Tycho Arundel
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Medium Male Human Jedi 6, CL6
Destiny 1; Force Points 11
Init +4; Perception +11; Use the Force: +15
Languages Basic, 2 others
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Defense Reflex: 18 (flat-footed 17); Fortitude: 17; Will: 20; Melee Defense, Deflect
Hit Points: 57 Threshold: 17
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Speed 6 squares
Base Attack Bonus +6, Grp +5
Melee Lightsaber +7 (2d8+2)
Atk Options Melee Defense, Weapon Finesse
Special Abilities Adept Negotiator, Improved Disarm
Force Powers Known (Use the Force +15): Farseeing, Force Stun x2, Mind Trick x2, Negate Energy, Vital Transfer x2
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Abilities: Str 8, Dex 12, Con 10, Int 14, Wis 16, Cha 14
Talents: Adept Negotiator, Deflect, Force Persuasion
Feats: Force Boon, Force Sensitive, Force Training x2, Improved Disarm, Melee Defense, Skill Focus (Use the Force), Weapon Proficiency (lightsabers, simple weapons), Weapon Finesse
Skills: Knowledge (Bureaucracy) +10, Knowledge (Galactic Lore) +10, Knowledge (Social Sciences) +10, Perception +11, Use the Force (Persuasion) +15
Possessions: Lightsaber, Jedi Robes, lightsaber energy cell, other items to be detailed shortly...
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Experience 10,000[/sblock]
Notes[sblock] I didn't know what other languages you'd want to speak, but I owe you two.
Your saves, while not GREAT, are pretty solid. You can do a lot to make up for your reflex defense with the Melee Defense feat when in melee (basically, Expertise) and when fighting blasters with the Deflect Talent, which lets you make a Use the Force check when a blaster is shot at you if you have your lightsaber out and activated. If you beat the attack roll, it is harmlessly deflected away from you. Each additional time you do this in a round incurs a -5 penalty.
Threshhold is the amount of damage a single attack has to do to knock you one step down the condition track.
I gave you weapon Finesse to make you a little competent with your lightsaber. You probably want to pick up at least 1 level of Jedi Knight if we make it to level 8 so you can learn the Lightsaber form Ataru, replacing Str with Dex for damage.
Adept Negotiator is probably going to be one of your signature abilities, making you a pretty decent crowd-controller. As a standard action, you talk to an enemy that can see, hear, and understand you. You make a persuasion check (which in your case, is a Use the FOrce check). If this check beats out their Will defense, they move one step down on the ocndition track. Enemies get a +5 will defense bonus if they are higher level than you. If they get to the bottom of the track using this ability, they don't fall unconscious, instead they have lost the will to attack you or your allies until the end of the encounter, unless they are attacked by you or your allies. Your allies can keep attacking them until they reach the point of giving up. Improved Disarm works much like it always does, but with a +5 to disarm checks.
Force powers: I went ahead and selected a power suite for you. If there are powers you would rather have/not have, let me know. I tried to go with powers that helped a negotiator and also reflected someone who was very strong in the force.
Farseeing: FUll-round; target one perosn you've ever met. If you beat their Will Defense with a UTF check, you sense if they are dead or alive, and a vague idea of where they are and what they are doing. If you spend a force point, you get details about their surroundings and other creatures who are close.
Force Stun: Single target, standard action. In 6 squares or line-of-sight (useable through viewscreens). UTF check vs. Will Defense. If you win, move them one step down the condition track plus one aditional step/5 points you beat their Will Defense. Spend a Force Point to add an additional +1 to how far down they go. Using this in conjunction with Adept Negotiator will mess some people up.
Mind Trick: Standard action, 1 Intelligent creature. This can have a variety of effects including: Causing them to lose sight of you so you can begin using the Stealth skills, feinting in combat, make an otherwise crazy but non-lifethreatening suggestion seem normal, causing a lower-level character to flee in terror for 1 minute or until wounded. If using the suggestion ability, you can spend a force point to raise their attitude by one step, plus an additional step per 5 points your UTF check beats their Will Defense.
Negate Energy: Reaction. UTF check must be greater than the damage you are taking from an energy source (blaster, fire, lightsaber) and it is negated. You can't be flat-footed. You can spend a Force Point to gain HP up to your max equal to the negated energy.
Vital Transfer: Standard action, touch rnage. DC 15: Heals target's level x2 HP; DC 20: x3; DC 25 x4. You take half damage equal to how much you heal, rounded down. Spend a force point to take no damage. Spend a destiny point to move them 5 levels up the condition track (from unconscious to unharmed) in addition to healing them.
Talents: Force Persuasion lets you make Use the FOrce checks in place of Persuasion checks.
Feats: Force Boon gives you 3 extra Force Points/level, showing your unusually strong tie to the force and helping your force abilities rock a little harder.
Skills: If you would rather drop some of the knowledge skills for skills like Acrobatics, Endurance, Initiative, or Pilot, let me know. Those skills didn't seem to reflect what you told me about your character, so I left them off. Also if there is a Knowledge skill you'd rather have, let me know.
The Future: If you were ever to Multiclass, Noble wouldn't be a bad way for you to go, sense you can use the force in place of making persuasion checks. I would reccomend your next two levels be Jedi and Jedi knight though: a level of Jedi will let you take the Redirect talent, giving you, effectively, a ranged attack. A level of Jedi Knight will let you train in the Ataru form, increasing your dependance of Dex and decreasing your dependance on Str. After that, you should go where you want. If you want to focus on being an awesome negotiator, go Noble and eventually Jedi Master. If you want to focus on being awesome with the force, go Jedi Knight and take force techniques that make your force powers more interesting--you will also be able to improve as a lightsaber duelist through this path. If you really want to rock a lightsaber or other wierd non-power force effects, take levels in Jedi, and learn more Jedi Consular, Guardian, and Sentinal abilities while using bonus feats to improve your combat versatility/force powers.
Any questions or comments?[/sblock]