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Lykka Sataar
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== Force Powers == :'''Battle Swiftness:''' You use the Force to enhance your ability to move freely about the battle field. ::'''Time:''' Bonus Action, '''Target:''' Self, '''Duration:''' Concentration 1 minute (10 rounds) ::For the duration of the power your movement does not provide Opportunity Attacks. Twice before the power ends you give yourself Advantage with a single melee attack on your turn but this must be on seperate rounds. If you hit with these attack you deal an additional +1d8 force damage. :::''Higher levels:'' You gain Advantage with two additional attacks within the powers duration for each additional Power level (max 10, but still only one a round). At 3rd Power level the damage increases to +2d8 force damage. At 5th Power level the damage increases to +3d8 force damage. :'''Force Disarm [Telekinesis]:''' You disarm an opponent or pull an unattended item to you with the Force. ::'''Time:''' Bonus Action, '''Target:''' One target within 100 feet that you can see, '''Duration:''' Instant. ::The target of your power must make a Strength save. If it fails, one item of your choice fly instantly into your hand if you have at least one hand with nothing in it. If you don’t have a hand free the object instead falls on the ground in front of you. Light and tiny unattended or unsecure items with range can be grabbed instead, they fail their save automatically. :::''Higher levels:'' For each additional Power level you can attempt to ‘grab’ an additional item that the target is carrying that you can see and draw it to you. You could instead try and grab an item from another target(s) that is within 30 feet of the original target to make a save. :'''Mind Trick [Mind-Affecting]:''' You use the Force to alter a target’s perceptions or plant a suggestion in its mind. ::'''Time:''' 1 Action, '''Target:''' One target within 120 feet that you can see and who has at least a 3 or higher Intelligence score, '''Duration:''' Instant ::The target of this power must make a Wisdom saving throw. Failure results in one of the following conditions of your choice: ::*You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check as if you had cover verse the target. ::*You can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it. ::*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 obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable. ::*You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see until the end of your next turn. This is a fear affect. :::''Higher levels:'' Each additional Power level allows you to affect two additional targets that are within than 30 feet of each other (up to a maximum of 9 targets). :'''Move Object [Telekinesis]:''' You telekinetically move a target with the Force. ::'''Time:''' 1 Action, '''Target:''' One target within 120 feet that you can see, '''Duration:''' Concentration (no limit, but if you deal damage with the power the power ends immediately) ::Make a Force Ranged Attack check. If you succeed against a Medium size target it is considered Grabbed. If you wish you can deal 2d6 bludgeoning to the target but the power then ends. As a Bonus action you can lift and move the target up to 30 feet each round so long as it is within range and you can still see it. You could slam the target into another target if you wish, but this requires an action and a new Force Ranged Attack check against the new target's AC. If you hit both targets take suffer the powers bludgeoning damage and the power ends. You can attempt to grab a flying target with your Force Ranged Attack if you can hold something of its size (see Higher Level below) and move it or deal damage to it if you succeed. :::''Higher levels:'' Each additional Power level increase the size of the target that you can lift by one category (Large, Huge, Gargantuan and Colossal at fifth level) and increases the damage by +2d6 per Power level (maximum of 10d6). :::''Special:'' You can spend a Destiny Point to increase the size category of the target of your Move Objects by one and the damage you can deal with the power by an additional +2d6 (up to a maximum size category of Massive and dealing 12d6 damage). :'''Rebuke:''' You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator. ::'''Time:''' Reaction, '''Target:''' Self, '''Duration:''' Instant ::When you are successful hit with a Force Range Attack power or when you fail a save against a Force Save DC you can make a check against the attacker’s Force Save DC. This check is your proficiency bonus plus your Force Attribute modifier. If you succeed the power is harmless redirection and you suffer no ill effects or damage. :::''Special:'' If you succeeded with your Rebuke check against a power that used the Force Range Attack you can spend a Density Point as a free action and direct the power back at the target. Make a Force Range Attack check against the attacker’s AC. If you succeed the power affects that attacker instead! If the target has the Rebuke power it could spend its reaction to make its check against your Force Save DC to redirect the power harmless away. It cannot try and re-rebuke it as it were. :'''Surge:''' The Force enables you to jump great heights and distances as well as move quickly. ::'''Time:''' bonus action; '''Target:''' Self; '''Duration:''' At the start of your turn. ::You gain +10 force bonus on Strength (Athletics) check when making a high or long jumping (no minimum distance of movement is required to make the attempt) and your Speed is increased by +10 feet until the beginning of your next turn. :::''Higher levels:'' At 2nd Power level increase your bonuses to +20 with these Athletics checks and +20 feet speed. At 3rd Power level instead increase your bonuses to +30 to Athletics and +30 feet speed. At 5th Power level increase your bonus to +40 to Athletics and +40 feet speed. :::''Special:'' You can spend a Destiny Point to increase these bonuses by an additional +10 to Athletics (for jumping and leaping) and +10 feet speed. These stack with all bonuses above and the effects now last until the end of your next turn.
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