Force Grip Skill

Force Grip (Int)
Dark Side Skill; Requires the Force-Sensitive and Alter feats
You can use the Force to injure a single opponent by find the lines of energy that connect all things together and using them to grip an organ or crush a larynx.

Check: A Force Grip check sets the DC for the target’s Will saving throw. On a failed save, the target takes 3d6 points of physical damage. On a successful save, the target takes half damage (round down).

Result DC
9 or less 10
10-19 15
20+ 20

Force Choke: In addition to the normal effects of Force Grip, you have the possibility of dazing your target by using Force Choke to cut off his airway. If the target fails his saving throw, he is dazed for 1 round in addition to taking full damage. This costs 6 vitality points (instead of the normal 4), but it otherwise functions as a normal Force Grip

Special: As long as you can see your target, you can use this Force skill. Distance doesn’t matter.

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

Using this skill gives the character a Dark Side Point.

A character with the Malevolent feat gets a +2 aptitude bonus on Force Grip checks.

Time: Force Grip is an attack action.

Vitality Point Cost: 4

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