Sample characters

Just some sample characters built using 20 point buy and average starting credits. Some things will be labelled P or SW. These features are pulled from either the Pathfinder 1E rulebooks, or the Star Wars D20 Revised rule books, respectively.

The Gunslinger
With a pistol in either hand, this blaster-fighter is practiced in the art of battle. Having started down the path of Blaster Kata, they gain more of the benefits and less of the penalties associated with fighting defensively, so they can expertly weave their way through a gun fight without taking a hit. Or they just unload with both blasters at once for devastating offense.

Human Soldier 1

STR: 10(0), DEX: 18(+4), CON: 14(+2)

INT: 10(0), WIS: 14(+2), CHA: 10(0)

WP/VP: 12/13(favored class) ; DR: 2

AC: 18(+4 Dex, +3 DEF, +1 dodge)

Initiative: +6

Fort: +4, Ref: +4, Will: +2

Skills(5): Acrobatics +8(cc), Athletics +3, Craft(Blaster) +4, Medicine +6, Repair +4

Feats: Dodge, Two-weapon Fighting(Soldier), Blaster Kata(P: Crane Style, human)

Traits: P: Reactionary, Cloud Jumper(P: Rice Runner)

(3.5x500= 1750 credits)

Blaster Pistol x2[+5(+3/+3); 2d6 damage] 600 credits

Blast helmet/vest[DR 2; Max DEX +5; Check penalty -1] 500 credits

Glow Rod 10 credits

Grappling spike launcher(2 liquid cable dispensers) 100 credits

Medpac 100 credits

+440 credits

The Hunter
Whether actually trying to please The Scorekeeper or not, this trandoshan is a hunter to their core, and aim to deal with their prey up close and personal. While large and brutish looking, this hunter is clever and knowledgeable about their prey.

Trandoshan Scout 1

STR: 16(+3), DEX: 12(+1), CON 16(+3)

INT: 14(+2), WIS: 14(+2), CHA 8(-1)

WP/VP: 11/11, DR 1 (Natural armor)

Defense: 13(+1 Dex, +2 Base)

Initiative: +1

Fort +5, Ref +3, Will +2

Skills(8): Athletics +7, Knowledge(Alien species) +6, Knowledge(Geography) +6, Profession(Hunter) +6, Perception +6, Pilot +5, Stealth +5, Survival +6

Feats: P: Cleave

Class abilities: Wilderness Leader, Extreme Effort

Vibroaxe +4, 2d10+4 (500 credits)

Macrobinoculars (600 credits)

The Crew
A mercenary team that takes jobs where they can, and may not ask too many questions. Mostly just a thought exercise, and to let me test out the different classes. Two of the characters are just higher level versions of the samples above, but with backstory. Built at 3rd level, with average health points, and the recommended starting credits for 3rd level characters(reference the Equipment section).

Ursa Vantergan
She was told that her parents left her with the traveling group of performers, but she still isn't sure how true that is. Either way, she grew up learning many carnival tricks, but she never really felt alive until someone put a blaster in her hand. One of the performers was an old devaronian who would use a blaster in each hand to hit targets at any point around him, or even hurled by audience members. He taught Ursa the secrets of his style, and told her that it was originally developed to be able to deal with multiple opponents. Ursa took his knowledge and decided to try and get back to the roots of her art, and see if she can find another master to learn from.

Human Soldier 3

STR: 10(0), DEX: 18(+4), CON: 14(+2)

INT: 10(0), WIS: 14(+2), CHA: 10(0)

VP/WP: 21/21(42, +3 favored class) ; DR: 2

AC: 19(+4 Dex, +4 DEF, +1 dodge)

CMB: +3(+3 Base, +0 Str), CMD: 17(10+ 3 Base+ 0 Str+ 4 Dex)

Initiative: +5

Speed: 30ft

Fort: +5, Ref: +5, Will: +3

Reputation: +1

Skills(5): Acrobatics +9, Athletics +5, Craft(Blaster) +6, Medicine +8, Repair +6

Languages: Basic

Feats: Dodge, Two-weapon Fighting(Soldier), Blaster Kata(Crane Style, human), Precise Shot, Rapid Shot

Traits: Reactionary, Cloud Jumper

Class Features: Bravery +1, Weapon Training(Pistols)

Equipment[3000]: 540 credits


 * Blaster Pistol x2[+8(+4/+4/+4); 2d6+1 damage] 600 credits


 * Reflex sights x2 400 credits
 * Vibrodagger +7, 2d4 damage 200 credits
 * Blast helmet/vest[DR 2; Max DEX +5; Check penalty -1] 500 credits
 * Comlink 200 credits
 * Glow Rod 10 credits
 * Grappling spike launcher(2 liquid cable dispensers) 100 credits
 * Medpac x2 200 credits
 * Tool Kit 250 credits

Rosk Bikiss
While Rosk knows well the tales of The Scorekeeper, he sees the god of his people as more of a metaphor, a reason to strive for greatness. However, he decided early on that he wanted to be the greatest amongst more than trandoshans, but to be great among all the sentient life-forms in the galaxy. He wants to see new places, meet new peoples, and fight every dangerous creature in the galaxy one-on-one.

Trandoshan Scout 3

STR: 16(+3), DEX: 12(+1), CON 16(+3)

INT: 14(+2), WIS: 14(+2), CHA 8(-1)

VP/WP(Total): 19/18(37), DR 2 (+1 Nat, +1 armor)

AC: 14(+1 Dex, +3 Def)

CMB: +6(+3 Base, +3 Str), CMD: 17(10+ 3 Base+ 3 Str+ 1 Dex)

Initiative: +1

Speed: 40ft

Fort +3, Ref +4, Will +3

Reputation: 0

Skills(8): Athletics +8, Know(Alien species) +8, Knowledge(World Lore) +8, Knowledge(Geography) +8, Profession(Hunter) +8, Perception +8, Pilot +7, Stealth +6, Survival +8

Languages: Basic, Dosh, +2

Feats: P: Furious Focus, Cleave

Traits: Axe-to-Grind, Wilderness Senses(Forest Senses)

Class Features: Wilderness Leader, Extreme Effort(3 min/day), Fast Movement, Favored Terrain(Mountains), Uncanny Dodge, Best Effort: No Escape

Equipment[3000]: 200 credits


 * Vibroaxe +6, 2d10+4 500 credits
 * Blaster Carbine +4, 2d8 900		credits
 * Reinforced Jacket +1 DR 300		credits
 * All-Temperature Cloak 100 credits
 * Camo cloak(Mountain +2) 200		credits
 * Comlink 200 credits
 * Macrobinoculars 600 credits

Ji'eyla Renardu
While she wouldn't mind retiring rich someday, Ji'eyla is having far to much fun in the pursuit of money. I mean, if she plays things right, she barely even has to get into the fights at all. Excitement, adventure, a crew that follows her lead, and as little actual risk to her physical well-being as can be considering the profession. Ji figures this is what life is all about.

Twi'lek Scoundrel 3

STR: 10(0), DEX: 18(+4), CON: 11(0)

INT: 14(+2), WIS: 10(0), CHA: 14(+2)

VP/WP(Total): 13/12; DR: 1

AC: 17(+4 Dex, +3 DEF, +0 dodge)

CMB: +2(+2 Base, +0 Str), CMD: 16(10+ 2 Base+ 0 Str+ 4 Dex)

Initiative: +4

Speed: 30ft

Fort: +1, Ref: +7, Will: +1

Reputation: 1

Skills(10+favored class): Acrobatics +10, Bluff(1 rank) +6, Craft(Electronics) +8, Computers +8, Demolitions +8, Diplomacy(1 rank) +6, Disable Device+10, Intimidate(1 rank) +6, Linguistics +8, Sense Motive +6, Sleight of Hand +10, Stealth +10

Languages: Basic, Twi'lek, Huttese, Duros, Sullustan, Dosh, +3

Feats: Precise Shot, Improved Aim

Traits: Crafting Intuition(Electrical), Observant Sniper[archer]

Class Features: Illicit Barter, Sneak Attack +2d6, Lucky(1/day), Scoundrel Talent: Weapon Training, Evasion

Equipment[3000]: 550


 * Sporting blaster rifle: +6, 2d6 damage 800 cred
 * Bipod: 100 cred
 * Telescopic sight: 300 cred
 * Reinforced Jacket: 300 cred
 * Comlink 200 credits
 * Security Kit 750 cred

Quet Sodok and Drekt
Quet is on a quest to experience the universe, to find where things balance. He can feel a calling in his soul that pushes the galaxy towards balance but has had a hard time seeing what that really looks like. So he and his warpuppy, Drekt, have set off to see the galaxy and all the things that happen within it that he might judge what balance truly looks like.

Drekt was the runt of his litter on the ranch where Quet worked. Raised exclusively by Quet, he has grown strong, bolstered by their link in the Force. Hassarian warhounds are guard animals, common on some outer rim worlds. Long, thin, brown scaled heads have a quartet of eyes, and a row of small nostrils above their lips to supplement the long tongue and well-developed jacobson's organ. Behind that is a thick mane of stout, black and white feathers to protect their neck and shoulders. The body and legs are long and sleek, with broad, short-clawed paws and a serpentine tail; covered in short, fur-like, mottled brown feathers. The tip of the tail has a tuft of slightly longer feathers, in green and white.

Zabrak Force Adept 3

STR: 14(+2), DEX: 14(+2), CON: 12(+1)

INT: 10(0), WIS: 18(+4), CHA: 8(-1)

VP/WP(Total): 15/14(29);DR:

AC: 16(+2 Dex, +4 DEF, +0 dodge)

CMB: +4(+2 Base, +2 Str), CMD: 16(10+ 2 Base+ 2 Str+ 2 Dex)

Initiative: +2

Speed: 30ft

Fort: +4, Ref: +3, Will: +7

Reputation: 0

Skills(4+favored class): Athletics +8, Handle animal +6, Medicine +10, Perception +10, Survival +10

Feats: Martial Arts, Powerful maneuvers

Traits: Heavy Hitter, Rancher

Class Features: Force Pool, Tools of the Trade[Guardian], Wild talent, Specialization[Control], Tool Trait[Pack Hunter]

Force Talents: Burst of Speed, Force Fists, Heal Self

Equipment: 10/3000


 * Combat Gloves: +4, 1d4+5(+9) 200
 * Bow: +4, 1d8+2 300 cred
 * Strongbow: 100 cred
 * All-temperature Cloak 100 cred
 * Comlink 200 cred
 * Grappling spike Launcher, 2 spools of cable 100 cred
 * Glow rod 10 cred
 * Datapad[Shared among group] 1000 cred

Drekt, the Hassarian Warhound

Medium animal 3

STR: 14(+2), DEX: 15(+2), CON: 15(+2)

INT: 2(-4), WIS: 12(+1), CHA: 6(-2)

VP/WP(Total): 18/18(36); DR: 1

AC: 15(+2 Dex, +2 DEF, +1 dodge)

CMB: +4(+2 Base, +2 Str), CMD: 16(10+ 3 Base+ 2 Str+ 2 Dex)

Initiative: +2

Speed: 50

Fort: +4, Ref: +5, Will: +2

Skills(1): Perception[2 ranks] +6, Stealth[1 rank] +6

Feats: Dodge, Spring attack

Features: Low-light vision, Scent, Link, Force bond, Evasion

Bite: +4, 1d6+2; Trip: Can make a free trip attempt any time Bite hits.

IX-57, "Ixxy"
Ixxy was once a humble explorer droid, dropped into unforgiving environments for short periods before retrieval and analysis. All was well until one day, their team did not come back for them. Ixxy waited weeks, gathering samples and returning to their charging station each night, hoping for some communication from them. After three months in the wilderness, Ixxy knew no one was coming for them. They knew that if they were going to survive, it would be one their own. There was a settlement on the planet, but it would take months of travel over dangerous and uncharted terrain. Ixxy rebuilt the charging station to make it mobile, packed up everything they had come in with and set out to cross the planet. When she arrived at the outpost 16 standard months later, her chassis was battered, but she had found herself. She used the data collected on her trip to barter for passage on the next ship off world, and began her exploration of independence. Her core programming prohibits fighting other then defending herself, but she very much considers her developing personality a part of herself.

Medium 2nd degree droid Fringer 3

STR: 10(0), DEX: 14(+2), CON: 14(+2)

INT: 16(+3), WIS: 14(+2), CHA: 9(-1)

WP/VP: 22/23 [24(1st lvl)+11(HD)+4(Con)+6(toughness)]

AC: 16(+2 Dex, +4 DEF, +0 dodge)

CMB: +2(+2 Base, +0 Str), CMD: 14(10+ 2 Base+ 0 Str+ 2 Dex)

Initiative: +2

Fort: +5, Ref: +5, Will: +5

Reputation: 0

Skills(7+1 favored class): Athletics +6, Computers +7, Craft(Droids) +11, Craft(Sensors?) +11, Knowledge(Geography) +10, Knowledge(World Lore) +6, Perception +8, Repair +9, Survival +11

Languages: Basic, +3

Feats: Persistent Personality, Iron Will, Toughness

Traits: Self Care, Nomadic(p)

Class Features: Trade-in, Jury-Rig 1/day, Expanded Knowledge(Computers), Salvage, Adapability(Survivor)

Racial Traits: Tracks, 2 hands, 1 tool mounts, 1 instrument (3pts), 15 Point buy (3pts), Diagnostic package(head), Environmental Compensator(Underwater)(torso), Darkvision(head), Molecular Analyzer(instrument)

Slots: Head 2/2, Torso 6/8, Limbs: 3/8

Equipment[Starting credits: 3000]: 530c


 * Blaster Carbine (900c): +4, 2d8 damage, Range 80ft
 * Weapon mount(arm)[Holdout blaster] (30+300c): +4, 2d4 damage, Range		10ft
 * Comlink 250c
 * Secondary Battery 400c (torso 2)
 * Rust Inhibitor 40c (torso)
 * Tool kit 250c (tool mount)
 * Vocabulator 50c (torso)
 * Locked access 50c
 * Skill Kit[Survival] 200c (torso)