Feats and Skills

Feats

Force Mind (Force Feat)
You can grant a Force bonus to a single ability score of your allies
Prerequisite: Wisdom 15, Force-Sensitive, Sense, Force level 3rd
Benefit: The targets of this feat each gain a + 2 Force bonus to a single ability score of your choice (all those affected gain the bonus to the same ability score). This benefit requires a full-round action to initiate and lasts for a number of rounds equal to your Force-user level. Using the Force Mind feat costs 4 Force pool points plus 1 Force pool point per target included. The individual using Force Mind may be one of the targets. Force Mind increases to Improved Force Mind when the Jedi has 5 Force-user levels.
Special: All Force Mind feats can also be applied to the individual using Force Mind.

Battle Meditation (Force Feat)
You can influence battles by envisioning an outcome you desire.
Prerequisite: Force Sensitive, Alter, Wisdom 13, no more than 2 Dark Side Points.
Benefits: You get access to the Force Skills Battle Influence, Inspire and Sever Force.

Skills

Battle Influence (Cha)
You can envision a specific outcome of a combat and help make it a reality through the Force. After you have influenced the outcome of a fight, you sap your enemies’ will and concentration, they get sloppy and start making failures they otherwise wouldn’t.
Check: Am Battle Influence check grants an incompetence penalty on attack rolls, saving throws and skill check as shown in the table below and for as long as you continue to spend Force pool points. You can select a bonus that’s less than the result you achieve.

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You can affect large numbers of enemies with the same Battle Influence check, provided they are not beyond your maximum range. However, the more people you want to affect, the higher is the cost to your force pool.

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Retry: Yes, but the effects of multiple successes are not cumulative.
Special: The maximum range for this ability is based on your mastery of the Force. With the Force Mind feat, you can affect any enemies on the same planet. If you have the Knight Mind feat as well, you can affect any enemies in the same star system. With the Master Mind feat you can affect ten times more enemies for the same cost per minute.
A successful Will save negates the penalty and makes the target immune to your Battle Influence for 24 hours. The DC is 10 plus half your Force-user level + Wisdom modifier.
Time: Activating this skill requires a full-round action, which draws an attack of opportunity. Maintaining it requires a attack action each round.
Force Pool Costs: Activating this skill costs 6 points. The Force-user must also spend Force pool points for each minute (every 10 rounds) the power is used.

Inspire (Cha)
You can fill allies with the conviction that they are going to succeed at their endeavours, despite any odds. Your allies become more dedicated and less likely to give up. With a higher degree of ability you can inspire more individuals at a much greater range.
Check: Am Inspire check grants a competence bonus on attack rolls, saving throws and skill check as shown in the table below and for as long as you continue to spend Force pool points. You can select a bonus that’s less than the result you achieve.

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You can affect large numbers of allies with the same Inspire check, provided they are not beyond your maximum range. However, the more people you want to affect, the higher is the cost to your force pool.

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Retry: Yes, but the effects of multiple successes are not cumulative.
Special: The maximum range for this ability is based on your mastery of the Force. With the Force Mind feat, you can affect any allies on the same planet. If you have the Knight Mind feat as well, you can affect any allies in the same star system. With the Master Mind feat you can affect ten times more allies for the same cost per minute.
Time: Activating this skill requires a full-round action, which draws an attack of opportunity. Maintaining it requires a attack action each round.
Force Pool Costs: Activating this skill costs 6 points. The Force-user must also spend Force pool points for each minute (every 10 rounds) the power is used.

Force Defense (Cha)
You can use the Force to improve your resistance to Force-based attacks, wrapping yourself in the Force’s protective embrace.
Check: A Force Defense check adds a Force bonus to any saving throw made against a Force-based attack (including skills and feats). The result of the check indicates the amount of the bonus.

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Special: If you possess 5 or more ranks in Force Defense you can extend your Force Defense to 1 additional ally for every 5 ranks you have in Force Defense.
The Force Bonus can also be used to counter the effects of Fear, if you have a – 6 penalty from Fear, but a + 4 bonus from Force Defense your penalty is only – 2.

Force Strike (Int)
You can attack one or more opponents using the Force.
Check: A Force Strike check sets the DC for the target’s Reflex saving throw. On a failed save, the target takes 3d4 points of physical damage. On a successful save, the target takes half damage.

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Special: Force Strike has a range of 10 meters. It can affect up to four targets standing adjacent to one another. Using this skill against living targets doesn’t give the character a Dark Side Point, unless the character qualifies for a Dark Side Point (using the Force in Anger, calling upon the Dark Side, using the Force to kill innocents, etc.pp.). Mere usage of the skill doesn’t yield a Dark Side Point.
Every 5 ranks in Force Strike increases the damage die by 1. A Jedi with 5 ranks in Force Strike does 4d4 damage, a Jedi with 10 ranks 5d4 and so on.
Note: Similar bonus damage dependend on the users mastery (ranks) of a skill which uses damage dice (such as Force Lightning orForce Grip) applies to these skills as well. So a Sith Lord with 10 ranks in Force Lightning would deal 5d8 damage with Force Lightning instead of ‘just’ 3d8.

Special

Uncanny Dodge
A Force-user with 10 ranks in See Force or Farseeing gains Uncanny Dodge I. A Force-user with 10 ranks in See Force and Farseeing or 20 ranks in either of them gains Uncanny Dodge II. If the character has Uncanny Dodge I from any other source it stacks.
Note: This represents a Jedi’s nearly supernatural ability to react to different sources of danger.

Feats and Skills

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