kinetic combat

You use the Force to manipulate your chosen weapon, allowing it to operate independent of your grasp.
Time: Standard action.
Target: You.

Make a Use the Force check. If you succeed on a DC 20 check, you can telekinetically move a one-handed melee weapon you hold up to 12 squares and make an attack with it.
The weapon is considered held by you, even if it is hovering nearby and not in your hands. The attack uses your base attack bonus modified by your Charisma modifier as the attack bonus for the attack. A successful attack deals normal melee weapon damage, adding one-half your heroic level to the damage as normal and substituting your Charisma modifier for your Strength modifier for damage.
Talents and feats that would normally enhance a weapon’s use do not do so while you are using kinetic combat to wield the weapon (for example, you cannot use Mighty Swing or Power Attack while wielding the weapon). The weapon threatens all squares adjacent to it, and it can be used to make an attack of opportunity if a target provokes one from the weapon. Any attacks of opportunity made by the weapon count as thought they were made by you.

Special: you can maintain kinetic combat from round to round, extending the normal duration. Maintaining the kinetic combat power is a swift action, and as a standard action each round you maintain it you can direct the weapon to move up to 6 squares and make a single attack against a target adjacent to the weapon, though the weapon must remain within 12 squares of you or the power’s effect ends. If you suffer damage while maintaining kinetic combat, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue maintaining the power.
You can spend a Force Point to gain a +1 bonus on attack rolls with a weapon wielded using kinetic combat.

kinetic combat

Star Wars: A Flicker of Hope hugolabreche ChrisMajor