Joh-Kel's Force Powers

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Battle Strike

You use the Force to enhance your battle prowess.

Time: Swift action. Target: You.

Make a Use the Force check. The result of the check determines the effect, if any:

DC 15: Gain a +1 Force bonus on your next attack roll made before the end
of your next turn and deal an additional 1d6 points of damage if the attack hits.
DC 20: As DC 15, except you deal an additional 2d6 points of damage.
DC 25: As DC 15, except you deal an additional 3d6 points of damage.

Special: You can spend a Force Point to deal an additional 2d6 points of damage on your next attack.


Force Slam [Telekinetic]

You pound one or more creatures with the Force.

Time: Standard action. Targets: 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 the target’s Fortitude Defense, it takes half damage and is not knocked prone. Targets larger than Medium add a size modifier to Fortitude Defense against this power: Colossal +50, Gargantuan +20, Huge +10, Large +5.

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.


Farseeing

You gain a vague, momentary impression of events happening around a particular being in some distant place.

Time: Full-round action. Target: One creature you know or have met before.

Make a Use the Force check. If your check result is less than the target’s Will Defense, you gain no information (including whether the target is alive or dead) and cannot use this Force power against the same target for 24 hours. If your check result equals or exceeds the target’s Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing, and any strong emotions it is presently feeling. A dead target has a Will Defense of 30 for purposes of this Force power.

Special: If you successfully use this Force power, you can spend a Force Point to gain a clear mental image of the target’s surroundings, as well as other creatures and objects within 6 squares of it.


Force Light [Light Side]

You can draw the Force into yourself, turning you into a beacon of light that purges the taint of the dark side.

Time: Standard Action. Targets: See text.

Make a Use the Force check. The result of the check determines the effect, if any:

DC 20: Until the end of your next turn, any creature with a Dark Side Score of 1+ that begins its turn within 6 squares of you automatically takes 1d6 points of Force damage and takes a -1 penalty on attack rolls.
DC 25: As DC 20, except the damage is 2d6 points.
DC 30: As DC 20, except the damage is 3d6 points.
DC 35: As DC 20, except the damage is 4d6 points.

This is an area effect.

Special: You can spend a Force Point to increase the damage dealt by +1d6.
You can maintain Force light from round to round, extending the normal duration. Maintaining the Force light power is a standard action, and you must make a new Use the Force check each round. If you take damage while maintaining Force light, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.


Force Whirlwind [Telekinetic]

You call upon the Force to surround an enemy in a swirling vortex of Force energy. The whirlwind lifts them about a half meter off of the ground, spinning them in the air and buffeting them with Force energy.

Time: Standard action. Target: One creature within 12 squares and within line of sight.

Make a Use the Force check. The result of the check determines the effect, if any.
Compare the result to the target’s Fortitude Defense. If the check result equals or exceeds the target’s Fortitude Defense, the target is captured within the whirlwind and immobilized until the beginning of your next turn. Any attack rolls or skill checks the target attempts while within the whirlwind are at a -5 penalty. 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 15: The target takes 1d6 points of Force damage.
DC 20: The target takes 2d6 points of Force damage.
DC 25: The target takes 3d6 points of Force damage.
DC 30: The target takes 4d6 points of Force damage.

The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0.

Special: You can spend a Force Point to increase the penalty to the target’s attack rolls and skill checks from -5 to -10.
You can maintain Force whirlwind from round to round, extending the normal duration. Maintaining the Force whirlwind power is a move action, and you must make a new Use the Force check each round. If you take damage while maintaining a Force whirlwind, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power. If a target within a Force whirlwind is attacked or otherwise damaged or moved down the condition track by you or one of your allies, the effects of Force whirlwind end immediately.


Mind Trick [Mind-Affecting]

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 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 your 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 your Use the Force check exceeds the target’s Will Defense.


Move Object [Telekinetic]

You telekinetically move a target up to 6 squares in any direction using the Force.

Time: Standard action. Target: One target within 12 squares and within line of sight.

Make a Use the Force check. The result of the check determines the maximum size of the target you can lift (see below). If the target is a creature that resists your attempt, your Use the Force check must also exceed the target’s Will Defense. You can hurl the target at (or drop it on) another target in range if your Use the Force check exceeds the second target’s Reflex Defense. Both targets take damage determined by your Use the Force check result.

DC 15: Move object up to Medium size (deals 2d6 points of damage)
DC 20: Move object up to Large size (deals 4d6 points of damage)
DC 25: Move object up to Huge size (deals 6d6 points of damage)
DC 30: Move object up to Gargantuan size (deals 8d6 points of damage)
DC 35: Move object up to Colossal size (deals 10d6 points of damage)

Special: You may maintain your concentration on the targeted object to continue to move it from round to round. Maintaining the move object power is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining move object, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating. If you deal damage with the move object power, you cease to be able to maintain it.
If you use move object against a hovering or flying target (such as a speeder or starship), the target can oppose your Use the Force check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target.
You may spend a Force Point to increase the maximum size of the object by one category and deal an additional 2d6 points of damage (maximum size Colossal [frigate], 12d6 damage). Alternatively, you may spend a Destiny Point (see page 112) to increase the maximum size of the object by three categories and deal an additional 6d6 points of damage (maximum size Colossal [station], 16d6 damage).


Negate Energy

You spontaneously negate a single attack that deals energy weapon damage, such as a light saber or blaster.

Time: Reaction. Target: One attack made against you that deals energy weapon damage.

Make a Use the Force check. If the result of the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take no damage. If your check result is less than the amount of damage dealt, you fail to negate the attack and take damage as normal.

Special: You must be aware of the attack (and not flat-footed) to negate it. If you are successful, you can spend a Force Point to regain hit points equal to the damage of the negated attack, up to a maximum of your full normal hit points.


Rebuke (2)

You harmlessly absorb or deflect one Force power used against you, perhaps even turning it against its creator.

Time: Reaction. Target: One 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 based on the creator’s original Use the Force check.

Special: If you successfully reflect a Force power back at its originator, the originator may attempt to rebuke the power as well, expending a use of the rebuke power and using your rebuke Use the Force check result as its target DC.
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.


Surge

The Force enables you to jump great heights and distances as well as move quickly.

Time: Free action. Target: You.

Make a Use the Force check. The result of the check determines the effect, if any:

DC 10: You gain a +10 Force bonus on Jump checks and your speed increases by 2 squares until the start of your next turn. The Force bonus on Jump checks includes the adjustment for increased speed.
DC 15: As DC 10 except: +20 Force bonus on Jump checks, speed increases by 4 squares.
DC 20: As DC 10 except: +30 Force bonus on Jump checks, speed increases by 6 squares.

Special: You can spend a Force Point to increase the power’s Force bonus on Jump checks by 10 and increase your speed by an additional 2 squares.
Using the surge power counts as a running start for determining a Jump DC. You may spend a Destiny Point (see page 112) to gain an additional 4 squares of movement; when you do so, you may also use any and all movement for the round as a part of a jump (no Jump check required).


Vital Transfer [Light Side]

You use your own life force to heal another living creature, using the Force as a conduit.

Time: Standard action. Target: One creature touched.

Make a Use the Force check. The result of the check determines the effect, if any:

DC 15: The target heals hit points equal to 2 x its character level.
DC 20: The target heals hit points equal to 3 x its character level.
DC 25: The target heals hit points equal to 4 x its character level.

Each time you use vital transfer, you take half as much damage as you heal (rounded down). You may choose to heal less than the result of your Use the Force check allows. You may not heal yourself with this power.

Special: You may spend a Force Point to avoid taking any damage when you use this Force power. You may spend a Destiny Point (see page 112) to move the target +5 steps on the condition track in addition to healing it normally.


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Joh-Kel's Force Powers

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