural 20 on the reroll, you regain the Force Point.

         Prerequisite: Force Perception.

         Gauge Force Potential: By focusing on a specific creature in your line of sight, you can gauge how strong in the force they are. This takes a standard action and requires a Use the Force check. If the check result is greater than or equal to the target's Will Defense, you know whether or not it has the Force Trainign Feat, how many Force powers it knows, and how many Force Points it has currently.

         Prerequisite: Force Perception.

         Heightened Awareness: You add your CHA bonus to your Force Point rolls when enhancing a Perception skill check.

         You may take this talent multiple times. Each time you take it, you add an additional 1 x CHA mod to your Perception skill check when you spend a Force Point.

         Psychometry: When you use the Farseeing Force power, you may target a held object instead of someone you've met. You can look into the targeted object's past, up to a maximum of 5 years per your character level. Any information gained about the object's past is based on the thoughts and emotions of whoever was carrying it at the time you perceive, which can alter the perception of reality.

         Prerequisites: Force Perception, Farseeing.

         Shift Sense: You gain Low-Light Vision until the end of the encounter or for one minute, whichever is longer. If you have Low-Light Vision, you gain Darkvision. If you have Darkvision, this talent provides no benefit.

         Visions: Whenever you use the Farseeing Force power, you can spend a Force point as a free action to see into the target's past or future instead of glimpsing the target in the present. You declare how far you wish to look, up to a maximum of 1 year per you character level. You may spend a Destiny Point to instead be able to look up to 10 years per you charcter level.

         Prerequisite: Force Perception, Farseeing.

 

Dark Side

         All Dark Side talents can be gained for the duratino of an encounter by Spending a Force Point and Gaining a Dark Side Point.

         Consumed By Darkness: As a swift action, you can take a

-5 penalty to your Will Defense to gain a +2 dark side bonus to attack rolls. The penalty and bonus last until the beginning of next turn.

     Power of the Dark Side: You roll +1d6 when you draw on the dark side while spending a Force Point.

     Dark Presence: As a standard action, you grant yourself and and all allies within 6 squares of youa +1 Force bonus to all defenses until the end of encounter. These bonuses are lost if you fall unconcious or die. Affected allies that move out of range lose the benefits for as long as they remain out of range.

         Prerequisite: CHA 13.

         Revenge: Whenever an ally equal or higher level is killed or reduced to 0 hit points within you line of sight, you gain a +2 bonus on attack rolls and damage rolls until the end of the encounter (Since Force bonuses do not stack, you do not gain a higher bonus if more allies fall in the same encounter). 

         Swift Power: Once per day, you can use a Force power that normally takes a standard or move action as a swift action

         You can take this talent up to three times.

         Prerequisite: Power of the Dark Side.

         Wrath of the Dark Side: When you roll a natural 20 on a Use the Force check to activate a Force power that deals damage to a target, you can choose to have the target take 50% percent as much damage instead of regaining all spent Force powers (i.e. 2d6 becomes 3d6, 4d6, becomes 6d6, etc.)

         Prerequisite: Revenge.