Ok... new round:
Make a Jedi and a Sith in D&D.
So.... the ideal classes that came to mind for me are Paladins and Dark Knights, due to the classic good and evil alignments needed for a Jedi and Sith counterpart. These won't be as detailed as the FF4 gang was, but I have some ideas.
Jedi
Character Class:
Paladin
Race:
Most will work but Human or Aasimar (if the +1 level adjustment doesn't bother you in the Aasimar's case) are going to fit the best.
Stats:
Charisma will be the top priority. Wisdom, Strength, and Constitution follow. Dexterity and Intelligence would be next and Appearance will not be as important but if you roll high enough in the other stats, feel free to make that one be above average.
Alignment:
Lawful Good but arguments for Neutral Good can be made.
Deity:
Torm or Tyr would be best
Weapon:
Fire-Enchanted Longsword (closest thing I have ever come across to a Lightsaber in D&D)
Armor:
While proficient with Full Plate Mail, you may want to go with something lighter like Leather Armor so that he can avoid penalties for maneuvers in battle.
Skills:
Concentration
Diplomacy
Handle Animal
Heal
Knowledge (Religion)
Knowledge (Nobility)
Ride
Sense Motive
Spells:
Spells (Recommended)
Cure Light Wounds (1st level)
Zone Of Truth (2nd level)
Cure Moderate Wounds (3rd level)
Holy Sword (4th level)
****You only get so many spells to prepare per day as a Paladin. I went ahead and used the ones I gave Cecil. These work.
Abilities:
Aura of Good
Lay On Hands
Detect Evil
Smite Evil
Divine Grace
Aura of Courage
Turn Undead
Special Mount
Remove Disease
Recommended Feats by Level 20:
Great Cleave (Power Attack & Cleave needed first to unlock)
Negotiatior
Great Fortitude
Iron Will
Lightning Reflexes
Sith
Character Class:
Dark Knight (Also known as Blackguard)
Race:
Human, but races stereotypically viewed as evil such as Tieflings or Drow can work. Ask your DM.
Stats:
Charisma will be the top priority. Wisdom, Strength, and Constitution follow. Dexterity and Intelligence would be next and Appearance is dead last. He's going to care more about destruction than how he looks.
Alignment:
Lawful Evil, but any Evil would work.
Deity:
Shar or Cyric
Weapon:
Fire-Enchanted Longsword (closest thing I have ever come across to a Lightsaber in D&D)
Armor:
While proficient with Full Plate Mail, you may want to go with something lighter like Leather Armor so that he can avoid penalties for maneuvers in battle.
Skills:
Concentration
Diplomacy
Hide
Intimidate
Knowledge (Religion)
Knowledge (Nobility)
Ride
Sense Motive
Spells:
Since many Dark Knights are Paladins that fell from grace, I give him the same spells as the Jedi. Ask your DM about a D&D equivalent to Force Lightning, a great addition if approved.
Abilities:
Aura of Evil
Detect Good
Poison Use
Dark Blesing
Smite Good
Command Undead
Aura Of Despair
Sneak Attack +3D6
Fiendish Servant
Feats Recommended by Level 20:
Great Cleave (Power Attack & Cleave needed first to unlock)
Persuasive
Great Fortitude
Iron Will
Lightning Reflexes
How's that?