SWRPG-So you think you know what you're doing?

pious.nerd

First Post
IF you know a good deal about Star Wars RPG then I need your help.

I am creating a character for a SW campaign. None of us have played it before (including the DM) and I am unsold on most of the content so far. I was hoping that you could give me some advice on creating a PC for the game. I think it is during the Rebellion Era.
I have figured out for the most part that I am going ot be a Togruta Fringer. I could not decide betweeen fringer, scout or scoundrel.

Togruta's have a +2 to Dex and Wis and a -2 to Con. They have 2 head tails and 2 horns and a special ability called spatial sense or something along those lines (I do not have my book here with me).
 
Last edited:

log in or register to remove this ad

First of all, you may want to re-edit your Title to included (Star wars help) or something similar.

Secondly, I'm unfamiliar with a Togruta. Can you give me the basic rundown on adjustments by race?

Third, what do you want to do with this character? A fringer is a good compromise between a more combat-capable character and the tech specialist. The Scout is more proficient at being a "ranger" type, with their survival bonuses, their bonuses to skill checks, to hits, etc. The scoundrel is a "does-it-all" man, but more with non-wilderness skills. His ability to reroll dice in limited circumstances is very useful no matter what role you're trying to fill.
 

Remember that in the Rebellion era, most alien species are going to have a tough time in dealing with the Empire - they're extremely pro-human, and a character with horns and head tails like the Togruta have is going to have a tough time beating up a stormtrooper and taking his armor (a la Episode IV) when the helmet won't fit. It can be great fun to roleplay an alien species in the Rebellion era, but it does limit your options somewhat, especially when you choose a race with inconvenient portrusions/shapes.
 

Fringer is probably the most all-around useful class at 1st level, and certainly is apropos of lots of the ground-level rebel types.

I'd be interested in a soldier headed for starship ace myself, but he'd need some more utility types around for backup ... or at least an R2 unit...

-TG :cool:
 

I have figured out for the most part that I am going ot be a Togruta Fringer.

The first thing you need to figure out about a Fringer is weapon proficiencies. You have basically three choices:
a) Use primitive weapons, if appropriate.
b) Use either your Fringer feat or your 1st level Feat to take a blaster proficiency.
c) Take a level of Soldier (or Scout or whatever) at 2nd level and just tough it out till then.

The Fringer is great for multiclassing, but some of its strengths come out when you stick with Fringer levels. You get great bonuses, making you better than your level in several areas, you get new class skills as you go along, and your initially mediocre stats improve steadily.

Basically, take one level of Soldier at 2nd level if you want to use armor, vibroweapons, and/or both types of blaster. Go Fringer all the way if you want to concentrate on skills.

The one thing you do NOT want to do is take WGP (blaster pistols) as a 1st level Fringer, even as a bonus Feat, then take a level of something that grants it for free.

For Feats:

Suggestion One: Take WGP (blaster pistols) as your Fringer feat and Improved Initiative as your level one Feat. This is a good setup for a skill based character who's a decent shot in a pinch.

Suggestion Two: Take something else (not a WGP) as your Fringer feat, probably Spacer or Gearhead, and take Point Blank Shot as your bonus Feat. PBS will somewhat mitigate your nonprofiency penalty if you have to take a shot with a blaster. Alternately, take Improved Initiative, and carry a stun baton as your weapon. It's melee, but as a simple weapon, surprisingly effective.
 

This is a togruta:

http://www.starwars.com/databank/character/shaakti/

Togrutas have a special spatial awareness ability that, if they are blinded (either by smoke, darkness, or what have you) they can make a DC 13 Listen check to maintain their full Dexterity. They are still blinded, and suffer the effects of blindess as per the normal rules, but their Dex skills are not penalized.


Aside from what the others here have already suggested, what other sorts of specific advice are you looking for? :)
 

It also REALLY depends on the Era. New Jedi Order has a differnet feel than the Rebellion Era or even the Prequel type stuff.

Fringers are cool, jack of trades, fixing stuff on the fly type of guys.

Scouts are also fun, you could either be military or one of my favorite a corprate scout. You think all those planets find themselves.

Scoundrels are neat, I personally like the card shark Lando type over the Han Solo type. But you could be a spy, work for the Bothan spy network if your DM will let you. The Bothans worked with both the Empire and the Rebellion, but mostly helped out the rebels.

Techs are the unsung heroes of Star Wars. Repairing everthing, or programming computers. Slicers (hackers) are very fun.

Hope this helps
 

Remove ads

Top