No problem
See Force: You can detect the presence of the force in a person or locate someone strong in the force by examining the emanations and currents in the force
Check: See force detects the relative strength of the Force in a place or a person, or reveals presence of other force users. Your see force check is opposed by the force stealth check of another force user. If there is someone or something to detect, you spot a glowing line of energy in the force, more brilliant that the presence of non-Force-users, and mentally follow it to its source.
You can use this skill on a specific target within your sphere of influence (a radius in meters equal to 100 X your force user level). On a successful Check, the GM reveals whether or not the target is a force user, and if so, the relative strength of the targets force using ability compared to your own.
If there is no Force stealth check to oppose your see force check, the DC is 25 minus the force user level of the target that could be sensed
Special: You can take 10 when making a See Force check, but you can't take 20. A character with the aware feat gets a +2 aptitude bonus on See Force checks.
Vitality Point Cost: 3
Enhance Senses: You can use the Force to enhance your normal sensory abilities
Check: An Enhance Senses Check adds a Force bonus to any Listen, Search, Sense Motive, or Spot Checks. Its also adds to Survival checks made to find or follow tracks. The result of the check indicates the bonus:
Result | Force Bonus |
10-14 | +2 |
15-19 | +4 |
20-14 | +6 |
25+ | +8 |
Special: You can take 10 or take 20 when making an Enhance Senses check. A character with the Aware feat gains a +2 aptitude bonus.
Time: The Force Bonus lasts for 10 min. This skill is an attack action. If you take 20 while making this check, you spend 2min and 60 Vitality points to attain the best result possible.
Vitality Point Cost: 3
Enhance Ability: You can call on the Force to enhance your Strength or Dexterity for a short period of time
Check: The Enhance Ability check grants a Force bonus to either your Strength or your Dexterity, but not to both. The result of the skill check determines the bonus:
Result | Force Bonus |
15-19 | +2 |
20-24 | +4 |
25-29 | +6 |
30+ | +8 |
Special: You can take 10 or take 20 when making an Enhance Ability check. A character with the Attuned feat gets a +2 aptitude bonus when making this check.
Time: This force bonus lasts for 10 rounds (1min). It is an attack action. If you take 20 while making this check, you spend 2min and 60 Vitality points.
Vitality Point Cost: 3
Sense: You can sense the Force that binds and connects all things
Benefit: You may learn Sense based Force skills. Once this feat is selected, Sense-based Force skills are considered class skills for you. With this feat, you can use the following skills untrained: Enhance Senses, Fear, See Force, and Telepathy.
Sense Force: A character with this feat sometimes receives vague impressions of the force. The character might feel uneasy due to an unseen situation or sense the presence of powerful emanations of the dark side. For example, a character might feel a sense of cold from a place that is strong in the dark side of the Force, or he might experience foreboding when an entire planet is destroyed and all the life forms on it are extinguished. If two characters have this feat and have a close relationship (they are siblings, lovers, or lifelong friends, for example) one of them can sense if the other one is injured or in distress. These sensations are not felt through conscious effort: the GM provides the impression when appropriate.
Special A character from any of the force sensitive classes can select the feat for free with the force training class feature, or a force user can select this feat earlier at the expense of some other feat. If sense is selected earlier, then no bonus feat is gained when the character reaches the level at which Force training would provide sense for free