Documente Academic
Documente Profesional
Documente Cultură
by Sherwin Tam
=======================================================================
=================
TABLE OF CONTENTS
=================
1. Introduction
2. Conventions
3. PC Classes
3.1.1 Soldier
3.1.2 Scout
3.1.3 Scoundrel
3.3.1 Soldier-Guardian
3.3.2 Scout-Guardian
3.3.3 Scoundrel-Guardian
3.3.4 Soldier-Sentinel
3.3.5 Scout-Sentinel
3.3.6 Scoundrel-Sentinel
3.3.7 Soldier-Consular
3.3.8 Scout-Consular
3.3.9 Scoundrel-Consular
4. Attributes
4.1 Strength
4.2 Dexterity
4.3 Constitution
4.4 Intelligence
4.5 Wisdom
4.6 Charisma
5. Skills
5.2 Demolitions
5.3 Stealth
5.4 Awareness
5.5 Persuade
5.6 Repair
5.7 Security
6. Feats
6.1.4 Dueling
6.1.7 Toughness
6.2.2 Flurry
6.3.1 Caution
6.3.2 Empathy
7. Force Powers
7.1.1 Speed
7.1.2 Resistance
7.1.3 Absorption
7.1.4 Persuasion
7.1.5 Telekinesis
7.1.6 Cancelation
7.1.7 Throwing
7.2.1 Healing
7.2.2 Protection
7.2.3 Enhancement
7.2.4 Stun
7.2.5 Shutdown
7.3.1 Strangulation
7.3.2 Disease
7.3.3 Terror
7.3.4 Electrocution
7.3.5 Drain
8. Non-Player Characters
8.1 Carth Onasi
8.3 Zaalbar
8.5 T3-M4
8.7 Juhani
8.8 HK-47
9. Game Mechanics
9.2 Leveling
9.3.3 Damage
9.6 Melee Feats - Flurry vs. Power Attack (and Critical Strike, Too)
10. Equipment
10.1 Weapons
10.2 Armor
10.2.5 Belts
10.2.6 Gloves
11. Updates
12. Disclaimer
13. Thanks
===============
1. INTRODUCTION
===============
This is my guide to the overall workings of Star Wars: Knights of the Old
Republic for the XBox, one of my favorite RPGs, and possibly for the PC
version as well when it's released. (I may be insane enough to own both --
and powers, and what to do with those wacky companions you pick up along
the way. Also, I whip out the calculator for some statistics to help
Note that there are some spoilers inherent in this guide. It's impossible
to avoid spoilers when talking about who you can meet in the game, and the
equipment section especially contains clear spoilers about stuff you're not
supposed to know about yet. I suggest, if this is your first time through
the game, to tread carefully through this guide and avoid the NPC and
==============
2. CONVENTIONS
==============
For those of you who aren't familiar with the d20 Dungeons and Dragons
role-playing rules that this game is based on, or on some common role-
playing game terminology, or just can't read my mind, here are some acronym
and abbreviation explanations, some specific to KotOR (yes, that's in here,
too).
Attack Bonus (AB, Atk): The bonus given to your attack calculation to
Attributes: Numbers which represent the basic physical, mental, and social
qualities of a character.
Base Attack Bonus (BAB): The natural attack bonus given to your character
character.
level 13 character. NPCs have a single class and thus have the same
character.
abilities.
Class Level: The level of any single class for a character. The PC will
level 5 guardian. NPCs have only one class, so their class levels are the
successful threat.
d20: A random number between 1 and 20. The system is based on old pen-and-
die, thus the "d" in d20. I used to play such archaic RPGs, so I'll
sometimes also refer to this as a d20 "roll", even though the game just
generates a pseudo-random number rather than actually whipping out the ol'
plastic dice.
Defense (Def): The number used to check against an attack when determining
Difficulty Class (DC): The number used to compare against a saving throw to
see whether the save succeeded or failed. See the section on Gameplay
Mechanics for details.
and use emoticons when I'm not a good enough writer to convincingly convey
accumulated towards advancing character levels; once you have a set amount
Force Points (FP): The amount of Force available to a Jedi. These are used
to power the Force powers given to Jedi, and will recharge slowly.
opinion.
Jedi Consular (JC): Jedi class, focused on Force understanding and powers.
Jedi Guardian (JG): Jedi class, focused on melee combat and lightsaber use.
Jedi Sentinel (JS): Jedi class, searches for truth, balances melee and
Force powers.
Knights of the Old Republic (KotOR): The game that this guide is about.
Main Character: Your own customized character that you create when first
your adventure.
Reflex save (Ref): Ability to withstand damage through agility and quick
character that interacts with the game world. In video game terms, this
Saving Throw (save): The number added to your check when trying to resist
Skill Points (SP): Points to improve your skills. You get SP with every
better, too, IMO, to be a slicer rather than a hacker, but maybe that's
just me.
Threat Range (TR): The range of numbers for a weapon that constitute a
Vitality Points (VP): Your health level. The more VP you have, the longer
you can survive in battle. In combat you'll take damage, which reduces
unconscious, and all your current characters get knocked unconscious, the
game's over. However, as long as one teammate survives a battle, any
unconscious characters will get back up with 1 VP. VP does not regenerate
healed/repaired somehow.
Affected by Wisdom.
=============
3. PC CLASSES
=============
There are six classes in total that are available to your PC in the game.
Classes are templates that determine your base combat effectiveness, saving
throws, skill affinities, feats, and pretty much everything else that
outlines your character. They give a strong indication of what role you
--------------------
--------------------
you become a Jedi. Note that you can only reach level 8 or so before
class, you should plan ahead towards your eventual Jedi class. For
instance, if you want a Soldier-Consular, then you'll want more Wisdom and
Charisma than your standard front-line fighter, which means you'll have to
skills that you want rather than spreading them over everything. Jedis get
less SP than either class, so you won't get a chance to really keep the
Besides the listed special abilities you gain, you character will also get
extra attribute points. However, since attribute points are given per
3.1.1 Soldier
-------------
Advantages
+ Has the highest attack bonuses in the game, allowing them to hit
+ Can wear any armor and use any weapon (except lightsabers) to start
three class skills. Not going to unlock doors (bash them instead)
include lightsabers
VP/level: 10
Awareness
Treat Injury
Power Blast
Power Attack
-Saving Throws-
2 +2 +3 +0 +0 Feat
3 +3 +3 +1 +1 Feat
4 +4 +4 +1 +1 Feat
5 +5 +4 +1 +1 Feat
6 +6 +5 +2 +2 Feat
7 +7 +5 +2 +2 Feat
8 +8 +6 +2 +2 Feat
9 +9 +6 +3 +3 Feat
10 +10 +7 +3 +3 Feat
Soldiers are masters at combat, and believe the best way to resolve a fight
attacks you, kill it. You won't have the skills to do much else.
aspiring Jedi should consider keeping Dexterity high for defense (Jedi
robes aren't very protective) and putting some points into Wisdom for more
Force points, and Charisma to make their force powers more effective. But
a hulking strongman character with high Strength for high lightsaber damage
the Int modifier to stun, and why are using Sniper Shot if you're going to
be a Jedi?
Your skill set will be extremely limited as a soldier. Unless you have a
Intelligence of 14 or more will net you another point for use in Awareness
or Demolitions. You may want to put some points into Persuasion, but it is
highly expensive (normally you can only raise it once per two levels), so
you may not want to sacrifice your few skill points for that. Those that
actually want to talk it out with people should think about acquiring
then taking feats to make your character a master of that weapon. For
from the Rapid Shot and Power Blast lines. In this case you'd ignore Two-
Weapon Fighting and Dueling because they apply to single-hand weapons, but
have two attacks like a double-bladed sword, you would master the
If you will eventually use your lightsaber as your main weapon, you'll want
special melee feats. Decide early whether to use one or two lightsabers
and take the appropriate feats. Note that the double-bladed lightsaber is
bugged and doesn't have any two-weapon penalties like most other weapons,
so if you wish to exploit this and put your feats in other places, I won't
tell...
Feats that focus on skills are obviously not too useful for soldiers, so
avoid those. The Toughness line is somewhat helpful (not that you really
need that much more VP); the damage reduction from Improved Toughness in
generally low.
to the standard Jedi progression once the main character switches. While
the standard Jedi will move towards Jedi robes to have all available
powers, soldier-based Jedi may want to consider wearing heavy armor. This
will restrict your power choices, but in exchange you'll be able to wear
super-heavy armor. Sure, you can get about the same kind of defense using
Force buffs, but powers wear out, while a good set of armor keeps you
3.1.2 Scout
-----------
Advantages
VP/level: 8
Demolitions
Awareness
Repair
Treat Injury
Flurry
Rapid Shot
Implant Level 1
-Saving Throws-
2 +1 +3 +3 +3 Feat
3 +2 +3 +3 +3 Feat
5 +3 +4 +4 +4 Feat
6 +4 +5 +5 +5 -
8 +6 +6 +6 +6 Implant Level 3
9 +6 +6 +6 +6 Feat
10 +7 +7 +7 +7 -
(few are), but they make up for this with more skills and some special
abilities, as well as the best saving throws in the game. Of course, the
price for flexibility is that there are too many things the scout can focus
on, and the scout doesn't get as many skill points or feats to be as good
Most of the attributes can be useful for the scout. Good Strength is
useful for scouts, since with Uncanny Dodge scouts can keep their defense
bonus from Dexterity even when surprised. Constitution can give more VP.
The scout who wants to use skills will need high Intelligence, both for the
extra points and because it gives bonuses to the class skills of Computer
Use, Demolitions, and Repair. Wisdom will give bonuses to the remaining
class skills and give more FP for aspiring Jedi. Charisma is less useful;
the main character can use Persuade, which depends on Charisma, but the
The scout has the advantage of having Computer Use and Repair as class
skills, which are the primary methods of taking out enemies without
droids to shoot things for you, then you'll want to buff up the appropriate
particular is useful due to the fact that certain things in the game can
only be repaired by the main character. Persuade is also useful, but it's
not a class skill, so those hoping to become convincing speakers can either
bite the bullet and drop extra points into the skill or save some points
and wait until they become Jedi. Just don't let the wide variety of skills
stretch you thin; unlike the scoundrel, you won't have enough skill points
to cover all your class skills, so you must decide early on what to focus
on.
Feats choices again should reflect how you plan to use your character
(mostly your choice of weapon and fighting style). For lightsaber use, I
personally would bulk up the dueling set of skills rather than two-weapon
fighting due to the lower attack bonuses of the scout, but this depends
also on what Jedi class the PC will eventually be, and is personal choice
(see the pros and cons under mechanics). Since you get Flurry for free,
---------------
Advantages
Disadvantages
VP/level: 6
Stealth
Awareness
Security
Persuade
Critical Strike
Sniper Snot
Sneak Attack I
Scoundrel's Luck
-Saving Throws-
Luck, Feat
2 +1 +0 +3 +0 Feat
3 +2 +1 +3 +1 Sneak Attack II
4 +3 +1 +4 +1 -
7 +5 +2 +5 +2 Sneak Attack IV
8 +6 +2 +6 +2 Feat
9 +6 +3 +6 +3 Sneak Attack V
10 +7 +3 +7 +3 -
Scoundrels are for those that want to try something else besides the
standard head-on fighting approach to the game, because the scoundrel isn't
all that great at that sort of approach, having the lowest VP out of all
three classes and little in the way of feats. However, to compensate, the
scoundrel gets the most skill points in the game, lots of class skills to
spend those points on, and two feat lines unique to the scoundrel. The
scoundrel's way will be to avoid having to battle through sweet-talking
back. Hey, if they want to fight, all bets are off, right?
The two special feats dovetail nicely. On one hand, Sneak Attack (which
the low-vitality scoundrel get close to use properly. On the other hand,
once the scoundrel's exposed, their Luck will keep them from being toasted.
the better, plus a higher dex makes stealthing easier. Constitution can
ease the VP shortage, but you could also take Toughness if you find there
the extra skill points, demolitions, and if you want to use a lot of sniper
shot (although chances are you won't as a Jedi). However, the game halves
(modifier +2). Any more would be wasteful (unless you really are pushing
skills, in which case you could go wild and push all the way to 18), any
less wouldn't actually give you another point. Wisdom powers the awareness
and security class skills, bolsters the scoundrel's weak Will saving throw,
and will add more all-important Force points the main character as a
scoundrel will need later. Finally, Charisma affects the Persuade skill,
which is a class skill for scoundrels, and it will also give you extra FP.
Skill selection is dependent on whether you will sneak around with your
Otherwise, save the points for the rest of the skills. Your PC will
definitely want to max out the Persuade skill. Scoundrels are the only
non-Jedi class to get this skill, and it's highly useful in avoiding
unnecessary combat, completing side quests -- and getting more money for
those side quests. And that's what being a scoundrel is all about, after
all. You may also want to put a few points into Treat Injury, even though
Choose your feats carefully. The scoundrel gets the least number of feats
of the three non-Jedi classes, so your main character will likely only get
up to four feats before switching to a Jedi class. Use those few feats to
you a boost in VP. If you choose to pump your fighting style, I recommend
Dueling, since the scoundrel's attack bonuses are somewhat low, so this
will help you make sure you land that sneak attack when you try it.
However, if you want to deal more damage but whiff more often, invest the
----------------
----------------
Early on in the game you'll be given the opportunity (or forced, depending
on how you want to look at it) to become a Jedi. Once you become a Jedi,
there are three different Jedi classes to choose from. Note that you can
delay your leveling until you switch to being a Jedi, which is totally
unrealistic but will allow you to take extra Jedi levels rather than your
All Jedi classes have good to great saving throw bonuses, so I didn't
gain Persuade, Awareness, and Treat Injury as class skills, but you also
keep as class skills whatever you had from your previous class as well.
The consular also gets Computer Use and Repair as class skills, strangely
enough (you'd think the sentinel would get them; consulars don't get enough
-------------------
Advantages
+ High VP
Disadvantages
- Miniscule amounts of FP
VP/level: 10
FP/level: 4
Persuade
Treat Injury
Jedi Defense
Jedi Sense
Force Jump
-Saving Throws-
2 +2 +3 +3 +2 Force Power
4 +4 +4 +4 +2 Force Power
5 +5 +4 +4 +3 Force Power
8 +8 +6 +6 +4 Force Power
Guardians are the warriors of the Jedi, the ones most skilled with the
lightsaber. As such, they get more feats than the other Jedi classes
lightsabers, allowing for an extra +2 damage per hit, and with Force Jump
sacrificed their Force power training, and thus get the least amount of FP
among the Jedi. It's a good thing you're good at swinging the lightsaber,
Similarly, guardians get very little in terms of SP, so you can expect your
useful for keeping your damage down in big firefights, but as guardians get
a good attack bonus already, which is what drives Jedi Defense, style or
active attack feats take priority, unless you're really keen on turning
two/double lightsaber in your previous class and have taken feats towards
the appropriate style. If you haven't chosen yet, then you'll likely
either have to just use a single lightsaber (two without the Two-Weapon
Fighting feats has too many penalties), or spend your feats towards two
weapons now. Otherwise, some of your feats can also be applied to Flurry,
For Force powers, guardians don't have enough FP to really rely on powers
for attack (and normally they don't have the Wisdom and Charisma to make
the powers truly effective); use your powers to put on a few buffs or
good choices, particularly the Speed and Valor powers. Upgrade Cure/Heal
(or plan to be on), then look to upgrade powers that will immobilize many
Force Wave is particularly appropriate; jump into a fray with Force Jump,
then use the power to knock back the crowd and choose your opponent to
whack. Full upgrades to Stasis Field, Destroy Droid, or Insanity will also
do the trick. I'm not so much a fan of throwing your lightsaber for this
class (you can usually just jump in yourself if you're that far away as a
-------------------
Advantages
Disadvantages
VP/level: 8
FP/level: 6
Persuade
Treat Injury
Jedi Defense
Jedi Sense
Power x 2
2 +1 +3 +3 +2 Force Power
4 +3 +4 +4 +2 Force Power
5 +3 +4 +4 +3 Force Power
7 +5 +5 +5 +4 Force Power
8 +6 +6 +6 +4 Force Power
10 +7 +7 +7 +5 Force Power
11 +8 +7 +7 +5 Force Power
13 +9 +8 +8 +6 Force Power
some respects the Sentinel is the weakest of the Jedi classes, simply
well. They have more VP than consulars and thus can survive a fight for
longer, but they have lower attack bonuses than guardians. They have more
consulars do. They get more SP than the other Jedi classes, but still get
less than a scout or scoundrel would, and skills aren't really necessary
for the main character when a companion can do things better. So what's a
Well, anything they want, really. Just because they're not specialized in
one area doesn't mean they can't be effective in multiple roles. The trick
is just to make sure you have selective focus. You should be able to both
fight decently well and throw out a few powers, but don't try to sample
every feat and power under the sun. Concentrate instead on mastering a few
sets of Force powers, a few skills, a fighting style with the appropriate
the other Jedi's feats, are a nice touch in enhancing a sentinel's utility.
Sentinels are immediately immune to the entire series of Fear powers from
the Dark Side, and gradually become immune to the Stun/Stasis Light Side
powers, and the side effects of any critical strikes or sniper shots. This
means you usually don't have to worry about your character becoming
unusuable in battle (dead, yes, but not unusuable), and you can apply your
talents wherever and whenever they are needed.
Skills for a sentinel should go along the lines of your previous class.
would take Dueling for the extra attack bonus to counteract the lower AB
that sentinels get, but then again there's a certain appeal to having two
Critical Strike being another possibility but dangerous due to its big
Force powers are similarly all useful, and sentinels have more FP to play
with than guardians, allowing for more application. Just remember to focus
-------------------
Advantages
Disadvantages
- Low VP
VP/level: 6
FP/level: 8
Awareness
Persuade
Repair
Treat Injury
Jedi Defense
Jedi Sense
Force Focus
-Saving Throws-
2 +1 +3 +2 +3 Force Power
4 +3 +4 +2 +4 Force Power
5 +3 +4 +3 +4 Force Power x 2
7 +5 +5 +4 +5 Force Power
8 +6 +6 +4 +6 Force Power
10 +7 +7 +5 +7 Force Power
11 +8 +7 +5 +7 Force Power
13 +9 +8 +6 +8 Force Power x 2
Consulars are the mediators of the Jedi, finding balance in the universe
and focusing more on their Force abilities than physical combat. Think
Yoda -- or the Palpatine for those Dark Side enthusiasts. Consulars get
the most powers of all the Jedi classes, the most FP to use those powers,
and with Force Focus, the most effectiveness when using the powers. In
proverbially shrivel in favor of their mental prowess (also like Yoda and
Skills for a consular tend to be sparse, since they get few skill points to
throwing consulars will want to use a single lightsaber with dueling, which
will help even when using powers due to the passive defensive bonus, while
the more adventurous consulars who have a sturdier previous class, want to
look stylin' and attack more frequently, or perhaps have a death wish, can
The consular's special feat, Force Focus, adds to the DC against opponents
when they're trying to save against the consular's Force powers. Since
you've got it, flaunt it; the consular has the biggest license to whip out
the stunning, the choking, the bolt action, and anything else your heart or
morals (or lack thereof) desire. Area affects, such as Force Wave, Force
Storm, and Stasis Field are particularly fun to play with. All consulars
should also consider taking Force Suppression and Force Breach, to take
down the defenses of those pesky resistance-using enemy Jedi and let them
----------------------
----------------------
The main character is in the unique position of having access to two
classes during the game, something that none of the NPCs will do. Thus,
with three non-Jedi and three Jedi classes to choose from, there can be a
you wish to control the balance between your two classes but don't know how
In all cases, the debate over when to switch is between the benefits of the
classes offer either feats, in the case of the soldier, or other special
abilities and more skill points, in the case of the scout and scoundrel,
and these are taken in exchange for more Force powers. Those looking to
pitiful low-level character in the first part of the game to access major
Jedi powers later, while others who want stay truer to the late-bloomer
tone of the story or want more diversity in their abilities will want to
wait until later to become Jedi. If this is the first time you're playing
characters in the early part of the game, to allow you to experience the
The charts also list 1/--, which I did to include the starting class feats,
if any. The game will force you to level up to at least 2, so It's not
----------------------
Advantages
Disadvantages
- Poor amounts of SP
---- ----- ------ --- --- --- --- ---- --- ---- -----
1/-- - - - - - - - - - -
combinations, with the highest vitality and the best attack bonuses. The
soldier class allows you to set up many of the general melee feats, which
frees the guardian later to focus on specialization and special Jedi feats.
progression, and the character will suffer a weakness with will saves.
When to switch: Here the considerations are simple: the soldier's main
benefit is extra feats, but guardians also get more feats than the other
Jedi classes and have the same attack bonuses, so you can afford to switch
early. The earlier you switch, the more Force powers you get at the
less powers for the same number of feats as the previous level.
3.3.2 Scout-Guardian
--------------------
Advantages
+ Uncanny Dodge
Disadvantages
---- ----- ------ --- --- --- --- ---- --- ---- -----
Uncanny Dodge 1
5/15 12 16 190 100 39 +18 +13 +13 +11 -
Sacrificing some VP and AB compared to the soldier, this allows for free
implants and better saving throws compared to the other two guardian
possibilities, and enough feats with the scout to still reasonably pump up
even better guardian than one with a soldier base, although you'll have to
Implant Level 2 and Uncanny Dodge 1, or you can wait it out until the
higher levels for the upgrades. Since you get an extra feat at level 7
compared to level 8, you should switch then, since you can always use that
extra feat for the last level of implant if necessary, and you get an extra
3.3.3 Scoundrel-Guardian
------------------------
Advantages
+ Great defense
---- ----- ------ --- --- --- --- ---- --- ---- -----
Scoundrel's Luck
Scoundrel's Luck
This character works best if the scoundrel before was focused on stealth
attacking. A guardian with extra sneak attack power striking out from thin
make sure to have some stunning Force powers to get the most out of your
Sneak Attack abilities. Scoundrel's Luck combined with Jedi Sense can lead
to some great defense, which counteracts the fewer vitality points you'll
fairly good skill set, which is necessary to keep their stealth high.
When to switch: Strongly consider how many special scoundrel abilities you
want, from the large amount of skill points compared to the guardian's
miniscule number, plus extra Sneak Attack power at later levels. A good
in Sneak Attack. Don't wait until level 8, as there aren't really any
benefits.
3.3.4 Soldier-Sentinel
----------------------
Advantages
+ More feats
Disadvantages
---- ----- ------ --- --- --- --- ---- --- ---- -----
1/-- - - - - - - - - - -
A more martial version of the sentinel, the soldier's extra feats and AB
paralyze you, anyway). The soldier's lack of skills somewhat makes one of
the sentinel's advantages obsolete, but the points can all be saved and
When to switch: From a feats and powers standpoint, the best times to
their extra feats later. This is the only combination where the Jedi side
actually gets more skill points than the non-Jedi side, so the longer you
wait, the *less* skill points you get, not more as is the usual way.
3.3.5 Scout-Sentinel
--------------------
Advantages:
---- ----- ------ --- --- --- --- ---- --- ---- -----
Uncanny Dodge 1
Versatility meets more versatility. Great saving throws and can switch in
and out a variety of implants to go with whatever the sentinel wants to do,
you're not going to be the best fighter, or the best power user, but you'll
implants and equipment and you'll be able to shrug off a wide variety of
Force powers.
When to switch: Switching at level 4 gives you the Implant Level 2 and
Uncanny Dodge, plus 16 powers and a slightly higher AB, making this highly
switching at level 7 gives the less somewhat less impressive Uncanny Dodge
2. Finally, waiting all the way until level 8 gives an extra feat in
Implant Level 3, the most skill points, and slightly better AB and saves,
3.3.6 Scoundrel-Sentinel
------------------------
Advantages
+ Great defense
Disadvantages
- Few feats
---- ----- ------ --- --- --- --- ---- --- ---- -----
Scoundrel's Luck
Scoundrel's Luck
The class combination with the most available skill points for the PC,
which oddly enough makes this combination the best non-violent character in
this character, because the attack bonuses and feat selection is pretty
mines and stabbing others in the back with the extra high skills, stuff
that you wouldn't see "normal" Jedi do, although the standard scoundrel
tactics of using stun powers to get sneak attacks works well, too. Make
being a scoundrel. The longer you wait, the more skill points and
scoundrel powers you get at the expense of powers and VP. Waiting until
level 8, strangely enough, makes you a better fighter than if you had one
3.3.7 Soldier-Consular
----------------------
Advantages
Disadvantages
---- ----- ------ --- --- --- --- ---- --- ---- -----
1/-- - - - - - - - - - -
For the consular who can't quite let go of their lightsaber quite yet, the
soldier's extra VP and feats help the consular stay on the front lines, and
and switching early, however, since the extra feats don't kick in, so I'd
choice: you can squeeze out one more feat and a little higher AB, but
3.3.8 Scout-Consular
--------------------
Advantages
+ Bunch of powers
Disadvantages
---- ----- ------ --- --- --- --- ---- --- ---- -----
Uncanny Dodge 1
Better saving throws and Uncanny Dodge keep the consular alive (although
more VP would have helped, too). You'll get a couple more skill points to
switch, since you get Implant Level 2 and Uncanny Dodge. Level 5 allows
you to trade a power for an extra feat over 4. Level 7 nets you Uncanny
Dodge 2, while 8 gets Implant Level 3, but will cost you two powers.
3.3.9 Scoundrel-Consular
------------------------
Advantages
+ Lots of powers
+ Good defense
Disadvantages
- Miniscule amounts of VP
---- ----- ------ --- --- --- --- ---- --- ---- -----
Scoundrel's Luck
5/15 9 19 120 160 47 +14 +10 +11 +10 Sneak Attack III
Scoundrel's Luck
A combination of the smooth talker and the Jedi who only wants to talk
makes perhaps the most effective consular. The scoundrel gives the
consular better defense and more skill points to put into Persuade to avoid
throws, too; scoundrels have a high Reflex save, the one area that
However, scoundrel-consulars have the worst VP total of any class, and the
fewest feats, along with the scoundrel-sentinel. You'll have to find ways
to avoid being attacked, either through use of your skills or using Force
Focus to feed stunning and damaging powers down opponents' throats. ("Don't
abilities. Level 8 will give you an extra feat at the expense of two
powers.
=============
4. ATTRIBUTES
=============
to add or subtract a modifier for when you use that attribute, whether in
Every fourth character level (4, 8, 12, 16, and 20) characters will get one
------------- --------
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
22-23 +6
23-24 +7
etc...
------------
4.1 STRENGTH
------------
both the attack bonus and the damage for melee (close-range) weapons.
Strength also affects the critical strike set of feats. It has no effect
swings to hit more often and cause more damage. Blaster users, on the
-------------
4.2 DEXTERITY
-------------
* Reflex save
* Stealth skill
lightsabers, and to the reflex saving throw. The stealth skill also
benefits from high Dexterity. Characters with high Dexterity are harder to
hit, more accurate with blasters and lightsabers, and are quicker on their
feet, thus escaping effects that require Reflex saving throws. Jedi find
Dexterity useful for its defensive bonuses and its bonus for the
can use Dexterity for its defensive bonuses, but may benefit more from
Note that the Dexterity modifier applied to your defense is limited by the
armor worn by a character. Heavier armor limits movement and thus limits
the bonus received by Dexterity (there's never a limit for how clumsy you
can be, however). For instance, a character with 18 dex would have a +4
bonus. However, if the character was wearing armor that had a max dex
bonus of +2, then the effective bonus for the character is capped at +2.
This doesn't affect your attack bonuses from Dexterity if you get any.
----------------
4.3 CONSTITUTION
----------------
* VP per level
* Fortitude save
vitality points per level and Fortitude saving throws. For example, a 5th
30 VP. However, if the scoundrel had 16 con, then the +3 bonus would
with higher Constitution can survive battles longer and are tougher against
physical effects.
----------------
4.4 INTELLIGENCE
----------------
Modifier applies to:
* Starting SP
many skill points you get per level, as well as directly affecting the
skill use, such as scoundrels, will want high Intelligence to receive more
with ranged weapons. Characters with higher Intelligence are better with
their skills and can more accurately pinpoint weak spots when shooting
blasters.
skill points isn't retroactive. Raising Constitution will give you extra
VP for each level, and raising Wisdom and Charisma will give you FP per
level, but raising Intelligence will only give you extra skill points
starting from the next time you advance a level; you won't get any extra
skill points from previous levels where you had lower Intelligence. For
this reason, it's usually best to decide early whether or not to have a
upgrade it.
Because the game divides by 2 (and rounds down) when giving out skill
Intelligence should be 10 or 14. This gives you either no bonus for the
an extra skill point per level. You can set your Intelligence to 8, but
this will give you one less skill point per level, unless you are a
you're going with a soldier and plan to ignore skills, this is a way to eke
out some extra attribute points for something else at character creation.
----------
4.5 WISDOM
----------
* FP per level
* Will save
* Force Push, Force Whirlwind, Force Wave, Cure, Heal, Stun, Stasis, Stasis
Field, Stun Droid, Disable Droid, Destroy Droid, Wound, Choke, Kill,
the awareness, security, and treat injury skills, as well as the Will
Characters with higher Wisdom can more easily spot enemies, shrug off
------------
4.6 CHARISMA
------------
* FP per level
* Persuade skill
* Force Push, Force Whirlwind, Force Wave, Cure, Heal, Stun, Stasis, Stasis
Field, Stun Droid, Disable Droid, Destroy Droid, Wound, Choke, Kill,
powers. While not mentioned in the manual, the modifier is also added to
your Force points per level, just like Wisdom. Characters with higher
Charisma have an easier time lying and getting others to do what they want
=========
5. SKILLS
=========
Skills for the most part are roleplaying devices for those that want to do
something else besides just beat down everything that moves (not that
there's anything wrong with this style of play). While some skills may
Rather than bash containers open, you can simply unlock them. Rather than
take soldiers head on, repair a droid to fight for you. Rather than run
through mines and absorb the damage, pick the mines up. And so on. Skills
obviously are more appealing to less martial classes, and the game reflects
this, with the classes with lower attack bonuses receiving more skill
points.
Some will argue that skills (other than Persuade and possibly Repair) are
useless for the main character, since there are other members of your party
that can do them all better, and that there is always a less skillful
that your skill points will likely slow down once you become a Jedi.
However, this really all depends on how you like to play. If you would
rather not take the combative approach to every problem and want the
freedom to do more mixing and matching of your party rather than taking the
same party members every time that are experts at their skills, then you'll
want to invest in some skills anyway. Again, there are many ways to play
the game, and you may be someone who wants flexibility in being to do many
your party that is specialized and better at it. You may want to be able
to slice a computer without lugging Teethree around all the time (not that
he isn't a nice little droid), or you may want to set mines yourself
skills, and it's good to think ahead of time how to build your character.
Again, it's usually better to focus on a few skills rather than learn them
all (unless you really have that many skill points, of course).
Each skill listed below has an related attribute modifier that is added to
your base skill rank to determine your final skill score. For instance, if
you only have 1 point in Computer Use, but are a smartypants with a 14 Int
and a +2 modifier, your final skill score will be 3 when using computers.
Each character class has a set of "class skills" which are its primary
Skills not part of the set of class skills are called cross-class skills,
rounding down. For instance, say you have a level 5 scout about to hit
level 6. If you want to raise their Repair skill, which is a class skill,
4. See the leveling section under Gameplay Mechanics for the exact
maximums per level if you don't want to wrangle with the math.
Note that you don't have to spend all your SP every level, and sometimes
you won't be able to at all. You can save as many SP as you want and apply
them at a later level up. This becomes useful for the main character,
since you can acquire new class skills from switching to a Jedi class and
can save up SP to pump the Jedi class skills. See Gameplay Mechanics for
more details.
Some skills are also considered "trained" skills. These skills need formal
training to use, and can't be used without at least investing in one skill
rank. For instance, if you have no points in Demolitions, the game won't
even give you the option to disable mines (not that you'd have much of a
chance anyway). Others can be used regardless of whether you have skill
points in the skill or not, although with no skill points you'll still be
working at a low level. Everybody can use Treat Injury with a medpac, for
instance, but you won't get a lot of VP out of them without some extra
training.
Skill use is based on d20 checks against a difficulty class (DC). If you
don't know what the heck I just said, check out the Gameplay Mechanics
One last note: The main character is special in that they'll have more
class skills as a Jedi than the pure Jedis. When switching over to a Jedi
class, you get to keep all your old class skills, plus you'll get all the
Jedi class skills as well. So as long as one of your PC's classes has a
----------------
Requires Training: No
This represents your ability to slice computer systems, for any of you
nastiness. Plus, you get XP for doing so, at the expense of computer
spikes.
The skill governs how many computer spikes you'll need for any slicing
you'll need one less spike than the original requirement, down to a minimum
of zero spikes (the manual says one, but the game's buggy). This applies
to your total skill level with your Int modifier, not just your base rank,
so try to make sure your total is always a multiple of four to not waste
---------------
5.2 DEMOLITIONS
---------------
Droid
recovering them. (It's not about actually detecting them, though -- that's
they're of minor (DC 15), average (DC 20), or deadly (DC 25) quality.
Setting mines has the lowest difficulty, and doesn't require much in the
way of Demolitions skill, although you need at least a point, since this is
a trained skill. Mines that you set are safe for your party but will of
mine adds +5 to the base setting DC, while trying to recover a mine adds
Average mine would be 20 DC, but recovering an enemy Average mine would be
a whopping 35 DC. Majorly failing your action will also set off the mine,
so anyone who wants to deal with explosives is advised to have a high skill
Outside of combat you can Take 20 on your check, meaning you can add an
mine. For this reason, you'll want to keep your overall Demolitions score,
worry, but the main character will invariably run into a skill point
shortage once you switch over to being a Jedi. There's little reason to
have a total score above 20, unless you want to work with mines in battle.
The minimum total scores you need for mine actions, including the
Minor 1 1 10
Average 1 5 15
Deadly 5 10 20
Also, as a warning for those that use Demolitions, make sure the character
you're using to disable or recover a mine has a clear path to the mine and
you're likely to just set off the mine while trying to go around the
obstacle. The character will not always stop in time when running towards
you'll want to use Solo mode unless the other party members are ranged
weapon users. If you don't use Solo mode to keep your other party members
in place, they will likely step on the mine while attacking the enemies
that are undoubtedly swarming around you while you try to work.
This isn't a required skill, since most mines won't kill you, and you
should be able to easily patch yourself up during the later stages of the
game when the deadly level mines appear. On the other hand, setting mines
in the path of opponents can make your life much easier, and if nothing
else, recovering mines others put in your way means you can sell them for
-----------
5.3 STEALTH
-----------
is one skill many people don't use due to its micromanaging nature,
especially given the way the game handles stealth. First, stealth requires
that a character use a camouflage belt of some sort (with the exception of
Juhani, who has a Force power that allows her to naturally hide). Then,
you must take control of the character and activate stealth, which
immediately puts you into Solo mode. Solo mode, which isn't explained in
the manual, turns off the party AI so that your party members won't follow
you around and will remain standing where you left them. While this is
good to make sure your stealth cover isn't blown, it also means you have to
switch to each character and give them actions if you're using stealth
during combat.
While in stealth mode, you won't be able to run, but you can open doors,
open containers, set mines, use computers, and so on without canceling your
Note that you won't be able to stealth when opponents can see you, so use
stealth before you go around that corner to explore, not after. Any
to possibly spot you, with the DC being your Stealth score. If they
succeed, you'll drop out of stealth, otherwise they won't notice you and
-------------
5.4 AWARENESS
-------------
Requires Training: No
Class Skill: Soldier, Scout, Scoundrel, Jedi Guardian, Jedi Sentinel, Jedi
spot them, and if there's a mine set in front of you, Awareness is how
you'd spot the mine. Awareness is always active and will periodically
check using a d20 + your skill rank and any extra modifiers against
your skill check. For stealthed characters, you use a straight opposed
check against the opponent's Stealth skill. For mines, you check against
mines. So, Minor mines can be detected by anyone even without any
Awareness skill (on a d20 roll of 20), but Average mines require an overall
Use of this skill depends on how much you like little surprises. There's
honestly few times you'll ever be jumped by stealthed opponents (even those
that should have stayed stealthed if they were smart), and mines are for
the most part survivable if you encounter them, although they're quite
annoying. You may settle for giving high Awareness to a few party members
and using your SP somewhere else for the rest. Anyone with a high
------------
5.5 PERSUADE
------------
Requires Training: No
This skill is unique to the main character, since it has a direct effect on
conversations, and all the major conversations are done through the main
character. The art of getting others to do what you want them to do is one
of the best skills you can have in the game; many, many (many)
opportunities exist in the game that allow you to convince others to turn
from the dark side, extract more reward money, convince merchancts to lower
their prices, lie and cheat, and anything else you're allowed to get away
with while talking to others. Characters without this skill won't get
their way nearly as often, and will usually end up in more fights to boot.
This may not bother those of you who want to battle anyway, but those that
prefer more subtle methods (and have less VP) will want to invest in
Persuade.
either have to bite the bullet and drop double the skill points in early or
wait it out while saving points for when you switch to being a Jedi, all of
conversations are one of the easiest ways to pick up Dark Side points, so
----------
5.6 REPAIR
----------
Requires Training: No
available, you can fix various disabled droids lying around the game and
get them to do your dirty work for you. Any enemies killed by your fixed
droids count towards your experience total, so if you need some outside
help for battles and there's a disabled droid lying around nearby, you can
make your life easier by reactivating it. Plus, repairing the various
nonfunctional droids in the game is worth XP, too, even if the reactivated
Similar to Computer Use, every four total levels in Repair reduces the
parts requirements by one, so for most characters you'll want to keep the
*are* droids, Repair doubles as their only method of healing, through using
repair kits. The total score in Repair is directly added to the amount of
VP recovered through using a repair kit, and for advanced repair kits and
characters.
Repair is also important to the main character if you plan to use HK-47 a
lot, because only the main character can attempt to repair HK's systems for
his substantial bonuses after repair. You'll need a total Repair skill of
17 to get all his upgrades (see HK-47's character section for details).
------------
5.7 SECURITY
------------
Consular
container, try to unlock it, and you either unlock it or pout, simple as
stealth.
----------------
----------------
Requires Training: No
Class Skill: Soldier, Scout, Jedi Guardian, Jedi Sentinel, Jedi Consular
Treat Injury is your only method of healing early without the availability
of Jedi powers, and is still useful throughout the game when your
characters are running low on FP (or don't have any to begin with) and need
to keep standing. Non-metal characters directly apply the total score for
Treat Injury towards VP recovered when using a medpac, and advanced medpacs
and life support packs double and triple the score, respectively.
Droids use the Repair skill to "heal" themselves and use repair kits rather
than medpacs.
========
6. FEATS
========
Feats give your characters extra abilities that help define their roles.
These include the ability to use armor and weapons, special attacks to use
with equipped weapons, and extra bonuses to skills and attacks. Unlike
skills, feats are an all-or-nothing thing. Either you have the feat, or
you don't.
Feats normally are part of a progression tree, where there are three
different levels of power for the same feat, i.e. Toughness, Improved
taken before the next level is available, and the later levels also may
have level prerequisites. Feats below are listed under their general name,
(other than needing the previous level of the feat, which is assumed).
------------------------
------------------------
These are combat feats that don't need to be actively used and are
permanently applied. They grant the ability to use equipment, and also
-----------------------
the game. Having none of the proficiencies means a character can only wear
clothing or, in the case of Jedi, Jedi robes. Each higher level of
proficiency allows for a heavier set of armor, which usually grants more
defense but has a smaller mas Dex bonus limit. Keep in mind that for
characters with high Dex, wearing a lighter set of armor may grant better
Soldiers get all the proficiencies for free, while scouts get medium armor
for free, and scoundrels get light armor. Jedi won't receive any armor
proficiency, but for the most part won't want to wear armor anyway, as many
Force powers can only be used while in Jedi robes or clothing (or nothing
and Wookiees are too darn huge to fit into anything, so Zaalbar is outta
luck.
You really won't need to take any extra feats in armor proficiency.
Soldiers get all of the proficiencies for free, scouts and scoundrels will
typically have the Dexterity to make lighter armors effective, and Jedi
------------------------
Prerequisites: None
Prerequisites: None
Prerequisites: None
Prerequisites: None
Prerequisites: None
Prerequisites: None
Prerequisites: None
Prerequisites: None
Prerequisites: None
Prerequisites: None
Basic proficiency means you can at least pick a weapon up. Weapon focus
weapon.
Characters for the most part all come with their required weapon
characters can focus on a weapon type, but for the bonus feats are better
+2 damage with each hit can quickly add up. Soldiers have more than enough
feats to specialize in a weapon, including specializing in a new weapon if
they want to switch types (*cough* Canderous *cough*). Jedi guardians have
a harder decision, since feats are rarer for them. You may wish to invest
feats towards extra damage, although with Jedi speed powers the extra
damage is highly useful. For the Jedi-aspiring main character, note that
------------------
Implant Level 1
Prerequisites: Non-Droid
Implants give your character extra flexibility through their effects. Most
Scouts get these feats for free when they hit the required level. While
the extra effects are nice, they aren't vital, so non-scouts shouldn't
6.1.4 Dueling
-------------
Dueling
Prerequisites: None
more accuracy and defense and leaving the offhand free (although for melee
weapons you end up using two hands on the hilt anyway). Weapons that
qualify include blaster pistols, standard and short lightsabers (why anyone
would use a single short lightsaber is beyond me), and melee weapons that
defense and the obvious extra damage using two weapons would allow.
Dueling is good for scoundrels that want to make sure they connect with
their sneak attack. Characters that want some extra defense or have lower
with their higher reliance on powers rather than swinging their lightsaber,
Dueling as needed.
-------------------------
Two-Weapon Fighting
Prerequisites: None
Reduces two-weapon fighting penalties to -6/-6 (main hand / off hand) from
-6/-10. Using a balanced weapon in the off hand further reduces penalties
to -4/-6.
For those that want to use a weapon in each hand, this set of feats is an
absolute necessity. The penalties for using two weapons without Two-
Weapong Fighting is a crushing -6/-10 to the main hand and off hand,
respectively. Using a balanced weapon in the off hand reduces the penalty
to -4/-10, but the penalty is so severe you might as well just not use a
second weapon. Taking Two-Weapon Fighting reduces the off hand penalty
The payoff for using two weapons is considerable, but the investment is
use at least one without penalty. For characters such as soldiers, this is
no biggie, but characters with less feats, such as scoundrels and Jedi,
should consider carefully whether the extra feats couldn't be used towards
section.
6.1.6 Conditioning
------------------
Conditioning
Prerequisites: None
Gives a +1 bonus to all saving throws.
Conditioning gives you bonuses on your saving throws, and is mainly for
6.1.7 Toughness
---------------
Toughness
Prerequisites: None
Toughness has two effects. The basic level grants +1 VP/level, which by
20th level means a total of 20 extra VP a nice sum for less durable classes
for any damage you take, the first two points of damage are ignored. This
works great against large groups of weak enemies, since you'll likely take
little damage from all their attacks. Master Toughness gives an extra
boost to VP for a total of 40 extra VP, but it's not as important as the
-----------------------
-----------------------
Unlike passive combat feats, active combat feats represent different ways
you can attack and require you to select them on the Action bar, and each
selection only lasts for a combat round, requiring you to queue them up if
------------------
Power Attack
Prerequisites: None
Gives +5 damage per melee attack at -3 attack penalty.
Power Attack gives a damage boost at the expense of accuracy. Many debate
for and against the use of Power Attack versus Flurry and which is more
weapons, and also those that use the Speed Jedi powers to add extra
attacks. The major disadvantages of Power Attack are that the attack
penalty never improves, and that the damage doesn't scale with the weapon
you use. So, once you get better weapons, getting an extra attack from
Flurry will outstrip Power Attack when you're using one weapon.
Since the damage applies for *every* attack you do in one round, however,
those using two weapons and/or applying powers for extra attacks will do
extra damage for each of their attacks, which quickly adds up. Getting
three attacks per round, for instance, would give you a chance to do +10 fo
each attack with Master Power Attack, for a potential +30 to damage that
will whiff more often against enemies with high defense, so you may need to
switch feats or find some way to reduce your opponent's defense (stunning
does the trick) before applying Power Attack successfully again. On the
It's a good idea to upgrade Power Attack if you intend to use it, at least
to the Improved level for the extra +3 damage per attack. The difference
between Improved and Master is slightly smaller but worth it if you use the
feat frequently.
6.2.2 Flurry
------------
Flurry
Prerequisites: None
Gives an extra melee attack during the round at -4 attack penalty for all
Gives an extra melee attack during the round at -2 attack penalty for
accuracy for all attacks that round, plus a defensive penalty. This is a
great boon to those using a single weapon, doubling their attacks per
round, but lessens in importance for two-weapon fighters and as you gain
extra attacks through Jedi Speed. As you gain more attacks per round,
Flurry starts losing ground to the sheer damage output of Power Attack,
since Flurry always only adds one attack, but Power Attack applies extra
On the other hand, with upgrades Flurry lessens the attack and defense
penalties, meaning by the time you get to Master Flurry you can pretty much
of the attack penalties also means Flurry is a better choice for those
characters with lower attack bonuses. Damage means nothing if you can't
Those that use Flurry should upgrade at least to Improved Flurry for the
is only +1/+1, however, and thus not as important. Those using a single
since it will give you the same +1/+1 bonus permanently rather than only
when you're using the Flurry feat. If you have feats after achieving
Master Dueling, then you can go back and finish upgrading Flurry.
6.2.3 Critical Strike
---------------------
Critical Strike
Prerequisites: None
Doubles the threat range of a melee weapon. Also will stun the opponent
for six seconds on a successful hit unless opponent makes a Fort save at a
Triples the threat range of a melee weapon. Also will stun the
defense.
penalty to defense.
the other active combat feats if you want some more information.) Plus,
you get a huge -5 penalty to your defense while using this feat. So what's
the point?
Well, there's two parts to Critical Strike. The first is the effect to
threat range. The usefulness of this portion depends on what the threat
range of your weapon is. If your weapon has a 20-20 range, then this feat
isn't particularly useful, because Master Critical Strike still only gives
you a 16-20 range. However, a 19-20 normal threat range for a weapon will
grant a 13-20 range at Master Critical Strike level, meaning that you have
a 40% chance with each hit to score a critical hit. This is quite a nice
bonus if you use this feat frequently, especially if you have high attack
bonuses to make sure critical hits connect, since you must essentially
You also may find weapons that are Keen, which doubles their normal range,
the way you might hope when using Critical Strike. See Critical Hits under
So, by itself this isn't much to crow about. However, the second effect of
Critical Strike is its other, important use: you have a chance to stun your
Strength modifier. This can make your life a whole lot easier, especially
if you have scoundrel blood and can start making sneak attacks in broad
you level, eventually becoming more powerful than any weapons with innate
stunning abilities. Characters with multiple attacks will also find this
useful, since the feat applies for every attack in a round. So, Dueling is
more useful for getting a successful critical hit, but Two-Weapon Fighting
Note that neither the stunning effect nor the defense penalty improves as
you upgrade the feat, so those that are mainly looking for the stunning
effect will only need the basic level. Characters equipping weapons with
bigger threat ranges or massive critical properties will find the upgrades
more useful.
-----------------
Power Blast
Prerequisites: None
If Power Blast worked just like a ranged version of Power Attack, it'd be
no matter what. This negates the major advantage Power Attack had for
melee users and makes Power Blast pretty useless, since you can upgrade
Rapid Shot instead and always get double the attacks, eventually at less
penalty and for more damage as you acquire better equipment. Avoid
----------------
Rapid Shot
Prerequisites: None
Gives an extra ranged attack during the round at -4 attack penalty for all
Gives an extra ranged attack during the round at -2 attack penalty for
Rapid Shot is a natural choice for single pistol, rifle, and heavy weapon
users, and with the bug that cripples Power Blast, it's a natural choice
for dual pistol users, too. That pretty much covers all the ranged users,
actually. So, unless you're focusing on Sniper Shot, all ranged users
should upgrade Rapid Shot to at least Improved level for the extra attack
per round, a big boon to ranged weapon users, who typically aren't Jedi and
won't be dropping Speed powers to get even more attacks per round.
-----------------
Sniper Shot
Prerequisites: None
Doubles the threat range of a ranged weapon. Also will stun the opponent
for six seconds on a successful hit unless opponent makes a Fort save at a
Triples the threat range of a ranged weapon. Also will stun the
defense.
users typically get less attacks per round and because the stunning effect
stunning usefulness isn't quite as good as the melee version. Sniper Shot
don't upgrade it past the lowest level unless your character typically uses
ranged weapons with a 19-20 threat range (see Critical Strike for a
On the other hand, Sniper Shot can be more effective than its melee cousin
in scoring critical hits, because up close ranged weapons get a huge +10
successful threat.
---------------
---------------
because those that get lots of feats (soldiers) don't use lots of skills,
and those that get lots of skills (scouts, scoundrels) don't get a lot of
feats. You may find some use for skill feats for your NPCs, particularly
Teethree, who doesn't get much in the way of combat feat choices, but
you need a skill boost, pick up some equipment with the appropriate
bonuses.
6.3.1 Caution
-------------
Caution
Prerequisites: None
Given the two skills boosted here, this skills is really only useful for
scoundrels. Other classes don't use stealth, and taking a feat just for a
6.3.2 Empathy
-------------
Empathy
Prerequisites: None
This may be appealing to the main character, since these will all be class
skills once you become a Jedi, but again, using a feat for a skill bonus
choice for PC scoundrel characters, since Treat Injury isn't a class skill
for them.
--------------
Gear Head
Prerequisites: None
Gear Head has obvious appeal to droids, as these are all class skills. In
these skills extensively (and he doesn't get too many combat feats to work
with anyway).
---------------
---------------
These feats are available only to certain classes. If you don't belong to
the specified class, you're outta luck. Feats that have an asterisk next
level.
-------------------
Scouts get implants for free at the specified character levels; see 6.1.3
-------------------
Uncanny Dodge 1
Prerequisites: Level 4 Scout*
Character retains Dex defense bonus even when surprised, and gains +2 to
Character retains Dex defense bonus even when surprised, and gains +4
These feats are of limited usefulness, since you rarely, if ever, are
surprised, and the other half is only useful if someone tosses a grenade at
complain.
------------------
Sneak Attack I
Prerequisites: Scoundrel*
Adds 1-6 damage to attacks against opponents that can't respond to the
Adds 2-12 damage to attacks against opponents that can't respond to the
|
--> Sneak Attack III
meters.
within 10 meters.
The scoundrel's defining skill, and by far the longest sequence of upgrades
The game considers the following opponents fair game for sneak attacks:
2) Opponents that you attack out of stealth mode (only the first attack
the main character can still reach III or IV and do some extra damage as
satisfy one of these conditions, then getting within range to sneak attack,
if they are too far away. Check out the section on Sneak Attack tactics
for more info about how to set up a sneak attack for your scoundrel.
----------------------
Scoundrel's Luck
Prerequisites: Scoundrel*
The other special feat for scoundrels, Scoundrel's Luck gives the slippery
scoundrels a nice defense bonus for just being themselves. Mission will
get the full +6 bonus, while the main character will reach +2 or +4.
------------------
Jedi Defense
Prerequisites: Jedi*
Jedi equipped with a lightsaber can deflect blaster bolts if a (d20 +
Jedi's BAB) roll beats the attacker's attack roll. The bolt is reflected
back at the attacker if the Jedi's roll beats the attack by 10.
Jedi's BAB + 3) roll beats the attacker's attack roll. The bolt is
reflected back at the attacker if the Jedi's roll beats the attack by
10.
+ Jedi's BAB + 6) roll beats the attacker's attack roll. The bolt
attack by 10.
One of the defining abilities of a Jedi, this feat gives ranged users a
hard time against a Jedi. Before calculating whether a ranged attack hits,
a Jedi is allowed a deflection roll equal to d20 + their base attack bonus
(just the AB from your class, with no extra attribute, feat, or weapon
number, then the Jedi has managed to put their lightsaber in the path of
the bolt and deflect the shot. If the number is at least 10 higher, the
them with a ranged weapon an iffy affair, because even if the deflection
fails, they still receive their normal check against defense. The basic
level of this feat is usually enough to catch most bolts for guardians with
their higher natural attack bonuses, but if you're another Jedi class and
want the extra defense, or just enjoy batting bolts back to their sources,
----------------
Jedi Sense
Prerequisites: Jedi*
Considering those flimsy robes they normally wear, Jedi fortunately have a
finely tuned sixth sense for danger that gives them an automatic defensive
bonus.
6.4.7 Force Jump
----------------
Force Jump
meters away with a standard attack, gaining +2 attack and damage with
The unique feat of the Jedi Guardian, Force Jump is a powerful tool, but be
if not, why aren't you?), are a fair distance away from an opponent, and
have a clear, straight path towards the opponent (making this power more
useful in open spaces rather than thin corridors), then choosing a standard
attack on the opponent will send your character soaring through the air to
land a flying lightsaber chop on the unfortunate target. The extra attacks
from Two-Weapon Fighting and the Speed powers all will work with this
power; if you quickly buff yourself with Knight or Master Speed before
jumping, *all* of your attacks will get any attack and damage bonuses from
So what's not to like about instantly closing distances and adding extra
damage? The problem comes when you jump into a fray and find that you
can't handle the sudden attention of being in a big group of baddies, all
of whom will attack you first. Your companions (outside of Juhani) will
have to scramble to reach you if you've jumped far, and there's no way to
jump back to where you started if you find you've bitten off more than you
can chew. This is especially aggravating when you jump accidentally, since
the feat works off the standard attack. So make sure to look before you
leap, as the saying goes, and that you're okay with the odds. If the group
distant targeted opponent, which will make your character run rather than
On the other hand, if your party gets separated, Force Jump is a great way
around and you're cleaning up, it's also a great timesaver compared to
having to run up to the last couple of enemies. Opponents that are widely
spaced may be able to less the effect of area Force powers, but guardians
are their worst nightmare, because they can use Jump on all of them...
6.4.8 Force Immunity
--------------------
The unique feats given to a Jedi Sentinel, Force Immunity gives sentinels
Insanity series of dark side Force powers. Immunity: Stun makes the Jedi
Strike, Sniper Shot, and Force Push and Wave (but not the damage).
Field.
-----------------
Force Focus
Gives a +1 to the DC for all saves against the consular's Force powers.
Gives a +2 to the DC for all saves against the consular's Force powers.
powers.
The Jedi Consular's unique feat, Force Focus boosts the consular's
--------------------------
Prerequisites: Droid*
equivalents of armor, implants, and other equipment levels into one Upgrade
Class level, and this automatically improves as they level. By the time
level 13 comes around, droids will be able to equip any droid item they
want.
--------------------
Prerequisites: Droid*
defense.
----------------
----------------
These are feats given to specific characters in the game, whether your main
character or one of the NPCs. All these feats are automatically given.
---------------------
Your character is in tune with the vibes of the Force and gets 40 more
Force points than a Jedi class would at the class's level. This is a huge
-----------------------
Important Person, because she can control entire wars -- when she has time
to meditate. Unfortunately, you can't just sit her down in battle and make
your opponents question their purpose in life, so this is the most useless
important.)
-----------------------
Wookiees are pretty hardy walking carpets, and this is reflected in this
special feat that has the same effects as Master Toughness. You could take
the Toughness feats for Zaalbar to further improve his enormous tolerance
for damage, but considering how much VP he already has, the extra VP from
-------------------------
Prerequisites: T3-M4
===============
7. FORCE POWERS
===============
Force powers are the lifeblood of the Jedi, and figuring out which powers
simply zapping the life out of others. Unlike skills and feats, which can
Points to use, and Jedi with too little left in their Force meter won't be
able to pull any powers out. FP regenerates slowly during battle and
There are three categories of Force powers: core powers, light side powers,
and dark side powers. Core powers are neutral powers available to all
Jedi, and are always the same cost. The cost of other powers depends on
your alignment. Light side powers cost up to 50% less to use if your
alignment leans towards the light and up to 150% more to use if your
alignment dips down towards the dark. The opposite is true of dark side
powers. All costs listed below are for the base cost, but keep in mind how
your alignment will affect the actual cost when choosing powers.
Powers have the same FP cost even when upgraded, so the FP is listed first.
effects are persistent; Stasis will stun opponents for 12 seconds, for
instance, but the actual duration of the power is instant, because the
Some powers are restricted by the armor you wear; those powers that are
clothing. The following powers have no armor restrictions and can be used
Core:
Light Side:
Cure / Heal
Dark Side:
Many of the signature Jedi powers, such as the Speed, Valor, and Lightning
sets, are unavailable when wearing armor. However, the tradeoff is not
Strength and low Dexterity, with their access to heavy armor. The best
Jedi robes in the game have a base defense of 5, while good heavy armor has
10+ defense and can reach up to 14, although you have to account for the
Dex limits; robes essentially have no limit, while heavy armor allows
little to no Dex bonus, and light and medium armor fall in between. You
can also make up the defensive difference with powers, and in fact can get
an even higher defense (Master Defense and Force Armor would give you an
extra 10 defense along with the robe's defense), but there's something to
be said about having permanently high defense that won't dissipate as the
battle wears on and doesn't drain any precious FP. Of course, being able
to use Speed and other more powerful Force abilities is quite nice, too, so
receive much benefit from a high Dex max limit. Slower scouts may want to
also consider this option, as there's some decent medium armors in the game
only, should go with robes, as the defensive bonus from light armor isn't
enough compared to extra powers with Jedi robes, although you can create a
---------------
These powers are general powers that don't have any light or dark side
7.1.1 Speed
-----------
FP: 20
Duration: 36 seconds
Burst of Speed
Prerequisites: None
speed.
The Speed series is a great investment for any Jedi wanting to mix it up
with their lightsaber, as well as those tiring of the long treks around the
landscape of KotOR.
Besides the defensive effects, the main draw is, of course, the extra
speed. The movement speed boost in Burst of Speed doesn't give much in the
way of combat bonuses, but is a godsend for getting around in general. The
main character should always take at least one level in Speed just so you
can reduce the tedium of backtracking through the long stretches of empty
Knight Speed adds the other major effect of Speed, which is the addition of
another attack per round, plus some extra defense, making this a great
upgrade from Burst of Speed. Master Speed adds another attack and should
be strongly considered for those who frequently pull out their lightsaber.
7.1.2 Resistance
----------------
FP: 20
Duration: 60 seconds
Force Resistance
opposing Jedi who will try to zap, stun, and disease you in their quest to
make your life miserable. With Resistance you'll have a 50% chance to
resist powers from an opposing Jedi of the same level, and Immunity
increases this to 75%. Of course, Jedi that are of higher level will have
an easier time breaking through your resistance, but this still offers good
protection from pesky Jedi powers -- assuming the opposing Jedi doesn't
7.1.3 Absorption
----------------
FP: 10
Restricted By Armor: No
Energy Resistance
Prerequisites: None
Absorbs the first 15 points of any sonic, fire, cold, or electrical damage
damage taken and grants immunity to poison and disease to the entire
party.
The somewhat misnamed Energy Resistance at its basic level gives some
protection against the elements and only affects the character using the
power, negating the first 15 points of any attack with the listed elemental
Energy Resistance gives the entire party the same elemental resistance and
Usage of this power is spotty, since you don't often see a lot of elemental
damage. This power does come in handy against heavy droids, which can use
unfortunately). Finally, it will lessen damage from pesky dark Jedi using
Lightning powers, and the Improved version will totally negate Affliction
and Plague. The duration is long and the cost small, too, which makes it
more appealing, but it's not useful enough to make it a top priority.
7.1.4 Persuasion
----------------
FP: n/a
Duration: n/a
Restricted By Armor: No
Affect Mind
Opens new conversation options using Force Persuade and makes Force
The consolation prize for those characters who don't have enough skill
points to keep Persuade high, or the power of choice for those that want to
force others to do things against their will, this will allow your main
character to wave his hand and Force Persuade the weak of mind or easily
Note that this works best on characters who are alone and when the
persuasion is subtle; targets with friends may have their friends recognize
this Force trick, and commands that put characters in harm's way may cause
your persuasion to fail. Also, some characters are Force resistant or have
As with Persuade, light side followers are warned that abusing Force
Persuade will result in dark side points. Be very careful to not overly
manipulate your target. On the other hand, this is a great power to have
for those that tread the dark side; making others do things against their
7.1.5 Telekinesis
-----------------
FP: 10
Duration: instant
Restricted By Armor: No
Force Push
Prerequisites: None
Pushes opponent 5 meters away, does damage equal to character level, and
meters and stunned for 6 seconds while taking one and a half
The Telekinesis series is interesting because it's one of the few sets of
powers where the actual nature of the power changes, rather than just an
nudge, knocking them to the ground for some damage and a slight stun.
Force Whirlwind is much more effective; not only does it do twice the
Once you get to Force Wave, however, things change. Rather than a single-
opponent power, you now have an area effect power. But, the effect is now
centered around your character rather than an enemy, and the stun and
upgrade from Push to Whirlwind, whether you upgrade to Wave depends on how
you use the power. If you want a focused long-term stun, keep the power at
stealthy Jedi; walk into a group of enemies, use Wave, and watch them fall
away from your character. (If they save and don't fall, well, you may have
some problems.)
guardians, who can use the knockdown effects of Wave and need to conserve
drafty robes. It will not work on all enemies, particularly those that are
just too heavy to push over, and Reflex saves are generally the easiest
saves to pass since many enemies have high Dex, so don't expect to get more
than a little damage and some more personal space when fighting major
7.1.6 Cancelation
------------------
FP: 25
Duration: instant
Force Suppression
Cancels all active beneficial 1st and 2nd tier Force powers on target.
The counter to Force buffs, this series cancels other powers active on a
target. Note that for power sets that only have two powers, the first
power is considered a 2nd tier power, and the upgrade is a 3rd tier power.
Energy Resistance, Force Aura, Force Shield, Force Valor, and Knight Valor.
Breach cancels all the powers that Suppression does plus Master Speed,
Force Immunity, Improved Energy Resistance, Force Armor, and Master Valor.
against Jedi and their companions, but is highly useful for characters that
themselves. As you won't be fighting many light side Jedi, the main use
Whether you consider this ability worth the cost of two power upgrades is
up to you.
7.1.7 Throwing
--------------
FP: 20
Restricted By Armor: No
Lightsaber Throwing
target.
A flashy move involving more physical exertion than your typical Force
power, Throwing has a number of negative aspects. For one, the FP cost is
high, so you won't have enough juice to do it often. Plus, the range
guerilla hit-and-run tactics, more hassle than it's worth for typical
battles. Other powers have a much wider effect at the highest level; three
targets max for Advanced Lightsaber Throwing is low compared to big groups
of opponents you can affect with Stasis Field or Force Storm. And you'll
likely be able to do more damage with your lightsaber normally by the end
So why would you throw away your precious lightsaber using a power with big
restrictions? Because both Throwing powers have one redeeming value: they
are the only attacks in the game that *can't* be avoided. Combat feats can
miss, grenades can be evaded, other powers can be resisted -- but Throwing
powers *always* hit. They don't check against defense, and they are the
only powers that ignore Force Resistance and Immunity. The range
restrictions and the damage limit are there because of this fact, that
saves for half damage that other powers have to suffer with. This power is
good in particular for light side Jedis, who have no direct damage light
powers compared to their damage-happy dark cousins. (Well, Stun Droid, but
you can't use that for everything. Dang shame.) You can also use it
your opponent charges you; repeatedly throwing your lightsaber can quickly
deplete your enemy's vitality (and your Force points) before you close
Whether you upgrade the power to the Advanced form depends on how often you
plan to rely on it. If you just need it to take down the occasional
stubborn baddie, then just take the basic form and forget the rudimentary
chaining effect. If you have more FP to spare and frequently use this as
Unlike most powers, where you target the middle of a group for an area
effect to get the most coverage, for Advanced Throw Lightsaber you'll want
to target the end opponents. Since the power calculates its next target
middle target may not be close enough for the lightsaber to jump. Instead,
you want the lightsaber to "chain" from the outside through the middle of
the group. To illustrate, say there are three targets 5 meters apart in a
line:
Targeting (2) would mean the lightsaber can either bounce to (1) or (3),
since they're both 5 meters away from (2). However, once it bounces to
either one, then the lightsaber can't hit the last opponent, because (1)
and (3) are 10 meters apart. If you instead target (1), then the
lightsaber will next bounce to (2), which is 5 meters away from (1), and
then bounce to (3), allowing you to hit all three opponents. The same is
true if you target (3); the lightsaber will bounce to (2) and then (1). In
both cases you hit all three enemies through targeting the end opponents
---------------------
---------------------
Light side powers are very into buffing and making oneself better rather
than whacking opponents, with the noted exception of droids. This makes
light side Jedi more vulnerable to the Force Canceling powers, but makes
7.2.1 Healing
-------------
FP: 25
Duration: instant
Restricted By Armor: No
Cure
Heals all party members within 15 meters for 5 VP + 1 VP for every Wis and
Cha modifier and character level. Does not affect droids.
--> Heal
Heals all party members within 15 meters for 10 VP + 1 VP for every Wis
and Cha modifier and character level, and will cure poision. Does not
affect droids.
Possibly the most used light side power, the Heal series is immensely
useful for saving on medpac use and to keep your party members running.
For major healing projects in battle, you'll want to use medpacs, which are
much more effective, especially life support packs and if you have a high
Treat Injury skill. If you're looking to conserve FP, you'll also want to
break out the medpacs, since this is one of the most expensive powers in
the game (although really high light side alignment will make it
significantly cheaper).
However, between battles and to heal the entire party at once, Cure and
Heal will be in constant use. Heal adds more VP and the ability to cure
poison over Cure, which nicely increases the power's utility but isn't a
7.2.2 Protection
----------------
FP: 15
Duration: 20 seconds
Restricted By Armor: Yes
Force Aura
Prerequisites: None
defense and saves. This becomes quite substantial by the time you get to
Armor; a +6 bonus is a full 30% increase to your defense and saving throw
chances. The downside is the length; 20 seconds won't last you through
extended battles, requiring you to stop and apply your protection again.
7.2.3 Enhancement
-----------------
FP: 20
Duration: 20 seconds
Prerequisites: None
Valor costs a bunch of FP and has a short timespan, for a decent attribute
boost. Fortunately, it affects the whole party, which greatly enhances its
utility, although you may want to look elsewhere for your main character,
who has less powers than a standard Jedi and will want things that give
Giving attribute bonuses boosts the attack, defense, VP count, and melee
bonuses). Knight Valor isn't a big upgrade over Force Valor, since you
only get +3 rather than +2 bonuses on your attributes and saving throws,
not enough to get a higher attribute modifier unless they're odd, although
attribute modifier.
Although it's supposed to only affect physical attributes, Valor boosts all
the attributes, which allows you to exploit it for other uses besides
physical combat, including skill checks and making your powers harder to
resist.
Knight and Master Valor are good reasons to keep around equipment with odd
attribute modifiers when you have even attributes. Wondering why you
should bother wearing +1 Strength gauntlets when you have 14 Strength and
it won't give you any extra bonuses equipped at 15 Strength? With Master
Valor, you'll have 20 Strength instead of 19 with the gauntlets on, good
for an extra point of damage per lightsaber swing. Rock on, Strength
gauntlets!
7.2.4 Stun
----------
FP: 20
Duration: instant
Stun
Prerequisites: None
--> Stasis
vs. a DC of 5 + character level + Wis and Cha modifiers, they are only
slowed.
Stun starts off with modest effects, then vastly improves when you get
Stasis Field. The immobilizing effects of Stun and Stasis are nice,
this power really shines at the highest level, although you can't use Field
you with ample time to reduce the numbers of your helpless opponents before
they can attack you again. Particularly nice for scoundrel-based Jedi with
their sneak attacks. Stun won't work on droid opponents, but you'll see
7.2.5 Shutdown
--------------
FP: 10
Duration: instant
Restricted By Armor: No
Stun Droid
Prerequisites: None
Stuns droid for 12 seconds and does damage equal to character's level. A
Stuns all droids within 5 meters of target for 12 seconds and does
+ character level + Wis and Cha modifiers negate the stun and reduce
damage by half.
Stuns all droids within 6 meters of target for 12 seconds and does
damage equal to 1-6 per character level. Droids that Fort save vs.
stun
Droids for the most part have it easy, being immune to large swaths of
powers and debilitating effects that work perfectly well on softer, non-
exception. With both stunning and damaging effects and a dirt-cheap cost,
Stun Droid will stun and somewhat damage a single droid, while Disable
Droid extends the power to an area effect. The real payoff is Destroy
Droid; a 20th level character can both stun and do a whopping 20-120 damage
to droids, the most amount of damage you can do with any power in the game
(and it's area effect, to boot). Of course, the catch is, you won't
encounter nearly as many droids as you will organic beings in the game, so
without powers to spare may want to pass on this for more universal powers,
but the power is devastating enough to at least have one of your NPCs
--------------------
--------------------
Dark side powers take the same sort of me-first, you-dead approach that
Sith ideology preaches. There are no powers that your fellow party members
will reap benefits from, and in fact no buffing whatsoever. Rather, all
the powers focus on either debuffing or damaging opponents, and they are
scarily effective.
7.3.1 Strangulation
-------------------
FP: 15
Duration: instant
Restricted By Armor: No
Wound
Prerequisites: None
--> Choke
Effects
--> Kill
Here the Jedi tries to take an opponent by the jugular (literally) and
squeeze the life out of them. While the Strangulation powers only work on
a single target, those that fail their Fort save are subjected to a nasty
condensed version of Force Whirlwind. Choke has the same effects and adds
Kill is where things get interesting. Taking half the opponent's VP total
Making the damage dependent on the opponent means Kill's power scales with
your opponent's vitality. Works wonders on characters with lots of VP, but
against your standard trooper, not so hot. Fortunately, you can get Kill
earlier than many third-tier powers, and enemies get bigger as the game
The game will round calculations down when determining half damage, so
Kill will, well, kill them, but those with odd amounts of VP will have one
VP remaining.
7.3.2 Sickness
--------------
FP: 15
Duration: instant
Yes (Plague)
Slow
Prerequisites: None
Opponent suffers -2 to attack, defense, and Ref saves for 30 seconds unless
they Will save vs. a DC of 5 + character's level + Wis and Cha modifiers.
--> Affliction
Opponent is slowed and suffers a -1 penalty to Str, Dex, and Con every
3 seconds for 21 seconds (-7 total), unless they Fort save vs. DC 20.
--> Plague
The Sickness powers are unique in that each power has a different effect
poison-based, meaning poison immunity will defeat it. The Fort save is a
set DC 20, meaning Affliction actually weakens as time goes on, because
more powerful enemies will have an easier time making the save against the
still poison-based, which means poison immunities work fine against it, and
7.3.3 Fear
----------
FP: 10
Duration: instant
Restricted By Armor: No
Fear
Prerequisites: None
--> Horror
--> Insanity
The Fear series works much the same as the Stun series for light side Jedi,
except it's better in most respects. The level requirements are smaller,
the 2nd-tier Horror is area effect rather than having to wait for the third
level, the cost is half that of Stun, and it requires a Will save, which is
generally harder than the Fort save needed for the Stun powers. The main
mind games, mind-affecting immunities negate this power set completely, and
effect if Fear is saved against, unlike the Stun powers, which will still
slow. But other than those situations, you'll be scaring the pants off a
---------------
FP: 20
Duration: instant
Shock
Prerequisites: None
of any Force power in the game, plus it scales well. Shock hits a single
enemy, while Force Lightning hits enemies in a straight line from the
Force Storm has one of the highest level requirements of any power in the
game, and for good reason, as it has the effect that opposing Jedi fear the
most: Force drain. Physical damage can be healed with powers or a good
medpac, but Force drain can't be countered other than not getting hit or,
this set of powers is well advised to upgrade it all the way to Storm, as
the Force drain becomes increasingly useful as you see more Jedi.
7.3.5 Drain
-----------
FP: 20
Duration: instant
Drain Life
Drains 1-4 VP from opponent per character level (maximum 10-40) and heals
character's level + Wis and Cha modifiers for half damage (and half healing
|
--> Death Field
character's level + Wis and Cha modifiers for half damage. Character
While the effects of Drain powers aren't necessarily the most damaging, the
life-sucking effects make this vital to any truly evil Jedi, since this is
the only cost-effective power that will heal them. Fittingly enough, this
will only heal the character using it, at the expense of your opponents,
but that's the way of the dark side, after all. It's somewhat humorous
that hurt dark Jedi would go seeking large group of enemies for the biggest
VP hit (sounds like some sort of drug addiction), but if you can make the
-----------------
-----------------
There's only one character in the game with a unique Force power, which
----------------------
Prerequisites: Cathar (Juhani)
Uses the power of the Force to stealth without the need for a stealth
device.
Juhani, with her cat-like (Cathar-like?) tendencies, has the ability to use
the Force to cloak her from view. You can use Stealth Mode with Juhani
sneak attacks or lots of skills to make the stealth more useful, but if you
need someone to peek around the corner without attracting notice, she'll do
in a pinch.
========================
8. NON-PLAYER CHARACTERS
========================
these non-player characters (NPCs) will rely on you when they level to not
make them into total non-factors on your journey. Each NPC has a different
role and different strengths, and learning what each can and can't do will
make your game go much smoother. Note that while Trask is technically your
first companion, you can't do much with him, so I felt it wasn't worth
The stats listed for each character are their starting stats and are of
---------------
---------------
Advantages
Disadvantages
- Weak skills
Soldier (4)
VP: 44
Defense: 13
Attributes:
Strength: 13 (+1)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 13 (+1)
Wisdom: 10 (+0)
Charisma: 12 (+1)
Saving Throws:
Fortitude: +5
Reflex: +4
Will: +1
Computer Use: 0
*Demolitions: 0
Stealth: 0
*Awareness: 3
Repair: 2
Security: 1
*Treat Injury: 4
Starting feats:
Two-Weapon Fighting
Power Attack
Power Blast
-Saving Throws-
5 +5 +5 +4 +1 Feat
6 +6 +6 +5 +2 Feat
7 +7 +6 +5 +2 Feat
8 +8 +7 +5 +2 Attribute, Feat
9 +9 +7 +6 +3 Feat
10 +10 +8 +6 +3 Feat
11 +11 +8 +6 +3 Feat
13 +13 +9 +7 +4 Feat
17 +17 +11 +8 +5 -
19 +19 +12 +9 +6 -
This decorated (and paranoid) Republic hero will be your first party
member. Carth is a soldier that has a pretty clear career path: he dual
wields pistols. And he's good at it, having already picked up Weapon Focus
and switching weapons wastes both his Two-Weapon Fighting and blaster
Specialization feats, so just augment his pistol skills with some more
feats.
Carth will receive 4 attribute bonuses, which should either be put all into
Dexterity to make him a better shooter, or you can split the attributes and
put 1 into Intelligence (one more skill point, slightly better sniper shot)
and 3 into Dexterity. You can make up the last Dexterity point with an
implant if necessary.
Skills are pretty much moot for Carth; I just follow the recommended
you'll have an extra point to play with, which can go into Awareness.
As a soldier, Carth will get 14 feats total, plenty enough to make him a
5 Rapid Shot
7 Sniper Shot
11 Improved Toughness
12 Implant Level 1
13 Master Toughness
14 Conditioning
15 Implant Level 2
16 Improved Conditioning
18 Implant Level 3
20 Master Conditioning
Mastering Two-Weapon Fighting should always be the first thing you get for
Carth, then upgrading to Master Rapid Shot. After that, Carth is pretty
much set for his attacks. You can add Sniper Shot for variety; I wouldn't
be worth the upgrade (just use Sniper Shot to hopefully stun someone), but
if you want to increase the critical chances anyway, upgrade the feat some
and an upgraded Rapid Shot. In fact, unless you want to radically change
Carth's combat nature and switch weapons, he's pretty much set once you
reach level 9. Everything else is of the "oh, what's there left to take?"
variety. Just don't put any feats into upgrading Power Blast unless you're
planning to move away from dual pistols, and even then think hard about it;
Power Blast actually reduces Carth's attacks to one per round, taking away
Equipment is the best pistols you can find, of course, plus some good
armor. Keep Carth's high Dexterity bonus in mind when choosing armor, as
lighter armor with higher max Dex bonuses will sometimes result in an
overall higher defense than a heavier armor with little Dex bonus allowed.
---------------
---------------
Advantages
+ Flexibility in use
Disadvantages
- Few feats
- Low VP
Scoundrel (3)
VP: 21
Defense: 16
Attributes:
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 11 (+0)
Charisma: 10 (+0)
Saving Throws:
Fortitude: 2
Reflex: 6
Willpower: 1
Computer Use: 4
*Demolitions: 9
*Stealth: 10
*Awareness: 6
Repair: 2
*Security: 6
Treat Injury: 3
Starting feats:
Caution
Critical Strike
Sniper Shot
Sneak Attack I
Scoundrel's Luck
Dueling
-Saving Throws-
4 +3 +2 +7 +1 Attribute
7 +5 +3 +8 +2 Sneak Attack IV
8 +6 +3 +9 +2 Attribute, Feat
9 +6 +4 +9 +3 Sneak Attack V
10 +7 +4 +10 +3 -
18 +13 +7 +14 +6 -
19 +14 +7 +14 +6 -
Mission's a perky Twi'lek girl who'll join you on Taris. She's the only
NPC scoundrel in the game, making her the best (and only) sneak attacker
unless your main character is also a scoundrel. Mission's main use is for
her skills, being the best Demolitions expert in the game, and a good
Security breaker, too. She has a high defense but poor VP for
How you build her up depends on how you plan to use her. For those that
like the idea of ninja-type backstabbing, Dueling and Critical Strike are
good feats to invest in, along with a good blade. This requires some
micromanagement with stealth fields, and you must keep playing as Mission
in solo mode, but this is a consistent way to get sneak attacks. Remember
that Mission isn't sturdy enough to stay on the front lines for long, even
with her extra defense, so don't anticipate staying around after sneak
backup and run if the sneak attack doesn't seriously damage the opponent.
Mission isn't built for melee attacks with her low Strength, however.
Sneak attacks don't have to be done with melee weapons; for a somewhat
safer method, equip Mission with a single blaster, which won't do as much
damage but will allow her a little distance between her target when she
needs to run. Equipping Mission with a stunning pistol will give you two
attacks, and Mission can still support from the rear with a pistol when not
stealthing. Take the Rapid Shot feats for more attacks normally (and more
an upgraded Sniper Shot isn't as useful for pistols with their typically
Another option for Mission is to ditch the blaster pistol and run support
with the heavier blaster rifles, which wastes her Dueling feat but provides
a better threat range and more base damage. In particular, using Zaalbar's
when upgraded with a hair trigger the bowcaster has an extended threat
range of 17-20, and with Master Sniper Shot this increases to 11-20,
level 4. I would put 1 point into Wisdom and 4 into Dexterity. The Wisdom
boost to her weak Will save. The Dexterity is mainly to improve her
defense more and make her a better marksman, although if you want to use
her as a melee fighter, consider putting 2,4, or all 5 points into Strength
Skills for Mission aren't a concern, because with her Intelligence she'll
have enough skill points to cover all her class skills every level, plus
setting.
5 Rapid Shot
11 Improved Dueling
14 Master Dueling
17 Toughness
This is for using Mission with a pistol. Here she upgrades the Rapid Shot
series, plus gets a little toughness for some more VP, and upgrades Dueling
for the bonuses. Note that Rapid Shot isn't upgraded until the end; since
permanently while using a single pistol. You can save the Master Rapid
Shot for the last feat, or replace it with Improved Toughness or some other
feat of your choosing if you feel you don't need the Master Rapid Shot.
Since pistols typically don't have much of a threat range, I chose to keep
her starting Sniper Shot unupgraded, but Mission can still use the feat
attacks.
If using a rifle, replace the Dueling feats with upgrades to Sniper Shot,
and use rifles with a 19-20 threat range or better to get some extra
progression to consider:
11 Improved Dueling
17 Master Dueling
20 Toughness
This is slightly off the beaten path, with Master Critical Strike and an
unheard-of armor upgrade. Here the idea is to keep Mission safe while
trying for massive critical damage. The extra armor depends on you adding
Strength rather than Dexterity to her attributes and leaving her Dexterity
at 16, requiring armor with a larger base defense to make up for her
smaller Dex bonus. If you want Mission to try instead for more sneak
attacks (more practical, but not as much fun compared to watching the
occasional critical hit and sneak attack drop an opponent), replace the
Critical Strike improvements and possibly the armor proficiency with Flurry
upgrades.
Mission should be equipped with the best light (or medium) armor you can
Scoundrel's Luck, but she's going to take a big defensive hit while using
Sniper Shot or Critical Strike, so she's going to need all the defense she
can get. The weapon is whatever you plan to use, either a pistol,
Zaalbar's bowcaster or some other rifle (preferably one with a 19-20 threat
-----------
8.3 ZAALBAR
-----------
Advantages
Disadvantages
- Can't use for certain missions (hard to hide a Wookiee, for instance)
Scout (4)
VP: 60
Defense: 11
Attributes:
Strength: 20 (+5)
Dexterity: 13 (+1)
Constitution: 20 (+5)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 8 (-1)
Saving Throws:
Fortitude: +9
Reflex: +5
Will: +5
*Computer Use: 0
*Demolitions: 6
Stealth: 0
*Awareness: 7
*Repair: 4
Security: 0
*Treat Injury: 6
Starting feats:
Flurry
Implant Level 1
Power Attack
Rapid Shot
Uncanny Dodge 1
Wookiee Toughness
-Saving Throws-
5 +3 +9 +5 +5 Feat
6 +4 +10 +6 +6 -
9 +6 +11 +7 +7 Feat
10 +7 +12 +8 +8 -
11 +8 +12 +8 +8 Feat
12 +9 +13 +9 +9 Attribute
13 +9 +13 +9 +9 Feat
attributes will tell you where Zaalbar is going to spend his time on the
battlefield: right in front. Big Z may seem like a weak frontline fighter
at first glance, being a scout with lower base attack, but his outrageously
high Strength more than compensates. Similarly, he can't wear any armor
and has mediocre Dexterity, but his Wookiee Toughness is basically Master
Toughness right off the bat, giving him a damage reduction of 2 and,
allowing him to absorb huge amounts of damage. Plus, he comes with a focus
on melee attacks and improved power attack to start, and as a scout his
saving throws are among the best in the game. In short, Zaalbar's a nigh-
unstoppable monster (or a typical Wookiee, perhaps), and leaving him in the
couple of ways to distribute the points. One would be to put them all in
points into his Strength to make him even more dangerous (my personal
preference). Or split the points; put the first into Dexterity to push his
defense up, then put the rest into Strength. Remember that with his access
As a scout, Big Z receives 3 skill points per level, which is icing on the
cake considering his effectiveness in battle. Put some points into Treat
Injury and the rest into whatever you want. Some options are to focus on
and neutralize mines (although Zaalbar can pretty much laugh at mines in
general).
feats are redundant, and while he does have some skills, it's not worth
5 Two-Weapon Fighting
11 Critical Strike
19 Toughness or Conditioning
Zaalbar should always use two weapons. Using his Strength bonus twice adds
up to a bunch of damage, and the bonus also covers up his lower attack
flexible. His high Strength makes mastering Flurry dangerous, and it also
makes the stun from Critical Strike difficult to resist (this works great
in tandem with Mission's Sneak Attack). Two weapons doubles the bonus
damage from Power Attack, so that's also a viable option. I'd pick one of
Flurry or Power Attack to master, then add Critical Strike. Use Critical
Strike to immobilize your opponents, then use the other feat to beat them
senseless.
Alternately, if you're concerned more for Zaalbar's well being, master only
one active combat feat, then master Toughness, which will add another 40 VP
another method of whacking things, but it can't hurt, and extra damage
damage with only one weapon compared to two, given Zaalbar's Strength.
Outside of quality pair of blades or some double weapon, there's not much
else you need on Big Z. An energy shield would be useful to let him
approach opponents safely, and implants or gloves will make him more
high rate of VP loss), but he's a wookiee with few needs otherwise.
----------------
----------------
Advantages
VP: 27
FP: 27
Defense: 16
Attributes:
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 15 (+2)
Saving Throws:
Fortitude: +4
Reflex: +7
Will: +3
Computer Use: 0
Demolitions: 0
Stealth: 0
*Awareness: 5
Repair: 0
Security: 0
*Treat Injury: 5
Starting feats:
Two-Weapon Fighting
Flurry
Jedi Defense
Battle Meditation
Jedi Sense
Force Aura
Affect Mind
Stun
Force Push
Throw Lightsaber
5 +3 +5 +8 +4 Force Power
7 +5 +6 +9 +5 Force Power
Power
The beautiful damsel in distress (sort of) and the main focus of the story
to start, Bastila is a the first Jedi available to your party, and comes
complete with her own double-bladed lightsaber (after you loot it off
someone else's body, of course). Bastilla isn't the best fighter, but she
can hold her own with her incredible Dexterity to keep her safe, and she
can provide heavy damage and a nice variety of force powers to start.
Later on, when you get more Jedi and lots more lightsaber power, she
becomes less prominent, but she can still provide support either through
attacking or through her powers. And that's what being a sentinel is all
in Charisma, to give her a boost in Force points. After that, the points
should be distributed towards what you use her for, either in Dexterity for
a better attack bonus and damage, or Wisdom for more Force points and skill
Bastila gets 2 skill points per level, as well. She's only got two class
skills available, however, awareness and treat injury, so that's where the
points should go. After acquiring cure/heal treat injury becomes less
Ms. Shan also gets a measly 5 feats to work with, which makes her options
don't actually apply two-weapon penalties. Thus, you can avoid upgrading
you feel dirty not playing by the standard rules, you can take those feats
anyway, but I'll assume you're grateful for the opportunity to diversify
Bastila's skill set, and thus I recommend the following feats:
6 Improved Flurry
9 Master Flurry
9 Improved Flurry
15 Master Flurry
Standard Lightsaber:
6 Improved Flurry
9 Dueling
12 Improved Dueling
15 Master Flurry
18 Master Dueling
Here we master Flurry and Jedi Defense, and the last feat is whatever you
especially when using the speed powers to give extra attacks, so another
option is to master Power Attack, which takes one more feat. The Jedi
Defense is a nice way to keep Bastila all but immune to blaster attacks.
All this assumes that Bastila keeps her double-bladed lightsaber. If she
really make the stun effective. I take Dueling over Jedi Defense upgrades
because the bonuses to attack and defense are more universally useful, but
Bastila also is the first character that you'll get that can use Force
powers, and the only Jedi you'll have through the first part of the game.
upgrade:
4 Stun Droid
5 Burst of Speed
6 Cure
7 Disable Droid
8 Force Shield
9 Stasis
11 Force Whirlwind
12 Heal
13 Knight Speed
14 Destroy Droid
15 Force Armor
16 Force Wave
17 Stasis Field
18 Energy Resistance
19 Master Speed
Other powers to consider are Force Valor and its upgrades, which is a nice
statistical upgrade. Focus on light side powers, which are cheaper for
Bastila due to her alignment, and get Cure and Heal as soon as they are
available.
appropriate for the style you've chosen for her. Possibly equip her with
things that gives a boost to her Will save, which is weaker, and Awareness,
---------
8.5 T3-M4
---------
Advantages
+ Flexibility in equipment
Disadvantages
- Worst combatant in game
- No side story
VP: 30
Defense: 17
Attributes:
Strength: 10 (+0)
Dexterity: 15 (+2)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 10 (+0)
Saving Throws:
Fortitude: +3
Reflex: +6
Will: +1
*Computer Use: 12
Demolitions: 7
Awareness: 3
*Repair: 12
*Security: 7
Starting feats:
Caution
Gearhead
Blaster Integration
-Saving Throws-
4 +3 +3 +6 +1 Attribute
5 +3 +3 +6 +1 Feat
8 +6 +4 +8 +2 Attribute
9 +6 +5 +8 +3 Feat
10 +7 +5 +9 +3 -
11 +8 +5 +9 +3 Feat
Attribute, Feat
19 +14 +8 +13 +6 -
quite the amount of personality that Artoo (R2-D2) has in the movies.
However, he (yes, I'm humanizing the droid) is incredibly good at what he's
designed for: technical skill use. He is, strangely enough, by far the
smartest party member you have, and as such gets a bunch skill points to
use, along with extremely high Computer Use and Repair skills. His
Security skill isn't quite as high, but will still be more than adequate
slice, disarm, unlock, and repair anything and everything that you come
across. If you want to avoid confrontation in enemy bases and can find a
Teethree is the droid on the job. His Computer Use skill eventually gets
good enough to slice some terminals without even using a computer spike (a
bug in the game, but let's not complain), and his Repair skill will do well
Of course, the downside to all this skill mastery is that Teethree is the
worst combatant in the game, able to use only pistols and unable to learn
any special attacks. This is still better than Artoo, who only has an arc
welder to zap things with, but don't expect Teethree to save the day when
combatant for your third party member when taking Teethree along. This is
lessened when you use the consumable droid devices (you can surprise any
enemy when your utility droid whips out a flamethrower), but expect to pay
Teethree gets 5 skill points per level, more than enough to cover all his
class skills and upgrade a cross-class skill every two levels. As the
usually just take the recommended path, although you may want to consider
that possibly would want to take skill enhancement feats at some point. My
5 Two-Weapon Fighting
9 Improved Gearhead
11 Master Gearhead
12 Improved Toughness
17 Improved Caution
18 Master Caution
The first feats taken for Teethree should always be Two-Weapon Fighting and
the Improved upgrade. He can't get all the way up to mastery, but using
two blasters at least makes his damage power higher than using a single
blaster and not being able to learn Dueling. After the first two feats,
since the skill covers all of Teethree's major skills (which includes
can first give Teethree some more VP through Toughness for increased
durability. I chose to delay Weapon Focus until late since the basic
targeting computer sensor will give the feat for free, but if you want to
use another sensor, acquire the feat earlier. Master Caution can also be
ditched for another upgrade to Toughness in case you feel Teethree needs
Equipment for Teethree is relatively simple: give him some good blaster
pistols (although save the best ones for Carth and possibly Mission), the
heaviest armor plating he can wear, and whatever accessories you want.
Equip him with a basic targeting computer if you want to save on learning
Weapon Focus for pistols for a while (or ever). Utilities can include
computer probes for truly god-like slicing skills, or a sensor probe to
------------------
------------------
Advantages
+ High VP
Disadvantages
- Weak skills
Soldier (5)
VP: 65
Defense: 11
Attributes:
Strength: 15 (+2)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)
Saving Throws:
Fortitude: +6
Reflex: +2
Will: +3
Computer Use: 0
*Demolitions: 2
Stealth: 0
*Awareness: 2
Repair: 0
Security: 0
*Treat Injury: 8
Starting feats:
Power Attack
Power Blast
Rapid Shot
Toughness
-Saving Throws-
6 +6 +7 +3 +4 Feat
7 +7 +7 +3 +4 Feat
8 +8 +8 +3 +4 Attribute, Feat
9 +9 +8 +4 +5 Feat
10 +10 +9 +4 +5 Feat
11 +11 +9 +4 +5 Feat
17 +17 +12 +6 +7 -
19 +19 +13 +7 +8 -
specifically for a ranged fighter like Carth's is; as befits his tough-guy
quick. This means that you have a choice: either keep Canderous as a
ranged shooter and waste his high Strength, or switch him over to being a
melee fighter and waste many of Canderous's starting feats. I'll discuss
frontline fighter; Zaalbar has the bigger Strength advantage, but Canderous
will have a higher attack bonus and can do about as much damage with
advantage over Carth or HK-47 as a ranged fighter, but still does quite
well. Canderous will use bigger weapons than Carth, but Carth will be more
accurate and will shoot more often. He'll have many more feats to use
compared to HK-47 and will have the advantage of specialization, but HK-47
will be more accurate and can make up the specialization with the right
device.
shrug off blaster fire and other small attacks completely. He regenerates
For either path you won't do much with Canderous's skills. He only gets a
single skill point per level, and this normally would go towards awareness
or treat injury.
Canderous can wear heavy armor to make up for his lack of defense through
Dexterity, and his Strength will give extra bonuses for his attacks.
6 Two-Weapon Fighting
12 Implant Level 1
14 Implant Level 2
16 Implant Level 3
18 Conditioning
20 Improved Toughness
Here I chose to equip Canderous with two weapons for extra damage
potential, upgraded his inherent Power Attack feat, and added melee
Specialization and Critical Strike. Canderous, with his many feats, can
really go many ways, however; put Conditioning in earlier to shore up his
weak saves, for instance, or invest in Flurry rather than Power Attack.
You could also use a single weapon instead of two, which reduces his damage
output (wouldn't make Canderous happy hearing that) but can free up some
feats if you don't take the Dueling feats instead of Two-Weapon Fighting.
Make sure to learn Flurry rather than Power Attack in the case of using
only one weapon. You could replace the Implant Levels with Critical Strike
will give Canderous a whole lotta regeneration when stacked with his
For Canderous as a ranged fighter, put all his attribute points into
be:
7 Conditioning
9 Implant Level 1
12 Implant Level 2
13 Improved Toughness
14 Implant Level 3
15 Improved Conditioning
16 Master Conditioning
18 Master Toughness
20 Empathy
The main focus to start is to ramp up Canderous's Rapid Shot ability, with
some boosts to his saving throws as well. Then implants are added, mainly
for extra Dexterity implants, and Toughness and Conditioning are boosted.
variety of available rifles; from what I've seen, Canderous's own heavy
blaster is the best heavy weapon in the game, and rifles soon surpass it,
Alternately, you can configure Canderous as a dual pistol user and compete
with Carth for goodies. In this case, go for specialization in pistols and
drop Master Toughness, Master Conditioning, and Empathy for the ramp up to
As a soldier, Canderous can wear any armor in the game, and with his low
Dexterity to start you should naturally equip him with the heaviest armor
you own. Weapons are dependent on how you chose to use him, melee weapons
or a good rifle or pistols. Canderous has poor Reflex and Will saving
----------
8.7 JUHANI
----------
Advantages
+ Lots of VP
Disadvantages
VP: 78
FP: 36
Defense: 19
Attributes:
Strength: 13 (+1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 13 (+1)
Saving Throws:
Fortitude: +8
Reflex: +9
Will: +5
Computer Use: 2
Demolitions: 0
Stealth: 14
*Awareness: 9
Repair: 2
Security: 0
*Treat Injury: 9
Starting feats:
Conditioning
Power Attack
Force Jump
Jedi Sense
Jedi Defense
Toughness
Force Camouflage
Force Aura
Burst of Speed
Energy Resistance
Affect Mind
Stun
Slow
Force Push
Throw Lightsaber
-Saving Throws-
The first of the optional NPCs, you can pick the somewhat confused feline
melee companion you can acquire. While she doesn't have much in the way of
feats, not starting with the specialization in a weapon and extra attack
feats that other true warriors start with, her naturally high attack
bonuses will still allow her to hit often and hard with the lightsaber, and
her Force buffs can make her a terror on the battlefield. She also starts
off with the unique Force Camouflage feat and an abnormally high stealth
skill (must be her latent cat genes), which allows her to naturally stealth
without the help of equipment. Of course, she doesn't have any sneak
attack abilities, and her Force Jump feat allows her to quickly enter a
usefulness, but the ability still exists in case you need some
discretionary scouting.
Juhani will gain 4 attribute points to use. The first should be put into
Charisma, which will give her a boost in Force points and power. The
second should be put into Strength, to boost her modifier for damage. The
last two points can be either put into Strength or Dexterity. Strength
will give you an extra point of potential damage per swing, while Dexterity
will give a higher attack bonus and defense. I personally would put the
last two into Dexterity because of the increased accuracy, but Strength
get an extra point due to her Intelligence, but she has little in the way
of class skills, so I'd just follow the recommendation and let the computer
Guardians get more two more feats than the other Jedi classes for a total
Here's some feat progressions, one for double-bladed lightsabers with the
bug, one without the bug and one for a single lightsaber:
7 Two-Weapon Fighting
7 Flurry
9 Improved Flurry
12 Dueling
18 Improved Dueling
Juhani's limited feat set requires some hard choices, so her feats can be
spend a full three feats to get all the way up to Master Two-Weapon
bladed weapons.
Do you specialize? Specialization takes two feats, which could be used for
damage. It's not worth taking just Weapon Focus, of course, but
bladed lightsaber.
Which (if any) attack feats do you want to take? Power Attack has the
advantage of using less feats, since Juhani already has the basic version,
Flurry takes more feats to learn, so is it worth it? Flurry can also be an
attractive choice when coupled with Dueling, and three levels of Dueling
will completely make up the difference between Flurry and Master Flurry
Critical Strike will also take more feats to learn than Power Attack, and
the damage output typically won't be as good unless you master it and
modify your lightsaber for criticals, so I'd typically shy away from it for
Lastly, do you have any room for feats not related to styles or attacks?
Fortunately, Juhani has much more leeway with her Force powers, getting a
full 14 more powers to work with as she levels. She starts with the
interesting slow power on the dark side, but her leanings are still towards
the light, so I favor using mostly light side powers with her to save FP,
progression is:
7 Cure
8 Force Shield
9 Knight Speed
10 Force Whirlwind
11 Affliction
12 Heal
13 Plague
14 Force Resistance
15 Master Speed
16 Force Wave
18 Force Immunity
19 Force Armor
Here the main focus is to buff Juhani up with powers to go kick some butt.
She can use the Speed powers to add attacks before Force Jumping into
battle, Force Wave in a crowd to get some breathing room after jumping in,
and use Armor, Immunity, and Force Resistance for extra protection as
needed. Or she can throw her lightsaber in the crowd when it looks too
hairy to jump in. The Cure and Heal are there to make sure she keeps
chugging when she actually gets hit. I'll admit to some evil in upgrading
to Plague here, but hey, she's got a mean streak in her, plus Plague has no
save, so her lower Wisdom and Charisma aren't a factor. However, you can
replace the dark side upgrades and the upgrade to Throw Lightsaber with the
Valor series of powers, for instance, which will further buff Juhani into
lightsaber(s) and the best Jedi robe you can find. She might want to use
Strength gauntlets early to give her a Strength boost, at least until you
add an attribute point. She could use an extra Will boosting device as
well to shore up the weak spot in her otherwise excellent saving throws.
---------
8.8 HK-47
---------
Advantages
+ Conversation is a riot
+ Flexible in equipment
Disadvantages
- Requires the main character to have a high skill in repair for upgrades
VP: 66
Defense: 16
Attributes:
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10 (+0)
Saving Throws:
Fortitude: +5
Reflex: +4
Will: +3
*Computer Use: 2
*Demolitions: 7
*Awareness: 6
*Repair: 8
*Security: 0
Starting Feats:
Power Blast
Toughness
Combat Logic Upgrade
-Saving Throws-
8 +8 +6 +4 +3 Attribute,
9 +9 +6 +5 +4 Feat
10 +10 +7 +5 +4 -
11 +11 +7 +5 +4 -
Attribute, Feat
14 +14 +9 +6 +5 -
15 +15 +9 +7 +6 Feat
17 +17 +10 +7 +6 -
19 +19 +11 +8 +7 -
An assassin droid with 'tude that loves his job, HK-47 begs you to buy him
in the droid shop in Tatooine. If you choose to acquire him (he's the
various droid devices, although IMO not quite as good as Canderous normally
better VP.
If your main character has a high Repair skill, though, HK can talk you
machine. Besides the entertaining back story about HK's previous owners
(and why they're not his owners now), you'll receive the following
upgrades:
Skill Level
---------------- -------
Repair 8 Dexterity +2
Repair 11 Defense +2
plus fast regenerative powers, giving him the highest natural defense in
the game and making him one tough cookie. If you had invested in high
Repair skills, this is the game's big payoff. You'll have to repair him
fairly early, however; once his main memory core comes online later in the
Since the later skill requirements are so high, however, your main
character will have to have Repair as a class skill, which means the *only*
consular, both of which have repair as a class skill, and furthermore you
planned ahead for a high Repair skill rather than putting points in other
skills for the main character, and will really only be used by scout
HK will receive 4 attribute points to distribute, and the choice for where
to put them should be clear: pump them all into Dexterity. HK can only use
ranged weapons, so the extra Dexterity helps his already high attack and
defense values.
As a combat droid, skills are for the most part unimportant to HK-47. The
one necessary skill to max is the repair skill, as it's the only way he'll
be able to regain VP. After that, just choose a skill to improve. The
recommended allocation puts the remaining points into Computer Use; I'd
suggest instead putting the points into the more combat-oriented Awareness,
HK-47 unfortunately has extremely few feats (4) to work with, the lowest
count out of any combat-oriented character. Thus, you've got little in the
9 Rapid Shot
15 Sniper Shot
18 Master Rapid Shot
HK's feat selection comes down to how you want to use the character. As I
see it, you can conceptually either focus on laying down a lot of fire with
Rapid Shot, or you can aim for precise kills using Sniper Shot. (Power
Blast really isn't worth putting feats into at all.) As Sniper Shot in
practice stuns opponents rather than giving extra damage for exact aiming,
critical hits, IMO HK is better off shooting more often with Rapid Shot.
Sniper Shot is added for some variety, but you can also just replace it
with, say, Improved Toughness. With the small number of feats, it's not
you're not using him for anything except blasting things into little bits.
Again equip him with the best droid plating you can find, a good rifle, and
any accessories you want, from energy shields to flamethrowers and stun
rays. An important piece of equipment if you can find it, however, is the
to HK-47 and gives a nice damage bonus to each shot, putting him on equal
---------------
Advantages
Disadvantages
- Low VP
VP: 42
FP: 72
Defense: 21
Attributes:
Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 15 (+2)
Charisma: 15 (+2)
Saving Throws:
Fortitude: +7
Reflex: +7
Will: +8
*Computer Use: 1
Demolitions: 0
Stealth: 0
*Awareness: 7
*Repair: 2
Security: 0
*Treat Injury: 6
Starting feats:
Conditioning
Jedi Defense
Force Focus
Jedi Sense
Dueling
Cure
Force Aura
Force Valor
Affect Mind
Stun
Stun Droid
Force Push
Throw Lightsaber
-Saving Throws-
7 +5 +7 +8 +8 Force Power
A crotchety old former Jedi that sees the world in shades of gray, Jolee
will join you on Kashyyyk. The old man will likely rub both aspiring Jedi
and Sith the wrong way because he's not interested in either side (and he's
got a pretty smart mouth), but he'll tag along to see what becomes of you
anyway. Jolee is the undisputed power master among the NPCs, having huge
amounts of FP and Force Focus to stuff his powers down others' throats as a
Jolee pulls out the lightsaber to use on something, then the battle is
about done: either he's finishing off some weakened opponent or he's used
Jolee will get 4 attribute points to spend in total. The first two points
gives Jolee the double bonus of more Force points and harder-to-resist
powers. The last two points can either be put into Dexterity or
Charisma, but not both), again for another increase in Force effectiveness.
he can't really put any of them to good use. Put the point into Treat
Jolee's feat progression is similarly very slow, only getting 4 extra feats
progression is:
9 Master Dueling
15 Toughness
Again, Jolee will not see a lot of actual melee action, so here all the
feats are focused on keeping Jolee safe from harm. The Dueling and Jedi
Defense feats keep his defense high, and Toughness gives him some much-
9 Flurry
12 Improved Flurry
15 Master Dueling
18 Master Flurry
Now let's talk about Jolee's bread and butter: Force powers. Jolee gets
the most powers of any character in the game, and furthermore due to his
neutral alignment, he's free to use any and every power available with no
cost adjustments (although IMO it's better to build on what he starts with
extra powers:
7 Shock
8 Fear
10 Horror
11 Force Whirlwind
12 Heal
14 Force Resistance
15 Force Suppression
16 Master Valor
17 Force Wave
19 Force Immunity
Here I've chosen to let Jolee master Force Storm, Master Valor, Force
Storm, Destroy Droid, Insanity, Heal, Force Immunity, and Force Breach (and
I tacked Advanced Throw Lightsaber on for kicks at the end). This gives
Force Storm, to stunning powers through Insanity, Destroy Droid, and Force
Wave, to healing and buffing the party with Heal and Master Valor, plus
Breach to put young whippersnapper Jedi in their place, making Jolee one
the field without interruption, and Heal is a necessity to keep the other
Since Jolee has so many powers to choose from, you can really take anything
you want and be effective, although some powers have overlapping effects,
so they should be avoided together. You can take Stasis and Stasis Field
for less powers (but more FP cost) rather than the Fear series, but don't
take both. Drain Life and Death Field isn't as useful for Jolee, either,
other single-target powers, such as Kill, Plague, and Master Speed would
also be useful; the feat progression above focuses on large area effect
rather than single enemies or self-buffs, but if you want a more precise or
=====================
9. GAMEPLAY MECHANICS
=====================
Here I put the nitty gritty on how the game calculates rules and attacks,
and feats available, in case anyone really wants to know why I recommended
---------------------------------
---------------------------------
points aren't the same as the attribute points you get when leveling up,
because you don't always get a one-to-one ratio between a point and one
--------- -------------------
9-14 1
15-16 2
17-18 3
of the high cost, unless you really love an attribute, you shouldn't raise
to give your character any odd attributes, unless you want to save creation
points and use your attribute boosts as you level to pump up the attribute.
you might as well move it down to 12 and put that extra creation point
somewhere else.
------------
9.2 LEVELING
------------
Many RPGs, including the d20 system which KotOR is based on, use the
concept of "levels" to represent the relative power and development of
during the course of the game earns experience. When the character has
earned a set amount of experience, they can increase their level, which
they're a Jedi, better attack bonuses, better saving throws, more skill
points to use, and possibly more attribute points and more feats.
character is static while at the same level and reaches a new plateau when
they reach another level. Levels thus are convenient ways to compare the
versus a level 15 character, it's assumed that the level 15 character will
be much better.
The amount of XP needed for each level and other non-class specific
Cross-
1 0 4 2 -
2 1,000 5 2 -
3 3,000 6 3 -
4 6,000 7 3 1st
5 10,000 8 4 -
6 15,000 9 4 -
7 21,000 10 5 -
8 28,000 11 5 2nd
9 36,000 12 6 -
10 45,000 13 6 -
11 55,000 14 7 -
12 66,000 15 7 3rd
13 78,000 16 8 -
14 91,000 17 8 -
15 105,000 18 9 -
16 120,000 19 9 4th
17 136,000 20 10 -
18 153,000 21 10 -
19 171,000 22 11 -
20 190,000 23 11 5th
----------------------
For your main character, it is possible to exploit the way KotOR handles
leveling to control the class ratios for your character. The typical way
to play the game, and the way you normally should play until you know what
However, the game allows you to continue play without actually leveling up
the Endar Spire) . So, you could actually have enough experience to be a
Furthermore, the game doesn't distinguish which *class* you leveled up in.
This means that it's possible to accumulate multiple level-ups during the
first part of the game without actually advancing in level, then using them
all once you become a Jedi as Jedi levels. You can thus brave the first
part of the game as a weakling to gain more Jedi levels later, if you so
desire.
For instance, say you have a scout that has enough experience to be a level
7, but you delayed leveling past level 3. You manage to survive the first
part of the game and beome a Jedi guardian at level 8. You now apply your
delayed levels (there's no point in saving them after you become a Jedi, as
leveling for your PC, although be prepared to watch your character die
again, and again, and again... while you're waiting for your Jedi
promotion.
My personal opinion is that delaying levels for the most part takes away
from the spirit of the game, since you're supposed to be a latecomer to the
Force, and you wouldn't really have been able to survive Taris as, say, a
2nd-level scrub. On the other hand, if you want all those extra powers and
perhaps have gone through the game once already, adding some extra Jedi
companions will gain less experience, meaning that you could be a couple
levels higher than your party members rather than everyone near level 20 by
the time the game is over. This glitch (or maybe it's a balancing
mechanism for the main character having more Jedi levels, dunno) gets worse
the more you delay your levels, so don't expect as much help if you choose
to binge on Jedi levels (but you probably won't need help at that point).
--------------------------
It is also possible to use the same idea of delaying to control where your
skill points go, although this isn't as much of an exploit, since the
system allows you to save your skill points even if you do level up. THis
is useful because becoming a Jedi adds new class skills to your character,
most notably Persuade. For those that want a high value in any skill that
is acquired as a new class skill when becoming a Jedi and wasn't a class
skill before, you'll want to save skill points. The game doesn't care if
you don't use all your skill points every level, so you can accumulate a
bunch of unused SP in your first class, then pump them all into a new skill
once you become a Jedi. This is a good way in particular to get a higher
Persuade skill for soldiers and scouts, since Persuade isn't a class skill
for them.
-----------------------
Combat in KoToR is based on the d20 system for Dungeons & Dragons pen-and-
paper RPG, 3rd edition. Attacking characters "roll" a 20-sided die, i.e. a
d20 (or in this case, the computer generates a random number between 1 and
20) and add their total attack bonus, including their base attack bonus
plus any attribute, feat, weapon, and power modifiers. The resulting
the number is equal or higher than the defense, then the defender is hit.
possible numbers randomly generated will hit (add 1 due since equalling the
hits, and each def point is worth an extra 5% towards making an attack
miss. There isn't any difference in contribution for each point no matter
how high or low attacks and defenses are. The system works instead on the
would hit much less often than an attacker with AB 21 against a defense of
25, but in fact in both cases the difference is 4, which gives both
attackers a healthy (21-4)/20 = 85% chance of connecting. Thus, a bonus to
attacks or defense gives consistent benefits, no matter how high the level
is.
Note that you'll never have a 100% chance to hit or miss an opponent. The
defense you have, and you'll always have a chance to hit anything.
Granted, a 5% chance, which isn't all that much, but it's better than
nothing...
-------------------
Critical hits depend on the d20 roll. Every weapon has a threat range
listed, and critical strike and sniper shot can increase these ranges
within the threat range, then you get a "threat", a possible critical hit.
The computer now gives you a threat attack roll, which is calculated the
same way as your normal attack on the same target. If this threat attack
connects, then you've scored a critical hit and apply your weapon damage
and modifiers *twice*, plus special critical damage if the weapon provides
it. Essentially, this means that you can possibly hit for double damage if
your d20 roll falls into the threat range. The bigger your threat range,
For example, say you were attacking with a vibroblade that does 1-10
damage, with a 19-20 threat range. If your attack bonus was +3 and you
were attacking an opponent with a defense of 14, you would need to roll a
to roll a 19 or 20, then you get a free, second threat attack roll. If
this d20 roll also is 11 or higher, then you do another 1-10 points of
Since critical hits depend on successful threat rolls, clearly your success
at critical hits depends on your attack bonus being as high as possible for
score a critical hit, since you'll have a harder time making a successful
threat.
the weapon's threat range. For a weapon with 20-20 range (a range of 1
However, things get less intuitive when using Critical Strike or Sniper
multiplier that is incremented. Keen and the critical feats both increment
For example, Critical Strike for melee weapons is stated as doubling the
threat range. The multiplier for the threat range is normally 1x, so it's
then incremented by 1 to 2x. Now say we use Critical Strike with a Keen
weapon. The Keen attribute has its own threat range doubler, so the range
Nope. Keen does the same thing as Critical Strike and increments the
This means the maximum threat range possible, from using Master Critical
Strike / Master Sniper Shot with a weapon with 19-20 range and a Keen
becomes less effective when using the various levels of Critical Strike or
---------------------------
The game mentions early on that using ranged weapons in a melee fight
gives you a +10 point-blank attack bonus, which means you'll rarely miss
ranged vs. melee evens out somewhat, since the bonus makes it easier for
you to hit the opponent, while the defensive penalty makes it easier for
them to hit you. For a close ranged one-on-one blaster fight, both
participants will get +10 attack for being at point-blank range, so again
things even out. When multiple opponents gang up on you at close range and
because *every* opponent attacking you will get a +10 attack bonus. Trying
to shoot Jedi at close range is also asking for it, since they get a chance
to deflect your shot, but you won't get a similar extra chance to block
So, the lesson is: if you're using a ranged weapon at close range, then
9.3.3 Damage
------------
powers do set damage, but most things otherwise list a damage range, such
as 1-10 for a standard vibroblade. This means that a successful hit with
the vibroblade will do a random amount of damage between 1 and 10. This
for the vibroblade. Blaster pistols that do 2-7 and 3-6 damage are thus
similarly powerful with the same average 4.5 damage, although the 3-6 one
Damage is further broken down into types, listed here with example sources:
Energy : blaster pistols, lightsabers
The main reason for damage types is that armors and shields can be used to
dash and the damage type, i.e. 25/- vs. electrical. The /- is a d20
convention and means that the damage reduction always happens; there are
other cases that make the damage reduction conditional, but KotOR doesn't
use them, so the /- is just a way to mark damage reduction here. 25/-
means that the first 25 points of the particular type (electricity in the
example) is ignored for any attack. So, if you're hit once for 10
electrical damage, then all of it is absorbed and you aren't hurt at all.
if you get hit by 40 points of electrical damage, then the first 25 points
which will give you a temporary damage buffer that will absorb all the
relevant damage until the buffer's used up. The amount and types of damage
the shield will absorb varies by shield. For instance, a typical energy
activated. So here, if you activate the energy shield again for a 20-point
buffer and take 10 electrical damage, the shield will absorb all 10 points
electrical damage, the buffer will absorb the first 10 points and then the
shield will fail, leaving you to suffer the other 30 points of damage.
Different shields will protect against different types of damage and will
have different size buffers, so you'll need to read the label before use.
Ion, while normally listed as its own damage type, is actually considered
energy damage for the purposes of damage reduction. Ion damage does a
so 4 ion damage would drain 8 points off an energy shield's buffer. Ion
weapons also usually (but not always) have big bonuses when used against
Sonic damage, while not having any of its own special properties, usually
time. There aren't any items that offer poison damage reduction. Rather,
will ignore it completely. There are a couple of unique items in the game
that offer immunity to other types of damage as well, and they are
justifiably expensive.
9.3.4 Death Blows
-----------------
While death blows don't come into play, it's worth noting for early game
play: if you hit a level 4 enemy or lower enemy while they are immobilized
in some fashion, then they automatically die. The hit is considered a coup
automatically crumple. This makes the Vulkar Shock Sticks quite useful in
the very beginning of the game, as they essentially give you a one-in-four
chance of almost-instant death, but once you encounter tougher enemies, you
----------------------------------
----------------------------------
Most skills and all saving throws work on the concept of checks against a
being more difficult. Once you attempt to use a skill or save against some
That is, your skill or save value is added to a random number between 1 and
20, and the sum is compared to the DC. If the sum is greater than or equal
For example, most grenades allow a Reflex save check to see if a target is
quick enough to take half damage avoid the brunt of the grenade's
explosion. Say you have a character with REF +5 and someone throws a frag
grenade at you. Frag grenades have DC 15, so the game would calculate
5 + d20 = result
From the example it's clear that you'd succeed on a d20 roll of 10-20,
while you'd fail on a roll of 1-9, thus giving you a 55% chance to avoid
full damage.
situation, characters can Take 20 on their checks, which means they will
take extra time to do the job right and add an automatic 20 to their skill
scores rather than rolling a d20. Your chances at the skill will therefore
-----------------------------------------------------------
-----------------------------------------------------------
When creating and leveling characters, one of the first things that springs
to mind is, one weapon or two? (Double-bladed weapons qualify as using two
weapons, both with the same properties.) The answer for melee weapons at
first seems simple enough: two weapons means double the attacks per round,
which means twice the potential damage. To a certain extent, this is true.
However, there are a few things to consider. One is, are there enough
feats to justify using two weapons? Using two without investing in the
penalties mean you'll likely never hit anything. The penalties are also
why you should avoid using an unbalanced weapon in your offhand, although
you can break this rule if you have a high attack bonus and can take the -2
Let's consider the average damage of a character wielding one and two
threat range of 19-20/x2. We'll look at the difference between the attack
feats. Note that because the difference is defense minus attack, the
penalties for two weapon use actually *add* to the difference, not
From the above table, you can see that fighting with two weapons always
Fighting feats, however, using two weapons quickly degrades in damage when
fighting an enemy with about a 50% chance to hit, so that your average
damage turns out to be worse than using a single weapon. This improves
with higher level Two-Weapon Fighting feats, until at Master level, you're
always doing roughly double damage on average compared to using one weapon.
In the meantime, aspiring two-weapon fighters without the Master level feat
may want to drop the offhand weapon against harder enemies to stand a
may want to consider not investing in the feats if they want to use some of
the other feats, such as Flurry or Critical Strike. On the other hand,
translate to hitting 15% more when attacking and avoiding 15% more incoming
attacks. To save some space, let's cut to the chase and compare Master
Dueling with Master Two-Weapon Fighting, again when using one or two
vibroblades:
overall damage, but the advantage shrinks as the gap between attack and
defense widens. When taking into account that Dueling also adds defensive
as well as having a higher chance to hit and aren't expected to deal lots
than damage done, since sneak attack damage is independent of the weapon's
damage. Of course, with two weapons you'll get two Sneak Attack
Strength characters will want to use two weapons, since their Strength
attack and damage bonuses apply for both weapons. And adding extra feats
and powers can turn the tables somewhat. Consider the Master Speed Jedi
power, which adds two extra attacks per round, all with the main hand
weapon.
increases. What happened? The explanation lies in that the Dueling attack
bonus modifier is applied to *each* attack. So, when using Flurry and/or
the Speed Jedi powers, the fact that duelists do more damage per attack
So, assuming the appropriate feats are taken, you really can't go wrong
with either one or two weapons. Just remember that using two weapons at
once is a two or three feat investment, which you'll have to weigh against
so they have the most potential damage unless the opponent's defense is
--------------------------------------------------------------------
9.6 MELEE FEATS - Flurry vs. Power Attack (and Critical Strike, Too)
--------------------------------------------------------------------
The debate for Power Attack versus Flurry is just as complicated. Power
Attack gives you a set damage bonus at the expense of -3 to your attack
bonus, with Master level giving a +10 damage bonus. This is pretty decent
damage, but it doesn't scale with your weapons, and you'll hit less often
with the AB penalty, so by the time you reach lightsabers and other high-
level melee weapons, the extra attack you get with Master Flurry will more
than compensate in damage than the +10 from Master Power Attack -- for a
standard single weapon attack, at least. Once you factor in more attacks,
First, let's consider the trusty vibroblade again and calculate average
| --------Flurry feat-------
With a standard vibroblade, Power Attack does better against lower defense
which does 2-16 damage with a 19-20 x2 threat range. We'll save some space
Here Master Flurry beats out on Master Power Attack at every level, and the
The main difference here is the damage that the lightsaber does, an average
of 9 points of damage normally. Since the weapon does more damage, the
second attack that Flurry provides also does more damage. Factor in
possible special effects such as stun per attack, and Flurry pulls farther
ahead.
This illustrates the weakness inherent in Power Attack: the extra damage
given by the attack doesn't scale with the power of the weapon. Power
attacks will always dish out an extra 10 damage, but your weapon may do
more than that on average as you gain better equipment, thus allowing
penalty that power attacks impose also never improves, further limiting
Of course, Flurry has its own disadvantages. The -4 to both attack and
Improved, if not Master, for the Flurry series if you're going to use it,
to reduce both the penalty to hit and the defensive penalty. Note that
Master isn't necessary when using a single weapon; take Dueling first,
since it'll give you a permanent +1 attack and defense and will make up for
the difference between Improved and Master Flurry. Of course, if you've
already mastered Dueling and don't have anywhere else to put your feats,
However, the tables turn somewhat when considering multiple attacks through
While Flurry always adds one attack, Power Attack applies to *each* attack.
Thus, when using two weapons, Power Attack adds +10 for both attacks, and
thus a potential +20 total. Of course, the -3 penalty still applies for
each attack, thus making Power Attack unusable against higher defense
This difference gets larger as more attacks are added (Jedi powers); Flurry
continues to add only one attack, but Power Attack adds its damage bonus to
lightsabers with Master Speed and Master Power Attack could potentially do
So, the lesson here is that the preferred feat depends on how many attacks
you have:
For single weapons, Flurry will give a nice extra attack for (eventually)
minimal cost in attack and defense. With more attacks due to double
Attack has a larger, and permanent, attack penalty, and the damage doesn't
scale, but it applies for every attack you make, so those wielding two
weapons and Jedi planning to get extra attacks from the Speed powers can do
So where does Critical Strike fit in? In terms of damage it can't compete
Strike and a 19-20 threat range weapon, you'll only threaten for a critical
hit on 11-20, or 50% of the time, and even then you have to make the second
roll to hit the target again, which further reduces your chances of scoring
double damage. Here we'll compare average damage for a standard vibroblade
Diff To Hit | (0) (0, 13-20/X2 TR) (-1/-1) (-3, +10 dmg)
Master Critical Strike will do more damage, but not as much compared to the
other two attack feats, which makes it a poor choice for just its damage.
* The stunning effect can quickly turn the tide of battle if successful.
The stunned opponent can't retaliate and loses their dex bonus to defense
as well.
is added when a critical hit is scored. This obviously can skew the damage
average back towards Critical Strike, especially if the weapon has or can
be upgraded to a large threat range. This, in addition to the possibility
Critical Strike, since this increases the threat range, but not the stun
effects. If you have a weapon with a small threat range, it isn't really
opponents and have a weapon with a decent threat range, however, the
----------------------------------------
----------------------------------------
The above stuff is all well and good for little vibroblades, you say, but
While all the above analysis holds for lightsabers as well, being melee
lightsaber styles.
9.7.1 Single Lightsaber (with Dueling)
--------------------------------------
Advantages
Disadvantages
The single lightsaber, the traditional use among Jedi, also understandably
weapon or weapons with twice the number of blades. Considering that the
lightsaber's 2-16, and it seems the single lightsaber has an even harder
time competing.
However, there are a few silver linings. For one, you can always use a
single lightsaber as a Jedi with no penalties, which you can't do with dual
lightsabers, but they're bugged). This can save you some feats, and using
range or drop in crystals for massive criticals, and you could be doing a
using the critical strike feats, and with Dueling you'll get the most of
penalty.
Note that because dueling gives you a better attack bonus compared to the
with very high defenses, simply because you'll still actually be able to
*hit* the opponent at all. In most cases you won't see opponents with such
high defenses, though, so just be content that you're getting hit less than
------------------------------
Advantages
Disadvantages
- Almost no chance for critical hit (but you won't need it)
but it strikes twice per round for the same damage. All crystal upgrades
also apply to both attacks, and due to a bug it's not necessary to invest
because no penalties apply to the attack rolls. What's not to like? Sure,
critical hits or the range mostly ineffective, and Critical Strike won't do
much for you outside of the stunning effect, but with the huge amount of
damage this lightsaber already dishes out, you really won't miss much.
----------------------
Advantages
Disadvantages
Some may just use one lightsaber, or two stuck together to make one, but
you, you're free, baby, free to swing a lightsaber in each hand! Besides
looking stylish with two weapons (possibly getting some nice color
to have massive criticals, or any other combination with four crystals you
Of course, the downside to this is that you must have a bunch of crystals
amongst the rest of the party. Using two lightsabers will also mean you
have to master the Two-Weapon Fighting feats, because unlike the double-
fighting, er, apply. Look towards the double-bladed lightsaber if you want
myriad of effects and some versatility, or if you just want the novelty of
carrying around more lightsabers than anyone should, then this is the path
for you.
Note that while using two standard lightsabers would seem to do more damage
than using a short lightsaber in the offhand, the extra -2 penalty for the
main hand eventually catches up to you, especially when using feats and
Force powers, since the main hand is always the one that executes the extra
plus one with Master Power Attack and Master Speed used.
20 5% | 0.47 0.00
| Master Speed
Diff To Hit | (-3/-3/-3/-5, +10 dam each) (-5/-5/-5/-5, +10 dmg each)
20 5% | 0.00 0.00
Thus, it's better just to use a short lightsaber in your off hand, although
for style purposes (or if the lack of symmetry bothers you), you are of
course free to use two standard lightsabers. (You could use short
------------------------------------
------------------------------------
Ranged weapons also can use dueling and two-weapon fighting styles, and
there are long ranged equivalents to all the feats. However, the power
rifles and heavy weapons that do more damage than the one-handed pistols to
start, although this changes somewhat towards the latter part of the game
Two-Weapon Fighting and Dueling only apply for use with pistols, since
neither set of feats does anything for rifles or heavy weapons. Of the
two, Two-Weapon Fighting is more useful due to the low damage output of
only be useful for perhaps a scoundrel to get extra AB for sneak attacks.
As it so happens, the two characters that would have to worry about such
things, Carth and Mission, come configured this way anyway, so it's not
something to really worry about.
Feats are much more clear-cut than for melee weapons. The reason for this
is that Power Blast inexplicably only shoots one shot per round, even when
using two pistols, effectively negating any reason you'd use it if you had
Blast.
the weapon. Pistols have smaller threat ranges than rifles and heavy
------------------
------------------
This is a pretty simple gameplay element, but I just wanted to mention the
First off, the transit system allows you to immediately return to your
"base" (or more accurately, in front of your base entrance) for open areas,
button on the map screen. What they don't mention is that if you're in the
same area as your base, you can also take the transit right back to where
you originally were. This has a number of benefits:
* Skip some travel. If there's something closer to your base than where
you are now, then transiting there saves some time. This can be a huge
boon for delivery-type missions if what you need is closer to your base;
you can transit to base, pick up what you need nearby, and transit back.
Just remember, the game only saves the last location where you used the
different screen to return to your base rather than using the "Transit
location on foot...
* Save on medpacs at the expense of waiting for some load screens. Any
time you transit back to your base, your party is fully healed. So, if
you're in an area where transit is available, after any fight where you're
in bad shape, you can transit back to base and immediately return at full
health.
* Upgrade items after getting a new component. All your bases have
workbenches, so you can quickly tinker with your items through transit.
* Quickly buy equipment or sell off stuff for cash. Your base is almost
(Tip for the first merchant, Larrim: he jacks up the prices. Selling stuff
between planets, and the transit will get you right in front of your ship,
unless you're already on the same map as the ship, in which case you'll
You're also able to change party members by entering and exiting your base.
However, pushing the A button on the map screen will allow you to
available and usually on the same screen as your base (even if the option
is dimmed), and allows you to call in party members with appropriate skills
for whatever you need at the moment. Or, perhaps you just need to strip
them of some piece of equipment for another member. For a more underhanded
use, perhaps a current companion is hurt and you don't want to spend the
time to heal them, so bring in a healthy body. Or, bring in fresh Jedi and
milk them for Heals, then send them packing. In any case, your new
-------------------------
-------------------------
Sneak Attack, with its positional requirements, is one feat that deserves
special mention. A scoundrel's life revolves around the use of this feat
put the feat into use. There are three general ways to score a sneak
sneak attack, then *all* the attacks that round count as sneak attacks.
Thus you can use Two-Weapon Fighting, Flurry, and Jedi Speed powers to
-----------------------------
opponent, all attacks that round qualify as sneak attacks. This is the
this once per battle, as you can't drop back into stealth while an opponent
is watching you and you're in battle stance, but sometimes you can run
around a corner and get far enough away to go back into stealth mode for
another attack -- if the first attack didn't just kill the opponent
to stealth-attack opponents from long range and (I think) still get the
----------------------------
stealth. The typical way to get this sneak attack is to run behind an
opponent who's already fighting another of your characters and whack them
until they're either dead or smart enough to turn around and attack your
scoundrel instead.
walk up ahead while still cloaked, and have another character approach an
opponent until the opponent sees them, then retreat. The opponent will run
past your scoundrel while closing on your other character, allowing you to
waltz up behind the opponent. Make sure you don't attack with the second
character until the opponent is past your scoundrel, because the game has
attack if any of your party members attack, so don't get trigger-happy with
And sometimes you can get lucky and just run up to opponents while their
back's turned and get in a free sneak attack. (Hey, it happens sometimes.)
Scoundrel-guardians are particularly good at this, since they can use their
-----------------------------------
The third method of sneak attacking and one that sees increasing use as the
game goes on, this method relies on opponents being stunned, frightened, or
otherwised immobilized. Any opponent rendered helpless in this fashion is
fair game for sneak attacks, and the wide variety of ways to stop opponents
in this fashion, particularly with Jedi powers, makes for a lot of sneak
concussion grenades and flash mines will do it, stunning weapons will do
it, a laundry list of Jedi powers will do it... you get the idea.
This can also be used with stealth, if either your weapon has stunning
effects, or you use a stunning combat feat (or both). Attack out of
stealth, and if you manage to stun the opponent, they're as good as dead.
---------------------
And finally, a note about sneak attacks and ranged weapons. In general,
ranged weapons work better for sneak attacks; scoundrels typically have
higher Dex than Str, which favors ranged weapons, plus you can sneak attack
have one big advantage at close range: the +10 point-blank attack bonus you
*50%* extra chance to hit at close range, which virtually guarantees that
your sneak attack will hit, assuming you satisfy the normal sneak attack
conditions. A pistol in the back is truly more dangerous than any melee
But wait, you can get sneakier still. Why go with one pistol, when you can
go with two and get double sneak attack damage? This is a definite payoff
for scoundrels with Two-Weapon Fighting, who can shoot at point-blank range
for +10/+8 attack bonuses, but if you didn't invest in that fighting style,
don't despair. At close range, the enormous +10 attack bonus totally
negates the penalties for using two pistols, resulting in a +4/+0 bonus for
your attacks. So, keep some extra pistols around if you've got a
scoundrel, or at least a good rifle (or a pistol if you went with Dueling).
close proximity ranged attacks: any opponent close to you gets +10 on
personal space while you're trying out your pistols in someone else's back,
stealth sneak attacks, single enemies who are already busy with someone
else, or just when you really, *really* need the extra sneak attack damage,
=============
10. EQUIPMENT
=============
***WARNING!***
discuss equipment from all areas of the game, some of which have very plot-
ahead and skip this section. The equipment listing here is by no means
notable features (more mundane stuff would just have "no comment" for an
------------
10.1 WEAPONS
------------
Here we deal with the ways you can inflict damage on others, highlighting
selected weapons from each category. Upgradeable weapons are marked with
----------------------
Unless otherwise specified, assume a 20-20/x2 threat range for all the
pistols.
Better than a standard blaster, but still not all that great. However,
it's better than most blasters you'll find in stores, so keep it around
until you have a few that are more powerful. Make sure to strip it of
Verpine Prototype Ion Blaster (3-6 ion, +1-10 vs. droids, +2 Atk)
Keep one of these around early for energy shields and droid attacks. An
mechanical opponents.
While the disruptor pistol does little damage, it can be useful early in
the game because of its physical damage, which will bypass those pesky
energy shields more powerful enemies will use. The ripper, of course, is
a more powerful version. Later you'll find higher damage blasters that
are in short supply for a while, either this or Carth's Blaster will not
Hold Out Blaster (1-4 Energy; 25% Stun, 6 sec, DC 10 vs. Will)
Bothan Quick Draw (2-5 Energy; 25% Stun, 6 sec, DC 10 vs. Will; +1 Atk)
Bothan Needler (3-6 Energy; 25% Stun, 6 sec, DC 10 vs. Will; +2 Atk)
The main selling point for these weapons is the stunning effect, which is
a free one-in-four shot at immobilizing a target if the attack hits.
This is, of course, wonderful news for scoundrels, who salivate at the
happens 25% of the time and becomes ineffective later in the game, as
although more mundane warrior-types may still have a low enough Will save
to be vulnerable even then. Even then, there are better damage weapons
with stun effects available later on. Check the combat logs occasionally
and see if enemies have no trouble beating the stun DC check. Once they
The sonic damage is the claim to fame for these pistols, which have low
damage but will have a chance to lower the target's Dexterity by 1 for 30
seconds with each hit. The question here is, would you rather lower the
target's Dex, or simply find a pistol with higher damage and kill them
outright?
Sith Assassin Pistol (3-6 Energy, +1-10 Ion vs. Droids; 25% Stun, 6 sec,
Mission. The damage is decent for a mid-game pistol, plus it's got
effects for droids, stun, and a bigger threat range than normal
pistols.
damage normally with the physical damage factored in, but is overshadowed
there's enough pistol users in the game for this to see use. T3-M4 will
The best generic pistol in the game. This should always be in use
dangerous.
mainly useful for scoundrels that need the extra accuracy; otherwise,
damage-wise you'll have much better pistols by the time you get this.
(Saul's) Sith Assassin Pistol (6-9 Energy, +1-10 Ion vs. Droids; 50% Stun,
This pistol is unique but unfortunately named the same as the normal Sith
easily broken), an awesome attack bonus, and a bigger threat range than
user.
damage. Weld this one to Carth's or Mission's main hand if you buy it on
upgrade, and so will act as a 20-20 range with an extra multiplier, not
---------------------
More damage than your standard rifle with full upgrades, so it'll be
range, which can be useful for a character like Mission that uses a lot
of Sniper Shot.
Not sure why this is actually in the game, as it's less common than the
standard blaster rifle, but is actually *worse*, having the same damage
Bothan Droid Disruptor (2-7 Ion, +2-12 vs. Droids; +1 Atk; 20-20/x2 TR)
Verpine Droid Disruptor (3-8 Ion, +2-12 vs. Droids; +2 Atk; 20-20/x2 TR)
The rifle version of the ion blaster pistol variations, their use is the
The disruptor rifle has the same use as disruptor pistols: use early to
bypass energy shield, discard later for higher damage. It's a shame you
can't find the disruptor cannon until late, but if you haven't already
bought unique rifles that offer more damage or are having energy shield
Mandalorian Assault Rifle (3-10 Energy; 25% Stun, 6 sec, DC 10 vs. Will;
+2 Atk)
This is the only available stun rifle in the game, paltry compared to the
it's a useful weapon until later when enemies can consistently resist the
stunning effect.
Bothan Discord Gun (2-7 Sonic; -1 Dex, DC 14 vs. Ref; +1 Atk; 20-20/x2 TR)
Sonic rifles do barely more damage than their pistol counterparts and
just don't hurt enough compared to other rifles you can pick up, although
rifles,
damage, but you can acquire better rifles later, so I'd hold off on
buying it.
weak (although just as good as the battle cannon), and furthermore not
upgradeable. Given a choice, pick this up over the battle cannon due to
component means you can toss your disruptor rifle, if you haven't already
done so.
Jurgan Kalta's Assault Rifle* (2-12 Energy, +1-4 Ion, +1-4 Piercing,
weaker than his carbine initially, but upgrades to a sort of Swiss Army
4-20 total damage), extra droid damage, and a great attack bonus. One of
better weapon, the fact remains that Jamah's fully upgraded carbine is
--------------------
There's not much to say about heavy weapons, other than they're ironically
pretty light compared to rifles in general. Either this means that they're
often), or that Bioware didn't spend a lot of time designing good heavy
weapons.
When the best heavy weapon in the game is Canderous's starting blaster,
then that doesn't bode well for the weapon class's longevity. Regardless,
another category...
--------------------
For such an advanced civilization, you'd think no one would whip out a good
old-fashioned sword, but with the advent of energy shields (and Bioware
assumed to have cortosis weaved in, to explain why lightsabers don't just
Remember that while two-handed weapons are listed with a single damage
Considering how early you get this weapon, it's quite a nice little blade
off hand when you find better main hand weapons. In fact, there are few
off hand melee weapons better than this in the game, although having to
keep all the upgrades on the weapon makes it more expensive than it
looks.
Pretty paltry damage, but for those of you that can't stand to go through
the game one minute without a two-handed melee weapon, you can buy this
Stun Baton (1 Physical; 25% Stun, 6 sec, DC 10 vs. Will; 20-20/x2 TR)
Bothan Stun Stuck (2 Physical; 25% Stun, 6 sec, DC 10 vs. Will; +1 Atk;
20-20/x2 TR)
Vulkar Shock Stick (2-5 Physical; 25% Stun, 6 sec, DC 10 vs. Will;
20-20/x2 TR)
Bothan Chuka (3 Physical; 25% Stun, 6 sec, DC 10 vs. Will; +2 Atk;
20-20/x2 TR)
You can't use them with another weapon and they do pitiful damage, so the
only redeeming feature for these weapons is their stun effect. Again,
you only get the stun effect 25% of the time, but early on the stun
effect can be powerful, since low-level enemies typically have weak Will
saves, plus early on you can use death blows to quickly dispatch enemies
value the stunning chance more than actual damage, since you should
pick up Vulkar Shock Sticks early on for free, the other options won't
see much use. Once enemies are consistently saving against the stunning
Mission's personal weapon unfortunately isn't all that great even when
You may be able to pick one of these up on Taris depending on how you do
Korriban. Good damage for an early game weapon, but not as good as stuff
you'll find later, so your call as to whether you want to spend money on
20-20/x2 TR)
While it doesn't have huge damage, the extra weakness effect on hit is a
nice little bonus. Of course, this is a quest item for Tatooine, which
means you'll likely not keep this for long, but it's a decent weapon
You can find this foil on Manaan. Its main benefit is a Keen edge, which
increases its threat range (but it's still subject to the critical hit
multiplier rules).
You can pick up this decent two-handed weapon while poking around
Kashyyyk.
the game, although it's still slightly less powerful compared to the
Naga Sadow's Poison Blade (4-15 Physical; Poison, DC 25 vs. Fort; +3 Atk)
Another Sith artifact from Korriban, the modest damage on the sword is
balanced, I like using this as an off hand weapon for the poisoning
effects. Mission can get a lot of mileage out of this weapon if she's
One of your rewards for being a bad kinda killing person for the
You can find this pair of vibroswords (which are simply listed as plain
bonus.
Sanisiki's Blade* (3-12 Physical, +1-6 Energy, +3 Ion vs. Droids; +3 Atk;
Available for a limited time at Dantooine, this is the best balanced off
hand weapon in the game. However, with that being said, it's not *that*
may not want to shell out the money if you're short on cash. Makes a
Yusani's Brand* (4-18 Physical, +3 Fire, +6-10 Ion vs. Droids; 50% Stun,
4 rounds, DC 10 vs. Will; +3 Atk; 19-20/x2 TR)
The last word when it comes to two-handed melee weapons, Yusani's Brand
drops a bunch of damage, plus a stunning effect and a good threat range
for a two-handed weapon. Worth the investment if you want to buy it from
Tatooine.
reason, having the best damage output out of any melee weapon, great
droid damage, and if that wasn't enough, a bunch of extra damage for
critical hits. Especially nice if the user has Master Critical Strike to
+4 Atk)
Not available until late in the game, this has some of the most dramatic
adding the most powerful weapon stunning effect in the game, allowing you
to possibly stun *two* times per attack. There are very few standard
enemies that can make a Will save against DC 18. However, the fact that
you can't use this with another weapon hurts its utility. The extreme
stunning effects make this a godsend for Mission if you chose to make her
--------------------------
lightsaber, which does 2-16 damage with a 19-20/x2 threat range; the
range; and the balance short lightsaber, which does 2-12 damage with a 19-
20/x2 range.
can hold two different crystal modifiers. So, it's more instructive to
discuss the crystals themselves (other than the color crystals, which have
lightsabers are essentially doubled, since they're used for both attacks
This can be useful early on, but lessens in power as the game progresses
through someone with an energy shield rather than depleting the shield
This adds the Keen property to your lightsaber. Much more useful on a
The crystal of choice for users of Critical Strike, this adds an extra 2-
The only defensive crystal, this adds a substantial bonus to Jedi Defense
doesn't matter whether the crystal is on the main or off hand when dual
Solari Crystal (+3 Atk; +3 Energy, +1-8 Physical vs. Dark Side; Light Side
only)
One of the most powerful crystals in the game is a bonus for those that
keep up the tenets of the Jedi order, smiting evildoers for 4-11 extra
damage.
There are many ways to combine the above crystals, but a few notable
Upari + Solari (+6 Atk; +4-11 Energy, +1-8 Physical vs. Dark Side; Light
Side only)
The best general lightsaber available to a light side Jedi. Against dark
Jedi this does an incredible +5-19 extra damage beyond the normal
lightsaber's damage.
If you can't use the Solari combination, these are the next best choices
in terms of damage with the Upari. The Sigil combo has a slight
advantage in average damage over any other combination, but the Sapith
combo has about the same average damage for a higher attack, and the
Krayt goes higher still with attack for less damage.
to your normal lightsaber later; it's a good idea to make this reserve
Nextor + Opila (+1 Atk; +3 Energy; x2 TR; +2-12 Energy Massive Criticals)
Solari + Opila (+3 Atk; +6 Energy; +1-8 Physical vs. Dark Side; +2-12
Upari + Opila (+3 Atk; +4-11 Energy; +2-12 Energy Massive Criticals)
The lightsabers for those that love Critical Strike. Put the Nextor-
using Master Critical Strike. However, you may end up getting more
Upari crystal for more overall damage; you'll get a smaller 40% chance
for a threat when using Master Critical Strike, but will be doing much
more damage per hit, and thus more critical hit damage when you do get a
successful threat.
----------
10.2 ARMOR
----------
This covers various body armors, plus head gear, belts, and gloves. For
-------------------
max Dex limits. Most non-Jedi classes can wear this kind of armor.
You can find this light armor early on snooping around Taris, and it's
quite good, although the slightly lower defense and Dex limit compared to
the best armors means you'll eventually grow out of it. The mind-
Echani Fiber Armor* (7 Def; +5 max Dex; 20/- vs. Cold; 20/- vs. Fire)
Taris. When upgraded, the 7 defense is the best you can do for any light
armor, so you'll likely keep this right up until the end of the game.
Darth Bandon's Fiber Armor* (7 Def; +5 max Dex; 25/- vs. Fire;
Immunity: Mind-Affecting)
You'll pick this armor up after a major battle with, you guessed it,
mesh armor not only has the same defense as the best fiber armors, but
---------------------
Medium armor doesn't see much use in the game, as the two NPCs that can use
it, Carth and Canderous, will usually gravitate towards heavy armor, and
the one NPC scout, Zaalbar, can't wear armor at all. So, unless you
upgrade one of the NPC's armor proficiencies (say, Mission) or you want to
wear medium armor on your main character, these won't see a lot of use.
The selection for medium armor is somewhat weak anyway, since it tries to
find a balance between high Dex limits from light armor and the huge
you get better overall defense from light armor, and if you have poor
Dexterity, you're better off with heavy armor. Only those that have Dex
Davik's War Suit (8 Def; +3 max Dex; 10/- vs. Cold; 10/- vs. Fire)
While Davik has poor color sense, his suit of armor is indeed a nice
limit.
Powered Light Battle Armor (8 Def; +2 max Dex; 25/- vs. Sonic; +1 Str)
has a lower max Dex than other notable armor, but gives a marginal
strength bonus when used.
Krath Holy Battle Suit (9 Def; +2 max Dex; 15/- vs. Cold; 15/- vs. Fire;
disappointly little in the ways of extra frills. On the other hand, not
Jamah Hogra's Battle Armor (11 Def; +2 max Dex; Immunity: Critical Hits;
+1 Str)
stuff (see Jamah's carbine rifle, above). Jamah's bathtub fallacy allows
you pick up his armor for a limited time on Kashyyyk. With defense
rivaling most heavy armors and a built-in Strength boost, this outstrips
--------------------
Heavy armor is the thickest plating you can put on your organic body, and
as such have little in the ways of flexibility. The defensive values for
heavy armor is thus outstanding, but they offer little in the way of
Dexterity limits, so highly dextrous characters may find more utility from
lighter armors.
While the defensive benefits aren't the best, this armor comes with a
Mandalorian Battle Armor (11 Def; 0 max Dex; 25/- vs. Electrical)
Taken off the backs of Mandalorian corpses, this has an excellent defense
Mandalorian Assault Armor (13 Def; 0 max Dex; 25/- vs. Cold; 25/- vs. Fire)
One of the few armors that come with a headpiece, this will serve to
make
Verpine Zal Alloy Mesh (12 Def; +1 max Dex; 25/- vs. Cold; 25/- vs. Fire;
You can pick this up late in the game as a quest reward. For characters
with any sort of Dex bonus, this has the same defensive benefits and
Calo Nord's Battle Armor* (12 Def; +1 max Dex; 10/- vs. Cold;
Immunity: Mind-Affecting;
Immunity: Critical Hits)
You can eventually pry this off the little bugger, and one look will tell
you why he's survived for so long. With a huge defense, a few
resistances, and immunity to both mind effects *and* critical hits, this
Cassus Fett's Battle Armor* (14 Def; 0 max Dex; 10/- vs. Cold;
You wonder who managed to finally off Cassus Fett, because besides an
incredible pistol, he had incredibly good armor. This armor has the best
defense available for any armor in the game when upgraded, plus some
resistances and a Strength boost. The catch? It's only available for a
-----------------
Jedi robes are for the most part straightforward. All of them have a max
Dex bonus of +8, and the rest is just a color or defense difference, where
the normal robes have a defense of 1, the Knight version has 2 defense, and
the Master robes have 3. There are a few notable robes that have extra
effects, however:
Found on Korriban, these Jedi robes are only for do-gooders, and give a
Yes, it's possible to pick up the former Dark Lord's threads on the Star
Forge, and they're pretty nice. A big Strength boost makes your
Star Forge Robes (5 Def; +8 max Dex; +2 all saves; +5 Wis; Light Side only)
Hmm, where would you be able to find these? ;) These powerful Jedi
robes
will give a Jedi following the light side good defense, better saves, and
10.2.5 Belts
------------
Belts come in a variety of forms, from the stealth generators to those that
give you save bonuses, to those that give you damage reduction.
basic Stealth Field Generator, the better units also offer various
The main equipment for Fort save increases, mainly useful for scoundrels
with their low Fort saves -- but they usually have a Stealth unit on, so
isn't a problem for any characters unless they have low Dexterity and low
Found on Taris, this isn't really worth much, as gauntlets that do the
same thing are easy to find. Save your waist for something more
important.
Considering how many bludgeoning weapons you see (not many), the
usefulness of this is limited. But, if you don't have any other good
belts to use (and when you get this you likely won't), it can't hurt.
Vocab word for the day: ablation, as in the "ablation of directed heat
attacks" that this belt does. Means vaporize, as in, doesn't hurt you.
mines, and probably a good deterrent to all the heat around Tatooine
Available for a limited time on Kashyyyk, this grounds your character and
prevents any electrical attacks from shocking you. This mainly annoys
dark Jedi, who enjoy the shock thing. Especially when you start laughing
Quite a nice belt, giving you more melee damage along with the
Dantooine.
The granddaddy of all saving throw belts, this gives enormous save
bonuses and a small boost to your Dex. Very expensive Korriban product,
-------------
The more applicable Dex enhancer means this Brejik item will see more use
The main use for gloves, all of these give you a Strength enhancement in
for assassinating people, and the Dominator is the most expensive item in
For those that handle explosives, this can allow you to pick up the next
mine, or save points on your skills. Only useful if you have at least
Sold for a limited time on Dantooine, these gloves give slicing and
lockpicking bonuses along with a marginal Dexterity bonus. Nice for
This pricey item sold on Tatooine is the second-best saving throw item in
the game, although its use will clash with the strength enhancers most
melee characters will want to use as gloves. For ranged weapon users or
those that care more about their accuracy than their damage, though, this
is a nice boost.
only)
----------------
While head gear has a myriad of useful applications, this is one of the
least-used portions of armor for me. Why? Because all the visors,
goggles, and masks are incredibly, well, ugly. Not only do the characters
not pull their head gear up when talking to you, which is rather rude, but
most of the equipment looks like some metal monster's taken over the
character's face. Perhaps the Wookiee has it right when he refuses to wear
any head gear... Only the bands, which don't obscure the eyes, ever really
see any heavy use when I play. Your mileage may vary here, and you may be
able to stand the fashion faux pas for most of the head gear, which is
admittedly highly useful, but as for me, I'd rather keep my complexion
clear.
Note that some head gear has armor proficiency restrictions, so their use
Awareness boost.
Basic equipment that enhances your ability to see mines and stealthed
Amplifier but has an armor restriction, plus it gets points docked for
This set of head gear gives extra boosts to scoundrel class skills,
really.
Interface Band (+2 Computer Use, Demolitions, Security; 5/- vs. Sonic)
Interface Visor (+4 Computer Use, Demolitions, Security; 5/- vs. Sonic;
Yet another in a long list of head gear that boosts scoundrel skills,
along with rudimentary sonic damage resistance. As one of the few items
that increase Computer Use, these can be good reserve items to keep
around when you need to slice something without an expert slicer around.
reduction.
More items that boost skills, this time focused on mines. The
GenoHaradan Visor has modest skill increases and a save boost, and as
Sensor, however, is the Last Word when it comes to finding and working
Tulak Hord's Mask (+2 Stealth; 10/- vs. Fire; Dark Side only)
purpose, that of enhancing the wearer's Stealth skill. The mask can be
Dantooine.
The sonic damage reduction isn't worth much, but this provides an
Korriban.
Note that this doesn't give you Power Blast, so if you don't already know
the basic version, you won't get the improved version. So, only
soldiers
are going to use this, and honestly, there are better things to put on
your head.
Heavy Weapons)
Non-soldier blaster users rejoice! With the right head gear, you, too,
your
face... The sensor and pistol optics can be purchased on Manaan, while
Head pieces that keeps you safe from the side effects of poisonous
monsters (and poisonous Jedi), and for the Vacuum Mask, mind-warping
agents, as well. Not as useful when there's a Jedi with light side
powers, many of which prevent or cure poison, but can be handy for those
Bonuses to all saves and immunity to mind warping is your reward for
An interesting piece of equipment, this offers clear Jedi bonuses but has
===========
11. UPDATES
===========
11/15/2003 v1.4: An astute reader noted that I had the SP totals for the
10/7/2003: v1.2: Revised more descriptions. Added some more material for a
armor as a Jedi and a listing of Force powers that don't have armor
descriptions for Mission, Canderous, and Juhani. Corrected the close range