This is the Jedi
Bonus feat at every even level
Talent feat at every odd level
The Jedi Class
You start with a lightsaber, starting feats are: Force Sensitivity, Weapon Proficiency (lightsabers), Weapon Proficiency (simple weapons)
Class Skills (trained in 2 + Int Mod): Acrobatic, Endurance, Initiative, Knowledge (all skills, taken individually), Perception, Pilot, Use the Force
Base Attack Bonus +1 every level
Talent Trees are:
Jedi Consular Tree
Adept Negotiator: You can use Persuation to weaken your opponets mind, if you beat the Willpower DC the target gets -1 on the condition track.
Force Persuasion: You can use your Use Force check modifier instead of your Persuasion check modifier when making Persuation checks. Prerequisite: Adept Negotiator
Master Negotiator: If you successfully use the Adept Negotiator talent, your target moves and additional -1 step on the condition track. Preequisite: Adept Negotiator
Skilled Advisor: Grant ally +5 on the next skill check. If you spend a force point the bonus increases to +10.
Jedi Guardian Talent Tree
Acrobatic Recovery: If you go prone, you can make a DC 20 Acrobatics check to remain on your feet.
Battle Meditation: Spend a Force Point, Allies within 6 squares get +1 bonus on attacks rolls that lasts until the end of the encounter. Allies must not leave 6 squares from you or they lose the bonus, new allies that come within the range don't get the bonus.
Elusive Target:When you are in melee, other opponets attacking you with range get a -5 penalty, in addition to the normal -5 penalty for firing into melee.
Force Intuition You can use your Use The Force Skill in place of your initiative checks.
Resilience: You can spend a Force Point as a swift action to move +2 along the condition track.
Jedi Sentinel Talent Tree:
Clear Mind You may re-roll any opposed Use the Force check made to avoid being detected by other Force-users.
Dark Side Sense You may re-roll any Use the Force check made to sense the presense and relative location of character with a Dark Side Score of 1 or higher.
Dark Side Scourge:You deal extra damage on melee attack equal to your Charisma bonus (min +1) agains creatures with a Dark Side Score of 1 or higher. Prerequisite: Dark Side Sense
Force Haze: Spend a Force point, grants a total concealment effect. You can hide a number of targets up to your class level in your line of sight. Make Use the Force checks for anyone that moves into your line of sight against its Willpower.
Resist the Dark Side: +5 Force Bonus to all Defense Scores agains Force Powers with the [dark side] descriptor and Force powers originating from any Force-user (that is, any Force-user whose Dark Side Score equals his Wisdome score).
Lightsaber Combat Talent Tree
Block: Reaction, negate a melee attack by making a Use the Force check. The DC is equal to the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force Check for every time you have used Block or Deflect since the geginning of your last turn. You must ahve a lightsaber drawn and ignithed, and not flat-footed.
Deflect: Reaction, same as Block against ranged. Also, you can use this talent to deflect some of the barrage of shots fired from autofire weapons. If you succeed on the Use the Force check, you take half damage if the autofire attack hits and no damage if the autofire attack misses. This talent has no effect on other area attack (such as grenades, missiles, and flamethrowers).
This talent cannot be used to neage attack made by Colossal (frigate) or larger-size vehicles unless the attack is made with a point-defense weapon.
Lightsaber Defense: swift action, +1 deflection bonus to your Reflex Defense, must have ignited lightsaber and not flat-footed. Can buy this Talent up to 3 time (max +3 bonus)
Weapon Specilization (lightsabers):+2 bonus on melee damage with lightsabers. prerequisite: Weapon Focus (lightsabers) feat
Lightsaber Throw: You can throw your lightsaber as a thrown weapon. If you target is no more than 6 squares away, you can pull your lightsaber back to your hand as a swift action by making a Dc 20 Use the Force Check.
Redirect Shot: Once per round when you successfully defect a blaster blot, you can make an immediate ranged attack against another target with which you have line of sight. Only single blaster bolts can be redirected in this manner. Barrages from autofire weapons and other types of prjectiles can't be redirected. Prerequisites: Deflect, base attack bonus +5
Build a lightsaber You can build a lightsaber from scratch when you attain 7th.
Bonus Feats List:
Acrobatic Strike, Cleave, Combat Reflexes, Dodge, Double Attack, Dual Weapon Mastery 1, Dual Weapon Mastery 2, Dual Weapon Mastery 3, Great Cleave, Improved Charge, Improved Disarm, Martial Arts 1, 2 and 3, Melee Defense, Mobility, Quick Draw, Power Attack, Powerfull Charge, Rapid Strike, Running Attack, Skill Forus, Skill Training, Strong in the Force, Triple Attack, Triple Crit, Weapon Finesse, Weapon Focus (Lightsabers)
Credits 3d4 x 100
Those are the base Jedi Class Talents, there are more talents for the prestige jedi presitige classes and then there are the Force Talents that can be taken by anyone with the Force Sensitivity Feat.
Force Talents
Alter Talent Tree
Disciplined Strike: Whenever you use a Force power that has a cone effect (such as Force slam), you may exclude a certain number of targets from the feects of that power. The number of targets that you may exclude in this manner is equal to your Wisdom modifier (min 1)
Telekinetic Power: Whenever you roll a natural 20 on your Use the Force check to activate the Force disarm, Force grip, Force slam, Force thrust, or move oject Force powers, you may choose to use that Force Power again immediately as a free action. You may direct the second use of the Force power agains any eligible target.
Telekinetic Savant: Once per encounter as a swift action, you may return one of these Force powers to your suite without spending a Force Point: Force disarm, Force Grip, Force Slam, Force thrust, or move object. You may select this talent multiple times. Each time you select it, you may use this talent one additional time per encounter.
Control Talent Tree
Damage Reduction 10: you can spend a Force Point as a standard action to gain damage reduction 10 for 1 minute. (It doesn't have a description of DR so it would be 10/-, If I am reading it right)
Equilibrium: As a swift action, you can spend a Force Point to remove all debilitating conditons affecting you and return to a normal state.
Force Focus: As a full-round action, you may make a DC 15 Use the Force check. If the check succeeds, you regain one spent Force power of your choice.
Force Recovery: Whenever you use your second wind, you regain a number of additional hit point equal to 1d6 per Force Point you possess (Max 10d6). Prerequisite: Equilibrium
Dark Side Talent Tree
Power of the Dark Side: When ever you spend a Force Point to modify an attack roll, you may choose to roll an additional bonus die and take the best result. However, doing so increases you Dark Side Score by 1.
Dark Presence: As a standard action, you grant yourself and all allies within 6 squares of you a + 1 Force bonus to all defenses untill the end of the encounter. These bonuses are lost if you fall unconscious of die. Affected allies that move out of rane lose the benefits for as long as they remain out of range. Prerequisites: Charisma 13, Power of the Dark Side
Revenge: Whenever an ally of equal or higher level than is killed or reduced to 0 hit points within your line of sight, you gain a +2 Force bonus on attack rolls and damage rolls until the end of the encounter. (Since Force bonuses do not stack, you don't get a higher bonus if more than one ally falls in the same encounter.) Prerequisites: Dark Presence, Power of the Dark Side
Swift Power: Once per day, you can use a Force power that normally takes a standard action or move action as a swift action. Prerequisite: Power of the Dark Side.
Sense Talent Tree
Force Perception: You can make a Use the Force check insteqad of a Perception chekc to avoid surprise, notice enemies, sense deception, or sense influence. You are considered trained in the Perception skill for purposes of using this talent. If you are entitled to a perception check reroll, you may reroll you Use the Force check instead (subect to the same circumstances and limitations).
Force Pilot: You can use you Use the Force check modifier instead of you Pilot check modifier when making Pilot checks. You are considered trained in the Pilot skill for purposes of using this talent. If you are entitled to a Pilot check reroll, you may reroll you Use the Force check instead (subect to the same circumstances and limitations).
Foresight: You may spend a Force Point to reroll an Initiative check, keeping the better of the two rolls. Additionally, if you roll a natural 20 on teh Initiative check reroll, you immediately regain the Force Point spent to activate this talent. Prerequisite: Force Perception
Gauge Force Potential: By focusing on a specific creature in you line of sight, you can gauge how strong in the Force it is. This take a standard action and requires a Use the Force check. If you check result meets or beats the target's Will Defense, you know whether or not it has the Force Sensitivity feat, you know how many Force powers it knows Ibut not which ones, specifically), and you know how many Force Points it has currently. Prerequisite: Force Perception
Visions: Whenever you use teh farseeing Force power, you can spend a Force Point as a swift action to see into the target's past of future instead of the glimpsing the target in the present. You declare how far ino the target's past of future you wish to look, up to a maximum of 1 year per you character level. Any information gained about the target's future is subject to change, depending on weather steps are taken to alter that future. Prerequisites: Force Perception, farseeing
Even more Force powers Called Techniques and Force Secrets which the prestige classes get.
Force Techniques
Force Point Recovery: At the end of an encounter, you automatically recover 1 Force Point spent during the encounter. You may select this Force technique multiple times; each time you take it, you recover an additonal Force Point spent during an encounter.
Force Power Mastery:Choose a single Force power. You may take a 10 on Use the Force check to activate this Force power. You can take this talent multiple, each time to a new force power.
Improved Force Trance: Each hour you remain in a Force trance you regain a number of hi points equal to 2 x your characer level.
Improved Move Light Object: Make a Use the Force Check to move a light oject as a swift action instead of a move action. Using light object as a projectile weapon requires a move action ( instead of a standard).
Improved Sense Force: You use the sense Force ability of the Use the Force skill as a move action rather than a full-round action.
Improved Sense Surroundings: You may use the sense surroundings ability of the Use the Force skill as a free action rather thanb a swift action.
Improved Telepathy: Whenever you use the telepathy abiity of teh Use teh Force skill, you can reroll your Use the Force check and keep the better result.
Force Secrets
Devestating Power: When using a Force power that deals damage, you can spend a Force Point to increase the power's dmage dice by 50%. Alternatively, you can spend a Destiny Point to double the number of damage dice.
Distant Power: When using a Force Power that has a range expressed numerically, you can spend a Force Point to multiply the range by 10. Alternatively, you can spend a Destiny Point to increase the range to anywhere in teh same star system. This Force secret does not remove line of sight requirements.
Multitarget Power: When using the Force power that affects a single target, you can spend a Force point to affect one additional target. Altenatively, you can spend a Destiny Point to affect one target per four character levels.
Quicken Power: When using a Force power that requires a standar action or move action to activate, you can spend a Force Point to activate the power as a swift action instead. Alternatively, you can spend a Destiny Point to activate the power as a reaction instead.
Shaped Power: When using a Force power with a cone area effect (such as Force slame), you can spend a Force Point to in stead affect a line 1 square wide and (5x cone's length) squares long. Alternatively, when using a Force power with a cone area effect, you can spend a Destiny Point to instead affect one or more targets of your choice within a number of squares of you equal to the cone's length.
Forgive any typos, my fingers hurt.