Force Powers TEST PAGE

Yoda uses the Force

Note: You can make comments below to discuss this

Design: There are going to be 5 tiers of Force Powers (0 - 4) that unlock at different levels. Each will have a progressively more costly Force Point cost associated with activating that power. Tier 0 powers are free. You can use them at any time without having to spend a Force Point to activate them. Tier 1 Powers (which are described below) cost a single Force Point to use. Tier 2 Powers cost 2 Force Points to usue, Tier 3 cost 3 points, and Tier 4 cost 4 points.

When you reach Force User level 4 (meaning level 4 in a Force-Using class such as Jedi Consular or level 8 if you're a different class but have the Force Sensitive feat) you gain access to Tier 2 powers. At Force User level 8, you gain access to Tier 3 powers. At Force User level 12, you gain access to Tier 4 powers. Anything more powerful than a Tier 4 power is now a Ritual.

You can use powers from lower Tiers in higher Tiers. Doing so increases the cost by 1 point per tier increased. For instance, you can use the Force Jump power at Tier 2 instead of Tier 1. If you do so, it costs 2 points instead of 1 but the benefit is heightened (see description). Instead of jumping just 30-ft, you can instead jump 60-ft.

Tier 0 powers are always free to use unless otherwise noted.

## About Force Powers

Whenever you use a Force ability, it is associated with a certain aspect of the Force: Alter, Control, or Sense. This determines which ability modifier you use when making concentration checks, ability checks, or save DCs associated with your powers. Alter powers always use your charisma modifier. Control powers always use your intelligence modifier. Sense powers always use your wisdom modifier.

To determine the save DC of a power: 10 + 1/2 Force-User level + ability modifier

## New Force Feats

### Force Sensitive

You are sensitive to the ebb and flow of the Force

Prerequisities: 1st level

Benefit: You are Force Sensitive. You have a Force Pool with a single point. If you already have a Force Pool from your class, you gain an additional point to use with that Force Pool instead. Your Force-User level is 1, and your aura when sensed by Force Sense is stronger (see description).

**Special:** You may only select this feat at 1st level.

### Basic Force Training:

You are trained in the basic skills of a Force User.

Prerequisites: Force Sensitive

Benefit: You have gained the basic training of a Jedi.  You gain the Basic Telekinesis, Basic
Telepathy, Force Sense, and Stabilize Force Powers for your Force Suite.  In addition, you may choose two more Tier 0
Force Powers and a single Tier 1 Force Power of your choice to add to your
suite of Force Powers. Additionally, you gain a single point to add to your Force Pool.

Additionally, unless you are already a member of a Force-Using Class such as Jedi Consular or Jedi Knight, your Force User level is equal to 1/2 your character level.

### Force Training:

You have gained advanced training in the ways of the Force.

Prerequisites: Basic Force Training, Force Sensitive

Benefit: You gain knowledge of 2 new Force Powers.  These Force Powers cannot come from a Tier
higher than that which you can currently use. In addition, you gain a single point to add to your Force Pool.

**Special:** You can select this feat multiple times.

**Replace the Force Training Ability with the following: You gain Force Training as a bonus feat.**

### Force Boon

You gain a Force Point.

Benefit: You immediately gain a Force Point. Each day, after a long rest, if you do not already have a Force Point you gain a Force Point. If you do not spend this Force Point within the next 24 hours, it is lost but you can gain a new one the following day after a long rest.

### Intuition

 The Force grants you insights into the near future.

Prerequisite: Force Sensitive

Benefit: You gain a +1 insight bonus to initiative and a +1 insight bonus to all saving throws.

### Strong in the Force

Prerequisite: Force Sensitive

Benefit: You immediately gain 3 points to add to your existing Force Pool.

**Special:** You can select this feat multiple times.

### Throw Lightsaber

 Prerequisites: Basic Force Training, Weapon Group Proficiency (Lightsabers)

Benefit: You can spend a point from you Force Pool to make your Lightsaber a ranged weapon until the beginning of your next turn. It gains a range increment of 30-ft. At the end of your turn, the Lightsaber returns to your hand.

## Force Powers

### Tier Zero Force Powers

These are so minor that
they shouldn’t even cost a power point to use.  They heighten
automatically whenever you gain new Force Power Tiers.

Tier Zero Force Powers: These are so minor that they
shouldn’t even cost a power point to use.
They would be accessible to any character with the Force Sensitive Feat
and the training necessary to use the ability.  They heighten
automatically whenever you gain new Force Power Tiers.

#### Basic Telekinesis

**Subtype**s: Alter, Telekinesis

**Move Light Object**

**Range** 30-feet; **Target** one unattended object of
light Bulk or less

**Duration:** Concentration

Telekinetically move the target object slowly, up to 20
feet.  Because you’re levitating the
object, you can move it in any direction.
When you concentrate on the Power, you can move the object an additional
20-feet.  When the effect ends, the
object falls if it’s in the air.

**Heightened**:Tier +1: Increase the speed you
can move the object by +20 feet.

**Telekinetic Projectile**

**Range** 30-feet; **Target:** one creature

You hurl a loose, unattended object in range at the
target.  The power deals damage of a type
appropriate to the object (bludgeoning, piercing, or slashing).  Make a ranged attack against the target.  If you hit, you deal 1d10 of the given type;
you deal double damage on a critical hit.
No special traits or magic properties of the hurled item affect the
attack or damage.

**Heightened:** Tier +1: Increase the damage by +1d10.

#### Basic Telepathy

**Subtype** Sense, Telepathy

**Range**: 120-ft; **Target** 1 creature

You mouth words quietly, but instead of coming out of your
mouth, they’re transferred directly to the mind of the target.  While others can’t hear your words any better
than if you normally mouthed them, the target can hear your words as if they
were standing next to you.  Only a willing, living creature can be targeted by this power. The target
can give a brief response as a reaction, or as a free action on their next turn
if they wish, but they must be able to see you and be within range to do
so.  If they respond, their their
response is delivered directly to your mind, just like the original message.

**Heightened:** Tier 2: The power’s range increases to 500-ft.

**Heightened:** Tier 3: The power’s range increases to 1
mile.

**Heightened:** Tier 4: The power’s range increases to 10
miles.

#### Daze

**Subtype** Sense, Telepathy, Mind-Affecting

**Range:** 60-ft; **Target:** 1 creature; **Save DC:**
Wis based; **Saving Throw:** Will; **Duration** 1 round

You cloud the target’s mind and daze it with a mental
jolt.  The jolt deals 1d6 mental damage
plus your wisdom modifier and the target must attempt a Will save.  If the target fails the save, it is also
dazed for 1 round.

**Heightened:** Tier (+1); Increase the damage by 1d6.

#### Force Sense

**Subtypes:** Sense

You can sense the aura of living creatures or objects
infused with the Force nearby, out to a range of 60-ft.  You
receive no information beyond presence or absence.  You can choose not to detect creatures or
effects you’re aware of.

Only creatures of 6th level or higher – unless they
are Force Sensitive – give off an aura strong enough to detect.  Creatures with the Force Sensitive feat
always give off an aura one strength higher than their level on the table
below.

**Heightened:** Tier 2; If you spend a Force Point you
can discern each aura’s location and strength.

 **0-5**
 **6-10**
 **11-15**
 **16-10**
 **21+**

#### Force Stealth

**Subtypes:** Control, Illusion

**Action:** 1 minute of concentration

**Range** Touch; **Targets** 1 creature or 1 object of
3 bulk or less

**Duration** 24 hours

You diminish the presence of a creature or object’s presence
within the Force.  The target’s presence
diminishes by 1 step.

A Force User using Force Sense can attempt to disbelieve the illusion from Force Stealth.  Force
Stealth cannot mask the aura of creatures or objects with an overwhelming aura.

#### Guidance

**Subtypes:** Sense, Precognition, Mind-Affecting

**Range:** 30-ft; **Targets** 1 willing creature

**Duration:** until the start of your next turn

You call upon the Force for guidance, granting the target a +1 insight bonus to one attack roll, perception check, saving throw, or
skill check the target attempts before the duration ends.  The target chooses which roll to use the
bonus on before rolling.  If the target
uses the bonus, the effect ends.  Either
way, the target is then temporarily immune for 1 minute.

**Heightened:** Tier +1; This bonus increases by an
additional +1 for each additional tier.

#### Minor Illusion

**Subtypes** Alter, Illusion, Mind-Affecting

**Range:** 30-ft

**Duration:** Concentration + 1 round

You create an auditory illusion of simple sounds that has a
maximum volume equal to four normal humans shouting.  The sounds emanate from a square you
designate within range.  You can’t create
intelligible words or other intricate sounds (such as music).

**Heightened:** Tier 2: The range increases to 60-ft.

**Heightened:** Tier 3: The range increases to 120-ft.

#### Motes of Light

**Subtypes:** Alter, Light

**Range:** 120-feet

**Duration:** Concentration +1 round

You create up to four floating lights, no two of which are
more than 10 feet apart.  Each sheds
light like a torch.  When you sustain the
spell, you can move any number of lights up to 60-ft.  Each light must remain within 120-feet of you
and within 10 feet of all others, or it winks out.

#### Shock

**Subtypes:** Alter, Electricity, Dark Side

**Ranged**: 30-ft; **Targets** 1 creature**; Save DC:**
Cha based; **Saving Throw:** Reflex Negates

An arc of electricity leaps from your fingertips to the
target.  You deal electricity damage
equal to 1d10 plus your Charisma modifier.

**Heightened**: Tier +1; The damage increases by 1d10.

#### Stabilize

**Subtypes:** Alter, Healing

**Range:** 30-ft; **Target:** 1 dying creature

The Force binds a target’s wounds, stabilizing them at their
current hit points.  They are no longer
dying and do not need to make constitution checks to stave off losing additional
hit points.

**Special:** Creatures with a dark side score equal to or
exceeding their wisdom modifier cannot use or benefit from the Stabilize power.

### Tier 1 Force Powers (Available from 1st Level onward)

These would require the use of a Force
Point, but would be accessible to characters below level 4.

#### Burst of Speed

**Subtypes:** Alter, Move

**Range:** Personal

**Duration:** 1 minute

**Action:** Swift Action

You gain a +30-foot Force bonus to your speed.

#### Fear

**Subtypes:** Alter, Fear, Dark Side, Mind-Affecting

**Range:** 30-ft; **Target:** 1 living creature; **Saving**
Throw: **Will**

**Duration:** 5 rounds

The target becomes frightened on a failed will save.  If the target succeeds on their will save,
they are instead shaken for 1 round.

#### Force Grip

**Subtypes:** Alter, Dark Side

**Range:** Line of Sight; **Target** 1 Creature; **Saving**
Throw **Fortitude (See Text, once per round)**

**Duration:** Concentration

You reach out through the Force and begin to choke the life
out of a creature.  The target takes 3d6
points of Dark Side damage.  In
addition, the target must make a Fortitude saving throw or become staggered and
begin suffocating.  This staggered effect lasts
until 1 round after you stop concentrating on this effect, but they are
entitled to a new Fortitude saving throw each round.  If they succeed on a Fortitude saving throw,
this power’s duration comes to an end and they stop suffocating.  Each round you concentrate on this power, the
target takes an additional 3d6 Dark Side damage.  If you take any damage while concentrating on
this power, it immediately ends.

Successive uses of this power is taxing on the user. A creature who uses this ability more than once in a minute becomes fatigued, but may continue the effect. A creature that is fatigued becomes exhausted and an exhausted creature cannot use this power.

**Heightened:** Tier +1: You deal an additional 2d6 Dark Side damage.

#### Force Defense

**Subtypes:** Control

**Range:** Personal

**Duration:** 1 minute

You exude a field of energy that makes you harder to
hit.  You gain a +2 deflection bonus to
your Defense.

**Heightened**: Tier +1; Your deflection bonus increases by
+2.

#### Force Healing

**Subtypes:** Alter, Healing, Light Side

**Range:** 30-ft; **Target** 1 willing creature

**Standard Action:** You cause the Force to bind wounds.  If the target is a willing living creature,
they restore a number of hit points equal to 1d8 plus your charisma modifier.  This effect has a range of 30-ft.

**Full Round Action:** You disperse healing Force energy in
a 30-ft burst centered on yourself.  This
heals all living creatures in the area of the amount of damage above.

**Heightened**: Tier +1: The amount of healing increases
by 1d8.

#### Force Jump

**Subtypes:** Control, Move

**Range:** Personal

**Action:** Move Action

Your legs surge with strength, ready to leap high and
far.  You jump 30-ft in any direction
without touching the ground.  You must
land on a space of solid ground within 30-ft of you, or else you fall after
using your next action.

**Heightened**: Tier +1: You can leap an additional
30-ft.

#### Force Push

**Subtypes:** Alter, Telekinesis

**Range** 60-ft; **Target** 1 creature

With a rush of telekinetic power, you move a foe or
something they carry.  You can attempt a Disarm,
Bullrush, or Trip combat maneuver against the target, using your Force-User level
instead of your base attack bonus and your Charisma modifier in place of your
strength modifier when calculating your CMB.

**Heightened**: Tier +1; You can target one additional
creature, who can be no more than 10-ft from any other target.

#### Force Sleep

**Subtypes:** Alter, Sleep, Mind-Affecting

**Range:** 30-ft; **Target** 5-ft burst; **Saving**
Throw **Will negates**

**Duration:** 1 minute

You cause living creatures to become drowsy and fall
unconscious for one minute.  They are
entitled to a Will saving throw to negate this effect.  Creatures that are affected fall unconscious
but do not fall prone or release whatever they’re holding.

Creatures might still wake up as a result of combat; gaining
a perception check against a DC 15 if there is active noise in the area.  A creature using stealth nearby uses their
stealth check in place of DC 15.  A loud
noise, shaking, or taking damage causes a creature to awaken immediately.

**Heightened**: Tier +1; The burst diameter increases by
5-ft.

#### Force Winds

**Subtypes:** Alter, Telekinesis

**Area:** 60-ft Line; **Saving Throw** Fortitude
(Partial)

**Duration:** Until the beginning of your next turn (1
Round)

A violent wind issues forth from your palm, blowing from the
point where you are when you use this power to the line’s opposite end.  The wind extinguishes small fires, disperses
fog and mist, blows objects of light Bulk or less around, and pushes larger
objects.  Large or smaller creatures in
the area must attempt a Fortitude saving throw.
Those that succeed are affected as if they were in difficult terrain,
doubling the movement needed to move from any square.  Failure means the creature is knocked prone,
or if flying it loses control and begins falling.  Creatures that fail their saving throw by 5
or more take 2d6 bludgeoning damage.

#### Illusory Object

**Subtypes:** Alter, Illusion, Mind-Affecting

**Range:** 500-ft; **Area** 20-foot burst; **Saving**
Throw **None (See Text)**

**Duration** 10 minutes

You create an illusory image of a stationary object.  The entire image must fit within the spell’s
area.  The object appears to animate
naturally, but it doesn’t make sounds or generate smells.  For example, water would appear to pour down an
illusory waterfall, but it would be silent.

Any creature that touches the image or that uses perception
to examine it can attempt a will saving throw to disbelieve the illusion.

**Heightened**: Tier 2; your image makes appropriate
sounds, smells, and feels right to the touch.
The duration increases to 1 hour.

**Heightened**:Ritual; As Tier 2, but the duration
is unlimited.

#### Remove Fear

**Subtypes:** Sense, Telepathy, Mind-Affecting

**Range:** Touch; **Targets** 1 creature

With a touch, you ease a creature’s fears.  They lose any fear effects currently affecting
them.

**Heightened**: Tier 2; change the range to 30-ft with a
10-ft burst area.

**Heightened**: Tier +1; As Tier 2, except the range
increases by 30-ft and the area by 10-ft.

#### Remove Paralysis

**Subtypes:** Alter, Healing

**Range:** Touch; **Targets** 1 creature

With a touch, you remove a creature’s paralysis.  They lose any paralyzing effects currently
affecting them.  This does not remove
paralysis caused by some natural effect such as damaged spinal cord or some
mechanical effect.

**Heightened**: Tier 2; change the range to 30-ft with a
10-ft burst area.

**Heightened**: Tier +1; As Tier 2, except the range
increases by 30-ft and the area by 10-ft.

#### Shocking Grasp

**Subtypes:** Alter, Dark Side

**Range:** Touch; **Targets** 1 creature

You channel the dark side of the Force through your hand, sending dark electricity into your target. Make a melee touch attack roll. If you succeed, the target takes 2d10 plus your charisma modifier in damage. Half of this damage is Electricity, the other half is Dark Side damage.

**Heightened**: Tier +1; Increase the damage by +1d10.

#### Slow Fall

**Subtypes:** Control, Telekinesis

**Action:** Reaction; **Trigger** If you or another
creature within range is falling

**Range:** 60-ft; **Target** 1 falling creature

**Duration** 1 minute

You cause the Force to slow the descent of a fall.  The target’s fall slows to 60-feet per round,
and the portion of the fall during the Power’s duration doesn’t count when
calculating falling damage.  If the
target reaches the ground while the Power is in effect, it takes no damage from
the fall.  The spell ends as soon as the
target lands.

#### Vital Transfer

**Subtypes:** Alter, Healing

**Action:** Full Round Action

**Range** 30-ft; **Target** 1 Willing Creature

**Duration** 10 minutes

You form a connection of essences through the Force with
another living creature, allowing you to take on it’s pain.  When you use this Power and at the start of
each of your turns, if the target is below maximum Hit Points, it regains 5 Hit
Points (or the difference between its current and maximum Hit Points, if that’s
lower).  You lose as many Hit Points as
the target regained.

This transfer ignores any temporary Hit Points you or the
target have.  Since this effect doesn’t require
a living target, you can use this Power on droids.  While this duration persists, you do not gain
the benefit of regeneration or fast healing.
You can dismiss this power at any time as a free action, and if you
reach 0 hit points the effect ends automatically.

**Heightened**: Tier +1; The number of Hit Points
transferred each time increases by 5.

### Tier 2 Force Powers (Available to take after at 4th level and higher)

#### Blindness-Deafness

**Subtype:** Alter, Dark Side, Illusion

**Range:** Touch **Target:** One Creature **Duration:** See below **Saving Throw:** Will negates

You call upon the Dark Side of the Force to remove the sight of the creature touched, rendering them blind or deaf as you choose.  A target who succeeds on their saving throw is temporarily immune to blindness-deafness for 1 minute.

**Critical Success:** Target is unaffected and temporarily immune for 1 hour.

**Success:** Target is unaffected.

**Failure:** Target is blinded or deafened for 1 minute

**Critical Failure:** Target is blinded or deafened permanently.

**Heightened (3rd):** The range increases to 30-ft.

**Heightened (4th):** The range increases to 60-ft.

#### Blur Self

**Subtype:** Control, Illusion

**Range:** Self **Duration** 1 minute

Your form appears blurry. You become concealed (20% miss chance). As the nature of this effect still leaves your location obvious, you can’t use this concealment to hide or sneak.

**Heightened (3rd):** Your concealment increases to 50%.

#### Entangle

**Subtype:** Alter

**Range:** 120-feet **Effect:** 20-ft radius burst that contains either plants or loose wires **Duration:** 1 minute

Plants and/or wires in the area entangle creatures. The area counts as difficult terrain. Each round that a creature starts its turn in the area, it must attempt a reflex save. On a failure, it takes a -10-foot circumstance penalty to speed until it leaves the area and on a critical failure it is also immobilized for 1 round. Creatures can attempt Strength or Escape Artist checks at Entangle’s DC to remove these effects.

#### Force Lightning

**Subtype:** Alter, Dark Side

**Effect:** 30-ft cone of electricity **Duration:** Instantaneous **Saving Throw** Reflex halves

A cone of electricity bursts forth from your hands, dealing 4d12 electricity damage.

**Heightened:** The damage increases by 2d12.

**Special:** A character that is actively wielding a lightsaber, has access to the deflect ability, and is not helpless or paralyzed instead takes no damage on a successful saving throw.

#### Force Scream

**Subtype:** Alter, Dark Side

**Effect:** 20-ft radius circle of sound centered on the user

**Duration:** Instantaneous **Saving Throw** Fortitude

A cacophonous scream blasts out from your mouth (or other sound making orifice), dealing 4d10 sonic damage to each creature in the area other than the user.  Each creature must make a fortitude save.

**Critical Success:** Creature is unaffected

  **Success:** Creature takes half damage

**Failure:** Creature takes full damage and is deafened for 1 round.

  **Critical Failure:** The creature takes double damage and is deafened and stunned for 1 minute.

**Heightened (+1):** The damage increases by 2d10

#### Improved Force Healing

**Subtypes:** Alter, Healing, Light Side

**Range:** See below; **Target** 1 willing creature

**Standard Action:** You cause the Force to bind wounds. If the target is a willing living creature, they are restored a number of hit points equal to 4d12 plus your charisma modifier.  This effect has a range of 120-feet.

**Full Round Action:** You disperse healing energy in a 60-foot burst centered on you. This heals all living creatures in the area of the amount of damage listed above.

**Heightened:** Tier +1: The amount of healing increases by 2d12.

#### Restore Senses

**Subtype:** Alter, Healing

**Range:** Touch **Target** One Creature **Duration** Instantaneous **Saving Throw** Will (Harmless)

You counteract a single effect imposing the blinded or deafened condition on the target, restoring its vision or hearing. This can counteract both temporary and permanent consequences, but it doesn’t cure someone who does not have the sense due to some natural state or effect, such as a Miraluka, a wound, or a poison.

**Heightened (3rd):** The range increases to 30-ft.

**Heightened (4th):** The range increases to 60-ft.

## Class Changes

### **Jedi Consular**

Force Pool: Same, except remove all of the powers and replace with the following:

A Jedi Consular adds the following powers to their Force
Suite: Burst of Speed, Guidance, Force Healing, Remove Fear, Remove Paralysis.

Force Burst

A Jedi Consular gains Force Wind if they do not already have
it.  In addition to the stated effect of
the power, any creature that ends its turn in the area of the effect takes 1d6 bludgeoning
damage per Jedi Consular Level.

A Jedi Consular that already has the Force Wind power gains
another Tier 1 Force Power instead.

#### Jedi Sage

Mass Healing: Whenever a Jedi Sage uses a power that
restores hit points to a target, multiply the effect by 1.5.  Therefore, if a Jedi Sage rolled a 5 when
using Force Healing and has a wisdom modifier of +1, then the effect would heal
9 hit points (5+1=6, 6x1.5 = 9).

#### Sith Inquisitor

Force Pool: Same except

A Sith Inquisitor adds the following powers to their Force
Suite: Burst of Speed, Fear, Shock, Shocking Grasp, Vital Transfer.

Shocking Repulse

A Sith Inquisitor that uses Shocking Grasp compares their
attack roll to the CMD of their target, in addition to their normal attack roll.  If it is successful, the target is also Bullrushed
away from the Inquisitor up to the maximum distance the Inquisitor could move
them with their roll, but the Inquisitor doesn’t have to move with them.

### Jedi Knight

Force Pool: Same except

A Jedi Knight adds the following powers to their Force
Suite: Burst of Speed, Force Defense, Guidance, Force Push.