Alter

The Alter skill Governs these actions:

Affect Mind (Cha)

Requires Force-Sensitive and Alter feats

You can use the Force to alter a target’s perceptions or make a telepathic suggestion in another character’s mind.

Check: The result of an Affect Mind check sets the DC for the target’s Will save. (Note that this skill works best on weak-willed characters. Those with good Will save bonuses are harder to fool with “Jedi mind tricks.”)

Alter (Feat)

You can change the distribution and nature of the Force in your environment.

Prerequisite: Force-Sensitive, Force level 1st +

Benefit: You may learn Alter-based Force skills. Once this feat is selected, Alter-based Force skills are considered to be class skills for you.

With this feat, you can use the following skills untrained: Affect Mind, Battle Influence, and Inspire.

Normal: Without this feat, you can’t learn Alter-based Force skills

(Psionic races may use Affect mind or Telekinesis on rare occasions)

Special1: A character from any Force-using classes can select the feat for free with the Force training class feature, or a Force-user can select this feat earlier, then no bonus feat is gained when the character reaches the level at which the Force training would provide Alter free.

Special2: when this feat is first taken roll percentile dice on 75% or higher, the telekinetic skill will unlock without needing an implant.

Battle Meditation (Feat)

You can influence battles by envisioning an outcome you desire.

Prerequisites: Alter, Force-Sensitive, Wisdom 16

Benefit: You have the ability to influence battles by imposing your vision of the outcome.

You grant a +1 Force bonus on all attack rolls made by allies within 30 feet.

They also gain a +1 morale bonus on saves against Powers and techniques with the {Evil} Descriptor.

Battle Meditation requires a full-round action to activate; maintaining it requires a full-round action. Initiating Battle meditation cost 8 Chakra points, plus 2 Chakra points for each additional person affected after the first.

Using this feat provokes an attack of opportunity.

Declare whether you’re attempting to alter perceptions or make a suggestion when you make your Affect Mind check.If the target’s saving throw fails, you can do one of the following things:

Alter Perceptions: This creates a simple false stimulus, such as a brief sound or a fleeting image, detected by a single person and lasting no more than a single round. It is generally used to distract an opponent, which can also have the effect of a feint (see Bluff). Note that the target receives a +2 circumstance bonus on their saving throws for every additional person beyond the first that you want to detect the false stimulus.

Suggestion: This is the classic “Jedi mind trick,” allowing you to make an otherwise unpalatable suggestion seem completely acceptable to the target, and the suggestion can’t obviously threaten the target’s life. The target won’t realize later that what he did was unreasonable.

Retry: No. You can attempt to affect mind of the same character in another situation after time has passed, but not in the same encounter or scene.

Special:

You can take 10 when making an Affect Mind check, but you can’t take 20.

A character gains +2 aptitude bonus on Affect Mind check for 5 or more ranks in telepathy.

The base range for Affect Mind is 30 feet

Time:

Affect Mind is a full-round action and provokes an attack of opportunity.

Control Point Cost: 3 (alter perceptions); 7 (suggestion)

Battle Influence (Cha)

Requires the Force-Sensitive, Alter, and Battle Meditation feats

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, enemies miss their targets. If they fall prey to their own anger and hatred, they may turn on one another.

Check: Battle Influence affects all your enemies within 30 feet of your position at the time it’s activated. A Battle Influence check sets the DC for a target’s Will save. If enemies within this area leave the area, they are still affected; if new enemies arrive, they are not affected. If you or one of your allies visibly or clearly attacks one of the targets of this ability, its effect on that target ends immediately.

Result DC

15 or lower 15

16-25 20

26+ 25

The DC increases by 5 if the enemies are all hostile toward one another; it decreases by 5 if they are all friendly toward one another.

If a target of this skill succeeds at his Will save, he is unaffected. If the target’s save fails, he takes a -4 penalty on attack rolls directed against the Force-User or his allies. If a target’s save fails by 20 or more, he attacks his own allies, and he does not take the -4 penalty. (If an opponent successfully influences a player character, the GM can randomly determine which ally that character attacks.)

You do not need to be able to communicate with your enemies to use this skill against them.

Retry:

No. Once you attempt to affect a battle, you cannot alter the outcome you have envisioned. Even if the effect ends during the battle, you cannot activate this ability again to influence the same battle.

Time: Activating this Force skill is an attack action. It lasts for 1 minute (10 rounds).

Control Point Cost: 11

Inspire (Cha)

Requires the Force-Sensitive, Alter, and Battle Meditation feats

You can fill allies with the conviction that they are going to succeed at their endeavors, 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 greater range.

Check: An Inspire check (DC 20) allows you to instill great confidence in one or more of your allies. Each of these allies gains a competence bonus on attack rolls, saving throws, and skill checks equal to one-fourth your Force-User level (round down; minimum of 1) for as long as you continue to spend vitality points.

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 more vitality points you need to spend.

Number of Targets Vitality Point Cost/Minute

1-10 3

11-100 6

101-1,000 12

1,001-10,000 18

Retry: Yes. You can attempt another Inspire check after a failed Inspire check, 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 or Improved Force Mind feat as well, you can affect allies in the same star system. (A system consists of a star and its related planets.) If you also have the Master Mind feat, you can affect any allies within the same sector. (A sector consists of several associated stars and their planets, such as the Kathol sector or the Meridian sector.) Without those feats, the range for this ability is limited to line of sight.

Time: Activating this skill is a full round action that draws an attack of opportunity. Maintaining it requires a move action each round.

Control Point Cost: Activating this skill costs 16 Control points.

The Force-User must also spend Control points for each minute (every 10 rounds) the power is used.

Resist Aging (CHA)

You can draw upon the living Force to resist the negative effects of aging.

This requires a successful Use the Force check and the use of 50 Chakra each year, and each time the character is reduced to 0 hit points

The DC for this Use the Force check is equal to 20 plus an additional 5 for each age range step the character’s true age takes them above their current physical

age range. Success means the character remains physically unaged, but gains the bonuses to their Intelligence, Wisdom and Charisma as bestowed by their true age.

Failure means the character physically ages one age range step closer to their true age, incurring any penalties to their Strength, Dexterity and Constitution.

Failure by 5 or more means the character ages completely to their true age.