Alter Talents

### Affect Mind

By imbuing short statements with the force, you can implant a suggestion into a weak mind. This requires a standard action and spending a force point. This can only be a single idea, statement, or clause, and the character and the target must be able to both see and hear each other(not an image of each other) for this power to function. The target gets a Will saving throw to resist this effect, and receives a +5 circumstance bonus on the save if they are in combat. For each additional force point spent, you may affect one more target with the same suggestion.

### Drain Energy\*

The ability to pull the energy from electrical systems, particularly batteries and energy cells. As long as they still have a force point, the force user can drain an unattended energy cell as a standard action, and a power cell as a full-round action. By spending a force point, as a standard action the user may drain an energy or power cell, short out an electrical system, or deal damage to a droid.

Draining a power or energy cell makes whatever it was powering inoperable until a fresh, charged cell can be swapped in. If the item is attended, worn, or wielded, the person doing so gets a Will save to negate the effect.

Shorting out an electrical system renders the system inoperable for 1d4 minutes, granting a +5 on Disable Device checks made against those systems. If the system is attended(someone is at the console, or managing the system remotely, they can make a Repair check with a -5 penalty against the force user's save DC to keep the system functioning.

By drawing power from a droid, you cause systems to short out and malfunction. Deal 1d6/level damage to the droid, with the droid getting a Will save for half damage.

#### Consume Energy

Drain energy, but use it to heal/power other talents?

### Flight

This talent allows you to fall for a distance equal to your level x10 feet before calculating falling damage. Additionally, by spending a force point during a move action, the force user may propel herself through the air to a total distance of 10ft per level in any direction with a maneuverability of poor. After this, if she wishes to stay airborne, she must spend another move action and Force point on the next round or she will fall.

#### Flight, greater

The duration of Flight is increased to one round per level, and maneuverability increases to average. *-Prerequisites:* Flight

### Force Grip\*

A much more concentrated and malicious use of telekinesis to prevent an enemy from breathing. As a standard action, you can cause one character take 1d4+Force modifier in damage, and be dazed for 1 round. A successful Fortitude save halves the damage and negates the dazed condition. By spending a force point, the damage becomes 1d4/level, and added to the dazed effect, if the target fails the save by 5 or more they become stunned. By spending an additional force point, the duration becomes Concentration, and can be maintained as a swift action each round, until the target makes a successful saving throw.

#### Force Choke

More damage, Helpless if fail the save by 10 or more?

### Force Strike

With a quick thrust of telekinesis, you throw your enemies away from you. Select a target within 60 ft of the character as a standard action. This works like a bullrush attack, using your caster level + Force modifier as your CMB. If the target is pushed 5 ft or more, it must make a Reflex saving throw or be knocked prone. This movement does not provoke attacks of opportunity. If the movement pushes them into a hard surface like a wall, they take 1d6 damage per 5 ft they would have otherwise moved. If pushed over an edge or otherwise made to fall, they also get a reflex save to catch the edge.

#### Force Strike, Greater

Use Force Strike on all creatures in your choice of a 60ft line, or a 30ft cone. *-Prerequisites:* Force Strike

### Friendship

You may make a Diplomacy skill check as a full-round action without suffering any penalties. Also, you may use Diplomacy in combat at a -5 penalty, though if the creature is attacked by you or your allies after the diplomacy check is made any change in attitude is reversed and it is immune to any further attempts to reason with it. By spending a Force point, you can attempt to charm a creature, whether or not you can speak to it. The target makes a will saving throw, and if it fails, its attitude is improved by one step. If it fails by 5 or more, its attitude is improved by two steps. This ability can be used multiple times on the same creature. The effect lasts for 10 minutes per level.

### Illusion

As a standard action, you may create small illusions up to one cubic foot per level, or sounds as loud as a single human yelling. With a standard action that costs a Force point, you can construct more complex illusions, spanning up to one 10 ft cube/ level and being as loud as a large spaceship powering up its engines(deafening). Any creature that comes into contact with an illusion is allowed a will save to disbelieve it. Maintaining these illusions requires concentration, lasting up to one minute per level.

### Judge not by size

Your base capacity for Lifting Rocks is increased to 100 pounds per level, and using a full round action is 500 lbs per level.

### Lightning\*

As a standard action you can launch lightning at foes. Without spending a force point, you may make a ranged attack against a target within 15 ft that deals 1d6+1/2 levels damage. If the force user chooses to expend a force point, the range extends to 30 feet and deals 1d6 points of damage per two levels. The target must make a fortitude save or be dazed for one round.

#### Lightning, Greater

Double the range of the original uses to 30 and 60 feet, respectively. Additionally, the force user may spend 1 extra force point to either make the attack an area of effect, or to increase the damage. When making it an area of effect, you can choose to make it a 30ft cone or a 60ft line. Instead of making an attack roll, anyone caught in the area must make Reflex saves, with a successful save only dealing half damage. Increasing the damage bumps the damage up to 1d6 per level. If they spend the requisite force points, the force user can use both options at once.

### Whirlwind

As a full-round action using a Force point, the force user can whip up a storm of small objects. This can take two forms: a 10 ft wide blast that remains stationary, or a personal shield 5ft wide that moves with the caster. The effect lasts for one round per level. Any creature moving through the storm takes 1d4 damage per two levels. Any creature that starts its turn within the storm must make a fortitude saving throw or take a -2 penalty on attack rolls, skill checks, and ability checks for one round. Any ranged attacks made through the storm suffer a 20% miss chance.

#### Whirlwind, greater

Double size of the storm, allow caster to move offensive storm 20ft as a move action, penalty for being in the storm goes up to -4.