Hit Die D8

Class Skills: Acrobatics, Sleight of Hand, Stealth, Religion, Investigation, Insight, Perception, Persuasion, and 2 of your choice.
Skill Points: (3 + intelligence modifier) (x4 at first level)
Bonus Weapon Proficiency: Choose one basic weapon. Gain proficiency with that weapon, and start with it for free.
Skill Bonus: Gain a +3 misc bonus on one skill.
Force Points: Your force points are equal to your wisdom modifier * your level * 10
Force Powers: At level 1 and 3, gain force powers. Certain force powers can upgrade with the force mastery feat. Level 11 and beyond, you may only choose neutral force powers, or force powers that correspond with your prestige class.
Neutral Force Powers
Force Hold/ Move
Target: Vehicle, Items, Organics
Costs 4 force points
Duration: Freeze/pull/push lasts will mod rounds or until saved.
Upgrade: Increase the target to 10 targets, and you can target blaster bolts
Force Body
Target: Self
Costs 2 Force Points
Gain 2 AC
Gain +10 on Athletics and Acrobatics
Double Speed
Duration: 1 round per wis mod
Upgrade: Gain an additional attack per turn while active
Force Channel
Target: Self
Costs 2 Force Points
Gain +4 on all saves
Gain +4 on All Class skill Check
Gain 1 AC
Duration: 1 round per wis mod
Upgrade: Gain an additional 5 AC
Force Communication
Target: Party Member or Force User
Communicate emotions, and location of self
Costs 1 Force Points
Duration: 1 round per wis mod
Upgrade: Communicate Using a shared language
Force Suppression
Target: Self
Costs 10 Force Points
Gain +5 on Stealth
Gain Force Communication Immunity
Duration: 1 hour per wis mod, negated when entering combat
Upgrade: Target Party, and additional +5 to Stealth
Good Force Powers
Force Heal
Target: Self, Organics
Heal Wis Mod HP
Costs 10 Force Points
Upgrade: Heal Wis Mod * Level HP
Force Precognition
Target: Self
Costs 10 Force Points
Gain +10 Reflex
Gain +4 AC
Duration: 1 round per wis mod
Upgrade: Target Party
Force Inspire
Target: Allies Within 30 feet
Costs 5 Force Points
Gain +5 to hit
Gain +10 Temporary HP
Gain +2 to all saves
Duration: 1 round per cha mod
Upgrade: Costs 1 Force Point, +10 to hit
Force Persuade
Target: Most Organics
Cost 10 Force Points
Gain +20 on persuade checks against target after succeeding on a will vs will save
Duration: 1 hour per cha mod
Upgrade: Target up to 10 targets
Evil Force Powers
Force Lightning
Target: Organics
Deals wis mod+level damage
Costs 10 FP
Will save halves
Duration: 1 round
Range: 30 feet
Upgrade: Target an additional wis mod targets
Force Drain
Target: Organics
Costs 15 FP
Drains Wis mod+level HP from enemy
Drains Wis mod FP+level from enemy
Ref save negates
Range 30 Feet
Duration: 1 round
Upgrade: Drains Wis mod*level HP from enemy, Drains Wis mod FP*level from enemy
Force Crush
Target: Organics, Droids
Deals str mod+level damage
Costs 5 FP
Fort save halves
Duration: 1 round
Range: 30 feet
Upgrade: Target an additional str mod targets
Force Scream
Target: All Organics Within 20 Feet
Costs 20 FP
Enemies take a -4 on AC and Saves
Will save Negates
Duration: 1 round Per Cha Mod
Upgrade: Organics Fall Unconscious until revived with a will save
AC bonus: Your connection with the force give you a bonus to your AC
Bonus Attack Per Turn: Gain an additional attack per turn.
Calm Mind: Once per day, as a full action, you may gain a + 10 on any save, attack roll, or class skill.
Uncanny Dodge: Gain a +5 misc mod in your ref save.
Prestige Class: At level 11, choose a prestige class:
Sith:
Prerequisite: alignment must be neutral or evil
Restricts the learning of new good force powers
Gain + 10 to hit with lightsabers
Iron Will: You remain conscious even while at negative HP. You Die at -20 HP
Jedi:
Prerequisite: alignment must be neutral or good
Restricts the learning of new evil force powers
Gain an additional attack per turn
Use The Force…: You may use calm mind wis mod times per day, and as a standard action.
Lightsaber Proficiency: Gain the ability to use a lightsaber proficiently, gaining the following benefits:
Any attacks not used may be used to deflect melee and ranged attacks.
To succeed in deflecting, you must roll a reflex save vs the attack roll.
Class Power: Gain a passive lightsaber power corresponding with your prestige class:
Sith: Malak’s Form
Your last attack in a round my be replaced with a force power
Sith: Revan’s Form
+10 to Reflex
Sith: Traya’s Disdain
Gain an additional Light side force power
Sith: Vader’s Rage
Gain +15 Damage Reduction
Sith: Palpatine’s Intellect:
Upgrade any force power
Sith: Ventress’s Infiltration
+5 to stealth, sneak attack = wis mod d6 damage
Jedi: Revan’s Form
+10 to hit with lightsabers
Jedi: Bastila’s Battle Meditation
Party: +3 to hit, +3 to AC
Jedi: Obi Wan’s Infiltration
+5 to stealth, sneak attack = wisdom mod d6 damage
Jedi: Yoda’s Wisdom
Upgrade any force power
Jedi: Meetra’s Resolve
+20 HP. You remain conscious even while at negative HP. You Die at -20 HP
Jedi: Rey’s Talent
Gain an additional force power