The character removes a setback die per rank of Outdoorsman from [their] checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman).
grit
1
pathfinder 5
gain +1 strain threshold
keen eyed
1
pathfinder 10
remove i black per rank of keen eyed from perception and vigilance checks, decrease time to search foa specific area by half
animal empathy
1
pathfinder 15
Force talent. When making checks to handle, tame, or control animals, the character may add a number of Force dice no greater than [their] Force rating to the check. The character may spend a Force point to add a success or advantage (character's choice) to the result.
animal bond
2
pathfinder 15, hermit 10
Force talent. Through the Force, the character creates a bond with a single animal with which [they] are currently interacting. This cannot be done during structured encounters. This animal must have a silhouette equal to or smaller than half the character's Force rating when the bond is created, rounded down (this means a character with Force rating 1 could only bond with a silhouette 0 animal). The bond persists as long as the character chooses it to, although at the GM's discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal remains near the character, and the controlling player dictates the animal's overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform certain inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structure encounters, the character may spend one maneuver to direct [their] animal in performing one action and one maneuver. The animal must be within hearing and visual range of the character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to the player and GM.
force rating
2
pathfinder 20, night sister 5
gain +1 force rating
summon item
1
night sister 5
When the character purchases this talent, choose one item they own of encumbrance 4 or less. As a maneuver, the character can summon this item to their hand or dismiss it from their hand back to the depths of Dathomir, regardless of the character's location. Once per session, the character can spend one hour to ceremonially prepare a different item to be summoned. The character can have only one item prepared in this way.
ichor blade
1
nightsister 10
When the character purchases this talent, choose one Melee or Brawl weapon they possess that does not feature electronic or other high-tech parts. (For example, they could choose a sword or staff, but not a vibroknife or electrostaff.) The weapon gains the Cortosis and Pierce 2 item qualities and reduces its critical rating by one to a minimum of 1. In addition, any other character adds setback dice to checks they make to use this weapon. If the weapon is ever lost or destroyed, the character can apply Ichor Blade to a new weapon. If the weapon leaves the character's possession for longer than a single scene or encounter, it loses all effects of this talent until the character reacquires it.
improved ichor blade
1
nightsister 15
The weapon affected by the character's Ichor Blade talent also gains the Sunder and Defensive 1 item qualities, and increases its damage by 2.
one with nature
1
hermit 5
When in the wilderness, the character may make a Simple (—) Survival check (instead of Discipline or Cool) to recover strain at the end of an encounter.
menace
1
hermit 10
Once per round on the character's turn, the character may spend a maneuver to allow any suitably threatening creature linked through the Animal Bond talent and of Silhouette 2 or greater to perform the Menace maneuver when the creature is at short range with an enemy. The enemy gains a setback die on [their] next Combat check against the character in the encounter. Enemy character who are immune to the effects of fear are also immune to this ability. The GM also has final determination as to if a creature can threaten an enemy, based on relative sizes and natures.
survival of the fittest
1
hermit 15
Force talent. Once per session, when making a single check the character may treat [their] Force rating as being equal to [their] ranks in Survival.
Force Powers
Force Rating
3
Power
enhance
Description
Enhance allows Force users to perform athletic feats beyond the original scope of their natural abilities. The basic power has one way of spending Force points:
Upgrade
Effect
base
When making an Athletics check, the user may roll an Enhance power check as part of the pool. The user may spend a Force point to gain a success or advantage result (their choice) on the check. (Remember, this counts as a normal Force power check in every way—it is simply combined with the overall skill check.)
Power
alter
Description
The basic power of Alter allows the user to tap into the Living Force of their surroundings, manipulating the nearby environs. The basic power has two uses, both of which can only be used in natural terrain that can change form easily, such as dirt, sand, mud, and thick vegetation.
Upgrade
Effect
base
The Force user may spend a Force point to make all terrain currently within short range difficult terrain until the end of their next turn. The Force user must be touching the ground to manifest this power. The user may not activate this multiple times.
The Force user may spend a Force point to make all terrain currently within short range normal terrain until the end of their next turn. The Force user must be touching the ground to manifest this power. The user may not activate this multiple times.
control 10
The Force user may spend a Force point to give all characters within short range of the Force user concealment, adding a setback die or boost die to appropriate checks. This lasts for the duration of the power. The user may not activate this multiple times.
Power
move
Description
Many Force users develop the ability to shift objects without physically handling them, moving matter with the power of the mind.
Upgrade
Effect
control 10
The user gains the ability to move objects fast enough so as to be both difficult to dodge and capable of inflicting damage. Resulting impacts deal damage to both the target and the object being moved. The user makes a Force power check and rolls a ranged attack as part of the pool. (This attack uses the Discipline skill.)[1] The attack's difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty for ranged attacks, and only succeeds if the user can also spend enough Force points (◑) to move the object. Silhouette 0 objects deal 5 damage, while other objects deal damage equal to ten times their silhouette. The number of targets affected by a single object is up to the GM, but in general, a single object should only affect a single target, unless the object is particularly large. If the player wants to use multiple objects to hit multiple targets, [they] may do so by using the rules for hitting multiple targets with the Auto-fire quality. This attack follows all the rules for ranged attacks, including ranged defense and aiming.
basic
The user may spend a Force point (◑) to move one object of silhouette 0 that is within short range up to [their] maximum range. The default maximum range is short range. The user may not activate this multiple times..
range 5
Spend a Force point (◑) to increase the maximum range at which the user can move objects by a number of range bands equal to the number of Range upgrades purchased. The user may activate this multiple times, increasing the range by this number each time. However, remember the user must still spend Force points to activate the power's actual effects.