Getting Started

## Create-A-Character

### Class

In *Knights of the Old Republic,* there are three base classes, as well as six other classes that may be accessible at first level at the Game Master's discretion. Before you can start creating your character, you must determine what class your character is as each has their own bonuses and penalties, along with their own systems when creating a character. The base classes that your character will most likely start off with are the Soldier, the Scout, and the Scoundrel.

### Race

While race wasn't a factor in the character creation in the original *Knights of the Old Republic* game and its sequel, for storyplay reasons as the main characters are well-established human characters in Legends, picking a race allows certain gameplay explorations that weren't present in the original games. Picking a race allows your character to have a base Force alignment, as well as any attribute bonuses and racial traits that may come along with the race.

### Attributes

Like *Dungeons & Dragons* for which *Knights of the Old Republic* was heavily influenced, it follows the same six attributes of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. When making a character, you are given 30 points to allot between the six scores. For reference, these are the scores, the modifier bonus, and how much it costs to invest in an attribute.

In terms of what to invest in for your character, here are the attributes in depth.

#### Strength

Strength is used to determine:

* Damage used with melee attacks and lightsabers

* Attack chance with melee
* Attack chance with lightsabers if Strength is greater than Dexterity
* Difficulty Class of Critical Strike

This attribute has no influence on any skills, and is used purely for damage and combat purposes. While this may be a valuable stat to have for a Soldier, Jedi Guardian, or Sith Warrior, it is not nearly as useful for a Scoundrel or force-based classes.

#### Dexterity

Dexterity is used to determine:

* Defense
* Attack chance with ranged weapons
* Attack chance with lightsabers if Dexterity is greater than Strength
* Reflex save

Same as Strength, Dexterity has plenty of benefits in combat as a way of building up ranged fighters that can easily dodge their opponents' attacks.

#### Constitution

Constitution is used to determine:

* Vitality per level
* Fortitude save

Constitution tells you how tanky you are; the more constitution you have, the more health you will have down the line. Do keep in mind that Constitution does not retroactively grant hit points like how the Toughness feat does when unlocked, so the earlier you invest in Constitution will yield you the most vitality.

#### Intelligence

Intelligence is used to determine:

* Skill points granted at character generation
* Skill points granted per level up
* Computer Use, Demolitions and Repair bonus
* Sniper Shot Difficulty Class
* Droid vitality repaired by repair kits

Intelligence is a valuable attribute to both characters that are droids, and those that want to look into stronger out of combat gameplay. With intelligence, you gain more skill points per level, as well as skill bonuses in three separate skills.

#### Wisdom

Wisdom is used to determine:

* Force power Difficulty Class
* Force Points per Jedi level
* Will save
* Awareness, Security and Treat Injury bonus
* Vitality healed by medpacs and Cure or Heal

Perhaps the most important attribute to force users such as the Consular and the Sorcerer, which require high levels of Force Points to reach their full potential. Extremely useful when building healers and supports.

#### Charisma

Charisma is used to determine:

* Force power Difficulty Class
* Force Points per Jedi level
* Persuade bonus
* Vitality healed by Cure or Heal

Another useful attribute for force users, but the persuasion also doesn't hurt as it can be used in any situation, be it Intimidation, Threats, Bribery, Lying, or even just plain Persuading.

### Skills

There are eight class skills that are used throughout the game, each with their own uses in both in and out of combat. Every class has a unique mix of skill proficiencies, which reduces the cost of skill points required from 2 to 1 for certain skills, as well as a set number of skill points granted at level 1 based on the class, and your character's intelligence. On top of that, each skill has its own modifier that is affected by the attribute modifiers. For more information, visit the Classes page.

#### Computer Use

Computer Use allows a character to slice computer programs using disposable logic rams called computer spikes. A character might disable gun turrets or flood a patrol area, with more complicated tasks requiring more spikes. A high rank in this skill reduces the number of spikes required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers. This skill is modified with Intelligence.

#### Demolitions

Demolitions can be used to set, recover or disarm mines. Such devices range in difficulty from minor (DC10 to set) to devastating (DC30 to set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover the mine adds +10 to the DC. The skill is modified with Intelligence, but needs at least 1 point in the skill to be used.

#### Stealth

Stealth governs the use of camouflage devices to enter Stealth Mode. If a character equips such a device and activates Stealth Mode, opponents must make an Awareness check versus the character's Stealth skill or be unable to detect them, even if the character is in a direct line of sight. A character in Stealth Mode can set, disable and recover mines. Party members will not automatically enter combat while in this mode. Combat cancels Stealth Mode. Stealth Mode will not work without a camouflage unit. Units of higher quality grant a bonus to the skill. This skill is modified with Dexterity, but needs at least 1 point in the skill to be used.

#### Awareness

Awareness governs the ability of a character to spot objects or enemies hidden by Stealth. If a successful check of this skill is made against the Stealth skill of an enemy or the DC of a mine, the enemy or object is noticed and becomes visible. Awareness is always active, but results are best while a character is moving slowly. Running imparts a -5 penalty to any checks of the skill. This skill is modified by Wisdom.

#### Persuade

Persuasion is used to sway conversations in your favour through any means such as threats, bribes, lies, and even plain persuasion. How persuasion is calculated is based on the difficulty class of the persuasion target and subject (e.g., convincing a guard to raise a bounty is easier than convincing that same guard to leave his post). A higher Persuade skill allows the player to easily swindle others into doing what they want them to do. This skill is modified by Charisma.

#### Repair

Repair allows a character to fix disabled mechanical devices like droids using disposable packages of parts. The number of part kits required increases with the difficulty of the repair. This skill reduces the number of parts required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers. This skill also modifies the amount of vitality points recovered when party member droids use repair kits, advanced repair kits, and construction kits on themselves to repair combat damage. This skill is modified with Intelligence.

#### Security

Security is used to access electronic locking devices. Once a character invests points in this skill, it becomes one of the default options on targeted doors and containers. Security spikes can grant a bonus to the skill, and any in inventory will also appear as a default option on targeted doors and containers. Characters with no points invested cannot attempt to use this skill. This skill is modified with intelligence, but needs at least 1 point in the skill to be used.

#### Treat Injury

Treat Injury improves the amount of damage healed when a medpac is used, adding the modified rank to the number of vitality points healed. Advanced medpacs and life support packs apply multipliers to the user's skill, increasing the amount healed again. This skill is modified with Wisdom.

### Feats

*To see the Feats list, click here.*

Rather than each class having a specific timeline for features they will obtain, each class will have an opportunity to pick the features they want, as well as upgrade them if they meet the requirements for a specific feat. At first level, each class will be granted certain feats pertaining to proficiencies, any class skills given at that level, as well as any Action Feats (otherwise known as attacks) granted by the class. In addition, your character may choose one extra feat on top of the ones given to them by their class.

### Force Powers

*To see the Powers list, click here.*

In addition to feats, force users are given Force Powers that act in the same way spells would in *D&D*. They have a Difficulty Class, as well as require a number of Force Points in order to use. At first level, force users are given two Force Powers along with any they are granted by their class. Refer to your class' level table to see how many Powers they can select each level.

### Finishing Touches

You're now done creating your character! Just give them a name, establish any backstory they have, and you're ready to play. Remember to always check in with your Game Master so that they can integrate your character into the story. May you have many amazing adventures in a galaxy far, far away!