Classes

Progression for your character in the Star Wars RPG system is measured in character levels, which in turn are invested in one or more Classes. Classes vary in many ways, each possessing a different array of skills that you can be trained in, a group of starting feats including Weapon Proficiencies, different rates of progression for your hit points and attack bonus, and unique pools from which to draw additional abilities called talents.

The different classes are as such:



Jedi

This is the class mainly for, as the name suggests, characters that are Jedi. However, it need not be restricted to only Jedi – other Force-using Traditions (like the Sith, for example) can also take Jedi levels which reflects dedicated training in the Force.

Jedi gain relatively few trained skills or starting feats to replicate their very focused training, but in turn are definite frontline combatants with good hit points and a solid attack bonus. Their only shortcoming is that almost every ability score is needed to bolster one of their abilities – Strength for melee capability, Dexterity for Reflex Defense, Constitution for health, Intelligence to boost their trained skills up, Wisdom to determine the number of Force Powers they get with Force Training, and Charisma to boost their Use the Force skill. Either you’ll have to be a jack-of-all-trades or think carefully about specializing.

Jedi Talents are quite diverse, but largely replicate several stereotypical abilities like deflecting ranged attacks with a lightsaber, or bolstering allies with Battle Meditation. By virtue of automatically being Force Sensitive, they can also take Force Talents, which opens them up to being extremely flexible and heavily customisable.

Jedi receive a free lightsaber at level 1, and can build their own at level 7 (assuming they can find or make the components needed.)

Hit Points: (30 + Constitution modifier) at level 1, (1d10 + Con modifier) each further level.

Defense Bonuses: +1 Fortitude, +1 Reflex, +1 Will

Base Attack Bonus: Full (+1 per level)

Trained Skills: 2 + Intelligence modifier

Class Skills: Acrobatics, Endurance, Initiative, Knowledge (all skills, taken individually), Perception, Pilot, Use the Force

Starting Feats: Force Sensitivity, Weapon Proficiency (lightsabers), Weapon Proficiency (simple weapons). Non-Jedi taking levels in this class may switch lightsabers for a weapon more suitable for their tradition.


Noble

Foremostly, Nobles are leaders, diplomats and intellectuals. As opposed to simply being stereotypical royalty or a dignitary, nobles can be anything from military officers, crime lords, merchants, corporate magnates, holovid stars, academics, scientists, and virtually anything that can be considered on the slightly more sophisticated or eloquent side among heroes.

Nobles benefit from having the largest number of trained skills and their choices are quite flexible, however they suffer from being on the low-end of hit points and are limited in weapon choice to Pistols at the strongest. Linguist at least gives them access to several languages, which can come in handy in somewhere like Telkur Station. Out of combat, Nobles are at the forefront, but inside it they adopt more of a support role and should be well protected. Charisma and Intelligence are both valuable abilities, the former for interaction and the latter to get the most out of their skill range and the Linguist feat.

More than any other class, Nobles have access to a number of Talents that give them the ability to buff the party and give them bonuses in combat, and also benefit from abilities that further enhance their skills both in and out of combat. Rather than being deadly fighters in their own right, they are force multipliers for the rest of the party.

Hit Points: (18 + Constitution modifier) at level 1, (1d6 + Con modifier) each further level.

Defense Bonuses: +1 Reflex, +2 Will

Base Attack Bonus: Standard (+1 each level, skipping 1, 3, 6, 9, 12, 15 and 18)

Trained Skills: 6 + Intelligence modifier

Class Skills: Deception, Gather Information, Initiative, Knowledge (all skills, taken individually), Perception, Persuasion, Pilot, Ride, Treat Injury, Use Computer

Starting Feats: Linguist (bonus languages equal to 1 + Intelligence modifier), Weapon Proficiency (pistols), Weapon Proficiency (simple). Nobles belonging to House Isha or the Dragoons can swap out Linguist for Weapon Proficiency (advanced melee).



Scoundrel

They can be anyone who lives on the fringes or shadier parts of galactic society, but Scoundrels often fit under one or more labels: smugglers, pirates, outlaws, assassins, gamblers, slicers, con artists, thieves and spies. Anyone who survives by using their wits and the occasional underhanded ploy is suited to this class.

The strength of the Scoundrel is in their extremely versatile range of class skills. They do not gain quite as many trained skills, but they only lose access to Treat Injury and instead gain Stealth, Mechanics and Acrobatics. When a Noble is absent from a party, Scoundrels can very easily take up the role of the party’s face-man. They suffer from the same drawbacks that the Noble does (lower hit points, limited weapon choice and base attack bonus), but instead of Linguist get the feat Point Blank Shot, which is a requisite for many feats that enhance your ranged weapons. Dexterity and Intelligence are the most useful abilities, the former for Reflex Defense and several skills like Stealth and Pilot, the latter to squeeze as much use out of your choice of class skills.

Scoundrel Talents tend to lean towards debilitating opponents and using conditional tricks to get the upper hand in combat. Outside of combat, they can also increase their chances of succeeding in their more practical skills and bluff their way through social interaction. They also have several Talents suited for piloting a starship and fighting in space.

Hit Points: (18 + Constitution modifier) at level 1, (1d6 + Con modifier) each further level.

Defense Bonuses: +2 Reflex, +1 Will

Base Attack Bonus: Standard (+1 each level, skipping 1, 3, 6, 9, 12, 15 and 18)

Trained Skills: 4 + Intelligence modifier

Class Skills: Acrobatics, Deception, Gather Information, Initiative, Knowledge (all skills, taken individually), Mechanics, Perception, Persuasion, Pilot, Stealth, Use Computer

Starting Feats: Point Blank Shot (+1 to attack and damage roll when shooting at point blank range), Weapon Proficiency (pistols), Weapon Proficiency (simple). Assassins can swap out pistols for a weapon suited to their method of killing, generally sniper rifles, advanced melee or the Martial Arts I feat. Melee-based assassins may also switch out Point Blank Shot for Weapon Finesse.



Scout

Scouts are the explorers and adventurers of the galaxy, but this also includes those particularly skilled at finding their way around and utilizing more practical skills to achieve their ends, such as bounty hunters, salvagers, field researchers, hunters, guides, law enforcement agents, saboteurs, and infiltrators.

They make up the comfortable medium between front-line fighters like the Jedi or Soldier and the rear-line specialists like Scoundrels or Nobles. Despite not having access to the more social abilities, they have some of the practical skills that Scoundrels do (Mechanics, Stealth) and gain Survival, which is valuable when tracking or surviving in wilderness. They surpass Scoundrels in that they start with access to more trained skills, however. They also sit in the middle range for hit points and gain proficiency in Rifles, boosting their use in a firefight. Dexterity and Wisdom are valuable abilities, the former for a similar reason to Scoundrels, though Wisdom is useful for Survival and Perception, the latter which can be greatly enhanced by some of their talent choices.

Scout Talents significantly enhance their skill primarily in Stealth and Perception, permitting rerolls and allowing them to boost the advantage they gain from such things as cover and concealment. Scouts can add to their versatility by taking talents that can support their allies, or opt for those that can enhance their killing power. Their strength above all though is the extent to which they can boost their Stealth capabilities to sneak around, or being reliable at detecting enemies, noticing hidden details and finding the path.

Hit Points: (24 + Constitution modifier) at level 1, (1d8 + Con modifier) each further level.

Defense Bonuses: +1 Fortitude, +2 Reflex

Base Attack Bonus: Standard (+1 each level, skipping 1, 3, 6, 9, 12, 15 and 18)

Trained Skills: 5 + Intelligence modifier

Class Skills: Climb, Endurance, Initiative, Jump, Knowledge (all skills, taken individually), Mechanics, Perception, Pilot, Ride, Stealth, Survival, Swim.

Starting Feats: Shake It Off (recover from a negative condition as 2 swift actions instead of 3), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple weapons). Military trained scouts/scout snipers and assassins may swap either pistols or rifles for sniper rifles.



Soldier

A Soldier can be anything from a literal soldier to a bodyguard, mercenary, gladiator, martial artist, thug, enforcer, militia, or just about anyone who is dedicated to martial skills and enhancing their killing power. Anyone can become a soldier at any time, all it requires is the motivation and an enemy to fight.

Without question, Soldiers are the most effective front-line fighters, possessing not only the most extensive range of weapon choices, but training in armour use as well to ensure they can soak up a fair amount of punishment. This is only further enhanced by their good hit point and base attack bonus progression. The trade-off is that they possess fewer trained skills than most of the other classes, though they still possess more than Jedi, along with a larger range of class skills that are effective in the field. Sinking ability points into Strength, Dexterity and Constitution is the key to victory with this class.

Soldier Talents include several ways of improving their armour use and soaking damage, including the ability to draw fire, but can also boost their attack power both at range and in melee. Interestingly enough, Soldiers gain access to quite a few talents that boost unarmed combat, and martial artists can be both extremely deadly and resilient, as can melee specialists.

Hit Points: (30 + Constitution modifier) at level 1, (1d10 + Con modifier) each further level.

Defense Bonuses: +2 Fortitude, +1 Reflex

Base Attack Bonus: Full (+1 each level)

Trained Skills: 3 + Intelligence modifier

Class Skills: Climb, Endurance, Initiative, Jump, Knowledge (tactics), Mechanics, Perception, Pilot, Swim, Treat Injury, Use Computer

Starting Feats: Armor Proficiency (light), Armor Proficiency (medium), Weapon Proficiency (pistols), Weapon Proficiency (rifles), Weapon Proficiency (simple weapons). Military-trained soldiers can swap out either pistols or rifles for either heavy weapons, sniper rifles or advanced melee. Martial Artists can swap out pistols and rifles for the feat Martial Arts I and advanced melee. Dragoons can trade out pistols or rifles for advanced melee.

Classes

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