Use the Force
Skill (Wisdom)
Requires the Force Sensitivity feat
Skill Use | Action | DC | Description | Trained Only | Retry | Take 10 | Take 20 | Source |
---|---|---|---|---|---|---|---|---|
Activate Force Power |
No action |
Variable |
You can use one of your known Force Powers. |
Yes |
Yes |
Yes |
No | Core |
Breath Control | Free Action |
15 |
You can use the Force to hold your breath for an extended period of time. |
Yes |
Yes |
Yes |
No | JATM |
Force Trance | Full-Round Action |
10 |
You can enter a hibernation trance in which you restore your character level in hit points, reduce your need for food or water, and fully rest in half the time. |
Yes |
Yes |
Yes |
No | Core |
Move Light Object | Move Action |
10 (or higher) |
You can lift a relatively light object using the Force. |
Yes |
Yes |
Yes |
No | Core, JATM, TCW |
Place Other in Force Trance | Full-Round Action |
15 |
You can place a willing ally into a Force trance. |
Yes |
Yes |
Yes |
No | JATM, TCW |
Search Your Feelings | Full-Round Action |
15 |
You can determine whether a particular action will yield favorable or unfavorable results in the immediate future. |
No |
Yes |
Yes |
No | Core |
Sense the Force | Full-Round Action |
25 |
You can use the Force to sense the location of friends or allies in great pain, great disturbances in the Force, or the presence of other Force Sensitives nearby. |
Yes |
Yes |
Yes |
No | Core |
Sense Surroundings | Swift Action |
15 |
You can ignore the effects of cover or concealment when making Perception checks to detect or observe targets. |
No |
Yes |
Yes |
No | Core |
Telepathy | Standard Action |
Variable |
You can send simple thoughts or emotions to a distant creature. |
No |
Yes |
Yes |
No | Core |
You draw upon the Force to help you recover from injuries, gain special insights, or perform other remarkable acts. You must have the Force Sensitivity feat to be trained in this skill.
By default, this skill uses your Wisdom bonus. However, if you have any Dark Side points, you may choose to use Charisma instead of Wisdom, at your preference. You may also choose to use Wisdom for normal checks, but Charisma only during actions which grant a Dark Side point.
Activate Force Power
- Trained Only
You make a Use the Force check to use a Force power (see Force Powers). This use of the skill requires no action.
Breath Control
- Trained Only
- Source
- JATM
You can use the Force to hold your breath for an extended period of time. A successful DC 15 Use the Force check allows you to hold your breath for a number of rounds equal to twice your Constitution score before you need to make Endurance checks to continue holding your breath.
Force Trance
- Trained Only
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 your character level. You can emerge from the trance as a swift action. If you remain in a Force trance for 4 consecutive hours, 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 (see the Endurance skill).
Move Light Object
- Trained Only
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 your Use the Force check beats the target's Reflex Defense, the object hits and deals ld6 points of bludgeoning damage. Using an object as a projectile weapon is otherwise treated as a ranged attack for the purposes of talents and feats that interact with ranged attacks.
- Source
- JATM
You can catch and move a thrown object, such as a grenade, that lands within your reach, redirecting its attack against another target. The object can weigh no more than 5 kg, and you must ready an action to catch the object on your turn, before the object is thrown. Moving the object requires a Use the Force check, with a DC equal to the attack roll of the thrown object. If you succeed on this check, you catch the object with the Force and can immediately move the object up to 6 squares away from you, to a point within your line of sight; otherwise, resolve the attack as normal. If the object you catch is an explosive, such as a grenade, it explodes at the end of its movement. You can use the object caught as a projectile weapon, as normal.
Place Other in Force Trance
- Trained Only
- Source
- JATM
As a full-round action, you can place an adjacent, willing ally that you touch into a Force trance with a DC 15 Use the Force check. In this state, the target ally rests as though in a deep coma and is considered helpless. Each hour the target remains in the trance, it regains a number of hit points equal to its character level. You can bring an adjacent ally you touch out of a Force trance on his or her own. If the target remains in the Force trance for 4 consecutive hours, the target emerges from the trance fully rested (as though the target had rested for 8 hours).
While the target ally is in a Force trance, it can go ten times as long without normal air, food, or water (see Endurance). Unwilling targets cannot be placed in a Force trance.
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
- Trained Only
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 an opposed Use the Force check. If she equals or exceeds your Use the Force check, you don't sense her presence at all.
Sense Surroundings
As a swift action, you can make a DC 15 Use the Force check to ignore the effects of cover and concealment when making Perception checks to detect or observe targets until the start of your next turn. 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 |
Special
- You can't make Use the Force checks unless you have the Force Sensitivity feat. Use the Force is a class skill for any character with the Force Sensitivity feat.
- You can take 10 on a Use the Force check, but you can't take 20.