Category:Chapter 4 / Character Class

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Your class is the primary definition of what your character can do in the extraordinary technological landscape of Startroid. A class is more than a profession; it is your character’s calling. Your class choice shapes every action you take as you adventure across a science-addled, monster-ridden, battle-torn fantasy world. Will you be a gutsy, youthful soldier? A devious trapper never at a loss for a trick? A war-weary medic who has seen too much death? A flamboyant recon with a gun up your sleeve? A masterful tactician with a plan? The choice is yours.

Introducing the Classes

This chapter presents full descriptions of the eight classes:

Each class description opens with a summary of the class's basic traits and an overview of the class's place in the world.

Primary Role

Each class has a primary role associated with it. This defines what the class is best at on the battlefield and frames the majority of that class's powers.

Secondary Role

Each class has a secondary role as well. The remainder of the class's powers have a tinge of this other way of approaching combat. The pair of primary and secondary is unique to each class.

Key Abilities

A description of how the class prioritizes abilities, and which abilities it can use to augment some powers.

Armor and Weapon Training

Different classes have access to different arms and armaments. This heading lists the armor and weapons your class has access to without spending feats. (aside: if your class lacks training in a specific weapon or armor, you can spend a feat to get it)

Hit Points

Each class description indicates how many hit points you have at 1st level and how many hit points you gain with each new level you gain.

Healing Surges

Your class determines how many base healing surges you can spend in a day.

Trained Skills

Every class has a list of class skills, and you choose a specific number of trained skills from that list. Some classes give you a predetermined trained skill.

Creating a Character

The next section of a class entry describes each class build in more detail. The build you choose (if you choose one) suggests what abilities you should prioritize and gives you some guidance as you choose powers. A build isn’t intended as a constraint, but as a way to help you make informed choices. If you want to be a recon with a many shifting and movement powers, rather than maximizing attacks, the skirmishing recon build points you toward the powers that are most effective for that theme. You can choose powers intended for the rapidfire shootist build instead, of course, and they might help your character be a little more balanced. Some of those powers, though, won’t be as good for you as they’d be for a recon with more weapon selection. Builds aren’t required; they exist to help guide your decisions. Each build includes suggestions for choosing feats, skills, and powers for your 1st-level character. These are only suggestions—you are free to choose the feats, skills, and powers that most appeal to you and best fit with your character concept.

Passive Abilities

Passive abilities are a feature of each class. You simply have this feature for as long as you have your class.


The largest section of a class description contains the encyclopedia of powers available to that class, including at-will, encounter, daily, and reaction powers.