Control

Control Skill Governs these actions:

Battlemind (INT)

Requires Force-Sensitive and Control feats

You can increase your prowess in combat, using the Force to enhance your concentration and commitment in battle.

Check: A Battlemind check grants a Force bonus on attack rolls as shown on the table below. You can decide to select a bonus that is less than the result you achieve.

Result Force Bonus to Attack

Up to 4 +1

5-14 +2

15-24 +3

25-34 +4

35+ +5

Special: You can take 10 when making a Battlemind check, but you can’t take 20.

A character with the Mettle feat and at least 1 rank in this skill gets a +2 aptitude bonus on Battlemind checks.

Time: Activating Battlemind is a move action. The Force bonus lasts for 10 rounds (1 minute).

Control Point Costs: 5 plus the bonus achieved Control points. So, if the result provides a +2 Force bonus, the Control point cost is 7.

Force Defense (INT)

Requires the Force-Sensitive and Control feats

You can use the Force to improve your resistance to Psionic-based attacks, wrapping yourself in the Force’s protective embrace.(scans are not a form of attack)

Check: A Force Defense check adds a Force bonus to any saving throw made against a Psionic-based attack (including skills and feats). The result of the check indicates the amount of the bonus.

Result Force Bonus

10-14 +2

15-19 +4

20-24 +6

25-29 +8

30+ +10

Special: You can take 10 when making a Force Defense check, but you can’t take 20.

A character with the Mettle feat gets a +2 aptitude bonus on Force Defense checks.

Time: Force Defense is a full-round action that provokes an attack of opportunity. The Force bonus lasts for 10 rounds (1 minute). It can also be used as a reaction against a specific Force attack (also lasting for 10 rounds), but in this case the Force bonus is half that given on the table above.

Control Point Cost: 5 plus the bonus achieved Control points. So, if the result provides a +2 Force bonus, the Control point cost is 7.

Up the Walls

You can run on walls for brief distances.

Prerequisite: Burst of Speed, Control, Force-Sensitive, Wisdom 13

Benefit: You can take part of one of your move actions on a wall, as long as you begin and end your move on the floor. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on the floor, you fall prone, taking the damage as appropriate for your height above the floor. Treat the wall as a normal floor for the purposes of measuring your movement, but not for where you can begin or end your move. Shifting from a horizontal surface to a vertical surface (and vice-versa) costs 2 meters of movement. Opponents on the floor don not get attacks of opportunity as you move up the wall within areas they threaten.

For example, Ydnen, a Jedi Padawan, has a speed of 30 feet(when he is not using his Burst of Speed feat). If he begins his action standing next to a wall, he could run up the wall at a 45-degree angle (“diagonally”) for 5 feet, move 10 feet horizontally along the wall, and move 5 feet straight down the wall, ending his move next to the wall. (He spends the remaining 10 meters of movement moving from floor to wall-which costs 5 feet-and wall to floor-which costs another 5 feet.) He then takes his attack normally against an opponent there, and potentially sets up flanking for his comrades. If there had been a ledge on the wall within range, Ydnen could have ended his move on it instead of returning to the floor.

Special: You can take other move actions in conjunction with moving on a wall. For instance, the Spring Attack feat allows you to make your attack from the wall against a foe standing on the floor who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could Tumble along the wall to avoid attacks of opportunity.

Control (Feat)

You can access your inner Force, using it to better utilize the powers of your own body.

Prerequisite: Force-Sensitive, Force Level 1st+

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

With this feat, you can use the following skills untrained: Battlemind, Force Defense, and Force Stealth.

Force Trance: Also, you may enter a Force trance that slows your metabolism, allowing for you to survive for extended periods of time with very little air, water, or food. You may enter a trance at will; doing this requires a full-round action. It also takes a full-round action to awaken from the trance. While in a trance, your heartbeat slows, your breathing all but ceases, and you appear to be dead. (Use of the Sense-based skill See Force will identify the target as being in a trance, though the DC is increased by 5.) A character in a Force trance uses only 10% as much air as a sleeping person and needs no food or water for and extend period of time. For the purposes of natural healing, a Force trance is the equivalent of assisted healing

When entering a trance, the character must declare the circumstances under which the trance will end. Examples include a time limit or a certain stimulus (such as being touched). A character in a trance is not conscious of his or her surroundings and may not use any skills or abilities.

A character can remain in a trance for up to one week in a dry climate or up to one month in a wet climate before succumbing to thirst. If a character can stay hydrated (via an intravenous drip, for example), he could remain in a trance for up to three months before dying of starvation.

Prolong Force: Also, you may continue to use Force skills after you run out of control points by powering them with wound points. You must be reduced to 5 or less chakra points to use this option. A wound point provides twice the power of a Chakra point, so all cost are halved (round up, minimum of 1). For example, a Force skill that costs 5 control points can be powered with 3 wound points, provided you are totally out of control points.

Normal: With out this feat, you can’t learn Control-based Force skills.

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 Control free.

Special2: when this feat is first taken roll percentile dice on 66% or higher, if successful gain one nei power slot for one of the following:

Combat Enhancement, Increase Speed, Physical Ability Boost

Burst of Speed/Celerity [Feat]

The Force allows you to move exceptionally fast for a brief period of time.

Prerequisite: Force-Sensitive, Control, Force Level 3rd+

Speed: You may increase your base speed up to 10 times normal for 1 round. This increase has the side effect of multiplying your jump distance by 5 during this time period. Using this feat requires a free action and an expenditure of 15 chakra points.

Celerity: Instead of the benefits above, you can instead activate this feat and gain +10 feet to your base speed, +1 bonus to attack rolls, +1 dodge bonus to Defense, and a +1 bonus to Reflex saves. The chakra cost is the same as speed for this feat.

Force Dodge [Feat]

You are adept at using the Force to avoid attacks when piloting a starfighter.

Prerequisites: Control, Force-Sensitive, Force-user level 7th, Starship Operation (Starfighter)

Benefit: When piloting a starfighter, you gain an additional +2 dodge bonus to Defense.

Biocombustion (INT)

Trained only; requires the Force-sensitive and Control feats.

By controlling the blood and tissue temperatures in various parts of her body, a Jedi can concentrate energy and cause a certain area of her flesh to become incredibly hot, to the point of burning like hot metal.

Check: When the power is activated, the Jedi selects a part of her body in which to increase the temperature, such as hands, feet, shoulders, etc. If the difficulty roll is successful, that portion of her body becomes sizzling hot, to the point where any contact with that portion of her body does extra heat damage. This can be used to add damage to an attack roll, or to cause damage while defending. Use the following table to determine the bonuses granted:

Result Bonus Damage

10-15 +1d3

16-25 +1d4

26+ +1d6

Retry: Yes, but a failed attempt at activating this power deals 1d3 points of Wound damage to the character.

Chakra Point Cost: 4

Force Stealth (INT)

Requires the Force-Sensitive and Control feats

With this skill, your character can meditate and lose himself in the Force, avoiding Force-based detection.

Check: Use Force Stealth to avoid detection by means of the Force or to mask your presence from another Force-user. Your Force Stealth check is opposed by the See Force check of another Force-User. Whenever a Force-User wants to mask his presence in the Force, for whatever reason, he gathers the Force around him, meditates, and attempts to hide his connection to the Force.

No check is made until another character attempts to use the See Force skill (or Sense feat in some cases), but you must declare that you have activated the skill prior to that attempt, pay the vitality point cost, and still be within the time limit of the skill’s usefulness.

Special: You can take 10 when making a Force Stealth check, but you can’t take 20.

A character with the Focus feat gets a +2 aptitude bonus on Force Stealth checks.

Time: Force Stealth is a full round action and provokes an attack of opportunity. It lasts for 10 minutes. Once activated, Force Stealth remains in place to counter See Force checks until the time limit expires or until you use any Force skill. Using another Force skill solidifies your connection to the Force and makes masking your presence impossible.

Control Point Cost: 5