Mechfinder: Argent Knights Character Creation

Every Player starts off as a level 1 character.

Contact the GM to work out what style mech you wish to pilot.

The team will begin on the Argent Bastion with a mech for themselves and a ship for the team, both at no cost, provided by the Knights.

Step 1: Choose a concept.

Step 2: Choose a Race (Any Race)

Step 3: Choose a Theme 

Step 4: Choose a Class

Step 5: Finalize your Ability Scores, Each attribute starts out as a 10. You modify it first by race, then by theme. Finally you have 10 points to spend on a 1-1 basis (so to go from 10 to 12 is 2 points, 13-15 is 2 points etc.) No stat may start at higher than 18 and lowering stats below 10 is allowed, but provides no extra points.

Step 6: Apply Class abilities.

Step 7: Choose Skill Points (Piloting is going to be the most important skill for this campaign)

Step 8: Choose Feats

Step 9: Choose a Mech Perk (Receive 1 at 1st level, 1 5th level, 1 10th level)

Step 10: Equipment: Receive 1,000 GP to purchase equipment.

Step 11: Fill out final details:

Armor Class

Energy Armor Class (EAC) and Kinetic Armor Class (KAC) represent how difficult your character is to hit in combat. Energy Armor Class represents her ability to avoid injury when hit with energy attacks, such as lasers. Kinetic Armor Class represents her ability to avoid injury when hit with physical attacks, such as bullets.

The values for EAC and KAC each begin at 10. Add your character’s Dexterity modifier to each value. Then add the EAC bonus and KAC bonus that her armor provides to the respective values. You’ll also want to note your character’s Armor Class against combat maneuvers, which is her KAC + 8.

Attack Bonuses

You noted your character’s base attack bonus in step 6, but you still need to calculate her total attack bonuses with melee, ranged, and thrown weapons. To do so, add her Strength modifier to her melee and thrown attacks, and add her Dexterity modifier to her other ranged attacks. Then add any miscellaneous modifiers from feats or class features to the appropriate attacks.

Carrying Capacity

This is how much bulk your character can carry based on her Strength score. She is encumbered when carrying an amount of bulk equal to or greater than half her Strength core, and overburdened when carrying an amount of bulk equal to or greater than her total Strength score.


Note the deity your character worships, if any. See the Starfinder Core Rulebook page 482 for more information on religions and philosophies in Starfinder.


If you haven’t already, write a short description of your character.

Home World

This is where your character was raised, whether it’s a planet, a space station, or even an asteroid.


Your character’s initiative modifier is added to her initiative checks to determine the order in which she acts in combat. It’s equal to her Dexterity modifier plus modifiers from feats or other abilities that affect initiative.


Your character begins play speaking and reading Common, her racial tongue (if any), and the language of her home world (if any). If she has a positive Intelligence modifier, she knows a number of additional languages equal to that value. See languages for more on languages and a list of languages to choose from.

Resolve Points

Your character can use Resolve Points for many important purposes, including replenishing her Stamina Points and powering some class features and other abilities. At 1st level, your character has a number of Resolve Pointsequal to 1 + the ability score modifier for her class’s key ability score.

Saving Throws

From time to time, your character will need to determine whether she can avoid or shake off an effect or spell. When this happens, the GM will call for a FortitudeReflex, or Will saving throw, depending on the situation.

A saving throw is a d20 roll to which you add your character’s base saving throw bonus of the appropriate type and other applicable modifiers. Your character’s class determines her base bonus to each type of saving throw. Additionally, you apply her Constitution modifier to her Fortitude saving throws, her Dexterity modifier to her Reflex saving throws, and her Wisdom modifier to her Will saving throws—and you must do so even if a relevant ability score modifier is negative. Finally, you apply any additional modifiers to specific saving throws as appropriate, such as bonuses from feats or other abilities.


Your character’s race determines her size.


Your character’s land speed at the beginning of play is 30 feet, unless she has an ability that modifies it (or penalties from armor or encumbrance). See Movement and Position for more information on speed and movement.


Mechfinder: Argent Knights Character Creation

Chaos Unleashed AshleyM