Character Creation

1) Determine Ability Scores
Start by generating your character’s ability scores. These six scores determine your character’s most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities. There are several methods to choose from for generating these scores so consult your GM to determine which method he is using.

If your GM is using a point buy method, the point amounts and costs of attributes are included at right for your convenience.

Note: Your choice of race will offer one or more bonuses to apply to your Ability Scores.

Point Buy: If you will be using a “point-buy” method, the two following tables include the costs of purchasing ability scores. You can also use this handy Point Buy Calculator to make the process easier. If you’d like to roll your scores randomly using the Standard (4d6) method…click here!

2) Choose a Species
Pick a species, applying any modifiers to your ability scores and any other racial traits. Each species lists the languages a character of that race automatically knows, as well as a number of bonus languages it may learn. A character knows a number of additional bonus languages equal to his or her Intelligence modifier.

Note: See the Linguistics skill for more information pertaining to Languages.

3) Choose a Class
A character’s class represents a profession, such as fringer or jedi guardian. If this is a new character, he or she starts at 1st level in this chosen class. As the character gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities.

If your character is a force user with force talents, determine the force talents that your character starts with. Consult your GM to determine this list.

Favored Class: Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes (see Prestige Classes) can never be a favored class.

4) Allocate Skill Ranks
Determine the number of skill ranks your character gets based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans).

Class Skills Each class has a number of favored skills, called class skills. Refer to Table: Skills Summary and look for your chosen class across the top row (abbreviated name.) Look down the column for your chosen class. Any skill with a “C” in it is a Class Skill for your class. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into.

Then allocate these ranks to desired skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one).

Each level thereafter, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill.

You can refer to Table: Skill Ranks (below) to determine your starting Skill ranks.

Note: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

5) Choose Feats
Determine how many feats your character receives, based on his class and level, and select them from those presented in Feats.


 * All characters begin with 1 feat.
 * If your characters race is human you get 1 additional feat (for a total of 2).
 * If your characters class is fighter you get another feat (total 3).

Examples:


 * Character is 1st level but is not a human and is not a fighter: Character gets 1 feat.
 * Character is 1st level and is a human or a fighter (but not both): Character gets 2 feats.
 * Character is a 1st level human fighter: Character gets 3 feats.

If your GM is using Traits, now is a good time to choose those, too. Usually, each character gets two traits that pertain to their backstory.

6) Determine Starting Wound Points/Vitality Points (WP/VP)
A character starts its maximum wound points and vitality points at 1st level (the maximum number on its Hit Die + it’s Constitution modifier (additional wp/vp if a positive modifier or less hp if a negative modifier) or if its first Hit Die roll is for a character class level.

To determine a health points for levels beyond 1st, roll the dice indicated by its Hit Dice and adjust the result by adding or subtracting it’s Constitution modifier. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally. All health points are divided equally between vitality points and wound points, with vitality points rounding up in the case of an odd number.

7) Get Equipped
Each new character begins the game with an amount of gold, based on his class, that can be spent on a wide range of equipment and gear, from powered armor to leather backpacks. This gear helps your character survive while adventuring. Usually you cannot use this starting money to buy mastercraft items without the consent of your GM.

The armor or other protective devices you purchase may affect his starting Defense (Def), so once you have purchased armor or other protective devices you can determine your Defense (Def).

Making a Character Above 1st level
If you are creating a character or creature at a level other than 1st you should consult your GM and the Wealth for Higher Level PC’s table to determine your starting gold. See Table: Character Wealth by Level in the Equipment article for details.

8) Determine Saving Throws, Initiative, and Attack Values.
Determine all of the character’s other mechanical details, such as his or her saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps, usually determined by your class choice.

9) Description & Personality
Choose or make up a name for your character (or generate one randomly!), determine his or her age, alignment, and physical appearance (such as height, weight, eye and hair color etc). It is helpful to think of a few unique personality traits as well, to help you play the character during the game. Now is also a good time to flesh out any Contacts that your character has! Each character starts with at least one contact, which is an NPC the character knows who may prove helpful. Consult the Reputation article for more information.