Agents of Ossus
Buried Presence: You can spend a Force Point as a standard action to become immune to force detection for 1 hour per character level. During this time, you always avoid detection by characters using the sense Force application of the Use the Force skill, and you cannot be the target of the Farseeing Force power. You may use this as a reaction to another character attempting to locate you with Sense Force (but before the character locates you), and if you make a Use the Force check this effect immediately ends,
Conceal Other: When you use either Buried Presence or Vanish you affect on other willing target.
You may select this talent multiple times. Each time, you increase the amount of additional targets you can affect by one.
Insightful Aim: You may spend a Force Point as a swift action to substitute your Use the Force modifier for your ranged attack modifier when making attacks with a ranged weapon until the beginning of your next turn.
Vanish: You can make a Use the Force check as a swift action to vanish from the sight of a single target in line of sight. If the result of your Use the Force check exceeds the Target's Will Defense, you gain total concealment from that target until the start of your next turnor until you make a attack or skill roll against the target.
Improved Vanish: As Vanish, except you compare the result to all targets in line of sight, rather than just one.
Bando Gora Surge: Whenever you move up the condition track by any means, you gain bonus HP equal to (5+heroic level).
Force Fighter: Whenever you spend a Force Point to add to an attack roll, you heal a number of HP equal to the Force Point result if the attack hits.
Resist Enervation: Whenever an effect would move you down the condition track, you can spend a Force Point to negate that movement.
Victorious Force Mastery: Whenever an enemy you have dealt damage to in the encounter is reduced to 0 HP, you may return one spent Force power to your suite as a reaction.
Believer Intuition: As a reaction, when an oponent successfully attacks you, make a Use the Force skill check, and compare the result to your opponent's attack roll. If the skill check result equals or exceeds the result of the attack roll, you may add your Charisma modifier to the Defense score the attack targeted.
Defense Boost: As a swift action, you can make a DC 15 Use the Force skill check. If the skill check succeeds, you gain a +1 Force bonus to any one defense score until the end of the encounter, You can increase the DC of the Use the Force skill check to 20 to affect all three defenses at once.
Hardiness: You can spend a Force Point to reduce the number of swift actions to move up the condition track by one.
High Impact: As a swift action, make a DC 15 Use the Force skill check. If the check succeeds, double your strength bonus to the damage of your next melee attack before the end of the round if it hits.
Sith Reverence: You gain a+1 morale on your attacks while you are within 20 squares and in line of sight of an ally with a Dark Side Score equal to or higher than your own.
Detonate: When you use Force Blast, you can spend a Force Point to compare the result of your Use the Force check to all creatures within 2 squares of the target. If you exceed the Reflex Defense of these secondary targets, they also take damage from Force Blast, and they half damage on a miss. This is considered to be an area attack against the secondary targets, but not against the primary target.
Prerequisite: Force Blast.
Hive Mind: You can use the telepathy application of Use the Force skill as a swift action, and you automatically succeed if your target is a willing recipient on the same planet.
Infuse Weapon: You can spend a Force Point to infuse an unpowered melee weapon with the strength of the Force, making it resistant to the attacks of other weapons. Infusing a weapon is a full-round action. From that point forward, when you wield the weapon, its DR is doubled, and lightsabers do not ignore its DR. When you spend a force point to modify an attack roll of an infused weapon, you also add 2 x the Force Point's result to the damage roll if the attack is a success.
Vitality: When using the vital transfer power, you do not take damage equal to half HP healed.
Prerequisite: Vital Transfer.
Improved Vitality: As Vitality, only you can spend a force point to heal additional HP healed equal to you ½ you heroic level.
Cower Enemies: When you use the Persuasion skill to intimidate, you can target everyone in a 6-square cone originating from your square instead of a single target. All other limitations apply.
Prerequisite: Force Interrogation.
Force Interrogation: When you deal damage to one or more creatures in by using a Force power, you can immiediately make a Persuasion skill check as a free action to intimidate a single target you damaged.
Inquisition: You gain a +1 bonus on attack rolls and +1 die of damage against targets with the Force Sensitive feat.
Unsettling Presence: You can spend a Force Point as a standard action to create an aura of unsettlin discomfort around you. You make a Use the Force skill check when you activate this talent and compare the check result to the Will Defense of any creature that comes within 6 squares of you. If your skill check equals or exceeds the target's Will Defense, them they take a -2 penalty on attack rolls and skill checks while within 6 squares of you. This aura lasts for the remainder of eh encounter. This is a mind-affecting effect.
Prerequisite: Force Interrogation.
Attune Armor: As a full round action, you may spend a Force Point to attune a suit of a armor to the Force, permanently increasing its armor bonus by +2. In addition, the maximum Dexterity bonus of the attuned armor permanently improves by +1. Only you can benefit from wearing the attuned armor; the benefits do not apply if someone else dons the armor.
Force Cloak: As a swift action, you can surround yourself with an invisible bubble of Force power that shields you and anything you're carrying from electronic surveiilance. The bubble also blocks all electronic sensors and communications. The Force Cloak lasts for as long as long as spend a standard action each round concentrating on it, or it will just run our on the start of your next turn.
Force Cloak mastery: As Force Cloak, except you can cover a number of creatures equal to your character level.
Prerequisites: Force Cloak.
Linked Defense: As a swift action, you can take a penalty of up to -5 on your attack roll and add the same number to as a Force bonus to ally's Reflex Defense, provided the ally is within line of sight when you activate this talent. The bonus cannot be greater than your BAB. The changes to your attacks and ally's defense last until the start of your next turn.
Linked Offense: As a swift action, you can take a penalty of up to -5 on your Reflex Defense and add the same number to as a Force bonus to ally's attack rolls, provided the ally is within line of sight when you activate this talent. The bonus cannot be greater than your BAB. The changes to your defense and ally's attacks last until the start of your next turn.
Warrior's Insight: You may spend a Force Point as a swift action to substitute your Use the Force modifier for your melee attack modifier when making attacks with a melee weapon until the beginning of your next turn.
Akk Dog Master: You gain an akk dog follower. The follower gains the akk dog species trait and the Power Attack feat. Additionally, any Force power you activate that targets you can target your akk dog follower instead, at your discretion.
Akk Dog Trainer's Actions: You can use any of the following actions on your turn:
á Attack In Concert: As a standard action, you can make an attack. If your akk dog follower is within reach of the target and the attack hits, the target also takes piercing damage equal to 1d6+akk dog's STR mod. This additional damage is considered part of your attack for the purposes of resolving damage, DR, SR, and overcoming damage threshold.
á Fall Upon Prey: As a standard action, you can make an attack, and your akk dog can take the charge action against a target within a target in its range. However both you and your akk dog take a -5 penalty on your attack rolls (replacing the charge bonus).
á Paired Maul: As a standard action, you can make an attack. If the attack hits, your akk dog gains a +2 competence bonus on it next attack roll against that target.
Prerequisite: Akk Dog Master.
Akk Dog Attack Training: You akk dog follower gains the Powerful Charge feat.
Prerequisite: Akk Dog Master.
Protective Reaction: Whenever you are targeted by an attack made by an enemy to you akk dog follower, that attacker provokes an attack of opportunity from your akk dog follower.
Prerequisite: Akk Dog Master.
Detachment: You utter emotonless detachment from the vile deeds you commit renders you immune to any effect that requires a Persuasion check and is not a fear effect. You are competely commited to your task.
Fire and Sword: The Sable Dawn encourages their members to use conventional methods in conjunction with the power of the Force. You gain a+2 Force bonus on attack and damage rolls agsint a target who you have succesfully activated a Force power agsint within the last round. Muli
Improved Fire and Sword: As Fire and Sword, but the bonus lasts for the rest of the encounter.
Prerequisite: Fire and Sword.
Serenity: You constantly strive to achieve perfection, never outwardly showing signs of frustration. You may spend a Force Point to reroll any failed 1d20 roll.
Pent-up Fury: Your constant restraint and control of any your anger finally comes to the boiling point. You spend a Force Point and gain a Dark Side Point whenever you activate a Dark Side power that deals direct damage to a target. You roll an additional 1d6 (1d8 for Strong Users) for you Force Point, and instead of keeping the best die, you keep the best 2 dice.
Prerequisite: Serenity, Detechment.
Witches of Dathomir
Adept Spellcaster: You activate that normally requires a swift, move or standard action as a full-round action. If you do, you can reroll the Use the Force check made to activate it, but you must accept the result of the reroll, even if it is worse.
Charm Beast: You may make a Use the Force check in place of a Handle animal check. You are considered trained in Handle fo purposes of this talent of this talent. If you are entitled to a Handle Animal reroll, you may instead reroll your Use the Force.
Command Beast: Whenever you manage to shift the attitude of a beast to indifferent to friendly, you may treat the creature as a domesticated animal – but only for you. Additionally, you may use this creature as a mount, as per the Ride skill, provided that it is at least one size category larger than you and that there is somewhere to sit.
Prerequisite: Charm Beast
Flight: as a swift action, you can spend a Force Point to fly. You gain a fly speed equal to your land speed, and can ascend at half speed, and descend at double speed. The flight lasts until the start; if you're still airborne at that time, you fall.
Prerequisite: Adept Spellcaster
Improved Flight: As Flight, but you can can maintain the flight with by spending a swift action to successfully make a DC 15 Use the Force skill check.
Prerequisite: Flight, Master Spellcaster.
Master Spellcaster: As Adept spellcaster, but you take the better of the 2 results.