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Star Wars: Knights of the Old Republic

Gameplay Guide v1.4

by Sherwin Tam

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TABLE OF CONTENTS

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1. Introduction

2. Conventions

3. PC Classes

3.1 Non-Jedi Classes

3.1.1 Soldier

3.1.2 Scout

3.1.3 Scoundrel

3.2 Jedi Classes

3.2.1 Jedi Guardian

3.2.2 Jedi Sentinel

3.2.3 Jedi Consular

3.3 Class Combinations

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

5.1 Computer Use

5.2 Demolitions

5.3 Stealth

5.4 Awareness

5.5 Persuade

5.6 Repair

5.7 Security

5.8 Treat Injury

6. Feats

6.1 Passive Combat Feats

6.1.1 Armor Proficiency

6.1.2 Weapon Proficiency

6.1.3 Implant Level

6.1.4 Dueling

6.1.5 Two-Weapon Fighting


6.1.6 Conditioning

6.1.7 Toughness

6.2 Active Combat Feats

6.2.1 Power Attack

6.2.2 Flurry

6.2.3 Critical Strike

6.2.4 Power Blast

6.2.5 Rapid Shot

6.2.6 Sniper Shot

6.3 Skill Feats

6.3.1 Caution

6.3.2 Empathy

6.3.3 Gear Head

6.4 Class Feats

6.4.1 Implant Level

6.4.2 Uncanny Dodge

6.4.3 Sneak Attack

6.4.4 Scoundrel's Luck

6.4.5 Jedi Defense

6.4.6 Jedi Sense

6.4.7 Force Jump

6.4.8 Force Immunity

6.4.9 Force Focus

6.4.10 Droid Upgrade Class

6.4.11 Logic Upgrade

6.5 Unique Feats

6.5.1 Force Sensitive


6.5.2 Battle Meditation

6.5.3 Wookiee Toughness

6.5.4 Blaster Integration

7. Force Powers

7.1 Core 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 Light Side Powers

7.2.1 Healing

7.2.2 Protection

7.2.3 Enhancement

7.2.4 Stun

7.2.5 Shutdown

7.3 Dark Side Powers

7.3.1 Strangulation

7.3.2 Disease

7.3.3 Terror

7.3.4 Electrocution

7.3.5 Drain

7.4 Unique Powers

7.4.1 Force Camouflage

8. Non-Player Characters
8.1 Carth Onasi

8.2 Mission Vao

8.3 Zaalbar

8.4 Bastila Shan

8.5 T3-M4

8.6 Canderous Ordo

8.7 Juhani

8.8 HK-47

8.9 Jolee Bindo

9. Game Mechanics

9.1 Character Creation Attributes

9.2 Leveling

9.2.1 Delayed Leveling

9.2.2 Delayed Skill Points

9.3 Combat Calculations

9.3.1 Critical Hits

9.3.2 Close Range Modifiers

9.3.3 Damage

9.3.4 Death Blows

9.4 Saving Throws

9.5 Melee Fighting Styles - Dueling vs. Two-Weapon Fighting

9.6 Melee Feats - Flurry vs. Power Attack (and Critical Strike, Too)

9.7 Lightsaber Fighting Styles and Feats

9.7.1 Single Lightsaber (with Dueling)

9.7.2 Double-Bladed Lightsaber

9.7.3 Dual Lightsabers

9.8 Ranged Fighting Styles and Feats


9.9 Transit System

9.10 Sneak Attack Tactics

9.10.1 Attacking From Stealth

9.10.2 Attacking From Behind

9.10.3 Attacking Helpless Opponents

9.10.4 Ranged Weapons

10. Equipment

10.1 Weapons

10.1.1 Blaster Pistols

10.1.2 Blaster Rifles

10.1.3 Heavy Weapons

10.1.4 Melee Weapons

10.1.5 Lightsaber Crystals

10.2 Armor

10.2.1 Armor (Light)

10.2.2 Armor (Medium)

10.2.3 Armor (Heavy)

10.2.4 Jedi Robes

10.2.5 Belts

10.2.6 Gloves

10.2.7 Head Gear

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 --

I'll bet the PC version will be patched faster...) Included are

suggestions for what to choose as your class, analysis of skills, feats,

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

compare different feats and fighting styles.

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

especially the equipment sections, unless you don't mind knowing.

Knowledge is power (gaming), but ignorance is bliss, when it comes to

enjoying the storyline.

==============

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

determine whether you successfully hit an enemy when attacking.

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

based on their class.

Buff/Debuff: A buff is any temporary enhancement to a character, such as

the effects of a stimulant or using a force power such as Force Aura.

Debuffs are the opposite of buffs, affliction states that weaken a

character.

Character Level: The overall level of a character, determined by adding the

class levels of every class of a character together. The PC is the only

character with more than one class, so a 8/5 Soldier Guardian is a 8 + 5 =

level 13 character. NPCs have a single class and thus have the same

character level as their class level.

Charisma (Cha): The attractiveness and/or leadership capabilities of a

character.

Class: A general "job" description or basic nature of a character. All


characters will be of a particular class, which determines many of their

abilities.

Class Level: The level of any single class for a character. The PC will

have two classes, so a 8/5 Soldier/Guardian is a level 8 soldier and a

level 5 guardian. NPCs have only one class, so their class levels are the

same as their character levels.

Consititution (Con): The endurance and stamina of a character.

Critical Hit: An attack that is powerful enough to do double damage, from a

successful threat.

d20: A random number between 1 and 20. The system is based on old pen-and-

paper RPGs, where a random number would be generated by rolling a 20-sided

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

whether a character is hit by an attack.

Dexterity (Dex): The agility and hand-eye coordination of a character.

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.

Emoticon ( ;) ): A group of keyboard characters representing a facial

expression or expressing a tone. Typically will be ;) in this guide, the

wink-smile, because, well, I've been thoroughly corrupted by the Internet

and use emoticons when I'm not a good enough writer to convincingly convey

when I'm kidding about something. ;) See?

Experience Points (XP): points given to characters for successful actions,

whether completing quests or just killing something. Experience points are

accumulated towards advancing character levels; once you have a set amount

of XP, you gain another level.

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.

Fortitude save (Fort): Ability to withstand damage through physical

stamina. Affected by Constitution.

In My Opinion (IMO): Common Internet acronym for, er, something that's my

opinion.

Intelligence (Int): The ability to learn and reason for a character.

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

starting the game. Also referred to as the PC, or Player Character.

Non-Player Character (NPC): Other controllable companions that join you in

your adventure.

Player Character (PC): See Main Character.

Reflex save (Ref): Ability to withstand damage through agility and quick

reflexes. Affected by Dexterity.

Role-Playing Game (RPG): Game where the player assumes a "role" of a

character that interacts with the game world. In video game terms, this

usually involves playing a character or party of characters that gain in

strength while adventuring through a scripted storyline.

Saving Throw (save): The number added to your check when trying to resist

detrimental effects, such as being stunned or grenade damage. See the

section on Gameplay Mechanics for details.

Scoundrel (Scl): Non-Jedi class, gets by on wits, charm, and sometimes


subterfuge.

Scout (Sct): Non-Jedi class, explores the galaxy.

Skills: Non-combat abilities of a character, which includes treating

injuries, spotting mines, repairing droids, and so on.

Skill Points (SP): Points to improve your skills. You get SP with every

new level to allocate to your skills.

Slicing: Star Wars equivalent of "hacking" computer systems. Sounds

better, too, IMO, to be a slicer rather than a hacker, but maybe that's

just me.

Soldier (Sol): Non-Jedi class, likes to fight. Lots.

Strength (Str): The physical power of a character.

Threat: A possible critical hit.

Threat Range (TR): The range of numbers for a weapon that constitute a

threat when rolled on a d20 for an attack roll.

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

your amount of VP. Any character that drops to 0 VP is knocked

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

automatically, so any character that gets hurt will have to be

healed/repaired somehow.

Will save (Will): Ability to withstand damage through mental toughness.

Affected by Wisdom.

Wisdom (Wis): The willpower and intuition of a character.

=============

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

will play in the game.

--------------------

3.1 NON-JEDI CLASSES

--------------------

Your character starts off as either a Soldier, Scout, or Scoundrel before

you become a Jedi. Note that you can only reach level 8 or so before

switching over to a Jedi class, so I only put in a partial listing of


statistics for each. Also note that while I make recommendations for each

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

sacrifice attribute points somewhere else.

If you're going to be a scout or scoundrel, make sure to focus your SP on

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

skills high once you become a Jedi.

Besides the listed special abilities you gain, you character will also get

extra attribute points. However, since attribute points are given per

character level and not class level, I didn't list them.

3.1.1 Soldier

-------------

Advantages

+ Has the highest attack bonuses in the game, allowing them to hit

with weapons more often

+ Has the most vitality

+ Gets the most feats of any class in the game

+ Only class able to specialize in non-Jedi weapons

+ Can wear any armor and use any weapon (except lightsabers) to start

+ Strong Fortitude saves


Disadvantages

- Gets a pitiful number of skill points, and furthermore has only

three class skills. Not going to unlock doors (bash them instead)

or disarm any bombs (how damaging can they be?)

- Weak Reflex and Will saves

- Specialization not as useful for main character because it doesn't

include lightsabers

VP/level: 10

Starting SP: (1 + Int mod) * 4

SP/level: (2 + Int mod) / 2

Class skills: Demolitions

Awareness

Treat Injury

Starting feats: Armor Proficiency (Light)

-> Armor Proficiency (Medium)

-> Armor Proficiency (Heavy)

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency (Blaster Rifle)

Weapon Proficiency (Heavy Weapons)

Weapon Proficiency (Melee Weapons)

Power Blast

Power Attack

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------


1 +1 +2 +0 +0 Feat

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

is to win. Playing a soldier is simple and straightforward: if someone

attacks you, kill it. You won't have the skills to do much else.

Fortunately, soldiers are some of the most effective combatants in the

game, having lots of VP and a slew of feats.

Important attributes for soldiers are Strength for close-range fighters,

Dexterity for shooters, and Constitution to raise VP. The PC as an

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

can also do well. Intelligence isn't particularly useful unless your

character really wants to be an effective blaster sniper, which relies on

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

good Intelligence, your single point should go to Treat Injury. An

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

Affect Mind later to do some more Force-ful persuasion.

Building up soldiers involve choosing a weapon to focus on to start and

then taking feats to make your character a master of that weapon. For

instance, if you wanted to make a pistol specialist, You'd take Weapon

Focus (Blaster Rifle), Weapon Specialization (Blaster Rifle), and feats

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

if you were choosing to specialize in single or two weapons, or those that

have two attacks like a double-bladed sword, you would master the

appropriate line of feats.

If you will eventually use your lightsaber as your main weapon, you'll want

to avoid focusing on melee weapons, as lightsabers have their own line of

proficiencies. Instead, focus on either Two-Weapon Fighting or Dueling and

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

particular will appeal to muscle-bound soldiers with defense problems.

Also consider Conditioning to improve your saving throws, which will be

generally low.

Soldiers, with their starting armor feats, have an interesting alternative

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

protected, all the time...

3.1.2 Scout

-----------

Advantages

+ Good spread of skills, skill points

+ Can use up to medium armor and most weapons

+ Gets implant feats for free

+ Good at avoiding attacks and grenades

+ Great saving throws


Disadvantages

- Lower attack bonuses

- Many attributes to focus on

VP/level: 8

Starting SP: (3 + Int mod) * 4

SP/level: (6 + Int mod) / 2

Class skills: Computer Use

Demolitions

Awareness

Repair

Treat Injury

Starting feats: Armor Proficiency (Light)

-> Armor Proficiency (Medium)

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency (Blaster Rifle)

Weapon Proficiency (Melee Weapons)

Flurry

Rapid Shot

Implant Level 1

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

1 +0 +2 +2 +2 Implant Level 1, Feat

2 +1 +3 +3 +3 Feat
3 +2 +3 +3 +3 Feat

4 +3 +4 +4 +4 Implant Level 2, Uncanny Dodge 1

5 +3 +4 +4 +4 Feat

6 +4 +5 +5 +5 -

7 +5 +5 +5 +5 Uncanny Dodge 2, Feat

8 +6 +6 +6 +6 Implant Level 3

9 +6 +6 +6 +6 Feat

10 +7 +7 +7 +7 -

Scouts are explorers and survivors. They are a sort of jack-of-all-trades

character, highly flexible. They aren't as good combatants as soldiers

(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

as soldiers and scoundrels in combat or skill use, respectively.

Most of the attributes can be useful for the scout. Good Strength is

always good for the aspiring melee combantant. Dexterity is especially

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

scout's class skills don't depend on Charisma, and Persuade is a cross-


class skill. If you plan to use a lot of Force powers later on, though,

you won't want to skimp on this.

The scout has the advantage of having Computer Use and Repair as class

skills, which are the primary methods of taking out enemies without

actually having to fight them, if you're so inclined. If you enjoy

watching power conduits explode from security cameras or reprogramming

droids to shoot things for you, then you'll want to buff up the appropriate

skills. (That or keep Teethree with you at all times.) Repair in

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,

it's also a good idea to master that line of feats.


3.1.3 Scoundrel

---------------

Advantages

+ Lots of skill points

+ Lots of class skills (including Persuade)

+ High reflex save

+ Sneak Attack for lots of surprise damage

+ Scoundrel's Luck makes for great defense

Disadvantages

- Lower attack bonuses

- Not that many VP

- Not that many feats, either

- Low fortitude and will saves

- Can't use a lot of equipment to start

VP/level: 6

Starting SP: (4 + Int mod) * 4

SP/level: (8 + Int mod) / 2

Class skills: Demolitions

Stealth

Awareness

Security

Persuade

Starting feats: Armor Proficiency (Light)

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency (Blaster Rifle)


Weapon Proficiency (Melee Weapons)

Critical Strike

Sniper Snot

Sneak Attack I

Scoundrel's Luck

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

1 +0 +0 +2 +0 Sneak Attack I, Scoundrel's

Luck, Feat

2 +1 +0 +3 +0 Feat

3 +2 +1 +3 +1 Sneak Attack II

4 +3 +1 +4 +1 -

5 +3 +1 +4 +1 Sneak Attack III, Feat

6 +4 +2 +5 +2 Improved Scoundrel's Luck

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

people, or if battle is unavoidable, hiding -- and shooting enemies in the

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 main character should be able to get to level IV or V) requires that

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.

Strength is useful for close quarters, especially in making Critical Strike

harder to resist. Dexterity IMO is the more important attribute, however;

defense is hugely important in keeping your scoundrel alive, so the more

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

aren't enough attribute points to go around. Intelligence is important for

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

your Intelligence modifier for the purposes of calculating skill points, so

your best option for an extra skill point would be an Intelligence of 14

(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

scoundrel. If you want to fight guerilla-style, put points into Stealth.

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

it costs double. The only way to regain VP in battle is through medpacs,

and those are enhanced by your Treat Injury skill.

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

establish a fighting style, master a special attack, like Flurry, or if you

are a true non-combatant, taking Empathy. Also look at Toughness to give

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

three feats into Two-Weapon Fighting.

----------------

3.2 JEDI CLASSES

----------------

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,

you will no longer advance as your previous class. Similar to before,

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

previous class, if you so desire.

All Jedi classes have good to great saving throw bonuses, so I didn't

mention saves in the advantages or disadvantages. Also, all Jedi classes

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

skill points to make a difference).

3.2.1 Jedi Guardian

-------------------

Advantages

+ High attack bonuses

+ Only class able to specialize in lightsabers

+ High VP

+ More feats than other Jedi classes

+ Force Jump gets guardian up and close in a hurry

Disadvantages

- Miniscule amounts of FP
VP/level: 10

SP/level: (2 + Int mod) / 2

FP/level: 4

Additional class skills: Awareness

Persuade

Treat Injury

Additional feats: Weapon Proficiency (Lightsaber)

Jedi Defense

Jedi Sense

Force Jump

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

1 +1 +2 +2 +1 Jedi Defense, Jedi Sense, Force

Jump, Feat, Force Power x 2

2 +2 +3 +3 +2 Force Power

3 +3 +3 +3 +2 Feat, Force Power

4 +4 +4 +4 +2 Force Power

5 +5 +4 +4 +3 Force Power

6 +6 +5 +5 +3 Knight Sense, Advanced Force

Jump, Feat, Force Power

7 +7 +5 +5 +4 Feat, Force Power

8 +8 +6 +6 +4 Force Power

9 +9 +6 +6 +4 Feat, Force Power

10 +10 +7 +7 +5 Force Power


11 +11 +7 +7 +5 Force Power

12 +12 +8 +8 +6 Master Sense, Master Force Jump,

Feat, Force Power

13 +13 +8 +8 +6 Feat, Force Power

14 +14 +9 +9 +6 Force Power

15 +15 +9 +9 +7 Feat, Force Power

16 +16 +10 +10 +7 Force Power

17 +17 +10 +10 +8 Force Power

18 +18 +11 +11 +8 Feat, Force Power

19 +19 +11 +11 +8 Force Power

20 +20 +12 +12 +9 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

(although still not as many as a soldier would), they can specialize in

lightsabers, allowing for an extra +2 damage per hit, and with Force Jump

they can quickly (and literally) jump into the fray.

Of course, with such a big focus on the lightsaber, guardians have

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,

because you won't have a lot of juice to do anything else...

Similarly, guardians get very little in terms of SP, so you can expect your

skills to come to a grinding halt unless you invested in some higher

Intelligence. Hey, that's what teammates are for, right?


The feats you receive as a guardian should focus on doing as much damage as

possible with your lightsaber. Strongly consider specializing in the

lightsaber, as +2 extra damage per hit is quite powerful, especially when

dual wielding or using the double-bladed lightsaber. Jedi Defense is also

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

every blaster bolt right back on its owner.

Hopefully you've already decided whether you want to use a single or

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,

Power Attack, or Critical Strike.

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

inconvenience your enemies before administering a beatdown. Self-buffs are

good choices, particularly the Speed and Valor powers. Upgrade Cure/Heal

or Drain Life/Death Field, depending on which side of the Force you're on

(or plan to be on), then look to upgrade powers that will immobilize many

enemies at once to allow you to control the spacing on the battlefield.

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

guardian), but Throwing does do guaranteed damage, so it can be useful for

heavily armored targets.

3.2.2 Jedi Sentinel

-------------------

Advantages

+ More SP than other Jedi classes

+ Immunities make sentinel harder to stop

Disadvantages

- Low attack bonuses

VP/level: 8

SP/level: (4 + Int mod) / 2

FP/level: 6

Additional class skills: Awareness

Persuade

Treat Injury

Additional feats: Weapon Proficiency (Lightsaber)

Jedi Defense

Jedi Sense

Force Immunity: Fear


-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

1 +0 +2 +2 +1 Jedi Defense, Jedi Sense, Force

Immunity: Fear, Feat, Force

Power x 2

2 +1 +3 +3 +2 Force Power

3 +2 +3 +3 +2 Feat, Force Power

4 +3 +4 +4 +2 Force Power

5 +3 +4 +4 +3 Force Power

6 +4 +5 +5 +3 Knight Sense, Force Immunity:

Stun, Feat, Force Power

7 +5 +5 +5 +4 Force Power

8 +6 +6 +6 +4 Force Power

9 +6 +6 +6 +4 Feat, Force Power

10 +7 +7 +7 +5 Force Power

11 +8 +7 +7 +5 Force Power

12 +9 +8 +8 +6 Master Sense, Force Immunity:

Paralysis, Feat, Force Power

13 +9 +8 +8 +6 Force Power

14 +10 +9 +9 +6 Force Power

15 +11 +9 +9 +7 Feat, Force Power

16 +12 +10 +10 +7 Force Power

17 +12 +10 +10 +8 Force Power

18 +13 +11 +11 +8 Feat, Force Power

19 +14 +11 +11 +8 Force Power

20 +15 +12 +12 +9 Force Power


Sentinels are the investigators of the Jedi, ferreting out injustice. In

some respects the Sentinel is the weakest of the Jedi classes, simply

because in being able to do everything they don't do anything particular

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

FP than guardians, but less VP and no bonus to their Force powers as

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

poor sentinel to do?

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

feats, and the sentinel can still be formidable.

The sentinel's unique Immunity feats, while not as universally useful as

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.

Consider pumping up Persuade for the extra conversation options if you

aren't going to take Force Mind, especially if you're a soldier -- what

other class skill are you going to spend points on?

Feats again should focus on your style of lightsaber use. I personally

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

weapons in a big whirlwind of swings... The extensions to Jedi Defense are

also good, as well as progressing in one of Flurry or Power Attack, with

Critical Strike being another possibility but dangerous due to its big

defensive penalty. However, if you've got a scoundrel background, Critical

Strike can be immensely useful...

Force powers are similarly all useful, and sentinels have more FP to play

with than guardians, allowing for more application. Just remember to focus

on categories rather than taking a level in everything, as the better

powers are usually higher up the scale.

3.2.3 Jedi Consular

-------------------

Advantages

+ More FP than other Jedi classes

+ Gets more Force powers


+ Force Focus makes Force powers more effective

Disadvantages

- Low attack bonuses

- Low VP

VP/level: 6

SP/level: (2 + Int mod) / 2

FP/level: 8

Additional class skills: Computer Use

Awareness

Persuade

Repair

Treat Injury

Additional feats: Weapon Proficiency (Lightsaber)

Jedi Defense

Jedi Sense

Force Focus

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

1 +0 +2 +1 +2 Jedi Defense, Jedi Sense, Force

Focus, Feat, Force Power x 2

2 +1 +3 +2 +3 Force Power

3 +2 +3 +2 +3 Feat, Force Power

4 +3 +4 +2 +4 Force Power
5 +3 +4 +3 +4 Force Power x 2

6 +4 +5 +3 +5 Knight Sense, Improved Force

Focus, Feat, Force Power

7 +5 +5 +4 +5 Force Power

8 +6 +6 +4 +6 Force Power

9 +6 +6 +4 +6 Feat, Force Power x 2

10 +7 +7 +5 +7 Force Power

11 +8 +7 +5 +7 Force Power

12 +9 +8 +6 +8 Master Sense, Master Force

Focus, Feat, Force Power

13 +9 +8 +6 +8 Force Power x 2

14 +10 +9 +6 +9 Force Power

15 +11 +9 +7 +9 Feat, Force Power

16 +12 +10 +7 +10 Force Power

17 +12 +10 +8 +10 Force Power x 2

18 +13 +11 +8 +11 Feat, Force Power

19 +14 +11 +8 +11 Force Power

20 +15 +12 +9 +12 Force Power

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

exchange, they are the weakest physically, letting their bodies

proverbially shrivel in favor of their mental prowess (also like Yoda and

Palpatine, incidentally). The traditional consular will have a high Wisdom


and Charisma to further make their powers irresistable, and will use their

lightsaber sparingly, although this is certainly not a requirement.

Skills for a consular tend to be sparse, since they get few skill points to

use, so use them in any area you see fit.

Feats should be focused on your style of play. More defensive, Force-

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

invest in two-weapon fighting.

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

feel the full brunt of your powers again.

----------------------

3.3 CLASS COMBINATIONS

----------------------
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

total of nine different ways to advance your character in terms of class

combinations. Be sure to read the Game Mechanics section on leveling if

you wish to control the balance between your two classes but don't know how

to "work the system".

In all cases, the debate over when to switch is between the benefits of the

previous class compared to the current class. Normally the non-Jedi

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

bulk up on as many powers as possible will want to grind it out as a

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

through the game, however, I'd stick to immediately upgrading your

characters in the early part of the game, to allow you to experience the

first part of the game without feeling like a weakling.

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

possible to be a 1/19 combination.


3.3.1 Soldier-Guardian

----------------------

Advantages

+ Most feats, VP, AB out of all the combinations

Disadvantages

- Poor amounts of SP

- Weak Will save

Sol/ --------Maximum Base Values--------

JG Feats Powers VP FP SP AB Fort Ref Will Other

---- ----- ------ --- --- --- --- ---- --- ---- -----

1/-- - - - - - - - - - -

2/18 11 19 200 112 23 +20 +14 +11 +8 -

3/17 11 18 200 108 23 +20 +13 +10 +8 -

4/16 12 17 200 104 23 +20 +14 +11 +8 -

5/15 13 16 200 100 23 +20 +13 +10 +8 -

6/14 13 15 200 96 23 +20 +14 +10 +7 -

7/13 14 14 200 92 23 +20 +13 +10 +8 -

8/12 14 13 200 88 23 +20 +14 +10 +8 -

This is the strongest pure fighting combination out of all the

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.

However, this combination is one of the worst in terms of skill

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

expense of feats. Bad times to switch are at levels 3, 6, and 8, due to

less powers for the same number of feats as the previous level.

3.3.2 Scout-Guardian

--------------------

Advantages

+ Can get Implant Levels for free

+ Uncanny Dodge

+ Great saving throws

Disadvantages

- Won't go that far with skills

Sct/ --------Maximum Base Values--------

JG Feats Powers VP FP SP AB Fort Ref Will Other

---- ----- ------ --- --- --- --- ---- --- ---- -----

1/-- - - - - - - - - - Implant Level 1

2/18 11 19 196 112 33 +19 +14 +14 +11 -

3/17 11 18 194 108 35 +19 +13 +13 +11 -

4/16 11 17 192 104 37 +19 +14 +14 +11 Implant Level 2,

Uncanny Dodge 1
5/15 12 16 190 100 39 +18 +13 +13 +11 -

6/14 11 15 188 96 41 +18 +14 +14 +11 -

7/13 12 14 186 92 43 +18 +13 +13 +11 Uncanny Dodge 2

8/12 11 13 184 88 45 +18 +14 +14 +12 Implant Level 3

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

the guardian in attack choices. With better saves, comparable stats

otherwise, more skills, and free implants, a scout-guardian may make an

even better guardian than one with a soldier base, although you'll have to

be a little more choosy with your feats.

When to switch: It's beneficial to switch at level 4 or 5, after getting

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

power to work with.

3.3.3 Scoundrel-Guardian

------------------------

Advantages

+ Sneak Attacks for extra damage

+ Great defense

+ Can have lots of skill points


Disadvantages

- Lower VP and less feats than other guardian choices

- Weak Will save

Scl/ --------Maximum Base Values--------

JG Feats Powers VP FP SP AB Fort Ref Will Other

---- ----- ------ --- --- --- --- ---- --- ---- -----

1/-- - - - - - - - - - Sneak Attack I,

Scoundrel's Luck

2/18 11 19 192 112 38 +19 +11 +14 +8 -

3/17 10 18 188 108 41 +19 +10 +13 +8 Sneak Attack II

4/16 10 17 184 104 44 +19 +11 +14 +8 -

5/15 11 16 180 100 47 +18 +10 +13 +8 Sneak Attack III

6/14 10 15 176 96 50 +18 +10 +14 +7 Improved

Scoundrel's Luck

7/13 10 14 172 92 53 +18 +10 +13 +8 Sneak Attack IV

8/12 10 13 168 88 56 +18 +10 +14 +8 -

This character works best if the scoundrel before was focused on stealth

attacking. A guardian with extra sneak attack power striking out from thin

air is something to be feared. Alternately, if not focusing on stealth,

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

get from using a scoundrel base. Scoundrel-guardians can also have a

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

point to switch would be at 6, just after getting Improved Scoundrel's Luck

for a a nice +4 bonus to defense, or at 7 right after getting another level

in Sneak Attack. Don't wait until level 8, as there aren't really any

benefits.

3.3.4 Soldier-Sentinel

----------------------

Advantages

+ Higher VP and AB than other sentinel combos

+ More feats

+ Immunities keep lightsaber swinging

Disadvantages

- Low skill points

Sol/ --------Maximum Base Values--------

JS Feats Powers VP FP SP AB Fort Ref Will Other

---- ----- ------ --- --- --- --- ---- --- ---- -----

1/-- - - - - - - - - - -

2/18 9 19 164 148 41 +15 +14 +11 +8 -

3/17 9 18 166 142 40 +15 +13 +10 +8 -

4/16 10 17 168 136 39 +16 +14 +11 +8 -


5/15 11 16 170 130 38 +16 +13 +10 +8 -

6/14 11 15 172 124 37 +16 +14 +10 +7 -

7/13 12 14 174 118 36 +16 +13 +10 +8 -

8/12 13 13 176 112 35 +17 +14 +10 +8 -

A more martial version of the sentinel, the soldier's extra feats and AB

combined with the sentinel's immunity to immobility makes for an

unstoppable combo (well, when the opponent is trying to scare, stun, or

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

used for Persuade if necessary.

When to switch: From a feats and powers standpoint, the best times to

switch are at levels 2, 4, 5, 7, and 8, although there is little benefit

from switching earlier compared to other combinations, since soldiers get

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:

+ Implants allow for stat increases and more immunities

+ Good amount of skill points

+ Great saving throws


Disadvantages

- Not great at any one job

- Low attack bonuses

Sct/ --------Maximum Base Values--------

JS Feats Powers VP FP SP AB Fort Ref Will Other

---- ----- ------ --- --- --- --- ---- --- ---- -----

1/-- - - - - - - - - - Implant Level 1

2/18 9 19 160 148 51 +14 +14 +14 +11 -

3/17 9 18 160 142 52 +14 +13 +13 +11 -

4/16 9 17 160 136 53 +15 +14 +14 +11 Implant Level 2,

Uncanny Dodge 1

5/15 10 16 160 130 54 +14 +13 +13 +11 -

6/14 9 15 160 124 55 +14 +14 +14 +11 -

7/13 10 14 160 118 56 +14 +13 +13 +11 Uncanny Dodge 2

8/12 10 13 160 112 57 +15 +14 +14 +12 Implant Level 3

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,

and the immunities help keep the scout-sentinel in motion. Of course,

you're not going to be the best fighter, or the best power user, but you'll

be able to do a lot of things fairly well. Invest in extra immunity

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

appealing. Otherwise, switching at level 5 gives an extra feat, while

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,

but obviously the fewest Force powers.

3.3.6 Scoundrel-Sentinel

------------------------

Advantages

+ Most skill points of any combination

+ Sneak Attack for more damage

+ Great defense

Disadvantages

- Few feats

- Low attack bonuses

- Weak Will save

Scl/ --------Maximum Base Values--------

JS Feats Powers VP FP SP AB Fort Ref Will Other

---- ----- ------ --- --- --- --- ---- --- ---- -----

1/-- - - - - - - - - - Sneak Attack I,

Scoundrel's Luck

2/18 9 19 156 148 56 +14 +11 +14 +8 -

3/17 8 18 154 142 58 +14 +10 +13 +8 Sneak Attack II


4/16 8 17 152 136 60 +15 +11 +14 +8 -

5/15 9 16 150 130 62 +14 +10 +13 +8 Sneak Attack III

6/14 8 15 148 124 64 +14 +10 +14 +7 Improved

Scoundrel's Luck

7/13 8 14 146 118 66 +14 +10 +13 +8 Sneak Attack IV

8/12 9 13 144 112 68 +15 +10 +14 +8 -

The class combination with the most available skill points for the PC,

which oddly enough makes this combination the best non-violent character in

the game, surpassing the scoundrel-consular. And non-violence is good for

this character, because the attack bonuses and feat selection is pretty

dismal. This is perhaps the combination most suited to stealthily setting

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

sure to take 14 Intelligence, or 18 for a truly skillerific, physical-

weakling existence, during character creation to enhance your skills

godliness among other Jedi.

When to switch: Switching at levels 5 through 8 give varying benefits of

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

*less* scoundrel level.

3.3.7 Soldier-Consular
----------------------

Advantages

+ Higher feats, VP, and AB than other consulars

+ Lots of powers to play with

Disadvantages

- Dismal skill points

- Poor Reflex save

Sol/ --------Maximum Base Values--------

JC Feats Powers VP FP SP AB Fort Ref Will Other

---- ----- ------ --- --- --- --- ---- --- ---- -----

1/-- - - - - - - - - - -

2/18 9 23 128 184 23 +15 +14 +8 +11 -

3/17 9 22 132 176 23 +15 +13 +8 +10 -

4/16 10 20 136 168 23 +16 +14 +8 +11 -

5/15 11 19 140 160 23 +16 +13 +8 +10 -

6/14 11 18 144 152 23 +16 +14 +7 +10 -

7/13 12 17 148 144 23 +16 +13 +8 +10 -

8/12 13 15 152 136 23 +17 +14 +8 +10 -

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

the consular's extra powers deliver an alternative method of beatdown. An

option for those that want to be pseudo-Sentinels but want to be better at

both fighting and powers. (Shame about those skills, though.)


When to switch: With clear drops in the number of powers, the best levels

to switch are at 2, 4, 5, and 7. There's little benefit to being a soldier

and switching early, however, since the extra feats don't kick in, so I'd

suggest waiting until at least 5. Those waiting until 8 face a hard

choice: you can squeeze out one more feat and a little higher AB, but

you'll lose *two* powers compared to switching at 7.

3.3.8 Scout-Consular

--------------------

Advantages

+ Great saving throws

+ Gets free Implant levels

+ Bunch of powers

Disadvantages

- Not that many feats

Sct/ --------Maximum Base Values--------

JC Feats Powers VP FP SP AB Fort Ref Will Other

---- ----- ------ --- --- --- --- ---- --- ---- -----

1/-- - - - - - - - - - Implant Level 1

2/18 9 23 124 184 33 +14 +14 +11 +14 -

3/17 9 22 126 176 35 +14 +13 +11 +13 -

4/16 9 20 128 168 37 +15 +14 +11 +14 Implant Level 2,

Uncanny Dodge 1

5/15 10 19 130 160 39 +14 +13 +11 +13 -


6/14 9 18 132 152 41 +14 +14 +11 +14 -

7/13 10 17 134 144 43 +14 +13 +11 +13 Uncanny Dodge 2

8/12 10 15 136 136 45 +15 +14 +12 +14 Implant Level 3

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

work with, plus implants to further customize your character.

When to switch: As with all scout combinations, level 4 is a good place 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

+ Balanced saving throws

+ Lots of skill points

+ Lots of powers

+ Sneak Attack for extra damage

+ Good defense

Disadvantages

- Miniscule amounts of VP

- Poor feat selection


Sct/ --------Maximum Base Values--------

JC Feats Powers VP FP SP AB Fort Ref Will Other

---- ----- ------ --- --- --- --- ---- --- ---- -----

1/-- - - - - - - - - - Sneak Attack I,

Scoundrel's Luck

2/18 9 23 120 184 38 +14 +11 +11 +11 -

3/17 8 22 120 176 41 +14 +10 +11 +10 Sneak Attack II

4/16 8 20 120 168 44 +15 +11 +11 +11 -

5/15 9 19 120 160 47 +14 +10 +11 +10 Sneak Attack III

6/14 8 18 120 152 50 +14 +10 +11 +10 Improved

Scoundrel's Luck

7/13 8 17 120 144 53 +14 +10 +11 +10 Sneak Attack IV

8/12 9 15 120 136 56 +15 +10 +12 +10

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

violence, and the consular has a bunch of powers in case violence is

unavoidable. The scoundrel and consular fit well in terms of saving

throws, too; scoundrels have a high Reflex save, the one area that

consulars lack for their saves.

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

want to talk? Well, eat this!")


When to switch: For the truly power-hungry, switching at levels 2 or 3 will

give you some added defense compared to other consular combinations.

Otherwise, wait until levels 6 or 7 to get the scoundrel's special

abilities. Level 8 will give you an extra feat at the expense of two

powers.

=============

4. ATTRIBUTES

=============

All characters in the game are defined by a set of attributes that

describes their innate characteristics. The main purpose of attributes is

to add or subtract a modifier for when you use that attribute, whether in

combat or as part of using a skill. For the purposes of most calculations,

someone with 12 Strength is as strong as someone with 13 Strength, because

their modifiers are the same.

Every fourth character level (4, 8, 12, 16, and 20) characters will get one

extra ability point to improve a score. Here, a character with 13 Strength

could improve to 14 and get a higher modifier, while a character with 12

Strength can only move up to 13 Strength, keeping the same modifier.

Ability Score Modifier

------------- --------

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

------------

Modifier applies to:

* Attack bonus when using melee weapons

* Attack bonus when using lightsabers and Strength >= Dexterity

* Damage when using melee weapons and lightsabers

* Critical Strike feats

Strength measures muscle and physical power. The modifier is applied to

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

on blaster damage from long-range weapons. Characters with high Strength


that use vibroblades, lightsabers and other melee weapons can power their

swings to hit more often and cause more damage. Blaster users, on the

other hand, will find little use for Strength.

-------------

4.2 DEXTERITY

-------------

Modifier applies to:

* Attack bonus when using ranged weapons

* Attack bonus when using lightsabers and Dexterity >= Strength

* Defense (up to armor's max Dex bonus limit, if any)

* Reflex save

* Stealth skill

Dexterity measures hand-eye coordination, balance, and reflexes. The

modifier is applied to defense, attack bonuses of long-range blasters and

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

lightsaber, if applicable. Characters with non-lightsaber melee weapons

can use Dexterity for its defensive bonuses, but may benefit more from

focusing on high Strength and wearing heavier armor.

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

----------------

Modifier applies to:

* VP per level

* Fortitude save

Constitution measures health and stamina. The modifier is applied to

vitality points per level and Fortitude saving throws. For example, a 5th

level Scoundrel would normally get 6 VP per level, for a total of 6 x 5 =

30 VP. However, if the scoundrel had 16 con, then the +3 bonus would

apply for each level, so they would have (6 + 3) x 5 = 45 VP. Characters

with higher Constitution can survive battles longer and are tougher against

physical effects.

----------------

4.4 INTELLIGENCE

----------------
Modifier applies to:

* Starting SP

* SP per level (half, round down)

* Computer Use, Demolitions, and Repair skills

* Sniper Shot feats

Intelligence measures learning and reasoning. The modifier affects how

many skill points you get per level, as well as directly affecting the

computer use, demolitions, and repair skills. Characters which rely on

skill use, such as scoundrels, will want high Intelligence to receive more

skill points. Intelligence also affects the effectiveness of sniper shots

with ranged weapons. Characters with higher Intelligence are better with

their skills and can more accurately pinpoint weak spots when shooting

blasters.

Note that unlike the other attributes, the benefits of Intelligence on

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

higher Intelligence score, then set it at character creation and don't

upgrade it.

Because the game divides by 2 (and rounds down) when giving out skill

points for advancing a level, it's better to have an even modifier. An


Intelligence of 12 gives the same SP as 10, and 16 Intelligence gives out

the same SP as 14 (and costs extra during creation). Thus, your

Intelligence should be 10 or 14. This gives you either no bonus for the

standard amount of points per level or a +2 bonus, which will translate to

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

soldier, guardian, or consular, who get the minimum 1 SP/level anyway. If

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

----------

Modifier applies to:

* FP per level

* Awareness, Security, and Treat Injury skills

* Will save

* Force Push, Force Whirlwind, Force Wave, Cure, Heal, Stun, Stasis, Stasis

Field, Stun Droid, Disable Droid, Destroy Droid, Wound, Choke, Kill,

Slow, Affliction, Fear, Horror, Insanity, Shock, Force Lightning, Force

Storm, Drain Life, and Death Field Force powers

Wisdom measures willpower, perception and intuition. The modifier affects

the awareness, security, and treat injury skills, as well as the Will

saving throw. Wisdom also modifies the effectiveness of many offensive


Force powers and adds to the number of Force points you get per level.

Characters with higher Wisdom can more easily spot enemies, shrug off

mental attacks, and attack with Force powers.

------------

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,

Slow, Affliction, Fear, Horror, Insanity, Shock, Force Lightning, Force

Storm, Drain Life, and Death Field Force powers

Charisma measures leadership, attractiveness, and persuasiveness. The

modifier is applied to the persuade skill as well as many offensive Force

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

them to do, as well as stronger Force powers.

=========

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

have an effect on combat, others are there for alternative solutions.

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

solution to every problem. And this is a valid point, especially given

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

things rather than the satisfaction of leaving things to someone else in

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

without Mission, or whatever else you envision your character doing.


That being said, however, there are ways to get the most out of your

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, and cost 1 SP to raise to a maximum of (new character level + 3).

Skills not part of the set of class skills are called cross-class skills,

and cost 2 SP to raise to a maximum of (new character level + 3)/2,

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,

it will cost 1 SP, and you can raise it to a maximum rank of 6 + 3 = 9.

However, if you want to raise your Security skill, which is cross-class,

it'd cost 2 SP and you can only raise it to a maximum rank of (6 + 3) / 2 =

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

section or the game manual. DC is mentioned a lot, so it's good to

understand what it is.

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

skills as a class skill, then it will always be a class skill.

----------------

5.1 COMPUTER USE


----------------

Related Attribute: Intelligence

Requires Training: No

Class Skill: Scout, Jedi Consular, Expert Droid, Combat Droid

Cross-Class Skill: Soldier, Scoundrel, Jedi Guardian, Jedi Sentinel

This represents your ability to slice computer systems, for any of you

wanting to play Jedi slicers. Slicing terminals in the game is an

excellent way to bypass indoor battles by using security systems to

eliminate opponents in remote rooms or disabling turrets and other

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

actions at a computer terminal. For every four levels of Computer Use,

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

any skill points.

---------------

5.2 DEMOLITIONS

---------------

Related Attribute: Intelligence


Requires Training: Yes

Class Skill: Soldier, Scout, Scoundrel, Combat Droid

Cross-Class Skill: Jedi Guardian, Jedi Sentinel, Jedi Consular, Expert

Droid

Demolitions is all about the mines, whether it's setting, disabling, or

recovering them. (It's not about actually detecting them, though -- that's

Awareness.) Mines all have the same DC to set, depending on whether

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

course blow up when an opponent steps over it.

Fiddling with enemy mines is much more dangerous. Attempting to disable a

mine adds +5 to the base setting DC, while trying to recover a mine adds

+15 to the DC (not +10 as in the description). So, trying to set an

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

level, and possibly some extra demolitions equipment.

Outside of combat you can Take 20 on your check, meaning you can add an

automatic 20 to your skill for your attempt to set, disable, or recover a

mine. For this reason, you'll want to keep your overall Demolitions score,

including your Intelligence modifier and any equipment, a multiple of 5, as

you'll rarely be disabling or recovering mines in battle. Mission has more


than enough points to cover all her class skills, so she doesn't have to

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

Intelligence modifier and equipment, is listed below:

Minimum Demolitions Total Score

Mine Quality Set Disarm Recover

------------ --- ------ -------

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

is nearby. If there's an obstacle in the way (like another party member),

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

a mine, either, so your safest bet is to manually walk close to a mine

before entering the command to disarm or recover.

Similarly, if you're going to attempt to disable a mine during combat,

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

some extra cash. And cash is always good...

-----------

5.3 STEALTH

-----------

Related Attribute: Dexterity

Requires Training: Yes

Class Skill: Scoundrel

Cross-Class Skill: Soldier, Scout, Jedi Guardian, Jedi Sentinel, Jedi

Consular, Expert Droid, Combat Droid

Restricted mostly to scoundrels who like snooping around and backstabbing

(or shooting -- my old D&D background is showing again) opponents, 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

stealth. Combat (which includes bashing containers) will cancel your

stealth mode immediately, although scoundrels will still sneak attack on

their first attack coming out of stealth.

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

opponents near you will automatically attempt Awareness checks periodically

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

you can continue on your sneaky way.

-------------

5.4 AWARENESS

-------------

Related Attribute: Wisdom

Requires Training: No

Class Skill: Soldier, Scout, Scoundrel, Jedi Guardian, Jedi Sentinel, Jedi

Consular, Combat Droid

Cross-Class Skill: Expert Droid


Awareness is the opposing skill to Stealth and related to Demolitions.

That is, if someone is stealthed, Awareness is what you'd use to try to

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

stealthers or mines, although if you're running you suffer a -5 penalty to

your skill check. For stealthed characters, you use a straight opposed

check against the opponent's Stealth skill. For mines, you check against

DC 20 for Minor mines, DC 30 for Average mines, and DC 40 against Deadly

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

score of 10 to reliably detect, and Deadly mines are undetectable by all

except the most skilled characters at a minimum score of 20.

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

Demolitions skill will likely want a similarly high Awareness, however;

there's no point in knowing how to disable explosives if you can't find

them, and relying on another party member to spot them is iffy.

------------
5.5 PERSUADE

------------

Related Attribute: Charisma

Requires Training: No

Class Skill: Scoundrel, Jedi Guardian, Jedi Sentinel, Jedi Consular

Cross-Class Skill: Soldier, Scout

Unavailable: Expert Droid, Combat Droid

Special: Only the main character can use this skill

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.

Unfortunately, this isn't a class skill for soldiers or scouts, so you'll

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

which have Persuade as a class skill.


Also, those that want to tread the path of the right and just, a warning:

conversations are one of the easiest ways to pick up Dark Side points, so

don't go around convincing others to do something detrimental to their

health if you want to stay on the straight path.

----------

5.6 REPAIR

----------

Related Attribute: Intelligence

Requires Training: No

Class Skill: Scout, Jedi Consular, Expert Droid, Combat Droid

Cross-Class Skill: Soldier, Scoundrel, Jedi Guardian, Jedi Sentinel

Repair is specifically for work on droids. If you have spare parts

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

droid never does anything useful.

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

total of your Repair rank and Int modifier at a multiple of four.


Repair is much more important for T3-M4 and HK-47, however. Since they

*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

construction kits, the score is doubled and tripled, respectively.

Therefore, you'll want to pump Repair as high as possible for droid

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

------------

Related Attribute: Wisdom

Requires Training: Yes

Class Skill: Scoundrel, Expert Droid, Combat Droid

Cross-Class Skill: Soldier, Scout, Jedi Guardian, Jedi Sentinel, Jedi

Consular

Security is unlocking locked things. You target a locked door or

container, try to unlock it, and you either unlock it or pout, simple as

that. With the availability of bash on most all locked objects, or a

computer override, this skill is mostly a roleplaying decision. However,


aspiring thieves will want to invest in some Security skill to unlock

things while stealthed, because bashing immediately takes you out of

stealth.

----------------

5.8 TREAT INJURY

----------------

Related Attribute: Wisdom

Requires Training: No

Class Skill: Soldier, Scout, Jedi Guardian, Jedi Sentinel, Jedi Consular

Cross-Class Skill: Scoundrel

Unavailable: Expert Droid, Combat Droid

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

Toughness, and Master Toughness. The previous level of a feat must be

taken before the next level is available, and the later levels also may

have level prerequisites. Feats below are listed under their general name,

with the different levels detailed underneath with their prerequisites

(other than needing the previous level of the feat, which is assumed).

------------------------

6.1 PASSIVE COMBAT FEATS

------------------------

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

give various bonuses to VP, attack, defense, and so on.

6.1.1 Armor Proficiency

-----------------------

Armor Proficiency (Light)


Prerequisites: Non-Wookiee, Non-Droid

Grants ability to wear Light armor.

--> Armor Proficiency (Medium)

Prerequisites: Non-Wookiee, Non-Droid

Grants ability to wear Medium armor.

--> Armor Proficiency (Heavy)

Prerequisites: Non-Wookiee, Non-Droid

Grants ability to wear Heavy armor.

Armor proficiency allows characters to wear the different types of armor in

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

overall defense than a heavier set with a lower Dex limit.

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

at all). Droids use plating rather than inefficient humanoid equipment,

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

will want to stick with robes to use all their powers.

6.1.2 Weapon Proficiency

------------------------

Weapon Proficiency (Blaster Pistol)

Prerequisites: None

Grants ability to use Blaster Pistols.

--> Weapon Focus (Blaster Pistol)

Prerequisites: None

Adds a +1 attack bonus while using Blaster Pistols.

--> Weapon Specialization (Blaster Pistol)

Prerequisites: Level 4 Soldier

Adds +2 damage while using Blaster Pistols.

Weapon Proficiency (Blaster Rifle)

Prerequisites: None

Grants ability to use Blaster Rifles.

--> Weapon Focus (Blaster Rifle)

Prerequisites: None

Adds a +1 attack bonus while using Blaster Rifles.


|

--> Weapon Specialization (Blaster Rifle)

Prerequisites: Level 4 Soldier

Adds +2 damage while using Blaster Rifles.

Weapon Proficiency (Lightsaber)

Prerequisites: None

Grants ability to use Lightsabers.

--> Weapon Focus (Lightsaber)

Prerequisites: None

Adds a +1 attack bonus while using Lightsabers.

--> Weapon Specialization (Lightsaber)

Prerequisites: Jedi Guardian

Adds +2 damage while using Lightsabers.

Weapon Proficiency (Heavy Weapons)

Prerequisites: None

Grants ability to use Heavy Weapons.

--> Weapon Focus (Heavy Weapons)

Prerequisites: None

Adds a +1 attack bonus while using Heavy Weapons.

--> Weapon Specialization (Heavy Weapons)

Prerequisites: Level 4 Soldier


Adds +2 damage while using Heavy Weapons.

Weapon Proficiency (Melee Weapons)

Prerequisites: None

Grants ability to use Melee Weapons.

--> Weapon Focus (Melee Weapons)

Prerequisites: None

Adds a +1 attack bonus while using Melee Weapons.

--> Weapon Specialization (Melee Weapons)

Prerequisites: Level 4 Soldier

Adds +2 damage while using Melee Weapons.

Weapon proficiencies grants the ability to use a particular type of weapon.

Basic proficiency means you can at least pick a weapon up. Weapon focus

gives you a +1 to attack with that weapon, while specialization, which is

restricted to soldiers and guardians, adds +2 damage to attacks with that

weapon.

Characters for the most part all come with their required weapon

proficiencies, so there isn't a need to add a new category of weapon. All

characters can focus on a weapon type, but for the bonus feats are better

spent elsewhere unless you have some feats to spare.

Weapon specialization, however, is a different story. A guaranteed extra

+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

in advancing a combat style or special attacks rather than putting two

feats towards extra damage, although with Jedi speed powers the extra

damage is highly useful. For the Jedi-aspiring main character, note that

lightsabers are a different type of proficiency than melee weapons, so

don't focus or specialize in melee if you're planning to use your light

stick as your main weapon later.

6.1.3 Implant Level

------------------

Implant Level 1

Prerequisites: Non-Droid

Grants the ability to use cybernetic Level 1 Implants.

--> Implant Level 2

Prerequisites: Character Level 4, Non-Droid

Grants the ability to use cybernetic Level 2 Implants.

--> Implant Level 3

Prerequisites: Character Level 8, Non-Droid

Grants the ability to use cybernetic Level 3 Implants.

Implants give your character extra flexibility through their effects. Most

implants give an attribute boost of either Dexterity or Constitution, but


others will grant immunity to various effects, and some give regeneration.

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

invest in implants unless they've already taken more important feats.

6.1.4 Dueling

-------------

Dueling

Prerequisites: None

Gives +1 Atk/+1 Def when using a single one-handed weapon.

--> Improved Dueling

Prerequisites: Character Level 4

Gives +2 Atk/+2 Def when using a single one-handed weapon.

--> Master Dueling

Prerequisites: Character Level 8

Gives +3 Atk/+3 Def when using a single one-handed weapon.

Dueling is a "combat style", choosing to use a single one-handed weapon for

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

aren't double-bladed. Dueling represents a tradeoff between accuracy and

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

attack bonuses will also find Dueling useful. Consulars in particular,

with their higher reliance on powers rather than swinging their lightsaber,

will want to strongly consider Dueling.

Check under Gameplay Mechanics for a more detailed comparison of Dueling

and Two-Weapon Fighting. Unlike two-weapon fighting, it isn't necessary to

master Dueling to be effective, so it's fine to take only a level or two in

Dueling as needed.

6.1.5 Two-Weapon Fighting

-------------------------

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.

--> Improved Two-Weapon Fighting

Prerequisites: Character Level 4

Reduces two-weapon fighting penalties to -4/-4. Using a balanced

weapon in the offhand further reduces penalties to -2/-4.

--> Master Two-Weapon Fighting

Prerequisites: Character Level 8


Reduces two-weapon fighting penalties to -2/-2. Using a balanced

weapon in the offhand further reduces penalties to 0/-2.

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

substantially, but the penalties are still high. Improved Two-Weapon

Fighting reduces the penalties to manageable levels, and Master Two-Weapon

Fighting makes them negligible.

The payoff for using two weapons is considerable, but the investment is

similarly considerable: three feats to master two weapons and be able to

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

something else, such as Flurry or other special attack feats. Further

analysis of Two-Weapon Fighting can be found in the Gameplay Mechanics

section.

6.1.6 Conditioning

------------------

Conditioning

Prerequisites: None
Gives a +1 bonus to all saving throws.

--> Improved Conditioning

Prerequisites: Character Level 4

Gives a +2 bonus to all saving throws.

--> Master Conditioning

Prerequisites: Character Level 8

Gives a +3 bonus to all saving throws.

Conditioning gives you bonuses on your saving throws, and is mainly for

characters who need some shoring up in one area or another, such as

soldiers or scoundrels. Scouts need not apply.

6.1.7 Toughness

---------------

Toughness

Prerequisites: None

Gives a retroactive +1 VP per character level.

--> Improved Toughness

Prerequisites: Character Level 4

Gives a retroactive +1 VP per character level and subtracts 2 points

from any damage taken.

--> Master Toughness


Prerequisites: Character Level 8

Gives a retroactive +2 VP per character level and subtracts 2

points from any damage taken.

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

like scoundrels and consulars. Improved Toughness adds a different effect:

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

first two levels.

-----------------------

6.2 ACTIVE COMBAT FEATS

-----------------------

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

you want a feat used continuously.

6.2.1 Power Attack

------------------

Power Attack

Prerequisites: None
Gives +5 damage per melee attack at -3 attack penalty.

--> Improved Power Attack

Prerequisites: Character Level 4

Gives +8 damage per melee attack at -3 attack penalty.

--> Master Power Attack

Prerequisites: Character Level 8

Gives +10 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

useful, and I do that myself in Gameplay Mechanics. My conclusion is, that

Power Attack is useful for those using two weapons or double-bladed

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

round if all the attacks hit. Ouch.


Of course, the fact that the penalty never improves means that Power Attack

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

other hand, against scrubs with no defense, have a blast.

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

attacks and -4 defense that round.

--> Improved Flurry

Prerequisites: Character Level 4

Gives an extra melee attack during the round at -2 attack penalty for

all attacks and -2 defense that round.

--> Master Flurry

Prerequisites: Character Level 8

Gives an extra melee attack during the round at -1 attack penalty


for all attacks and -1 defense that round.

Flurry grants an extra melee attack in a round in exchange for decreased

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

damage for *each* attack.

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

use Flurry in every situation with no appreciable problems. The lessening

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

hit the opponent in the first place, after all.

Those that use Flurry should upgrade at least to Improved Flurry for the

significant +2/+2 difference. The difference between Improved and Master

is only +1/+1, however, and thus not as important. Those using a single

weapon in particular should upgrade Dueling first before Master Flurry,

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

DC of character level + Str modifier. -5 penalty to defense.

--> Improved Critical Strike

Prerequisites: Character Level 4

Triples 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 DC of character level + Str modifier. -5 penalty to

defense.

--> Master Critical Strike

Prerequisites: Character Level 8

Quadruples 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 DC of character level + Str modifier. -5

penalty to defense.

Critical Strike is a strange beast. On one hand, you shouldn't expect as

much damage in general compared to Power Attack. (Check Gameplay Mechanics

for an explanation of critical hits and a comparison of Critical Strike to

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

attack twice to get a successful critical hit. Dueling makes critical

strike more effective due to its attack bonus.

You also may find weapons that are Keen, which doubles their normal range,

normally from 19-20 to 17-20. Unfortunately, the multipliers don't stack

the way you might hope when using Critical Strike. See Critical Hits under

Gameplay Mechanics for details.

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

opponent with a successful hit, at a DC equal to your level plus 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

daylight against your helpless opponent, and it automatically upgrades when

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

will give you more chances to stun.

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.

6.2.4 Power Blast

-----------------

Power Blast

Prerequisites: None

Gives +5 damage per ranged attack at -3 attack penalty.

--> Improved Power Blast

Prerequisites: Character Level 4

Gives +8 damage per ranged attack at -3 attack penalty.

--> Master Power Blast

Prerequisites: Character Level 8

Gives +10 damage per ranged attack at -3 attack penalty.

If Power Blast worked just like a ranged version of Power Attack, it'd be

somewhat useful to those that dual-wield pistols, like Carth. However,


Power Blast has a debilitating bug: it only gives you one attack per round,

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

upgrading this feat.

6.2.5 Rapid Shot

----------------

Rapid Shot

Prerequisites: None

Gives an extra ranged attack during the round at -4 attack penalty for all

attacks and -4 defense that round.

--> Improved Rapid Shot

Prerequisites: Character Level 4

Gives an extra ranged attack during the round at -2 attack penalty for

all attacks and -2 defense that round.

--> Master Rapid Shot

Prerequisites: Character Level 8

Gives an extra ranged attack during the round at -1 attack penalty

for all attacks and -1 defense that round.

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.

6.2.6 Sniper Shot

-----------------

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

DC of character level + Int modifier. -5 penalty to defense.

--> Improved Sniper Shot

Prerequisites: Character Level 4

Triples 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 DC of character level + Int modifier. -5 penalty to

defense.

--> Master Sniper Shot

Prerequisites: Character Level 8

Quadruples 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 DC of character level + Int modifier. -5


penalty to defense.

Sniper Shot is very similar to Critical Strike. However, because ranged

users typically get less attacks per round and because the stunning effect

is based on Intelligence, which won't be that high in most characters, its

stunning usefulness isn't quite as good as the melee version. Sniper Shot

is still useful for its stunning effects, particularly to scoundrels, but

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

discussion on threat ranges).

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

close-proximity attack bonus, greatly improving the chances of getting a

successful threat.

---------------

6.3 SKILL FEATS

---------------

Skill feats raise skills. Generally, they aren't particularly useful,

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

otherwise focus on your combat abilities before taking these skills. If

you need a skill boost, pick up some equipment with the appropriate
bonuses.

6.3.1 Caution

-------------

Caution

Prerequisites: None

Gives a +1 bonus to Demolitions and Stealth skills.

--> Improved Caution

Prerequisites: Character Level 4

Gives a +2 bonus to Demolitions and Stealth skills.

--> Master Caution

Prerequisites: Character Level 8

Gives a +3 bonus to Demolitions and Stealth skills.

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

+1 bonus to Demolitions is wasteful.

6.3.2 Empathy

-------------

Empathy

Prerequisites: None

Gives a +1 bonus to Persuade, Awareness, and Treat Injury skills.


|

--> Improved Empathy

Prerequisites: Character Level 4

Gives a +2 bonus to Persuade, Awareness, and Treat Injury skills.

--> Master Empathy

Prerequisites: Character Level 8

Gives a +3 bonus to Persuade, Awareness, and Treat Injury skills.

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

has to be weighed against not taking a combat feat. A possible early

choice for PC scoundrel characters, since Treat Injury isn't a class skill

for them.

6.3.3 Gear Head

--------------

Gear Head

Prerequisites: None

Gives a +1 bonus to Repair, Security, and Computer Use skills.

--> Improved Gear Head

Prerequisites: Character Level 4

Gives a +2 bonus to Repair, Security, and Computer Use skills.

--> Master Gear Head


Prerequisites: Character Level 8

Gives a +3 bonus to Repair, Security, and Computer Use skills.

Gear Head has obvious appeal to droids, as these are all class skills. In

particular, Teethree will likely want to master this skill, as he uses

these skills extensively (and he doesn't get too many combat feats to work

with anyway).

---------------

6.4 CLASS FEATS

---------------

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

to the prerequisites are automatically given to the class at the specified

level.

6.4.1 Implant Level

-------------------

Scouts get implants for free at the specified character levels; see 6.1.3

for the description.

6.4.2 Uncanny Dodge

-------------------

Uncanny Dodge 1
Prerequisites: Level 4 Scout*

Character retains Dex defense bonus even when surprised, and gains +2 to

saves vs. grenades.

--> Uncanny Dodge 2

Prerequisites: Level 7 Scout*

Character retains Dex defense bonus even when surprised, and gains +4

to saves vs. grenades.

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

you. On the other hand, they're free, so there's no real reason to

complain.

6.4.3 Sneak Attack

------------------

Sneak Attack I

Prerequisites: Scoundrel*

Adds 1-6 damage to attacks against opponents that can't respond to the

attacker and are within 10 meters.

--> Sneak Attack II

Prerequisites: Level 3 Scoundrel*

Adds 2-12 damage to attacks against opponents that can't respond to the

attacker and are within 10 meters.

|
--> Sneak Attack III

Prerequisites: Level 5 Scoundrel*

Adds 3-18 damage to attacks against opponents that can't respond to

the attacker and are within 10 meters.

--> Sneak Attack IV

Prerequisites: Level 7 Scoundrel*

Adds 4-24 damage to attacks against opponents that can't

respond to the attacker and are within 10 meters.

--> Sneak Attack V

Prerequisites: Level 9 Scoundrel*

Adds 5-30 damage to attacks against opponents that can't

respond to the attacker and are within 10 meters.

--> Sneak Attack VI

Prerequisites: Level 11 Scoundrel*

Adds 6-36 damage to attacks against opponents that

can't respond to the attacker and are within 10 meters.

--> Sneak Attack VII

Prerequisites: Level 13 Scoundrel*

Adds 7-42 damage to attacks against opponents that

can't respond to the attacker and are within 10

meters.

--> Sneak Attack VIII


Prerequisites: Level 15 Scoundrel*

Adds 8-48 damage to attacks against opponents

that can't respond to the attacker and are

within 10 meters.

--> Sneak Attack IX

Prerequisites: Level 17 Scoundrel*

Adds 9-54 damage to attacks against

opponents that can't respond to the

attacker and are within 10 meters.

The scoundrel's defining skill, and by far the longest sequence of upgrades

in the game, Sneak Attack allows the normally combat-challenged scoundrel

to inflict massive amounts of damage against nearby helpless opponents.

The game considers the following opponents fair game for sneak attacks:

1) Opponents that have your back turned to you

2) Opponents that are stunned or otherwise immobilized

2) Opponents that you attack out of stealth mode (only the first attack

from stealth qualifies)

Mission will eventually reach Sneak Attack IX and be a terror to stunned

opponents (although not much of a threat towards enemies otherwise), but

the main character can still reach III or IV and do some extra damage as

well. Much of a scoundrel's combat life, then, centers around trying to

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.

6.4.4 Scoundrel's Luck

----------------------

Scoundrel's Luck

Prerequisites: Scoundrel*

Gives a +2 bonus to defense.

--> Improved Scoundrel's Luck

Prerequisites: Level 6 Scoundrel*

Gives a +4 bonus to defense.

--> Master Scoundrel's Luck

Prerequisites: Level 12 Scoundrel*

Gives a +6 bonus to defense.

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.

(There is no luck, there is the Force.)

6.4.5 Jedi Defense

------------------

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.

--> Advanced Jedi Defense

Prerequisites: Level 4, Jedi

Jedi equipped with a lightsaber can deflect blaster bolts if a (d20 +

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.

--> Master Jedi Defense

Prerequisites: Level 8, Jedi

Jedi equipped with a lightsaber can deflect blaster bolts if a (d20

+ Jedi's BAB + 6) 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.

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

modifiers). If this number is equal or greater than the shooter's attack

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

unfortunate attacker has their bolt reflected right back at them.


All Jedi receive the basic version of this feat for free, making hitting

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,

you'll want to put in the upgrades.

6.4.6 Jedi Sense

----------------

Jedi Sense

Prerequisites: Jedi*

Gives a +2 bonus to defense.

--> Knight Sense

Prerequisites: Level 6 Jedi*

Gives a +4 bonus to defense.

--> Master Sense

Prerequisites: Level 12 Jedi*

Gives a +6 bonus to defense.

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

Prerequisites: Jedi Guardian*

Guardians wielding lightsabers can leap directly to an opponent 10+ meters

away with a standard attack.

--> Improved Force Jump

Prerequisites: Level 6 Jedi Guardian*

Guardians wielding lightsabers can leap directly to an opponent 10+

meters away with a standard attack, gaining +2 attack and damage with

the first swing.

--> Master Force Jump

Prerequisites: Level 12 Jedi Guardian*

Guardians wielding lightsabers can leap directly to an opponent 10+

meters away with a standard attack, gaining +4 attack and damage

with the first swing.

The unique feat of the Jedi Guardian, Force Jump is a powerful tool, but be

careful not to overuse it. If your guardian's wielding a lightsaber (and

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

the feat, allowing you to drop in for major hurt-dealing.

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

of opponents eyeballing you look too menacing for you to handle by

yourself, do things the old-fashioned way and manually hoof it up to the

enemy, or use an active combat feat like Flurry or Power Attack on a

distant targeted opponent, which will make your character run rather than

fly towards the target.

On the other hand, if your party gets separated, Force Jump is a great way

to immediately help your companions. If there are only a few stragglers

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

--------------------

Force Immunity: Fear

Prerequisites: Jedi Sentinel*

Gives immunity to all fear effects.

--> Force Immunity: Stun

Prerequisites: Level 6 Jedi Sentinel*

Gives immunity to all fear and stun effects.

--> Force Immunity: Paralysis

Prerequisites: Level 12 Jedi Sentinel*

Gives immunity to all fear, stun, and paralysis effects.

The unique feats given to a Jedi Sentinel, Force Immunity gives sentinels

passive immunity to immobilizing effects. The first level, Immunity: Fear,

is straightforward enough: the sentinel is immune to the Fear / Horror /

Insanity series of dark side Force powers. Immunity: Stun makes the Jedi

immune to the stunning side effects of all stunning weapons, Critical

Strike, Sniper Shot, and Force Push and Wave (but not the damage).

Immunity: Paralysis gives the sentinel resistance to Stasis and Stasis

Field.

6.4.9 Force Focus

-----------------
Force Focus

Prerequisites: Jedi Consular*

Gives a +1 to the DC for all saves against the consular's Force powers.

--> Improved Force Focus

Prerequisites: Level 6 Jedi Consular*

Gives a +2 to the DC for all saves against the consular's Force powers.

--> Master Force Focus

Prerequisites: Level 12 Jedi Consular*

Gives a +3 to the DC for all saves against the consular's Force

powers.

The Jedi Consular's unique feat, Force Focus boosts the consular's

offensive Force powers by making them harder to resist. This gives

consulars a distinct advantage when using offensive powers, and the

aspiring Consular should feel free to load up on powers that target

opponents to take advantage of this feat.

6.4.10 Droid Upgrade Class

--------------------------

Droid Upgrade Class 1

Prerequisites: Droid*

Allows droid to use Class 1 droid items.

--> Droid Upgrade Class 2


Prerequisites: Level 7 Droid*

Allows droid to use Class 2 droid items.

--> Droid Upgrade Class 3

Prerequisites: Level 13 Droid*

Allows droid to use Class 3 droid items.

As equipment goes, droids get it pretty easy. Droids roll their

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.

6.4.11 Logic Upgrade

--------------------

Combat Logic Upgrade

Prerequisites: Droid*

Gives a +2 bonus to defense.

--> Tactician Sense

Prerequisites: Level 6 Droid*

Gives a +4 bonus to defense.

--> Battle Droid Logic Upgrade

Prerequisites: Level 12 Droid*

Gives a +6 bonus to defense.


Besides getting free equipment proficiency upgrades, droids also get

upgrades on their combat smarts, resulting in automatic upgrades to their

defense.

----------------

6.5 UNIQUE FEATS

----------------

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.

6.5.1 Force Sensitive

---------------------

Prerequisites: Main Character, Jedi

Gives an extra 40 FP.

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

boon to Jedi guardian characters in particular, giving them ten levels

worth of FP, but extra FP is of course useful for any Jedi.

6.5.2 Battle Meditation

-----------------------

Prerequisites: Bastila Shan


This is purely a plot feat and is just to remind you that Bastila is a Very

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

feat in the game in practice. (Plot-wise, of course, it's hugely

important.)

6.5.3 Wookiee Toughness

-----------------------

Prerequisites: Wookiee (Zaalbar)

Gives a retroactive +2 VP per character level and subtracts 2 points from

any damage taken.

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

Toughness isn't a necessity.

6.5.4 Blaster Integration

-------------------------

Prerequisites: T3-M4

Grants the ability to use Blaster Pistols.


Utility droids don't ordinarily pack weapons, but Teethree is no ordinary

utility droid. And thus he does pack weapons. Pistols, to be exact.

===============

7. FORCE POWERS

===============

Force powers are the lifeblood of the Jedi, and figuring out which powers

to learn define the roles of a Jedi, whether it's healing, buffing, or

simply zapping the life out of others. Unlike skills and feats, which can

be used an unlimited number of times, Force powers take an amount of Force

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

quickly outside of battle.

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.

It is naturally assumed that only Jedi have access to Force powers, so I

don't bother listing Jedi as a prerequisite. I also have categorized the

powers by series with an overall label to make it easier to discuss the


series as a whole.

Powers have the same FP cost even when upgraded, so the FP is listed first.

Duration is also listed if the power itself is persistent, not if its

effects are persistent; Stasis will stun opponents for 12 seconds, for

instance, but the actual duration of the power is instant, because the

stunning was attempted immediately, but won't continuously be attempted.

Some powers are restricted by the armor you wear; those powers that are

restricted will only be usable if the user is wearing Jedi robes or

clothing. The following powers have no armor restrictions and can be used

with any armor:

Core:

Energy Resistance / Improved Energy Resistance

Affect Mind / Dominate Mind

Force Push / Force Whirlwind / Force Wave

Throw Lightsaber / Advanced Throw Lightsaber

Force Camouflage (but Juhani won't be wearing armor anyway)

Light Side:

Cure / Heal

Stun / Stasis (but not Stasis Field)

Stun Droid / Disable Droid / Destroy Droid

Dark Side:

Wound / Choke / Kill


Slow / Affliction (but not Plague)

Fear / Horror / Insanity

Many of the signature Jedi powers, such as the Speed, Valor, and Lightning

sets, are unavailable when wearing armor. However, the tradeoff is not

without its benefits, especially for soldier-based characters with high

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

consider your options carefully.

The best use of this is for Dexterity-challenged soldiers, who won't

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

(up to a max of 11 defense). Scoundrels, with their access to light armor

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

lower-Dex scoundrel and take a proficiency in medium armor if you still

want to go with armor.


---------------

7.1 CORE POWERS

---------------

These powers are general powers that don't have any light or dark side

leanings, so they always cost the same FP to use.

7.1.1 Speed

-----------

FP: 20

Duration: 36 seconds

Restricted By Armor: Yes

Burst of Speed

Prerequisites: None

Gives +2 to defense and double movement speed.

--> Knight Speed

Prerequisites: Character Level 9

Gives +4 to defense, 1 extra attack per round, and double movement

speed.

--> Master Speed

Prerequisites: Character Level 15

Gives +4 to defense, 2 extra attacks per round, and double


movement 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

space that are so prolific in the game.

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

Restricted By Armor: Yes

Force Resistance

Prerequisites: Character Level 9


Opponents attacking with a Force power must roll a check of d20 +

attacker's level against a DC of 10 + character's level. The power fails

if the attacker fails the check.

--> Force Immunity

Prerequisites: Character Level 15

Opponents attacking with a Force power must roll a check of d20 +

attacker's level against a DC of 15 + character's level. The power

fails if the attacker fails the check.

Force Resistance and Immunity offer protection against the myriad of

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

just cancel your resistance completely.

7.1.3 Absorption

----------------

FP: 10

Duration: 120 seconds

Restricted By Armor: No

Energy Resistance
Prerequisites: None

Absorbs the first 15 points of any sonic, fire, cold, or electrical damage

taken by the character.

--> Improved Energy Resistance

Prerequisites: Character Level 9

Absorbs the first 15 points of any sonic, fire, cold, or electrical

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

properties, which unfortunately doesn't include *energy* damage. Improved

Energy Resistance gives the entire party the same elemental resistance and

also gives immunity to poison and disease.

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

flamethrowers or carbonite projectors. It will also protect against

plasma, sonic, and CryoBan grenades (but not thermal detonators,

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

Prerequisites: Main Character

Opens new conversation options using Force Persuade.

--> Dominate Mind

Prerequisites: Character Level 6, Main Character

Opens new conversation options using Force Persuade and makes Force

Persuade harder to resist.

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

impressionable characters during conversation to do what you want them to.

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

strong will of mind, so this power will not work on them.

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

will and warping their minds is the epitome of evil...

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

stuns opponent for 3 seconds. Reflex save at DC of 5 + character level +

Wis and Cha modifiers for half damage and no stun.

--> Force Whirlwind

Prerequisites: Character Level 9

Stuns opponent for 12 seconds and does damage equal to one-third

character level every 2 seconds (twice character's level in total).

Reflex save at DC of 5 + character level + Wis and Cha modifiers to

negate. Does not affect droids using energy shield hardware.

--> Force Wave

Prerequisites: Character Level 15


All opponents within 15 meters of character are thrown back 5

meters and stunned for 6 seconds while taking one and a half

character's level. Reflex save at DC of 5 + character level + Wis

and Cha modifiers for half damage and no stun.

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

upgrading of the effects. Force Push gives a single opponent a Force

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

damage, but it will stun for a full 12 seconds.

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

damage is actually shorter than Whirlwind. So while everyone should

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

Whirlwind. If you want a crowd-clearing burst around your character with

some stunning power, upgrade to Wave. Particularly fun to use with a

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.)

Considering the low cost, this feat is specifically recommended for

guardians, who can use the knockdown effects of Wave and need to conserve

their FP. Telekinesis also doesn't have an armor restriction, making it


useful for those Jedi that want to keep wearing something besides those

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

enemies later on.

7.1.6 Cancelation

------------------

FP: 25

Duration: instant

Restricted by Armor: Yes

Force Suppression

Prerequisites: Character Level 9

Cancels all active beneficial 1st and 2nd tier Force powers on target.

--> Force Breach

Prerequisites: Character Level 15

Cancels all active beneficial 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.

Suppression will cancel Burst of Speed, Knight Speed, Force Resistance,

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.

Canceling shouldn't be taken until later in the game, as it only is useful

against Jedi and their companions, but is highly useful for characters that

rely on using Force powers on their opponents rather than buffing

themselves. As you won't be fighting many light side Jedi, the main use

for cancelation is bringing down opponents' Force Resistance / Immunity.

Whether you consider this ability worth the cost of two power upgrades is

up to you.

7.1.7 Throwing

--------------

FP: 20

Duration: 1 combat round

Restricted By Armor: No

Lightsaber Throwing

Prerequisites: Lightsaber equipped, 5 meters away from target

Uses a combat round to throw character's lightsaber at an opponent. Attack

always hits. Does 1-6 damage per two character levels.

--> Advanced Lightsaber Throwing

Prerequisites: Lightsaber equipped, 5 meters away from initial target

Uses a combat round to throw character's lightsaber at up to three

opponents. Each target must be within 5 meters of the previous target.


Attack always hits. Does 1-6 damage per two character levels to each

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

restriction makes it useless at close range, so continued use requires some

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

of the game through judicious use of buffs and feats.

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

throwing your lightsaber is *guaranteed* damage. And, while the damage

only increases once per two levels, by level 20 you'll be doing a

respectable 10-60 points of damage, with no chance at the immunities or

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

effectively for one-on-one battles if you have some space to back up if

your opponent charges you; repeatedly throwing your lightsaber can quickly

deplete your enemy's vitality (and your Force points) before you close

range to swing your lightsaber.

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

an opening strike or to clean up stragglers, then consider taking the

upgrade, as potentially tripling your total damage is always nice, and

watching your lightsaber bounce to different enemies is lots of fun.

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

based on proximity with its current target, enemies on either side of a

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:

(1) (2) (3)

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

and not the middle.

---------------------

7.2 LIGHT SIDE POWERS

---------------------

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

goody-goody Jedi guardians particularly scary when they buff up.

7.2.1 Healing

-------------

FP: 25

Duration: instant

Restricted By Armor: No

Cure

Prerequisites: Character Level 6

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

Prerequisites: Character Level 12

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

huge upgrade if you just want the healing benefits.

7.2.2 Protection

----------------

FP: 15

Duration: 20 seconds
Restricted By Armor: Yes

Force Aura

Prerequisites: None

Gives a +2 bonus to defense and saves.

--> Force Shield

Prerequisites: Character Level 6

Gives a +4 bonus to defense and saves.

--> Force Armor

Prerequisites: Character Level 12

Gives a +6 bonus to defense and saves.

A straightforward power set, Shield powers gives your character a boost to

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

Restricted By Armor: Yes


Force Valor

Prerequisites: None

Gives a +2 bonus to attributes and saving throws of party members.

--> Knight Valor

Prerequisites: Character Level 9

Gives a +3 bonus to attributes and saving throws of party members as

well as immunity to poison.

--> Master Valor

Prerequisites: Character Level 15

Gives a +5 bonus to to attributes and saving throws of party

members as well as immunity to poison.

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

bigger individual benefits.

Giving attribute bonuses boosts the attack, defense, VP count, and melee

damage of every party member. Force Valor gives an effective +1 attack, +1

defense, +1 melee damage, and +3 to saving throws (including attribute

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

poison immunity is always nice. Master Valor, however, gives a cumulative


+2 extra bonus, for a total of +5, enough for an automatic +2 extra to each

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

Restricted By Armor: No (Stun, Stasis)

Yes (Stasis Field)

Stun

Prerequisites: None

Stuns non-droid opponent for 9 seconds. If opponent Fort saves vs. a DC of


5 + character level + Wis and Cha modifiers, they are only slowed.

--> Stasis

Prerequisites: Character Level 9

Paralyzes non-droid opponent for 12 seconds. If opponent Fort saves

vs. a DC of 5 + character level + Wis and Cha modifiers, they are only

slowed.

--> Stasis Field

Prerequisites: Character Level 15

Paralyzes all non-droid opponents within 10 feet of target for 12

seconds. Opponents that Fort save vs. a DC of 5 + character level

+ Wis and Cha modifiers 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,

considering you're guaranteed at least a slow if the power connects, and 9

or 12 seconds can take an opponent out of most of the battle. However,

this power really shines at the highest level, although you can't use Field

with armor. Paralyzing groups of enemies for a full 12 seconds provides

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

more than enough organic beings to make this useful.

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

successful Fort save vs. a DC of 5 + character level + Wis and Cha

modifiers negates the stun and reduces damage by half.

--> Disable Droid

Prerequisites: Character Level 6

Stuns all droids within 5 meters of target for 12 seconds and does

damage equal to character's level. Droids that Fort save vs. a DC of 5

+ character level + Wis and Cha modifiers negate the stun and reduce

damage by half.

--> Destroy Droid

Prerequisites: Character Level 12

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.

a DC of 5 + character level + Wis and Cha modifiers negate the

stun

and reduce damage by half.

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-

mechanical opponents. This set of powers, however, is the one huge

exception. With both stunning and damaging effects and a dirt-cheap cost,

Shutdown powers will decimate most any droid you encounter.

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

the power is limited in usefulness, if not in effectiveness. Characters

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

master it, as it makes almost every droid in the game a pushover.

--------------------

7.2 DARK SIDE POWERS

--------------------

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

Immobilizes opponent for 6 seconds and inflicts 2/3rds of character's level

in damage every 2 seconds (twice the character's level in total). Effect

is negated if opponent Fort saves vs. a DC of 5 + character's level + Wis

and Cha modifiers. Does not affect droids.

--> Choke

Prerequisites: Character Level 9

Immobilizes opponent for 6 seconds and inflicts 2/3rds of character's

level in damage every 2 seconds (twice the character's level in total).

Opponent also suffers a -4 to Str, Dex, and Con for 24 seconds.

Effects

are negated if opponent Fort saves vs. a DC of 5 + character's level +

Wis and Cha modifiers. Does not affect droids.

--> Kill

Prerequisites: Character Level 12

Immobilizes opponent for 6 seconds and inflicts damage equal to

half of the opponent's VP total. If opponent makes Fort save vs. a

DC of 5 + character's level + Wis and Cha modifiers, they instead


take damage equal to character's level and are not immobilized.

Does not affect droids.

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

stun and damage combination. The basic power, Wound, is effectively a

condensed version of Force Whirlwind. Choke has the same effects and adds

a long-lasting debuff to the equation.

Kill is where things get interesting. Taking half the opponent's VP total

in one fell swoop is immensely powerful -- depending on your opponent.

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

progresses, increasing Kill's utility. Plus, Kill is guaranteed damage if

it isn't resisted, ultimately making it better than Choke.

The game will round calculations down when determining half damage, so

against targets with even amounts of VP, two successful applications of

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

Restricted By Armor: No (Slow, Affliction)

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.

Does not affect droids.

--> Affliction

Prerequisites: Character Level 6

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.

Does not affect droids.

--> Plague

Prerequisites: Character Level 12

Opponent is slowed and suffers a -1 penalty to Str, Dex, and Con

every second for 12 seconds (-12 total). There is no save. Does

not effect droids.

The Sickness powers are unique in that each power has a different effect

and a different save.

Slow, the basic power, inflicts modest, long-lasting penalties to the


opponent's attack and defense, as well as their Reflex saves. Slow is

mind-based and can be thwarted by mind-affecting immunity. Otherwise, the

opponent is allowed the standard save against Will, which is affected by

the character's level and attribute modifiers.

Affliction changes to a physical-based debuff. Now the opponent will

instead suffer long-term penalties to their attributes. Affliction is

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

power. Don't take Affliction unless you're going to upgrade to Plague.

Plague is a more potent version of Affliction, inflicting massive attribute

penalties over a shorter time period, and with no save. However, it is

still poison-based, which means poison immunities work fine against it, and

the power is now restricted by armor.

7.3.3 Fear

----------

FP: 10

Duration: instant

Restricted By Armor: No

Fear

Prerequisites: None

Non-droid opponent cowers in fear for 6 seconds. A Will save vs. a DC of 5


+ character's level + Wis and Cha modifiers negates effect.

--> Horror

Prerequisites: Character Level 6

All non-droid opponents within 5 meters of target cower in fear for 12

seconds unless a Will save vs. a DC of 5 + character's level + Wis and

Cha modifiers is made.

--> Insanity

Prerequisites: Character Level 12

All non-droid opponents within 10 meters of target cower in fear

for 12 seconds unless a Will save vs. a DC of 5 + character's level

+ Wis and Cha modifiers is made.

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

disadvantage is its applicability; droids obviously don't give a lick about

mind games, mind-affecting immunities negate this power set completely, and

sentinels are naturally immune to the power to start. Also, there's no

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

lot of unfortunate opponents...


7.3.4 Lightning

---------------

FP: 20

Duration: instant

Restricted By Armor: Yes

Shock

Prerequisites: None

Opponent suffers 1-6 electrical damage per character level, up to a maximum

of 10-60 points of damage. Opponent can Will save vs. a DC of 5 +

character's level + Wis and Cha modifiers for half damage.

--> Force Lightning

Prerequisites: Character Level 9

All opponents up to 16 meters directly in front of the character suffer

1-6 electrical damage per character level, up to a maximum of 10-60

points of damage. Opponents may Will save vs. a DC of 5 + character's

level + Wis and Cha modifiers for half damage.

--> Force Storm

Prerequisites: Character Level 18

All opponents within 10 meters of the character suffer 1-6

electrical damage and FP drain per character level, up to a maximum

of 10-60 points of damage. Opponents may Will save vs. a DC of 5

character's level + Wis and Cha modifiers for half damage.


A favorite of Sith lords everywhere, Lightning has some of the best damage

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

character (target the farthest opponent in a group for maximum effect).

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,

well, hightailing it away until your FP recharges. Anyone choosing to take

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

Restricted By Armor: Yes

Drain Life

Prerequisites: Character Level 9

Drains 1-4 VP from opponent per character level (maximum 10-40) and heals

character by same amount. Opponent can Fort save vs. a DC of 5 +

character's level + Wis and Cha modifiers for half damage (and half healing

for character). Does not affect droids.

|
--> Death Field

Prerequisites: Character Level 18

Drains 1-4 VP from all non-droid opponents within 10 meters of

character (maximum of 10-40). Opponents may Fort save vs. a DC of 5 +

character's level + Wis and Cha modifiers for half damage. Character

is healed by the amount of VP equaling the the largest amount of damage

taken by any one opponent.

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

pain go away by inflicting pain on others, hey, why not?

-----------------

7.4 UNIQUE POWERS

-----------------

There's only one character in the game with a unique Force power, which

makes Juhani special. Awww....

7.1.1 Force Camouflage

----------------------
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

without having to equip a stealth device. Unfortunately she doesn't have

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

========================

Your adventure wouldn't be complete without some traveling companions, and

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

going into depth about his character.

The stats listed for each character are their starting stats and are of

course open to change. Similarly, saving throw progression is based on the

character's starting stats, and will improve if Dexterity, Constitution, or

Wisdom is improved, as well as through items. Consider what is listed a


baseline towards how the character progresses.

---------------

8.1 CARTH ONASI

---------------

Advantages

+ Starts with two attacks, most of necessary feats

+ More feats than you'll know what to do with

+ High attack bonuses

Disadvantages

- Focused on one weapon type

- Two weapons to upgrade

- Weak will save

- 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

Skills (with bonuses) (* = class skill):

Computer Use: 0

*Demolitions: 0

Stealth: 0

*Awareness: 3

Repair: 2

Security: 1

*Treat Injury: 4

Starting feats:

Two-Weapon Fighting

-> Improved Two-Weapon Fighting

Armor Proficiency (Light)

-> Armor Proficiency (Medium)

-> Armor Proficiency (Heavy)

Power Attack

Power Blast

Weapon Proficiency (Blaster Pistol)

-> Weapon Focus (Blaster Pistol)

-> Weapon Specialization (Blaster Pistol)


Weapon Proficiency (Blaster Rifle)

Weapon Proficiency (Heavy Weapons)

Weapon Proficiency (Melee Weapons)

Character progression (with adjusted saving throws):

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

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

12 +12 +9 +7 +4 Attribute, Feat

13 +13 +9 +7 +4 Feat

14 +14 +10 +7 +4 Feat

15 +15 +10 +8 +5 Feat

16 +16 +11 +8 +5 Attribute, Feat

17 +17 +11 +8 +5 -

18 +18 +12 +9 +6 Feat

19 +19 +12 +9 +6 -

20 +20 +13 +9 +6 Attribute, Feat

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 Specialization in pistols, as well as up to Improved Two-Weapon

Fighting, so there's not much point in changing his inclinations. He

doesn't have good Strength to really be an effective close-range fighter,

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

guidelines, which puts points in Treat Injury. If you upgrade Intelligence

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

deadly marksman. My recommended feats are:

5 Rapid Shot

6 Improved Rapid Shot

7 Sniper Shot

8 Master Two-Weapon Fighting

9 Master Rapid Shot


10 Toughness

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

upgrade it because I consider the threat range of pistols in general to not

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

more. Some wouldn't bother with implants, either, so there's some

flexibility in Carth's progression outside of obtaining Master Two-Weapon

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

the primary advantage of using two pistols.

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.

Something to improve Carth's Will save is also recommended, as that's his

main saving throw weakness. Keep a variety of different pistols around

with different types of damage to keep Carth effective in all situations.

---------------

8.2 MISSION VAO

---------------

Advantages

+ Only pure scoundrel in the game

+ Deadly sneak attacks

+ Excellent demolition and security skills

+ Can use stealth

+ Flexibility in use

Disadvantages

- Stealth abilities require micromanagement

- Few feats

- Low attack bonuses

- 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

Skills (with bonuses) (* = class skill):

Computer Use: 4

*Demolitions: 9

*Stealth: 10

*Awareness: 6

Repair: 2

*Security: 6

Treat Injury: 3

Starting feats:

Armor Proficiency (Light)

Caution

Critical Strike
Sniper Shot

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency (Blaster Rifle)

Weapon Proficiency (Melee Weapons)

Sneak Attack I

-> Sneak Attack II

Scoundrel's Luck

Dueling

Character progression (with adjusted saving throws):

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

4 +3 +2 +7 +1 Attribute

5 +3 +2 +7 +1 Sneak Attack III, Feat

6 +4 +3 +8 +2 Improved Scoundrel's Luck

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 -

11 +8 +4 +10 +3 Sneak Attack VI, Feat

12 +9 +5 +11 +4 Attribute, Master Scoundrel's Luck

13 +9 +5 +11 +4 Sneak Attack VII

14 +10 +5 +12 +4 Feat

15 +11 +6 +12 +5 Sneak Attack VIII

16 +12 +6 +13 +5 Attribute


17 +12 +6 +13 +5 Sneak Attack IX, Feat

18 +13 +7 +14 +6 -

19 +14 +7 +14 +6 -

20 +15 +7 +15 +6 Attribute, Feat

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

survivability in combat, and an iffy BAB as a scoundrel. If used carefully

with stealth or with a party focus on immobilizing opponents, however,

Mission can be devastatingly effective in battle, doing 30+ damage per

attack on average against helpless enemies by the end of the game.

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

attacking an opponent unless they're almost dead; prepare to call for

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

chances at getting the all-important immobilization needed for her sneak

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

sneak attacks against helpless opponents), or upgrade Sniper Shot, although

an upgraded Sniper Shot isn't as useful for pistols with their typically

small threat range.

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

bowcaster in conjunction with Sniper Shot can be highly effective, since

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,

meaning a 50% chance to try for a critical with every shot.

Mission receives a total of 5 attribute points, starting immediately with

level 4. I would put 1 point into Wisdom and 4 into Dexterity. The Wisdom

point raises Mission's Awareness and Security skills, as well as giving a

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

for the extra damage and attack bonuses.

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

the occasional upgrade of Treat Injury. I just use the recommended

setting.

Mission has few feats, so choose carefully. My recommendations are:

5 Rapid Shot

8 Improved Rapid Shot

11 Improved Dueling

14 Master Dueling

17 Toughness

20 Master Rapid Shot

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

the difference between Improved and Master Rapid Shot is +1/+1

attack/defense, upgrading Dueling will give Mission the same benefits

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

regularly to try to stun opponents and set up some rapid-shot sneak

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

critical hits in.

If using a melee weapon and stealth attacking, here's an alternative feat

progression to consider:

5 Improved Critical Strike

8 Master Critical Strike

11 Improved Dueling

14 Armor Proficiency (Medium)

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

afford to give her. Her defense will be quite high as it is with

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

range or better), or a good blade.

-----------

8.3 ZAALBAR

-----------

Advantages

+ Obscene amounts of Strength, Constitution, VP

+ Best overall saving throws of any NPC

+ Good skills, feat progression

Disadvantages

- Poor defense means he'll take a beating

- Can't wear armor or headgear to improve said low defense

- 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

Skills (with bonuses) (* = class skill):

*Computer Use: 0

*Demolitions: 6

Stealth: 0

*Awareness: 7

*Repair: 4

Security: 0

*Treat Injury: 6

Starting feats:

Flurry

Implant Level 1

-> Implant Level 2

Power Attack

-> Improved Power Attack

Rapid Shot

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency (Blaster Rifle)


Weapon Proficiency (Melee Weapons)

-> Weapon Focus (Melee Weapons)

Uncanny Dodge 1

Wookiee Toughness

Character progression (with adjusted saving throws):

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

5 +3 +9 +5 +5 Feat

6 +4 +10 +6 +6 -

7 +5 +10 +6 +6 Uncanny Dodge 2, Feat

8 +6 +11 +7 +7 Attribute, Implant Level 3

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

14 +10 +14 +10 +10 -

15 +11 +14 +10 +10 Feat

16 +12 +15 +11 +11 Attribute

17 +12 +15 +11 +11 Feat

18 +13 +16 +12 +12 -

19 +14 +16 +12 +12 Feat

20 +15 +17 +13 +13 Attribute


You pick up Mission's furry friend right after the Twi'lek, again on Taris.

Zaalbar's personal weapon is an upgradeable bowcaster, but one look at his

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,

coupled with his incredible Constitution, a total of 300 VP by level 20,

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

rear with any ranged weapon is a horrible waste of his talents.

Zaalbar receives four attribute points total as he levels. There are a

couple of ways to distribute the points. One would be to put them all in

Dexterity, increasing Zaalbar's defense. Another way would be to put the

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

to implants, Zaalbar can make up Dexterity and Constitution in case you

have a free point somewhere, or if you have an odd-numbered Strength, you

can fit Zaalbar with Strength-enhancing gauntlets, which frequently will

have odd-numbered Strength bonuses.

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

Computer Use and/or Repair, or pump up Demolitions and Awareness to spot

and neutralize mines (although Zaalbar can pretty much laugh at mines in

general).

Zaalbar receives a total of 8 feats. These should be put exclusively into

combat feats. Considering his great stats, Toughness and Conditioning

feats are redundant, and while he does have some skills, it's not worth

wasting feats on improving them. My recommended feats are:

5 Two-Weapon Fighting

7 Improved Two-Weapon Fighting

9 Master Two-Weapon Fighting

11 Critical Strike

13 Master Power Attack

15 Improved Critical Strike

17 Master 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

bonuses as a scout. After mastering Two-Weapon Fighting, Zaalbar is rather

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

and 2 VP damage reduction, giving Zaalbar 340 VP and 4 VP damage reduction

at level 20. IMO the extra 40 VP isn't that significant compared to

another method of whacking things, but it can't hurt, and extra damage

reduction is nice. Taking Dueling rather than Two-Weapon Fighting will

also significantly improve Z's defense, but you'll be sacrificing a lot of

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

effective (a regeneration implant in particular will cover somewhat for his

high rate of VP loss), but he's a wookiee with few needs otherwise.

----------------

8.4 BASTILA SHAN

----------------

Advantages

+ Gets good amount of Jedi powers and FP

+ Extremely high Dexterity

+ Eventually becomes impossible to paralyze or stun


Disadvantages

- Very few feats

- Lower attack bonuses

- Lower will save

Jedi Sentinel (3)

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

Skills (with bonuses) (* = class skill):

Computer Use: 0

Demolitions: 0
Stealth: 0

*Awareness: 5

Repair: 0

Security: 0

*Treat Injury: 5

Starting feats:

Two-Weapon Fighting

Flurry

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency (Blaster Rifle)

Weapon Proficiency (Lightsaber)

Weapon Proficiency (Melee Weapons)

Jedi Defense

Battle Meditation

Force Immunity: Fear

Jedi Sense

-> Knight Sense

Start Force powers:

Force Aura

Affect Mind

Stun

Force Push

Throw Lightsaber

Character progression (with adjusted saving throws):


-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

4 +3 +5 +8 +3 Attribute, Force Power

5 +3 +5 +8 +4 Force Power

6 +4 +6 +9 +4 Knight Sense, Force Immunity:

Stun, Feat, Force Power

7 +5 +6 +9 +5 Force Power

8 +6 +7 +10 +5 Attribute, Force Power

9 +6 +7 +10 +5 Feat, Force Power

10 +7 +8 +11 +6 Force Power

11 +8 +8 +11 +6 Force Power

12 +9 +9 +12 +7 Master Sense, Force Immunity:

Paralysis, Attribute, Feat, Force

Power

13 +9 +9 +12 +7 Force Power

14 +10 +10 +13 +7 Force Power

15 +11 +10 +13 +8 Feat, Force Power

16 +12 +11 +14 +8 Attribute, Force Power

17 +12 +11 +14 +9 Force Power

18 +13 +12 +15 +9 Feat, Force Power

19 +14 +12 +15 +9 Force Power

20 +15 +13 +16 +10 Attribute, Force 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

about, after all.

Bastila gets 5 attribute points to spend total. One should definitely be

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

bonuses, or perhaps 2 in both.

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

important, so focus on increasing awareness first. The recommended skill

allocation works well here, so I typically just accept the recommendation.

Ms. Shan also gets a measly 5 feats to work with, which makes her options

limited. However, she's helped a bit by a bug: double-bladed lightsabers

don't actually apply two-weapon penalties. Thus, you can avoid upgrading

two-weapon fighting and save two feats by exploiting this. Of course, if

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:

Double-Bladed Lightsaber with bug exploitation:

6 Improved Flurry

9 Master Flurry

12 Advanced Jedi Defense

15 Master Jedi Defense

18 Toughness or Critical Strike

Double-Bladed without bug exploitation or Dual Lightsabers:

6 Improved Two-Weapon Fighting

9 Improved Flurry

12 Master Two-Weapon Fighting

15 Master Flurry

18 Advanced Jedi Defense

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

desire. I'm a fan of Power Attack for double-bladed lightsabers, however,

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

switches to one lightsaber, then Flurry becomes more important, or perhaps

Critical Strike, although she doesn't have enough of a Strength bonus to

really make the stun effective. I take Dueling over Jedi Defense upgrades

because the bonuses to attack and defense are more universally useful, but

Advanced Jedi Defense can be taken over Master Dueling as well.

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.

She'll have access to 17 more powers. Here's a suggestion of powers to

upgrade:

4 Stun Droid

5 Burst of Speed

6 Cure

7 Disable Droid

8 Force Shield

9 Stasis

10 Advanced Throw Lightsaber

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

20 Improved Energy Resistance

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.

For equipment, give Bastila Jedi robes and whatever lightsaber is

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,

since that's the one skill she'll use regularly.

---------

8.5 T3-M4

---------

Advantages

+ Best slicer and fixer-upper in game

+ Security skill is pretty good, too

+ Immune to most detrimental effects as droid

+ Game isn't complete without a droid sidekick

+ Flexibility in equipment

Disadvantages
- Worst combatant in game

- Can only use one type of weapon

- Can't be healed using Force powers

- Vulnerable to ion damage and droid-specific Force powers and attacks

- No side story

Expert Droid (3)

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

Skills (with bonuses) (* = class skill):

*Computer Use: 12

Demolitions: 7

Awareness: 3
*Repair: 12

*Security: 7

Starting feats:

Caution

Gearhead

Weapon Proficiency (Blaster Pistol)

Droid Upgrade Class 1

Blaster Integration

Combat Logic Upgrade

Character progression (with adjusted saving throws):

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

4 +3 +3 +6 +1 Attribute

5 +3 +3 +6 +1 Feat

6 +4 +4 +7 +2 Tactician Logic Upgrade, Feat

7 +5 +4 +7 +2 Droid Upgrade Class 2, Feat

8 +6 +4 +8 +2 Attribute

9 +6 +5 +8 +3 Feat

10 +7 +5 +9 +3 -

11 +8 +5 +9 +3 Feat

12 +9 +6 +10 +4 Battle Droid Logic Upgrade,

Attribute, Feat

13 +9 +6 +10 +4 Droid Upgrade Class 3


14 +10 +6 +11 +4 -

15 +11 +7 +11 +5 Feat

16 +12 +7 +12 +5 Attribute

17 +12 +7 +12 +5 Feat

18 +13 +8 +13 +6 Feat

19 +14 +8 +13 +6 -

20 +15 +8 +14 +6 Attribute

The requisite trusty droid companion, Teethree unfortunately doesn't have

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

for most purposes. Thus, Teethree's main reason to be in any party is to

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

computer terminals to overload power conduits or broken droids to fix, then

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

in keeping him alive and buffing up the occasional malfunctioning security

droid to go fight for you.

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

your other party members go down or anything. Strongly consider a pure

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

extra money to keep Teethree in top form in this case.

Teethree gets an extra 5 attribute points to distribute in total, and all

of these should be put into Dexterity to increase his effectiveness in

battle and to improve his defense.

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

recommended skill upgrades do a good job of keeping the skills high, I

usually just take the recommended path, although you may want to consider

allocating the occasional points into Awareness (the recommended path

usually upgrades Demolitions every two levels).

He also gets a surprising number of extra feats, 9 in total. These should

first be used to upgrade Teethree's combat ability, but since he has a

limited number of combat feats available, he becomes the only character

that possibly would want to take skill enhancement feats at some point. My

recommended feat progression is:

5 Two-Weapon Fighting

6 Improved Two-Weapon Fighting


7 Toughness

9 Improved Gearhead

11 Master Gearhead

12 Improved Toughness

15 Weapon Focus (Blaster Pistol)

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,

the progression is debatable. You can choose to first master Gearhead,

since the skill covers all of Teethree's major skills (which includes

giving Teethree a higher VP recovery due to a better repair skill), or you

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

some more durability.

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

shore up his weaker Demolitions skill.

------------------

8.6 CANDEROUS ORDO

------------------

Advantages

+ High VP

+ High attack bonuses

+ More feats than you'll know what to do with

+ Ability to specialize in weaponry

Disadvantages

- Starts focused on one weapon type

- Low Dexterity for a ranged weapon user

- Weak reflex and will saves

- 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

Skills (with bonuses) (* = class skill):

Computer Use: 0

*Demolitions: 2

Stealth: 0

*Awareness: 2

Repair: 0

Security: 0

*Treat Injury: 8

Starting feats:

Armor Proficiency (Light)

-> Armor Proficiency (Medium)

-> Armor Proficiency (Heavy)

Power Attack

Power Blast

Rapid Shot

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency (Blaster Rifle)


Weapon Proficiency (Heavy Weapons)

-> Weapon Focus (Heavy Weapons)

-> Weapon Specialization (Heavy Weapons)

Weapon Proficiency (Melee Weapons)

Toughness

Character progression (with adjusted saving throws):

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

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

12 +12 +10 +5 +6 Attribute, Feat

13 +13 +10 +5 +6 Feat

14 +14 +11 +5 +6 Feat

15 +15 +11 +6 +7 Feat

16 +16 +12 +6 +7 Attribute, Feat

17 +17 +12 +6 +7 -

18 +18 +13 +7 +8 Feat

19 +19 +13 +7 +8 -

20 +20 +14 +7 +8 Attribute, Feat


Canderous is a battle-hardened Mandalorian mercenary who latches on to your

party before you leave Taris. As characters go he's pretty rough-and-

tumble and generally unsymathetic to any plight, but he's highly

experienced and skilled at his job: blowing stuff up.

Interestingly enough, Canderous's attribute set isn't configured

specifically for a ranged fighter like Carth's is; as befits his tough-guy

image, Canderous is heavy on strength and endurance, lighter on being

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

both paths below. Either option is viable. Canderous can be an excellent

frontline fighter; Zaalbar has the bigger Strength advantage, but Canderous

will have a higher attack bonus and can do about as much damage with

specialization, plus he'll have better defense. He'll have less of an

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.

Also, Canderous comes with natural regenerative powers, allowing him to

shrug off blaster fire and other small attacks completely. He regenerates

4 VP per 6 seconds, easily the highest regeneration rate in the game.

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.

To use Canderous as a melee fighter, you'll want to put his 4 attribute

points into Strength. Dexterity is another possibility, but as a soldier

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.

Canderous will have to make up a number of feats to be dangerous with melee

weapons. Here are my recommended feats:

6 Two-Weapon Fighting

7 Improved Two-Weapon Fighting

8 Master Two-Weapon Fighting

9 Improved Power Attack

10 Weapon Focus (Melee Weapons)

11 Weapon Specialization (Melee Weapons)

12 Implant Level 1

13 Master Power Attack

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

or more levels in Conditioning and Toughness, but having the implants

around gives Canderous some extra options; equipping a regeneration implant

will give Canderous a whole lotta regeneration when stacked with his

natural powers, or a mind-affecting immunity implant can somewhat negate

his weak Will saves.

For Canderous as a ranged fighter, put all his attribute points into

Dexterity instead of Strength. The progression of feats I'd choose would

be:

6 Improved Rapid Shot

7 Conditioning

8 Master Rapid Shot

9 Implant Level 1

10 Weapon Focus (Blaster Rifle)

11 Weapon Specialization (Blaster Rifle)

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.

I also added specializing in rifles in the middle there because of the

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,

so to keep him effective I switched him to rifles during the game.

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

Master Two-Weapon Fighting early.

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

throws, so those also should be boosted somehow.

----------

8.7 JUHANI

----------
Advantages

+ Can specialize in lightsabers

+ Lots of VP

+ High attack bonuses

+ Special feat allows stealth mode

Disadvantages

- Not that much FP

- Not too skilled

- Starting feats don't give a good melee base

Jedi Guardian (6)

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

Skills (with bonuses) (* = class skill):

Computer Use: 2

Demolitions: 0

Stealth: 14

*Awareness: 9

Repair: 2

Security: 0

*Treat Injury: 9

Starting feats:

Conditioning

Power Attack

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency (Lightsaber)

Weapon Proficiency (Melee Weapons)

Force Jump

-> Improved Force Jump

Jedi Sense

-> Knight Sense

Jedi Defense

Toughness

Force Camouflage

Starting Force powers:

Force Aura
Burst of Speed

Energy Resistance

Affect Mind

Stun

Slow

Force Push

Throw Lightsaber

Character progression (with adjusted saving throws):

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

7 +7 +8 +9 +5 Feat, Force Power

8 +8 +9 +10 +5 Attribute, Force Power

9 +9 +9 +10 +5 Feat, Force Power

10 +10 +10 +11 +6 Force Power

11 +11 +10 +11 +6 Force Power

12 +12 +11 +12 +7 Master Sense, Master Force Jump,

Attribute, Feat, Force Power

13 +13 +11 +12 +7 Feat, Force Power

14 +14 +12 +13 +7 Force Power

15 +15 +12 +13 +8 Feat, Force Power

16 +16 +13 +14 +8 Attribute, Force Power

17 +17 +13 +14 +9 Force Power

18 +18 +14 +15 +9 Feat, Force Power

19 +19 +14 +15 +9 Force Power


20 +20 +15 +16 +10 Attribute, Force Power

The first of the optional NPCs, you can pick the somewhat confused feline

Juhani up on Dantooine after leaving Taris. Juhani is a guardian, the only

NPC able to specialize in lightsabers, and possibly the most dangerous

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

battle without any need to sneak in, so camouflage is of limited

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

will also work, especially if you plan to take Dueling feats.


Like most pure Jedi, Juhani doesn't have much in the way of skills. She'll

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

put her skill points into Awareness and Treat Injury.

Guardians get more two more feats than the other Jedi classes for a total

of six extra, but considering normal Jedi feat progression is as slow as a

scoundrel's, that's still not a bunch, so the choices become difficult.

Here's some feat progressions, one for double-bladed lightsabers with the

bug, one without the bug and one for a single lightsaber:

Double-Bladed Lightsaber with bug exploitation:

7 Weapon Focus (Lightsaber)

9 Improved Power Attack

12 Weapon Specialization (Lightsaber)

13 Master Power Attack

15 Advanced Jedi Defense

18 Master Jedi Defense

Double-Bladed Lightsaber without bug exploitation or Dual Lightsabers:

7 Two-Weapon Fighting

9 Improved Two-Weapon Fighting

12 Master Two-Weapon Fighting

13 Improved Power Attack

15 Master Power Attack

18 Advanced Jedi Defense


Single Lightsaber:

7 Flurry

9 Improved Flurry

12 Dueling

13 Weapon Focus (Lightsaber)

15 Weapon Specialization (Lightsaber)

18 Improved Dueling

Juhani's limited feat set requires some hard choices, so her feats can be

highly modified. First, do you go for either Dueling or Two-Weapon

Fighting? Two-Weapon Fighting is especially harsh, because you'll have to

spend a full three feats to get all the way up to Master Two-Weapon

Fighting for it to be really effective. Dueling will give attack bonuses

but will restrict you to a single lightsaber. Of course, the first

recommendation for the double-bladed lightsaber does neither, taking

advantage of the bug that negates dual-wielding penalties with double-

bladed weapons.

Do you specialize? Specialization takes two feats, which could be used for

Dueling instead, essentially sacrificing +1 attack and +2 defense for +2

damage. It's not worth taking just Weapon Focus, of course, but

Specialization can add significant damage, especially when using a double-

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,

but is it useful if you go with a single lightsaber? If you go with Knight


and Master Speed and use those frequently, it can still be worth taking,

epsecially in conjunction with Dueling to lessen the attack penalty.

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

(although taking one more level in Flurry gives a greater benefit).

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

Juhani, but it's still an option.

Lastly, do you have any room for feats not related to styles or attacks?

If so, sneaking in a Jedi Defense upgrade or two, perhaps Improved

Toughness, can be beneficial.

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,

although you can go either way here. My recommended Force power

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

17 Advanced Throw Lightsaber

18 Force Immunity

19 Force Armor

20 Improved Energy Resistance

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

the juggernaut of flying cat fur she was meant to be...

Equipment for Juhani is simple, basically just the appropriate

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

+ High attack bonuses and defense

+ Upgradeable attributes and abilities

+ Flexible in equipment

+ Immune to most detrimental effects as a droid

Disadvantages

- Requires the main character to have a high skill in repair for upgrades

- Cannot be fully upgraded unless main character is part scout or consular

- Surprisingly few feats

- Weak saving throws

- Can't be healed using Force powers

- Vulnerable to ion damage and droid-specific Force powers and attacks

Combat Droid (6)

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

Skills (with bonuses) (* = class skill):

*Computer Use: 2

*Demolitions: 7

*Awareness: 6

*Repair: 8

*Security: 0

Starting Feats:

Power Blast

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency: (Blaster Rifle)

-> Weapon Focus: Blaster Rifle

Weapon Proficiency: Heavy Weapons

Droid Upgrade Class 1

Toughness
Combat Logic Upgrade

-> Tactician Logic Upgrade

Character progression (with adjusted saving throws):

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

7 +7 +5 +4 +3 Droid Upgrade Class 2

8 +8 +6 +4 +3 Attribute,

9 +9 +6 +5 +4 Feat

10 +10 +7 +5 +4 -

11 +11 +7 +5 +4 -

12 +12 +8 +6 +5 Battle Droid Logic Upgrade,

Attribute, Feat

13 +13 +8 +6 +5 Droid Upgrade Class 3

14 +14 +9 +6 +5 -

15 +15 +9 +7 +6 Feat

16 +16 +10 +7 +6 Attribute

17 +17 +10 +7 +6 -

18 +18 +11 +8 +7 Feat

19 +19 +11 +8 +7 -

20 +20 +12 +8 +7 Attribute

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

second optional character), besides his hilarious running commentary when


in the party, HK is an effective combatant with numerous options through

various droid devices, although IMO not quite as good as Canderous normally

due to Canderous having natural regeneration, weapon specialization, and

better VP.

If your main character has a high Repair skill, though, HK can talk you

through repairs to his system, resulting in a truly lean, mean, killing

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

(with Int bonus) Upgrade

---------------- -------

Repair 8 Dexterity +2

Repair 11 Defense +2

Repair 14 Regenerate 1 VP per 6 seconds

Repair 17 Regenerate 1 VP per 3 seconds, Dexterity +2

With full repairs HK-47 receives an additional +4 Dexterity and +2 defense,

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

game, you'll no longer have an opportunity to upgrade him.

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*

way to fully upgrade HK-47 is if your main character is part scout or

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. A fully repaired HK therefore requires a substantial sacrifice in

skills for the main character, and will really only be used by scout

combinations or the scoundrel-consular with some skill delaying.

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,

since HK will never be a computer whiz.

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

way of wiggle room. My recommended feats are:

9 Rapid Shot

12 Improved 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,

and as HK doesn't get any particularly good weapons or abilities for

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

worth it to switch HK to dual pistols, since he won't be able to master any

attack feats after mastering Two-Weapon Fighting, so you'll have to be

content with using a good rifle.

Equipment selection is more focused for HK than it is for Teethree, because

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

Superior Targeting Computer. This sensor will grant rifle specialization

to HK-47 and gives a nice damage bonus to each shot, putting him on equal

footing with Carth and Canderous.

---------------

8.9 Jolee Bindo


---------------

Advantages

+ Lots and lots (and lots) of Force points

+ Gains lots of Force powers, too

+ Force Focus makes said powers hard to resist

+ Starts with feats for added defense

Disadvantages

- Low attack bonuses

- Low VP

Jedi Consular (6)

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

Skills (with bonuses) (* = class skill):

*Computer Use: 1

Demolitions: 0

Stealth: 0

*Awareness: 7

*Repair: 2

Security: 0

*Treat Injury: 6

Starting feats:

Conditioning

Weapon Proficiency (Blaster Pistol)

Weapon Proficiency (Lightsaber)

Weapon Proficiency (Melee Weapons)

Jedi Defense

Force Focus

-> Improved Force Focus

Jedi Sense

-> Knight Sense

Dueling

-> Improved Dueling

Starting Force powers:

Cure

Force Aura
Force Valor

Affect Mind

Stun

Stun Droid

-> Disable Droid

Force Push

Throw Lightsaber

Character progression (with adjusted saving throws):

-Saving Throws-

Level Attack Bonus Fort Ref Will Special

----- ------------ ---- --- ---- -------

7 +5 +7 +8 +8 Force Power

8 +6 +8 +8 +9 Attribute, Force Power

9 +6 +8 +8 +9 Feat, Force Power x 2

10 +7 +9 +9 +10 Force Power

11 +8 +9 +9 +10 Force Power

12 +9 +10 +10 +11 Master Sense, Master Force

Focus, Attribute, Feat, Force Power

13 +9 +10 +10 +11 Force Power x 2

14 +10 +11 +10 +12 Force Power

15 +11 +11 +11 +12 Feat, Force Power

16 +12 +12 +11 +13 Attribute, Force Power

17 +12 +12 +12 +13 Force Power x 2

18 +13 +13 +12 +14 Attribute, Feat, Force Power

19 +14 +13 +12 +14 Force Power


20 +15 +14 +13 +15 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

consular. He also has very little VP compared to other characters, so if

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

up all his Force and you're about to lose. ;)

Jolee will get 4 attribute points to spend in total. The first two points

should be spent on Wisdom and Charisma to increase their modifiers. This

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

Constitution to increase his defense or hardiness, or put into Wisdom (or

Charisma, but not both), again for another increase in Force effectiveness.

As a consular, Jolee gets access to a surprising number of class skills.

Unfortunately, also as a consular, he gets a measly 1 SP/level, which means

he can't really put any of them to good use. Put the point into Treat

Injury and move on.

Jolee's feat progression is similarly very slow, only getting 4 extra feats

total. Since he hopefully won't be getting into much fighting anyway,


however, the lack of feats isn't quite as harsh. My recommended feat

progression is:

9 Master Dueling

12 Advanced Jedi Defense

15 Toughness

18 Master Jedi Defense

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-

needed VP. However, if you want Jolee to be a more effective offensive

combatant, you could instead look to improve Flurry:

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

to pack more powers in). Here's an example progression for Jolee's 17

extra powers:

7 Shock
8 Fear

9 Force Lightning, Knight Valor

10 Horror

11 Force Whirlwind

12 Heal

13 Destroy Droid, Insanity

14 Force Resistance

15 Force Suppression

16 Master Valor

17 Force Wave

18 Force Storm, Force Breach

19 Force Immunity

20 Advanced Throw Lightsaber

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

Jolee a wide variety of area-effect actions, from straight damage through

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

dangerous old geezer. In addition, Immunity is there to keep Jolee working

the field without interruption, and Heal is a necessity to keep the other

party members going.

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,

since he already has Cure, so upgrading to Heal is cheaper. Any of the

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

close-range Jolee, go ahead and delve into those powers.

=====================

9. GAMEPLAY MECHANICS

=====================

Here I put the nitty gritty on how the game calculates rules and attacks,

plus some rudimentary statistical analysis of the different fighting styles

and feats available, in case anyone really wants to know why I recommended

such and such in the above sections.

---------------------------------

9.1 CHARACTER CREATION ATTRIBUTES

---------------------------------

During character creation, you get 30 "points" (I refer to them as creation

points) to spend on your attributes for your character. These creation

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

point in your attribute. The relationship between creation points and


attributes is as follows:

Attribute Additional Creation

Score Point Cost

--------- -------------------

9-14 1

15-16 2

17-18 3

All your attributes start at 8, so this means that raising an attribute

from 8 to 13 will cost 5 points, but raising it to 17 will cost 13 points

(6 to raise to 14, plus 4 to raise to 16, plus 3 to raise to 17). Because

of the high cost, unless you really love an attribute, you shouldn't raise

any attribute past 16 to start.

Also, since modifiers go up only on even attributes, it makes little sense

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.

Otherwise, if you're going to leave your constitution at 13, for instance,

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

characters. That is, a character starts at level 1 in development, and

during the course of the game earns experience. When the character has

earned a set amount of experience, they can increase their level, which

involves earning more VP to become hardier, more FP and Force powers if

they're a Jedi, better attack bonuses, better saving throws, more skill

points to use, and possibly more attribute points and more feats.

Essentially, characters work on a stop-and-go method of growth, where the

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

relative powers between characters, i.e. when comparing a level 5 character

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

information is as follows (courtesy of the Dungeons & Dragons Player's

Handbook, 3rd Edition):

Cross-

Character Class Skill Class Skill Attribute

Level XP Max Rank Max Rank Increases

--------- ------- ----------- ----------- ---------

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

9.2.1 Delayed Leveling

----------------------

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

you're doing, involves leveling up as soon as you achieve a new level.

However, the game allows you to continue play without actually leveling up

(with the exception of leveling to 2, which the game forces you to do on

the Endar Spire) . So, you could actually have enough experience to be a

level 6 character, but instead you're still running around as a level 2


character with three potential levels saved.

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

you're not going to switch to a third class), and immediately advance 5

levels as a Jedi, becoming a 3/5 scout/guardian. This is a good way to get

lots more Force powers compared to the conventional method of immediate

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

oomph becomes more appealing.


Be forewarned that there's been evidence that when delaying levels, your

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).

9.2.2 Delayed Skill Points

--------------------------

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.

-----------------------

9.3 COMBAT CALCULATIONS


-----------------------

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

number is compared against the defending character's defense rating, and if

the number is equal or higher than the defense, then the defender is hit.

If it is lower, then the attacker whiffs. Thus, calculating the chance an

attacker hits, defining the difference as defense minus attack:

def - AB = difference = lowest roll needed to hit

20 - (def - AB) + 1 = 21 - difference = count of how many out of the 20

possible numbers randomly generated will hit (add 1 due since equalling the

defense also hits)

(21 - difference)/20 = percentage chance an attack will hit

Each extra AB point essentially is worth an extra 5% chance that an attack

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

difference between attack and defense. It may look as if someone with an

AB of 1 against a def of 5, having only 20% of the defender's defense,

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

game always considers a d20 roll of 1 an Automatic Miss, and a roll of 20

an Automatic Hit. So you're never completely safe no matter how much

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...

9.3.1 Critical Hits

-------------------

Critical hits depend on the d20 roll. Every weapon has a threat range

listed, and critical strike and sniper shot can increase these ranges

further. If during a successful attack, the d20 number generated falls

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,

the higher chance you have of doing double damage.

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

11 or higher on the d20 when attacking to hit (3 + 11 = 14). If you happen

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

damage from your vibroblade, plus Strength modifiers, massive critical

damage, and anything else that applies.

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

the threat to work. The harder an enemy is to hit, the harder it is to

score a critical hit, since you'll have a harder time making a successful

threat.

Certain weapons can be upgraded to be "Keen", which gives a x2 modifier to

the weapon's threat range. For a weapon with 20-20 range (a range of 1

number), this increase the range to 19-20 (2 numbers). Similarly, a weapon

with 19-20 range will have its range doubled to 17-20.

However, things get less intuitive when using Critical Strike or Sniper

Shot in conjunction with Keen weapons. In d20 rules, threat range

multipliers aren't applied separately. Instead, there is one overall

multiplier that is incremented. Keen and the critical feats both increment

the multiplier, so they don't actually multiply by 2x or 3x as stated when

both are applied.

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

should now have 2 times 2x = 4x multiplier for a range of 13-20, right?

Nope. Keen does the same thing as Critical Strike and increments the

multiplier by 1, so your multiplier is now 2x + 1 = 3x, for a 15-20 range.

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

attribute, is 4x + 1 = 5x multiplier, or a 11-20 range. Keen therefore

becomes less effective when using the various levels of Critical Strike or

Sniper Shot, as the advantage of having an extra increment to the threat

range decreases as the multiplier gets larger, similar to how Flurry

decreases in effectiveness as more attacks are added through other means.

9.3.2 Close Range Modifiers

---------------------------

The game mentions early on that using ranged weapons in a melee fight

against an opponent is a dangerous prospect, and the game ensures this to

be true. If you're fighting with a ranged weapon at close range, opponents

using melee weapons get a +10 attack bonus to hit you.

Interestingly enough, however, using a ranged weapon at close range also

gives you a +10 point-blank attack bonus, which means you'll rarely miss

with a ranged weapon when next to an opponent. So for a one-on-one fight,

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

you're packing a blaster, however, it's time to run or switch weapons,

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

their lightsaber swing...

So, the lesson is: if you're using a ranged weapon at close range, then

you and your attacker(s) all get +10 attack.

9.3.3 Damage

------------

Damage in KotOR is usually somewhat variable. Some equipment and Force

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

can make comparisons between weapons confusing, so it's useful to mentally

calculate the average damage of a weapon, which is (1+10)/2 = 5.5 points

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

is slightly more consistent.

Damage is further broken down into types, listed here with example sources:
Energy : blaster pistols, lightsabers

Energy (Ion) : ion blasters

Physical (Slashing) : blades

Physical (Piercing) : disruptor pistols, frag grenades and mines

Physical (Bludgeoning): quarterstaffs, sticks

Heat/Fire : flamethrowers, plasma grenades and mines

Cold : carbonite projectors, CryoBan grenades

Electrical : Lightning Force powers

Sonic : sonic rifles, sonic grenades

Poison : poison grenades, gas mines

The main reason for damage types is that armors and shields can be used to

reduce damage against a particular type. Equipment can have permanent

damage reduction, which is listed as a number followed by a slash and a

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

are absorbed, and you take the remaining 15 points of damage.

The other main method of damage reduction is through temporary shields,

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

shield will have 20 pts worth of energy/electrical damage absorption when

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

of damage, leaving 10 points in the buffer. If you take another 40

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

number to electrical components; it deals double damage to energy shields,

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

droids due to its scrambling properties.

Sonic damage, while not having any of its own special properties, usually

is associated with Dexterity loss somehow.

Poison is a special case, since it does damage over a spread amount of

time. There aren't any items that offer poison damage reduction. Rather,

equipment and powers will offer immunity, so you'll either be poisoned or

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

de grace against a defenseless opponent, and the opponent will

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

won't be able to land any death blows.

----------------------------------

9.4 SKILL CHECKS AND SAVING THROWS

----------------------------------

Most skills and all saving throws work on the concept of checks against a

Difficulty Class (DC). Objects and characters are assigned a DC number

based on the difficulty of what you want to do to them, with a higher DC

being more difficult. Once you attempt to use a skill or save against some

effect, the game uses the following calculation:

skill/save level + d20 roll = result

if result >= DC then success

if result < DC then failure

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

to the DC, you succeed, otherwise you fail.

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

if result >= 15 then you take half damage

if result < 15 then you take full damage

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.

For actions such as setting mines or opening locks outside of a combat

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

be much higher when you're not busy fighting something.

-----------------------------------------------------------

9.5 MELEE FIGHTING STYLES - Dueling vs. Two-Weapon Fighting

-----------------------------------------------------------

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

Two-Weapon Fighting feats is a losing cause, because the severe AB

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

to your main hand in stride.

Let's consider the average damage of a character wielding one and two

vibroblades without feats vs. a character with varying levels of Two-Weapon

Fighting. A vibroblade does 1-10 damage, or an average of 5.5, and has a

threat range of 19-20/x2. We'll look at the difference between the attack

bonus of a baseline vibroblade in one hand versus a defense (i.e. an AB 5

against def 15 would be a difference of 10), and the average damage

expected per round, compared to wielding two vibroblades with different

feats. Note that because the difference is defense minus attack, the

penalties for two weapon use actually *add* to the difference, not

subtract. Couldn't find a non-confusing way to list it...

| Average damage/round with 1-10 vibroblade(s),

| 19-20/x2 threat range

| -Two-Weapon Fighting Feat-


Chance | One Weapon Two Weapons Normal Improved Master

Diff To Hit | (0) (-4/-10) (-4/-6) (-2/-4) (0/-2)

---- ------ | ---------- ----------- ------- -------- -------

2 95% | 5.75 6.66 8.47 9.68 10.89

5 80% | 4.84 4.84 6.66 7.87 9.08

8 65% | 3.93 3.03 4.84 6.05 7.26

11 50% | 3.03 1.21 3.03 4.24 5.45

14 35% | 2.12 0.29 1.20 2.42 3.63

17 20% | 1.21 0.00 0.00 0.61 1.82

20 5% | 0.29 0.00 0.00 0.00 0.29

From the above table, you can see that fighting with two weapons always

does more damage against lower defense opponents. Without Two-Weapon

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

chance of hitting them. Characters such as scoundrels with limited feats

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,

melee soldiers and guardians encouraged to go all-out with Two-Weapon

Fighting if desired, and specialize in the appropriate weapon to eke an

extra +2 damage out of both weapons.


So are single-weapon users doomed to a life of mediocrity? Our discussion

isn't complete without comparing the effects of two-weapon fighting against

the equivalent one-weapon fighting style of feats, Dueling. Dueling gives

straight bonuses to the AB and def of a character, up to +3/+3, which

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:

| Average damage/round with 1-10 vibroblade(s),

| 19-20/x2 threat range

Chance | One Weapon Master Dueling Master Two-Weapon Fighting

Diff To Hit | (0) (+3) (0/-2)

---- ------ | ---------- -------------- --------------------------

2 95% | 5.75 5.75 10.89

5 80% | 4.84 5.75 9.08

8 65% | 3.93 4.84 7.26

11 50% | 3.03 3.93 5.45

14 35% | 2.12 3.03 3.63

17 20% | 1.21 2.12 1.82

20 5% | 0.29 1.21 0.29

Again we see that Two-Weapon Fighting is in general superior in terms of

overall damage, but the advantage shrinks as the gap between attack and

defense widens. When taking into account that Dueling also adds defensive

bonuses, Dueling becomes more attractive to weaker attacking classes, such


as the scoundrel and consular, who have lower VP and can use the defense,

as well as having a higher chance to hit and aren't expected to deal lots

of damage. Scoundrels in particular place value in chance to hit rather

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

opportunity against immobilized enemies...

There are a bunch of other factors to consider. For instance, high

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.

| Average damage/round with 1-10 vibroblade(s),

| 19-20/x2 threat range, Master Speed power used

Chance | One Weapon Master Dueling Master Two-Weapon Fighting

Diff To Hit | (0) (+3/+3/+3) (0/0/0/-2)

---- ------ | ---------- -------------- --------------------------

2 95% | 5.75 17.24 22.39

5 80% | 4.84 17.24 18.76

8 65% | 3.93 14.52 15.13

11 50% | 3.03 11.80 11.50

14 35% | 2.12 9.08 7.87

17 20% | 1.21 6.35 4.24

20 5% | 0.29 3.63 0.87


At 50%, the duelist surpasses the fighter with two weapons, and the

difference increases as the difference between attack and defense

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

starts compensating for the two-weapon fighter's extra attack, especially

against higher defense opponents (think "bosses"). The "dueling" moniker

is quite apt, as it turns out.

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

whatever else you want to take.

Of course, there is a large exception to this -- double-bladed lightsabers

have no two-weapon penalties, and do more damage than single lightsabers,

so they have the most potential damage unless the opponent's defense is

exceedingly high. See below for lightsaber comparisons.

--------------------------------------------------------------------

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,

things get more complicated...

First, let's consider the trusty vibroblade again and calculate average

damage between flurry and power attack.

| Average damage/round with 1-10 vibroblade,

| 19-20/x2 threat range

| --------Flurry feat-------

Chance | One Weapon Normal Improved Master

Diff To Hit | (0) (-4/-4) (-2/-2) (-1/-1)

---- ------ | ---------- ------- -------- -------

2 95% | 5.75 9.08 10.29 10.89

5 80% | 4.84 7.26 8.47 9.08

8 65% | 3.93 5.45 6.66 7.26

11 50% | 3.03 3.63 4.84 5.45

14 35% | 2.12 1.82 3.03 3.63

17 20% | 1.21 0.00 1.21 1.82

20 5% | 0.29 0.00 0.00 0.00

| -----------Power Attack feat----------


Chance | One Weapon Normal Improved Master

Diff To Hit | (0) (-3,+5 dmg) (-3,+8 dmg) (-3,+10 dmg)

---- ------ | ---------- ----------- ----------- ------------

2 95% | 5.75 9.24 11.88 13.64

5 80% | 4.84 7.51 9.65 11.08

8 65% | 3.93 5.78 7.43 8.53

11 50% | 3.03 4.04 5.20 5.97

14 35% | 2.12 2.31 2.97 3.41

17 20% | 1.21 0.55 0.71 0.81

20 5% | 0.29 0.00 0.00 0.00

With a standard vibroblade, Power Attack does better against lower defense

enemies, as advertised, not really losing effectiveness until higher

defenses. Now let's consider a more powerful weapon, such as a lightsaber,

which does 2-16 damage with a 19-20 x2 threat range. We'll save some space

and just consider the Master version of each feat.

| Average damage/round with 2-16 lightsaber,

| 19-20/x2 threat range

Chance | One Weapon Master Flurry Master Power Attack

Diff To Hit | (0) (-1/-1) (-3,+10 damage)

---- ------ | ---------- -------- -------------------

2 95% | 9.41 17.82 16.72

5 80% | 7.92 14.85 13.59

8 65% | 6.44 11.88 10.45

11 50% | 4.95 8.91 7.32


14 35% | 3.47 5.94 4.18

17 20% | 1.98 2.97 1.00

20 5% | 0.47 0.00 0.00

Here Master Flurry beats out on Master Power Attack at every level, and the

difference increases as the opponent's defense increases. What happened?

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

Strength bonuses or specialization for extra damage per attack, plus

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

flurries to eventually surpass power attacks in terms of damage. The -3

penalty that power attacks impose also never improves, further limiting

Power Attack's scalability.

Of course, Flurry has its own disadvantages. The -4 to both attack and

defense to start is nothing to sneeze at, either, so at least take

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,

mastering Flurry won't hurt...

However, the tables turn somewhat when considering multiple attacks through

dual wield or speed powers:

| Average damage/round with two 1-10 vibroblades,

| 19-20/x2 threat range, master two-weapon fighting

Chance | Two Weapons Master Flurry Master Power Attack

Diff To Hit | (0/-2) (-1/-1/-3) (-3/-5,+10/+10 damage)

---- ------ | ----------- ------------- ----------------------

2 95% | 10.89 15.73 25.58

5 80% | 9.08 13.01 20.46

8 65% | 7.26 10.29 15.35

11 50% | 5.45 7.56 10.23

14 35% | 3.63 4.84 5.12

17 20% | 1.82 2.10 0.81

20 5% | 0.29 0.00 0.00

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

opponents, but at lower differences Power Attack easily outstrips Flurry.

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

each new attack. A Jedi wielding a double-bladed lightsaber or two

lightsabers with Master Speed and Master Power Attack could potentially do

a whopping extra +40 damage each round!

So, the lesson here is that the preferred feat depends on how many attacks

you have:

Flurry's relative effectiveness decreases as you add more attacks, while

Power Attack's effectiveness increases.

For single weapons, Flurry will give a nice extra attack for (eventually)

minimal cost in attack and defense. With more attacks due to double

weapons or powers, the advantage of an extra attack decreases. Power

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

some major damage when buffed.

So where does Critical Strike fit in? In terms of damage it can't compete

to Flurry or Power Attack. This is because even with Master Critical

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

between the three feats:


| Average damage/round with 1-10 vibroblade,

| 19-20/x2 threat range

| Master Master Master

Chance | One Weapon Critical Strike Flurry Power Attack

Diff To Hit | (0) (0, 13-20/X2 TR) (-1/-1) (-3, +10 dmg)

---- ------ | ---------- ------------------ ------- -------------

2 95% | 5.75 7.32 10.89 13.64

5 80% | 4.84 6.16 9.08 11.08

8 65% | 3.93 5.01 7.26 8.53

11 50% | 3.03 3.85 5.45 5.97

14 35% | 2.12 2.60 3.63 3.41

17 20% | 1.21 1.32 1.82 0.81

20 5% | 0.29 0.29 0.00 0.00

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.

However, Critical Strike is useful for other reasons:

* 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.

* Certain weapons and upgrades do "massive criticals", where extra damage

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

of stunning the opponent, makes Critical Strike exceedingly dangerous.

Depending on your preferred weapon, it may or may not be useful to upgrade

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

worth it to upgrade. If you plan to use criticals often to stun your

opponents and have a weapon with a decent threat range, however, the

upgrades to critical strike will increase its effectiveness.

Of course, Critical Strike exacts a high price: -5 defense, which doesn't

improve. This translates to a full 25% loss in defense, which can

potentially painful. Nothing ventured, nothing gained, I suppose...

----------------------------------------

9.7 LIGHTSABER FIGHTING STYLES AND FEATS

----------------------------------------

The above stuff is all well and good for little vibroblades, you say, but

how about those lightsabers everyone wants to weild? To be more specific,

what are the advantages and disadvantages between using a single

lightsaber, a double-bladed lightsaber, and dual wielding lightsabers?

While all the above analysis holds for lightsabers as well, being melee

weapons, here we'll look specifically at the benefits of using particular

lightsaber styles.
9.7.1 Single Lightsaber (with Dueling)

--------------------------------------

Advantages

+ Just like most all the Jedi in the movies

+ Can increase accuracy and damage with the Dueling feats

+ Does the most damage against characters with high defenses

Disadvantages

- Against lower defense enemies and without some lightsaber tweaking,

does the least amount of damage

The single lightsaber, the traditional use among Jedi, also understandably

would seem to do the least amount of damage compared to someone using a

weapon or weapons with twice the number of blades. Considering that the

base damage of a double-bladed lightsaber is 2-20 compared to the standard

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 (and you shouldn't be able to do with double-bladed

lightsabers, but they're bugged). This can save you some feats, and using

Dueling is more flexible, since you don't have to upgrade it fully to be

effective. The Dueling feats increase your defense as well, so you'll be

hit less often than a dual wielder.

Another cause for celebration is the threat range, 19-20,x2, which is


larger than the double-bladed. Add a crystal that doubles your threat

range or drop in crystals for massive criticals, and you could be doing a

significant amount of extra damage on occasion. This can be expanded while

using the critical strike feats, and with Dueling you'll get the most of

critical hit calculations while absorbing some of the severe defense

penalty.

Note that because dueling gives you a better attack bonus compared to the

other two styles, your chances of hitting an opponent are better, so

average damage actually swings in the duelist's favor against opponents

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

your whirlwind dual-wielding Jedi companion...

9.7.2 Double-bladed Lightsaber

------------------------------

Advantages

+ Most damage potential

+ No offhand penalty (bug?)

+ Modifications to lightsaber apply twice a round

Disadvantages

- Almost no chance for critical hit (but you won't need it)

The double-bladed lightsaber is possibly the most dangerous weapon in the


game. Not only does it have an exceedingly high 2-20 base damage to start,

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

in two-weapon fighting to use the double-bladed lightsaber effectively,

because no penalties apply to the attack rolls. What's not to like? Sure,

the threat range is exceedingly small, making crystals that affect

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.

9.7.3 Dual Lightsabers

----------------------

Advantages

+ More damage potential than single lightsaber

+ Can customize each lightsaber individually, more versatile

+ Double the colors, double the fun

Disadvantages

- Needs twice the lightsaber crystals

- Requires all three two-weapon fighting feats to be effective

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

combinations in with two different color crystals), having two separate

lightsabers allows you double the versatility when it comes to fitting in


crystal upgrades. You can fit one to do extra droid damage and the other

to have massive criticals, or any other combination with four crystals you

can think of.

Of course, the downside to this is that you must have a bunch of crystals

to be able to customize like this, meaning less crystals to distribute

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-

bladed lightsaber the penalties that normally apply towards two-weapon

fighting, er, apply. Look towards the double-bladed lightsaber if you want

to do more damage without the feat investment. If you want to have a

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

attacks. Here's a comparison of average damage with the standard attacks,

plus one with Master Power Attack and Master Speed used.

| Average damage/round with two lightsabers,

| Master Two-Weapon Fighting

| standard lightsaber, 2-16 damage, 19-20/x2 threat range

| short lightsaber, 2-12 damage, 19-20/x2 threat range


|

Chance | standard/short standard/standard

Diff To Hit | (0/-2) (-2/-2)

---- ------ | -------------- -----------------

2 95% | 15.95 16.83

5 80% | 13.31 13.86

8 65% | 10.67 10.89

11 50% | 8.03 7.92

14 35% | 5.39 4.95

17 20% | 2.75 1.98

20 5% | 0.47 0.00

| Average damage/round with two lightsabers,

| Master Two-Weapon Fighting, Master Power Attack,

| Master Speed

| standard lightsaber, 2-16 damage, 19-20/x2 threat range

| short lightsaber, 2-12 damage, 19-20/x2 threat range

Chance | standard x3/short standard x4

Diff To Hit | (-3/-3/-3/-5, +10 dam each) (-5/-5/-5/-5, +10 dmg each)

---- ------ | --------------------------- ---------------------------

2 95% | 63.54 58.52

5 80% | 51.33 45.98

8 65% | 39.12 33.44

11 50% | 26.91 20.90


14 35% | 14.70 8.36

17 20% | 3.14 0.00

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

lightsabers in both hands, but that's sorta silly.)

------------------------------------

9.8 RANGED FIGHTING STYLES AND FEATS

------------------------------------

Ranged weapons also can use dueling and two-weapon fighting styles, and

there are long ranged equivalents to all the feats. However, the power

balance is rather different due to there being specific two-handed blaster

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

as the damage for pistols creeps up.

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

blaster pistols, and specialization is a must for a soldier. Dueling would

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

multiple attacks. Therefore, there is absolutely no reason to take Power

Blast.

Sniper Shot is similar to Critical Strike in that its usefulness depends on

the weapon. Pistols have smaller threat ranges than rifles and heavy

weapons and thus make for a poorer choice for sniping.

------------------

9.9 TRANSIT SYSTEM

------------------

This is a pretty simple gameplay element, but I just wanted to mention the

usefulness of the transit system and the party management, as I didn't

understand or use it fully the first time I played it.

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,

such as in cities and in open fields. (Not in enemy bases or deep

underground, though.) There is a quest at the beginning of the game that

demonstrates this feature, which when available involves pushing the X

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

transit, so if you happen to forget and use transit a second time on a

different screen to return to your base rather than using the "Transit

Back" feature, you're going to have to hoof it back to your original

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

always near a merchant of some sort, so it becomes simple to periodically

dump stuff by just transiting back to base, or stock up on basic items.

(Tip for the first merchant, Larrim: he jacks up the prices. Selling stuff

is fine, but try to buy stuff elsewhere if you need things.)


* Leave planets fast. Later on in the game you'll be able to travel

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

have to hoof it.

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

immediately reform your party. This is available any time transit is

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

selected party will immediately swap in for use.

-------------------------

9.10 SNEAK ATTACK TACTICS

-------------------------

Sneak Attack, with its positional requirements, is one feat that deserves

special mention. A scoundrel's life revolves around the use of this feat

in battle, so if you're playing a scoundrel you should think of any way to

put the feat into use. There are three general ways to score a sneak

attack: attacking from stealth, positioning behind an opponent, and

attacking a stunned or otherwise helpless opponent.


Note that in all cases, if the scoundrel satisfies the conditions for a

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

squeeze in multiple sneak attacks for some pretty hefty damage.

9.10.1 Attacking From Stealth

-----------------------------

This one's simple: if you attack while stealthed within 10 feet of an

opponent, all attacks that round qualify as sneak attacks. This is the

classic sneak-and-backstab assassination idea. Usually you can only do

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

outright, that is.

Scoundrel-guardians have the added advantage of Force Jump, allowing them

to stealth-attack opponents from long range and (I think) still get the

Sneak Attack bonus.

9.10.2 Attacking From Behind

----------------------------

Getting a positional sneak attack is a tougher than simply dropping into

stealth and walking up to someone, but it's also potentially more


lucrative, since you can usually only sneak attack once per battle from

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.

A variation on this idea involving Stealth is to stealth your scoundrel,

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

the annoying habit of making computer-controlled stealthed characters

attack if any of your party members attack, so don't get trigger-happy with

your baiting character. Bait the opponent by getting in their visual

range, not by taking a pot shot at them.

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

Force Jump feat to drop in.

9.10.3 Attacking Helpless Opponents

-----------------------------------

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

attack opportunities. Critical Strike and Sniper Shots will do it,

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.

Scoundrel-based Jedi or any player that wants to use Mission frequently

should master such types of immobilizing powers. (Actually, powers that

stop the enemy in their tracks is good in general.)

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.

9.10.4 Ranged Weapons

---------------------

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

from a safer distance than, well, melee distance.

If you're willing to risk a little bodily harm, however, ranged weapons

have one big advantage at close range: the +10 point-blank attack bonus you

get when using ranged weapons up close. This translates to a whopping

*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

weapon in the hands of a scoundrel.

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).

Of course, there's a disadvantage to all this attack bonus goodness for

close proximity ranged attacks: any opponent close to you gets +10 on

*their* attacks against you. If there's a bunch of enemies invading your

personal space while you're trying out your pistols in someone else's back,

chances are you're going to be hurting soon (especially if your target

turns around -- ulp!). So, limit your use of point-blank assassinations to

stealth sneak attacks, single enemies who are already busy with someone

else, or just when you really, *really* need the extra sneak attack damage,

no matter what the cost.

=============

10. EQUIPMENT

=============
***WARNING!***

This will likely be the most spoiler-ific section in the guide, as I

discuss equipment from all areas of the game, some of which have very plot-

revealing names, so if you'd rather discover such equipment on your own, go

ahead and skip this section. The equipment listing here is by no means

complete; I chose instead to only comment on certain equipment that have

notable features (more mundane stuff would just have "no comment" for an

analysis, and so isn't included).

------------

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

an asterisk (*) and considered with their fully upgraded stats.

10.1.1 Blaster Pistols

----------------------

Unless otherwise specified, assume a 20-20/x2 threat range for all the

pistols.

Carth's Blaster* (4-9 Energy; +2 Atk)

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

upgrades once you find something better, though.

Ion Blaster (1-4 Ion, +1-10 vs. Droids)

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

extra 1-10 damage is nothign to scoff at for either weapon against

mechanical opponents.

Disruptor Pistol (1-4 Physical)

Mandalorian Ripper (3-6 Physical; +2 Atk)

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

have physical damage components, making these obsolete.

Bendak's Blaster* (5-10 Energy; +3 Atk)

Bendak's blaster is a marginal improvement over Carth's and will serve

you well up until mid-game. However, as all four upgrades to blasters

are in short supply for a while, either this or Carth's Blaster will not

be at full strength when you get them.

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

thought of sneak attacks on a stunned opponnent. However, the stun only

happens 25% of the time and becomes ineffective later in the game, as

higher level characters typically have no problems beating a DC of 10,

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

are resisting consistently, drop these weapons.

Sonic Pistol (1-4 Sonic; -1 Dex, DC 14 vs. Ref)

Bothan Shrieker (2-5 Sonic; -1 Dex, DC 14 vs. Ref; +1 Atk)

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,

DC 10 vs. Will; +2 Atk; 19-20/x2 TR)

This is a nice little all-purpose package and an effective weapon for

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.

Zabrak Tystel Mark III (3-10 Energy, +2 Physical; +2 Atk)


One of the better high damage pistols in the game, doing a total of 5-12

damage normally with the physical damage factored in, but is overshadowed

by the Mandalorian Heavy Pistol, which is slightly better. Still,

there's enough pistol users in the game for this to see use. T3-M4 will

likely end up with this when all is said and done.

Mandalorian Heavy Pistol (4-11 Energy, +2 Physical; +3 Atk)

The best generic pistol in the game. This should always be in use

somewhere. Good damage and a respectable attack bonus make this

dangerous.

GenoHaradan Blaster (2-7 Energy; +5 Atk)

Sporting an excellent attack bonus but paltry damage, this blaster is

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,

6 sec, DC 10 vs. Will; +5 Atk; 19-20/x2 TR)

This pistol is unique but unfortunately named the same as the normal Sith

pistols. Of course, as Saul's personal weapon, it's clearly superior,

having good damage, a higher chance at a stun (although the stun is

easily broken), an awesome attack bonus, and a bigger threat range than

standard pistols. Great for Mission if you're working her as a pistol

user.

Cassus Fett's Heavy Pistol* (6-19 Energy; +5 Atk; 19-20/x2 TR)

It costs a big chunk of money to acquire, but Cassus Fett's pistol


clearly blows every other pistol out of the water when it comes to

damage. Weld this one to Carth's or Mission's main hand if you buy it on

Korriban. Note that the upgraded threat range is considered a Keen

upgrade, and so will act as a 20-20 range with an extra multiplier, not

as a true 19-20 range would.

10.1.2 Blaster Rifles

---------------------

Unless otherwise specified, assume rifles have a 19-20/x2 threat range.

Zaalbar's Bowcaster* (3-12 Energy; +3 Atk; 17-20/x2 TR)

More damage than your standard rifle with full upgrades, so it'll be

useful up until mid-game. Of particular note is the extended critical

range, which can be useful for a character like Mission that uses a lot

of Sniper Shot.

Blaster Carbine (1-8 Energy)

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

but a lower range. Sell off this one.

Ion Rifle (1-6 Ion, +2-12 vs. Droids; 20-20/x2 TR)

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

same: energy shields or droids, shelve otherwise.


Disruptor Rifle (1-6 Physical; 20-20/x2 TR)

Zabrak Disruptor Cannon (8-13 Physical; +2 Atk; 20-20/x2 TR)

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

problems, make sure to equip this.

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

multiple options for pistols. It does respectable damage, however, so

it's a useful weapon until later when enemies can consistently resist the

stunning effect.

Sonic Rifle (1-6 Sonic; -1 Dex, DC 14 vs. Ref; 20-20/x2 TR)

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

the Dexterity damage is nice.

Bowcaster (1-10 Energy, +2 Physical)

You can pick up multiple bowcasters up while adventuring in Kashyyyk, and

the Wookiee product is significantly better than standard blaster

rifles,

so upgrade all your rifle-toting characters to at least these once you


get them.

Zabrak Battle Cannon (6-13 Energy; +3 Atk)

Available for purchase in Manaan, the battle cannon's got respectable

damage, but you can acquire better rifles later, so I'd hold off on

buying it.

Jurgan Kalta's Carbine (4-11 Energy, +2 Physical; +3 Atk)

For a famous Zabrak mercenary's personal weapon, this is surprisingly

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

its physical damage, but you can do better.

Chuundar's Bowcaster (3-12 Energy, +4 Physical; +2 Atk)

Chuundar's tweaked his bowcaster to be better than your average, er,

bowcaster, and a nice rifle in general. The big physical damage

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,

+1-6 Ion vs. Droids; +5 Atk)

Jurgan's other rifle, available for a limited time on Dantooine, looks

weaker than his carbine initially, but upgrades to a sort of Swiss Army

Knife kind of weapon, encompassing three different types of damage (for

4-20 total damage), extra droid damage, and a great attack bonus. One of

the best rifles available, superceded only by...


Jamah Hogra's Carbine* (5-15 energy, +2-8 physical; +5 Atk)

While Jurgan would likely be offended that an incompetent mercenary had a

better weapon, the fact remains that Jamah's fully upgraded carbine is

the most damaging ranged weapon available in the game.

10.1.3 Heavy Weapons

--------------------

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

broken in the game implementation (repeaters don't actually shoot more

often), or that Bioware didn't spend a lot of time designing good heavy

weapons.

Ordo's Repeating Blaster* (5-14 Energy; +1 Atk; 20-20/x2 TR)

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,

when fully upgraded, this is a respectable weapon up until the highest

level rifles , which gives Canderous plenty of time to specialize in

another category...

10.1.4 Melee Weapons

--------------------

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

drastically reducing blaster damage from the pen-and-paper version of the


Star Wars RPG), you'll see melee weapons in use fairly often. All are

assumed to have cortosis weaved in, to explain why lightsabers don't just

cut through them like butter...

Unless otherwise specified, single-handed melee weapons have a 19-20/x2

threat range, while two-handed melee weapons have a 20-20/x2 range.

Remember that while two-handed weapons are listed with a single damage

range, they actually attack twice a round.

Prototype Vibroblade* (5-14 Physical; +3 Atk; Balanced)

Considering how early you get this weapon, it's quite a nice little blade

when upgraded, and balanced to boot, allowing you to use it in the

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.

Quarterstaff (1-6 Physical)

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

for cheap right at the beginning of the game...

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

(see Gameplay Mechanics for details). These are intriguing options if

you're playing a single-wielding melee scoundrel somewhere, you'll likely

value the stunning chance more than actual damage, since you should

always be maneuvering for a sneak attack anyway. Considering you can

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

effect, ditch for more powerful weapons.

Mission's Vibroblade* (2-11 Physical, +1 Energy; +2 Atk; Balanced)

Mission's personal weapon unfortunately isn't all that great even when

fully upgraded, but as she's a kid, it's excusable... Easily replaced

once you find some nicer weapons.

Vibro Double-Blade (2-16 Physical)

You may be able to pick one of these up on Taris depending on how you do

your quests; otherwise, it's available for purchase on Manaan and

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

it if you don't pick it up in Taris.


Chieftain's Gaffi Stick (5-12 Physical; Weakness, DC 20 vs. ?; +2 Atk;

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

while you have it.

Echani Foil (5-15 Physical; +3 Atk; 17-20/x2 TR)

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).

Krath Double Sword (4-14 Physical, +1 Cold; +2 Atk)

You can pick up this decent two-handed weapon while poking around

Kashyyyk.

Echani Vibroblade (3-12 Physical, +2 Cold; +2 Atk; Balanced)

A quest reward on Kashyyyk, this is one of the better balanced weapons in

the game, although it's still slightly less powerful compared to the

fully upgraded Prototype Vibroblade.

Ajunta Pal's Blade (5-15 Physical, +2 Fire; +5 Atk)

While it's called a blade, this Sith artifact found on Korriban is

actually a two-handed weapon, and quite a nice one at that, with an

enormous attack bonus.

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

enhanced by an extremely hard-to-resist poison effect. While it's not

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

using a single melee weapon, too.

GenoHaradan Poison Blade (5-15 Physical; Poison, DC 15 vs. Fort; +3 Atk)

One of your rewards for being a bad kinda killing person for the

Genoharadan, the poison is a nice effect, but not as strong or as hard to

resist as the poison on Naga Sadow's blade.

(The One's) Vibrosword (7-17 Physical; +5 Atk)

You can find this pair of vibroswords (which are simply listed as plain

vibroswords, unfortunately) late in the game. While not having any

special properties, they do great damage and have an exceptional attack

bonus.

Sanisiki's Blade* (3-12 Physical, +1-6 Energy, +3 Ion vs. Droids; +3 Atk;

17-20/x2 TR; Balanced)

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*

much better than the Prototype Vibroblade or Echani Vibroblade, so you

may not want to shell out the money if you're short on cash. Makes a

nice accompaniament to Bacca's Ceremonial Blade, with the extra droid

damage and the increased critical range.

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.

Bacca's Ceremonial Blade* (6-16 Physical, +4 Energy, +2-12 Bludgeoning vs.

Droids; +4 Atk; +2-12 Massive Criticals)

A quest reward on Kashyyyk, this blade is worshipped by Wookiees for good

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

take full advantage of the massive criticals.

Rakatan Battle Wand* (3 Physical, +1-10 Ion, +2 Electrical; Stun, 2 rounds,

DC 18 vs. Will; 50% Stun, 1 round, DC 14 vs. Will;

+4 Atk)

Not available until late in the game, this has some of the most dramatic

upgrades of any upgradeable weapon, going from 3 to 6-15 damage, plus

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

a single-wielding melee fighter, however.


10.1.5 Lightsaber Crystals

--------------------------

Lightsabers themselves are pretty simple to discuss: there's the standard

lightsaber, which does 2-16 damage with a 19-20/x2 threat range; the

double-bladed lightsaber, which does 2-20 damage with a 20-20/x2 threat

range; and the balance short lightsaber, which does 2-12 damage with a 19-

20/x2 range.

However, lightsabers are a customizable through two crystal slots, which

can hold two different crystal modifiers. So, it's more instructive to

discuss the crystals themselves (other than the color crystals, which have

an obvious function). Remember that crystals attached to double-bladed

lightsabers are essentially doubled, since they're used for both attacks

done by the lightsaber.

Bondar Crystal (25% Stun, 6 sec, DC 10 vs. Will)

This can be useful early on, but lessens in power as the game progresses

and enemies can consistently beat a DC 10 save. Drop on a double-bladed

lightsaber to get extra stunning opportunities. Especially fun for

scoundrel-based Jedi, of course.

Damind Crystal (+3 Atk)

Rubat Crystal (+1 Atk; +1 Energy)

Erlat Crystal (+2 Atk; +2 Energy)

Krayt Dragon Pearl (+3 Atk; +2 Energy)

Sapith Crystal (+2 Atk; +3 Energy)

These crystals all add straightforward attack and damage bonuses.


Phond Crystal (+1-6 Physical)

Sigil Crystal (+1 Atk; +1-6 Energy)

Upari Crystal (+3 Atk; +1-8 Energy)

These crystals add a range of extra damage. The Phond is interesting

because of the physical component, which will allow you to do damage

through someone with an energy shield rather than depleting the shield

like the lightsaber normally does.

Luxum Crystal (+2 Atk; +1-6 Energy vs. Droids)

Firkann Crystal (+2 Atk; +2-12 Energy vs. Droids)

Specialized droid killer crystals.

Nextor Crystal (+1 Atk; x2 threat range)

This adds the Keen property to your lightsaber. Much more useful on a

standard or short lightsaber rather than a double-bladed lightsaber,

which has a small threat range.

Opila Crystal (+3 Energy; +2-12 Energy Massive Criticals)

The crystal of choice for users of Critical Strike, this adds an extra 2-

12 damage to the already double damage of a critical hit.

Jenreax Crystal (+2 Energy; +5 Blaster Deflection)

The only defensive crystal, this adds a substantial bonus to Jedi Defense

checks. A nice crystal to use on an off hand short lightsaber, since it

doesn't matter whether the crystal is on the main or off hand when dual

wielding lightsabers. The only crystal that isn't effectively doubled by


a double-bladed lightsaber, as the deflection bonus is only applied when

attacked, not when attacking. Dual wielding lightsabers and putting a

Jenreax in both would double the deflection bonus, though.

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

combinations come to mind:

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.

Upari + Sigil (+4 Atk; +2-14 Energy)

Upari + Sapith (+5 Atk; +4-11 Energy)

Upari + Krayt (+6 Atk; +3-10 Energy)

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.

Firkann + Luxum (+4 Atk; +3-18 Energy vs. Droids)

The specialized "droid stomper" lightsaber. If you don't have the

Shutdown series of powers available to take down droids, keep this

combination on a reserve standard or double-bladed lightsaber and switch

when you're attacking mechanical opponents. Just remember to switch back

to your normal lightsaber later; it's a good idea to make this reserve

lightsaber a different color than your main one as a reminder.

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

Energy Massive Criticals)

Upari + Opila (+3 Atk; +4-11 Energy; +2-12 Energy Massive Criticals)

The lightsabers for those that love Critical Strike. Put the Nextor-

Opila combo on a standard lightsaber to get a 50% threat chance when

using Master Critical Strike. However, you may end up getting more

mileage by sacrificing the Nextor's extra threat range for a Solari or

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

body armors, upgradeable armors are considered fully upgraded.

10.2.1 Armor (Light)

-------------------

Light armor is characterized by modest defensive bonuses along with cushy

max Dex limits. Most non-Jedi classes can wear this kind of armor.

Republic Mod Armor* (6 Def; +4 max Dex; Immunity: Mind-Affecting)

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-

affecting immunity is great for dark Jedi battles, though.

Echani Fiber Armor* (7 Def; +5 max Dex; 20/- vs. Cold; 20/- vs. Fire)

Strangely enough, one of the best light armors is *also* available on

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,

Darth Bandon. Excellent defense and extra mind-affecting immunity make

this slightly better than the Echani Fiber Armor.

GenoHaradan Mesh Armor (7 Def; +5 max Dex; +4 Stealth; +3 Dex)


Available only if you're willing to slit a few throats on the side, this

mesh armor not only has the same defense as the best fiber armors, but

gives a boost to your Stealth skill and your Dexterity attribute.

10.2.2 Armor (Medium)

---------------------

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

defensive bonuses of heavy armor; if your character has a high Dexterity,

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

modifiers in the +2 to +3 range will want to consider medium armor.

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

piece of work, sporting a higher-than-average defense with a good Dex

limit.

Powered Light Battle Armor (8 Def; +2 max Dex; 25/- vs. Sonic; +1 Str)

Available on Tatooine or found in various locations, this battle armor

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;

15/- vs. Sonic)

Bought on Korriban, this suit offers respectable defense and light

resistance to the elements.

Exar Kun's Light Battle Suit (9 Def; +3 max Dex)

For a piece of armor that's attributed to an infamous Sith, this has

disappointly little in the ways of extra frills. On the other hand, not

having his aura hanging around probably makes it more comfortable.

Purchased, appropriately enough, on Korriban.

Jamah Hogra's Battle Armor (11 Def; +2 max Dex; Immunity: Critical Hits;

+1 Str)

Once again it falls to rich, incompetent mercenaries to provide the best

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

any other medium armor you'll see.

10.2.3 Armor (Heavy)

--------------------

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.

Powered Battle Armor (9 Def; +1 max Dex; +1 Str)

While the defensive benefits aren't the best, this armor comes with a

nice strength boost.

Mandalorian Battle Armor (11 Def; 0 max Dex; 25/- vs. Electrical)

Taken off the backs of Mandalorian corpses, this has an excellent defense

and protection against the occasional shock-happy dark Jedi.

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

your character unrecognizable and will cause you to constantly wonder

whether you're under attack by unstealthed Mandalorians. Oh, and it also

has the second-best defense of any armor and resistances.

Verpine Zal Alloy Mesh (12 Def; +1 max Dex; 25/- vs. Cold; 25/- vs. Fire;

25/- vs. Sonic)

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

resistances of the Mandalorian Assault Armor, without the wonky helmet.

Calo Nord's Battle Armor* (12 Def; +1 max Dex; 10/- vs. Cold;

10/- vs. Fire; 10/- vs. Sonic;

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

is among the best armors in the game.

Cassus Fett's Battle Armor* (14 Def; 0 max Dex; 10/- vs. Cold;

10/- vs. Fire; 10/- vs. Sonic; +1 Str)

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

short while on Dantooine, and it's *expensive*.

10.2.4 Jedi Robes

-----------------

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:

Qel-Droma Robes (5 Def; +8 max Dex; +2 Wis; Light Side only)

Found on Korriban, these Jedi robes are only for do-gooders, and give a

substantial (or at least substantial for robes) defensive bonus, plus a

Wisdom boost for more Force oomph.


Darth Revan Robes (5 Def; +8 max Dex; +4 Str; Regen: 1; Dark Side only)

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

lightsaber more deadly, plus you get rudimentary regenerative powers.

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

a huge Wisdom bonus.

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.

Stealth Field Generator (enables Stealth)

Sound Dampening Stealth Unit (enables Stealth, +2 Stealth)

Advanced Stealth Unit (enables Stealth, +4 Stealth)

Eriadu Stealth Unit (enables Stealth, +6 Stealth)

GenoHaradan Stealth Unit (enables Stealth, +8 Stealth)

All of these units enable scoundrel-based characters to use their Stealth

skills through a camouflage field generated by the belt. Outside of the

basic Stealth Field Generator, the better units also offer various

upgrades to the skill to help you remain undetected, although as always,


the GenoHaradan unit is only available if you do some contract killing.

Only useful if you have at least one rank in Stealth.

Cardio-Regulator (+2 Fort)

Verpine Cardio-Regulator (+3 Fort)

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

just use them when you have nothing better to use.

Adrenaline Amplifier (+2 Ref)

Advanced Adrenaline Amplifier (+3 Ref)

Similar to the Cardio-Regulator, except for Ref saves. Normally this

isn't a problem for any characters unless they have low Dexterity and low

Ref saves, like Canderous.

Power Belt (+1 Str)

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.

Brejik's Belt (5/- vs. Bludgeoning)

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.

Nerve Amplifier Belt (Immunity: Mind-Affecting)

Commonly available, this is mostly useful when fighting against Jedi


using Fear and other mind-warping powers.

Thermal Shield Generator (Immunity: Fire)

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.

Mainly useful against droids with flamethrowers and plasma grenades or

mines, and probably a good deterrent to all the heat around Tatooine

where it's available.

Electrical Capacitance Shield (Immunity: Electricity)

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

at them after they waste a round throwing lighting bolts at you.

CNS Strength Enhancer (+2 all saves, +2 Str)

Quite a nice belt, giving you more melee damage along with the

functionality of a Cardio-Regulator, an Adrenaline Amplifier, and a

Neural Band all in one package. Available for a limited time on

Dantooine.

Adrenaline Stimulator (+4 all saves, +2 Dex)

The granddaddy of all saving throw belts, this gives enormous save

bonuses and a small boost to your Dex. Very expensive Korriban product,

but worth it if you're concerned about your safety.


10.2.6 Gloves

-------------

Gloves usually come in attribute-enhancing flavors, with the occasional

deviations into skills, saves, or feats.

Brejik's Gloves (+1 Dex)

The more applicable Dex enhancer means this Brejik item will see more use

than his other equipment.

Strength Gauntlets (+1 Str)

Eriadu Strength Amplifier (+2 Str)

Sith Power Gauntlets (+3 Str)

GenoHaradan Power Gloves (+4 Str)

Dominator Gauntlets (+5 Str)

The main use for gloves, all of these give you a Strength enhancement in

various degrees. The GenoHaradan gloves are only available as a reward

for assassinating people, and the Dominator is the most expensive item in

the game, purchased late in the game on Korriban.

Stabilizer Gloves (+2 Demolitions)

Verpine Bond Gloves (+6 Demolitions)

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

one rank in Demolitions.

Infiltrator Gloves (+4 Computer Use; +4 Security; +1 Dex)

Sold for a limited time on Dantooine, these gloves give slicing and
lockpicking bonuses along with a marginal Dexterity bonus. Nice for

scouts or scoundrels that are looking for a skills boost, plus as a

reserve item for extra savings on computer slicing (a rather expensive

reserve item, though).

Karakan Gauntlets (+3 all saves, +1 Dex)

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.

Marko Ragnos' Gauntlets (Weapon Focus/Specialization: Lightsaber; Dark Side

only)

Found on Korriban, this Sith artifact allows evil-minded Jedi to

experience the benefits of lightsaber specialization, or at least will

save two feats for a guardian.

10.2.7 Head Gear

----------------

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

may be restricted to certain classes.

Neural Band (+2 Will)

Verpine Headband (+3 Will; +2 Awareness)

The counterpart Will save enhancer to Cardio-Regulators and Adrenaline

Amplifiers. Verpine Headbands have the added bonus of adding a small

Awareness boost.

Aural Amplifier (+2 Awareness)

Advanced Aural Amplifier (+4 Awareness)

Light-Scan Visor (+4 Awareness; requires Armor Proficiency: Light)

Basic equipment that enhances your ability to see mines and stealthed

opponents. The Light-Scan Visor is cheaper than the Advanced Aural

Amplifier but has an armor restriction, plus it gets points docked for

being a sickly green.

Motion Detection Goggles (+2 Awareness; +1 Demolitions, Security;

requires Armor Proficiency: Light)

Bothan Perception Visor (+3 Awareness; +2 Demolitions, Security;

requires Armor Proficiency: Light)


Bothan Sensory Visor (+4 Awareness; +3 Demolitions, Security; Immunity:

Critical Hits; requires Armor Proficiency: Light)

This set of head gear gives extra boosts to scoundrel class skills,

althoug the Awareness and Demolitions boost can be useful to anyone,

really.

Interface Band (+2 Computer Use, Demolitions, Security; 5/- vs. Sonic)

Interface Visor (+4 Computer Use, Demolitions, Security; 5/- vs. Sonic;

requires Armor Proficiency: Light)

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.

This is especially true of the Visor, which gives an automatic 1-spike

reduction.

GenoHaradan Visor (+3 Ref; +4 Awareness; +2 Demolitions)

Demolitions Sensor (+8 Awareness; +4 Demolitions)

More items that boost skills, this time focused on mines. The

GenoHaradan Visor has modest skill increases and a save boost, and as

usual is available if you do some contract killing. The Demolitions

Sensor, however, is the Last Word when it comes to finding and working

with mines and should be a permanent fixture on your best demolitions

expert for a long time.

Tulak Hord's Mask (+2 Stealth; 10/- vs. Fire; Dark Side only)

Stealth Field Reinforcement (+8 Stealth; requires Armor Proficiency: Light)


While these aren't very similar cosmetically, they serve a similar

purpose, that of enhancing the wearer's Stealth skill. The mask can be

found on Korriban, while the reinforcer is around for a little while on

Dantooine.

Verpine Ocular Enhancer (+1 Dex; 5/- vs. Sonic)

The sonic damage reduction isn't worth much, but this provides an

alternative method of getting an extra point of Dexterity. Purchased on

Korriban.

Sonic Nullifiers (10/- vs. Sonic)

This would be useful -- if you saw Sonic weapons anywhere near

frequently. But you won't, so it isn't.

Davik's Visor: (Improved Power Blast)

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.

Combat Sensor (Weapon Focus: Blaster Pistol, Blaster Rifle; +2 Dex)

Pistol Targeting Optics (Weapon Focus/Specialization: Blaster Pistol)

Heavy Targeting Optics (Weapon Focus/Specialization: Blaster Rifle,

Heavy Weapons)

Non-soldier blaster users rejoice! With the right head gear, you, too,

can have specialization, or in the case of the Combat Sensor, get a +2 to


your attack. You'll just have to sacrifice feeling the wind blow on

your

face... The sensor and pistol optics can be purchased on Manaan, while

the heavy optics are bought on Korriban.

Breath Mask (Immunity: Poison)

Vacuum Mask (Immunity: Mind-Affecting, Poison)

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

dark side Jedi who tend to not take care of themselves.

Stabilizer Mask (+2 all saves; Immunity: Mind-Affecting;

requires Armor Proficiency: Medium)

Bonuses to all saves and immunity to mind warping is your reward for

wearing this fashion accessory.

Sith Mask (Immunity: Mind-Affecting; Weapon Focus: Lightsaber; Regen FP: 1;

requires Armor Proficiency: Heavy)

An interesting piece of equipment, this offers clear Jedi bonuses but has

a hefty armor restriction, meaning a soldier-based main character is

about the only one who could wear it.

===========

11. UPDATES
===========

11/15/2003 v1.4: An astute reader noted that I had the SP totals for the

different multiclass combinations wrong, so I fixed the numbers.

11/7/2003: v1.3: Fixed the scoundrel description (Sneak Attack works on

multiple attacks per round after all). Added a Character Creation

Attribute bit, plus Sneak Attack Tactics.

10/7/2003: v1.2: Revised more descriptions. Added some more material for a

melee-based Mission. Added a Demolitions chart. Added commentary on using

armor as a Jedi and a listing of Force powers that don't have armor

restrictions. Added a subsection on damage. Added the big equipment

commentary. Added info on death blows.

9/20/2003: v1.1: Revised critical hits section. Altered some power

commentary, revised my opinion of Throw Lightsaber in particular. Changed

descriptions for Mission, Canderous, and Juhani. Corrected the close range

section (read the combat logs a little wrong). Added to Intelligence

description. Changed Droid Stun to Shutdown, too confusing between Droid

Stun and Stun Droid.

9/15/2003: v1.0 finished.

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