Energy Resistance
Knights of the Old Republic, page 50.
You use the Force to protect you from damage caused by energy, sonic, fire, cold and electrical sources.
Time: Standard action.
Target: You.
Make a Use the Force check: The result of the check determines the effect, if any:
- DC 20: You gain DR 5 against energy damage until the beginning of your next turn.
- DC 25:As DC 20, except DR increases to 10.
- DC 30: As DC 20, except DR increases to 15.
- DC 35: As DC 20, except DR increases to 20.
Special: You can spend a Force point to use this power as a swift action.
You can maintain energy resistance from round to round, extending the normal duration. Maintaining the energy resistance power is a swift action. If you take damage while maintaining energy resistance, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.