Plant Surge Skill

Plant Surge (Int)
Light Side; Trained Only; Requires the Force-Sensitive, Alter, and Control feats
You are capable of channeling life essence into plants through the Force, causing them to grow suddenly. Although this skill is common among Ithorian ecology priests, few Jedi have mastered it.

Check: With a Plant Surge check, a Force-User causes grasses, weeds, bushes, and even trees to wrap, twist, and entwine about creatures, entangling them. A successful Reflex save prevents creatures in the area from being entangled. The result of the Plant Surge check determines the size of the area you can affect and the DC of the Reflex save to escape it.

Result Reflex Save DC Area
15 or lower 10 2-meter radius
16-25 15 4-meter radius
26-35 20 6-meter radius
36 or higher 25 8-meter radius

An entagled creature takes a -2 penalty on attack rolls and a -4 penalty to effective Dexterity, and can’t move. As a full-round action, an entangled character can attempt to break free and move half his normal speed; this requires a Strength check or an Escape Artist check (DC 20). Creatures who are not entangled move at half speed through the area affected by Plant Surge. However, the GM should allow normal movement for flying creatures, creatures of Tiny size or smaller, or creatures of Huge size or larger.

Retry: Yes. Use the result of the most recent attempt to determine the Reflex save for creatures or characters caught in the effect. Characters and creatures already caught in the effect. Characters and creatures already entangled do not receive a second Reflex save.

Time: Activating Plant Surge is an attack action. It affects all characters within the chosen area when it is activated; if a target is entangled, it remains entangled until it breaks free. During this time, anyone passing through the area moves at half speed.

Vitality Point Cost: 1

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License