Jump to content

How to Build

From Chains of the Chosen

Select a Character Sheet This is the online link. Download a local copy, or make a copy on google docs. Select you Attributes There are six attributes. If you plan on playing a droid, skip this step and proceed to step 3. Starting ability scores range from 8 to 18, although racial bonuses and penalties can alter this. An average ability score is 10. You receive 30 points to spend on ability scores to increase your basic attributes. The cost for each starting score is given on the table below.

Ability Scores
Score Points
8 0
9 1
10 2
11 3
12 4
13 5
14 6
15 8
16 10
17 13
18 16
  • Strength - Carrying Capacity, Melee Attack Bonus and damage, breaking and entering.
  • Dexterity - Ranged Attack Bonus, Reflex Defense, Melee Attack Bonus (If Weapon Finesse is selected as a feat)
  • Constitution - Hit Point Calculation, Fortitude Defense, Damage Threshold (Described in the Combat Section)
  • Intelligence - Skill Points, knowledge improvement, other bonuses by fighting style. Used for many Engineer special attacks.
  • Wisdom - Perception, Will Defense, Light Side Force Power attack rolls.
  • Charisma - Persuasion, force of personality. Dark Side Force Power Attack Rolls.

Select your Race or choose to play a Droid Each Race has a unique heritage that presents as ability modifiers, cultural bonuses to skills and special abilities. Droids are build in a modular fashion using major frame and core choices. Select your Class

Select level 1 Feat and Skills Feats act as special training or abilities you have gained through training and experience. Skills represent specific training that your character possesses. Finishing Touches Calculate Hit Points - You receive maximum hit points from your level 1 hit dice. At level 1, characters receive +20 hitpoints. You receive additional hit points equal to your constitution modifier. Example: A Level 1 Soldier has a d12 hit die from their class and 14 constitution begins play with 12 + 20 + 2 = 34 Hit Points. Set your Starting Defenses based on attribute, class, and racial modifiers (if any). Traits and Flaws You may select up to two traits and two flaws at character creation from the following list.

Traits are a quality of a character that has both a benefit and a drawback in roughly equal amounts. They are quirks and physical alterations that someone might have that alter how they behave or see the world.

Flaws are harmful (often very penalizing) qualities that you may take on for your character. For every flaw you take, you gain an additional bonus feat at level 1. You must meet the prerequisites for these feats as normal.

Hit Points, Health, and Recovery Hit Points - Your Hit Points measure how hard you are to kill. Lethal Vs. Subdual Damage Lethal damage is subtracted from your hitpoint total, while Subdual Damage should be counted up from 0. When your Subdual Damage exceeds more than half your current hit points, you are Staggered. When it exceeds your current hit points, you are unconscious. Damage Threshold and Injuries A character that sustains damage greater than his or her condition threshold sustains an injury and moves 1 step down on the condition track. Most creatures and all PCs only have seven condition levels. When more condition levels are lost, the original injury worsens, or another injury occurs. These are represented by penalties shown on the following condition track:

Condition levels, or injuries, can only be healed with either a month or more of rest, the heal skill, or certain force powers and items

Conditions
Normal -1 -2 -3 -5 -10 Helpless


Condition penalties apply to attack rolls, all defenses, ability checks, and skill checks.

Damage Threshold Your Damage Threshold = Fort Defense + Half Level (+5 For Droids)

Treating Injuries See the Heal Skill