Force Powers Quick List

Force Power Use rules:
  • When a Force-User takes a feat or talent that allows them to learn a new Force Power(s they may choose to learn the 2nd level of a Force Power already in their suite (if said Force Power has one). The 2nd level Force power costs 2 potential Force Powers and the Force-User may choose to use the Force Power at 1st or 2nd level from that point on. The 3rd level of a Force Power requires the Force Mastery Talent to learn and cost 3 potential Force Powers to add to your suite.
  • When a Force-User wants to use a Force Power in their suite they must spend a number of Force Power Points that corresponds with the level of the Force Power being used. A Force-User may use a Force Point to either; reduce the number of Power Points needed to use a Force Power by 1, or enhance the Force Power being used in accordance to its noted Force Point Enhancement.
  • Force Powers that are Limited by Armor are marked as such. To use a power that is limited by armor, while wearing armor, the Force-user must make a Use Force Check (DC= 20 + armor rating modifier {Light Armor 3, Medium Armor 6, Heavy Armor 9, Light Power Armor 10, Medium Power Armor 15, Heavy Power Armor 20} + armor check penalty) - Charisma Modifier.
  • Force Powers that are Restricted by Armor are marked in the same manner and must make the above check with Disadvantage before they may be used.
  • Force Powers with the [Mind-Affecting] descriptors can compare its Use the Force roll to the target’s Mental Threshold. If the Force Power’s roll meets or surpasses the Threshold the target moves -1 on the Condition Track.

Light Side Force Powers

Enlighten [LS & Mind-Affecting]

You reach out to an ally telepathically, sharing visions of the near future to give the ally an edge or to protect the ally from harm.
  • *Time: Reaction or Swift Action. Targets: One ally within 12 + (1/2 hero level) squares of you and in your line of sight.*
  1. Make a Use the Force check: the target may use this check result instead of one attack roll, Skill Check, or opposed check it makes before the start of your next turn, or the target can use the check result in place of one of its Defenses until the start of your next turn.
  2. Make a Use the Force check: the targets (a number of allies equal to your Wisdom modifier) may use this check result instead of one attack roll, Skill Check, or opposed check it makes before the start of your next turn, or the target can use the check result in place of one of its Defenses until the start of your next turn.
  3. Make a Use the Force check, + 1/2 Hero Level & Charisma modifier: the targets (a number of allies equal to your Wisdom modifier) may use this check result instead of one attack roll, Skill Check, or opposed check it makes before the start of your next turn, or the target can use the check result in place of one of its Defenses until the start of your next turn.
  • You can use a Force point to make this roll with Advantage.

Force Aura [LS]

Use the Force to protect you from any manner of harm. {Restricted by Armor}.
  • *Time: Full-Round Action. Target: Self & {Allies}.*
  1. Make a Use the Force check DC 15, if your check meets or exceeds the DC, you gain + 2 Force bonus to all Defenses and immunity to Sneak Attacks for 1d4 rounds. If your check exceeds the DC by 10 you gain + 4 Force bonus to all Defenses, immunity to Sneak Attacks, and Critical Hits for 1d4 rounds.
  2. Make a Use the Force check DC 15, if your check meets or exceeds the DC, you gain + 4 Force bonus to all Defenses and immunity to Sneak Attacks for 1d4, + your Wisdom modifier, rounds. If your check exceeds the DC by 10 you gain + 6 Force bonus to all Defenses, immunity to Sneak Attacks, and Critical Hits for 1d4 rounds.
  3. Make a Use the Force check DC 15, if your check meets or exceeds the DC, you & all allies within 6 squares of yourself, gain; + 6 Force bonus to all Defenses; immunities against sneak attacks and critical hits; and moving any lower on the condition track; for 1d4 + your Wisdom modifier, rounds. If your check exceeds the DC by 10 you gain + 8 Force bonus to all Defenses, immunity to Sneak Attacks, Critical Hits, and Mind-Affecting for 1d4 + your Wisdom modifier rounds.
  • You may use a Force Point to double your Force bonus for the first round the power is active.

Force Heal [LS]

You may heal yourself and your allies. {Limited by Armor}
  • *Time: Full-Round Action. Target: You and/or your allies within 6 squares and in line of sight.*
1. Make a Use the Force and check the table below to determine the effect:
DC Effect
10 You or your allies, within range, recover a number of Hit Points equal to 10, + your Wisdom modifier and 1/2 your Hero level rounded down.
20 You or your allies, within range, recover a number of Hit Points equal to 20, + Wisdom modifier and 1/2 Hero level rounded down.
30 You or your allies recover a number of Hit Points equal to 30, + Wisdom modifier and 1/2 Hero level rounded down.
40 You or your allies recover a number of Hit Points equal to 40 + Wisdom modifier and 1/2 Hero level rounded down.
2. Make a Use the Force and check the table below to determine the effect
DC Effect
10 You or your allies, within range, recover a number of Hit Points equal to 10, + your Wisdom modifier and 1/2 your Hero level rounded down. Also, you and your allies move +1 on the Condition Track.
20 You or your allies, within range, recover a number of Hit Points equal to 20, + Wisdom modifier and 1/2 Hero level rounded down. Also, you and your allies move +2 on the Condition Track.
30 You and your allies recover a number of Hit Points equal to 30, + Wisdom modifier and 1/2 Hero level rounded down. Also, you and your allies move +3 on the Condition Track.
40 You and your allies recover a number of Hit Points equal to 40 + Wisdom modifier and 1/2 Hero level rounded down. Also, you and your allies move +4 on the Condition Track.
3. Make a Use the Force and check the table below to determine the effect:
DC Effect
10 You and your allies, within range, recover a number of Hit Points equal to 10, + your Wisdom modifier and 1/2 your Hero level rounded down. Also, you and your allies move +1 on the Condition Track and are cured of all Poisons.
20 You or your allies, within range, recover a number of Hit Points equal to 20, + Wisdom modifier and 1/2 Hero level rounded down. Also, you and your allies move +2 on the Condition Track, are cured of all Poisons, and are relieved of any Mind-affecting powers/conditions.
30 You or your allies recover a number of Hit Points equal to 30, + Wisdom modifier and 1/2 Hero level rounded down. Also, you and your allies move +3 on the Condition Track, are cured of all Poisons, and are healed of any conditions.
40 You or your allies recover 40 + Wisdom modifier and 1/2 Hero level rounded down. Also, you and your allies move +4 on the Condition Track, are cured of all Poisons, are healed of any conditions, and restore the use of all Once per Encounter talents.
  • You may spend a Force Point treat the DC of the check as though it were 5 points lower.

Force Shield [LS]

You can protect yourself from physical attacks using the Force {Restricted by Armor}.
  • *Time: Swift Action. Target: Self and all Allies within 6 squares of yourself.*
  1. Make a Use the Force check, you gain Damage Resistance to Bludgeoning, Piercing & Slashing damage equal to the result of your check until the end of your next turn.
  2. Once per Encounter, you can maintain Force Shield from round to round, extending the normal duration. Maintaining the Force Shield Force Power is a Swift Action, and you must make a new Use the Force check each round.
  3. Make a Use the Force check, you, & your allies within 6 squares of yourself, gain Damage Resistance to Bludgeoning, Piercing & Slashing damage equal to the result of your check, + 1/2 your Hero level, until the end of your next turn.
  • You may spend a Force Point to apply the DR to Energy & Force damage as well.

Inspire [LS & Mind-Affecting]

You fill your allies with hope and courage, allowing them to face even the most daunting of odds.
  • *Time: Swift Action. Targets: All allies within 6 squares of you, and within your line of sight.*
    1. Make a Use the Force check and compare the result of the check of the table below to determine the effect:
DC Effect
20 The targets gain a +3 Force bonus to their Will Defense, +2 to Fortitude Defense, +1 to Reflex Defense, and all allies are relieved of Fear conditions.
25 The targets gain a +5 Force bonus to their Will Defense, +3 to Fortitude Defense, +2 to Reflex Defense, and all allies are relieved of Fear & Mind-Affecting conditions.
30 The targets gain a +7 Force bonus to their Will Defense, +5 to Fortitude Defense, +3 to Reflex Defense, and all allies are relieved of all conditions.
35 The targets gain a +11 Force bonus to their Will Defense, +7 to Fortitude Defense, +5 to Reflex Defense, and all allies are immune to all conditions and critical hits.
    2. Once per Encounter, you can maintain Inspire from round to round, extending the normal duration. Maintaining the Inspire Force Power is a Swift Action, and you must make a new Use the Force check each round. If you take damage while maintaining Inspire, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Inspire.
    3. You may use Inspire all allies within Line of Sight, regardless of distance from you.
  • You may spend a Force Point to grant each target 1d4 (per 1/2 your hero level) of bonus Hit Points when Inspire is first invoked.

Revitalize [LS]

Use the Force to wake allies from unconsciousness. {Restricted by Armor}
  • *Time: Full-Round Action. Target: One ally (or all allies within 6 squares and line of sight)*
  1. Make a Use the Force check to attempt to stabilize a dying ally, if your check is successful they are stabilized and also move +2 on the Condition Track. If your check surpasses the DC by 10 the target will move an additional +1 on the condition track. If your check surpasses the DC by 15 the target will move an additional +1 on the condition track and heal for 5 + your Hero level.
  2. Make a Use the Force check to attempt to stabilize & wake a dying ally, if your check is successful they are stabilized and move +2 on the Condition Track. If your check surpasses the DC by 10 the target will move an additional +1 on the condition track. If your check surpasses the DC by 15 the target will move an additional +1 on the condition track and heal for 5 + your Hero level.
  3. You can make a Use the Force check to stabilize & wake all dying, or recently dead, allies within 6 squares, + 1/2 your Hero level, and within your line of sight. If your check is successful they are stabilized and move +4 on the Condition Track and set their Hit Points to 1. If your check surpasses the DC by 5 the target will move an additional +2 on the condition track. If your check surpasses the DC by 10 the target will move an additional +1 on the condition track and heal for 10 + your Hero level.
  • You may spend a Force Point to Stabilize your target regardless of your check.

Sever Force [LS & Mind-Affecting]

Use the Force to sever a Dark Side member's connection to the Force. {Limited by Armor}
  • *Time: Standard Action. Target: One Force user with a Dark Side Score of 1 or higher.*
  1. Make a Use the Force check and compare the result of your check to your target's Will defense. If your Use the Force check equals or exceeds the target's Will Defense, the effect is determined by your check result:
    DC Effects
    25 The target cannot spend Force Points for a number of hours equal to its Dark Side Score.
    30 The target cannot spend Force Points for a number of hours equal to its Dark Side Score. In addition, the target moves -1 on the Condition Track each time they use a Force Power in the same time frame.
    35 The target cannot spend Force Points for a number of hours equal to its Dark Side Score. In addition, the target moves -2 on the Condition Track each time they use a Force Power in the same time frame. This Force Power has no effect on targets with a Dark Side Score of 0.
  2. Make a Use the Force check and compare the result of your check to your target's Will defense. If your Use the Force check equals or exceeds the target's Will Defense, the effect is determined by your check result:
    DC Effect
    25 The target cannot spend Force Points or Force Talents for a number of hours equal to its Dark Side Score.
    30 The target cannot spend Force Points or Force Talents for a number of hours equal to its Dark Side Score. In addition, the target moves -2 on the Condition Track each time they use a Force Power in the same time frame.
    35 The target cannot spend Force Points or Force Talents for a number of hours equal to its Dark Side Score. In addition, the target moves -3 on the Condition Track each time they use a Force Power in the same time frame. This Force Power has no effect on targets with a Dark Side Score of 0.
  3. Make a Use the Force check and compare the result of your check to your target's Will defense. If your Use the Force check equals or exceeds the target's Will Defense, the effect is determined by your check result:
    DC Effect
    25 The target cannot spend Force Points or Force Talents for a number of hours equal to its Dark Side Score. In addition, the target moves -1 on the Condition Track each time they use a Force Power in the same time frame.
    30 The target cannot spend Force Points or Force Talents for a number of hours equal to its Dark Side Score. In addition, the target moves -3 on the Condition Track each time they use a Force Power in the same time frame.
    35 The target cannot spend Force Points or Force Talents for a number of hours equal to its Dark Side Score. In addition, the target moves -6 on the Condition Track each time they use a Force Power in the same time frame.
  • You may spend a Force Point to use this ability against a character with a Dark Side Score of 0.

Valor [LS]

You call upon the strength of The Force, reaching out to your ally and sharing your strength with them.
  • *Time: Standard Action. Target: Self and/or one ally within 12 squares + 1/2 hero level, and within your line of sight.*
  1. Make a Use the Force check and compare the result of the check to the table below to determine the effects:
    DC Effect
    15 The target gains a +3 bonus to their Will Defense against Mind-Affecting and Fear effects until the start of their next turn.
    20 The target gains a +6 bonus to their Will Defense against Mind-Affecting and Fear effects until the start of their next turn.
    25 The target gains a +9 bonus to their Will Defense against Mind-Affecting and Fear effects until the start of their next turn.
    30 The target gains a +15 bonus to their Will Defense against Mind-Affecting and Fear effects until the start of their next turn.
  2. Once per Encounter, you can maintain Valor from round to round, extending the normal duration. Maintaining the Valor Force Power is a Swift Action. If you take damage while maintaining Valor, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Valor.
  3. You may have multiple instances of Valor active at once (affecting different allies), but maintaining each one requires a Swift Action each round, and each one must be activated by a separate use of Valor.
  • You can spend a Force Point when you activate this Force Power to have the bonus apply against all effects that target Will Defense (not just Mind-Affecting and Fear effects).

Universal Force Powers

Barrier [Telekinetic]

You use The Force to create a bubble of telekinetic energy around you, protecting you from harm. {Restricted by Armor}
  • *Time: Reaction. Targets: Self.*
  1. Make a Use the Force check and compare the result of the check to the table below to determine the effect:
    DC Effect
    15 You gain a Shield Rating (SR) of 10 + your Wisdom modifier until the beginning of your next turn. Unlike other Shield Ratings, this Shield Rating is made of pure telekinetic energy and cannot be recharged by any means.
    20 You gain a Shield Rating (SR) of 15 + your Wisdom modifier until the beginning of your next turn. unlike other Shield Ratings, this Shield Rating is made of pure telekinetic energy and cannot be recharged by any means.
    25 You gain a Shield Rating (SR) of 20 + your Wisdom modifier until the beginning of your next turn. unlike other Shield Ratings, this Shield Rating is made of pure telekinetic energy and cannot be recharged by any means.
    30 You gain a Shield Rating (SR) of 25 + Wisdom modifier until the beginning of your next turn. unlike other Shield Ratings, this Shield Rating is made of pure telekinetic energy and cannot be recharged by any means.
  2. Once per Encounter, you may maintain Barrier from round to round, extending the normal duration. Maintaining the Force Shield Force Power is a Swift Action. If the Barrier's Shield Rating is ever reduced to 0, the Force Power's effect ends.
  3. You may add 1/2 your Hero level to the SR of Barrier.
  • You can spend a Force Point when you activate this Force Power to increase the Barrier's Shield Rating by 5.

Battle Meditation [Mind-Affecting]

You use the force to grant yourself and your allies the following bonuses {Restricted by Armor}.
  • *Time: Full Round Action. Target: Self & (a number of allies equal to your Wisdom modifier within 6 squares).*
  1. Make a Use the Force check and compare the results of the check to the table below to determine the effect:
    DC Effect
    20 You and, a number of allies equal to your Wisdom modifier within 6 squares of yourself, +3 Insight bonus to all Attack rolls, +3 Force damage added to all Damage rolls, and +3 Will Defense until the end of your next turn.
    25 You and, a number of allies equal to your Wisdom modifier within 6 squares of yourself, +6 Insight bonus to all Attack rolls, +6 Force damage added to all Damage rolls, +6 Will Defense, and you and your allies move +1 up the Condition Track.
    30 You and, a number of allies equal to your Wisdom modifier within 6 squares of yourself, +9 Insight bonus to all Attack rolls, +9 Force damage added to all Damage rolls, +9 Will Defense, and you and your allies move +2 up the Condition Track.
    40 You and, a number of allies equal to your Wisdom modifier within 6 squares of yourself, +12 Insight bonus to all Attack rolls, +12 Force damage added to all Damage rolls, +12 Will Defense, and you and your allies move +3 up the Condition Track.
    These effects last until the end of your next turn.
  2. Once per Encounter, you may maintain Battle Meditation from round to round, extending the normal duration. Maintaining the Battle Meditation Force Power is a Move Action, and you must make a new Use the Force check each round. If you take damage while maintaining Battle Meditation, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Battle Meditation.
  3. Your Battle Meditation affects all allies within your line of sight and you may treat the Battle Meditation DC as though it were 5 points lower.
  • You may spend a Force Point to cast Battle Meditation as a Standard Action.

Battle Strike

You use the force to maximize the Kinetic Energy in your next attack {Limited by Armor}.
  • *Time: Move Action. Target: Self.*
  1. Make a Use the Force check and compare the results of the check to the table below to determine the effect:
    DC Effect
    20 +3 Force damage on your next successful attack.
    25 +3 Force bonus on your next Attack roll & +5 Force damage on your next successful attack.
    30 +1 to Critical Threat Range on your next Attack Roll, +5 Force bonus on your next Attack roll, & +10 Bludgeoning damage on your next successful attack.
    35 +1 to Critical Damage Multiplier on your next attack roll, +2 to Critical Threat Range on your next Attack Roll, +7 Force bonus on your next Attack roll, & +12 Bludgeoning damage on your next successful attack.
  2. Once per Encounter, you may maintain Battle Strike on a missed attack with an immediate Use the Force check against a flat DC 20. On a successful check, you retain the effect determined by your original roll.
  3. You may use Battle Strike on a single ally within 6 squares of yourself, doing so increases the DC of the check by 5.
  • You may spend a Force Point to reduce the DC of the check by 5.

Beast Talk [Mind-Affecting]

You may use the Force to commune with animals.
  • *Time: Swift Action. Target: Self.*
  1. Make a Use the Force check against a flat DC of 10, if your check meets or exceeds the DC you may, commune with and understand animals who are friendly to you for 30 minutes. If your check exceeds the DC by 5 the time extends for another 10 minutes. This effect will stack for every multiple of 5 the DC is surpassed.
  2. Make a Use the Force check against the target's Will defense, if your check meets or exceeds their defense you may, commune with and understand animals who are indifferent to you for 15 minutes. If your check exceeds their defense by 5 the time extends for another 15 minutes. This effect will stack for every multiple of 5 their defense is surpassed.
  3. Make a Use the Force check against the target's Will defense + 10, if your check meets or exceeds their defense you may, commune with and understand animals who are aggressive to you for 5 minutes. If your check exceeds their defense by 5 the time extends for another 5 minutes. This effect will stack for every multiple of 5 their defense is surpassed.
  • You may spend a Force Point to allow your allies to understand the animal as well, for half the duration.

Blind [Mind-Affecting]

You use the Force to trick the minds of the weak-willed into thinking they’ve lost their senses.
  • *Time: Standard Action. Targets: One creature within 12 squares of you, and in your line of sight.*
  1. Make a Use the Force check and compare the result to the target's Will Defense. If the result equals or exceeds the target's Will Defense, the target is Blind until the start of your next turn. Creatures that do not rely on eyesight to perceive (such as Miraluka) are immune to this effect. n.
  2. Make a Use the Force check and compare the result to the target's Will Defense. If the result equals or exceeds the target's Will Defense, the target is Blind and Deaf until the start of your next turn.
  3. Make a Use the Force check and compare the result to the target's Will Defense. If the result equals or exceeds the target's Will Defense, the target is Blind, Deaf, & Mute until the start of your next turn.
  • You may spend a Force Point to use this Force Power as a Swift Action, rather than a Standard Action.

Body Control

Use the Force to manage your internal body. {Limited by Armor}
  • *Time: Full-Round Action. Target: Self.*
  1. Make a Use the Force check with Advantage, this check may be used for holding your breath or for resistance against the effects of inhaled Poisons. This effect lasts for a number of minutes equal to 10 + your Wisdom modifier.
  2. Make a Use the Force check with Advantage, this check may be used for holding your breath, breathing underwater (DC 20), or for resistance against the effects of all Poisons. This effect lasts for a number of minutes equal to 10 + your Wisdom modifier.
  3. Make a Use the Force check with Advantage, this check may be used for holding your breath, breathing underwater (DC 20), for resisting the effects of all Poisons, or surviving in a vacuum (DC 35). This effect lasts for a number of minutes equal to 10 + your Wisdom modifier.
  • You may spend a Force Point to double the minutes these benefits last.

Cloak

You weave a cloak of shadows and Living Force around yourself, rendering yourself nearly invisible to non-Force users looking in your direction. {Restricted by Armor}
  • *Time: Full-Round Action. Targets: Self*
  1. While in partial concealment, make a Use the Force check and compare your results to the table below (5 rows & 2 collums). The result of the check determines the effect:
    DC Effect
    15 You are considered to have Total Concealment against all non-force-using targets until the beginning of your next turn.
    20 You are considered to have Total Concealment against all non-force-using targets until the beginning of your next turn. Additionally, you gain a +2 Force bonus to all Speeds.
    25 You are considered to have Total Concealment against all non-force-using targets until the beginning of your next turn. Additionally, you gain a +2 Force bonus to all Speeds and all Defenses.
    35 You are considered to have Total Concealment against all non-force-using targets until it's broken. Additionally, you gain a +2 Force bonus to all Speeds and all Defenses.
  2. Once per Encounter, you can maintain Cloak from round to round, extending the normal duration. Maintaining the Cloak Force Power is a Standard Action, and you must make a new Use the Force check each round. If you take damage while maintaining Cloak, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Cloak.
  3. The bonuses are +5, instead of +2, and your Cloak now grants partial concealment against Force Users.
  • You may spend a Force Point to grant the Force Bonus to your stealth skill as well.

Energy Resistance

You can use the Force to protect yourself from Energy Damage {Restricted by Armor}.
  • *Time: Move Action. Target: Self (& Allies).*
  1. You gain 20 Damage Resistance against Energy Damage until the end of your next turn, you may spend a Force Point to use this Force Power as a Reaction.
  2. You, or an ally within your line of sight, gain 20 Damage Resistance against Energy & Force Damage until the end of your next turn, you may spend a Force Point to use this Force Power as a Reaction.
  3. You, and a number of allies equal to your Wisdom modifier that are also within your line of sight, gain 25 Damage Resistance against Energy & Force Damage until the end of your next turn.
  • You may spend a Force Point to use this Force Power as a Reaction.

Fold Space

You can use The Force to bend space, transporting an object almost instantaneously from one place to another. {Restricted by Armor}
  • *Time: Full-Round Action. Targets: One held or unattended object within 6 squares and line of sight, or one Vehicle you occupy.*
  1. Make a Use the Force check and compare the result of the check to the table below to determine the maximum size of the object you can transport and the distance you can transport it:
    DC Effect
    20 You can move a Medium or smaller object up to 6 squares.
    30 You can move a Large or smaller object up to 12 squares.
    40 You can move a Huge or smaller object up to 18 squares.
    60 You can move a Gargantuan or smaller object up to 24 squares.
    80 You can move a Colossal or smaller object up to 30 squares.
  2. You may transport a number of objects equal to your Wisdom modifier, however, this will increase the DC of your check by 5.
  3. You may transport a single willing character, or yourself.
  • You may spend a Force Point to increase the maximum size of the object you can move by two categories, up to Colossal (Cruiser) in size, double the distance the object is transported, Multiple, willing, targets up to Charisma mod, or a single unwilling character.

Farseeing

You can use the Force to search the galaxy for Characters or objects you know.
  • *Time: Swift Action. Target: Self.*
  1. Make a Use the Force check to search for the character or object you're looking for and compare your results to the table below:
    DC Effect
    10 {+ 5 for every galactic grid of distance} A Character or Object you know well.
    20 {+ 5 for every galactic grid of distance} A Character or Object you know.
    30 {+ 5 for every galactic grid of distance} A Character or Object you know of.
    40 {+ 5 for every galactic grid of distance} A Character or Object you are informed of.
  2. Make a Use the Force check to search for the character or object you're looking for and compare your results to the table below:
    DC Effect
    10 {+ 5 for every galactic section of distance} A Character or Object you know well.
    20 {+ 5 for every galactic section of distance} A Character or Object you know.
    30 {+ 5 for every galactic section of distance} A Character or Object you know of.
    40 {+ 5 for every galactic section of distance} A Character or Object you are informed of.
  3. Make a Use the Force check to search for the character or object you're looking for and compare your results to the table below:
    DC Effect
    10 A Character or Object you know well.
    20 A Character or Object you know.
    30 A Character or Object you know of.
    40 A Character or Object you are informed of.
  • You may spend a Force Point to make your check with advantage.

Force Deflection

You can use the Force itself to deflect laser bolts without the need for a lightsaber. {Limited by Armor}
  • *Time: Reaction. Target: A ranged Energy attack against you, or an ally.*
  1. When a ranged attack is successful against you, you may make a Use the Force check, DC your opponent's attack roll. If your check meets or exceeds their attack roll, you deflect the blaster bolt away from you and take no damage.
  2. When a ranged attack is successful against you, you may make a Use the Force check, DC your opponent's attack roll. If your check meets or exceeds their attack roll, you deflect the blaster bolt away from you and take no damage. Also as an immediate action, you may make a Use the Force check, against the attacker’s General Defense, to hit the attacker with the energy bolt.
  3. When a ranged attack is successful against you (or an ally within 6 squares), you may make a Use the Force check, DC your opponent's attack roll. If your check meets or exceeds their attack roll, you deflect the blaster bolt away from you and take no damage. Also as an immediate action, you may make a Use the Force check, against the attacker’s General Defense, to hit the attacker with the energy bolt.
  • You may spend a Force Point to allow this Force Power to affect Burst & Autofire Energy attacks.

Force Detection

You peer into The Force for guidance, picking up the trail of your quarry.
  • *Time: Swift Action. Targets: Self.*
  1. Once per day, you may make a Use the Force check and compare the result of the check to the table below to determine the effect:
    DC Effect
    15 You determine the path taken by a specific creature you designate, provided you are within line of sight of the creature's trail. You can Track the creature without needing to make Survival checks for up to 1 hour, provided the creature you are tracking passed through the area within the last 10 minutes.
    20 You determine the path taken by a specific creature you designate, provided you are within line of sight of the creature's trail. You can Track the creature without needing to make Survival checks for up to 1 hour, provided the creature you are tracking passed through the area within the last 30 minutes.
    25 You determine the path taken by a specific creature you designate, provided you are within line of sight of the creature's trail. You can Track the creature without needing to make Survival checks for up to 1 hour, provided the creature you are tracking passed through the area within the last hour.
    30 You determine the path taken by a specific creature you designate, provided you are within line of sight of the creature's trail. You can Track the creature without needing to make Survival checks for up to 1 hour, provided the creature you are tracking passed through the area within the last day.
  • You may spend a Force Point to Track an additional target simultaneously.

Force Disarm [Telekinetic]

You can disarm an opponent by using the Force to pull the weapon from their grasp.
  • *Time: Swift Action. Target: One creature within 6 squares and line of sight.*
  1. You may make a Use the Force check and compare the results of your check to your target’s Reflex Defense. If your check meets or exceeds their Defense, you succeed in disarming them; you may choose to either, let the item drop to the ground, or have the item fly into your hand (assuming you have a hand free).
  2. You may make a Use the Force check, and target a number of characters equal to your charisma modifier, compare the results of your check to your targets’ Reflex Defense. If your check meets or exceeds their Defense, you succeed in disarming them; you may choose to either, let the item drop to the ground, or have the item fly into your hand (assuming you have a hand free).
  3. You may make a Use the Force check, and target a number of characters equal to your charisma modifier, compare the results of your check to your targets’ Reflex Defense. If your check meets or exceeds their Defense, you succeed in a combat maneuver against them.
  • You can spend a Force Point to damage the item instead, on a successful check the item takes damage equal to your Use the Force result number.

Force Grip [Telekinetic]

You can move objects or creatures with the Force. {Restricted by Armor}
  • *Time: Standard Action. Target: One object or creature within 12, + 1/2 hero level, squares.*
  1. You may make a Use the Force check to move an object six squares in any direction. When the object is within your "grasp" you may choose to hurl the object at another object or creature to deal damage.
    DC Effect
    15 Medium Object {2d6 Bludgeoning damage when hurled}
    25 Large Object {4d6 Bludgeoning damage when hurled}
    35 Huge Object {6d6 Bludgeoning damage when hurled}
    50 Gargantuan Object {8d6 Bludgeoning damage when hurled}
    70 Colossal Object {10d6 Bludgeoning damage when hurled}
    If you deal damage with the Force Grip Power, you cease to be able to maintain it. If you use Force Grip against a hovering or flying target, the DC of the check becomes (object size + their Pilot check). If the target wins the opposed check, you are unable to move the target.
  2. Once per Encounter, you may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the Force Grip power is a Standard Action, and you must make a new Use the Force check each round. If you suffer damage while maintaining Force Grip, you must succeed on a Use the Force check DC = 15 + damage taken to continue concentrating.
  3. You may make a Use the Force check to move a creature six squares in any direction. All the previous special rules about objects apply to creatures as well. If you use Force Grip against another Force User they can oppose your check with a Use the Force check.
  • You may spend a Force Point to treat the thrown object as though it were one size category larger and deal an additional 2d6 points of damage.

Force Haze

You can use the Force to create a haze over an area that obscures anything inside. {Limited by Armor}
  • *Time: Full-Round Action. Target: 1 Square Splash + wisdom modifier.
  1. Once per Encounter, you may make a Use the Force check to create a hazy fog to hide all characters and objects inside. The size of the haze is up to (1 Square Splash + your Wisdom modifier) and its creation is centered on yourself. Everything inside the haze has total concealment against all characters whose Perception skill is lower than the Use the Force check. The haze lasts up to 1 minute but is instantly dismissed if anyone inside the haze makes an attack or is attacked.
  2. Once per Encounter, you may make a Use the Force check to create a hazy fog to hide all characters and objects inside. The size of the haze is up to (1 Square Splash + your Wisdom modifier). Everything inside the haze has total concealment against all characters whose Perception skill is lower than the Use the Force check. The haze lasts up to 1 minute but is instantly dismissed if anyone inside the haze makes an attack or is attacked. You may choose to move the haze as a move action, if an enemy enters the haze, and their Fortitude Defense is lower than your Use the Force check, everything in the haze has partial concealment; if their defense is higher than your check everything in the haze loses concealment.
  3. Once per Encounter, you may make a Use the Force check to create a hazy fog to hide all characters and objects inside. The size of the haze is up to (1 Square Splash + your Wisdom modifier). Everything inside the haze has total concealment against all characters whose Perception skill is lower than the Use the Force check. The haze lasts up to 1 minute. You may choose to move the haze as a move action, if an enemy enters the haze, and their Fortitude Defense is lower than your Use the Force check, everything in the haze has partial concealment; if their defense is higher than your check everything in the haze loses concealment. When anyone inside the haze makes an attack or is attacked, the caster of the haze may make an immediate (Use the Force check -damage dealt/damage taken) the result of this check replaces the original Use the Force check for the haze.
  • You may spend a Force Point to Dazzle all enemies inside the haze whose Fortitude Defense is lower than your Use the Force check to cast the ability.

Force Push

You blast a Force energy wave forward that throws all opponents backward.
  • *Time: Standard Action. Target: A creature within 6 squares of you.*
  1. Make a Use the Force check and compare it against your target's Reflex defense. If your roll meets or exceeds their Defense the target is pushed back 4, + wisdom modifier, squares. If your roll exceeds their Defense by 5 they take 2d4 Force damage. If your roll exceeds their Defense by 10 they are also knocked Prone. If the target of this attack is pushed against an immoveable object they take 4d4 Force damage.
  2. Make a Use the Force check and compare it against your target's Reflex defense. If your roll meets or exceeds their Defense the target is pushed back 8, + wisdom modifier, squares. If your roll exceeds their Defense by 5 they take 4d4 Force damage. If your roll exceeds their Defense by 10 they are also knocked Prone & Dazed. If the target of this attack is pushed against an immoveable object they take 8d4 Force damage.
  3. Make a Use the Force check and compare it against your target's Reflex defense. If your roll meets or exceeds their Defense the target is pushed back 12, + wisdom modifier, squares. If your roll exceeds their Defense by 5 they take 6d4, + 1/2 your Hero level, Force damage. If your roll exceeds their Defense by 10 they are also knocked Prone & Stunned. If the target of this attack is pushed against an immoveable object they take 12d4 Force damage.
  • You can spend a Force point to make your Force push affect the adjacent left and right squares to your target.

Force Resistance

You can use the Force to protect yourself from other Force users and additional effects. {Restricted by Armor}
  • *Time: Standard Action. Target: Self.*
  1. Make a Use the Force check and compare the result of the check to the table below to determine the effect:
    DC Effect
    15 You gain +5 to any Defense score targeted by any Force powers used against you until the beginning of your next turn.
    20 You gain +7 to any Defense score targeted by any Force powers used against you until the beginning of your next turn.
    25 You gain +10 to any Defense score targeted by any Force powers used against you until the beginning of your next turn.
  2. Make a Use the Force check and compare the result of the check to the table below to determine the effect:
    DC Effect
    15 You gain +5 to any Defense score targeted by any Force powers used against you and a 5 DR to Force damage until the beginning of your next turn.
    20 You gain +10 to any Defense score targeted by any Force powers used against you and a 10 DR to Force damage until the beginning of your next turn.
    25 You gain +15 to any Defense score targeted by any Force powers used against you and a 15 DR to Force damage until the beginning of your next turn.
  3. Make a Use the Force check and compare the result of the check to the table below to determine the effect:
    DC Effect
    15 You gain +10 to any Defense score targeted by any Force powers used against you, a 10 DR to Force damage until the beginning of your next turn, and all Use the Force checks rolled against you must be made with Disadvantage.
    20 You gain +15 to any Defense score targeted by any Force powers used against you, a 15 DR to Force damage until the beginning of your next turn, all Use the Force checks rolled against you must be made with Disadvantage, and immunity to Mind-affecting abilities.
    25 You gain +20 to any Defense score targeted by any Force powers used against you, a 20 DR to Force damage until the beginning of your next turn, all Use the Force checks rolled against you must be made with Disadvantage, and immunity to Mind-affecting abilities & moving down the Condition Track due to Force Powers
  • You may spend a Force point to grant the benefits of this ability to one ally within 6 squares and line of sight.

Force Singularity

Use the Force to create a gravity well at the target location and deal unstoppable damage to your opponents. {Limited by Armor}
  • *Time: Full-round Action. Target: 2-4 Square Splash.*
  1. You may make a Use the Force check to make an Area Attack against the target square, this check will compare to all creatures within a 3-square splash range of the target square. If the results of your check meet or exceed their Reflex defense they take 2d6 in Force damage and are considered Entangled. If the results of your check exceed their Defense by 10 they are also considered Flat-Footed. If the results of your check are below their Reflex defense they only take half the damage.
  2. Once per Encounter, you may maintain your concentration on the Force Singularity to continue to maintain it from round to round. Maintaining the Force Singularity power is a Standard + Swift Action, and you must make a new Use the Force check each round. If you suffer damage while maintaining Force Singularity, you must succeed on a Use the Force check DC = 15 + damage taken to continue concentrating.
  3. You may make a Use the Force check to make an Area Attack against the target square, this check will compare to all creatures within a 3-square splash range of the target square. If the results of your check meet or exceed their Reflex defense they take 2d6 in Force damage and are Grappled. If the results of your check exceed their Defense by 10 they are also considered Pinned. If the results of your check exceed their Defense by 15 they are also Staggered. If the results of your check are below their Reflex defense they only take half the damage and they are considered Entangled.
  • You may spend a Force Point to use this power as Standard Action.

Force Surge

You enhance your physical speed with the Force {Restricted by Armor}
  • *Time: Swift Action. Target: Self.*
  1. Make a Use the Force check and compare the results of the check to the table below to determine the effect:
    DC Effect
    10 You gain 1 of the following effects: a +10 Force bonus on Jump checks, your speed increases by 12 squares, or gain +2 General & Reflex Defense until the start of your next turn.
    20 You gain 1 of the following effects:+20 Force bonus on jump checks, speed increases by 18 squares, gain +4 General & Reflex Defense, or you may make an additional attack during your standard action (this attack follows multi-attack rules).
    30 You gain 1 of the following effects: a +30 Force bonus on jump checks, speed increases by 24 squares, gain +6 General & Reflex Defense, or you may make an additional attack during your standard action with your normal bonuses.
    40 You gain 1 of the following effects:+40 Force bonus on jump checks, speed increases by 30 squares, gain +8 General & Reflex Defense, or you may make two additional attacks during your standard action (only the second extra attack follows multi-attack rules).
    50 You gain 1 of the following effects:+50 Force bonus on jump checks, speed increases by 36 squares, gain +10 General & Reflex Defense, or you may make two additional attacks during your standard action with your normal bonuses.
  2. When using Force Surge you may gain 2 effects from the power.
  3. When using Force surge you may gain 3 effects from the power.
  • You may spend 1 Force Point to maintain your concentration on the Force Surge to continue to maintain it from round to round. Maintaining the Force Surge power is a Swift Action, and you must make a new Use the Force check each round to maintain the ability. If you suffer damage while maintaining Force Surge, you must succeed on a Use the Force check DC = 15 + damage taken to continue concentrating.

Force Stun [Mind-Affecting]

Use the Force to stun your foes. {Limited by Armor}
  • *Time: Standard Action. Target: One target within 6, + 1/2 Hero level, squares.*
  1. Make a Use the Force check and compare the result to your target's Fortitude Defense, if your roll meets or exceeds your target’s Defense, the target is Stunned for one round. If your roll exceeds their Defense by 10 or more they are stunned for 1d4 extra rounds.
  2. Make a Use the Force check and compare the result to your target's Fortitude Defense, if your roll meets or exceeds your target’s Defense, the target is Stunned for one round. If your roll meets or exceeds their Defense by 5 they fall Prone. If your roll exceeds their Defense by 10 or more they are stunned for 1d4 extra rounds.
  3. Make a Use the Force check and compare the result to your target's Fortitude Defense, if your roll meets or exceeds your target’s Defense, the target is Stunned for 1d4 round. If your roll meets or exceeds their Defense by 5 they fall Prone. If your roll exceeds their Defense by 10 they are Confused. If your roll exceeds their Defense by 15 or more they are Paralyzed, the paralyzed effect replaces the Stunned effect. If your roll fails to meet their Defense they are still Staggered for one round.
  • You may spend a Force Point to treat your target’s Defense as though it were 5 points lower.

Force Wave

You use The Force to create a ball of compressed air and debris that you can hurl at enemy targets. {Limited by Armor}
  • *Time: Standard Action. Targets: Designated Area.*
  1. Make a Use the Force check to make a 2 Splash radius Force Area Attack centered on yourself. Compare the result of your Use the Force check to the Fortitude Defense of all targets within that area; if you exceed the target's Fortitude Defense, targets are pushed back a number of squares equal to the difference. If your roll meets or exceeds their Defense by 5 or more they also take 3d6 Force Damage, this damage stacks for every multiple of 5 their Defense is surpassed.
  2. Make a Use the Force check to make a 2 Splash radius Force Area Attack centered on yourself. Compare the result of your Use the Force check to the Fortitude Defense of all targets within that area (treating their Defense as though it were 5 points lower if you exceed the target's Fortitude Defense, targets are pushed back a number of squares equal to the difference. If your roll meets or exceeds their Defense by 5 or more they also take 3d6 Force Damage, this damage stacks for every multiple of 5 their Defense is surpassed.
  3. Make a Use the Force check to make a 2 Splash radius Force Area Attack centered on a square within 12 spaces + 1/2 hero level of you. Compare the result of your Use the Force check to the Fortitude Defense of all targets within that area (treating their Defense as though it were 5 points lower if you exceed the target's Fortitude Defense, targets are pushed back a number of squares equal to the difference. If your roll meets or exceeds their Defense by 5 or more they also take 3d6 Force Damage, this damage stacks for every multiple of 5 their Defense is surpassed.
  • You may spend a Force Point to designate a number of squares equal to your Wisdom modifier where the Wave will not affect (min. 1)

Force Whirlwind

You call upon The Force to surround an enemy in a swirling vortex of Force energy. {Restricted by Armor}
  • *Time: Standard Action. Target: One character within 12 squares + 1/2 hero level and within line of sight.*
  1. Make a Use the Force check and compare the result of the check to the target's Reflex Defense. The target adds a size modifier to its Reflex Defense for purposes of this Force Power: Colossal, -30; Gargantuan, -15; Huge, -10; Large, -5; Medium, +0; Small, +5; & Tiny, +10. If the check result equals or exceeds the target's Reflex Defense, the target is captured within the whirlwind and immobilized until the beginning of your next turn. Any attack rolls or Skill Checks the captured target attempts while within the whirlwind are at a -10 penalty and the target falls Prone when the effect ends. The target also sustains damage at the end of your turn as determined by the results of your Use the Force check:
    DC Effect
    15 the target takes 1d6 points of Force damage
    20 the target takes 2d6 points of Force damage.
    30 the target takes 3d6 points of Force damage
  2. Once per Encounter, you can maintain Force Whirlwind from round to round, extending the normal duration. Maintaining the Force Whirlwind Force Power is a Move Action, and you must make a new Use the Force check each round. If you take damage while maintaining Force Whirlwind, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Force Whirlwind.
  3. You may cast the Whirlwind as an Area Attack that takes up a 1 square splash radius.
  • You may spend a Force Point to increase the penalty to the target's attack rolls and Skill Checks while inside the whirlwind from just a -10 penalty to a -10 penalty and Disadvantage.

Inertia

You can use The Force to shift your body's inertia, allowing you to perform impossible stunts. {Limited by Armor}
  • *Time: Move Action. Targets: Self.*
  1. Make a Use the Force check and compare the result of the check to the table below to determine the effects:                              
    DC Effect
    15 You can move up to half your Speed along a wall, as though it were the ground, if you are not on the ground when you end this movement you fall to the ground; you gain advantage on all Acrobatics & Athletics checks until the end of your turn; or reduce fall/telekinetic damage taken by 25% until the beginning of your next turn.
    20 You can move up to your land Speed along a wall, as though it were the ground, if you are not on the ground when you end this movement you slide to the ground; you gain advantage +5 on all Acrobatics & Athletics checks until the end of your turn; or reduce fall/telekinetic damage taken by 50% until the beginning of your next turn.
    25 You can move up to your Speed +3 squares along a wall, as though it were the ground, if you are not on the ground when you end this movement you slide to the ground you gain advantage +10 on all Acrobatics & Athletics checks until the end of your turn; or reduce fall/telekinetic damage taken by 75% until the beginning of your next turn.
    30 You can move up to double your Speed along a wall, as though it were the ground, if you are not on the ground when you end this movement you slide to the ground; you gain advantage +15 on all Acrobatics & Athletics checks until the end of your turn; or take no fall/telekinetic damage until the beginning of your next turn.
  • You may spend a Force Point to increase your move speed to include +2 squares of vertical movement per Force Point spent, +5 on an Acrobatics or Athletics check, or treat your fall damage as though you fell 30’ less.

Ionize

Use the Force to overload electronic systems and droids to damage or destroy them.
  • *Time: Standard Action. Target: One Droid or Shield within 6, 1/2 Hero level, squares.
  1. Make a Use the Force check and compare the result of the check to your target's Reflex Defense. If the check equals or exceeds the target's Reflex Defense, the target sustains damage as determined by the results of your check:                        
    DC Effect
    20 The target takes 5d6 points of Ion damage.
    25 The target takes 6d6 points of Ion damage.
    30 The target takes 7d6 points of Ion damage.
  2. Make a Use the Force check and compare the result of the check to your target's Reflex Defense. If the check equals or exceeds the target's Reflex Defense, the target is Stunned for 1 round and sustains damage as determined by the results of your check:                        
    DC Effect
    20 The target takes 5d6 points of Ion damage.
    25 The target takes 6d6 points of Ion damage.
    30 The target takes 7d6 points of Ion damage.
  3. Make a Use the Force check and compare the result of the check to your target's Reflex Defense. If the check equals or exceeds the target's Reflex Defense, the target is Stunned for 1, + your Wisdom modifier, rounds and sustains damage as determined by the results of your check:                        
    DC Effect
    20 The target takes 6d6 points of Ion damage.
    25 The target takes 7d6 points of Ion damage.
    30 The target takes 8d6 points of Ion damage.
  • You can spend a Force Point to increase the Ion damage dealt by this Force Power by an additional 3d6 points of Ion damage.

Levitate [Telekinetic]

You can float up or down without anything or anyone to assist you. {Limited by Armor}
  • *Time: Move Action. Targets: Self.*
  1. Make a Use the Force check and compare the result to the table below to determine the effect:                        
    DC Effect
    15 You gain a Fly Speed of 6 squares but can only move vertically. You may move up to your Fly Speed as part of the action used to activate Levitate, and if you end this movement adjacent to a horizontal surface, you can move 1 square onto that surface as a Free Action. At the start of your next turn, if you are not standing or holding onto a solid surface, you fall to the ground.
    20 You gain a Fly Speed of 12 squares but can only move vertically. You may move up to your Fly Speed as part of the action used to activate Levitate, and if you end this movement adjacent to a horizontal surface, you can move 1 square onto that surface as a Free Action. At the start of your next turn, if you are not standing or holding onto a solid surface, you fall to the ground.
    25 You gain a Fly Speed of 18 squares but can only move vertically. You may move up to your Fly Speed as part of the action used to activate Levitate, and if you end this movement adjacent to a horizontal surface, you can move 1 square onto that surface as a Free Action. At the start of your next turn, if you are not standing or holding onto a solid surface, you fall to the ground.
  2. Once per Encounter, you can maintain Levitate from round to round, extending the normal duration. Maintaining the Levitate Force Power is a Move Action, and whenever you maintain this Force Power you can move vertically up to your Fly Speed. If you take damage while maintaining Levitate, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Levitate.
  3. You may choose to lift a number of other willing characters equal to your Wisdom modifier.
  • You can spend a Force Point as a Reaction to activate Levitate when falling. You can reduce your fall distance by a number of squares equal to the Fly Speed provided by this Force Power. If you reduce the fall distance to 0 squares, you land safely on your feet.

Kinetic Combat [Telekinetic]

You’ve become adept at controlling weapons in combat with the Force. {Restricted by Armor}
  • *Time: Full-Round Action. Target: One Weapon you control.*
  1. Make a Use the Force check. If you succeed on a DC 15 check, you can telekinetically move a one-handed melee weapon you control up to 12 squares away, and make attacks with it. The weapon is considered to be held by you. The attack uses your BAB modified by your Wisdom modifier as the attack bonus for the roll. A successful attack deals normal damage but substitutes your Wisdom modifier in place of your Strength modifier as the bonus for damage. Talents and Feats that would normally enhance a weapon's use do not do so. The weapon Threatens all squares adjacent to it, and it can be used to make an Attack of Opportunity. You can maintain Kinetic Combat from round to round, extending the normal duration. Maintaining the Kinetic Combat Force Power is a Swift Action, and as a Swift Action each round you can direct the weapon to move up to 6 squares, and make a single attack against a target adjacent to the weapon, though the weapon must remain within 12 squares of you or the Force Power's effect ends. If you take damage while maintaining Kinetic Combat, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Kinetic Combat. When the ability fails the weapon drops to the ground, if the weapon is a lightsaber it deactivates. This Force power may be used to control an additional weapon while you are already controlling a weapon (either in your hand or through Kinetic Combat).
  2. Make a Use the Force check. If you succeed on a DC 15 check, you can telekinetically move a one or two-handed melee weapon you control up to 12 squares away, and make attacks with it. The weapon is considered to be held by you. The attack uses your BAB modified by your Wisdom modifier as the attack bonus for the roll. A successful attack deals normal damage but substitutes your Wisdom modifier in place of your Strength modifier as the bonus for damage. Talents and Feats that would normally enhance a weapon do so. The weapon Threatens all squares adjacent to it, and it can be used to make an Attack of Opportunity. You can maintain Kinetic Combat from round to round, extending the normal duration. Maintaining the Kinetic Combat Force Power is a Swift Action, and as a Swift Action each round you can direct the weapon to move up to 6 squares, and make a single attack against a target adjacent to the weapon, though the weapon must remain within 12 squares of you or the Force Power's effect ends. If you take damage while maintaining Kinetic Combat, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Kinetic Combat. When the ability fails the weapon drops to the ground, if the weapon is a lightsaber it deactivates. This Force power may be used to control an additional weapon while you are already controlling a weapon (either in your hand or through Kinetic Combat).
  3. Make a Use the Force check. If you succeed on a DC 15 check, you can telekinetically move a one or two-handed melee weapon, or a one or two-handed ranged weapon, you control up to 12 squares away and make attacks with it. The weapon is considered to be held by you. The attack uses your BAB modified by your Wisdom modifier as the attack bonus for the roll. A successful attack deals normal damage but substitutes your Wisdom modifier in place of your Strength modifier as the bonus for damage (on melee weapons). Talents and Feats that would normally enhance a weapon do so. The weapon Threatens all squares adjacent to it, and it can be used to make an Attack of Opportunity. You can maintain Kinetic Combat from round to round, extending the normal duration. Maintaining the Kinetic Combat Force Power is a Swift Action, and as a Swift Action each round you can direct the weapon to move up to 6 squares, and make a single attack against a target adjacent to the weapon, though the weapon must remain within 12 squares of you or the Force Power's effect ends. If you take damage while maintaining Kinetic Combat, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Kinetic Combat. When the ability fails the weapon drops to the ground, if the weapon is a lightsaber it deactivates. This Force power may be used to control an additional weapon while you are already controlling a weapon (either in your hand or through Kinetic Combat).
  • You can spend a Force Point to control an additional weapon with a single activation of this power.

Memory Walk [Mind-Affecting]

You reach into a target’s mind causing them to relive their memories as though they are happening again, distracting them from the current situation.
  • *Time: Standard Action. Targets: One creature with an Intelligence score of 3 or higher, within 6 squares of you, and within your line of sight.*
  1. Make a Use the Force check and compare the result of the check to your target’s Will Defense. If your check meets or exceeds their Defense the target is Flat-footed and loses their Swift Action on their next turn. If your check exceeds their Defense by 5 the target is Flat-Footed and loses their Move Action on their next turn. If your check exceeds their Defense by 10 the target is Flat-Footed and loses their Standard Action on their next turn. If your check exceeds their Defense by 15 the target is Flat-Footed and skips their next turn.
  2. Once per Encounter, you can maintain Memory Walk from round to round, extending the normal duration. Maintaining the Memory Walk Force Power is a Standard Action, and you must make a new Use the Force check each round. If you take damage while maintaining Memory Walk, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Memory Walk.
  3. You may target an additional number of characters equal to your wisdom modifier.
  • You can spend a Force Point to either: torment the target with a storm of bad memories giving the target the Shaken condition (Dark Side or distract the target with good memories giving the target the Fascinated condition (Light Side).

Mind-Strom [Mind-Affecting]

You can use the Force to scramble your target’s mental clarity turning their thoughts into an uncontrollable frenzy.
  • *Time: Standard Action. Target: One creature within 12 +1/2 Hero level squares.*
  1. Make a Use the Force check and compare it to your target’s Will Defense. If your check meets or exceeds their Defense they are considered Confused for 1 round. For every multiple of 5, your check exceeds their Defense they are confused for an additional round.
  2. Make a Use the Force check and compare it to your target’s Will Defense. If your check meets or exceeds their Defense they are considered Confused and Dazzled for 1 round. For every multiple of 5, your check exceeds their Defense they are confused & dazzled for an additional round.
  3. Make a Use the Force check and compare it to your target’s Will Defense. If your check meets or exceeds their Defense they are considered Confused, Dazzled, and Fatigued for 1 round. For every multiple of 5 your check exceeds their Defense they are confused, dazzled, & fatigued for an additional round.
  • You may spend a Force point to treat the target's Will Defense as though it were 5 points lower.

Mind Trick [Mind-Affecting]

You can use the Force to cloud the mind, judgment, and perception of the target.
  • *Time: Standard Action. Target: One target within 6, + 1/2 Hero levels, squares.*
  1. Make a Use the Force check and compare the result to the target's Will Defense. If your check meets or exceeds their Defense you may choose one of the following effects depending on the result of your roll. These conditions remain until the end of your next turn.                                    
    DC Effect
    15 You may improve your target’s attitude towards you by one step.
    20 You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can't obviously threaten the target's life.
    20 You create a fleeting hallucination that Antagonizes the target.
    25 You may induce a frenzy effect in your target’s mind to make them attack any person near them.
    25 Roll a d4, the result determines if you, Confuse (1), Dazzle (2), Fascinate (3), or Shake (4), your target until the end of your next turn.
  2. Once per Encounter, you can maintain Mind Trick from round to round, extending the normal duration. Maintaining the Mind Trick Force Power effect is a Standard Action, and you must make a new Use the Force check each round, this check must meet or exceed the DC of the effect you choose originally. If you take damage while maintaining Mind Trick, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Mind Trick.
  3. Once per Encounter, you may target an additional number of targets equal to your Wisdom modifier.

Misdirection [Mind-Affecting]

You may make Stealth checks against your Target's Will Defense instead of their Perception skill, this power may also be used to hide objects from perception. {Restricted by Armor}
  • *Time: Swift Action. Target: You & a number of Allies equal to your Charisma modifier.*
  1. Your next Stealth check will be made against the chosen target's Will Defense.
  2. Your next Stealth check will be made against the chosen target's Will Defense, and for the purpose of this check, your target's Will Defense is treated as though it were 5 points lower.
  3. Your & a number of allies equal to your Charisma modifier, next Stealth checks will be made against the chosen target's Will Defense, and for the purpose of this check, your target's Will Defense is treated as though it were 5 points lower.
  • You may spend a Force point to use Misdirection after dealing damage to a target, assuming you have a swift action to spend.

Obscure [Mind-Affecting]

You use The Force to cloud an enemy's mind, making it harder for the enemy to see its target. {Limited by Armor}
  • *Time: Reaction. Targets: One target within 12 squares of you and in your line of sight that just made an attack roll.*
  1. Make a Use the Force check and compare the result to the target's Will Defense. If the check result equals or exceeds the target's Will Defense, the target takes a -5 penalty on the attack roll. If the target misses the attack, you can choose to make the target reroll the attack against another creature adjacent to it; this attack has no penalty.
  2. Make a Use the Force check and compare the result to the target's Will Defense. If the check result equals or exceeds the target's Will Defense, the target takes a -10 penalty on the attack roll. If the target misses the attack, you can choose to make the target reroll the attack against another creature of your choosing; this attack has no penalty.
  3. Make a Use the Force check and compare the result to the target's Will Defense. If the check result equals or exceeds the target's Will Defense, the target takes a -10 penalty on the attack roll. If the target misses the attack, you can choose to make the target reroll the attack against another creature of your choosing; this attack has no penalty. The area of the Force Power is a 2 square splash Area attack centered on the target.
  • You may spend a Force Point when you activate this Force Power to apply the penalty to all of the target's attack rolls made until the start of its next turn.

Phase

You can pass through solid objects, such as walls and doors. {Restricted by Armor}
  • *Time: Move Action. Targets: Self.*
  1. Make a Use the Force check and compare the result of the check to the table below to determine the effect:                              
    DC Effect
    25 You gain a Phasing Speed of 2 squares; your Phasing Speed can never exceed your own base Speed. When moving using your Phasing Speed, you can move through the spaces of your enemies, as well as through walls, Vehicles, large objects, and other obstructions, but must end your movement in a legal, unoccupied space. You retain this Phasing Speed until the beginning of your next turn. You may move up to your Phasing Speed as a part of the activation of this Force Power.
    30 You gain a Phasing Speed of 4 squares; your Phasing Speed can never exceed your own base Speed. When moving using your Phasing Speed, you can move through the spaces of your enemies, as well as through walls, Vehicles, large objects, and other obstructions, but must end your movement in a legal, unoccupied space. You retain this Phasing Speed until the beginning of your next turn. You may move up to your Phasing Speed as a part of the activation of this Force Power.
    35 You gain a Phasing Speed of 6 squares; your Phasing Speed can never exceed your own base Speed. When moving using your Phasing Speed, you can move through the spaces of your enemies, as well as through walls, Vehicles, large objects, and other obstructions, but must end your movement in a legal, unoccupied space. You retain this Phasing Speed until the beginning of your next turn. You may move up to your Phasing Speed as a part of the activation of this Force Power.
    40 You gain a Phasing Speed of 8 squares; your Phasing Speed can never exceed your own base Speed. When moving using your Phasing Speed, you can move through the spaces of your enemies, as well as through walls, Vehicles, large objects, and other obstructions, but must end your movement in a legal, unoccupied space. You retain this Phasing Speed until the beginning of your next turn. You may move up to your Phasing Speed as a part of the activation of this Force Power.
  2. You may spend a Full-Round action to Phase beyond your normal movement speed.
  3. You may select a number of targets equal to your wisdom modifier to phase with you, though each target increases the DC by 2.
  • You can spend a Force Point to decrease the DC by 5.

Prescience

The Force grants you a flash of insight in dealing with your enemies.
  • *Time: Standard Action. Targets: One target within your line of sight.*
  1. Make a Use the Force check and compare the result of the check to the table below to determine the result:                        
    DC Effect
    15 Until the end of your next turn, you gain a +10 insight bonus to all Defenses against attacks or effects originating from the target, as well as a +10 insight bonus on attack rolls made against the target.
    20 Until the end of your next turn, you gain a +15 insight bonus to all Defenses against attacks or effects originating from the target, as well as a +15 insight bonus on attack rolls made against the target.
    25 Until the end of your next turn, you gain a +20 insight bonus to all Defenses against attacks or effects originating from the target, as well as a +20 insight bonus on attack rolls made against the target, and may make Attacks of Opportunity against your target regardless of the action the target takes.
  2. You may grant the benefits of this power to an ally within your line of sight.
  3. You may use this Force Power to target a number of characters equal to your Wisdom modifier.
  • You can spend a Force Point to activate this Force Power as a reaction.

Projectile Intercept [Telekinetic]

You use The Force to telekinetically halt an incoming projectile, preventing it from striking you. {Limited by Armor}
  • *Time: Reaction. Targets: One incoming, non-energy-based, ranged attack targeting you.*
  1. Make a Use the Force check and compare the results of the check to a ranged attack roll made against you. If your Use the Force check equals or exceeds the attack roll of the incoming ranged attack (including all modifiers), you negate the attack against you.
  2. You may use this Force Power to negate an object being used as a projectile weapon with the Move Light Object application of the Use the Force skill, or the Move Object Force Power. In both cases, the DC for your Use the Force check is equal to the Use the Force check made by the opponent targeting you with the projectile. If you are successful, the object being used as a projectile weapon does not hit you and deals no damage to you. Additionally, if the object was moved with the Move Object Force Power, the activator of that Force Power can no longer maintain the Move Object Force Power on that object.
  3. You may make a new Use the Force check to fling the object back at the Attacker, comparing your check against their Reflex Defense, if your check exceeds their Defense they take half damage from the projectile, and if your check exceeds their Defense by 10 or more they take full damage.
  • You may also spend a Force Point to use this Force Power to intercept some of the barrages of slugthrower shots from a ranged weapon set on Burst or Autofire. If you succeed on the Use the Force check, you take no damage if the Autofire would have hit.

Shatterpoint

You can see the critical point of something, whether it is a person or object, that would shatter if struck at the right time.
  • *Time: Full-Round Action. Targets: Self.*
  1. Make a Use the Force check and compare the result of the check to the table below to determine the effect:                              
    DC Effect
    25 On your next attack treat the target's Damage Resistance as though it were 5 points lower and treat the target’s Damage Threshold as though it were 3 points lower.
    30 On your next attack treat the target's Damage Resistance as though it were 10 points lower and treat the target’s Damage Threshold as though it were 5 points lower.
    35 On your next attack treat the target's Damage Resistance as though it were 15 points lower and treat the target’s Damage Threshold as though it were 10 points lower.
    40 On your next attack treat the target's Damage Resistance as though it were 20 points lower and treat the target’s Damage Threshold as though it were 15 points lower. You may spend a Force Point to use this power after your attack roll.
  2. You may grant the benefit of this power to an ally within 6 squares of you.
  3. You may cast this power as a Standard action instead of a Full-Round action.

Slow

You slow the vital functions of a target, causing them to slip into a deep sleep or even die.
  • *Time: Standard Action. Targets: One living creature within 6 + (1/2 hero level) squares.*
  1. Make a Use the Force check and compare the result to the target's Fortitude Defense. If your roll meets or exceeds their Defense, the target’s movement speed and Reflex Defense are reduced by 2 for 1 + your Wisdom modifier rounds. If you exceed their Defense by 5 points or more they also move -1 down the condition track, for every multiple of 5 beyond the first your roll exceeds their Defense all their penalties from this power are increased by 1.
  2. Make a Use the Force check and compare the result to the Fortitude Defense of a number of targets equal to your Wisdom modifier. If your roll meets or exceeds their Defense, the targets’ movement speed and Reflex Defense are reduced by 2 for 1 + your Wisdom modifier rounds. If you exceed their Defense by 5 points or more they also move -1 down the condition track, for every multiple of 5 beyond the first your roll exceeds their Defense all their penalties from this power are increased by 1.
  3. Make a Use the Force check and compare the result to the Fortitude Defense of a number of targets equal to your Wisdom modifier. If your roll meets or exceeds their Defense, the targets’ movement speed and Reflex Defense are reduced by 4 for 1 + your Wisdom modifier rounds. If you exceed their Defense by 5 points or more they also move -2 down the condition track, for every multiple of 5 beyond the first your roll exceeds their Defense all their penalties from this power are increased by 1.
  • You may spend a Force Point to treat the target’s Defense as though it were 5 points lower.

Technometry [Mind-Affecting]

You can tap into and read technological devices and, in some cases, control them.
  • *Time: Standard Action. Targets: One Droid or electronic device touched.*
  1. Make a Use the Force check and compare the result to the Computer target's Will Defense. If the check equals or exceeds the target's Will Defense, you discover one piece of information contained within the target's memory storage. For every 5 points by which you exceed the target's Will Defense, you can learn one additional piece of information.
  2. Make a Use the Force check and compare the result to the target's Will Defense, which may now include Droids. If the check equals or exceeds a Droid target's Will Defense you may choose one of the following effects and apply it; the Droid's senses are jammed, allowing you to make Confuse it; you power cycle the Droid, and is Flat-Footed until the end of your next turn; you force the Droid’s programming to understand Fear.exe, and is Panicked; or you scramble the Droid’s targeting systems to make it Antagonized against a formerly friendly target. If your check exceeds the Droid’s Will defense by 5 you may choose two effects. If the check equals or exceeds a Computer target's Will Defense you may choose one of the following effects and apply it; learning 2 pieces of information from the computer; accessing a file on the device; permanently bypassing the security protocol, or accessing any application on the device.
  3. You are able to fully control the Droids or Objects whose Will Defense your check surpasses by 10 or higher for 1d4 rounds.
  • You can spend a Force Point to use this ability against a target within 6 squares of yourself.

Dark Side Force Powers

All Force Powers with the [Dark Side] descriptor increases the user’s Dark Side points by 1 for every use.

Combustion [DS]

You use the Force to agitate particles in the air to create a pyrokinetic spray of sparks.
  • *Time: Standard Action. Targets: All targets within a 2 splash square area (the entire area must be within 6 squares + (your Dark Side Score) of you and in your line of sight).*
  1. Make a Use the Force check and compare the result of the check to the Fortitude Defense of each target in the affected area (2 splash square area). If the check result equals or exceeds a target's Fortitude Defense, the target takes 4d6 points of Fire damage and is Burning for 1d3 rounds. If the roll exceeds the target’s Defense by 5 the target will burn for an additional 1d3 rounds, this effect stacks for each multiple of 5 the Defense is surpassed. While burning the target takes your Dark Side Score + Wisdom modifier in damage at the beginning of each of their turns.
  2. The flames made by this power are fueled by the Force and can not be extinguished by water and require a Dexterity check DC 10 + the caster’s Wisdom modifier to extinguish.
  3. You may forego the burning after effect to deal an additional 4d6, + your Wisdom modifier, of fire damage. This damage will stack by every multiple of 10 if the target’s Fortitude Defense is surpassed. If your roll fails to meet a target’s Fortitude defense they still take half damage.
  • You can spend a Force Point to move one target hit by this Force Power -1 step along the Condition Track.

Corruption [DS]

You use the Force to send a bolt of pure Dark Side vileness into an enemy’s body to weaken them from the inside out.
  • *Time: Standard Action. Targets: One target within 6 squares + (your Dark Side Score) and within line of sight.*
  1. Make a Use the Force check and compare it against your target’s Fortitude Defence. The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0. If the check result equals or exceeds the target's Fortitude Defense, the target takes 1d3 points of Force damage to a Physical attribute you determine.
  2. Make a Use the Force check and compare it against your target’s Fortitude Defence. The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0. If the check result equals or exceeds the target's Fortitude Defense, the target takes 1d3 points of Force damage to two Physical attributes you determine.
  3. Make a Use the Force check and compare it against your target’s Fortitude Defence. The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0. If the check result equals or exceeds the target's Fortitude Defense, the target takes 2d3 points of Force damage to all their Physical attributes.
  • You can spend a Force point to target an additional target within the range of the attack.

Dark Rage [DS & Mind-Affecting]

You become enraged as the dark side flows through you {Limited by Armor}.
  • *Time: Standard Action. Target: Self.*
  1. Once per day, gain the effects of the Rage talent. Taking this power multiple times increases the number of times you may use it per day.
  2. Once per day, gain the effects of the Rage talent with all of your bonuses increased by the number of your Dark Side Score. Taking this power multiple times increases the number of times you may use it per day.
  3. Once per day, gain the effects of the Rage talent with all of your bonuses increased by the number of your Dark Side Score + Wisdom Modifier. Taking this power multiple times increases the number of times you may use it per day.
  • You may spend a Force Point to not become Fatigued after you Rage.

Drain Force [DS]

You can drain the Force from living beings. {Limited by Armor}
  • *Time: Standard Action. Target: Self & 1 opponent within line of sight and 6 squares + (your Dark Side Score).*
  1. You may make a Use the Force check against a target's Fortitude Defense to refill two Force Power Points, and remove two Force Power Points from the target.
  2. You may make a Use the Force check against a target's Fortitude Defense to refill three Force Power Points & one Force Point and remove three Force Power Points & one Force Point from the target.
  3. You may make a Use the Force check against a target's Fortitude Defense to refill five Force Power Points & three Force Points and remove five Force Power Points & three Force Points from the target.
  • You may spend a Force point to target two characters within your range with this power.

Drain Life [DS]

You can use the Force to drain the Life Energy from other living beings. {Restricted by Armor}
  • *Time: Standard Action. Target: Self & 1 opponent(s) within line of sight and 6 squares + (your Dark Side Score).*
  1. You can make a Use the Force check against a target's Fortitude Defense to deal 1d6 Force Damage for every two levels the target has (min 1d6). The damage you dealt to them becomes bonus Hit Points for yourself.
  2. You can make a single Use the Force check against a number of targets, equal to your Wisdom modifier, Fortitude Defense to deal 1d6 Force Damage for every two levels the target has (min 1d6). If the attack hits multiple targets, half the damage you dealt to them becomes bonus Hit Points for yourself, if the attack only hits one target you gain Bonus Hit Points as normal.
  3. You can make a single Use the Force check against a number of targets, equal to your Wisdom modifier, Fortitude Defense to deal 1d6 Force Damage for every two levels the target has (min 1d6). If the attack hits multiple targets, half the damage you dealt to them becomes bonus Hit Points for yourself, if the attack only hits one target you gain Bonus Hit Points as normal. On a failed check you still deal half damage to your target(s) but do not gain any health back.
  • You may spend a Force point to add an extra 1d6 to your damage dice, this bonus damage returns to you as bonus Hit Points.

Fear [DS & Mind-Affecting]

Use the Force to overwhelm your opponent with fear.
  • *Time: Standard Action. Target: One creature within 6 + (your Dark Side Score) squares.
  1. You can make a Use the Force check and compare the result to your target's Will Defense. If your check meets or exceeds your target’s Defense they are Shaken for 1 round and move -1 on the Condition Track. If your check exceeds their Defense by 5 they are Cowering instead of Shaken and they move an additional -1 on the Condition Track. If your check exceeds their Defense by 10 they are Frightened instead of Shaken and they move an additional -2 on the Condition Track.
  2. You can make a Use the Force check and compare the result to your target's Will Defense. If your check meets or exceeds your target’s Defense they are Cowering for 1 round and move -1 on the Condition Track. If your check exceeds their Defense by 5 they are Frightened instead of Cowering and they move an additional -1 on the Condition Track. If your check exceeds their Defense by 10 they are Panicked instead of Cowering and they move an additional -2 on the Condition Track.
  3. You can make a Use the Force check and compare the result to your target's Will Defense. If your check meets or exceeds your target’s Defense they are Cowering for 1d3 rounds and move -3 on the Condition Track. If your check exceeds their Defense by 5 they are Frightened instead of Cowering and they move an additional -2 on the Condition Track. If your check exceeds their Defense by 10 they are Panicked instead of Cowering and they move an additional -3 on the Condition Track.
  • You can spend a Force point to target an additional character with this power.

Force Crush [DS & Telekinetic]

Use the power of the Force to mangle and devastate a creature’s or droid’s body {Restricted by Armor}
  • Time: Standard Action. Target: One Target within 6 Squares (+ Plus your Dark Side Score) and in your Line of Sight.
  1. You make a Use the Force check and compare it against your target’s Fortitude Defense. If you meet or exceed your target’s Fortitude Defense you may inflict a Devastating Injury on your target; equal to your Use the Force check result + 1d20.
  2. You make a Use the Force check and compare it against your target’s Fortitude Defense. If you meet or exceed your target’s Fortitude Defense you may inflict a Devastating Injury on your target; equal to your Use the Force check result + 3d20s.
  3. You make a Use the Force check and compare it against your target’s Fortitude Defense. If you meet or exceed your target’s Fortitude Defense you may inflict a Devastating Injury on your target; equal to your Use the Force check result + 5d20s. Ignore your target’s Devastating Injury Defense for the purpose of this power.
  • You may spend a Force Point to roll the d20s for the Devastating Injury Result check with Advantage

Force Choke [DS & Telekinetic]

Use the Force to choke your opponents. {Limited by Armor}
  • *Time: Standard Action. Target: One creature within 6 + (your Dark Side Score) squares, and line of sight.*
  1. You make a Use the Force check and compare it against your target’s Fortitude Defense. If you meet or exceed the target’s Defense they are considered staggered while choking until the start of your next turn and they take 3d6 + your Wisdom modifier in damage. If your check exceeds their Defense by 5 they take an additional 2d6. If your check exceeds their Defense by 10 they are considered Stunned instead of Staggered while choking. If your check exceeds their Defense by 15 or more they move -1 on the Condition Track.
  2. Once per Encounter, you may maintain your concentration on the targeted creature to continue choking them from round to round. Maintaining the power is a Swift Action, and you must make a new Use the Force check each round. Maintaining the power is a Standard Action, and you must make a new Use the Force check each round. If you take damage while maintaining Force Choke, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Force Choke.
  3. You make a Use the Force check and compare it against your target’s Fortitude Defense. If you meet or exceed the target’s Defense they are considered Stunned while choking until the start of your next turn and they take 7d6 + your Wisdom modifier in damage. If your check exceeds their Defense by 5 they take an additional 3d6. If your check exceeds their Defense by 10 they are considered Paralyzed instead of Stunned while choking. If your check exceeds their Defense by 15 or more they move -3 on the Condition Track.
  • You can spend a Force Point to affect a number of targets equal to your Wisdom modifier with this power.

Force Mind Crush [DS Mind-Affecting]

You use The Force to splinter the mind of an opponent, wracking it with pain.
  • *Time: Standard Action. Targets: One creature within 6 + (your Dark Side Score) squares of you, and within your line of sight.*
  1. Make a Use the Force check and compare the result of the check to your target’s Will Defense to determine the effects. If your check equals or exceeds the target's Will Defense, the target takes 2d8 points of Force damage and moves a persistent -1 step down the Condition Track. Furthermore, the target cannot improve its Condition until the end of your next turn. If your check exceeds their Defense by 5 the target takes 3d8 points of Force damage and moves a persistent -2 steps down the Condition Track. If your check exceeds their Defense by 10 the target takes 4d8 points of Force damage and moves a persistent -3 steps down the Condition Track. If your check exceeds their Defense by 10 the target takes 5d8 points of Force damage and moves a persistent -3 steps down the Condition Track.
  2. The target of this attack is staggered for 1 round, and for every multiple of 5, your check exceeds the target’s Defense they are staggered for an additional round.
  3. This power may target a number of creatures equal to your charisma modifier.
  • You may spend a Force Point to either; increase the damage dealt by an additional +2d8 points of Force damage, or move them an additional -2 steps on the condition track.

Force Lightning [DS]

You blast an enemy with deadly arcs of Force Energy. {Restricted by Armor}
  • *Time: Standard Action. Target: A creature within 6 squares of you.*
  1. Make a Use the Force check and compare it against your target's Reflex Defense. If your roll meets or exceeds their Defense they take 6d6 points of Electric damage. On a failed check they still take half damage.
  2. Make a Use the Force check and compare it to the Reflex Defense of all characters in a 6 square line. If your roll meets or exceeds a target’s Defense they take 6d6 points of Electric damage and move -1 on the Condition Track. On a failed check a target still takes half damage and remains where they are on the track.
  3. Make a Use the Force check and compare it to the Reflex Defense of all characters in a 6 square line and each target successfully by the attack chains lighting to additional targets within a 1 square splash area. If your roll meets or exceeds a target’s Defense they take 10d6 points of Electric damage and move -2 on the Condition Track. On a failed check a target still takes half damage and remains where they are on the track.
  • You may spend a Force Point to increase the range of the attack, and the chain lightning, by 1 square per 2 of your Hero levels.

Force Scream [DS]

You create an intense sonic scream, amplified by the Force. {Limited by Armor}
  • *Time: Standard action. Target: 2 Square Splash Area.*
  1. Make a Use the Force check and compare the results to all targets' Fortitude Defense, if the result of the check exceeds their Fortitude Defense the target sustains damage as determined by the following results.                              
    DC Effect
    15 The target takes 1d6 Sonic damage and the target's Damage Threshold is reduced by -5 until the end of your next turn.
    20 The target takes 2d6 points of Sonic damage, the target's Damage Threshold is reduced by -5 until the end of your next turn, and the target’s Dexterity score is reduced by 1.
    25 The target takes 3d6 points of Sonic damage, the target's Damage Threshold is reduced by -10 until the end of your next turn, and the target’s Dexterity score is reduced by 2.
    30 The target takes 4d6 points of Sonic damage, the target's Damage Threshold is reduced by -10 until the end of your next turn, and the target’s Dexterity score is reduced by 2 + 1d3.
  2. Once per Encounter, you may maintain your concentration on the Force power to continue screaming from round to round. Maintaining the power is a Standard Action, and you must make a new Use the Force check each round. If you take damage while maintaining Force Scream, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Force Scream.
  3. Make a Use the Force check and compare the results to all targets' Fortitude Defense, if the result of the check exceeds their Fortitude Defense the target sustains damage as determined by the following results.                              
    DC Effect
    15 The target takes 3d6 Sonic damage and the target's Damage Threshold is reduced by -15 until the end of your next turn.
    20 The target takes 4d6 points of Sonic damage, the target's Damage Threshold is reduced by -15 until the end of your next turn, and the target’s Dexterity score is reduced by 1.
    25 The target takes 5d6 points of Sonic damage, the target's Damage Threshold is reduced by -20 until the end of your next turn, and the target’s Dexterity score is reduced by 4.
    30 The target takes 6d6 points of Sonic damage, the target's Damage Threshold is reduced by -20 until the end of your next turn, and the target’s Dexterity score is reduced by 4 + 1d3.
  • You may spend a Force point to Dazzle targets that are affected by the Scream.

Force Storm [DS]

You use The Force to create a swirling whirlwind of Dark Side energy around yourself. {Restricted by Armor}
  • *Time: Standard Action. Targets: Self.*
  1. Make a Use the Force check to create a vortex of debris and dark energy around yourself that deals 2d4 points of Force damage to all adjacent targets and counts as hazardous terrain. The result of your Use the Force check determines the duration of the effect:                              
    DC Effect
    20 The Force Storm manifests for a duration of 2 rounds.
    25 The Force Storm manifests for a duration of 4 rounds.
    30 The Force Storm manifests for a duration of 6 rounds.
    35 The Force Storm manifests for a duration of 8 rounds.
  2. Make a Use the Force check to create a vortex of debris and dark energy around yourself that deals 3d4 points of Force damage to all adjacent targets and counts as hazardous terrain. The result of your Use the Force check determines the duration of the effect:                              
    DC Effect
    20 The Force Storm manifests for a duration of 3 rounds.
    25 The Force Storm manifests for a duration of 5 rounds.
    30 The Force Storm manifests for a duration of 7 rounds.
    35 The Force Storm manifests for a duration of 9 rounds.
  3. Make a Use the Force check to create a vortex of debris and dark energy reaching a 2 Square splash around yourself that deals 4d4 points of Force damage to all targets within and counts as hazardous terrain. The result of your Use the Force check determines the duration of the effect:                              
    DC Effect
    20 The Force Storm manifests for a duration of 4 rounds.
    25 The Force Storm manifests for a duration of 6 rounds.
    30 The Force Storm manifests for a duration of 8 rounds.
    35 The Force Storm manifests for a duration of 10 rounds.
  • You may spend a Force Point to make a Use the Force check against all targets within the Storm, and compare your roll to their Reflex Defense to knock them Prone.

Infestation [DS]

Use the Force to cast an affliction onto your enemies.
  • *Time: Standard Action. Target: A character within 6 + (your Dark Side Score) squares.*
  1. Make a Use the Force against your target's Fortitude Save, if your roll is successful then your target suffers the following: -2 to all Physical Attributes & Speed.
  2. Once per Encounter, you may maintain your concentration on the targeted creature to continue Infestation them from round to round. Maintaining the power is a Standard Action, and you must make a new Use the Force check each round. If you take damage while maintaining the Infestation, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Infestation.
  3. Make a Use the Force against your target's Fortitude Save, if your roll is successful then your target suffers the following: -5 to all Physical Attributes, Speed, Damage Threshold, & Attack Roll.
  • You can spend 1 Force Point to also inflict your Wisdom modifier in Damage each turn Infestation is active.

Malacia [DS & Mind-Affecting]

You reach into your target’s mind and use the Force to induce a migraine-like effect.
  • *Time: Standard Action. Targets: One living creature within 6 + (your Dark Side Score) squares of you and in your line of sight.*
  1. Make a Use the Force check and compare the result to your target's Mental Threshold. If your roll meets or exceeds their Mental Threshold they move -1 on the Condition Track and are Sickened. If your roll exceeds the target’s threshold by 5 points or more they are given the Nauseated condition. If your roll exceeds the target’s threshold by 10 points or more they are also given the Blinded condition. If your roll exceeds the target’s threshold by 15 points or more they are also given the Deafened condition.
  2. Once per Encounter, you can maintain Malacia from round to round as a Standard Action, but you must make a new Use the Force check each round. If you take damage while maintaining Malacia, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the Malacia.
  3. Make a Use the Force check and compare the result to your target's Mental Threshold. If your roll meets or exceeds their Mental Threshold they move -1 on the Condition Track, and they are given the Staggered & Nauseated condition. If your roll exceeds the target’s threshold by 5 points or more they are also given the Blinded condition. If your roll exceeds the target’s threshold by 10 points or more they are also given the Deafened condition.
  • You can spend a Force Point to treat the target's Metal Threshold as though it were 5 points lower.

Presence [DS & Mind-Affecting]

You give yourself over to The Dark Side, letting your hate radiate out from your body in palpable waves. {Limited by Armor}
  • *Time: Standard Action. Targets: All creatures within 6 + (your Dark Side Score) squares of you.*
  1. Make a Use the Force check and compare the result of the check to the Will Defense of all characters within 6 + your Dark Side Score squares of yourself. If your check meets or exceeds their Will Defense they take a penalty to all Defenses, Attack rolls, and skill checks, equal to your Dark Side Score.
  2. Once per Encounter, you may maintain Presence from round to round, extending the normal duration. Maintaining the Presence Force Power is a Swift Action, and you must make a new Use the Force check each round. If you take damage while maintaining Presence, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining Presence.
  3. The affected area is increased to 12 + 1/2 hero level + Dark Side Score. The penalty is now equal to your Dark Side Score + 1/2 hero level.
  • You can spend a Force Point to also Antagonize all affected characters.

Rend [DS & Telekinetic]

Use the Force to flay your target’s body asunder. {Restricted by Armor}
  • *Time: Swift Action. Targets: One target within 6 + (your Dark Side Score) squares.*
  1. Make a Use the Force check and compare the result with the target's Fortitude Defense. If the check equals or exceeds the target's Fortitude Defense, the target takes 3d6 points of Unstoppable damage. If your check exceeds their Defense by 10 they take an additional 3d6 Unstoppable damage. If your Use the Force check is a Natural 20, you score the equivalent of a Critical Hit, and you triple the result of your damage roll. If you deal enough damage to reduce the target to 0 Hit Points, you rip the target into two separate parts (living creatures are automatically killed).
  2. {SAME AS ABOVE} + if your Use the Force check exceeds their Reflex Defense they are Staggered until the end of their next turn when dropped from your grasp.
  3. {Same as Above} + if your Use the Force check exceeds their Will Defense they are Shaken until the end of their next turn when dropped from your grasp.
  • You may spend a Force Point to use Rend to target a particular limb to inflict the power upon.

Lightsaber Force Techniques

Lightsaber Force Techniques are combat techniques that combine a Force adept’s prowess in the Force and mastery of Lightsaber combat forms. Each Lightsaber Force Technique uses some Force manipulation, and most also involve a Lightsaber attack; additionally, each power has a special added benefit that you gain as a result of having the appropriate Lightsaber Form Talent for that Form Power. You must be wielding an activated Lightsaber to use any Lightsaber Force Technique with the [Lightsaber Technique] descriptor. You cannot Rebuke a Lightsaber Force Technique, with two exceptions: Draw Closer and Pushing Slash.   Lightsaber Form Powers are intended to help Force Adept characters make use of special attacks associated with the various Lightsaber Forms. Many famous Force adepts are regarded as students of multiple forms, and with these Form Powers, your heroes can dabble in several different forms, even if they are only considered masters of a small few.   Unlike Force Powers, Lightsaber Force Techniques only have a single tier, taking the same Technique multiple times results in being able to use that Technique multiple times or being able to multiply the benefit/effect of the technique by stacking multiple uses. Stacking the technique in this manner causes the user to move -1 down the condition track for every 2 stacks.

Assured Strike [Lightsaber Technique]

You trade power for accuracy.
  • *Time: Standard Action. Targets: One enemy within Lightsaber reach.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:
                             
DC Effect
15 You make a single melee attack with a Lightsaber against the target with advantage, however, you take a -5 penalty on your damage roll.
20 You make a single melee attack with a Lightsaber against the target with advantage, however, you take a -2 penalty on your damage roll.
25 You make a single melee attack with a Lightsaber against the target with advantage.
30 You make a single melee attack with a Lightsaber against the target with advantage and if it is successful you gain +5 Force damage on your damage roll.
  • Lightsaber Form (Juyo): If you have the Juyo Talent and miss with both attack rolls, this Form Power remains in your Force Power Suite instead of being spent as normal.
  • You can spend a Force Point to roll your attack roll three times, keeping the highest result.

Barrier of Blades [Lightsaber Technique]

You whip your Lightsaber around you, creating a barrier through which attacks rarely break through.
  • *Time: Swift Action. Targets: Self.*
  • Make a Use the Force check. Until the start of your next turn, you can use the results of the Use the Force check in place of your General Defense against attacks.
  • Lightsaber Form (Shien): If you have the Shien Talent, you can redirect (as per the Redirect Shot Talent) blaster bolts that miss you while this Lightsaber Technique is in effect.
  • You can spend a Force Point to have this Lightsaber Technique also apply to attacks from ranged weapons set to Autofire. If such an attack hits you while this Lightsaber Technique is in effect, you take half damage; if it misses you, you take no damage.

Circle of Shelter [Lightsaber Technique]

You create a protected area around you, through which enemies have difficulty reaching you or your allies.
  • *Time: Standard Action. Targets: Self, plus all adjacent allies.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:                        
    DC Effect
    20 Until the end of your next turn, you and all adjacent allies gain a +3 deflection bonus to General Defense.
    25 Until the end of your next turn, you and all adjacent allies gain a +5 deflection bonus to General Defense.
    30 Until the end of your next turn, you and all adjacent allies gain a +7 deflection bonus to General Defense.
  • Lightsaber Form (Soresu): If you have the Soresu Talent, you can make a Use the Force check to use the Block and Deflect Talents until the end of your next turn.
  • You can spend a Force Point to also apply the deflection bonus from this Form Power to the Reflex & Fortitude Defense of all adjacent allies.

Contentious Opportunity [Lightsaber Technique]

You seize the moment when your opponent gives you an opening, darting in to strike.
  • *Time: Free Action (when you make an Attack of Opportunity). Targets: One enemy within reach.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:                              
    DC Effect
    20 If you hit with your Attack of Opportunity, you deal an additional +1 die of damage.
    25 If you hit with your Attack of Opportunity, you deal an additional +2 dice of damage.
    30 If you hit with your Attack of Opportunity, you deal an additional +3 dice of damage.
    35 If you hit with your Attack of Opportunity, you deal an additional +4 dice of damage.
  • Lightsaber Form (Makashi): If you have the Makashi Talent, you gain a +2 Force bonus on Attacks of Opportunity attack rolls (including this one) until the end of your next turn.
  • If you hit with the Attack of Opportunity, you can immediately spend a Force Point as a Reaction to reduce the target's Speed by 2 squares until the end of its next turn.

Deflecting Slash [Lightsaber Technique]

You use the momentum from your effort to deflect a projectile to strike at an adjacent opponent.
  • *Time: Reaction (when targeted by a non-Area Attack ranged attack). Targets: Self, plus one enemy within reach.*
  • Make a Use the Force check and compare the result of the check to the target’s attack roll to determine the effect. If your Use the Force check equals or exceeds the incoming attack roll, the attack is deflected (if energy) or negated (if slugthrower additionally, you can make a single melee attack with a Lightsaber against any one target within your reach after the check has resolved regardless of the result. If your Use the Force check exceeds the attack roll by 5, the attack is deflected (if energy) or negated (if slugthrower additionally, you can make a single melee attack with a Lightsaber (with a +5 to the attack roll) against any one target within your reach after the check has resolved regardless of the result. If your Use the Force check exceeds the attack roll by 10, the attack is deflected (if energy) or negated (if slugthrower additionally, you can make a single melee attack with a Lightsaber (with a +10 to the attack roll & +5 Force damage bonus) against any one target within your reach after the check has resolved regardless of the result. If your Use the Force check exceeds the attack roll by 15, the attack is deflected (if energy) or negated (if slugthrower additionally, you can make a single melee attack with a Lightsaber (with a +15 to the attack roll & +10 Force damage bonus) against any one target within your reach after the check has resolved regardless of the result.
  • Lightsaber Form (Soresu): If you have the Soresu talent, you can spend a Force Point as a Reaction to redirect the incoming attack (as per the Redirect Shot Talent) at any other target within 6 squares of you.
  • You can spend a Force Point to take another combat action after your Deflection roll other than an attack.

Disarming Slash [Lightsaber Technique]

You strike at your opponent's weapon, attempting to rip it from their grasp.
  • *Time: Standard Action. Targets: One enemy within reach.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:                              
    DC Effect
    15 Make a single melee attack with a Lightsaber against an adjacent opponent. If the attack deals damage, you can use your Use the Force check result in place of an attack roll to make an immediate Disarm attempt against the target. If you succeed at your disarm attempt, you can have the weapon drop to the ground or call it to your own hand (assuming you have a free hand with which to hold the weapon).
    20 Make a single melee attack with a Lightsaber against an adjacent opponent. If the attack deals damage, you can use your Use the Force check result in place of an attack roll to make an immediate Disarm attempt against the target, and your target gains only a +5 bonus to its Reflex Defense to resist (instead of a +10 bonus). If you succeed at your disarm attempt, you can have the weapon drop to the ground or call it to your own hand (assuming you have a free hand with which to hold the weapon).
    25 Make a single melee attack with a Lightsaber against an adjacent opponent. If the attack deals damage, you can use your Use the Force check result in place of an attack roll to make an immediate Disarm attempt against the target, and your target gains only a +2 bonus to its Reflex Defense to resist (instead of a +10 bonus). If you succeed at your disarm attempt, you can have the weapon drop to the ground or call it to your own hand (assuming you have a free hand with which to hold the weapon).
    30 Make a single melee attack with a Lightsaber against an adjacent opponent. If the attack deals damage, you can use your Use the Force check result in place of an attack roll to make an immediate Disarm attempt against the target, and your target does not receive a bonus to its Reflex Defense to resist (instead of a +10 bonus). If you succeed at your disarm attempt, you can have the weapon drop to the ground or call it to your own hand (assuming you have a free hand with which to hold the weapon)
  • Lightsaber Form (Shii-Cho): If you have the Shii-Cho Talent, you can use this Form Power as a Reaction to being attacked by an adjacent opponent.
  • You can spend a Force Point to deal damage to the target's weapon equal to the damage you dealt to the target, provided you successfully Disarm that opponent.

Draw Closer [Lightsaber Technique]

You grab an opponent with The Force, drawing him or her into the path of your weapon.
  • *Time: Standard Action. Targets: One enemy within 6 squares of you and in your line of sight.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:
                             
DC Effect
15 If your target is Medium or smaller in size and is neither Grabbed nor Grappled, you immediately pull it into the nearest unoccupied space adjacent to you (if no space adjacent to you is a legal space for the target due to its size, the power fails). You can then make a single melee attack with a Lightsaber against the target.
25 If your target is Large or smaller in size and is neither Grabbed nor Grappled, you immediately pull it into the nearest unoccupied space adjacent to you (if no space adjacent to you is a legal space for the target due to its size, the power fails). You can then make a single melee attack with a Lightsaber against the target.
35 If your target is Huge or smaller in size and is neither Grabbed nor Grappled, you immediately pull it into the nearest unoccupied space adjacent to you (if no space adjacent to you is a legal space for the target due to its size, the power fails). You can then make a single melee attack with a Lightsaber against the target.
50 If your target is Gargantuan or smaller in size and is neither Grabbed nor Grappled, you immediately pull it into the nearest unoccupied space adjacent to you (if no space adjacent to you is a legal space for the target due to its size, the power fails). You can then make a single melee attack with a Lightsaber against the target.
  • Lightsaber Form (Niman): If you have the Niman Talent, you can target a creature within 12 squares (instead of 6 squares).
  • You can spend a Force Point to treat the target as stunned for the purpose of your attack.

Falling Avalance [Lightsaber Technique]

You raise your Lightsaber above your head then bring it crashing down on your opponent with incredible force.
  • *Time: Standard Action. Targets: Self, plus one enemy within reach.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:                              
    DC Effect
    15 You can make a single melee attack with a Lightsaber against the target, provided that it is no more than one size category larger than you. If your attack does damage, you can push the target 1 square away from you, and then move into the space your enemy just vacated. Neither your movement nor the target's movement provokes Attacks of Opportunity. You cannot move a target that is Grabbed or Grappled.
    20 You can make a single melee attack with a Lightsaber against the target, provided that it is no more than one size category larger than you. If your attack does damage, you can push the target 2 squares away from you, and then move through spaces your target passed through to end adjacent to your target. Neither your movement nor the target's movement provokes Attacks of Opportunity. You cannot move a target that is Grabbed or Grappled.
    25 You can make a single melee attack with a Lightsaber against the target, provided that it is no more than one size category larger than you. If your attack does damage, you can push the target 3 squares away from you, and then move through spaces your target passed through to end adjacent to your target. Neither your movement nor the target's movement provokes Attacks of Opportunity. You cannot move a target that is Grabbed or Grappled.
    30 You can make a single melee attack with a Lightsaber against the target, provided that it is no more than one size category larger than you. If your attack does damage, you can push the target 4 squares away from you, and then move through spaces your target passed through to end adjacent to your target. Neither your movement nor the target's movement provokes Attacks of Opportunity. You cannot move a target that is Grabbed or Grappled.
  • Lightsaber Form (Djem So): If you have the Djem So Talent, after successfully activating this Form Power, you gain one temporary Force Point which can only be used to activate the Djem So Talent. If this temporary Force Point is not used before the end of the encounter, it is lost.
  • You can spend a Force Point to knock your opponent prone after its forced movement.

Fluid Riposte [Lightsaber Technique]

You smoothly turn aside your opponent's melee attack, stepping in to deliver your own attack.
  • *Time: Reaction (when an adjacent opponent makes a melee attack against you). Targets: Self, plus one enemy within reach.*
  • Make a Use the Force check and compare the result of your Use the Force check to the incoming attack roll. If your Use the Force check equals or exceeds the incoming attack roll, the attack deals half damage on a hit. You can then immediately move to any other square adjacent to your attacker and make a single melee attack with a Lightsaber against it. This movement does not provoke Attacks of Opportunity.
  • Lightsaber Form (Djem So): If you have the Djem So Talent, after successfully activating this Form Power, you gain one temporary Force Point which can only be used to activate the Djem So talent. If this temporary Force Point is not used before the end of the encounter, it is lost.
  • You can spend a Force Point to treat the attacker as Flat-Footed for purposes of your Lightsaber attack.

Hawk-Bot Swoop [Lightsaber Technique]

You leap into action against your foe, striking with your Lightsaber before other enemies have a chance to react.
  • *Time: Standard Action. Targets: Self, plus one enemy within reach.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:                              
    DC Effect
    15 You move up to 2 squares; this movement does not provoke Attacks of Opportunity. If you end your movement adjacent to a target, you can make a single melee attack with a Lightsaber against that target.
    20 You move up to 4 squares; this movement does not provoke Attacks of Opportunity. If you end your movement adjacent to a target, you can make a single melee attack with a Lightsaber against that target.
    25 You move up to 6 squares; this movement does not provoke Attacks of Opportunity. If you end your movement adjacent to a target, you can make a single melee attack with a Lightsaber against that target.
    30 You move up to 8 squares; this movement does not provoke Attacks of Opportunity. If you end your movement adjacent to a target, you can make a single melee attack with a Lightsaber against that target.
  • Lightsaber Form (Ataru): If you have the Ataru Talent, you can also move up to 2 squares after you resolve your Lightsaber attack. This movement does not provoke Attacks of Opportunity.
  • You can spend a Force Point to deal +2 dice of damage with your Lightsaber attack.

High Ground Defense [Lightsaber Technique]

You know how to take advantage of the terrain and gain a defensive advantage from it.
  • *Time: Swift Action. Targets: Self.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:                              
    DC Effect
    15 Until the start of your next turn, if you are standing on a low object or in Difficult Terrain, any creature that moves adjacent to you provokes an Attack of Opportunity from you.
    20 Until the start of your next turn, if you are standing on a low object or in Difficult Terrain, any creature that moves adjacent to you provokes an Attack of Opportunity from you. Additionally, you gain a +1 Force bonus on Attacks of Opportunity (including this one) until the start of your next turn.
    25 Until the start of your next turn, if you are standing on a low object or in Difficult Terrain, any creature that moves adjacent to you provokes an Attack of Opportunity from you. Additionally, you gain a +2 Force bonus on Attacks of Opportunity (including this one) until the start of your next turn.
    30 Until the start of your next turn, if you are standing on a low object or in Difficult Terrain, any creature that moves adjacent to you provokes an Attack of Opportunity from you. Additionally, you gain a +5 Force bonus on Attacks of Opportunity (including this one) until the start of your next turn.
  • Lightsaber Form (Sokan): If you have the Sokan Talent, you deal +1 die of damage on Attacks of Opportunity until the start of your next turn.
  • You can spend a Force Point to move 1 square each time you make an Attack of Opportunity until the start of your next turn. This movement does not provoke Attacks of Opportunity.

Makashi Riposte [Lightsaber Technique]

You are trained in a Makashi technique that allows you to slightly change the angle of an opponent's attack before striking with a decisive riposte of your own.
  • *Time: Reaction (when an adjacent opponent makes a melee attack against you). Targets: Self, plus one enemy within reach.*
  • Make a Use the Force check and compare the results of your Use the Force check to the incoming attack roll. If your Use the Force check equals or exceeds the incoming attack roll, the attack deals half damage on a hit. Additionally, you can make a single melee attack with a Lightsaber against your target after the damage is resolved. You deal half damage to the target on a miss.
  • Lightsaber Form (Makashi): If you have the Makashi Talent, until the end of your next turn, the target provokes an Attack of Opportunity from you if it makes an attack and is within your reach.
  • You can spend a Force Point to take no damage from the incoming attack if your check equals or exceeds the attack roll of the incoming attack.

Pass the Blade [Lightsaber Technique]

You deactivate your Lightsaber as your opponent tries to block it, reactivating it just after it passes by their blade.
  • *Time: Standard Action. Targets: Self, plus one enemy within reach.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:                              
    DC Effect
    15 You can make a single melee attack with a Lightsaber against the target. Your opponent takes a -2 penalty on Use the Force checks made to Block the attack. (This penalty also applies to the Primitive Block Talent).
    20 You can make a single melee attack with a Lightsaber against the target. Your opponent takes a -5 penalty on Use the Force checks made to Block the attack. (This penalty also applies to the Primitive Block Talent).
    25 You can make a single melee attack with a Lightsaber against the target. Your opponent takes a -10 penalty on Use the Force checks made to Block the attack. (This penalty also applies to the Primitive Block Talent).
    30 You can make a single melee attack with a Lightsaber against the target. Your opponent cannot make Use the Force checks to Block the attack. (This also applies to the Primitive Block Talent).
  • Lightsaber Form (Trakata): If you have the Trakata Talent, you also ignore any deflection bonus the target has from the Lightsaber Defense Talent.
  • You can spend a Force Point to deal +2d6 points of damage with your Lightsaber attack if it hits.

Pushing Slash [Lightsaber Technique]

You strike at your target with your Lightsaber, then hurl them away from you with The Force.
  • *Time: Standard Action. Targets: One enemy within reach.*
  • After a successful Lightsaber attack, make a Use the Force check and compare the result of the check to the target’s Fortitude Defense. If your Use the Force check equals or exceeds the target's Fortitude Defense, you push the target 2 squares away from you. This movement does not provoke Attacks of Opportunity. If your Use the Force check exceeds the target's Fortitude Defense by 5, you push the target 4 squares away from you. This movement does not provoke Attacks of Opportunity. If your Use the Force check exceeds the target's Fortitude Defense by 10, you push the target 6 squares away from you. This movement does not provoke Attacks of Opportunity. If your Use the Force check exceeds the target's Fortitude Defense by 15, you push the target 8 squares away from you. This movement does not provoke Attacks of Opportunity.
  • Lightsaber Form (Niman): If you have the Niman Talent, you also compare the results of your Use the Force check to all other adjacent enemies; if your Use the Force result equals or exceeds an enemy's Fortitude Defense, it is pushed away 1 square. This is an Area Attack.
  • You can spend a Force Point to knock the target prone at the end of its forced movement. (This applies only to the target of your Lightsaber attack).

Rising Whirlwind [Lightsaber Technique]

You use the Force to spin your Lightsabers around your body, creating a brilliant whirlwind of deadly light.
  • *Time: Standard Action. Targets: All enemies in adjacent spaces.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:                              
    DC Effect
    15 You may make an Area Attack with your Lightsabers, using your Use the Force check as your attack roll, which affects all squares adjacent to you. While this power is active you gain +5 to your General Defense against melee attacks but cannot use any other Lightsaber Techniques, Forms, Talents, or other Force Powers.
    20 You may make an Area Attack with your Lightsabers, using your Use the Force check +5 as your attack roll, which affects all squares adjacent to you. While this power is active you gain +5 to your General Defense against melee attacks but cannot use any other Lightsaber Techniques, Forms, Talents, or other Force Powers.
    25 You may make an Area Attack with your Lightsabers, using your Use the Force check +10 as your attack roll, which affects all squares adjacent to you. While this power is active you gain +7 to your General Defense against melee attacks but cannot use any other Lightsaber Techniques, Forms, Talents, or other Force Powers.
    30 You may make an Area Attack with your Lightsabers, using your Use the Force check +15 as your attack roll, which affects all squares adjacent to you. While this power is active you gain +10 to your General Defense against melee attacks but cannot use any other Lightsaber Techniques, Forms, Talents, or other Force Powers.
  • Lightsaber Form (Jar'Kai): If you have the Jar'Kai Talent, you can move up to 2 squares between the two attacks. This movement does not provoke Attacks of Opportunity,
  • You can spend a Force Point to deal an additional 1d6 die of Force damage (per Wisdom modifier point).

Saber Swarm [Lightsaber Technique]

You slash at your opponent rapidly, aiming many short strikes at the target's body.
  • *Time: Standard Action. Targets: One enemy within reach.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:                              
    DC Effect
    20 You make three Lightsaber melee attacks against a single target. Each of these attacks is made at a -5 penalty, with a stacking -2 penalty on each roll after the first; none of these attacks add your Strength/Dexterity modifier on Damage rolls; and none of these attacks can score a critical hit, though rolling a natural 20 resets your consecutive attack penalty.
    25 You make three Lightsaber melee attacks against a single target. Each of these attacks is made at a -5 penalty, with a stacking -1 penalty on each roll after the first; none of these attacks add your Strength/Dexterity modifier on Damage rolls; and none of these attacks can score a critical hit, though rolling a natural 20 resets your consecutive attack penalty.
    30 You make four Lightsaber melee attacks against a single target. Each of these attacks is made at a -5 penalty, with a stacking -1 penalty on each roll after the first; none of these attacks add your Strength/Dexterity modifier on Damage rolls; and none of these attacks can score a critical hit, though rolling a natural 20 resets your consecutive attack penalty.
    35 You make four Lightsaber melee attacks against a single target. Each of these attacks is made at a -5 penalty; none of these attacks add your Strength/Dexterity modifier on Damage rolls; and none of these attacks can score a critical hit, though rolling a natural 20 resets your consecutive attack penalty.
  • Lightsaber Form (Ataru): If you have the Ataru Talent, your opponent takes a -5 penalty on all Use the Force checks made to block your attacks with the Block Talent or the Makashi Riposte Form Power.
  • You can spend a Force Point to move up to 2 squares before or after you use this Form Power. This movement does not provoke Attacks of Opportunity.

Saber Sweep [Lightsaber Technique]

You lash out at multiple enemies, striking at them with a sweeping motion.
  • *Time: Standard Action. Targets: One enemy within reach (the primary target), any other enemies within reach (the secondary targets).*
  • Make a Use the Force check and compare the result of the check to the table below:                              
    DC Effect
    15 You can make a single melee attack with a Lightsaber against the primary target. This attack deals half damage to the primary target and you may attack another target as a swift action, this attack also deals half damage. You may continue to make secondary attacks as long as the last attack was successful and you have swift actions to spend. You can not attack the same target twice in a row.
    20 You can make a single melee attack with a Lightsaber against the primary target. This attack deals full damage to the primary target and you may attack another target as a swift action, this attack deals half damage. You may continue to make secondary attacks as long as the last attack was successful and you have swift actions to spend. You can not attack the same target twice in a row.
    25 You can make a single melee attack with a Lightsaber against the primary target. This attack deals full damage to the primary target and you may attack another target as a swift action, this attack also deals full damage. You may continue to make secondary attacks as long as the last attack was successful and you have swift actions to spend. You can not attack the same target twice in a row.
    30 You can make a single melee attack with a Lightsaber against the primary target. This attack deals full damage to the primary target and you may attack another target as an immediate action, this attack also deals full damage. You may continue to make secondary attacks as long as the last attack was successful. You can not attack the same target twice in a row.
  • DC EFFELightsaber Form (Shii-Cho): If you have the Shii-Cho Talent, you can use this Form Power in place of a melee attack at the end of a Charge. You gain the benefits of the Powerful Charge Feat on the initial attack only if you use this Form Power in that way.
  • You can spend a Force Point to ignore a missed attack during a sweep and continue attacking.

Shien Deflection [Lightsaber Technique]

You deflect an incoming attack and leap toward your attacker with fierce abandon.
  • *Time: Reaction (when an enemy makes a non-Area Attack ranged attack against you). Targets: Self, plus one enemy within reach.*
  • Make a Use the Force check and compare the result of the check to the table below:                              
    DC Effect
    15 Compare the result of your Use the Force check against the attack roll of the incoming attack. If your Use the Force check equals or exceeds the incoming attack roll, the attack does half damage on a hit. You can then move up to your Speed toward your attacker, and if you end your movement within reach of your attacker, you can make a single Lightsaber attack against that target. This attack only deals half damage.
    20 Compare the result of your Use the Force check against the attack roll of the incoming attack. If your Use the Force check equals or exceeds the incoming attack roll, the attack does half damage on a hit. You can then move up to your Speed, +2 squares, toward your attacker, and if you end your movement within reach of your attacker, you can make a single Lightsaber attack against that target. This attack only deals half damage.
    25 Compare the result of your Use the Force check against the attack roll of the incoming attack. If your Use the Force check equals or exceeds the incoming attack roll, the attack does half damage on a hit. You can then move up to your Speed, +4 squares, toward your attacker, and if you end your movement within reach of your attacker, you can make a single Lightsaber attack against that target. This attack deals full damage.
    30 Compare the result of your Use the Force check against the attack roll of the incoming attack. If your Use the Force check equals or exceeds the incoming attack roll, the attack does half damage on a hit. You can then move up to your Speed, +6 squares, toward your attacker, and if you end your movement within reach of your attacker, you can make a single Lightsaber attack, with a +5 Force bonus, against that target. This attack deals full damage.
  • Lightsaber Form (Shien): If you have the Shien Talent, until the start of your next turn, you take no cumulative penalties on your Use the Force checks for multiple Deflect attempts.
  • You can spend a Force Point to take no damage from the incoming attack if your check equals or exceeds the attack roll of the incoming attack.
Swift Flank [Lightsaber Technique] You leap over or dash around your opponent, striking before they have time to react.
  • *Time: Standard Action. Targets: Self, plus one adjacent enemy.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:                              
    DC Effect
    20 You can move up to half your Speed using a Force-enhanced acrobatic maneuver; this movement does not provoke Attacks of Opportunity. You can then make a single Lightsaber attack against an adjacent target. The opponent is considered to be Flanked for your attack.
    25 You can move up to your Speed using a Force-enhanced acrobatic maneuver; this movement does not provoke Attacks of Opportunity. You can then make a single Lightsaber attack against an adjacent target. The opponent is considered to be Flanked for your attack.
    30 You can move up to your Speed, +2 squares, using a Force-enhanced acrobatic maneuver; this movement does not provoke Attacks of Opportunity. You can then make a single Lightsaber attack against an adjacent target. The opponent is considered to be Flanked for your attack and you have concealment against them for this attack.
    35 You can move up to your Speed, +4 squares, using a Force-enhanced acrobatic maneuver; this movement does not provoke Attacks of Opportunity. You can then make two Lightsaber attacks against an adjacent target, or targets. The opponents are considered to be Flanked and you have concealment against them for this attack.
  • Lightsaber Form (Vaapad): If you have the Vaapad Talent, your target is considered Flat-Footed against you until the end of your turn.
  • You can spend a Force Point to increase your movement by 2 squares.

Twin Strike [Lightsaber Technique]

You swing both of your Lightsabers in an arc toward the target, slamming them home with great force.
  • *Time: Standard Action. Targets: One enemy within reach.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:                        
    DC Effect
    15 You make a single melee attack with a Lightsaber against your target. If this attack hits, add the damage die of your other Lightsaber to the damage roll.
    25 You make a single melee attack with a Lightsaber against your target, with a +3 Force bonus to the attack roll. If this attack hits, add the damage die of your other Lightsaber to the damage roll and increase your critical threat range by your other Lightsaber’s range.
    30 You make a single melee attack with a Lightsaber against your target, with a +5 Force bonus to the attack roll. If this attack hits; add the damage die of your other Lightsaber to the damage roll, increase your critical threat range by your other Lightsaber’s range, and increase your critical damage multiplier by the multiplier of your other Lightsaber.
  • Lightsaber Form (Jar'Kai): If you have the Jar'Kai Talent, you triple your deflection bonus from the Lightsaber Defense Talent instead of doubling it until the end of your next turn.
  • You must be wielding two Lightsabers to use this Form Power. You can spend a Force Point to add +2 die of damage to the damage from your Lightsaber attack.

Unbalancing Block [Lightsaber Technique]

You catch an opponent's weapon on your blade before deactivating your blade momentarily, causing them to stumble.
  • *Time: Reaction (when an adjacent enemy makes a melee attack against you). Targets: Self.*
  • Make a Use the Force check and compare the result of your Use the Force check against the attack roll of the incoming attack. If your Use the Force check equals or exceeds the incoming attack roll, the attack deals half damage on a hit. Additionally, if your Use the Force check equals or exceeds the target's Will Defense, the target is considered Flat-Footed until the end of your next turn.
  • Lightsaber Form (Trakata): If you have the Trakata Talent, you deal +2 dice of damage with the first attack you make on your next turn against your attacker.
  • You can spend a Force Point to take no damage from the incoming attack if your check equals or exceeds the attack roll of the incoming attack.

Unhindered Charge [Lightsaber Technique]

You move quickly to your primary opponent, ignoring Difficult Terrain & obstacles, and attacking all other targets in their path.
  • *Time: Full-Round Action. Targets: Self, plus one enemy within reach.*
  • Make a Use the Force check and compare the result of the check to the table below to determine the effects:                              
    DC Effect
    15 You can move up to your Speed towards the primary enemy, ignoring Difficult Terrain and low obstacles. Roll one attack roll and compare it to all enemies adjacent to your travel path toward your target. If you end your movement within reach of your primary enemy, you can use your previous attack roll, + the number of squares moved, against that target.
    20 You can move up to your Speed, +2 squares, towards the primary enemy, ignoring Difficult Terrain and low obstacles. Roll one attack roll and compare it to all enemies adjacent to your travel path toward your target. If you end your movement within reach of your primary enemy, you can use your previous attack roll, + the number of squares moved, against that target.
    25 You can move up to your Speed, +4 squares, towards the primary enemy, ignoring Difficult Terrain and low obstacles. Roll one attack roll and compare it to all enemies adjacent to your travel path toward your target. If you end your movement within reach of your primary enemy, you can use your previous attack roll, + the number of squares moved, against that target’s Reflex Defense.
    30 You can move up to your Speed, +6 squares, towards the primary enemy, ignoring Difficult Terrain and low obstacles. Roll one attack roll, with advantage, and compare it to all enemies adjacent to your travel path towards your target. If you end your movement within reach of your primary enemy, you can use your previous attack roll (or make a new attack roll with advantage), + the number of squares moved, against that target’s Reflex Defense.
  • Lightsaber Form (Sokan): If you have the Sokan Talent, you gain a +5 Force bonus to your General Defense against Attacks of Opportunity made against you during this movement.
  • You can spend a Force Point to move an additional 2 squares.

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