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Constitution also determines what types of implants the character can equip. A high Constitution adds modifiers to the vitality points gained at each level-up.
Attack with lightsabers with Finesse: Lightsabers when greater than Strength modifierĬonstitution Constitution represents health and resiliency. Attack with melee weapons (including lightsabers) with Finesse: Melee Weapons when greater than Strength modifier. Attack with ranged weapons ( blaster pistols and blaster rifles).
A high Dexterity adds modifiers to ranged attack rolls (blasters) and increases a character's Defense, making them harder to hit.ĭexterity modifier (DEX) adds to the following:
+7 main hand and +2 off hand when equipping a double-bladed melee weapon or lightsaberĭexterity Dexterity measures agility and reflexes. +5 main hand and +2 off hand when equipping two melee weapons or lightsabers. +7 when equipping one melee weapon or lightsaber. +5 when unarmed or equipping a stun baton. The damage bonus granted by a character's Strength modifier varies depending on the melee weapon(s) or lightsaber(s) equipped:įor example, a character with 20 Strength (STR +5) would be granted the following damage bonuses: Critical Strike and Power Attack Difficulty Classes. Attack with lightsabers unless less than Dexterity modifier with Finesse: Lightsabers or Melee Weapons. Attack with melee weapons unless less than Dexterity modifier with Finesse: Melee Weapons. Damage with melee weapons and lightsabers. Strength modifier (STR) adds to the following: 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 Strength measures physical power.
However, it is not the attribute itself which is important but its modifier, which equals (attribute - 10) / 2, rounded down:Ĭonsequently it is normally a waste if an attribute is an odd number after all points and bonuses from equipment, stimulants, Force powers and any light or dark side mastery is taken into account. These are not subject to the increased point costs which apply at character generation. Any attribute can be increased to a maximum of 18 at this time, but beyond 14 there are increased point costs:Ĭharacters are awarded an additional attribute point every fourth level (4, 8, 12 and so on). Attribute points are allocated by selecting an attribute and using the arrows to scroll sideways and add or subtract points.Īt character generation each of the six physical attributes is at 8, with 30 points to allocate between them.