Force Prodigy Talent Trees

Aversion:
As a standard action, you can spend a force point to radiate an invisible aura that makes other beings want to avoid you until the end of the encounter''' '''

Illusion:
Pre-req - Aversion

Once per encounter as a standard action use a Force Point to create a seemingly perfect illusion of yourself through the Force.

When used in combat:

The illusion will last for five rounds. Opponents will make a wisdom check, if the check is lower than your Will Defense they will attack your illusion and miss causing no damage to either you or your projection.

When used out of combat:

The illusion will last for 3 minutes. To sustain the illusion past 3 minutes will require considerable concentration. For each of the following 3 minute intervals, the player will have to make Use the Force checks. The DC on those rolls will be set by the DM as they can be situational. The maximum amount of time the illusion can last is 12 mins.

The illusion will move and speak as the user. The charisma of the illusion will be equal to that of the user. If one were to attack the illusion and make a hit, they would detect that it is an illusion. Most types of biometric scanners would pick up that there is no organic matter within the illusion. For further clarifications on matters of detection ask your DM.

Illusory Strike
Pre-req: Illusion, Aversion

As a standard action he illusion caster may use their illusion as a type of Force missile. The Illusion coalesces into a shroud that can impact a target for half the maximum of the caster’s health. The strike is a guaranteed hit and the caster loses their illusion upon the hit.

Improved Illusion:
Pre-req: Illusion, Aversion

As a standard action, the user may create two illusions of himself. When both are present in combat, opponents will have disadvantage on their Wisdom check upon trying to decipher which forms are real and which are illusions.

Sustained Illusion:
Pre-req: Illusion, Aversion

When using illusions out of combat, the illusion can remain for a number of hours equal to the character’s combat level. Concentration checks are applied at half an hour intervals.

 

Force Directed Shot:
As a standard action, you use the Force to alter the flight of your blaster bolt, projectile, or similar missile. Choose a target within 10 squares of you and within your line of sight.

Redirect:
Pre-req - Force Directed Shot

As a free action, you use the Force to redirect a missile coming towards you towards the opponent that launched it.

Improved Redirect:
Pre-req - Redirect

As a free action, you use the Force to redirect a missile coming towards an ally towards the opponent that launched it.

Force Barrier:
Pre-req - Redirect

As a Standard action once per encounter, you create a stationary Force barrier 2 squares wide that protects you and your allies. Any missile that is aimed at you or an ally behind the force barrier does not affect you as long as the opponent is on the opposing side of the barrier. Opponents can flank you do take a better shot.

Improved Force Barrier:
Pre-req - Force Barrier

Your barrier is now 3 squares wide.

Blazing Barrier:
Pre-req - Force Barrier

Any opponent that tries to physically pass through the barrier immediately takes 4d6 damage.

 

Consumed by Darkness:
Once per encounter, for the next three turns you have advantage on all attack rolls. In doing so you lose 25% of your maximum health. You do not regain the health after the three turns

Improved Consumed by Darkness:
Pre Req - Consumed by Darkness

Instead of a 25% health penalty, you will only lose 10% of your maximum health when activating this ability.

Blade Storm:
Pre Req - Consumed by Darkness

Use a force point to unleash your melee weapon on a foe. As an action make three attacks on the same opponent. You will need an attack roll on each strike to see if it hits.