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Hit Points

Your class determines how many hit points you have at 1st level, as shown below.
Class Starting Hit Points
Jedi 30 + Constitution modifier
A character's hit points increases each time he or she gains a level. The type of die rolled depends
on the class in which the level is gained, as shown below:
Class Starting Hit Points
Jedi 1d10 + Constitution modifier

Defenses
Determines your character's defenses as follows:
Reflex Defense: 10 + your heroic level or armour bonus + Dexterity modifier 0 class bonus +
natural armour bonus + size modifier.
Fortitude Defense: 10 + your heroic level + Constitution modifier + class bonus + equipment
bonus.
Will Defense: 10 + your heroic level + Wisdom modifier + class bonus.
When you take your first level in a heroic class, you gain class bonuses on two or more defenses.

Base Attack Bonus


Your character's class determines your base attack bonus. Jedi have a base attack bonus of +1 at 1st
level.

Melee Attack Bonus


To determine your melee attack bonus, add your Strength modifier to your base attack bonus.
Certain feats and talents might provide additional modifiers.

Ranged Attack Bonus


To determine your ranged attack bonus, add your Dexterity modifier to your base attack bonus.
Certain feats and talents might provide additional modifier.

Force Points
Your character begins play with 5 Force Points. If you end up taking the Force Boon feat (page 85),
you gain an additional 3 Force Points.

Select Skills
Each class comes with a list of class skills. From this list, you get to pick a number of skills in
which your character is considered trained. The number of trained skills your character gets
depends on the class you've selected and your character's intelligence modifier. Once you've
selected your character's trained skills, determine the skill check modifier for each skill.
The skill check modifier for trained skills is one-half your character level (rounded down) + the
relevant ability modifier + 5. If you are untrained in a skill, the skill check modifier is one-half your
character level (rounded down) + the relevant ability modifier.
Class Number of Trained Skills
Jedi 2 + Intelligence modifier
Select Feats
Feats are special features that provide a character with new capabilities or improvements. Your
character begins play with at least one feat. If you are playing a Human (Dathomirian), you get a
bonus feat. In addition, your class also gives you several starting feats that you get for free. Select
your feats from Chapter 5: Feats.

Select a Talent
At 1st level, your character gets a talent. Choose a talent from any of the talent trees presented in
your character's class description.

Determine Starting Credits and Buy Gear


Your character's class determines how many credits you start play with - 500 credits. Use your
credits to purchase equipment for your character. Chapter 8: Equipment

Dathomirian Species Traits


Dathomirian share the following species traits:
Medium Size: As Medium creature, Dathomirians have no special bonuses or penalties due to their
size.
Speed: Dathomirian base speed is 6 squares.
Heightened Awareness: Having strong survival instincts and quick reactions, Dathomirian may
choose to reroll any Perception check, but the result of the reroll must be accepted even if it is
worse.
Superior Defenses: Adapted to very tough and trying environment, Dathomirians gain a +1 species
bonus to all of their defenses.
Bonus Trained Skill: Dathomirians are versatile and accomplished at many tasks. A Dathomirian
character chooses one additional trained skill at 1st level.
Automatic Language: Basic (Speak, read and write), Zabrak (Speak, read and write).
Homeworld: Dathomir.

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