The attributes of your character apply bonuses or penalties to everything from combat to skill checks to Force powers. Check each attribute to see what aspects of gameplay it can affect.
At character generation each of the six physical attributes is at 8, with 30 points to invest in them. Any attribute can be increased to a maximum of 18 at this time, but beyond 14 there are increased point costs:
Attribute | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
---|---|---|---|---|---|---|---|---|---|---|
Point cost | +1 | +1 | +1 | +1 | +1 | +1 | +2 | +2 | +3 | +3 |
Total | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 10 | 13 | 16 |
Characters are awarded an additional attribute point at levels 4, 8, 12, 16 and 20, so at maximum level 20 an additional 5 attribute points have been awarded. These are not subject to the increased point costs which apply at character generation, so any attribute can be increased to a maximum of 23 by investing points.
However, it is not the attribute itself which is important but its modifier, which equals [attribute/2] - 5:
Attribute | 8-9 | 10-11 | 12-13 | 14-15 | 16-17 | 18 |
---|---|---|---|---|---|---|
Modifier | -1 | 0 | +1 | +2 | +3 | +4 |
Consequently it is normally a waste if an attribute is an odd number after all points and bonuses from equipment, stimulants, Force power and any Light Side or Dark Side mastery is taken into account.
Strength
Strength measures physical power. A high strength adds modifiers to melee damage and chance to hit, which is important for characters that use close-combat weapons (vibroblades, lightsabers).
Strength modifier adds to the following:
- Attack with melee weapons
- Attack with lightsabers when greater than or equal to Dexterity modifier
- Damage with melee weapons and lightsabers
- Critical Strike Difficulty Class
The following apply Strength bonuses:
Source | Bonus | Description |
---|---|---|
Force power | +2 | Force Valor |
+3 | Knight Valor | |
+5 | Master Valor | |
Stimulant | +4 | Adrenal Strength |
+6 | Hyper-adrenal Strength | |
Light Side mastery | +3 | Main character Jedi Guardian |
Hands | +1 | Strength Gauntlets |
+2 | Eriadu Strength Amplifier | |
+3 | Sith Power Gauntlets | |
+4 | GenoHaradan Power Gloves | |
+5 | Dominator Gauntlets | |
Light armor | +1 | Light Exoskeleton |
+2 | Light Exoskeleton (upgraded) | |
Medium armor | +1 | Powered Light Battle Armor |
+1 | Jamoh Hogra's Battle Armor | |
+2 | Heavy Exoskeleton | |
+3 | Heavy Exoskeleton (upgraded) | |
Heavy armor | +1 | Powered Battle Armor |
Dark Side Jedi robes | +4 | Darth Revan's Robes |
Belt | +1 | Power Belt |
+2 | CNS Strength Enhancer |
Maximum +22 Strength bonus and +11 Strength modifier for Dark Side Jedi, to be added to point investment.
Dexterity
Dexterity measures agility and reflexes. A high Dexterity adds modifiers to ranged attack rolls (blasters, grenades) and increases a character's Defense rating, making them harder to hit.
Dexterity modifier adds to the following:
- Attack with ranged weapons (blaster pistols, blaster rifles and heavy weapons)
- Attack with lightsabers when greater than Strength modifier
- Defense
- Reflex saving throw
- Stealth bonus
The following apply Dexterity bonuses:
Source | Bonus | Description |
---|---|---|
Force power | +2 | Force Valor |
+3 | Knight Valor | |
+5 | Master Valor | |
Stimulant | +4 | Adrenal Alacrity |
+6 | Hyper-adrenal Alacrity | |
Implant Level 1 | +1 | Response Package |
Implant Level 3 | +2 | Advanced Sensory Implant |
+3 | Cyber Reaction System | |
+4 | Gordulan Reaction System | |
+5 | Advanced Alacrity Implant | |
Head | +2 | Combat Sensor |
Light head | +1 | Verpine Ocular Enhancer |
Hands | +1 | Brejik's Gloves |
+1 | Infiltrator Gauntlets | |
+1 | Karakan Gauntlets | |
+3 | Advanced Stabilizer Gloves | |
Light armor | +1 | Light Exoskeleton |
+3 | GenoHaradan Mesh Armor | |
Lightsaber | +1 | Jenraux crystal with Mantel of the Force crystal |
Belt | +2 | Adrenaline Stimulator |
+3 | Baragwin Stealth Unit | |
HK-47 | +2 | First repair |
+2 | Fourth repair |
Maximum +28 Dexterity bonus and +14 Dexterity modifier for armored lightsaber-wielding Jedi, to be added to point investment.
Constitution
Constitution represents health and resiliency. A high Constitution adds modifiers to the vitality points gained at each level up. This is important for everyone, but essential for soldiers and Jedi guardians.
Constitution modifier adds to the following:
- Vitality points per level
- Fortitude saving throw
The following apply Constitution bonuses:
Source | Bonus | Description |
---|---|---|
Force power | +2 | Force Valor |
+3 | Knight Valor | |
+5 | Master Valor | |
Stimulant | +4 | Adrenal Stamina |
+6 | Hyper-adrenal Stamina | |
Light Side mastery | +3 | Main character Jedi Sentinel |
Implant Level 1 | +1 | Cardio Package |
Implant Level 3 | +3 | Beemon Package |
+4 | Cardio Power System | |
Medium armor | +1 | Heavy Exoskeleton |
+3 | Heavy Exoskeleton (upgraded) |
Maximum +21 Constitution bonus and +(10-11) Constitution modifier (depending on point investment) for armored main character Jedi Sentinel, to be added to point investment.
Intelligence
Intelligence represents knowledge and reasoning. A high intelligence adds modifiers to the number of points a character has to spend on essential skills.
Intelligence modifier (IM) adds to the following:
- Skill points at character generation
- Skill points per level
- Computer Use bonus
- Demolitions bonus
- Repair bonus
- Sniper Shot Difficulty Class
It is recommended to only invest points in Intelligence at character generation to maximize skill points available at that time, and upon level up:
Class | Skill points | |||||
---|---|---|---|---|---|---|
Soldier | Scout | Scoundrel | Jedi Guardian | Jedi Sentinel | Jedi Consular | |
Character generation | (1+IM) * 4 | (3+IM) * 4 | (4+IM) * 4 | |||
Level up | [ (2+IM) / 2 ] | [ (6+IM) / 2 ] | [ (8+IM) / 2 ] | [ (2+IM) / 2 ] | [ (4+IM) / 2 ] | [ (2+IM) / 2 ] |
Characters always receive at least one skill point upon level up:
Intelligence | Skill points | |||||
---|---|---|---|---|---|---|
Soldier | Scout | Scoundrel | Jedi Guardian | Jedi Sentinel | Jedi Consular | |
8-9 | 1 | 2 | 3 | 1 | 1 | 1 |
10-13 | 1 | 3 | 4 | 1 | 2 | 1 |
14-17 | 2 | 4 | 5 | 2 | 3 | 2 |
18 | 3 | 5 | 6 | 3 | 4 | 3 |
Only the following apply Intelligence bonuses:
Source | Bonus | Description |
---|---|---|
Force power | +2 | Force Valor |
+3 | Knight Valor | |
+5 | Master Valor | |
Implant Level 1 | +1 | Memory Package |
Maximum +6 Intelligence bonus and +3 Intelligence modifier, to be added to point investment.
Wisdom
Wisdom represents willpower and perception. A high Wisdom adds modifiers to Jedi Force Points and Force Power saving throws. The Force Powers of a Jedi with high Wisdom are also much harder to resist.
Wisdom modifier adds to the following:
- Force Points per level
- Will saving throw
- Awareness bonus
- Security bonus
- Treat Injury bonus
- Force power Difficulty Class
Only the following apply Wisdom bonuses:
Source | Bonus | Description |
---|---|---|
Force power | +2 | Force Valor |
+3 | Knight Valor | |
+5 | Master Valor | |
Light Side head | +5 | Circlet of Saresh |
Light Side Jedi robes | +2 | Qel-Droma Robes |
+5 | Star Forge Robes |
Maximum +15 Wisdom bonus and +(7-8) Wisdom modifier (depending on point investment) for Light Side Jedi, to be added to point investment.
Charisma
Charisma represents personality and the ability to lead. A high Charisma adds modifiers to Force-related feats and powers that are very important to all the Jedi classes. It is also central to any persuasive talker.
Charisma modifier adds to the following:
- Force Points per level
- Persuade bonus
- Force power Difficulty Class
Only the following apply Charisma bonuses:
Source | Bonus | Description |
---|---|---|
Force power | +2 | Force Valor |
+3 | Knight Valor | |
+5 | Master Valor | |
Light Side mastery | +3 | Jedi Consular |
Maximum +8 Charisma bonus and +4 Charisma modifier for main character Light Side Jedi Consular, to be added to point investment.