Half-ass jedi condition-track killer. Arkaine has seen this guy. For stats I used one of those old Dungeons and Dragons things online where you do pushups and answer math questions to determine stats (lol).
Force toolbox and talents designed for a big early rush. Inflicts 4 condition track levels with a single hit using his stunsaber. Winning initiative he can open with a dark rage/swift flank/saber swarm for basically guaranteed obliteration. Gains bonuses to hit against flat-footed opponents, and every swift flank results in flat-footedness. He gets a reroll on one of those attacks too if he needs it. Depending on how the enemy looks, he can spend the FP to extend the dark rage. If he does this, he'll need to hold off on the saber swarm and 'settle' for the swift flank, but is very likely to break damage threshhold. If the fight extends and he didn't extend dark rage, he has a few charges of shatterpoint if he needs them.
Losing initiative, he has the obligatory equilibrium, though against any CT killer like himself, he probably won't get a chance to use it. For this reason, he has Physical Surge, which allows him to take a swift action prior to the start of the combat round. He can use this to immediately go on the attack with a quickened swift flank or other power. One trick he has is to use a quickened Cloak, and with trained acrobatics (DC15) drop prone as a free action to avoid any melee attacks on his square...unless they attack the floor I suppose.
Going first he always strikes a flat-footed opponent against a flat-footed reflex defense. Near-assured victory. Going second, between Physical Surge, Cloak, and Force Shield, he has a better than average chance to stay in the fight long enough to use Equilibrium to bounce back if fighting a fellow CT killer. He can then hit back with persistent CT damage via improved shatterpoint to whittle the opponent down.
Hrafn CL 20
Medium Human Jedi 8/scoundrel 1/scout 1/soldier 3/Jedi Knight 6/Jedi Master 1
Init +23, Physical Surge; Senses Perception +18; Force 17
Languages Basic, Bocce, Twi'lek
Defenses Ref 36 (flat-footed 33, with Flurry 31), Fort 35, Will 36; Block, Deflect, Evasion, Shii-Cho
hp 173; Threshold 35
Immune fear effects, +5 to Fortitude and Will Defense against any Use the Force checks, +5 to Fortitude Defense against extreme heat and cold effects while wearing all-temperature cloak, +5 to Stealth when wearing camouflage poncho
Speed 6 squares
Melee dual-phase bothan lightsaber, bondar crystal (silver blade color) or firkraan crystal (bronze blade color) +24 (3d8+28 stun or ion/19-20) with both hands or
Melee lightsaber, mantle of the force crystal (cyan blade color) +24 (2d8+28 /19-20) with both hands
Ranged slugthrower pistol +23 (2d6+10), or slugthrower rifle +23 (2d8+10)
Base Atk +18; Grp +23
Atk Options Cunning Attack, Dastardly Strike, Desperate Gambit, Flurry, Vaapad, Improved Disarm
Special Actions Equilibrium, Juyo, serenity
Force Powers Known (Use The Force +25) cloak, dark rage, Force grip, Force shield, Force slam, mind trick, move object, rebuke (2), shatterpoint (2), disarming slash (1), saber swarm (2), swift flank (2)
Force Techniques Force Point Recovery, Improved Dark Rage, Improved Shatterpoint
Force Secrets Quicken Power
Abilities Str 20, Dex 16, Con 14, Int 14, Wis 16, Cha 20
Talents Block, Dastardly Strike, Deflect, Evasion, Equilibrium, Juyo, Melee Smash, Physical Surge, Shii-Cho, Stunning Strike, Vaapad, Weapon Specialization (lightsabers)
Feats Cunning Attack, Desperate Gambit, Flurry, Force Sensitivity, Force Training (4), Improved Disarm, Skill Focus (Use the Force, Initiative), Unstoppable Force, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, heavy weapons, rifles, simple weapons)
Skills Acrobatics +18, Initiative +23, Knowledge (tactics) +17, Perception +18, Use the Force +25
Possessions Dual-phase Bothan Lightsaber with waterproof casing, Superior tech mod; Bondar crystal (stun damage), Firkraan crystal (ion damage), Lightsaber with waterproof casing, Superior tech mod; Mantle of the Force (+2 to UtF on self-targeted powers), Camouflage Poncho, All-temperature cloak, breath mask, computer interface visor, computer spike, encrypted comlink (miniaturized) with holo capability, field kit, 2 glow rods, hip holster, Quick Draw Sup. Tech Mod. slugthrower pistol with 2 spare pistol clips, Sup. Tech Mod. slugthrower rifle with 2 spare rifle clips, security kit, stealth field generator, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)