Fringer Class


Fringers come from outside society, replacing a formal education with skills and knowledge gained from a world that lies outside the “civilized” regions of space, but fringers can come from the fringe of galactic society – wherever that may be. They use their dexterity, wisdom, and strength to survive whatever the galaxy throws at them. A fringer isn’t necessarily unfamiliar with technology, but he certainly doesn’t have access to the conveniences available to those of higher status on worlds such as Coruscant and Corellia. The fringer is hardy, robust, independent, and an expert at survival due to learning the lessons of “frontier” regions, be they in the Outer Rim or in the dankest levels of Coruscant.

Some fringers might be from primitive, low-tech societies, but most have a basic understanding of high-tech equipment – they just come from a world or part of society where such equipment is in extremely short supply.


Most fringers who become heroes do so because of circumstances. They are farmers whose families were killed by stormtroopers, colonists whose planet were overrun by marauders, aliens from backwater worlds, streetwise toughs from the lawless levels of Coruscant, or spacers working the hyperspace lanes far from the galactic centers of power. Fringers usually have a dream they wish to fulfill or an idealistic view of the galaxy. Many hope to find their fame and fortune closer to where the action is, viewing their home world as insignificant and well off the beaten path.


The fringer is a jack-of-all-trades, learning a little bit of everything to increase his or her chances of surviving. Often, a fringer can keep even the oldest, most beat-up pieces of equipment running. Where a scout or a soldier has extensive training in repair skills, a fringer is better at keeping equipment jury-rigged than fixing it completely. This means the fringer is faster at making slapdash repairs, even in extreme situtations, but less likely to fully repair an item. The fringer is at home in the hinterlands of space, able to get by without the conveniences of civilization. Of all the classes, fringers are best able to deal with whatever troubles the galaxy throws their way. They have excellent survival instincts and an enthusiasm that gets them through difficult circumstances.


Fringers come to their profession by seeking a better life, searching for excitement, escaping the situation on their planet of origin, or avenging an imagined wrong done by the Republic, Empire, Imperial Remnant, New Republic, or some other power group (depending on the era of play). Some seek wealth and power, others adventure. Others still are motivated by revenge. They may be lured from their home world by promise of riches. They may be escaping from slavery or servitude. They could be recruited to a cause they believe is worth following, or driven from their home by invaders. They usually think of themselves not as fringers but as whatever career they aspire to, such as spacer, mechanic, pilot, or colonist.

Game Rule Information

Fringers have the following game statistics.


Dexterity, Wisdom, and Strength are the most important ability scores for the fringer class.


Fringers gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills

The fringer’s class skills, and the key abilities for each, are as follows.
Climb (Str)
Craft* (Int)
Gamble (Wis)
Handle Animal (Cha)
Hide (Dex)
Jump (Str)
Knowledge* (Int)
Listen (Wis)
Pilot (Dex)
Profession* (Wis)
Ride (Dex)
Search (Int)
Spot (Wis)
Survival (Wis)
Swim (Str)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at 1st Level: (6 + Int Modifier) x 4
Skill Points at Each Additional Level: 6 + Int Modifier

Class Features

All of the following are class features of the fringer.

Starting Feats

The fringer begins play with the following feats:
Weapon Group Proficiency (Primitive Weapons)
Weapon Group Proficiency (Simple Weapons)

Bonus Feats

At 1st, 7th, 14th, and 20th level, the fringer gains a bonus feat. This feat must be selected from the following list, and the fringer must meet any prerequisites.
Armor Proficiency (Light)
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Blaster Rifles)
Weapon Group Proficiency (Slugthrowers)

Bonus Class Skills

At 1st, 4th, 8th, 12th, and 16th level, the fringer may designate a cross-class skill (except Force skills) as a class skill. Once designated, the skill is considered a class skill every time the character adds a new level of fringer. The GM is free to rule that a specific skill is off limits as a bonus class skill.


Beginning at 2nd level, the fringer gains a +5 competence bonus on Diplomacy checks made to buy or sell equipment.


Beginning at 3rd level, a fringer gains a +2 competence bonus on Repair checks made to attempt temporary or jury-rigged repairs. This bonus increases by +2 at 6th, 9th, and 13th level.


Beginning at 5th level, a fringer gains a +2 competence bonus on any Survival checks made. This bonus increases by +2 at 10th and 18th level.


A 1st-level fringer starts play with 1d4 x 500 credits.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation
1 +0 +2 +1 +0 Bonus Feat, Bonus Class Skill +3 +0
2 +1 +3 +2 +0 Barter +4 +0
3 +2 +3 +2 +1 Jury-Rig +2 +4 +0
4 +3 +4 +2 +1 Bonus Class Skill +4 +0
5 +3 +4 +3 +1 Survival +2 +5 +1
6 +4 +5 +3 +2 Jury-Rig +4 +5 +1
7 +5 +5 +4 +2 Bonus Feat +6 +1
8 +6 +6 +4 +2 Bonus Class Skill +6 +1
9 +6 +6 +4 +3 Jury-Rig +6 +6 +2
10 +7 +7 +5 +3 Survival +4 +7 +2
11 +8 +7 +5 +3 +7 +2
12 +9 +8 +6 +4 Bonus Class Skill +8 +2
13 +9 +8 +6 +4 Jury-Rig +8 +8 +3
14 +10 +9 +6 +4 Bonus Feat +9 +3
15 +11 +9 +7 +5 +9 +3
16 +12 +10 +7 +5 Bonus Class Skill +9 +3
17 +12 +10 +8 +5 +10 +4
18 +13 +11 +8 +6 Survival +6 +10 +4
19 +14 +11 +8 +6 +11 +4
20 +15 +12 +9 +6 Bonus Feat +11 +4
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License