Alter Talents

Affect Mind
By imbuing short statements with the	force, you can implant a suggestion into a weak mind. This requires	a standard action and spending a force point. This can only be a	single idea, statement, or clause, and the character and the target	must be able to both see and hear each other(not an image of each	other) for this power to function. The target gets a Will saving	throw to resist this effect, and receives a +5 circumstance bonus on	the save if they are in combat. For each additional force point	spent, you may affect one more target with the same suggestion.

Drain Energy*
The ability to pull the energy from electrical systems, particularly batteries and energy cells. As long as they still have a force point, the force user can drain an unattended energy cell as a standard action, and a power cell as a full-round action. By spending a force point, as a standard action the user may drain an energy or power cell, short out an electrical system, or deal damage to a droid.

Draining a power or energy cell makes whatever it was powering inoperable until a fresh, charged cell can be swapped in. If the item is attended, worn, or wielded, the person doing so gets a Will save to negate the effect.

Shorting out an electrical system renders the system inoperable for 1d4 minutes, granting a +5 on Disable Device checks made against those systems. If the system is attended(someone is at the console, or managing the system remotely, they can make a Repair check with a -5 penalty against the force user's save DC to keep the system functioning.

By drawing power from a droid, you cause systems to short out and malfunction. Deal 1d6/level damage to the droid, with the droid getting a Will save for half damage.

Consume Energy
Drain energy, but use it to heal/power other talents?

Flight
This talent allows you to fall for a distance	equal to your level x10 feet before calculating falling damage. Additionally, by spending a force point during a move action, the	force user may propel herself through the air to a total distance of	10ft per level in any direction with a maneuverability of poor. After this, if she wishes to stay airborne, she must spend another	move action and Force point on the next round or she will fall.

Flight, greater
The duration of Flight is increased to	one round per level, and maneuverability increases to average. -Prerequisites: Flight

Force Grip*
A much more concentrated and malicious use of telekinesis to prevent an enemy from breathing. As a standard action, you can cause one character take 1d4+Force modifier in damage, and be dazed for 1 round. A successful Fortitude save halves the damage and negates the dazed condition. By spending a force point, the damage becomes 1d4/level, and added to the dazed effect, if the target fails the save by 5 or more they become stunned. By spending an additional force point, the duration becomes Concentration, and can be maintained as a swift action each round, until the target makes a successful saving throw.

Force Choke
More damage, Helpless if fail the save by 10 or more?

Force Strike
With a quick thrust of telekinesis, you	throw your enemies away from you. Select a target within 60 ft of	the character as a standard action. This works like a bullrush	attack, using your caster level + Force modifier as your CMB. If the	target is pushed 5 ft or more, it must make a Reflex saving throw or	be knocked prone. This movement does not provoke attacks of	opportunity. If the movement pushes them into a hard surface like a	wall, they take 1d6 damage per 5 ft they would have otherwise moved. If pushed over an edge or otherwise made to fall, they also get a	reflex save to catch the edge.

Force Strike, Greater
Use Force Strike on all	creatures in your choice of a 60ft line, or a 30ft cone. -Prerequisites: Force Strike

Friendship
You may make a Diplomacy skill check as a	full-round action without suffering any penalties. Also, you may use Diplomacy in combat at a -5 penalty, though if the	creature is attacked by you or your allies after the diplomacy check	is made any change in attitude is reversed and it is immune to any	further attempts to reason with it. By spending a Force point, you	can attempt to charm a creature, whether or not you can speak to it. The target makes a will saving throw, and if it fails, its attitude	is improved by one step. If it fails by 5 or more, its attitude is	improved by two steps. This ability can be used multiple times on	the same creature. The effect lasts for 10 minutes per level.

Illusion
As a standard action, you may create small	illusions up to one cubic foot per level, or sounds as loud as a	single human yelling. With a standard action that costs a Force	point, you can construct more complex illusions, spanning up to one	10 ft cube/ level and being as loud as a large spaceship powering up	its engines(deafening). Any creature that comes into contact with an	illusion is allowed a will save to disbelieve it. Maintaining these	illusions requires concentration, lasting up to one minute per	level.

Judge not by size
Your base capacity for Lifting Rocks	is increased to 100 pounds per level, and using a full round action	is 500 lbs per level.

Lightning*
As a standard action you can launch lightning at foes. Without spending a force point, you may make a ranged attack against a target within 15 ft that deals 1d6+1/2 levels damage. If the force user chooses to expend a force	point, the range extends to 30 feet and deals 1d6	points of damage per two levels. The target must make a fortitude	save or be dazed for one round.

Lightning, Greater
Double the range of the original uses to 30 and 60 feet, respectively. Additionally, the force user may spend 1 extra force point to either make the attack an area of effect, or to increase the damage. When making it an area of effect, you can choose to make it a 30ft cone or a 60ft line. Instead of making an attack roll, anyone caught in the area must make Reflex saves, with a successful save only dealing half damage. Increasing the damage bumps the damage up to 1d6 per level. If they spend the requisite force points, the force user can use both options at once.

Whirlwind
As a full-round action using a Force point,	the force user can whip up a storm of small objects. This can take	two forms: a 10 ft wide blast that remains stationary, or a personal	shield 5ft wide that moves with the caster. The effect lasts for one	round per level. Any creature moving through the storm takes 1d4	damage per two levels. Any creature that starts its turn within the	storm must make a fortitude saving throw or take a -2 penalty on	attack rolls, skill checks, and ability checks for one round. Any	ranged attacks made through the storm suffer a 20% miss chance.

Whirlwind, greater
Double size of the storm, allow caster to move offensive	storm 20ft as a move action, penalty for being in the storm goes up	to -4.