Shayuri, here's my idea so far: [sblock]Shayuri
Medium Female Human Noble 7/Force Adept 4, CL11
Destiny 1; Force Points 14
Init +12; Perception +17; Force Perception
Languages Basic, +4 others
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Defense Reflex: 25 (flat-footed 23); Fortitude: 23; Will: 28
Hit Points: ?? Threshold: 23
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Speed 6 squares
Base Attack Bonus +8, Grp +11
Melee punch +11 (1d3+8) or
Melee force pike +12 (3d8+11) (attuned/empowered) or
Ranged Blaster Pistol +10 (3d6+5)
Atk Options Melee Defense, Whirlwind Attack
Special Abilities Attune Weapon, Damage Reduction 10, Empower Weapon, Force Point Recovery x2
The Force (Use the Force +17): Battle Strike x3, Farseeing, Mind Trick x2, Surge x2
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Abilities: Str 16, Dex 14, Con 11, Int 14, Wis 16, Cha 14
Talents: Attune Weapon, Damage Reduction 10, Empower Weapon, Force Perception, Foresight, Visions
Feats: Force Boon, Force Sensitive, Force Training x2, Linguist, Melee Defense, Skill Focus (Use the Force), Weapon Proficiency (advanced melee weapons, pistols, simple weapons), Whirlwind Attack
Skills: Deception +12, Initiative +12, Knowledge (any 2) +12, Persuasion +12, Pilot +12, Ride +12, Use Computer +12, Use the Force +17
Possessions: blaster pistol, force pike, etc.
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Experience 55,000
Notes: Stuff you can Use the Force to do:
Basic: Go into a healing trance (DC 10), move light objects telekinetically (DC 10), search your feelings to determine if an action will have favorable/unfavorble results (DC 15), Sense disturbances in the force/other force users (DC 15), Sense you surroundings (DC 15), send telepathic messages (DC 15-30, depending on distance);
Force Powers (limited/encounter): Battle Strike (swift action, DC 15 (next attack +1 attack, +1d6 damage), add 1d6 additional damage for each 5 you bet the DC to a max of +3d6 total damage. Spend a force point for an extra 2d6 of damage on top of that maximum); Farseeing (Use the Force vs Will Defense-find out if target is dead or alive, and a vague sense of immediate surroundings, what it is doing, and any strong emotions, spend a force point to get a clear mental image of it's surrounding within 6 squares); Mind trick (UTF vs. Will Defense: Use Stealth when being observed, feint in combat, make a suggestion seem reasonable, or fill target withf ear for 1 minute; spend a force point to improve the target's attitude by 1 step +and additional step/5 points you beat their Will Defense-only useable with suggestions); Surge (DC 10: +10 jump checks, +2 squares of speed; +10 to jump and +2 to squares for every 5 you beat the DC, up to a max of +30/+6; spend a Force Point to add +10 jump/+2 squares);
Talent-based force abilities: Attune Weapon (full round action, +1 to attacks), Empower Weapon (full round, +1 die to damage), use the FOrce in place of perception checks, spend 1 force point to gain DR 10 for 1 minute, spend a force point to reroll an Initiative check and take the better of two rolls (if your reroll is a natural 20, this ability is free), when you use farseeing, you can spend a force point to see their past or future (1 year/level) instead of their present.
Force Techniques (from Adept levels): recover up to two force points spent after an encounter (which means you can spend at least 2/fight w/o losing them permanently.)
Other stuff you can do: Melee defense=combat expertise. Whirlwind attack makes your combat skills look darn impressive.[/sblock]