BASIC CHARACTER EXAMPLES
So here are some generic NPC or basic character concepts. None have any species traits added in. I used an Array to create them but with a boost as follows – 15, 14, 13, 12, 11, 10
Alien Force User
Scout 1st level (Hermit)
Fortitude: 13, Reflex: 15, Will: 14 (recover from Reeling +1)
Hit Points: 24 (HD 1d8; Second Wind 1d8+1), Damage Threshold: 13
Speed: 12 meters
STR 10 (+0), DEX 12 (+1), CON 11 (+0), INT 13 (+1), WIS 15 (+2), CHA 14 (+2)
Proficiencies: Light Armor, Martial Weapons, Pistols, Rifles, Simple Weapons, Tools (Mechanic +3), Tools (Woodcarving tools +3), Vehicle (Speeder +3)
Skills: Insight +4, Medicine +4, Perception +4, Supernatural +3, Use the Force +4
Feats: Force Sensitive, Shake it Off (free)
Talents: Force Perception (Use the Force instead of Perception)
Senses: passive perception 14
Languages: Basic plus one more
Gear: Blaster Carbine with an extra power cell, Blaster Pistol with an extra power cell, Longsword, Utility belt, Short-range comlink, Field kit, Datapad full of various notes on the Force, All-weather cloak, Common clothing, Credstick 100cr.
Aspiring Bounty Hunter
Scout 1st level (Enforcer)
Fortitude: 15, Reflex: 15, Will: 14 (recover from Reeling +3*)
Hit Points: 26 (HD 1d8; Second Wind 1d8+3), Damage Threshold: 15
Speed: 12 meters
STR 12 (+1), DEX 13 (+1), CON 15 (+2), INT 10 (+0), WIS 14 (+2), CHA 11 (+0)
Proficiencies: Light armor, Martial Weapons, Pistols, Rifles, Simple Weapons Tolls (Electrical kit +2), Tools (Navcomputer +2), Vehicle (Starship +3)
Skills: Galactic Lore +2, Gather Information +2, Intimidate +2, Perception +4, Survival +4
Feats: Shake-it-Off* (free; recover from Reeling at start of turn instead of end), Side Step (reaction to reduce damage from one ranged attack by 1d10+2).
Talents: Improved Stealth (have advantage on stealth rolls).
Senses: passive perception 14
Languages: Basic plus one more
Gear: Blaster carbine with two extra power cells, Blaster pistol with an extra power cell, Shortsword, Utility belt, Short-ranged comlink, Field kit, Datapad with four datachips with various wanted and criminal information, Trinket, Combat camo suit, credstik 300cr.
Bash Pilot
Solider 1st level (Military Academy [Soldier])
Fortitude: 14 (17), Reflex: 15 (16), Will: 12 (recover from Reeling +3)
Hit Points: 31 (HD 1d10; Second Wind 1d10+2), Damage Threshold: 14 (17)
Speed: 12 meters
STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 14 (+2), WIS 11 (+0), CHA 10 (+0)
Proficiencies: Game Set (Sabacc +4), Heavy Weapons, Light & Medium Armor, Pistols, Martial Weapons, Rifles, Simple Weapons, Tools (Mechanic +4), Vehicle (Starship +6)
Skills: Athletics +3, Initiative +4, Intimate +2, Perception +2
Feats: Skill Expertise (Vehicle/Starship)
Talents: Battle Analysis (bonus action, know all allies and foes who are least then ½ hit points and gain +1 insight bonus vs. one target you can see until the start of your next round)
Senses: passive perception 12
Languages: Basic
Gear: Armored Flight Suit (ARS 13, Fort +3, disadvantage with Stealth), Heavy Blaster Pistol, 2 Daggers, Short-ranged comlink, Field kit, Rank insignia, Sabacc set, Common clothing, credstik 200credits
Bodyguard
Solider 1st level (Trooper [Solider])
Fortitude: 16, Reflex: 14, Will: 13 (recover from Reeling +4)
Hit Points: 32 (HD 1d10; Second Wind 1d10+3), Damage Threshold: 21
Speed: 12 meters
STR 14 (+2), DEX 12 (+1), CON 15 (+2), INT 11 (+0), WIS 13 (+1), CHA 11 (+0)
Proficiencies: Advanced Melee Weapons, Game Set (Dejarik set +2), Martial Weapons, Pistols, Rifles, Simple Weapons, Vehicle (Speeder)
Skills: Athletics +4, Insight +3, Intimidate +2, Perception +3
Feats: Improved Damage Threshold (+1 Con checks to recover from Reeling)
Talents: Harms Way (once a round can use a Reaction to take the damage or effect of an adjacent ally)
Senses: passive perception 13
Languages: Basic
Gear: Blaster rifle with two extra power cells, Vibroblade with extra power cell, Longsword, Short-range comlink, Field kit, Rank insignia, portable Dejarik set, Common Clothing, credstik 200credits
Idealistic Noble
Noble 1st level (Royalty [Noble])
Fortitude: 12, Reflex: 15, Will: 16 (recover from Reeling +0)
Hit Points: 18 (HD 1d6; Second Wind 1d6+1), Damage Threshold: 12
Speed: 12 meters
STR 10 (+0), DEX 12 (+1), CON 11 (+0), INT 14 (+2), WIS 13 (+1), CHA 15 (+2)
Proficiencies: Pistol, Simple Weapons, Vehicle (Starships +3)
Skills: Computer Use +4, Deception +4, Galactic Lore +4, Gather Information +4, Insight +3, Investigation +4, Persuasion +4
Feats: Cutting Words
Talents: Born Leader (bonus action +1 insight to attack to allies who can hear and see you)
Senses: passive perception 10
Languages: Basic, Binary plus 3 additional ones
Gear: Blaster Pistol with extra power cell, Dagger, Astromech droid (RE-3X “REX”), Formal clothing, Land speeder car, Short-range comlink, Diplomat’s kit, Fine travel clothing, Holo-nobility displayer, credstik 500credits
Out of Work Mechanic
Scoundrel 1st level (Spacehand [Sailor])
Fortitude: 14, Reflex: 16, Will: 12 (recover from Reeling +3)
Hit Points: 20 (HD 1d6; Second Wind 1d6+3), Damage Threshold: 14
Speed: 12 meters
STR 12 (+1), DEX 13 (+1), CON 14 (+2), INT 15 (+2), WIS 11 (+0), CHA 10 (+0)
Proficiencies: Pistols, Simple Weapons, Tools (Electronics +4), Tools (Mechanics +6), Vehicle (Spaceships +4)
Skills: Athletics +3, Computer Use +4, Investigation +4, Sleight of Hands +3, Stealth +3
Feats: Point Blank Shot (free), Skill Expertise (Tools/Mechanic)
Talents: Fast Repairs
Senses: passive perception 10
Languages: Basic, Binary
Gear: Blaster Pistol with extra power cell, Holdout Blaster with extra power cell, 2 Daggers, Set of Electronic tools, Set of Mechanic tools, Utility belt, Common clothing, credstik 200credits
Padawan
Jedi 1st level (Acolyte)
Fortitude: 14, Reflex: 15, Will: 15 (recover from Reeling +2)
Hit Points: 31 (HD 1d10; Second Wind 1d10+2), Damage Threshold: 14
Speed: 12 meters
STR 10 (+0), DEX 15 (+2), CON 13 (+1), INT 11 (+0), WIS 12 (+1), CHA 14 (+2)
Proficiencies: Lightsaber, Simple Weapons, Vehicle (Starships +4)
Skills: Athletics +2, Initiative +4, Insight +3, Supernatural +2, Use the Force +4
Feats: Force Sensitive (free), Force Training
Talents: Lightsaber Defense (+1 to all defenses with ignited lightsaber in your hands)
Force Powers: Force Slam [telekinetic], Move Object [telekinetic], Mind Trick [mind affecting], Surge
Senses: passive perception 11
Languages: Basic plus two more
Gear: Lightsaber, Quarterstaff, Dagger, Short-range comlink, Breath mask, Field kit, Jedi icon, Datapad, Jedi Robes, Common clothing, credstik 300credits
Smuggler
Scoundrel 1st level (Criminal)
Fortitude: 13, Reflex: 16, Will: 14 (recover from Reeling +1)
Hit Points: 19 (HD 1d6; Second Wind 1d6+1), Damage Threshold: 13
Speed: 12 meters
STR 10 (+0), DEX 15 (+2), CON 13 (+1), INT 14 (+2), WIS 11 (+0), CHA 12 (+1)
Proficiencies: Gaming Set (Sabacc +4), Pistol, Simple Weapons, Tools (Electronic +4), Tools (Security kit +4), Vehicle (Starship +4)
Skills: Deception +3, Galactic Lore +4, Investigation +4, Sleight of Hand +4, Stealth +4
Feats: Deadly Aim, Point Blank Shot (free)
Talents: Sneak Attack (+1d6)
Senses: passive perception 10
Languages: Basic
Gear: 2 Blaster Pistols each with extra power cell, Security Kit, Electronic Tool kit, Common clothing, credkit 300credits
Wilderness Guide
Scout 1st level (Outlander)
Fortitude: 14, Reflex: 16, Will: 15 (recover from Reeling +2*)
Hit Points: 25 (HD 1d8), Damage Threshold: 14
Speed: 12 meters
STR 13 (+1), DEX 15 (+2), CON 12 (+1), INT 11 (+0), WIS 14 (+2), CHA 10 (+0)
Proficiencies: Light Armor, Martial Weapons, Pistols, Rifles, Simple Weapons, Tools (Mechanic +2), Vehicle (Speeder +4)
Skills: Animal Handling +2, Nature +2, Perception +4, Stealth +4, Survival +4
Feats: Double Tap (you can take a -2 to attack with a ranged attack, successful hit deals +1d weapon damage. This consumes two rounds from your weapon), Shake it Off* (free; recover vs. Reeling at the start of your turn instead of the end)
Talents: Acute Senses (advantage on Wisdom/Perception check)
Senses: passive perception 14
Languages: Basic plus one more
Gear: Blaster Carbine with two extra power cells, Blaster Pistol with extra power cell, Club, Dagger, All-Weather cloak, Short-range comlink, Field kit, Datamap reader, Utility kit, Traveler’s clothing, credstik 200credits
So here are some generic NPC or basic character concepts. None have any species traits added in. I used an Array to create them but with a boost as follows – 15, 14, 13, 12, 11, 10
Alien Force User
Scout 1st level (Hermit)
Fortitude: 13, Reflex: 15, Will: 14 (recover from Reeling +1)
Hit Points: 24 (HD 1d8; Second Wind 1d8+1), Damage Threshold: 13
Speed: 12 meters
STR 10 (+0), DEX 12 (+1), CON 11 (+0), INT 13 (+1), WIS 15 (+2), CHA 14 (+2)
Proficiencies: Light Armor, Martial Weapons, Pistols, Rifles, Simple Weapons, Tools (Mechanic +3), Tools (Woodcarving tools +3), Vehicle (Speeder +3)
Skills: Insight +4, Medicine +4, Perception +4, Supernatural +3, Use the Force +4
Feats: Force Sensitive, Shake it Off (free)
Talents: Force Perception (Use the Force instead of Perception)
Senses: passive perception 14
Languages: Basic plus one more
Gear: Blaster Carbine with an extra power cell, Blaster Pistol with an extra power cell, Longsword, Utility belt, Short-range comlink, Field kit, Datapad full of various notes on the Force, All-weather cloak, Common clothing, Credstick 100cr.
Aspiring Bounty Hunter
Scout 1st level (Enforcer)
Fortitude: 15, Reflex: 15, Will: 14 (recover from Reeling +3*)
Hit Points: 26 (HD 1d8; Second Wind 1d8+3), Damage Threshold: 15
Speed: 12 meters
STR 12 (+1), DEX 13 (+1), CON 15 (+2), INT 10 (+0), WIS 14 (+2), CHA 11 (+0)
Proficiencies: Light armor, Martial Weapons, Pistols, Rifles, Simple Weapons Tolls (Electrical kit +2), Tools (Navcomputer +2), Vehicle (Starship +3)
Skills: Galactic Lore +2, Gather Information +2, Intimidate +2, Perception +4, Survival +4
Feats: Shake-it-Off* (free; recover from Reeling at start of turn instead of end), Side Step (reaction to reduce damage from one ranged attack by 1d10+2).
Talents: Improved Stealth (have advantage on stealth rolls).
Senses: passive perception 14
Languages: Basic plus one more
Gear: Blaster carbine with two extra power cells, Blaster pistol with an extra power cell, Shortsword, Utility belt, Short-ranged comlink, Field kit, Datapad with four datachips with various wanted and criminal information, Trinket, Combat camo suit, credstik 300cr.
Bash Pilot
Solider 1st level (Military Academy [Soldier])
Fortitude: 14 (17), Reflex: 15 (16), Will: 12 (recover from Reeling +3)
Hit Points: 31 (HD 1d10; Second Wind 1d10+2), Damage Threshold: 14 (17)
Speed: 12 meters
STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 14 (+2), WIS 11 (+0), CHA 10 (+0)
Proficiencies: Game Set (Sabacc +4), Heavy Weapons, Light & Medium Armor, Pistols, Martial Weapons, Rifles, Simple Weapons, Tools (Mechanic +4), Vehicle (Starship +6)
Skills: Athletics +3, Initiative +4, Intimate +2, Perception +2
Feats: Skill Expertise (Vehicle/Starship)
Talents: Battle Analysis (bonus action, know all allies and foes who are least then ½ hit points and gain +1 insight bonus vs. one target you can see until the start of your next round)
Senses: passive perception 12
Languages: Basic
Gear: Armored Flight Suit (ARS 13, Fort +3, disadvantage with Stealth), Heavy Blaster Pistol, 2 Daggers, Short-ranged comlink, Field kit, Rank insignia, Sabacc set, Common clothing, credstik 200credits
Bodyguard
Solider 1st level (Trooper [Solider])
Fortitude: 16, Reflex: 14, Will: 13 (recover from Reeling +4)
Hit Points: 32 (HD 1d10; Second Wind 1d10+3), Damage Threshold: 21
Speed: 12 meters
STR 14 (+2), DEX 12 (+1), CON 15 (+2), INT 11 (+0), WIS 13 (+1), CHA 11 (+0)
Proficiencies: Advanced Melee Weapons, Game Set (Dejarik set +2), Martial Weapons, Pistols, Rifles, Simple Weapons, Vehicle (Speeder)
Skills: Athletics +4, Insight +3, Intimidate +2, Perception +3
Feats: Improved Damage Threshold (+1 Con checks to recover from Reeling)
Talents: Harms Way (once a round can use a Reaction to take the damage or effect of an adjacent ally)
Senses: passive perception 13
Languages: Basic
Gear: Blaster rifle with two extra power cells, Vibroblade with extra power cell, Longsword, Short-range comlink, Field kit, Rank insignia, portable Dejarik set, Common Clothing, credstik 200credits
Idealistic Noble
Noble 1st level (Royalty [Noble])
Fortitude: 12, Reflex: 15, Will: 16 (recover from Reeling +0)
Hit Points: 18 (HD 1d6; Second Wind 1d6+1), Damage Threshold: 12
Speed: 12 meters
STR 10 (+0), DEX 12 (+1), CON 11 (+0), INT 14 (+2), WIS 13 (+1), CHA 15 (+2)
Proficiencies: Pistol, Simple Weapons, Vehicle (Starships +3)
Skills: Computer Use +4, Deception +4, Galactic Lore +4, Gather Information +4, Insight +3, Investigation +4, Persuasion +4
Feats: Cutting Words
Talents: Born Leader (bonus action +1 insight to attack to allies who can hear and see you)
Senses: passive perception 10
Languages: Basic, Binary plus 3 additional ones
Gear: Blaster Pistol with extra power cell, Dagger, Astromech droid (RE-3X “REX”), Formal clothing, Land speeder car, Short-range comlink, Diplomat’s kit, Fine travel clothing, Holo-nobility displayer, credstik 500credits
Out of Work Mechanic
Scoundrel 1st level (Spacehand [Sailor])
Fortitude: 14, Reflex: 16, Will: 12 (recover from Reeling +3)
Hit Points: 20 (HD 1d6; Second Wind 1d6+3), Damage Threshold: 14
Speed: 12 meters
STR 12 (+1), DEX 13 (+1), CON 14 (+2), INT 15 (+2), WIS 11 (+0), CHA 10 (+0)
Proficiencies: Pistols, Simple Weapons, Tools (Electronics +4), Tools (Mechanics +6), Vehicle (Spaceships +4)
Skills: Athletics +3, Computer Use +4, Investigation +4, Sleight of Hands +3, Stealth +3
Feats: Point Blank Shot (free), Skill Expertise (Tools/Mechanic)
Talents: Fast Repairs
Senses: passive perception 10
Languages: Basic, Binary
Gear: Blaster Pistol with extra power cell, Holdout Blaster with extra power cell, 2 Daggers, Set of Electronic tools, Set of Mechanic tools, Utility belt, Common clothing, credstik 200credits
Padawan
Jedi 1st level (Acolyte)
Fortitude: 14, Reflex: 15, Will: 15 (recover from Reeling +2)
Hit Points: 31 (HD 1d10; Second Wind 1d10+2), Damage Threshold: 14
Speed: 12 meters
STR 10 (+0), DEX 15 (+2), CON 13 (+1), INT 11 (+0), WIS 12 (+1), CHA 14 (+2)
Proficiencies: Lightsaber, Simple Weapons, Vehicle (Starships +4)
Skills: Athletics +2, Initiative +4, Insight +3, Supernatural +2, Use the Force +4
Feats: Force Sensitive (free), Force Training
Talents: Lightsaber Defense (+1 to all defenses with ignited lightsaber in your hands)
Force Powers: Force Slam [telekinetic], Move Object [telekinetic], Mind Trick [mind affecting], Surge
Senses: passive perception 11
Languages: Basic plus two more
Gear: Lightsaber, Quarterstaff, Dagger, Short-range comlink, Breath mask, Field kit, Jedi icon, Datapad, Jedi Robes, Common clothing, credstik 300credits
Smuggler
Scoundrel 1st level (Criminal)
Fortitude: 13, Reflex: 16, Will: 14 (recover from Reeling +1)
Hit Points: 19 (HD 1d6; Second Wind 1d6+1), Damage Threshold: 13
Speed: 12 meters
STR 10 (+0), DEX 15 (+2), CON 13 (+1), INT 14 (+2), WIS 11 (+0), CHA 12 (+1)
Proficiencies: Gaming Set (Sabacc +4), Pistol, Simple Weapons, Tools (Electronic +4), Tools (Security kit +4), Vehicle (Starship +4)
Skills: Deception +3, Galactic Lore +4, Investigation +4, Sleight of Hand +4, Stealth +4
Feats: Deadly Aim, Point Blank Shot (free)
Talents: Sneak Attack (+1d6)
Senses: passive perception 10
Languages: Basic
Gear: 2 Blaster Pistols each with extra power cell, Security Kit, Electronic Tool kit, Common clothing, credkit 300credits
Wilderness Guide
Scout 1st level (Outlander)
Fortitude: 14, Reflex: 16, Will: 15 (recover from Reeling +2*)
Hit Points: 25 (HD 1d8), Damage Threshold: 14
Speed: 12 meters
STR 13 (+1), DEX 15 (+2), CON 12 (+1), INT 11 (+0), WIS 14 (+2), CHA 10 (+0)
Proficiencies: Light Armor, Martial Weapons, Pistols, Rifles, Simple Weapons, Tools (Mechanic +2), Vehicle (Speeder +4)
Skills: Animal Handling +2, Nature +2, Perception +4, Stealth +4, Survival +4
Feats: Double Tap (you can take a -2 to attack with a ranged attack, successful hit deals +1d weapon damage. This consumes two rounds from your weapon), Shake it Off* (free; recover vs. Reeling at the start of your turn instead of the end)
Talents: Acute Senses (advantage on Wisdom/Perception check)
Senses: passive perception 14
Languages: Basic plus one more
Gear: Blaster Carbine with two extra power cells, Blaster Pistol with extra power cell, Club, Dagger, All-Weather cloak, Short-range comlink, Field kit, Datamap reader, Utility kit, Traveler’s clothing, credstik 200credits
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