Friendship Skill

Friendship (Cha)
Trained Only; Requires the Force-Sensitive feat
You can use the Force to calm a hostile or unfriendly person or animal.

Check: A Friendship check alters the attitude of a hostle or unfriendly target, changing it to something more amiable. You don’t need to be able to communicate with the target. Instead of using words, you employ calming emotions through the use of the Force. Make the check, compare it to the list of DC’s on the table below, and apply the result for the highest DC that’s equal to or less than the check result.

New Attitude Currently Hostile Currently Unfriendly
Unfriendly 15 -
Indifferent 20 10
Friendly 25 15
Helpful 35 25

The result of a Friendship check sets the DC for the target's Will save.

Result Will Saving Throw DC
15-24 15
25-34 20
35+ 25

A successful saving throw means that Friendship has no effect on the target.

If the check fails (a result of 14 or less against a hostile character, or a result of 9 or less against an unfriendly character), the target’s attitude becomes worse by one category. If the check succeeds and the target fails his Will save, the target maintains the new attitude towards the Force-User until a situation occurs to alter that state.

When the Force-User ends contact with the target (by leaving the target’s immediate vicinity), the target can immediately make a Will saving throw (DC 20) to shake off the effects of Friendship. Otherwise, the Force-induced attitude fades in 1 hour.

Retry: You can make only one successful check involving a specific target per hour. (If your use of Friendship on a target that turns him from hostile to unfriendly, you can’t then follow that with a second check to try to improve the attitude of the now-unfriendly character). If the check fails, you can’t use Friendship on this target again until 24 hours have passed.

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

Time: Friendship is a full-round action that provokes an attack of opportunity. Its effects last until something occurs to change the target’s attitude, or until 1 hour has passed.

Vitality Point Cost: 2

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