Star Wars: Phoenix Faction
weapon prof- lightsaber, simple weapons
weapon finess- use dex for damage with lightsaber instead of strength
strong in the force- roll D8’s instead of D6’s when spending force points
force training- force powers
force boon- gain 3 additional force points at each lvl
As a standard action, you can weaken the resolve of one enemy with your words. The target must have an intelligence of 3 or higher and it must be able to see, hear, and understand you. Make a persuasion check; if the result equals or exceeds the target’s Will Defense, it moves – 1 step along the condition track. The target gets a +5 bonus to its Will Defense if it is higher level than you. If the target reaches the end of the track, it does not fall unconscious: instead, it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first. This is a mind-affecting effect.
As a reaction, you may negate a ranged attack by making a successful Use the Force check. The DC of the skill check is equal to the results of the attack roll you wish to negate, and you take a cumulative – 5 penalty on you Use the Force check for every time you have used Block or Deflect since the beginning of your last turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not flat-footed.
You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on auto fire. If you succeed on the Use the Force check, you take half damage if the auto fire attack hits and no damage if the auto fire attack misses. This talent has no effect on other area attacks (such as grenades, missiles and flamethrowers).
This talent cannot be used to negate attacks made by Colossal or larger-size vehicles unless the attack is made with a point-defense weapon.
Once per encounter as a swift action, you may return one of these Force powers to your suite without spending a Force Point: Force disarm, Force grip, Force slam, Force thrust or move object.
You may select this talent multiple times. Each time you select it, you may use this talent on additional time per encounter.
Force Grip- You us the Force to choke or crush your enemy
TIME: standard action
Target: 1 target within 6 squares or within line of sight
Make a Use the Force check. The result of the check determines the effect, if any:
DC 15: the target takes 2d6 points of damage. If your Use the Force check equals or exceeds the target’s Fortitude Defense, the target can take only a single swift action on his next turn.
DC 20: as DC 15, except the target takes 4d6 points of damage
DC 25: as DC 15, except target takes 6d6 points of damage
Special: you may maintain your concentration on the targeted creature to continue damaging it from round to round. Maintaining the Force Grip is a standard action, and you must make a new Use the Force check each round.
You can spend a Force Point to deal and additional 2d6 points of damage with your Force Grip.
Force Slam- You pound one or more creatures with the Force.
Time: Standard action
Target: all targets within a 6-square cone and within line of sight
Make a Use the Force check. Make one roll and compare the result to each target’s Fortitude Defense. If the result equals or exceeds a target’s Fortitude Defense, it takes 4d6 points of Force damage and is knocked prone. If the result is less than a target’s Fortitude Defense, it takes half damage and is not knocked prone. This is an area effect.
Special: when you use this power, you can spend a Force Point to deal an additional 2d6 points of damage to targets in the area.
Mind Trick- You use the Force to alter a target’s perceptions or plant a suggestion in its mind.
Time: Standard action
Target: One intelligence 3 or higher creature in line of sight and within 12 squares of you.
Make a Use the Force check. If you equal or exceed the target’s Will Defense, you may choose one of the following effects:
• You can create a fleeting hallucination that distracts the target and enables you to use the Stealth skill even if the target is aware of you.
• You perform a feint so that the next attack you make against the target ignores its Dexterity bonus to Reflex Defense (if any)
• 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. The target won’t realize later that what he did is unacceptable.
• You fill the target with terror, causing it to flee from you at top speed for 1 minute. The affected creature stops fleeing if it is wounded. The effect is negated if the target’s level is equal to or higher than you character level. This is a fear effect.
Special: If you are making a suggestion, you may spend a Force Point to improve the target’s attitude by one step, plus one additional step for every 5 points by which you Use the Force check exceeds the target’s Will Defense.
Rebuke- You Harmlessly absorb or deflect one Force power used against you, perhaps even turning it against its creator.
Target: Once Force power directed at you
Make a Use the Force check. If your result equals or exceeds the check result of the power directed at you, you harmlessly redirect it and suffer no ill effects. If your result exceeds the check result of the power directed at you by 5 or more, you may choose to turn the Force power against its creator, who suffers the effect.
Special: If you successfully reflect a Force power back at its originator, the originator may attempt to rebuke the power as well. If he reflects it back again, both you and the originator are affected by the Force power. You can spend a Force Point as a reaction to suffer no ill effects from a Force power that has been rebuked twice- once by you and once by the power’s originator.
Use The Force: Skill
You draw upon the Force to help you recover from injuries, gain special insights, or perform other remarkable acts.
Force Trance: As a full-round action, you can enter a Force trance with a DC 10 Use the Force check. In this state, you remain fully aware of your surroundings. Each hour you remain in the trance, you regain a number of hit points equal to you character level. You can emerge from the trance as a swift action. If you remain in a Force trance for 4 consecutive hour, you emerge from the trance fully rested (as though you’d rested for 8 hours).
While you’re in a Force Trance, you can go ten times as long as normal without food or water.
Move Light Object: As a move action, you can use the Force to telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use the Force check allows you to move an object weighing up to 5 kg a distance of 6 squares in any direction. As a standard action, you can use the object as a projectile weapon, but the DC increases to 15. If you Use the Force check beats the target’s Reflex Defense, the object hits and deals 1d6 points of bludgeoning damage.
Search Your Feelings: As a full-round action, you can make a DC 15 Use the Force check to determine whether a particular action will yield favorable or unfavorable results to you in the immediate future (10 minutes or less). For example, you can make the check to determine whether destroying a dark side artifact will have immediate unforeseen repercussions. The answer does not take into account the long-term consequences of a contemplated action. Using the above example, a successful check would not portend a future encounter with vengeful darksiders angered by the destruction of the dark side artifact. (the GM must assess the immediate consequences of the action, based on what he knows about the circumstances.)
Sense Force: You automatically sense disturbances in the Force. A location that is strong in the dark side of the Force can be sensed out to a range of 1 kilometer. A relative, companion, or close friend in mortal danger or great pain can be sensed out to a range of 10,000 light years. A great disturbance, such as the destruction of an entire populated planet or the distress of a whole order of allies, can be sensed anywhere in the same galaxy. As a full-round action, you can make a DC 15 Use the Force check to determine the distance and general direction to the location of the disturbance.
As a full-round action, you can use this ability to actively sense other Force-users out to a range of 100 Kilometers. If you succeed on a DC 15 Use the Force check, you know how many Force-users are within range, their approximate distance and direction from you, and whether you’ve met them before or not. Another Force-user within range can try to conceal her presence from you by making a Use the Force check. If she equals or exceeds you check, you don’t sense her presence at all.
Sense Surroundings: As a swift action, you can make a DC15 Use the Force check, to ignore the effects of cover and concealment when making Perception checks to detect or observe targets. Increase the DC by 5 if this ability is used against targets with total cover.
Telepathy: As a standard action, you can establish a telepathic link with a distant creature. Through the link, you can exchange emotions or a single thought, such as, GO, HELP, or DANGER. The target must have an Intelligence of 2 or higher, and the distance between you and the target determines the DC (see below). Against an unwilling target, you must make a Use the Force check against the target’s Will Defense; if the check fails, you cannot establish a telepathic link or attempt to telepathically contact the target for 24 hours unless the target becomes a willing one.
Telepathy Distance DC
Same planet 15
Same system 20
Same region/quadrant of the galaxy 25
Different region/quadrant of the galaxy 30
main driving goal is to explore the force while doing good wherever he is sent. typical jedi motivation with the exception that he questions the councils mandate that personal connections (family, lovers.) are a bad thing. oh and hes kinda a man whore.