Ambrus
Explorer
Nephytus, I'm going to assume you're sticking with your choice of playing a Force adept rather than a Jedi. Let's try to work on the specifics now.
As a 3rd level force adept, you do indeed get your choice of your second force skill feat at 2nd level (the last one you'll gain at 4th level). Also, at third level, you gain a bonus feat which you must choose from among this list: Alertness, Animal Affinity, Endurance, Frightful Presence, Link, Mind Trick, Mimic, Stealthy and Track (you get to choose another feat again at 3rd, 9th, 14th and 20th level). You're probably familiar with some of these feats which are the same as their D&D counterparts. You can't yet take frightful presence because you don't meet its prerequisites; Link is a force feat that will improve the Farseeing and telepathy skills and Mind trick is a force feat that will improve the affect mind and illusion skills.
Naturally, you'll also get two regular feats for your 1st and 3rd character levels and perhaps a bonus feat for being human.
So far your feats include:
Alter
Force Sensitive
Sense
Weapon Group Proficiency (primitive weapons)
Weapon Group Proficiency (simple weapons)
Okay, back to skills...
First off, most force skills are fueled by the sacrifice of your vitality points. The bigger the effect, the bigger the vitality cost. Asside from that, they are rolled against DCs like most other skills. As a Force Adept, you gain 6 skill points per level (plus Int and races bonuses)
Affect mind will alter a target's perceptions or implant a suggestion in his mind.
Heal Other, surprise, heals other creatures' wounds, either vitality or wound damage.
Move Object allows you to use the force to move objects or creatures.
Enhance sense grants a temporary force bonus to Listen, Spot, Sense motive and Search checks.
Telepathy permits a brief transmission of a single word and emotion to a target at variable range.
It's hard to quantify these powers since they all have different ranges, saving throws, number of opponents and damage potential.
Drain energy taps the dark side to siphon away the energy of electronic devices including weapon power packs and droids but excluding things with big fusion reactors.
Force grip taps the dark side to injure an opponent with crushing force (3d6).
Force lighting taps the dark side to bathe an area in dark energy (3d8).
Force strike taps the dark side to deal damage to multiple opponents (3d4).
Yup.
You gain a dark side point each time you use one. Dark side points are bad. I'll let Shadowbloodmoon introduce you to the consequences.
Heh. Don't thank me until you get my bill.
Alter seems more well-rounded, combining both offensive, support and diplomacy bonuses. I'll pick that as my first Force Training feat. If I get a second FTF (as I noticed Toric's character got) I'll choose Sense.
As a 3rd level force adept, you do indeed get your choice of your second force skill feat at 2nd level (the last one you'll gain at 4th level). Also, at third level, you gain a bonus feat which you must choose from among this list: Alertness, Animal Affinity, Endurance, Frightful Presence, Link, Mind Trick, Mimic, Stealthy and Track (you get to choose another feat again at 3rd, 9th, 14th and 20th level). You're probably familiar with some of these feats which are the same as their D&D counterparts. You can't yet take frightful presence because you don't meet its prerequisites; Link is a force feat that will improve the Farseeing and telepathy skills and Mind trick is a force feat that will improve the affect mind and illusion skills.
Naturally, you'll also get two regular feats for your 1st and 3rd character levels and perhaps a bonus feat for being human.
So far your feats include:
Alter
Force Sensitive
Sense
Weapon Group Proficiency (primitive weapons)
Weapon Group Proficiency (simple weapons)
Okay, back to skills...
What skills would I focus on... It's not easy to choose when I don't know what they do, but here's an unqualified guess: Affect Mind, Heal Other, Move Object, Enhance Senses, Telepathy.
First off, most force skills are fueled by the sacrifice of your vitality points. The bigger the effect, the bigger the vitality cost. Asside from that, they are rolled against DCs like most other skills. As a Force Adept, you gain 6 skill points per level (plus Int and races bonuses)
Affect mind will alter a target's perceptions or implant a suggestion in his mind.
Heal Other, surprise, heals other creatures' wounds, either vitality or wound damage.
Move Object allows you to use the force to move objects or creatures.
Enhance sense grants a temporary force bonus to Listen, Spot, Sense motive and Search checks.
Telepathy permits a brief transmission of a single word and emotion to a target at variable range.
I'm guessing Drain Energy, Force Grip, force Lightning and Force Strike are similar in use and I would have to know what kind of damage they can do before choosing between them.
It's hard to quantify these powers since they all have different ranges, saving throws, number of opponents and damage potential.
Drain energy taps the dark side to siphon away the energy of electronic devices including weapon power packs and droids but excluding things with big fusion reactors.
Force grip taps the dark side to injure an opponent with crushing force (3d6).
Force lighting taps the dark side to bathe an area in dark energy (3d8).
Force strike taps the dark side to deal damage to multiple opponents (3d4).
Are they all Dark Side skills?
Yup.

And what side-effects does that have?
You gain a dark side point each time you use one. Dark side points are bad. I'll let Shadowbloodmoon introduce you to the consequences.
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Thanks a lot for your help.
Heh. Don't thank me until you get my bill.
