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Chapter 3: Classes

The Heroic Classes

At 1st level, choose a heroic class for your character. The five heroic classes are:
Jedi: The jedi are the guardians of peace and justice in the galaxy. They learn to
master the Force, and their trademark weapon is the lightsaber.
Noble: The noble has a privileged background and superior education to be a canny
inventor, shrewd bargainer, or inspiring leader.
Scoundrel: The scoundrel is a tricky, skillful rogue who succeeds by luck and stealth
instead of brute force.
Scout: The scout is a cunning, skilled explorer trained to operate in the vast wilderness
of space and backwater worlds.
Soldier: The soldier is a warrior with exceptional combat capability and unequaled skill
with weapons.
When you choose your starting class, you gain all of the starting benefits of that class,
including the 1st level hit points, the listed bonus to your characters Defenses, the
starting feats, the listed number of trained skills, which must be selected from the
listed class skills, and the starting funds.

Level Dependent Benefits

As your character increases in level, he gains several benefits that are common to all characters;
Feats, Skill Bonuses, Defenses, Talents, Attribute Increases, and Attack Bonus.
Attack Bonus: A character's attack rolls gain a bonus equal to one-half his level.
Skill Bonus: Each of a character's skills gains a bonus equal to one-half his level.
Defenses: Each of a character's Defenses gains a bonus equal to one-half his level.
Feats: Each character gains a feat at each level.
Talents: Each character gains a talent at 1st level, and at each even numbered level thereafter
(2nd, 4th, 6th, etc.).
Attribute Increases: At every third level, each character may increase two of his attributes by
one point.

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+12
+13
+13
+14
+14
+15

Defense
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+12
+13
+13
+14
+14
+15

Skill
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
+12
+13
+13
+14
+14
+15

Feat
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

Talent
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th

Attribute
Increase
1st, 2nd
3rd, 4th
5th, 6th
7th, 8th
9th, 10th
11th, 12th
13th, 14th
15th, 16th
17th, 18th
19th, 20th

In addition to the benefits described in the table


above, several other benefits to characters as
they increase in levels.
At 6th level, you gain the ability to personalize
one piece of gear. See the Personalized Gear
section, in the Equipment chapter.
At 7th level, you may upgrade your class bonus
to defenses. Replace any one class bonus of +2
with a class bonus of +4 and any one class
bonus of +1 with a +2. Alternatively, you may
replace all three of your class bonuses with a +2
bonus.
At 8th level, you may begin taking Advanced
Talents or Force Techniques in place of class
talents or Force Talents. You must meet the
prerequisite of any advanced talent or force
technique before you take it.
At 13th level, you may upgrade your class bonus
to defenses. Replace any one class bonus of +4
with a class bonus of +6 and any one class
bonus of +2 to +3. Alternatively, you may
replace all three of your class bonuses with a +3
bonus.
At 14th level, you may begin taking Force
Secrets in place of Force Techniques. You must
meet the prerequisites of any force secret before
you may take it.

Multiclass Characters
Hit Points: Each time you gain a new level, add the hit points for that class to your total hit
points.
Base Attack Bonus: Your base attack bonus is determined by your character level, regardless of
your classes.
Defenses: Your Base Defense is is determined by your character level. You gain the highest
defense bonus provided to each of your defenses from any class that you possess, but the defense
bonuses from different classes do not stack.
Skills: When you select a new class, you do not gain any new trained skills. However, your list of
class skills expands to include those of the new class. If you take the Skill Training feat, you may
choose your new trained skill from the class skill list of any class in which you have levels.
Starting feats: When you select a new class, you gain one feat from the list of starting feats.
Alternatively, you may take the Skill Training feat to become trained in one of your new class
skills.
Talents: When you gain a talent, you must take that talent from your current class (that is, the
class that you take at the level that you gained the talent).

Gaining Experience Levels

Experience points measure how much your character has learned and how much he or
she has grown in personal power. Your character earns XP by defeating opponents,
accomplishing goals, engaging with the galaxy at large, practicing personal
introspection or in any of a myriad of other ways, as determined by your referee.
Characters accumulate XP from adventure to adventure and, when a character earns
enough XP, he or she attains a new character level.
The amount of experience that a character needs to gain a level is usually equal to one
thousand times his current experience level. So a 1st level character needs to earn
1,000 xp to advance to 2nd level. As second level character needs to ear 2,000 more
xp to advance to 3rd level, and so on. Both the rate at which characters accrue
experience, and the amount of experience that characters need to advance from one
level to the next are ultimately at the discretion of the Game Master.
Whenever you gain a new level, apply the benefits of that level in the following order:
1. Choose Class
2. Attack Bonus
3. Defense Bonuses
4. Skill Bonuses
5. Ability Score Increases
6. Hit Points
7. Feats
8. Talent
9. Recurring Benefits
10. Force Points

Character Retraining

Sometimes you make decisions when you create or advance your character that you
later regret. Perhaps a talent that you chose is not working with your character
concept, or a skill does not come into play as much as you thought it would.
Fortunately in such a case, level advancement is not only a time to learn new abilities it is also an opportunity to change some of those decisions.
Every time you gain a level, you can retrain your character: change one feat, talent, or
skill selection that you made previously. You can make only one change at each level.
Feat: You can replace a feat with another feat. You must meet the prerequisites for
the new feat, and you cannot replace a feat if it is a prerequisite for another ability that
you have.
Force Powers: If you have the Force Training feat, you can retrain a number of Force
Powers equal to 1 + your Wisdom modifier by retraining the Force Training feat.
Talent: You can replace a talent with another talent from the same class.
Alternatively, if you have the Force Sensitivity feat, you can replace a talent with a
Force Talent. You cannot replace a talent that is a prerequisite for another ability that
you have.
Skill: You can replace a trained skill with another skill from your list of class skills. You
cannot replace a skill if it is a prerequisite for some other ability that you have.

Character Rebuilding

Over time, a characters goals, priorities, and abilities can change a great deal. At the
Game Masters discretion, whenever the action has taken a character out of the
spotlight for an extended time (such as in the period between two plot arcs), a
character may be completely rebuilt, choosing different classes, skills, talents, feats,
and reassigning ability scores as the player sees fit.

High Powered Advancement Option


In some games, players and game masters may wish to explore more of the options and
an even higher-powered and more cinematic game. In this case, you may use the high
powered advancement option, shown below.
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10

Defense
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10

Skill
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10

Feat
1st, 2nd
3rd
4th, 5th
6th
7th
8th, 9th
10th
11th
12th, 13th
14th
15th
16th, 17th
18th
19th
20th, 21st
22nd
23rd
24th, 25th
26th
27th

Talent
1st, 2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th

All Attributes
Increase
1st
2nd
3rd
4th
5th
6th
-

Attack Bonus: A character's attack rolls gain a bonus equal to one-half his level.
Skill Bonus: Each of a character's skills gains a bonus equal to one-half his level.
Defenses: Each of a character's Defenses gains a bonus equal to one-half his level.
Feats: Each character gains two feats at first level and one additional feat at each level beyond first.
Additionally, each character gains one additional feat at every 3rd level (3rd, 6th, 9th, etc.)
Talents: Each character gains two talents at 1st level, and another talent at each level that is not a multiple
of three (2nd, 4th, 5th, 7th, 8th, 10th, etc.)
Attribute Increases: At every third level, each character may increase all of his attributes by one point.

Advancement Beyond 20th Level


If the players and game master feel comfortable doing so, advancement beyond 20th
level should continue following the same progression laid out in the first 20 levels. In
many cases, feats and talents that are epic in scale may be designed and made
available at these higher levels.

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