In an upcoming campaign I'm looking to build a Jedi with a defensive mindset. Flavorly he'll be a Soresu practitioner. I was wondering if you guys had any talents/feats suggestions. I'm looking to build it around the counterpunch talent, so anything that would go along with that would be great. And if at all possible a book/pg# would be awesome. Tia
I found on my computer the build of old campaign bosses (insane twins but with the same stats) that the GM gave me after the party:
Gen'Dai Defender CL 20Large Gen'Dai Jedi 7/soldier 3/Jedi Knight 10Destiny 1; Force 7
Init +21; Senses Perception +11
Languages Basic, Gen'Dai; language absorption
Defenses Ref 37 (flat-footed 32), Fort 40, Will 34; Block, Deflect, Shii-Cho, Soresu
hp 322, Fortifying Recovery; second wind +80/161, move +2 steps up condition track; Threshold 50; resilient physiology
Speed 8 squares
Melee great lightsaber +25 (2d10+15) or
Melee great lightsaber +25 (2d10+20) with both hands
Ranged by weapon +25
Fighting Space 2x2; Reach 1 square
Base Atk +20; Grp +30
Atk Options Counterpunch, Defensive Acuity, Withdrawal Strike (lightsabers)
Special Actions Combat Reflexes, Damage Reduction 10, Force Intuition, Quick Draw
Force Powers Known (Use The Force +21) surge, vital transfer, contentious opportunity (may take 10 even when distracted or threatened) (2)
Force Techniques Advanced Vital Transfer, Force Point Recovery, Force Power Mastery (), Improved Vital Transfer, Language Absorption
Abilities Str 8, Dex 20, Con 24, Int 10, Wis 12, Cha 12
Special Qualities build lightsaber, hibernation, regeneration
Talents Ataru, Block, Counterpunch, Damage Reduction 10, Defensive Acuity, Deflect, Force Harmony, Force Intuition, Shii-Cho, Soresu, Tested in Battle
Feats Armor Proficiency (light), Combat Reflexes, Force Sensitivity, Force Training (2), Fortifying Recovery, Improved Damage Threshold, Improved Defenses, Quick Draw, Skill Focus (Use the Force), Toughness, Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons), Withdrawal Strike (lightsabers)
Primary Skills Acrobatics +20, Initiative +15 (may Use the Force +21 instead), Stealth +10, Use the Force +21 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse)
Secondary Skills Climb +9, Deception +11, Endurance +17, Gather Information +11, Jump +9, Knowledge (bureaucracy) +10, Knowledge (galactic lore) +10, Knowledge (life sciences) +10, Knowledge (physical sciences) +10, Knowledge (social sciences) +10, Knowledge (tactics) +10, Knowledge (technology) +10, Mechanics +10, Perception +11, Persuasion +11, Pilot +15, Ride +15, Survival +11, Swim +9, Treat Injury +11, Use Computer +10
Possessions great lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, encrypted long-range comlink, liquid cable dispenser)
I don't know if it is what you search but damn they where not easy to kill

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