
A character in Stealth Mode can set, disable and recover mines, use computers and repair droids, and open doors or containers. 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 direct line of sight. Stealth governs the use of camouflage devices to enter Stealth Mode. When not in combat 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.Īside from investing skill points or increasing Intelligence modifier, the following add bonuses to Demolitions skill rank: Successfully disabling or recovering hostile mines requires that the sum of the character's Demolitions skill rank and a d20 roll is equal to or greater than Difficulty Class. Friendly mines can be recovered without a Difficulty Class check. Hostile mines must be detected by passing an Awareness check before they can be disabled or recovered. This skill cannot be used untrained.ĭemolitions is a class skill for a Soldier, Scout, Scoundrel, Jedi Consular and Combat Droid.Īccording to Feedback, the increases to Difficulty Class to disarm and recover mines are cumulative rather than separate: Attempting to recover the mine adds +10 to the DC. Attempting to disarm the mine adds +5 to the DC. Such devices are either of low (DC15 to set), medium (DC20 to set) or high difficulty (DC25 to set). Level 20 Jedi Guardian or Jedi Consular Intelligenceĭemolitions can be used to set, recover or disarm mines. Total skill points main player characters can invest by level 20 depend on Intelligence, starting class, Jedi class and the level at which they become a Jedi: Points can be invested in class skills to maximum rank equal to level + 3, while they can only be invested in cross-class skills to maximum rank equal to. Hence a Scoundrel who becomes a Jedi Consular has all skills as class skills. Class skills cost one point to raise one rank, while cross-class skills cost two points to raise one rank: After becoming a Jedi, your main character's skill points on level up are determined by Jedi class, but the class skills of the earlier class are retained and those of the Jedi class are gained. Intelligence modifier (INT) resulting from points invested at character generation and on level up determine how many skill points a class is granted at those times:Ĭharacters are always granted at least four skill points at character generation, and at least one on level up:Īll points do not have to be invested at character generation or level up, so they can be saved for a future level up. If the total is 15 or greater, the lock is opened.

For example, to open a lock with a DC of 15, take your skill rank in Security + Wisdom modifier + d20 roll. When using a skill to perform an action, the rank is compared against a Difficulty Check (DC) number. This is the skill 'rank' and determines how good the character is with that skill.

Each of your character's skills has a number associated with it.
