· 8 years ago · Jun 05, 2018, 09:08 AM
1=======================================================================
2 Star Wars: Knights of the Old Republic
3 Gameplay Guide v1.4
4 by Sherwin Tam
5=======================================================================
6
7
8=================
9TABLE OF CONTENTS
10=================
111. Introduction
122. Conventions
133. PC Classes
14 3.1 Non-Jedi Classes
15 3.1.1 Soldier
16 3.1.2 Scout
17 3.1.3 Scoundrel
18 3.2 Jedi Classes
19 3.2.1 Jedi Guardian
20 3.2.2 Jedi Sentinel
21 3.2.3 Jedi Consular
22 3.3 Class Combinations
23 3.3.1 Soldier-Guardian
24 3.3.2 Scout-Guardian
25 3.3.3 Scoundrel-Guardian
26 3.3.4 Soldier-Sentinel
27 3.3.5 Scout-Sentinel
28 3.3.6 Scoundrel-Sentinel
29 3.3.7 Soldier-Consular
30 3.3.8 Scout-Consular
31 3.3.9 Scoundrel-Consular
324. Attributes
33 4.1 Strength
34 4.2 Dexterity
35 4.3 Constitution
36 4.4 Intelligence
37 4.5 Wisdom
38 4.6 Charisma
395. Skills
40 5.1 Computer Use
41 5.2 Demolitions
42 5.3 Stealth
43 5.4 Awareness
44 5.5 Persuade
45 5.6 Repair
46 5.7 Security
47 5.8 Treat Injury
486. Feats
49 6.1 Passive Combat Feats
50 6.1.1 Armor Proficiency
51 6.1.2 Weapon Proficiency
52 6.1.3 Implant Level
53 6.1.4 Dueling
54 6.1.5 Two-Weapon Fighting
55 6.1.6 Conditioning
56 6.1.7 Toughness
57 6.2 Active Combat Feats
58 6.2.1 Power Attack
59 6.2.2 Flurry
60 6.2.3 Critical Strike
61 6.2.4 Power Blast
62 6.2.5 Rapid Shot
63 6.2.6 Sniper Shot
64 6.3 Skill Feats
65 6.3.1 Caution
66 6.3.2 Empathy
67 6.3.3 Gear Head
68 6.4 Class Feats
69 6.4.1 Implant Level
70 6.4.2 Uncanny Dodge
71 6.4.3 Sneak Attack
72 6.4.4 Scoundrel's Luck
73 6.4.5 Jedi Defense
74 6.4.6 Jedi Sense
75 6.4.7 Force Jump
76 6.4.8 Force Immunity
77 6.4.9 Force Focus
78 6.4.10 Droid Upgrade Class
79 6.4.11 Logic Upgrade
80 6.5 Unique Feats
81 6.5.1 Force Sensitive
82 6.5.2 Battle Meditation
83 6.5.3 Wookiee Toughness
84 6.5.4 Blaster Integration
857. Force Powers
86 7.1 Core Powers
87 7.1.1 Speed
88 7.1.2 Resistance
89 7.1.3 Absorption
90 7.1.4 Persuasion
91 7.1.5 Telekinesis
92 7.1.6 Cancelation
93 7.1.7 Throwing
94 7.2 Light Side Powers
95 7.2.1 Healing
96 7.2.2 Protection
97 7.2.3 Enhancement
98 7.2.4 Stun
99 7.2.5 Shutdown
100 7.3 Dark Side Powers
101 7.3.1 Strangulation
102 7.3.2 Disease
103 7.3.3 Terror
104 7.3.4 Electrocution
105 7.3.5 Drain
106 7.4 Unique Powers
107 7.4.1 Force Camouflage
1088. Non-Player Characters
109 8.1 Carth Onasi
110 8.2 Mission Vao
111 8.3 Zaalbar
112 8.4 Bastila Shan
113 8.5 T3-M4
114 8.6 Canderous Ordo
115 8.7 Juhani
116 8.8 HK-47
117 8.9 Jolee Bindo
1189. Game Mechanics
119 9.1 Character Creation Attributes
120 9.2 Leveling
121 9.2.1 Delayed Leveling
122 9.2.2 Delayed Skill Points
123 9.3 Combat Calculations
124 9.3.1 Critical Hits
125 9.3.2 Close Range Modifiers
126 9.3.3 Damage
127 9.3.4 Death Blows
128 9.4 Saving Throws
129 9.5 Melee Fighting Styles - Dueling vs. Two-Weapon Fighting
130 9.6 Melee Feats - Flurry vs. Power Attack (and Critical Strike, Too)
131 9.7 Lightsaber Fighting Styles and Feats
132 9.7.1 Single Lightsaber (with Dueling)
133 9.7.2 Double-Bladed Lightsaber
134 9.7.3 Dual Lightsabers
135 9.8 Ranged Fighting Styles and Feats
136 9.9 Transit System
137 9.10 Sneak Attack Tactics
138 9.10.1 Attacking From Stealth
139 9.10.2 Attacking From Behind
140 9.10.3 Attacking Helpless Opponents
141 9.10.4 Ranged Weapons
14210. Equipment
143 10.1 Weapons
144 10.1.1 Blaster Pistols
145 10.1.2 Blaster Rifles
146 10.1.3 Heavy Weapons
147 10.1.4 Melee Weapons
148 10.1.5 Lightsaber Crystals
149 10.2 Armor
150 10.2.1 Armor (Light)
151 10.2.2 Armor (Medium)
152 10.2.3 Armor (Heavy)
153 10.2.4 Jedi Robes
154 10.2.5 Belts
155 10.2.6 Gloves
156 10.2.7 Head Gear
15711. Updates
15812. Disclaimer
15913. Thanks
160
161
162===============
1631. INTRODUCTION
164===============
165This is my guide to the overall workings of Star Wars: Knights of the Old
166Republic for the XBox, one of my favorite RPGs, and possibly for the PC
167version as well when it's released. (I may be insane enough to own both --
168I'll bet the PC version will be patched faster...) Included are
169suggestions for what to choose as your class, analysis of skills, feats,
170and powers, and what to do with those wacky companions you pick up along
171the way. Also, I whip out the calculator for some statistics to help
172compare different feats and fighting styles.
173
174Note that there are some spoilers inherent in this guide. It's impossible
175to avoid spoilers when talking about who you can meet in the game, and the
176equipment section especially contains clear spoilers about stuff you're not
177supposed to know about yet. I suggest, if this is your first time through
178the game, to tread carefully through this guide and avoid the NPC and
179especially the equipment sections, unless you don't mind knowing.
180Knowledge is power (gaming), but ignorance is bliss, when it comes to
181enjoying the storyline.
182
183
184==============
1852. CONVENTIONS
186==============
187For those of you who aren't familiar with the d20 Dungeons and Dragons
188role-playing rules that this game is based on, or on some common role-
189playing game terminology, or just can't read my mind, here are some acronym
190and abbreviation explanations, some specific to KotOR (yes, that's in here,
191too).
192
193Attack Bonus (AB, Atk): The bonus given to your attack calculation to
194determine whether you successfully hit an enemy when attacking.
195
196Attributes: Numbers which represent the basic physical, mental, and social
197qualities of a character.
198
199Base Attack Bonus (BAB): The natural attack bonus given to your character
200based on their class.
201
202Buff/Debuff: A buff is any temporary enhancement to a character, such as
203the effects of a stimulant or using a force power such as Force Aura.
204Debuffs are the opposite of buffs, affliction states that weaken a
205character.
206
207Character Level: The overall level of a character, determined by adding the
208class levels of every class of a character together. The PC is the only
209character with more than one class, so a 8/5 Soldier Guardian is a 8 + 5 =
210level 13 character. NPCs have a single class and thus have the same
211character level as their class level.
212
213Charisma (Cha): The attractiveness and/or leadership capabilities of a
214character.
215
216Class: A general "job" description or basic nature of a character. All
217characters will be of a particular class, which determines many of their
218abilities.
219
220Class Level: The level of any single class for a character. The PC will
221have two classes, so a 8/5 Soldier/Guardian is a level 8 soldier and a
222level 5 guardian. NPCs have only one class, so their class levels are the
223same as their character levels.
224
225Consititution (Con): The endurance and stamina of a character.
226
227Critical Hit: An attack that is powerful enough to do double damage, from a
228successful threat.
229
230d20: A random number between 1 and 20. The system is based on old pen-and-
231paper RPGs, where a random number would be generated by rolling a 20-sided
232die, thus the "d" in d20. I used to play such archaic RPGs, so I'll
233sometimes also refer to this as a d20 "roll", even though the game just
234generates a pseudo-random number rather than actually whipping out the ol'
235plastic dice.
236
237Defense (Def): The number used to check against an attack when determining
238whether a character is hit by an attack.
239
240Dexterity (Dex): The agility and hand-eye coordination of a character.
241
242Difficulty Class (DC): The number used to compare against a saving throw to
243see whether the save succeeded or failed. See the section on Gameplay
244Mechanics for details.
245
246Emoticon ( ;) ): A group of keyboard characters representing a facial
247expression or expressing a tone. Typically will be ;) in this guide, the
248wink-smile, because, well, I've been thoroughly corrupted by the Internet
249and use emoticons when I'm not a good enough writer to convincingly convey
250when I'm kidding about something. ;) See?
251
252Experience Points (XP): points given to characters for successful actions,
253whether completing quests or just killing something. Experience points are
254accumulated towards advancing character levels; once you have a set amount
255of XP, you gain another level.
256
257Force Points (FP): The amount of Force available to a Jedi. These are used
258to power the Force powers given to Jedi, and will recharge slowly.
259
260Fortitude save (Fort): Ability to withstand damage through physical
261stamina. Affected by Constitution.
262
263In My Opinion (IMO): Common Internet acronym for, er, something that's my
264opinion.
265
266Intelligence (Int): The ability to learn and reason for a character.
267
268Jedi Consular (JC): Jedi class, focused on Force understanding and powers.
269
270Jedi Guardian (JG): Jedi class, focused on melee combat and lightsaber use.
271
272Jedi Sentinel (JS): Jedi class, searches for truth, balances melee and
273Force powers.
274
275Knights of the Old Republic (KotOR): The game that this guide is about.
276
277Main Character: Your own customized character that you create when first
278starting the game. Also referred to as the PC, or Player Character.
279
280Non-Player Character (NPC): Other controllable companions that join you in
281your adventure.
282
283Player Character (PC): See Main Character.
284
285Reflex save (Ref): Ability to withstand damage through agility and quick
286reflexes. Affected by Dexterity.
287
288Role-Playing Game (RPG): Game where the player assumes a "role" of a
289character that interacts with the game world. In video game terms, this
290usually involves playing a character or party of characters that gain in
291strength while adventuring through a scripted storyline.
292
293Saving Throw (save): The number added to your check when trying to resist
294detrimental effects, such as being stunned or grenade damage. See the
295section on Gameplay Mechanics for details.
296
297Scoundrel (Scl): Non-Jedi class, gets by on wits, charm, and sometimes
298subterfuge.
299
300Scout (Sct): Non-Jedi class, explores the galaxy.
301
302Skills: Non-combat abilities of a character, which includes treating
303injuries, spotting mines, repairing droids, and so on.
304
305Skill Points (SP): Points to improve your skills. You get SP with every
306new level to allocate to your skills.
307
308Slicing: Star Wars equivalent of "hacking" computer systems. Sounds
309better, too, IMO, to be a slicer rather than a hacker, but maybe that's
310just me.
311
312Soldier (Sol): Non-Jedi class, likes to fight. Lots.
313
314Strength (Str): The physical power of a character.
315
316Threat: A possible critical hit.
317
318Threat Range (TR): The range of numbers for a weapon that constitute a
319threat when rolled on a d20 for an attack roll.
320
321Vitality Points (VP): Your health level. The more VP you have, the longer
322you can survive in battle. In combat you'll take damage, which reduces
323your amount of VP. Any character that drops to 0 VP is knocked
324unconscious, and all your current characters get knocked unconscious, the
325game's over. However, as long as one teammate survives a battle, any
326unconscious characters will get back up with 1 VP. VP does not regenerate
327automatically, so any character that gets hurt will have to be
328healed/repaired somehow.
329
330Will save (Will): Ability to withstand damage through mental toughness.
331Affected by Wisdom.
332
333Wisdom (Wis): The willpower and intuition of a character.
334
335
336=============
3373. PC CLASSES
338=============
339There are six classes in total that are available to your PC in the game.
340Classes are templates that determine your base combat effectiveness, saving
341throws, skill affinities, feats, and pretty much everything else that
342outlines your character. They give a strong indication of what role you
343will play in the game.
344
345
346--------------------
3473.1 NON-JEDI CLASSES
348--------------------
349Your character starts off as either a Soldier, Scout, or Scoundrel before
350you become a Jedi. Note that you can only reach level 8 or so before
351switching over to a Jedi class, so I only put in a partial listing of
352statistics for each. Also note that while I make recommendations for each
353class, you should plan ahead towards your eventual Jedi class. For
354instance, if you want a Soldier-Consular, then you'll want more Wisdom and
355Charisma than your standard front-line fighter, which means you'll have to
356sacrifice attribute points somewhere else.
357
358If you're going to be a scout or scoundrel, make sure to focus your SP on
359skills that you want rather than spreading them over everything. Jedis get
360less SP than either class, so you won't get a chance to really keep the
361skills high once you become a Jedi.
362
363Besides the listed special abilities you gain, you character will also get
364extra attribute points. However, since attribute points are given per
365character level and not class level, I didn't list them.
366
367
3683.1.1 Soldier
369-------------
370Advantages
371+ Has the highest attack bonuses in the game, allowing them to hit
372 with weapons more often
373+ Has the most vitality
374+ Gets the most feats of any class in the game
375+ Only class able to specialize in non-Jedi weapons
376+ Can wear any armor and use any weapon (except lightsabers) to start
377+ Strong Fortitude saves
378
379Disadvantages
380- Gets a pitiful number of skill points, and furthermore has only
381 three class skills. Not going to unlock doors (bash them instead)
382 or disarm any bombs (how damaging can they be?)
383- Weak Reflex and Will saves
384- Specialization not as useful for main character because it doesn't
385 include lightsabers
386
387VP/level: 10
388Starting SP: (1 + Int mod) * 4
389SP/level: (2 + Int mod) / 2
390Class skills: Demolitions
391 Awareness
392 Treat Injury
393Starting feats: Armor Proficiency (Light)
394 -> Armor Proficiency (Medium)
395 -> Armor Proficiency (Heavy)
396 Weapon Proficiency (Blaster Pistol)
397 Weapon Proficiency (Blaster Rifle)
398 Weapon Proficiency (Heavy Weapons)
399 Weapon Proficiency (Melee Weapons)
400 Power Blast
401 Power Attack
402
403 -Saving Throws-
404Level Attack Bonus Fort Ref Will Special
405----- ------------ ---- --- ---- -------
4061 +1 +2 +0 +0 Feat
4072 +2 +3 +0 +0 Feat
4083 +3 +3 +1 +1 Feat
4094 +4 +4 +1 +1 Feat
4105 +5 +4 +1 +1 Feat
4116 +6 +5 +2 +2 Feat
4127 +7 +5 +2 +2 Feat
4138 +8 +6 +2 +2 Feat
4149 +9 +6 +3 +3 Feat
41510 +10 +7 +3 +3 Feat
416
417Soldiers are masters at combat, and believe the best way to resolve a fight
418is to win. Playing a soldier is simple and straightforward: if someone
419attacks you, kill it. You won't have the skills to do much else.
420Fortunately, soldiers are some of the most effective combatants in the
421game, having lots of VP and a slew of feats.
422
423Important attributes for soldiers are Strength for close-range fighters,
424Dexterity for shooters, and Constitution to raise VP. The PC as an
425aspiring Jedi should consider keeping Dexterity high for defense (Jedi
426robes aren't very protective) and putting some points into Wisdom for more
427Force points, and Charisma to make their force powers more effective. But
428a hulking strongman character with high Strength for high lightsaber damage
429can also do well. Intelligence isn't particularly useful unless your
430character really wants to be an effective blaster sniper, which relies on
431the Int modifier to stun, and why are using Sniper Shot if you're going to
432be a Jedi?
433
434Your skill set will be extremely limited as a soldier. Unless you have a
435good Intelligence, your single point should go to Treat Injury. An
436Intelligence of 14 or more will net you another point for use in Awareness
437or Demolitions. You may want to put some points into Persuasion, but it is
438highly expensive (normally you can only raise it once per two levels), so
439you may not want to sacrifice your few skill points for that. Those that
440actually want to talk it out with people should think about acquiring
441Affect Mind later to do some more Force-ful persuasion.
442
443Building up soldiers involve choosing a weapon to focus on to start and
444then taking feats to make your character a master of that weapon. For
445instance, if you wanted to make a pistol specialist, You'd take Weapon
446Focus (Blaster Rifle), Weapon Specialization (Blaster Rifle), and feats
447from the Rapid Shot and Power Blast lines. In this case you'd ignore Two-
448Weapon Fighting and Dueling because they apply to single-hand weapons, but
449if you were choosing to specialize in single or two weapons, or those that
450have two attacks like a double-bladed sword, you would master the
451appropriate line of feats.
452
453If you will eventually use your lightsaber as your main weapon, you'll want
454to avoid focusing on melee weapons, as lightsabers have their own line of
455proficiencies. Instead, focus on either Two-Weapon Fighting or Dueling and
456special melee feats. Decide early whether to use one or two lightsabers
457and take the appropriate feats. Note that the double-bladed lightsaber is
458bugged and doesn't have any two-weapon penalties like most other weapons,
459so if you wish to exploit this and put your feats in other places, I won't
460tell...
461
462Feats that focus on skills are obviously not too useful for soldiers, so
463avoid those. The Toughness line is somewhat helpful (not that you really
464need that much more VP); the damage reduction from Improved Toughness in
465particular will appeal to muscle-bound soldiers with defense problems.
466Also consider Conditioning to improve your saving throws, which will be
467generally low.
468
469Soldiers, with their starting armor feats, have an interesting alternative
470to the standard Jedi progression once the main character switches. While
471the standard Jedi will move towards Jedi robes to have all available
472powers, soldier-based Jedi may want to consider wearing heavy armor. This
473will restrict your power choices, but in exchange you'll be able to wear
474super-heavy armor. Sure, you can get about the same kind of defense using
475Force buffs, but powers wear out, while a good set of armor keeps you
476protected, all the time...
477
478
4793.1.2 Scout
480-----------
481Advantages
482+ Good spread of skills, skill points
483+ Can use up to medium armor and most weapons
484+ Gets implant feats for free
485+ Good at avoiding attacks and grenades
486+ Great saving throws
487
488Disadvantages
489- Lower attack bonuses
490- Many attributes to focus on
491
492VP/level: 8
493Starting SP: (3 + Int mod) * 4
494SP/level: (6 + Int mod) / 2
495Class skills: Computer Use
496 Demolitions
497 Awareness
498 Repair
499 Treat Injury
500Starting feats: Armor Proficiency (Light)
501 -> Armor Proficiency (Medium)
502 Weapon Proficiency (Blaster Pistol)
503 Weapon Proficiency (Blaster Rifle)
504 Weapon Proficiency (Melee Weapons)
505 Flurry
506 Rapid Shot
507 Implant Level 1
508
509 -Saving Throws-
510Level Attack Bonus Fort Ref Will Special
511----- ------------ ---- --- ---- -------
5121 +0 +2 +2 +2 Implant Level 1, Feat
5132 +1 +3 +3 +3 Feat
5143 +2 +3 +3 +3 Feat
5154 +3 +4 +4 +4 Implant Level 2, Uncanny Dodge 1
5165 +3 +4 +4 +4 Feat
5176 +4 +5 +5 +5 -
5187 +5 +5 +5 +5 Uncanny Dodge 2, Feat
5198 +6 +6 +6 +6 Implant Level 3
5209 +6 +6 +6 +6 Feat
52110 +7 +7 +7 +7 -
522
523Scouts are explorers and survivors. They are a sort of jack-of-all-trades
524character, highly flexible. They aren't as good combatants as soldiers
525(few are), but they make up for this with more skills and some special
526abilities, as well as the best saving throws in the game. Of course, the
527price for flexibility is that there are too many things the scout can focus
528on, and the scout doesn't get as many skill points or feats to be as good
529as soldiers and scoundrels in combat or skill use, respectively.
530
531Most of the attributes can be useful for the scout. Good Strength is
532always good for the aspiring melee combantant. Dexterity is especially
533useful for scouts, since with Uncanny Dodge scouts can keep their defense
534bonus from Dexterity even when surprised. Constitution can give more VP.
535The scout who wants to use skills will need high Intelligence, both for the
536extra points and because it gives bonuses to the class skills of Computer
537Use, Demolitions, and Repair. Wisdom will give bonuses to the remaining
538class skills and give more FP for aspiring Jedi. Charisma is less useful;
539the main character can use Persuade, which depends on Charisma, but the
540scout's class skills don't depend on Charisma, and Persuade is a cross-
541class skill. If you plan to use a lot of Force powers later on, though,
542you won't want to skimp on this.
543
544The scout has the advantage of having Computer Use and Repair as class
545skills, which are the primary methods of taking out enemies without
546actually having to fight them, if you're so inclined. If you enjoy
547watching power conduits explode from security cameras or reprogramming
548droids to shoot things for you, then you'll want to buff up the appropriate
549skills. (That or keep Teethree with you at all times.) Repair in
550particular is useful due to the fact that certain things in the game can
551only be repaired by the main character. Persuade is also useful, but it's
552not a class skill, so those hoping to become convincing speakers can either
553bite the bullet and drop extra points into the skill or save some points
554and wait until they become Jedi. Just don't let the wide variety of skills
555stretch you thin; unlike the scoundrel, you won't have enough skill points
556to cover all your class skills, so you must decide early on what to focus
557on.
558
559Feats choices again should reflect how you plan to use your character
560(mostly your choice of weapon and fighting style). For lightsaber use, I
561personally would bulk up the dueling set of skills rather than two-weapon
562fighting due to the lower attack bonuses of the scout, but this depends
563also on what Jedi class the PC will eventually be, and is personal choice
564(see the pros and cons under mechanics). Since you get Flurry for free,
565it's also a good idea to master that line of feats.
566
567
5683.1.3 Scoundrel
569---------------
570Advantages
571+ Lots of skill points
572+ Lots of class skills (including Persuade)
573+ High reflex save
574+ Sneak Attack for lots of surprise damage
575+ Scoundrel's Luck makes for great defense
576
577Disadvantages
578- Lower attack bonuses
579- Not that many VP
580- Not that many feats, either
581- Low fortitude and will saves
582- Can't use a lot of equipment to start
583
584VP/level: 6
585Starting SP: (4 + Int mod) * 4
586SP/level: (8 + Int mod) / 2
587Class skills: Demolitions
588 Stealth
589 Awareness
590 Security
591 Persuade
592Starting feats: Armor Proficiency (Light)
593 Weapon Proficiency (Blaster Pistol)
594 Weapon Proficiency (Blaster Rifle)
595 Weapon Proficiency (Melee Weapons)
596 Critical Strike
597 Sniper Snot
598 Sneak Attack I
599 Scoundrel's Luck
600
601 -Saving Throws-
602Level Attack Bonus Fort Ref Will Special
603----- ------------ ---- --- ---- -------
6041 +0 +0 +2 +0 Sneak Attack I, Scoundrel's
605 Luck, Feat
6062 +1 +0 +3 +0 Feat
6073 +2 +1 +3 +1 Sneak Attack II
6084 +3 +1 +4 +1 -
6095 +3 +1 +4 +1 Sneak Attack III, Feat
6106 +4 +2 +5 +2 Improved Scoundrel's Luck
6117 +5 +2 +5 +2 Sneak Attack IV
6128 +6 +2 +6 +2 Feat
6139 +6 +3 +6 +3 Sneak Attack V
61410 +7 +3 +7 +3 -
615
616Scoundrels are for those that want to try something else besides the
617standard head-on fighting approach to the game, because the scoundrel isn't
618all that great at that sort of approach, having the lowest VP out of all
619three classes and little in the way of feats. However, to compensate, the
620scoundrel gets the most skill points in the game, lots of class skills to
621spend those points on, and two feat lines unique to the scoundrel. The
622scoundrel's way will be to avoid having to battle through sweet-talking
623people, or if battle is unavoidable, hiding -- and shooting enemies in the
624back. Hey, if they want to fight, all bets are off, right?
625
626The two special feats dovetail nicely. On one hand, Sneak Attack (which
627the main character should be able to get to level IV or V) requires that
628the low-vitality scoundrel get close to use properly. On the other hand,
629once the scoundrel's exposed, their Luck will keep them from being toasted.
630
631Strength is useful for close quarters, especially in making Critical Strike
632harder to resist. Dexterity IMO is the more important attribute, however;
633defense is hugely important in keeping your scoundrel alive, so the more
634the better, plus a higher dex makes stealthing easier. Constitution can
635ease the VP shortage, but you could also take Toughness if you find there
636aren't enough attribute points to go around. Intelligence is important for
637the extra skill points, demolitions, and if you want to use a lot of sniper
638shot (although chances are you won't as a Jedi). However, the game halves
639your Intelligence modifier for the purposes of calculating skill points, so
640your best option for an extra skill point would be an Intelligence of 14
641(modifier +2). Any more would be wasteful (unless you really are pushing
642skills, in which case you could go wild and push all the way to 18), any
643less wouldn't actually give you another point. Wisdom powers the awareness
644and security class skills, bolsters the scoundrel's weak Will saving throw,
645and will add more all-important Force points the main character as a
646scoundrel will need later. Finally, Charisma affects the Persuade skill,
647which is a class skill for scoundrels, and it will also give you extra FP.
648
649Skill selection is dependent on whether you will sneak around with your
650scoundrel. If you want to fight guerilla-style, put points into Stealth.
651Otherwise, save the points for the rest of the skills. Your PC will
652definitely want to max out the Persuade skill. Scoundrels are the only
653non-Jedi class to get this skill, and it's highly useful in avoiding
654unnecessary combat, completing side quests -- and getting more money for
655those side quests. And that's what being a scoundrel is all about, after
656all. You may also want to put a few points into Treat Injury, even though
657it costs double. The only way to regain VP in battle is through medpacs,
658and those are enhanced by your Treat Injury skill.
659
660Choose your feats carefully. The scoundrel gets the least number of feats
661of the three non-Jedi classes, so your main character will likely only get
662up to four feats before switching to a Jedi class. Use those few feats to
663establish a fighting style, master a special attack, like Flurry, or if you
664are a true non-combatant, taking Empathy. Also look at Toughness to give
665you a boost in VP. If you choose to pump your fighting style, I recommend
666Dueling, since the scoundrel's attack bonuses are somewhat low, so this
667will help you make sure you land that sneak attack when you try it.
668However, if you want to deal more damage but whiff more often, invest the
669three feats into Two-Weapon Fighting.
670
671
672----------------
6733.2 JEDI CLASSES
674----------------
675Early on in the game you'll be given the opportunity (or forced, depending
676on how you want to look at it) to become a Jedi. Once you become a Jedi,
677you will no longer advance as your previous class. Similar to before,
678there are three different Jedi classes to choose from. Note that you can
679delay your leveling until you switch to being a Jedi, which is totally
680unrealistic but will allow you to take extra Jedi levels rather than your
681previous class, if you so desire.
682
683All Jedi classes have good to great saving throw bonuses, so I didn't
684mention saves in the advantages or disadvantages. Also, all Jedi classes
685gain Persuade, Awareness, and Treat Injury as class skills, but you also
686keep as class skills whatever you had from your previous class as well.
687The consular also gets Computer Use and Repair as class skills, strangely
688enough (you'd think the sentinel would get them; consulars don't get enough
689skill points to make a difference).
690
691
6923.2.1 Jedi Guardian
693-------------------
694Advantages
695+ High attack bonuses
696+ Only class able to specialize in lightsabers
697+ High VP
698+ More feats than other Jedi classes
699+ Force Jump gets guardian up and close in a hurry
700
701Disadvantages
702- Miniscule amounts of FP
703
704VP/level: 10
705SP/level: (2 + Int mod) / 2
706FP/level: 4
707Additional class skills: Awareness
708 Persuade
709 Treat Injury
710Additional feats: Weapon Proficiency (Lightsaber)
711 Jedi Defense
712 Jedi Sense
713 Force Jump
714
715 -Saving Throws-
716Level Attack Bonus Fort Ref Will Special
717----- ------------ ---- --- ---- -------
7181 +1 +2 +2 +1 Jedi Defense, Jedi Sense, Force
719 Jump, Feat, Force Power x 2
7202 +2 +3 +3 +2 Force Power
7213 +3 +3 +3 +2 Feat, Force Power
7224 +4 +4 +4 +2 Force Power
7235 +5 +4 +4 +3 Force Power
7246 +6 +5 +5 +3 Knight Sense, Advanced Force
725 Jump, Feat, Force Power
7267 +7 +5 +5 +4 Feat, Force Power
7278 +8 +6 +6 +4 Force Power
7289 +9 +6 +6 +4 Feat, Force Power
72910 +10 +7 +7 +5 Force Power
73011 +11 +7 +7 +5 Force Power
73112 +12 +8 +8 +6 Master Sense, Master Force Jump,
732 Feat, Force Power
73313 +13 +8 +8 +6 Feat, Force Power
73414 +14 +9 +9 +6 Force Power
73515 +15 +9 +9 +7 Feat, Force Power
73616 +16 +10 +10 +7 Force Power
73717 +17 +10 +10 +8 Force Power
73818 +18 +11 +11 +8 Feat, Force Power
73919 +19 +11 +11 +8 Force Power
74020 +20 +12 +12 +9 Force Power
741
742Guardians are the warriors of the Jedi, the ones most skilled with the
743lightsaber. As such, they get more feats than the other Jedi classes
744(although still not as many as a soldier would), they can specialize in
745lightsabers, allowing for an extra +2 damage per hit, and with Force Jump
746they can quickly (and literally) jump into the fray.
747
748Of course, with such a big focus on the lightsaber, guardians have
749sacrificed their Force power training, and thus get the least amount of FP
750among the Jedi. It's a good thing you're good at swinging the lightsaber,
751because you won't have a lot of juice to do anything else...
752
753Similarly, guardians get very little in terms of SP, so you can expect your
754skills to come to a grinding halt unless you invested in some higher
755Intelligence. Hey, that's what teammates are for, right?
756
757The feats you receive as a guardian should focus on doing as much damage as
758possible with your lightsaber. Strongly consider specializing in the
759lightsaber, as +2 extra damage per hit is quite powerful, especially when
760dual wielding or using the double-bladed lightsaber. Jedi Defense is also
761useful for keeping your damage down in big firefights, but as guardians get
762a good attack bonus already, which is what drives Jedi Defense, style or
763active attack feats take priority, unless you're really keen on turning
764every blaster bolt right back on its owner.
765
766Hopefully you've already decided whether you want to use a single or
767two/double lightsaber in your previous class and have taken feats towards
768the appropriate style. If you haven't chosen yet, then you'll likely
769either have to just use a single lightsaber (two without the Two-Weapon
770Fighting feats has too many penalties), or spend your feats towards two
771weapons now. Otherwise, some of your feats can also be applied to Flurry,
772Power Attack, or Critical Strike.
773
774For Force powers, guardians don't have enough FP to really rely on powers
775for attack (and normally they don't have the Wisdom and Charisma to make
776the powers truly effective); use your powers to put on a few buffs or
777inconvenience your enemies before administering a beatdown. Self-buffs are
778good choices, particularly the Speed and Valor powers. Upgrade Cure/Heal
779or Drain Life/Death Field, depending on which side of the Force you're on
780(or plan to be on), then look to upgrade powers that will immobilize many
781enemies at once to allow you to control the spacing on the battlefield.
782Force Wave is particularly appropriate; jump into a fray with Force Jump,
783then use the power to knock back the crowd and choose your opponent to
784whack. Full upgrades to Stasis Field, Destroy Droid, or Insanity will also
785do the trick. I'm not so much a fan of throwing your lightsaber for this
786class (you can usually just jump in yourself if you're that far away as a
787guardian), but Throwing does do guaranteed damage, so it can be useful for
788heavily armored targets.
789
790
7913.2.2 Jedi Sentinel
792-------------------
793Advantages
794+ More SP than other Jedi classes
795+ Immunities make sentinel harder to stop
796
797Disadvantages
798- Low attack bonuses
799
800VP/level: 8
801SP/level: (4 + Int mod) / 2
802FP/level: 6
803Additional class skills: Awareness
804 Persuade
805 Treat Injury
806Additional feats: Weapon Proficiency (Lightsaber)
807 Jedi Defense
808 Jedi Sense
809 Force Immunity: Fear
810
811 -Saving Throws-
812Level Attack Bonus Fort Ref Will Special
813----- ------------ ---- --- ---- -------
8141 +0 +2 +2 +1 Jedi Defense, Jedi Sense, Force
815 Immunity: Fear, Feat, Force
816 Power x 2
8172 +1 +3 +3 +2 Force Power
8183 +2 +3 +3 +2 Feat, Force Power
8194 +3 +4 +4 +2 Force Power
8205 +3 +4 +4 +3 Force Power
8216 +4 +5 +5 +3 Knight Sense, Force Immunity:
822 Stun, Feat, Force Power
8237 +5 +5 +5 +4 Force Power
8248 +6 +6 +6 +4 Force Power
8259 +6 +6 +6 +4 Feat, Force Power
82610 +7 +7 +7 +5 Force Power
82711 +8 +7 +7 +5 Force Power
82812 +9 +8 +8 +6 Master Sense, Force Immunity:
829 Paralysis, Feat, Force Power
83013 +9 +8 +8 +6 Force Power
83114 +10 +9 +9 +6 Force Power
83215 +11 +9 +9 +7 Feat, Force Power
83316 +12 +10 +10 +7 Force Power
83417 +12 +10 +10 +8 Force Power
83518 +13 +11 +11 +8 Feat, Force Power
83619 +14 +11 +11 +8 Force Power
83720 +15 +12 +12 +9 Force Power
838
839Sentinels are the investigators of the Jedi, ferreting out injustice. In
840some respects the Sentinel is the weakest of the Jedi classes, simply
841because in being able to do everything they don't do anything particular
842well. They have more VP than consulars and thus can survive a fight for
843longer, but they have lower attack bonuses than guardians. They have more
844FP than guardians, but less VP and no bonus to their Force powers as
845consulars do. They get more SP than the other Jedi classes, but still get
846less than a scout or scoundrel would, and skills aren't really necessary
847for the main character when a companion can do things better. So what's a
848poor sentinel to do?
849
850Well, anything they want, really. Just because they're not specialized in
851one area doesn't mean they can't be effective in multiple roles. The trick
852is just to make sure you have selective focus. You should be able to both
853fight decently well and throw out a few powers, but don't try to sample
854every feat and power under the sun. Concentrate instead on mastering a few
855sets of Force powers, a few skills, a fighting style with the appropriate
856feats, and the sentinel can still be formidable.
857
858The sentinel's unique Immunity feats, while not as universally useful as
859the other Jedi's feats, are a nice touch in enhancing a sentinel's utility.
860Sentinels are immediately immune to the entire series of Fear powers from
861the Dark Side, and gradually become immune to the Stun/Stasis Light Side
862powers, and the side effects of any critical strikes or sniper shots. This
863means you usually don't have to worry about your character becoming
864unusuable in battle (dead, yes, but not unusuable), and you can apply your
865talents wherever and whenever they are needed.
866
867Skills for a sentinel should go along the lines of your previous class.
868Consider pumping up Persuade for the extra conversation options if you
869aren't going to take Force Mind, especially if you're a soldier -- what
870other class skill are you going to spend points on?
871
872Feats again should focus on your style of lightsaber use. I personally
873would take Dueling for the extra attack bonus to counteract the lower AB
874that sentinels get, but then again there's a certain appeal to having two
875weapons in a big whirlwind of swings... The extensions to Jedi Defense are
876also good, as well as progressing in one of Flurry or Power Attack, with
877Critical Strike being another possibility but dangerous due to its big
878defensive penalty. However, if you've got a scoundrel background, Critical
879Strike can be immensely useful...
880
881Force powers are similarly all useful, and sentinels have more FP to play
882with than guardians, allowing for more application. Just remember to focus
883on categories rather than taking a level in everything, as the better
884powers are usually higher up the scale.
885
886
8873.2.3 Jedi Consular
888-------------------
889Advantages
890+ More FP than other Jedi classes
891+ Gets more Force powers
892+ Force Focus makes Force powers more effective
893
894Disadvantages
895- Low attack bonuses
896- Low VP
897
898VP/level: 6
899SP/level: (2 + Int mod) / 2
900FP/level: 8
901Additional class skills: Computer Use
902 Awareness
903 Persuade
904 Repair
905 Treat Injury
906Additional feats: Weapon Proficiency (Lightsaber)
907 Jedi Defense
908 Jedi Sense
909 Force Focus
910
911 -Saving Throws-
912Level Attack Bonus Fort Ref Will Special
913----- ------------ ---- --- ---- -------
9141 +0 +2 +1 +2 Jedi Defense, Jedi Sense, Force
915 Focus, Feat, Force Power x 2
9162 +1 +3 +2 +3 Force Power
9173 +2 +3 +2 +3 Feat, Force Power
9184 +3 +4 +2 +4 Force Power
9195 +3 +4 +3 +4 Force Power x 2
9206 +4 +5 +3 +5 Knight Sense, Improved Force
921 Focus, Feat, Force Power
9227 +5 +5 +4 +5 Force Power
9238 +6 +6 +4 +6 Force Power
9249 +6 +6 +4 +6 Feat, Force Power x 2
92510 +7 +7 +5 +7 Force Power
92611 +8 +7 +5 +7 Force Power
92712 +9 +8 +6 +8 Master Sense, Master Force
928 Focus, Feat, Force Power
92913 +9 +8 +6 +8 Force Power x 2
93014 +10 +9 +6 +9 Force Power
93115 +11 +9 +7 +9 Feat, Force Power
93216 +12 +10 +7 +10 Force Power
93317 +12 +10 +8 +10 Force Power x 2
93418 +13 +11 +8 +11 Feat, Force Power
93519 +14 +11 +8 +11 Force Power
93620 +15 +12 +9 +12 Force Power
937
938Consulars are the mediators of the Jedi, finding balance in the universe
939and focusing more on their Force abilities than physical combat. Think
940Yoda -- or the Palpatine for those Dark Side enthusiasts. Consulars get
941the most powers of all the Jedi classes, the most FP to use those powers,
942and with Force Focus, the most effectiveness when using the powers. In
943exchange, they are the weakest physically, letting their bodies
944proverbially shrivel in favor of their mental prowess (also like Yoda and
945Palpatine, incidentally). The traditional consular will have a high Wisdom
946and Charisma to further make their powers irresistable, and will use their
947lightsaber sparingly, although this is certainly not a requirement.
948
949Skills for a consular tend to be sparse, since they get few skill points to
950use, so use them in any area you see fit.
951
952Feats should be focused on your style of play. More defensive, Force-
953throwing consulars will want to use a single lightsaber with dueling, which
954will help even when using powers due to the passive defensive bonus, while
955the more adventurous consulars who have a sturdier previous class, want to
956look stylin' and attack more frequently, or perhaps have a death wish, can
957invest in two-weapon fighting.
958
959The consular's special feat, Force Focus, adds to the DC against opponents
960when they're trying to save against the consular's Force powers. Since
961you've got it, flaunt it; the consular has the biggest license to whip out
962the stunning, the choking, the bolt action, and anything else your heart or
963morals (or lack thereof) desire. Area affects, such as Force Wave, Force
964Storm, and Stasis Field are particularly fun to play with. All consulars
965should also consider taking Force Suppression and Force Breach, to take
966down the defenses of those pesky resistance-using enemy Jedi and let them
967feel the full brunt of your powers again.
968
969
970----------------------
9713.3 CLASS COMBINATIONS
972----------------------
973The main character is in the unique position of having access to two
974classes during the game, something that none of the NPCs will do. Thus,
975with three non-Jedi and three Jedi classes to choose from, there can be a
976total of nine different ways to advance your character in terms of class
977combinations. Be sure to read the Game Mechanics section on leveling if
978you wish to control the balance between your two classes but don't know how
979to "work the system".
980
981In all cases, the debate over when to switch is between the benefits of the
982previous class compared to the current class. Normally the non-Jedi
983classes offer either feats, in the case of the soldier, or other special
984abilities and more skill points, in the case of the scout and scoundrel,
985and these are taken in exchange for more Force powers. Those looking to
986bulk up on as many powers as possible will want to grind it out as a
987pitiful low-level character in the first part of the game to access major
988Jedi powers later, while others who want stay truer to the late-bloomer
989tone of the story or want more diversity in their abilities will want to
990wait until later to become Jedi. If this is the first time you're playing
991through the game, however, I'd stick to immediately upgrading your
992characters in the early part of the game, to allow you to experience the
993first part of the game without feeling like a weakling.
994
995The charts also list 1/--, which I did to include the starting class feats,
996if any. The game will force you to level up to at least 2, so It's not
997possible to be a 1/19 combination.
998
999
10003.3.1 Soldier-Guardian
1001----------------------
1002Advantages
1003+ Most feats, VP, AB out of all the combinations
1004
1005Disadvantages
1006- Poor amounts of SP
1007- Weak Will save
1008
1009Sol/ --------Maximum Base Values--------
1010JG Feats Powers VP FP SP AB Fort Ref Will Other
1011---- ----- ------ --- --- --- --- ---- --- ---- -----
10121/-- - - - - - - - - - -
10132/18 11 19 200 112 23 +20 +14 +11 +8 -
10143/17 11 18 200 108 23 +20 +13 +10 +8 -
10154/16 12 17 200 104 23 +20 +14 +11 +8 -
10165/15 13 16 200 100 23 +20 +13 +10 +8 -
10176/14 13 15 200 96 23 +20 +14 +10 +7 -
10187/13 14 14 200 92 23 +20 +13 +10 +8 -
10198/12 14 13 200 88 23 +20 +14 +10 +8 -
1020
1021This is the strongest pure fighting combination out of all the
1022combinations, with the highest vitality and the best attack bonuses. The
1023soldier class allows you to set up many of the general melee feats, which
1024frees the guardian later to focus on specialization and special Jedi feats.
1025However, this combination is one of the worst in terms of skill
1026progression, and the character will suffer a weakness with will saves.
1027
1028When to switch: Here the considerations are simple: the soldier's main
1029benefit is extra feats, but guardians also get more feats than the other
1030Jedi classes and have the same attack bonuses, so you can afford to switch
1031early. The earlier you switch, the more Force powers you get at the
1032expense of feats. Bad times to switch are at levels 3, 6, and 8, due to
1033less powers for the same number of feats as the previous level.
1034
1035
10363.3.2 Scout-Guardian
1037--------------------
1038Advantages
1039+ Can get Implant Levels for free
1040+ Uncanny Dodge
1041+ Great saving throws
1042
1043Disadvantages
1044- Won't go that far with skills
1045
1046Sct/ --------Maximum Base Values--------
1047JG Feats Powers VP FP SP AB Fort Ref Will Other
1048---- ----- ------ --- --- --- --- ---- --- ---- -----
10491/-- - - - - - - - - - Implant Level 1
10502/18 11 19 196 112 33 +19 +14 +14 +11 -
10513/17 11 18 194 108 35 +19 +13 +13 +11 -
10524/16 11 17 192 104 37 +19 +14 +14 +11 Implant Level 2,
1053 Uncanny Dodge 1
10545/15 12 16 190 100 39 +18 +13 +13 +11 -
10556/14 11 15 188 96 41 +18 +14 +14 +11 -
10567/13 12 14 186 92 43 +18 +13 +13 +11 Uncanny Dodge 2
10578/12 11 13 184 88 45 +18 +14 +14 +12 Implant Level 3
1058
1059Sacrificing some VP and AB compared to the soldier, this allows for free
1060implants and better saving throws compared to the other two guardian
1061possibilities, and enough feats with the scout to still reasonably pump up
1062the guardian in attack choices. With better saves, comparable stats
1063otherwise, more skills, and free implants, a scout-guardian may make an
1064even better guardian than one with a soldier base, although you'll have to
1065be a little more choosy with your feats.
1066
1067When to switch: It's beneficial to switch at level 4 or 5, after getting
1068Implant Level 2 and Uncanny Dodge 1, or you can wait it out until the
1069higher levels for the upgrades. Since you get an extra feat at level 7
1070compared to level 8, you should switch then, since you can always use that
1071extra feat for the last level of implant if necessary, and you get an extra
1072power to work with.
1073
1074
10753.3.3 Scoundrel-Guardian
1076------------------------
1077Advantages
1078+ Sneak Attacks for extra damage
1079+ Great defense
1080+ Can have lots of skill points
1081
1082Disadvantages
1083- Lower VP and less feats than other guardian choices
1084- Weak Will save
1085
1086Scl/ --------Maximum Base Values--------
1087JG Feats Powers VP FP SP AB Fort Ref Will Other
1088---- ----- ------ --- --- --- --- ---- --- ---- -----
10891/-- - - - - - - - - - Sneak Attack I,
1090 Scoundrel's Luck
10912/18 11 19 192 112 38 +19 +11 +14 +8 -
10923/17 10 18 188 108 41 +19 +10 +13 +8 Sneak Attack II
10934/16 10 17 184 104 44 +19 +11 +14 +8 -
10945/15 11 16 180 100 47 +18 +10 +13 +8 Sneak Attack III
10956/14 10 15 176 96 50 +18 +10 +14 +7 Improved
1096 Scoundrel's Luck
10977/13 10 14 172 92 53 +18 +10 +13 +8 Sneak Attack IV
10988/12 10 13 168 88 56 +18 +10 +14 +8 -
1099
1100This character works best if the scoundrel before was focused on stealth
1101attacking. A guardian with extra sneak attack power striking out from thin
1102air is something to be feared. Alternately, if not focusing on stealth,
1103make sure to have some stunning Force powers to get the most out of your
1104Sneak Attack abilities. Scoundrel's Luck combined with Jedi Sense can lead
1105to some great defense, which counteracts the fewer vitality points you'll
1106get from using a scoundrel base. Scoundrel-guardians can also have a
1107fairly good skill set, which is necessary to keep their stealth high.
1108
1109When to switch: Strongly consider how many special scoundrel abilities you
1110want, from the large amount of skill points compared to the guardian's
1111miniscule number, plus extra Sneak Attack power at later levels. A good
1112point to switch would be at 6, just after getting Improved Scoundrel's Luck
1113for a a nice +4 bonus to defense, or at 7 right after getting another level
1114in Sneak Attack. Don't wait until level 8, as there aren't really any
1115benefits.
1116
1117
11183.3.4 Soldier-Sentinel
1119----------------------
1120Advantages
1121+ Higher VP and AB than other sentinel combos
1122+ More feats
1123+ Immunities keep lightsaber swinging
1124
1125Disadvantages
1126- Low skill points
1127
1128Sol/ --------Maximum Base Values--------
1129JS Feats Powers VP FP SP AB Fort Ref Will Other
1130---- ----- ------ --- --- --- --- ---- --- ---- -----
11311/-- - - - - - - - - - -
11322/18 9 19 164 148 41 +15 +14 +11 +8 -
11333/17 9 18 166 142 40 +15 +13 +10 +8 -
11344/16 10 17 168 136 39 +16 +14 +11 +8 -
11355/15 11 16 170 130 38 +16 +13 +10 +8 -
11366/14 11 15 172 124 37 +16 +14 +10 +7 -
11377/13 12 14 174 118 36 +16 +13 +10 +8 -
11388/12 13 13 176 112 35 +17 +14 +10 +8 -
1139
1140A more martial version of the sentinel, the soldier's extra feats and AB
1141combined with the sentinel's immunity to immobility makes for an
1142unstoppable combo (well, when the opponent is trying to scare, stun, or
1143paralyze you, anyway). The soldier's lack of skills somewhat makes one of
1144the sentinel's advantages obsolete, but the points can all be saved and
1145used for Persuade if necessary.
1146
1147When to switch: From a feats and powers standpoint, the best times to
1148switch are at levels 2, 4, 5, 7, and 8, although there is little benefit
1149from switching earlier compared to other combinations, since soldiers get
1150their extra feats later. This is the only combination where the Jedi side
1151actually gets more skill points than the non-Jedi side, so the longer you
1152wait, the *less* skill points you get, not more as is the usual way.
1153
1154
11553.3.5 Scout-Sentinel
1156--------------------
1157Advantages:
1158+ Implants allow for stat increases and more immunities
1159+ Good amount of skill points
1160+ Great saving throws
1161
1162Disadvantages
1163- Not great at any one job
1164- Low attack bonuses
1165
1166
1167Sct/ --------Maximum Base Values--------
1168JS Feats Powers VP FP SP AB Fort Ref Will Other
1169---- ----- ------ --- --- --- --- ---- --- ---- -----
11701/-- - - - - - - - - - Implant Level 1
11712/18 9 19 160 148 51 +14 +14 +14 +11 -
11723/17 9 18 160 142 52 +14 +13 +13 +11 -
11734/16 9 17 160 136 53 +15 +14 +14 +11 Implant Level 2,
1174 Uncanny Dodge 1
11755/15 10 16 160 130 54 +14 +13 +13 +11 -
11766/14 9 15 160 124 55 +14 +14 +14 +11 -
11777/13 10 14 160 118 56 +14 +13 +13 +11 Uncanny Dodge 2
11788/12 10 13 160 112 57 +15 +14 +14 +12 Implant Level 3
1179
1180Versatility meets more versatility. Great saving throws and can switch in
1181and out a variety of implants to go with whatever the sentinel wants to do,
1182and the immunities help keep the scout-sentinel in motion. Of course,
1183you're not going to be the best fighter, or the best power user, but you'll
1184be able to do a lot of things fairly well. Invest in extra immunity
1185implants and equipment and you'll be able to shrug off a wide variety of
1186Force powers.
1187
1188When to switch: Switching at level 4 gives you the Implant Level 2 and
1189Uncanny Dodge, plus 16 powers and a slightly higher AB, making this highly
1190appealing. Otherwise, switching at level 5 gives an extra feat, while
1191switching at level 7 gives the less somewhat less impressive Uncanny Dodge
11922. Finally, waiting all the way until level 8 gives an extra feat in
1193Implant Level 3, the most skill points, and slightly better AB and saves,
1194but obviously the fewest Force powers.
1195
1196
11973.3.6 Scoundrel-Sentinel
1198------------------------
1199Advantages
1200+ Most skill points of any combination
1201+ Sneak Attack for more damage
1202+ Great defense
1203
1204Disadvantages
1205- Few feats
1206- Low attack bonuses
1207- Weak Will save
1208
1209Scl/ --------Maximum Base Values--------
1210JS Feats Powers VP FP SP AB Fort Ref Will Other
1211---- ----- ------ --- --- --- --- ---- --- ---- -----
12121/-- - - - - - - - - - Sneak Attack I,
1213 Scoundrel's Luck
12142/18 9 19 156 148 56 +14 +11 +14 +8 -
12153/17 8 18 154 142 58 +14 +10 +13 +8 Sneak Attack II
12164/16 8 17 152 136 60 +15 +11 +14 +8 -
12175/15 9 16 150 130 62 +14 +10 +13 +8 Sneak Attack III
12186/14 8 15 148 124 64 +14 +10 +14 +7 Improved
1219 Scoundrel's Luck
12207/13 8 14 146 118 66 +14 +10 +13 +8 Sneak Attack IV
12218/12 9 13 144 112 68 +15 +10 +14 +8 -
1222
1223The class combination with the most available skill points for the PC,
1224which oddly enough makes this combination the best non-violent character in
1225the game, surpassing the scoundrel-consular. And non-violence is good for
1226this character, because the attack bonuses and feat selection is pretty
1227dismal. This is perhaps the combination most suited to stealthily setting
1228mines and stabbing others in the back with the extra high skills, stuff
1229that you wouldn't see "normal" Jedi do, although the standard scoundrel
1230tactics of using stun powers to get sneak attacks works well, too. Make
1231sure to take 14 Intelligence, or 18 for a truly skillerific, physical-
1232weakling existence, during character creation to enhance your skills
1233godliness among other Jedi.
1234
1235When to switch: Switching at levels 5 through 8 give varying benefits of
1236being a scoundrel. The longer you wait, the more skill points and
1237scoundrel powers you get at the expense of powers and VP. Waiting until
1238level 8, strangely enough, makes you a better fighter than if you had one
1239*less* scoundrel level.
1240
1241
12423.3.7 Soldier-Consular
1243----------------------
1244Advantages
1245+ Higher feats, VP, and AB than other consulars
1246+ Lots of powers to play with
1247
1248Disadvantages
1249- Dismal skill points
1250- Poor Reflex save
1251
1252Sol/ --------Maximum Base Values--------
1253JC Feats Powers VP FP SP AB Fort Ref Will Other
1254---- ----- ------ --- --- --- --- ---- --- ---- -----
12551/-- - - - - - - - - - -
12562/18 9 23 128 184 23 +15 +14 +8 +11 -
12573/17 9 22 132 176 23 +15 +13 +8 +10 -
12584/16 10 20 136 168 23 +16 +14 +8 +11 -
12595/15 11 19 140 160 23 +16 +13 +8 +10 -
12606/14 11 18 144 152 23 +16 +14 +7 +10 -
12617/13 12 17 148 144 23 +16 +13 +8 +10 -
12628/12 13 15 152 136 23 +17 +14 +8 +10 -
1263
1264For the consular who can't quite let go of their lightsaber quite yet, the
1265soldier's extra VP and feats help the consular stay on the front lines, and
1266the consular's extra powers deliver an alternative method of beatdown. An
1267option for those that want to be pseudo-Sentinels but want to be better at
1268both fighting and powers. (Shame about those skills, though.)
1269
1270When to switch: With clear drops in the number of powers, the best levels
1271to switch are at 2, 4, 5, and 7. There's little benefit to being a soldier
1272and switching early, however, since the extra feats don't kick in, so I'd
1273suggest waiting until at least 5. Those waiting until 8 face a hard
1274choice: you can squeeze out one more feat and a little higher AB, but
1275you'll lose *two* powers compared to switching at 7.
1276
1277
12783.3.8 Scout-Consular
1279--------------------
1280Advantages
1281+ Great saving throws
1282+ Gets free Implant levels
1283+ Bunch of powers
1284
1285Disadvantages
1286- Not that many feats
1287
1288Sct/ --------Maximum Base Values--------
1289JC Feats Powers VP FP SP AB Fort Ref Will Other
1290---- ----- ------ --- --- --- --- ---- --- ---- -----
12911/-- - - - - - - - - - Implant Level 1
12922/18 9 23 124 184 33 +14 +14 +11 +14 -
12933/17 9 22 126 176 35 +14 +13 +11 +13 -
12944/16 9 20 128 168 37 +15 +14 +11 +14 Implant Level 2,
1295 Uncanny Dodge 1
12965/15 10 19 130 160 39 +14 +13 +11 +13 -
12976/14 9 18 132 152 41 +14 +14 +11 +14 -
12987/13 10 17 134 144 43 +14 +13 +11 +13 Uncanny Dodge 2
12998/12 10 15 136 136 45 +15 +14 +12 +14 Implant Level 3
1300
1301Better saving throws and Uncanny Dodge keep the consular alive (although
1302more VP would have helped, too). You'll get a couple more skill points to
1303work with, plus implants to further customize your character.
1304
1305When to switch: As with all scout combinations, level 4 is a good place to
1306switch, since you get Implant Level 2 and Uncanny Dodge. Level 5 allows
1307you to trade a power for an extra feat over 4. Level 7 nets you Uncanny
1308Dodge 2, while 8 gets Implant Level 3, but will cost you two powers.
1309
1310
13113.3.9 Scoundrel-Consular
1312------------------------
1313Advantages
1314+ Balanced saving throws
1315+ Lots of skill points
1316+ Lots of powers
1317+ Sneak Attack for extra damage
1318+ Good defense
1319
1320Disadvantages
1321- Miniscule amounts of VP
1322- Poor feat selection
1323
1324Sct/ --------Maximum Base Values--------
1325JC Feats Powers VP FP SP AB Fort Ref Will Other
1326---- ----- ------ --- --- --- --- ---- --- ---- -----
13271/-- - - - - - - - - - Sneak Attack I,
1328 Scoundrel's Luck
13292/18 9 23 120 184 38 +14 +11 +11 +11 -
13303/17 8 22 120 176 41 +14 +10 +11 +10 Sneak Attack II
13314/16 8 20 120 168 44 +15 +11 +11 +11 -
13325/15 9 19 120 160 47 +14 +10 +11 +10 Sneak Attack III
13336/14 8 18 120 152 50 +14 +10 +11 +10 Improved
1334 Scoundrel's Luck
13357/13 8 17 120 144 53 +14 +10 +11 +10 Sneak Attack IV
13368/12 9 15 120 136 56 +15 +10 +12 +10
1337
1338A combination of the smooth talker and the Jedi who only wants to talk
1339makes perhaps the most effective consular. The scoundrel gives the
1340consular better defense and more skill points to put into Persuade to avoid
1341violence, and the consular has a bunch of powers in case violence is
1342unavoidable. The scoundrel and consular fit well in terms of saving
1343throws, too; scoundrels have a high Reflex save, the one area that
1344consulars lack for their saves.
1345
1346However, scoundrel-consulars have the worst VP total of any class, and the
1347fewest feats, along with the scoundrel-sentinel. You'll have to find ways
1348to avoid being attacked, either through use of your skills or using Force
1349Focus to feed stunning and damaging powers down opponents' throats. ("Don't
1350want to talk? Well, eat this!")
1351
1352When to switch: For the truly power-hungry, switching at levels 2 or 3 will
1353give you some added defense compared to other consular combinations.
1354Otherwise, wait until levels 6 or 7 to get the scoundrel's special
1355abilities. Level 8 will give you an extra feat at the expense of two
1356powers.
1357
1358
1359=============
13604. ATTRIBUTES
1361=============
1362All characters in the game are defined by a set of attributes that
1363describes their innate characteristics. The main purpose of attributes is
1364to add or subtract a modifier for when you use that attribute, whether in
1365combat or as part of using a skill. For the purposes of most calculations,
1366someone with 12 Strength is as strong as someone with 13 Strength, because
1367their modifiers are the same.
1368
1369Every fourth character level (4, 8, 12, 16, and 20) characters will get one
1370extra ability point to improve a score. Here, a character with 13 Strength
1371could improve to 14 and get a higher modifier, while a character with 12
1372Strength can only move up to 13 Strength, keeping the same modifier.
1373
1374Ability Score Modifier
1375------------- --------
13761 -5
13772-3 -4
13784-5 -3
13796-7 -2
13808-9 -1
138110-11 0
138212-13 +1
138314-15 +2
138416-17 +3
138518-19 +4
138620-21 +5
138722-23 +6
138823-24 +7
1389etc...
1390
1391
1392------------
13934.1 STRENGTH
1394------------
1395Modifier applies to:
1396* Attack bonus when using melee weapons
1397* Attack bonus when using lightsabers and Strength >= Dexterity
1398* Damage when using melee weapons and lightsabers
1399* Critical Strike feats
1400
1401Strength measures muscle and physical power. The modifier is applied to
1402both the attack bonus and the damage for melee (close-range) weapons.
1403Strength also affects the critical strike set of feats. It has no effect
1404on blaster damage from long-range weapons. Characters with high Strength
1405that use vibroblades, lightsabers and other melee weapons can power their
1406swings to hit more often and cause more damage. Blaster users, on the
1407other hand, will find little use for Strength.
1408
1409
1410-------------
14114.2 DEXTERITY
1412-------------
1413Modifier applies to:
1414* Attack bonus when using ranged weapons
1415* Attack bonus when using lightsabers and Dexterity >= Strength
1416* Defense (up to armor's max Dex bonus limit, if any)
1417* Reflex save
1418* Stealth skill
1419
1420Dexterity measures hand-eye coordination, balance, and reflexes. The
1421modifier is applied to defense, attack bonuses of long-range blasters and
1422lightsabers, and to the reflex saving throw. The stealth skill also
1423benefits from high Dexterity. Characters with high Dexterity are harder to
1424hit, more accurate with blasters and lightsabers, and are quicker on their
1425feet, thus escaping effects that require Reflex saving throws. Jedi find
1426Dexterity useful for its defensive bonuses and its bonus for the
1427lightsaber, if applicable. Characters with non-lightsaber melee weapons
1428can use Dexterity for its defensive bonuses, but may benefit more from
1429focusing on high Strength and wearing heavier armor.
1430
1431Note that the Dexterity modifier applied to your defense is limited by the
1432armor worn by a character. Heavier armor limits movement and thus limits
1433the bonus received by Dexterity (there's never a limit for how clumsy you
1434can be, however). For instance, a character with 18 dex would have a +4
1435bonus. However, if the character was wearing armor that had a max dex
1436bonus of +2, then the effective bonus for the character is capped at +2.
1437This doesn't affect your attack bonuses from Dexterity if you get any.
1438
1439
1440----------------
14414.3 CONSTITUTION
1442----------------
1443Modifier applies to:
1444* VP per level
1445* Fortitude save
1446
1447Constitution measures health and stamina. The modifier is applied to
1448vitality points per level and Fortitude saving throws. For example, a 5th
1449level Scoundrel would normally get 6 VP per level, for a total of 6 x 5 =
145030 VP. However, if the scoundrel had 16 con, then the +3 bonus would
1451apply for each level, so they would have (6 + 3) x 5 = 45 VP. Characters
1452with higher Constitution can survive battles longer and are tougher against
1453physical effects.
1454
1455
1456----------------
14574.4 INTELLIGENCE
1458----------------
1459Modifier applies to:
1460* Starting SP
1461* SP per level (half, round down)
1462* Computer Use, Demolitions, and Repair skills
1463* Sniper Shot feats
1464
1465Intelligence measures learning and reasoning. The modifier affects how
1466many skill points you get per level, as well as directly affecting the
1467computer use, demolitions, and repair skills. Characters which rely on
1468skill use, such as scoundrels, will want high Intelligence to receive more
1469skill points. Intelligence also affects the effectiveness of sniper shots
1470with ranged weapons. Characters with higher Intelligence are better with
1471their skills and can more accurately pinpoint weak spots when shooting
1472blasters.
1473
1474Note that unlike the other attributes, the benefits of Intelligence on
1475skill points isn't retroactive. Raising Constitution will give you extra
1476VP for each level, and raising Wisdom and Charisma will give you FP per
1477level, but raising Intelligence will only give you extra skill points
1478starting from the next time you advance a level; you won't get any extra
1479skill points from previous levels where you had lower Intelligence. For
1480this reason, it's usually best to decide early whether or not to have a
1481higher Intelligence score, then set it at character creation and don't
1482upgrade it.
1483
1484Because the game divides by 2 (and rounds down) when giving out skill
1485points for advancing a level, it's better to have an even modifier. An
1486Intelligence of 12 gives the same SP as 10, and 16 Intelligence gives out
1487the same SP as 14 (and costs extra during creation). Thus, your
1488Intelligence should be 10 or 14. This gives you either no bonus for the
1489standard amount of points per level or a +2 bonus, which will translate to
1490an extra skill point per level. You can set your Intelligence to 8, but
1491this will give you one less skill point per level, unless you are a
1492soldier, guardian, or consular, who get the minimum 1 SP/level anyway. If
1493you're going with a soldier and plan to ignore skills, this is a way to eke
1494out some extra attribute points for something else at character creation.
1495
1496
1497----------
14984.5 WISDOM
1499----------
1500Modifier applies to:
1501* FP per level
1502* Awareness, Security, and Treat Injury skills
1503* Will save
1504* Force Push, Force Whirlwind, Force Wave, Cure, Heal, Stun, Stasis, Stasis
1505 Field, Stun Droid, Disable Droid, Destroy Droid, Wound, Choke, Kill,
1506 Slow, Affliction, Fear, Horror, Insanity, Shock, Force Lightning, Force
1507 Storm, Drain Life, and Death Field Force powers
1508
1509
1510Wisdom measures willpower, perception and intuition. The modifier affects
1511the awareness, security, and treat injury skills, as well as the Will
1512saving throw. Wisdom also modifies the effectiveness of many offensive
1513Force powers and adds to the number of Force points you get per level.
1514Characters with higher Wisdom can more easily spot enemies, shrug off
1515mental attacks, and attack with Force powers.
1516
1517
1518------------
15194.6 CHARISMA
1520------------
1521* FP per level
1522* Persuade skill
1523* Force Push, Force Whirlwind, Force Wave, Cure, Heal, Stun, Stasis, Stasis
1524 Field, Stun Droid, Disable Droid, Destroy Droid, Wound, Choke, Kill,
1525 Slow, Affliction, Fear, Horror, Insanity, Shock, Force Lightning, Force
1526 Storm, Drain Life, and Death Field Force powers
1527
1528Charisma measures leadership, attractiveness, and persuasiveness. The
1529modifier is applied to the persuade skill as well as many offensive Force
1530powers. While not mentioned in the manual, the modifier is also added to
1531your Force points per level, just like Wisdom. Characters with higher
1532Charisma have an easier time lying and getting others to do what they want
1533them to do, as well as stronger Force powers.
1534
1535
1536=========
15375. SKILLS
1538=========
1539Skills for the most part are roleplaying devices for those that want to do
1540something else besides just beat down everything that moves (not that
1541there's anything wrong with this style of play). While some skills may
1542have an effect on combat, others are there for alternative solutions.
1543Rather than bash containers open, you can simply unlock them. Rather than
1544take soldiers head on, repair a droid to fight for you. Rather than run
1545through mines and absorb the damage, pick the mines up. And so on. Skills
1546obviously are more appealing to less martial classes, and the game reflects
1547this, with the classes with lower attack bonuses receiving more skill
1548points.
1549
1550Some will argue that skills (other than Persuade and possibly Repair) are
1551useless for the main character, since there are other members of your party
1552that can do them all better, and that there is always a less skillful
1553solution to every problem. And this is a valid point, especially given
1554that your skill points will likely slow down once you become a Jedi.
1555
1556However, this really all depends on how you like to play. If you would
1557rather not take the combative approach to every problem and want the
1558freedom to do more mixing and matching of your party rather than taking the
1559same party members every time that are experts at their skills, then you'll
1560want to invest in some skills anyway. Again, there are many ways to play
1561the game, and you may be someone who wants flexibility in being to do many
1562things rather than the satisfaction of leaving things to someone else in
1563your party that is specialized and better at it. You may want to be able
1564to slice a computer without lugging Teethree around all the time (not that
1565he isn't a nice little droid), or you may want to set mines yourself
1566without Mission, or whatever else you envision your character doing.
1567
1568That being said, however, there are ways to get the most out of your
1569skills, and it's good to think ahead of time how to build your character.
1570Again, it's usually better to focus on a few skills rather than learn them
1571all (unless you really have that many skill points, of course).
1572
1573Each skill listed below has an related attribute modifier that is added to
1574your base skill rank to determine your final skill score. For instance, if
1575you only have 1 point in Computer Use, but are a smartypants with a 14 Int
1576and a +2 modifier, your final skill score will be 3 when using computers.
1577
1578Each character class has a set of "class skills" which are its primary
1579skills, and cost 1 SP to raise to a maximum of (new character level + 3).
1580Skills not part of the set of class skills are called cross-class skills,
1581and cost 2 SP to raise to a maximum of (new character level + 3)/2,
1582rounding down. For instance, say you have a level 5 scout about to hit
1583level 6. If you want to raise their Repair skill, which is a class skill,
1584it will cost 1 SP, and you can raise it to a maximum rank of 6 + 3 = 9.
1585However, if you want to raise your Security skill, which is cross-class,
1586it'd cost 2 SP and you can only raise it to a maximum rank of (6 + 3) / 2 =
15874. See the leveling section under Gameplay Mechanics for the exact
1588maximums per level if you don't want to wrangle with the math.
1589
1590Note that you don't have to spend all your SP every level, and sometimes
1591you won't be able to at all. You can save as many SP as you want and apply
1592them at a later level up. This becomes useful for the main character,
1593since you can acquire new class skills from switching to a Jedi class and
1594can save up SP to pump the Jedi class skills. See Gameplay Mechanics for
1595more details.
1596
1597Some skills are also considered "trained" skills. These skills need formal
1598training to use, and can't be used without at least investing in one skill
1599rank. For instance, if you have no points in Demolitions, the game won't
1600even give you the option to disable mines (not that you'd have much of a
1601chance anyway). Others can be used regardless of whether you have skill
1602points in the skill or not, although with no skill points you'll still be
1603working at a low level. Everybody can use Treat Injury with a medpac, for
1604instance, but you won't get a lot of VP out of them without some extra
1605training.
1606
1607Skill use is based on d20 checks against a difficulty class (DC). If you
1608don't know what the heck I just said, check out the Gameplay Mechanics
1609section or the game manual. DC is mentioned a lot, so it's good to
1610understand what it is.
1611
1612One last note: The main character is special in that they'll have more
1613class skills as a Jedi than the pure Jedis. When switching over to a Jedi
1614class, you get to keep all your old class skills, plus you'll get all the
1615Jedi class skills as well. So as long as one of your PC's classes has a
1616skills as a class skill, then it will always be a class skill.
1617
1618
1619----------------
16205.1 COMPUTER USE
1621----------------
1622Related Attribute: Intelligence
1623Requires Training: No
1624Class Skill: Scout, Jedi Consular, Expert Droid, Combat Droid
1625Cross-Class Skill: Soldier, Scoundrel, Jedi Guardian, Jedi Sentinel
1626
1627
1628This represents your ability to slice computer systems, for any of you
1629wanting to play Jedi slicers. Slicing terminals in the game is an
1630excellent way to bypass indoor battles by using security systems to
1631eliminate opponents in remote rooms or disabling turrets and other
1632nastiness. Plus, you get XP for doing so, at the expense of computer
1633spikes.
1634
1635The skill governs how many computer spikes you'll need for any slicing
1636actions at a computer terminal. For every four levels of Computer Use,
1637you'll need one less spike than the original requirement, down to a minimum
1638of zero spikes (the manual says one, but the game's buggy). This applies
1639to your total skill level with your Int modifier, not just your base rank,
1640so try to make sure your total is always a multiple of four to not waste
1641any skill points.
1642
1643
1644---------------
16455.2 DEMOLITIONS
1646---------------
1647Related Attribute: Intelligence
1648Requires Training: Yes
1649Class Skill: Soldier, Scout, Scoundrel, Combat Droid
1650Cross-Class Skill: Jedi Guardian, Jedi Sentinel, Jedi Consular, Expert
1651 Droid
1652
1653Demolitions is all about the mines, whether it's setting, disabling, or
1654recovering them. (It's not about actually detecting them, though -- that's
1655Awareness.) Mines all have the same DC to set, depending on whether
1656they're of minor (DC 15), average (DC 20), or deadly (DC 25) quality.
1657Setting mines has the lowest difficulty, and doesn't require much in the
1658way of Demolitions skill, although you need at least a point, since this is
1659a trained skill. Mines that you set are safe for your party but will of
1660course blow up when an opponent steps over it.
1661
1662Fiddling with enemy mines is much more dangerous. Attempting to disable a
1663mine adds +5 to the base setting DC, while trying to recover a mine adds
1664+15 to the DC (not +10 as in the description). So, trying to set an
1665Average mine would be 20 DC, but recovering an enemy Average mine would be
1666a whopping 35 DC. Majorly failing your action will also set off the mine,
1667so anyone who wants to deal with explosives is advised to have a high skill
1668level, and possibly some extra demolitions equipment.
1669
1670Outside of combat you can Take 20 on your check, meaning you can add an
1671automatic 20 to your skill for your attempt to set, disable, or recover a
1672mine. For this reason, you'll want to keep your overall Demolitions score,
1673including your Intelligence modifier and any equipment, a multiple of 5, as
1674you'll rarely be disabling or recovering mines in battle. Mission has more
1675than enough points to cover all her class skills, so she doesn't have to
1676worry, but the main character will invariably run into a skill point
1677shortage once you switch over to being a Jedi. There's little reason to
1678have a total score above 20, unless you want to work with mines in battle.
1679The minimum total scores you need for mine actions, including the
1680Intelligence modifier and equipment, is listed below:
1681
1682 Minimum Demolitions Total Score
1683Mine Quality Set Disarm Recover
1684------------ --- ------ -------
1685Minor 1 1 10
1686Average 1 5 15
1687Deadly 5 10 20
1688
1689Also, as a warning for those that use Demolitions, make sure the character
1690you're using to disable or recover a mine has a clear path to the mine and
1691is nearby. If there's an obstacle in the way (like another party member),
1692you're likely to just set off the mine while trying to go around the
1693obstacle. The character will not always stop in time when running towards
1694a mine, either, so your safest bet is to manually walk close to a mine
1695before entering the command to disarm or recover.
1696
1697Similarly, if you're going to attempt to disable a mine during combat,
1698you'll want to use Solo mode unless the other party members are ranged
1699weapon users. If you don't use Solo mode to keep your other party members
1700in place, they will likely step on the mine while attacking the enemies
1701that are undoubtedly swarming around you while you try to work.
1702
1703This isn't a required skill, since most mines won't kill you, and you
1704should be able to easily patch yourself up during the later stages of the
1705game when the deadly level mines appear. On the other hand, setting mines
1706in the path of opponents can make your life much easier, and if nothing
1707else, recovering mines others put in your way means you can sell them for
1708some extra cash. And cash is always good...
1709
1710
1711-----------
17125.3 STEALTH
1713-----------
1714Related Attribute: Dexterity
1715Requires Training: Yes
1716Class Skill: Scoundrel
1717Cross-Class Skill: Soldier, Scout, Jedi Guardian, Jedi Sentinel, Jedi
1718 Consular, Expert Droid, Combat Droid
1719
1720Restricted mostly to scoundrels who like snooping around and backstabbing
1721(or shooting -- my old D&D background is showing again) opponents, stealth
1722is one skill many people don't use due to its micromanaging nature,
1723especially given the way the game handles stealth. First, stealth requires
1724that a character use a camouflage belt of some sort (with the exception of
1725Juhani, who has a Force power that allows her to naturally hide). Then,
1726you must take control of the character and activate stealth, which
1727immediately puts you into Solo mode. Solo mode, which isn't explained in
1728the manual, turns off the party AI so that your party members won't follow
1729you around and will remain standing where you left them. While this is
1730good to make sure your stealth cover isn't blown, it also means you have to
1731switch to each character and give them actions if you're using stealth
1732during combat.
1733
1734While in stealth mode, you won't be able to run, but you can open doors,
1735open containers, set mines, use computers, and so on without canceling your
1736stealth. Combat (which includes bashing containers) will cancel your
1737stealth mode immediately, although scoundrels will still sneak attack on
1738their first attack coming out of stealth.
1739
1740Note that you won't be able to stealth when opponents can see you, so use
1741stealth before you go around that corner to explore, not after. Any
1742opponents near you will automatically attempt Awareness checks periodically
1743to possibly spot you, with the DC being your Stealth score. If they
1744succeed, you'll drop out of stealth, otherwise they won't notice you and
1745you can continue on your sneaky way.
1746
1747
1748-------------
17495.4 AWARENESS
1750-------------
1751Related Attribute: Wisdom
1752Requires Training: No
1753Class Skill: Soldier, Scout, Scoundrel, Jedi Guardian, Jedi Sentinel, Jedi
1754 Consular, Combat Droid
1755Cross-Class Skill: Expert Droid
1756
1757Awareness is the opposing skill to Stealth and related to Demolitions.
1758That is, if someone is stealthed, Awareness is what you'd use to try to
1759spot them, and if there's a mine set in front of you, Awareness is how
1760you'd spot the mine. Awareness is always active and will periodically
1761check using a d20 + your skill rank and any extra modifiers against
1762stealthers or mines, although if you're running you suffer a -5 penalty to
1763your skill check. For stealthed characters, you use a straight opposed
1764check against the opponent's Stealth skill. For mines, you check against
1765DC 20 for Minor mines, DC 30 for Average mines, and DC 40 against Deadly
1766mines. So, Minor mines can be detected by anyone even without any
1767Awareness skill (on a d20 roll of 20), but Average mines require an overall
1768score of 10 to reliably detect, and Deadly mines are undetectable by all
1769except the most skilled characters at a minimum score of 20.
1770
1771Use of this skill depends on how much you like little surprises. There's
1772honestly few times you'll ever be jumped by stealthed opponents (even those
1773that should have stayed stealthed if they were smart), and mines are for
1774the most part survivable if you encounter them, although they're quite
1775annoying. You may settle for giving high Awareness to a few party members
1776and using your SP somewhere else for the rest. Anyone with a high
1777Demolitions skill will likely want a similarly high Awareness, however;
1778there's no point in knowing how to disable explosives if you can't find
1779them, and relying on another party member to spot them is iffy.
1780
1781
1782------------
17835.5 PERSUADE
1784------------
1785Related Attribute: Charisma
1786Requires Training: No
1787Class Skill: Scoundrel, Jedi Guardian, Jedi Sentinel, Jedi Consular
1788Cross-Class Skill: Soldier, Scout
1789Unavailable: Expert Droid, Combat Droid
1790Special: Only the main character can use this skill
1791
1792This skill is unique to the main character, since it has a direct effect on
1793conversations, and all the major conversations are done through the main
1794character. The art of getting others to do what you want them to do is one
1795of the best skills you can have in the game; many, many (many)
1796opportunities exist in the game that allow you to convince others to turn
1797from the dark side, extract more reward money, convince merchancts to lower
1798their prices, lie and cheat, and anything else you're allowed to get away
1799with while talking to others. Characters without this skill won't get
1800their way nearly as often, and will usually end up in more fights to boot.
1801This may not bother those of you who want to battle anyway, but those that
1802prefer more subtle methods (and have less VP) will want to invest in
1803Persuade.
1804
1805Unfortunately, this isn't a class skill for soldiers or scouts, so you'll
1806either have to bite the bullet and drop double the skill points in early or
1807wait it out while saving points for when you switch to being a Jedi, all of
1808which have Persuade as a class skill.
1809
1810Also, those that want to tread the path of the right and just, a warning:
1811conversations are one of the easiest ways to pick up Dark Side points, so
1812don't go around convincing others to do something detrimental to their
1813health if you want to stay on the straight path.
1814
1815
1816----------
18175.6 REPAIR
1818----------
1819Related Attribute: Intelligence
1820Requires Training: No
1821Class Skill: Scout, Jedi Consular, Expert Droid, Combat Droid
1822Cross-Class Skill: Soldier, Scoundrel, Jedi Guardian, Jedi Sentinel
1823
1824Repair is specifically for work on droids. If you have spare parts
1825available, you can fix various disabled droids lying around the game and
1826get them to do your dirty work for you. Any enemies killed by your fixed
1827droids count towards your experience total, so if you need some outside
1828help for battles and there's a disabled droid lying around nearby, you can
1829make your life easier by reactivating it. Plus, repairing the various
1830nonfunctional droids in the game is worth XP, too, even if the reactivated
1831droid never does anything useful.
1832
1833Similar to Computer Use, every four total levels in Repair reduces the
1834parts requirements by one, so for most characters you'll want to keep the
1835total of your Repair rank and Int modifier at a multiple of four.
1836
1837Repair is much more important for T3-M4 and HK-47, however. Since they
1838*are* droids, Repair doubles as their only method of healing, through using
1839repair kits. The total score in Repair is directly added to the amount of
1840VP recovered through using a repair kit, and for advanced repair kits and
1841construction kits, the score is doubled and tripled, respectively.
1842Therefore, you'll want to pump Repair as high as possible for droid
1843characters.
1844
1845Repair is also important to the main character if you plan to use HK-47 a
1846lot, because only the main character can attempt to repair HK's systems for
1847his substantial bonuses after repair. You'll need a total Repair skill of
184817 to get all his upgrades (see HK-47's character section for details).
1849
1850
1851------------
18525.7 SECURITY
1853------------
1854Related Attribute: Wisdom
1855Requires Training: Yes
1856Class Skill: Scoundrel, Expert Droid, Combat Droid
1857Cross-Class Skill: Soldier, Scout, Jedi Guardian, Jedi Sentinel, Jedi
1858 Consular
1859
1860Security is unlocking locked things. You target a locked door or
1861container, try to unlock it, and you either unlock it or pout, simple as
1862that. With the availability of bash on most all locked objects, or a
1863computer override, this skill is mostly a roleplaying decision. However,
1864aspiring thieves will want to invest in some Security skill to unlock
1865things while stealthed, because bashing immediately takes you out of
1866stealth.
1867
1868
1869----------------
18705.8 TREAT INJURY
1871----------------
1872Related Attribute: Wisdom
1873Requires Training: No
1874Class Skill: Soldier, Scout, Jedi Guardian, Jedi Sentinel, Jedi Consular
1875Cross-Class Skill: Scoundrel
1876Unavailable: Expert Droid, Combat Droid
1877
1878Treat Injury is your only method of healing early without the availability
1879of Jedi powers, and is still useful throughout the game when your
1880characters are running low on FP (or don't have any to begin with) and need
1881to keep standing. Non-metal characters directly apply the total score for
1882Treat Injury towards VP recovered when using a medpac, and advanced medpacs
1883and life support packs double and triple the score, respectively.
1884
1885Droids use the Repair skill to "heal" themselves and use repair kits rather
1886than medpacs.
1887
1888
1889========
18906. FEATS
1891========
1892Feats give your characters extra abilities that help define their roles.
1893These include the ability to use armor and weapons, special attacks to use
1894with equipped weapons, and extra bonuses to skills and attacks. Unlike
1895skills, feats are an all-or-nothing thing. Either you have the feat, or
1896you don't.
1897
1898Feats normally are part of a progression tree, where there are three
1899different levels of power for the same feat, i.e. Toughness, Improved
1900Toughness, and Master Toughness. The previous level of a feat must be
1901taken before the next level is available, and the later levels also may
1902have level prerequisites. Feats below are listed under their general name,
1903with the different levels detailed underneath with their prerequisites
1904(other than needing the previous level of the feat, which is assumed).
1905
1906
1907------------------------
19086.1 PASSIVE COMBAT FEATS
1909------------------------
1910These are combat feats that don't need to be actively used and are
1911permanently applied. They grant the ability to use equipment, and also
1912give various bonuses to VP, attack, defense, and so on.
1913
1914
19156.1.1 Armor Proficiency
1916-----------------------
1917Armor Proficiency (Light)
1918Prerequisites: Non-Wookiee, Non-Droid
1919Grants ability to wear Light armor.
1920|
1921--> Armor Proficiency (Medium)
1922 Prerequisites: Non-Wookiee, Non-Droid
1923 Grants ability to wear Medium armor.
1924 |
1925 --> Armor Proficiency (Heavy)
1926 Prerequisites: Non-Wookiee, Non-Droid
1927 Grants ability to wear Heavy armor.
1928
1929Armor proficiency allows characters to wear the different types of armor in
1930the game. Having none of the proficiencies means a character can only wear
1931clothing or, in the case of Jedi, Jedi robes. Each higher level of
1932proficiency allows for a heavier set of armor, which usually grants more
1933defense but has a smaller mas Dex bonus limit. Keep in mind that for
1934characters with high Dex, wearing a lighter set of armor may grant better
1935overall defense than a heavier set with a lower Dex limit.
1936
1937Soldiers get all the proficiencies for free, while scouts get medium armor
1938for free, and scoundrels get light armor. Jedi won't receive any armor
1939proficiency, but for the most part won't want to wear armor anyway, as many
1940Force powers can only be used while in Jedi robes or clothing (or nothing
1941at all). Droids use plating rather than inefficient humanoid equipment,
1942and Wookiees are too darn huge to fit into anything, so Zaalbar is outta
1943luck.
1944
1945You really won't need to take any extra feats in armor proficiency.
1946Soldiers get all of the proficiencies for free, scouts and scoundrels will
1947typically have the Dexterity to make lighter armors effective, and Jedi
1948will want to stick with robes to use all their powers.
1949
1950
1951dueling
1952------------------------
1953Weapon Proficiency (Blaster Pistol)
1954Prerequisites: None
1955Grants ability to use Blaster Pistols.
1956|
1957--> Weapon Focus (Blaster Pistol)
1958 Prerequisites: None
1959 Adds a +1 attack bonus while using Blaster Pistols.
1960 |
1961 --> Weapon Specialization (Blaster Pistol)
1962 Prerequisites: Level 4 Soldier
1963 Adds +2 damage while using Blaster Pistols.
1964
1965Weapon Proficiency (Blaster Rifle)
1966Prerequisites: None
1967Grants ability to use Blaster Rifles.
1968|
1969--> Weapon Focus (Blaster Rifle)
1970 Prerequisites: None
1971 Adds a +1 attack bonus while using Blaster Rifles.
1972 |
1973 --> Weapon Specialization (Blaster Rifle)
1974 Prerequisites: Level 4 Soldier
1975 Adds +2 damage while using Blaster Rifles.
1976
1977Weapon Proficiency (Lightsaber)
1978Prerequisites: None
1979Grants ability to use Lightsabers.
1980|
1981--> Weapon Focus (Lightsaber)
1982 Prerequisites: None
1983 Adds a +1 attack bonus while using Lightsabers.
1984 |
1985 --> Weapon Specialization (Lightsaber)
1986 Prerequisites: Jedi Guardian
1987 Adds +2 damage while using Lightsabers.
1988
1989Weapon Proficiency (Heavy Weapons)
1990Prerequisites: None
1991Grants ability to use Heavy Weapons.
1992|
1993--> Weapon Focus (Heavy Weapons)
1994 Prerequisites: None
1995 Adds a +1 attack bonus while using Heavy Weapons.
1996 |
1997 --> Weapon Specialization (Heavy Weapons)
1998 Prerequisites: Level 4 Soldier
1999 Adds +2 damage while using Heavy Weapons.
2000
2001Weapon Proficiency (Melee Weapons)
2002Prerequisites: None
2003Grants ability to use Melee Weapons.
2004|
2005--> Weapon Focus (Melee Weapons)
2006 Prerequisites: None
2007 Adds a +1 attack bonus while using Melee Weapons.
2008 |
2009 --> Weapon Specialization (Melee Weapons)
2010 Prerequisites: Level 4 Soldier
2011 Adds +2 damage while using Melee Weapons.
2012
2013Weapon proficiencies grants the ability to use a particular type of weapon.
2014Basic proficiency means you can at least pick a weapon up. Weapon focus
2015gives you a +1 to attack with that weapon, while specialization, which is
2016restricted to soldiers and guardians, adds +2 damage to attacks with that
2017weapon.
2018
2019Characters for the most part all come with their required weapon
2020proficiencies, so there isn't a need to add a new category of weapon. All
2021characters can focus on a weapon type, but for the bonus feats are better
2022spent elsewhere unless you have some feats to spare.
2023
2024Weapon specialization, however, is a different story. A guaranteed extra
2025+2 damage with each hit can quickly add up. Soldiers have more than enough
2026feats to specialize in a weapon, including specializing in a new weapon if
2027they want to switch types (*cough* Canderous *cough*). Jedi guardians have
2028a harder decision, since feats are rarer for them. You may wish to invest
2029in advancing a combat style or special attacks rather than putting two
2030feats towards extra damage, although with Jedi speed powers the extra
2031damage is highly useful. For the Jedi-aspiring main character, note that
2032lightsabers are a different type of proficiency than melee weapons, so
2033don't focus or specialize in melee if you're planning to use your light
2034stick as your main weapon later.
2035
2036
20376.1.3 Implant Level
2038------------------
2039Implant Level 1
2040Prerequisites: Non-Droid
2041Grants the ability to use cybernetic Level 1 Implants.
2042|
2043--> Implant Level 2
2044 Prerequisites: Character Level 4, Non-Droid
2045 Grants the ability to use cybernetic Level 2 Implants.
2046 |
2047 --> Implant Level 3
2048 Prerequisites: Character Level 8, Non-Droid
2049 Grants the ability to use cybernetic Level 3 Implants.
2050
2051Implants give your character extra flexibility through their effects. Most
2052implants give an attribute boost of either Dexterity or Constitution, but
2053others will grant immunity to various effects, and some give regeneration.
2054Scouts get these feats for free when they hit the required level. While
2055the extra effects are nice, they aren't vital, so non-scouts shouldn't
2056invest in implants unless they've already taken more important feats.
2057
2058
20596.1.4 Dueling
2060-------------
2061Dueling
2062Prerequisites: None
2063Gives +1 Atk/+1 Def when using a single one-handed weapon.
2064|
2065--> Improved Dueling
2066 Prerequisites: Character Level 4
2067 Gives +2 Atk/+2 Def when using a single one-handed weapon.
2068 |
2069 --> Master Dueling
2070 Prerequisites: Character Level 8
2071 Gives +3 Atk/+3 Def when using a single one-handed weapon.
2072
2073Dueling is a "combat style", choosing to use a single one-handed weapon for
2074more accuracy and defense and leaving the offhand free (although for melee
2075weapons you end up using two hands on the hilt anyway). Weapons that
2076qualify include blaster pistols, standard and short lightsabers (why anyone
2077would use a single short lightsaber is beyond me), and melee weapons that
2078aren't double-bladed. Dueling represents a tradeoff between accuracy and
2079defense and the obvious extra damage using two weapons would allow.
2080Dueling is good for scoundrels that want to make sure they connect with
2081their sneak attack. Characters that want some extra defense or have lower
2082attack bonuses will also find Dueling useful. Consulars in particular,
2083with their higher reliance on powers rather than swinging their lightsaber,
2084will want to strongly consider Dueling.
2085
2086Check under Gameplay Mechanics for a more detailed comparison of Dueling
2087and Two-Weapon Fighting. Unlike two-weapon fighting, it isn't necessary to
2088master Dueling to be effective, so it's fine to take only a level or two in
2089Dueling as needed.
2090
2091
20926.1.5 Two-Weapon Fighting
2093-------------------------
2094Two-Weapon Fighting
2095Prerequisites: None
2096Reduces two-weapon fighting penalties to -6/-6 (main hand / off hand) from
2097-6/-10. Using a balanced weapon in the off hand further reduces penalties
2098to -4/-6.
2099|
2100--> Improved Two-Weapon Fighting
2101 Prerequisites: Character Level 4
2102 Reduces two-weapon fighting penalties to -4/-4. Using a balanced
2103 weapon in the offhand further reduces penalties to -2/-4.
2104 |
2105 --> Master Two-Weapon Fighting
2106 Prerequisites: Character Level 8
2107 Reduces two-weapon fighting penalties to -2/-2. Using a balanced
2108 weapon in the offhand further reduces penalties to 0/-2.
2109
2110For those that want to use a weapon in each hand, this set of feats is an
2111absolute necessity. The penalties for using two weapons without Two-
2112Weapong Fighting is a crushing -6/-10 to the main hand and off hand,
2113respectively. Using a balanced weapon in the off hand reduces the penalty
2114to -4/-10, but the penalty is so severe you might as well just not use a
2115second weapon. Taking Two-Weapon Fighting reduces the off hand penalty
2116substantially, but the penalties are still high. Improved Two-Weapon
2117Fighting reduces the penalties to manageable levels, and Master Two-Weapon
2118Fighting makes them negligible.
2119
2120The payoff for using two weapons is considerable, but the investment is
2121similarly considerable: three feats to master two weapons and be able to
2122use at least one without penalty. For characters such as soldiers, this is
2123no biggie, but characters with less feats, such as scoundrels and Jedi,
2124should consider carefully whether the extra feats couldn't be used towards
2125something else, such as Flurry or other special attack feats. Further
2126analysis of Two-Weapon Fighting can be found in the Gameplay Mechanics
2127section.
2128
2129
21306.1.6 Conditioning
2131------------------
2132Conditioning
2133Prerequisites: None
2134Gives a +1 bonus to all saving throws.
2135|
2136--> Improved Conditioning
2137 Prerequisites: Character Level 4
2138 Gives a +2 bonus to all saving throws.
2139 |
2140 --> Master Conditioning
2141 Prerequisites: Character Level 8
2142 Gives a +3 bonus to all saving throws.
2143
2144Conditioning gives you bonuses on your saving throws, and is mainly for
2145characters who need some shoring up in one area or another, such as
2146soldiers or scoundrels. Scouts need not apply.
2147
2148
21496.1.7 Toughness
2150---------------
2151Toughness
2152Prerequisites: None
2153Gives a retroactive +1 VP per character level.
2154|
2155--> Improved Toughness
2156 Prerequisites: Character Level 4
2157 Gives a retroactive +1 VP per character level and subtracts 2 points
2158 from any damage taken.
2159 |
2160 --> Master Toughness
2161 Prerequisites: Character Level 8
2162 Gives a retroactive +2 VP per character level and subtracts 2
2163 points from any damage taken.
2164
2165Toughness has two effects. The basic level grants +1 VP/level, which by
216620th level means a total of 20 extra VP a nice sum for less durable classes
2167like scoundrels and consulars. Improved Toughness adds a different effect:
2168for any damage you take, the first two points of damage are ignored. This
2169works great against large groups of weak enemies, since you'll likely take
2170little damage from all their attacks. Master Toughness gives an extra
2171boost to VP for a total of 40 extra VP, but it's not as important as the
2172first two levels.
2173
2174
2175-----------------------
21766.2 ACTIVE COMBAT FEATS
2177-----------------------
2178Unlike passive combat feats, active combat feats represent different ways
2179you can attack and require you to select them on the Action bar, and each
2180selection only lasts for a combat round, requiring you to queue them up if
2181you want a feat used continuously.
2182
2183
21846.2.1 Power Attack
2185------------------
2186Power Attack
2187Prerequisites: None
2188Gives +5 damage per melee attack at -3 attack penalty.
2189|
2190--> Improved Power Attack
2191 Prerequisites: Character Level 4
2192 Gives +8 damage per melee attack at -3 attack penalty.
2193 |
2194 --> Master Power Attack
2195 Prerequisites: Character Level 8
2196 Gives +10 damage per melee attack at -3 attack penalty.
2197
2198Power Attack gives a damage boost at the expense of accuracy. Many debate
2199for and against the use of Power Attack versus Flurry and which is more
2200useful, and I do that myself in Gameplay Mechanics. My conclusion is, that
2201Power Attack is useful for those using two weapons or double-bladed
2202weapons, and also those that use the Speed Jedi powers to add extra
2203attacks. The major disadvantages of Power Attack are that the attack
2204penalty never improves, and that the damage doesn't scale with the weapon
2205you use. So, once you get better weapons, getting an extra attack from
2206Flurry will outstrip Power Attack when you're using one weapon.
2207
2208Since the damage applies for *every* attack you do in one round, however,
2209those using two weapons and/or applying powers for extra attacks will do
2210extra damage for each of their attacks, which quickly adds up. Getting
2211three attacks per round, for instance, would give you a chance to do +10 fo
2212each attack with Master Power Attack, for a potential +30 to damage that
2213round if all the attacks hit. Ouch.
2214
2215Of course, the fact that the penalty never improves means that Power Attack
2216will whiff more often against enemies with high defense, so you may need to
2217switch feats or find some way to reduce your opponent's defense (stunning
2218does the trick) before applying Power Attack successfully again. On the
2219other hand, against scrubs with no defense, have a blast.
2220
2221It's a good idea to upgrade Power Attack if you intend to use it, at least
2222to the Improved level for the extra +3 damage per attack. The difference
2223between Improved and Master is slightly smaller but worth it if you use the
2224feat frequently.
2225
2226
22276.2.2 Flurry
2228------------
2229Flurry
2230Prerequisites: None
2231Gives an extra melee attack during the round at -4 attack penalty for all
2232attacks and -4 defense that round.
2233|
2234--> Improved Flurry
2235 Prerequisites: Character Level 4
2236 Gives an extra melee attack during the round at -2 attack penalty for
2237 all attacks and -2 defense that round.
2238 |
2239 --> Master Flurry
2240 Prerequisites: Character Level 8
2241 Gives an extra melee attack during the round at -1 attack penalty
2242 for all attacks and -1 defense that round.
2243
2244Flurry grants an extra melee attack in a round in exchange for decreased
2245accuracy for all attacks that round, plus a defensive penalty. This is a
2246great boon to those using a single weapon, doubling their attacks per
2247round, but lessens in importance for two-weapon fighters and as you gain
2248extra attacks through Jedi Speed. As you gain more attacks per round,
2249Flurry starts losing ground to the sheer damage output of Power Attack,
2250since Flurry always only adds one attack, but Power Attack applies extra
2251damage for *each* attack.
2252
2253On the other hand, with upgrades Flurry lessens the attack and defense
2254penalties, meaning by the time you get to Master Flurry you can pretty much
2255use Flurry in every situation with no appreciable problems. The lessening
2256of the attack penalties also means Flurry is a better choice for those
2257characters with lower attack bonuses. Damage means nothing if you can't
2258hit the opponent in the first place, after all.
2259
2260Those that use Flurry should upgrade at least to Improved Flurry for the
2261significant +2/+2 difference. The difference between Improved and Master
2262is only +1/+1, however, and thus not as important. Those using a single
2263weapon in particular should upgrade Dueling first before Master Flurry,
2264since it will give you the same +1/+1 bonus permanently rather than only
2265when you're using the Flurry feat. If you have feats after achieving
2266Master Dueling, then you can go back and finish upgrading Flurry.
2267
2268
22696.2.3 Critical Strike
2270---------------------
2271Critical Strike
2272Prerequisites: None
2273Doubles the threat range of a melee weapon. Also will stun the opponent
2274for six seconds on a successful hit unless opponent makes a Fort save at a
2275DC of character level + Str modifier. -5 penalty to defense.
2276|
2277--> Improved Critical Strike
2278 Prerequisites: Character Level 4
2279 Triples the threat range of a melee weapon. Also will stun the
2280 opponent for six seconds on a successful hit unless opponent makes a
2281 Fort save at a DC of character level + Str modifier. -5 penalty to
2282 defense.
2283 |
2284 --> Master Critical Strike
2285 Prerequisites: Character Level 8
2286 Quadruples the threat range of a melee weapon. Also will stun
2287 the opponent for six seconds on a successful hit unless opponent
2288 makes a Fort save at a DC of character level + Str modifier. -5
2289 penalty to defense.
2290
2291Critical Strike is a strange beast. On one hand, you shouldn't expect as
2292much damage in general compared to Power Attack. (Check Gameplay Mechanics
2293for an explanation of critical hits and a comparison of Critical Strike to
2294the other active combat feats if you want some more information.) Plus,
2295you get a huge -5 penalty to your defense while using this feat. So what's
2296the point?
2297
2298Well, there's two parts to Critical Strike. The first is the effect to
2299threat range. The usefulness of this portion depends on what the threat
2300range of your weapon is. If your weapon has a 20-20 range, then this feat
2301isn't particularly useful, because Master Critical Strike still only gives
2302you a 16-20 range. However, a 19-20 normal threat range for a weapon will
2303grant a 13-20 range at Master Critical Strike level, meaning that you have
2304a 40% chance with each hit to score a critical hit. This is quite a nice
2305bonus if you use this feat frequently, especially if you have high attack
2306bonuses to make sure critical hits connect, since you must essentially
2307attack twice to get a successful critical hit. Dueling makes critical
2308strike more effective due to its attack bonus.
2309
2310You also may find weapons that are Keen, which doubles their normal range,
2311normally from 19-20 to 17-20. Unfortunately, the multipliers don't stack
2312the way you might hope when using Critical Strike. See Critical Hits under
2313Gameplay Mechanics for details.
2314
2315So, by itself this isn't much to crow about. However, the second effect of
2316Critical Strike is its other, important use: you have a chance to stun your
2317opponent with a successful hit, at a DC equal to your level plus your
2318Strength modifier. This can make your life a whole lot easier, especially
2319if you have scoundrel blood and can start making sneak attacks in broad
2320daylight against your helpless opponent, and it automatically upgrades when
2321you level, eventually becoming more powerful than any weapons with innate
2322stunning abilities. Characters with multiple attacks will also find this
2323useful, since the feat applies for every attack in a round. So, Dueling is
2324more useful for getting a successful critical hit, but Two-Weapon Fighting
2325will give you more chances to stun.
2326
2327Note that neither the stunning effect nor the defense penalty improves as
2328you upgrade the feat, so those that are mainly looking for the stunning
2329effect will only need the basic level. Characters equipping weapons with
2330bigger threat ranges or massive critical properties will find the upgrades
2331more useful.
2332
2333
23346.2.4 Power Blast
2335-----------------
2336Power Blast
2337Prerequisites: None
2338Gives +5 damage per ranged attack at -3 attack penalty.
2339|
2340--> Improved Power Blast
2341 Prerequisites: Character Level 4
2342 Gives +8 damage per ranged attack at -3 attack penalty.
2343 |
2344 --> Master Power Blast
2345 Prerequisites: Character Level 8
2346 Gives +10 damage per ranged attack at -3 attack penalty.
2347
2348If Power Blast worked just like a ranged version of Power Attack, it'd be
2349somewhat useful to those that dual-wield pistols, like Carth. However,
2350Power Blast has a debilitating bug: it only gives you one attack per round,
2351no matter what. This negates the major advantage Power Attack had for
2352melee users and makes Power Blast pretty useless, since you can upgrade
2353Rapid Shot instead and always get double the attacks, eventually at less
2354penalty and for more damage as you acquire better equipment. Avoid
2355upgrading this feat.
2356
2357
23586.2.5 Rapid Shot
2359----------------
2360Rapid Shot
2361Prerequisites: None
2362Gives an extra ranged attack during the round at -4 attack penalty for all
2363attacks and -4 defense that round.
2364|
2365--> Improved Rapid Shot
2366 Prerequisites: Character Level 4
2367 Gives an extra ranged attack during the round at -2 attack penalty for
2368 all attacks and -2 defense that round.
2369 |
2370 --> Master Rapid Shot
2371 Prerequisites: Character Level 8
2372 Gives an extra ranged attack during the round at -1 attack penalty
2373 for all attacks and -1 defense that round.
2374
2375Rapid Shot is a natural choice for single pistol, rifle, and heavy weapon
2376users, and with the bug that cripples Power Blast, it's a natural choice
2377for dual pistol users, too. That pretty much covers all the ranged users,
2378actually. So, unless you're focusing on Sniper Shot, all ranged users
2379should upgrade Rapid Shot to at least Improved level for the extra attack
2380per round, a big boon to ranged weapon users, who typically aren't Jedi and
2381won't be dropping Speed powers to get even more attacks per round.
2382
2383
23846.2.6 Sniper Shot
2385-----------------
2386Sniper Shot
2387Prerequisites: None
2388Doubles the threat range of a ranged weapon. Also will stun the opponent
2389for six seconds on a successful hit unless opponent makes a Fort save at a
2390DC of character level + Int modifier. -5 penalty to defense.
2391|
2392--> Improved Sniper Shot
2393 Prerequisites: Character Level 4
2394 Triples the threat range of a ranged weapon. Also will stun the
2395 opponent for six seconds on a successful hit unless opponent makes a
2396 Fort save at a DC of character level + Int modifier. -5 penalty to
2397 defense.
2398 |
2399 --> Master Sniper Shot
2400 Prerequisites: Character Level 8
2401 Quadruples the threat range of a ranged weapon. Also will stun
2402 the opponent for six seconds on a successful hit unless opponent
2403 makes a Fort save at a DC of character level + Int modifier. -5
2404 penalty to defense.
2405
2406Sniper Shot is very similar to Critical Strike. However, because ranged
2407users typically get less attacks per round and because the stunning effect
2408is based on Intelligence, which won't be that high in most characters, its
2409stunning usefulness isn't quite as good as the melee version. Sniper Shot
2410is still useful for its stunning effects, particularly to scoundrels, but
2411don't upgrade it past the lowest level unless your character typically uses
2412ranged weapons with a 19-20 threat range (see Critical Strike for a
2413discussion on threat ranges).
2414
2415On the other hand, Sniper Shot can be more effective than its melee cousin
2416in scoring critical hits, because up close ranged weapons get a huge +10
2417close-proximity attack bonus, greatly improving the chances of getting a
2418successful threat.
2419
2420
2421---------------
24226.3 SKILL FEATS
2423---------------
2424Skill feats raise skills. Generally, they aren't particularly useful,
2425because those that get lots of feats (soldiers) don't use lots of skills,
2426and those that get lots of skills (scouts, scoundrels) don't get a lot of
2427feats. You may find some use for skill feats for your NPCs, particularly
2428Teethree, who doesn't get much in the way of combat feat choices, but
2429otherwise focus on your combat abilities before taking these skills. If
2430you need a skill boost, pick up some equipment with the appropriate
2431bonuses.
2432
2433
24346.3.1 Caution
2435-------------
2436Caution
2437Prerequisites: None
2438Gives a +1 bonus to Demolitions and Stealth skills.
2439|
2440--> Improved Caution
2441 Prerequisites: Character Level 4
2442 Gives a +2 bonus to Demolitions and Stealth skills.
2443 |
2444 --> Master Caution
2445 Prerequisites: Character Level 8
2446 Gives a +3 bonus to Demolitions and Stealth skills.
2447
2448Given the two skills boosted here, this skills is really only useful for
2449scoundrels. Other classes don't use stealth, and taking a feat just for a
2450+1 bonus to Demolitions is wasteful.
2451
2452
24536.3.2 Empathy
2454-------------
2455Empathy
2456Prerequisites: None
2457Gives a +1 bonus to Persuade, Awareness, and Treat Injury skills.
2458|
2459--> Improved Empathy
2460 Prerequisites: Character Level 4
2461 Gives a +2 bonus to Persuade, Awareness, and Treat Injury skills.
2462 |
2463 --> Master Empathy
2464 Prerequisites: Character Level 8
2465 Gives a +3 bonus to Persuade, Awareness, and Treat Injury skills.
2466
2467This may be appealing to the main character, since these will all be class
2468skills once you become a Jedi, but again, using a feat for a skill bonus
2469has to be weighed against not taking a combat feat. A possible early
2470choice for PC scoundrel characters, since Treat Injury isn't a class skill
2471for them.
2472
2473
24746.3.3 Gear Head
2475--------------
2476Gear Head
2477Prerequisites: None
2478Gives a +1 bonus to Repair, Security, and Computer Use skills.
2479|
2480--> Improved Gear Head
2481 Prerequisites: Character Level 4
2482 Gives a +2 bonus to Repair, Security, and Computer Use skills.
2483 |
2484 --> Master Gear Head
2485 Prerequisites: Character Level 8
2486 Gives a +3 bonus to Repair, Security, and Computer Use skills.
2487
2488Gear Head has obvious appeal to droids, as these are all class skills. In
2489particular, Teethree will likely want to master this skill, as he uses
2490these skills extensively (and he doesn't get too many combat feats to work
2491with anyway).
2492
2493
2494---------------
24956.4 CLASS FEATS
2496---------------
2497These feats are available only to certain classes. If you don't belong to
2498the specified class, you're outta luck. Feats that have an asterisk next
2499to the prerequisites are automatically given to the class at the specified
2500level.
2501
2502
25036.4.1 Implant Level
2504-------------------
2505Scouts get implants for free at the specified character levels; see 6.1.3
2506for the description.
2507
2508
25096.4.2 Uncanny Dodge
2510-------------------
2511Uncanny Dodge 1
2512Prerequisites: Level 4 Scout*
2513Character retains Dex defense bonus even when surprised, and gains +2 to
2514saves vs. grenades.
2515|
2516--> Uncanny Dodge 2
2517 Prerequisites: Level 7 Scout*
2518 Character retains Dex defense bonus even when surprised, and gains +4
2519 to saves vs. grenades.
2520
2521These feats are of limited usefulness, since you rarely, if ever, are
2522surprised, and the other half is only useful if someone tosses a grenade at
2523you. On the other hand, they're free, so there's no real reason to
2524complain.
2525
2526
25276.4.3 Sneak Attack
2528------------------
2529Sneak Attack I
2530Prerequisites: Scoundrel*
2531Adds 1-6 damage to attacks against opponents that can't respond to the
2532attacker and are within 10 meters.
2533|
2534--> Sneak Attack II
2535 Prerequisites: Level 3 Scoundrel*
2536 Adds 2-12 damage to attacks against opponents that can't respond to the
2537 attacker and are within 10 meters.
2538 |
2539 --> Sneak Attack III
2540 Prerequisites: Level 5 Scoundrel*
2541 Adds 3-18 damage to attacks against opponents that can't respond to
2542 the attacker and are within 10 meters.
2543 |
2544 --> Sneak Attack IV
2545 Prerequisites: Level 7 Scoundrel*
2546 Adds 4-24 damage to attacks against opponents that can't
2547 respond to the attacker and are within 10 meters.
2548 |
2549 --> Sneak Attack V
2550 Prerequisites: Level 9 Scoundrel*
2551 Adds 5-30 damage to attacks against opponents that can't
2552 respond to the attacker and are within 10 meters.
2553 |
2554 --> Sneak Attack VI
2555 Prerequisites: Level 11 Scoundrel*
2556 Adds 6-36 damage to attacks against opponents that
2557 can't respond to the attacker and are within 10 meters.
2558 |
2559 --> Sneak Attack VII
2560 Prerequisites: Level 13 Scoundrel*
2561 Adds 7-42 damage to attacks against opponents that
2562 can't respond to the attacker and are within 10
2563 meters.
2564 |
2565 --> Sneak Attack VIII
2566 Prerequisites: Level 15 Scoundrel*
2567 Adds 8-48 damage to attacks against opponents
2568 that can't respond to the attacker and are
2569 within 10 meters.
2570 |
2571 --> Sneak Attack IX
2572 Prerequisites: Level 17 Scoundrel*
2573 Adds 9-54 damage to attacks against
2574 opponents that can't respond to the
2575 attacker and are within 10 meters.
2576
2577The scoundrel's defining skill, and by far the longest sequence of upgrades
2578in the game, Sneak Attack allows the normally combat-challenged scoundrel
2579to inflict massive amounts of damage against nearby helpless opponents.
2580The game considers the following opponents fair game for sneak attacks:
2581
25821) Opponents that have your back turned to you
25832) Opponents that are stunned or otherwise immobilized
25842) Opponents that you attack out of stealth mode (only the first attack
2585 from stealth qualifies)
2586
2587Mission will eventually reach Sneak Attack IX and be a terror to stunned
2588opponents (although not much of a threat towards enemies otherwise), but
2589the main character can still reach III or IV and do some extra damage as
2590well. Much of a scoundrel's combat life, then, centers around trying to
2591satisfy one of these conditions, then getting within range to sneak attack,
2592if they are too far away. Check out the section on Sneak Attack tactics
2593for more info about how to set up a sneak attack for your scoundrel.
2594
2595
25966.4.4 Scoundrel's Luck
2597----------------------
2598Scoundrel's Luck
2599Prerequisites: Scoundrel*
2600Gives a +2 bonus to defense.
2601|
2602--> Improved Scoundrel's Luck
2603 Prerequisites: Level 6 Scoundrel*
2604 Gives a +4 bonus to defense.
2605 |
2606 --> Master Scoundrel's Luck
2607 Prerequisites: Level 12 Scoundrel*
2608 Gives a +6 bonus to defense.
2609
2610The other special feat for scoundrels, Scoundrel's Luck gives the slippery
2611scoundrels a nice defense bonus for just being themselves. Mission will
2612get the full +6 bonus, while the main character will reach +2 or +4.
2613(There is no luck, there is the Force.)
2614
2615
26166.4.5 Jedi Defense
2617------------------
2618Jedi Defense
2619Prerequisites: Jedi*
2620Jedi equipped with a lightsaber can deflect blaster bolts if a (d20 +
2621Jedi's BAB) roll beats the attacker's attack roll. The bolt is reflected
2622back at the attacker if the Jedi's roll beats the attack by 10.
2623|
2624--> Advanced Jedi Defense
2625 Prerequisites: Level 4, Jedi
2626 Jedi equipped with a lightsaber can deflect blaster bolts if a (d20 +
2627 Jedi's BAB + 3) roll beats the attacker's attack roll. The bolt is
2628 reflected back at the attacker if the Jedi's roll beats the attack by
2629 10.
2630 |
2631 --> Master Jedi Defense
2632 Prerequisites: Level 8, Jedi
2633 Jedi equipped with a lightsaber can deflect blaster bolts if a (d20
2634 + Jedi's BAB + 6) roll beats the attacker's attack roll. The bolt
2635 is reflected back at the attacker if the Jedi's roll beats the
2636 attack by 10.
2637
2638One of the defining abilities of a Jedi, this feat gives ranged users a
2639hard time against a Jedi. Before calculating whether a ranged attack hits,
2640a Jedi is allowed a deflection roll equal to d20 + their base attack bonus
2641(just the AB from your class, with no extra attribute, feat, or weapon
2642modifiers). If this number is equal or greater than the shooter's attack
2643number, then the Jedi has managed to put their lightsaber in the path of
2644the bolt and deflect the shot. If the number is at least 10 higher, the
2645unfortunate attacker has their bolt reflected right back at them.
2646
2647All Jedi receive the basic version of this feat for free, making hitting
2648them with a ranged weapon an iffy affair, because even if the deflection
2649fails, they still receive their normal check against defense. The basic
2650level of this feat is usually enough to catch most bolts for guardians with
2651their higher natural attack bonuses, but if you're another Jedi class and
2652want the extra defense, or just enjoy batting bolts back to their sources,
2653you'll want to put in the upgrades.
2654
2655
26566.4.6 Jedi Sense
2657----------------
2658Jedi Sense
2659Prerequisites: Jedi*
2660Gives a +2 bonus to defense.
2661|
2662--> Knight Sense
2663 Prerequisites: Level 6 Jedi*
2664 Gives a +4 bonus to defense.
2665 |
2666 --> Master Sense
2667 Prerequisites: Level 12 Jedi*
2668 Gives a +6 bonus to defense.
2669
2670Considering those flimsy robes they normally wear, Jedi fortunately have a
2671finely tuned sixth sense for danger that gives them an automatic defensive
2672bonus.
2673
2674
26756.4.7 Force Jump
2676----------------
2677Force Jump
2678Prerequisites: Jedi Guardian*
2679Guardians wielding lightsabers can leap directly to an opponent 10+ meters
2680away with a standard attack.
2681|
2682--> Improved Force Jump
2683 Prerequisites: Level 6 Jedi Guardian*
2684 Guardians wielding lightsabers can leap directly to an opponent 10+
2685 meters away with a standard attack, gaining +2 attack and damage with
2686 the first swing.
2687 |
2688 --> Master Force Jump
2689 Prerequisites: Level 12 Jedi Guardian*
2690 Guardians wielding lightsabers can leap directly to an opponent 10+
2691 meters away with a standard attack, gaining +4 attack and damage
2692 with the first swing.
2693
2694The unique feat of the Jedi Guardian, Force Jump is a powerful tool, but be
2695careful not to overuse it. If your guardian's wielding a lightsaber (and
2696if not, why aren't you?), are a fair distance away from an opponent, and
2697have a clear, straight path towards the opponent (making this power more
2698useful in open spaces rather than thin corridors), then choosing a standard
2699attack on the opponent will send your character soaring through the air to
2700land a flying lightsaber chop on the unfortunate target. The extra attacks
2701from Two-Weapon Fighting and the Speed powers all will work with this
2702power; if you quickly buff yourself with Knight or Master Speed before
2703jumping, *all* of your attacks will get any attack and damage bonuses from
2704the feat, allowing you to drop in for major hurt-dealing.
2705
2706So what's not to like about instantly closing distances and adding extra
2707damage? The problem comes when you jump into a fray and find that you
2708can't handle the sudden attention of being in a big group of baddies, all
2709of whom will attack you first. Your companions (outside of Juhani) will
2710have to scramble to reach you if you've jumped far, and there's no way to
2711jump back to where you started if you find you've bitten off more than you
2712can chew. This is especially aggravating when you jump accidentally, since
2713the feat works off the standard attack. So make sure to look before you
2714leap, as the saying goes, and that you're okay with the odds. If the group
2715of opponents eyeballing you look too menacing for you to handle by
2716yourself, do things the old-fashioned way and manually hoof it up to the
2717enemy, or use an active combat feat like Flurry or Power Attack on a
2718distant targeted opponent, which will make your character run rather than
2719fly towards the target.
2720
2721On the other hand, if your party gets separated, Force Jump is a great way
2722to immediately help your companions. If there are only a few stragglers
2723around and you're cleaning up, it's also a great timesaver compared to
2724having to run up to the last couple of enemies. Opponents that are widely
2725spaced may be able to less the effect of area Force powers, but guardians
2726are their worst nightmare, because they can use Jump on all of them...
2727
2728
27296.4.8 Force Immunity
2730--------------------
2731Force Immunity: Fear
2732Prerequisites: Jedi Sentinel*
2733Gives immunity to all fear effects.
2734|
2735--> Force Immunity: Stun
2736 Prerequisites: Level 6 Jedi Sentinel*
2737 Gives immunity to all fear and stun effects.
2738 |
2739 --> Force Immunity: Paralysis
2740 Prerequisites: Level 12 Jedi Sentinel*
2741 Gives immunity to all fear, stun, and paralysis effects.
2742
2743The unique feats given to a Jedi Sentinel, Force Immunity gives sentinels
2744passive immunity to immobilizing effects. The first level, Immunity: Fear,
2745is straightforward enough: the sentinel is immune to the Fear / Horror /
2746Insanity series of dark side Force powers. Immunity: Stun makes the Jedi
2747immune to the stunning side effects of all stunning weapons, Critical
2748Strike, Sniper Shot, and Force Push and Wave (but not the damage).
2749Immunity: Paralysis gives the sentinel resistance to Stasis and Stasis
2750Field.
2751
2752
27536.4.9 Force Focus
2754-----------------
2755Force Focus
2756Prerequisites: Jedi Consular*
2757Gives a +1 to the DC for all saves against the consular's Force powers.
2758|
2759--> Improved Force Focus
2760 Prerequisites: Level 6 Jedi Consular*
2761 Gives a +2 to the DC for all saves against the consular's Force powers.
2762 |
2763 --> Master Force Focus
2764 Prerequisites: Level 12 Jedi Consular*
2765 Gives a +3 to the DC for all saves against the consular's Force
2766 powers.
2767
2768The Jedi Consular's unique feat, Force Focus boosts the consular's
2769offensive Force powers by making them harder to resist. This gives
2770consulars a distinct advantage when using offensive powers, and the
2771aspiring Consular should feel free to load up on powers that target
2772opponents to take advantage of this feat.
2773
2774
27756.4.10 Droid Upgrade Class
2776--------------------------
2777Droid Upgrade Class 1
2778Prerequisites: Droid*
2779Allows droid to use Class 1 droid items.
2780|
2781--> Droid Upgrade Class 2
2782 Prerequisites: Level 7 Droid*
2783 Allows droid to use Class 2 droid items.
2784 |
2785 --> Droid Upgrade Class 3
2786 Prerequisites: Level 13 Droid*
2787 Allows droid to use Class 3 droid items.
2788
2789As equipment goes, droids get it pretty easy. Droids roll their
2790equivalents of armor, implants, and other equipment levels into one Upgrade
2791Class level, and this automatically improves as they level. By the time
2792level 13 comes around, droids will be able to equip any droid item they
2793want.
2794
2795
27966.4.11 Logic Upgrade
2797--------------------
2798Combat Logic Upgrade
2799Prerequisites: Droid*
2800Gives a +2 bonus to defense.
2801|
2802--> Tactician Sense
2803 Prerequisites: Level 6 Droid*
2804 Gives a +4 bonus to defense.
2805 |
2806 --> Battle Droid Logic Upgrade
2807 Prerequisites: Level 12 Droid*
2808 Gives a +6 bonus to defense.
2809
2810Besides getting free equipment proficiency upgrades, droids also get
2811upgrades on their combat smarts, resulting in automatic upgrades to their
2812defense.
2813
2814
2815----------------
28166.5 UNIQUE FEATS
2817----------------
2818These are feats given to specific characters in the game, whether your main
2819character or one of the NPCs. All these feats are automatically given.
2820
2821
28226.5.1 Force Sensitive
2823---------------------
2824Prerequisites: Main Character, Jedi
2825Gives an extra 40 FP.
2826
2827Your character is in tune with the vibes of the Force and gets 40 more
2828Force points than a Jedi class would at the class's level. This is a huge
2829boon to Jedi guardian characters in particular, giving them ten levels
2830worth of FP, but extra FP is of course useful for any Jedi.
2831
2832
28336.5.2 Battle Meditation
2834-----------------------
2835Prerequisites: Bastila Shan
2836
2837This is purely a plot feat and is just to remind you that Bastila is a Very
2838Important Person, because she can control entire wars -- when she has time
2839to meditate. Unfortunately, you can't just sit her down in battle and make
2840your opponents question their purpose in life, so this is the most useless
2841feat in the game in practice. (Plot-wise, of course, it's hugely
2842important.)
2843
2844
28456.5.3 Wookiee Toughness
2846-----------------------
2847Prerequisites: Wookiee (Zaalbar)
2848Gives a retroactive +2 VP per character level and subtracts 2 points from
2849any damage taken.
2850
2851Wookiees are pretty hardy walking carpets, and this is reflected in this
2852special feat that has the same effects as Master Toughness. You could take
2853the Toughness feats for Zaalbar to further improve his enormous tolerance
2854for damage, but considering how much VP he already has, the extra VP from
2855Toughness isn't a necessity.
2856
2857
28586.5.4 Blaster Integration
2859-------------------------
2860Prerequisites: T3-M4
2861Grants the ability to use Blaster Pistols.
2862
2863Utility droids don't ordinarily pack weapons, but Teethree is no ordinary
2864utility droid. And thus he does pack weapons. Pistols, to be exact.
2865
2866
2867===============
28687. FORCE POWERS
2869===============
2870Force powers are the lifeblood of the Jedi, and figuring out which powers
2871to learn define the roles of a Jedi, whether it's healing, buffing, or
2872simply zapping the life out of others. Unlike skills and feats, which can
2873be used an unlimited number of times, Force powers take an amount of Force
2874Points to use, and Jedi with too little left in their Force meter won't be
2875able to pull any powers out. FP regenerates slowly during battle and
2876quickly outside of battle.
2877
2878There are three categories of Force powers: core powers, light side powers,
2879and dark side powers. Core powers are neutral powers available to all
2880Jedi, and are always the same cost. The cost of other powers depends on
2881your alignment. Light side powers cost up to 50% less to use if your
2882alignment leans towards the light and up to 150% more to use if your
2883alignment dips down towards the dark. The opposite is true of dark side
2884powers. All costs listed below are for the base cost, but keep in mind how
2885your alignment will affect the actual cost when choosing powers.
2886
2887It is naturally assumed that only Jedi have access to Force powers, so I
2888don't bother listing Jedi as a prerequisite. I also have categorized the
2889powers by series with an overall label to make it easier to discuss the
2890series as a whole.
2891
2892Powers have the same FP cost even when upgraded, so the FP is listed first.
2893Duration is also listed if the power itself is persistent, not if its
2894effects are persistent; Stasis will stun opponents for 12 seconds, for
2895instance, but the actual duration of the power is instant, because the
2896stunning was attempted immediately, but won't continuously be attempted.
2897
2898Some powers are restricted by the armor you wear; those powers that are
2899restricted will only be usable if the user is wearing Jedi robes or
2900clothing. The following powers have no armor restrictions and can be used
2901with any armor:
2902
2903Core:
2904 Energy Resistance / Improved Energy Resistance
2905 Affect Mind / Dominate Mind
2906 Force Push / Force Whirlwind / Force Wave
2907 Throw Lightsaber / Advanced Throw Lightsaber
2908 Force Camouflage (but Juhani won't be wearing armor anyway)
2909
2910Light Side:
2911 Cure / Heal
2912 Stun / Stasis (but not Stasis Field)
2913 Stun Droid / Disable Droid / Destroy Droid
2914
2915Dark Side:
2916 Wound / Choke / Kill
2917 Slow / Affliction (but not Plague)
2918 Fear / Horror / Insanity
2919
2920Many of the signature Jedi powers, such as the Speed, Valor, and Lightning
2921sets, are unavailable when wearing armor. However, the tradeoff is not
2922without its benefits, especially for soldier-based characters with high
2923Strength and low Dexterity, with their access to heavy armor. The best
2924Jedi robes in the game have a base defense of 5, while good heavy armor has
292510+ defense and can reach up to 14, although you have to account for the
2926Dex limits; robes essentially have no limit, while heavy armor allows
2927little to no Dex bonus, and light and medium armor fall in between. You
2928can also make up the defensive difference with powers, and in fact can get
2929an even higher defense (Master Defense and Force Armor would give you an
2930extra 10 defense along with the robe's defense), but there's something to
2931be said about having permanently high defense that won't dissipate as the
2932battle wears on and doesn't drain any precious FP. Of course, being able
2933to use Speed and other more powerful Force abilities is quite nice, too, so
2934consider your options carefully.
2935
2936The best use of this is for Dexterity-challenged soldiers, who won't
2937receive much benefit from a high Dex max limit. Slower scouts may want to
2938also consider this option, as there's some decent medium armors in the game
2939(up to a max of 11 defense). Scoundrels, with their access to light armor
2940only, should go with robes, as the defensive bonus from light armor isn't
2941enough compared to extra powers with Jedi robes, although you can create a
2942lower-Dex scoundrel and take a proficiency in medium armor if you still
2943want to go with armor.
2944
2945
2946---------------
29477.1 CORE POWERS
2948---------------
2949These powers are general powers that don't have any light or dark side
2950leanings, so they always cost the same FP to use.
2951
2952
29537.1.1 Speed
2954-----------
2955FP: 20
2956Duration: 36 seconds
2957Restricted By Armor: Yes
2958
2959Burst of Speed
2960Prerequisites: None
2961Gives +2 to defense and double movement speed.
2962|
2963--> Knight Speed
2964 Prerequisites: Character Level 9
2965 Gives +4 to defense, 1 extra attack per round, and double movement
2966 speed.
2967 |
2968 --> Master Speed
2969 Prerequisites: Character Level 15
2970 Gives +4 to defense, 2 extra attacks per round, and double
2971 movement speed.
2972
2973The Speed series is a great investment for any Jedi wanting to mix it up
2974with their lightsaber, as well as those tiring of the long treks around the
2975landscape of KotOR.
2976
2977Besides the defensive effects, the main draw is, of course, the extra
2978speed. The movement speed boost in Burst of Speed doesn't give much in the
2979way of combat bonuses, but is a godsend for getting around in general. The
2980main character should always take at least one level in Speed just so you
2981can reduce the tedium of backtracking through the long stretches of empty
2982space that are so prolific in the game.
2983
2984Knight Speed adds the other major effect of Speed, which is the addition of
2985another attack per round, plus some extra defense, making this a great
2986upgrade from Burst of Speed. Master Speed adds another attack and should
2987be strongly considered for those who frequently pull out their lightsaber.
2988
2989
29907.1.2 Resistance
2991----------------
2992FP: 20
2993Duration: 60 seconds
2994Restricted By Armor: Yes
2995
2996Force Resistance
2997Prerequisites: Character Level 9
2998Opponents attacking with a Force power must roll a check of d20 +
2999attacker's level against a DC of 10 + character's level. The power fails
3000if the attacker fails the check.
3001|
3002--> Force Immunity
3003 Prerequisites: Character Level 15
3004 Opponents attacking with a Force power must roll a check of d20 +
3005 attacker's level against a DC of 15 + character's level. The power
3006 fails if the attacker fails the check.
3007
3008Force Resistance and Immunity offer protection against the myriad of
3009opposing Jedi who will try to zap, stun, and disease you in their quest to
3010make your life miserable. With Resistance you'll have a 50% chance to
3011resist powers from an opposing Jedi of the same level, and Immunity
3012increases this to 75%. Of course, Jedi that are of higher level will have
3013an easier time breaking through your resistance, but this still offers good
3014protection from pesky Jedi powers -- assuming the opposing Jedi doesn't
3015just cancel your resistance completely.
3016
3017
30187.1.3 Absorption
3019----------------
3020FP: 10
3021Duration: 120 seconds
3022Restricted By Armor: No
3023
3024Energy Resistance
3025Prerequisites: None
3026Absorbs the first 15 points of any sonic, fire, cold, or electrical damage
3027taken by the character.
3028|
3029--> Improved Energy Resistance
3030 Prerequisites: Character Level 9
3031 Absorbs the first 15 points of any sonic, fire, cold, or electrical
3032 damage taken and grants immunity to poison and disease to the entire
3033 party.
3034
3035The somewhat misnamed Energy Resistance at its basic level gives some
3036protection against the elements and only affects the character using the
3037power, negating the first 15 points of any attack with the listed elemental
3038properties, which unfortunately doesn't include *energy* damage. Improved
3039Energy Resistance gives the entire party the same elemental resistance and
3040also gives immunity to poison and disease.
3041
3042Usage of this power is spotty, since you don't often see a lot of elemental
3043damage. This power does come in handy against heavy droids, which can use
3044flamethrowers or carbonite projectors. It will also protect against
3045plasma, sonic, and CryoBan grenades (but not thermal detonators,
3046unfortunately). Finally, it will lessen damage from pesky dark Jedi using
3047Lightning powers, and the Improved version will totally negate Affliction
3048and Plague. The duration is long and the cost small, too, which makes it
3049more appealing, but it's not useful enough to make it a top priority.
3050
3051
30527.1.4 Persuasion
3053----------------
3054FP: n/a
3055Duration: n/a
3056Restricted By Armor: No
3057
3058Affect Mind
3059Prerequisites: Main Character
3060Opens new conversation options using Force Persuade.
3061|
3062--> Dominate Mind
3063 Prerequisites: Character Level 6, Main Character
3064 Opens new conversation options using Force Persuade and makes Force
3065 Persuade harder to resist.
3066
3067The consolation prize for those characters who don't have enough skill
3068points to keep Persuade high, or the power of choice for those that want to
3069force others to do things against their will, this will allow your main
3070character to wave his hand and Force Persuade the weak of mind or easily
3071impressionable characters during conversation to do what you want them to.
3072Note that this works best on characters who are alone and when the
3073persuasion is subtle; targets with friends may have their friends recognize
3074this Force trick, and commands that put characters in harm's way may cause
3075your persuasion to fail. Also, some characters are Force resistant or have
3076strong will of mind, so this power will not work on them.
3077
3078As with Persuade, light side followers are warned that abusing Force
3079Persuade will result in dark side points. Be very careful to not overly
3080manipulate your target. On the other hand, this is a great power to have
3081for those that tread the dark side; making others do things against their
3082will and warping their minds is the epitome of evil...
3083
3084
30857.1.5 Telekinesis
3086-----------------
3087FP: 10
3088Duration: instant
3089Restricted By Armor: No
3090
3091Force Push
3092Prerequisites: None
3093Pushes opponent 5 meters away, does damage equal to character level, and
3094stuns opponent for 3 seconds. Reflex save at DC of 5 + character level +
3095Wis and Cha modifiers for half damage and no stun.
3096|
3097--> Force Whirlwind
3098 Prerequisites: Character Level 9
3099 Stuns opponent for 12 seconds and does damage equal to one-third
3100 character level every 2 seconds (twice character's level in total).
3101 Reflex save at DC of 5 + character level + Wis and Cha modifiers to
3102 negate. Does not affect droids using energy shield hardware.
3103 |
3104 --> Force Wave
3105 Prerequisites: Character Level 15
3106 All opponents within 15 meters of character are thrown back 5
3107 meters and stunned for 6 seconds while taking one and a half
3108 character's level. Reflex save at DC of 5 + character level + Wis
3109 and Cha modifiers for half damage and no stun.
3110
3111The Telekinesis series is interesting because it's one of the few sets of
3112powers where the actual nature of the power changes, rather than just an
3113upgrading of the effects. Force Push gives a single opponent a Force
3114nudge, knocking them to the ground for some damage and a slight stun.
3115Force Whirlwind is much more effective; not only does it do twice the
3116damage, but it will stun for a full 12 seconds.
3117
3118Once you get to Force Wave, however, things change. Rather than a single-
3119opponent power, you now have an area effect power. But, the effect is now
3120centered around your character rather than an enemy, and the stun and
3121damage is actually shorter than Whirlwind. So while everyone should
3122upgrade from Push to Whirlwind, whether you upgrade to Wave depends on how
3123you use the power. If you want a focused long-term stun, keep the power at
3124Whirlwind. If you want a crowd-clearing burst around your character with
3125some stunning power, upgrade to Wave. Particularly fun to use with a
3126stealthy Jedi; walk into a group of enemies, use Wave, and watch them fall
3127away from your character. (If they save and don't fall, well, you may have
3128some problems.)
3129
3130Considering the low cost, this feat is specifically recommended for
3131guardians, who can use the knockdown effects of Wave and need to conserve
3132their FP. Telekinesis also doesn't have an armor restriction, making it
3133useful for those Jedi that want to keep wearing something besides those
3134drafty robes. It will not work on all enemies, particularly those that are
3135just too heavy to push over, and Reflex saves are generally the easiest
3136saves to pass since many enemies have high Dex, so don't expect to get more
3137than a little damage and some more personal space when fighting major
3138enemies later on.
3139
3140
31417.1.6 Cancelation
3142------------------
3143FP: 25
3144Duration: instant
3145Restricted by Armor: Yes
3146
3147Force Suppression
3148Prerequisites: Character Level 9
3149Cancels all active beneficial 1st and 2nd tier Force powers on target.
3150|
3151--> Force Breach
3152 Prerequisites: Character Level 15
3153 Cancels all active beneficial Force powers on target.
3154
3155The counter to Force buffs, this series cancels other powers active on a
3156target. Note that for power sets that only have two powers, the first
3157power is considered a 2nd tier power, and the upgrade is a 3rd tier power.
3158Suppression will cancel Burst of Speed, Knight Speed, Force Resistance,
3159Energy Resistance, Force Aura, Force Shield, Force Valor, and Knight Valor.
3160Breach cancels all the powers that Suppression does plus Master Speed,
3161Force Immunity, Improved Energy Resistance, Force Armor, and Master Valor.
3162
3163Canceling shouldn't be taken until later in the game, as it only is useful
3164against Jedi and their companions, but is highly useful for characters that
3165rely on using Force powers on their opponents rather than buffing
3166themselves. As you won't be fighting many light side Jedi, the main use
3167for cancelation is bringing down opponents' Force Resistance / Immunity.
3168Whether you consider this ability worth the cost of two power upgrades is
3169up to you.
3170
3171
31727.1.7 Throwing
3173--------------
3174FP: 20
3175Duration: 1 combat round
3176Restricted By Armor: No
3177
3178Lightsaber Throwing
3179Prerequisites: Lightsaber equipped, 5 meters away from target
3180Uses a combat round to throw character's lightsaber at an opponent. Attack
3181always hits. Does 1-6 damage per two character levels.
3182|
3183--> Advanced Lightsaber Throwing
3184 Prerequisites: Lightsaber equipped, 5 meters away from initial target
3185 Uses a combat round to throw character's lightsaber at up to three
3186 opponents. Each target must be within 5 meters of the previous target.
3187 Attack always hits. Does 1-6 damage per two character levels to each
3188 target.
3189
3190A flashy move involving more physical exertion than your typical Force
3191power, Throwing has a number of negative aspects. For one, the FP cost is
3192high, so you won't have enough juice to do it often. Plus, the range
3193restriction makes it useless at close range, so continued use requires some
3194guerilla hit-and-run tactics, more hassle than it's worth for typical
3195battles. Other powers have a much wider effect at the highest level; three
3196targets max for Advanced Lightsaber Throwing is low compared to big groups
3197of opponents you can affect with Stasis Field or Force Storm. And you'll
3198likely be able to do more damage with your lightsaber normally by the end
3199of the game through judicious use of buffs and feats.
3200
3201So why would you throw away your precious lightsaber using a power with big
3202restrictions? Because both Throwing powers have one redeeming value: they
3203are the only attacks in the game that *can't* be avoided. Combat feats can
3204miss, grenades can be evaded, other powers can be resisted -- but Throwing
3205powers *always* hit. They don't check against defense, and they are the
3206only powers that ignore Force Resistance and Immunity. The range
3207restrictions and the damage limit are there because of this fact, that
3208throwing your lightsaber is *guaranteed* damage. And, while the damage
3209only increases once per two levels, by level 20 you'll be doing a
3210respectable 10-60 points of damage, with no chance at the immunities or
3211saves for half damage that other powers have to suffer with. This power is
3212good in particular for light side Jedis, who have no direct damage light
3213powers compared to their damage-happy dark cousins. (Well, Stun Droid, but
3214you can't use that for everything. Dang shame.) You can also use it
3215effectively for one-on-one battles if you have some space to back up if
3216your opponent charges you; repeatedly throwing your lightsaber can quickly
3217deplete your enemy's vitality (and your Force points) before you close
3218range to swing your lightsaber.
3219
3220Whether you upgrade the power to the Advanced form depends on how often you
3221plan to rely on it. If you just need it to take down the occasional
3222stubborn baddie, then just take the basic form and forget the rudimentary
3223chaining effect. If you have more FP to spare and frequently use this as
3224an opening strike or to clean up stragglers, then consider taking the
3225upgrade, as potentially tripling your total damage is always nice, and
3226watching your lightsaber bounce to different enemies is lots of fun.
3227
3228Unlike most powers, where you target the middle of a group for an area
3229effect to get the most coverage, for Advanced Throw Lightsaber you'll want
3230to target the end opponents. Since the power calculates its next target
3231based on proximity with its current target, enemies on either side of a
3232middle target may not be close enough for the lightsaber to jump. Instead,
3233you want the lightsaber to "chain" from the outside through the middle of
3234the group. To illustrate, say there are three targets 5 meters apart in a
3235line:
3236
3237(1) (2) (3)
3238
3239Targeting (2) would mean the lightsaber can either bounce to (1) or (3),
3240since they're both 5 meters away from (2). However, once it bounces to
3241either one, then the lightsaber can't hit the last opponent, because (1)
3242and (3) are 10 meters apart. If you instead target (1), then the
3243lightsaber will next bounce to (2), which is 5 meters away from (1), and
3244then bounce to (3), allowing you to hit all three opponents. The same is
3245true if you target (3); the lightsaber will bounce to (2) and then (1). In
3246both cases you hit all three enemies through targeting the end opponents
3247and not the middle.
3248
3249
3250---------------------
32517.2 LIGHT SIDE POWERS
3252---------------------
3253Light side powers are very into buffing and making oneself better rather
3254than whacking opponents, with the noted exception of droids. This makes
3255light side Jedi more vulnerable to the Force Canceling powers, but makes
3256goody-goody Jedi guardians particularly scary when they buff up.
3257
3258
32597.2.1 Healing
3260-------------
3261FP: 25
3262Duration: instant
3263Restricted By Armor: No
3264
3265Cure
3266Prerequisites: Character Level 6
3267Heals all party members within 15 meters for 5 VP + 1 VP for every Wis and
3268Cha modifier and character level. Does not affect droids.
3269|
3270--> Heal
3271 Prerequisites: Character Level 12
3272 Heals all party members within 15 meters for 10 VP + 1 VP for every Wis
3273 and Cha modifier and character level, and will cure poision. Does not
3274 affect droids.
3275
3276Possibly the most used light side power, the Heal series is immensely
3277useful for saving on medpac use and to keep your party members running.
3278For major healing projects in battle, you'll want to use medpacs, which are
3279much more effective, especially life support packs and if you have a high
3280Treat Injury skill. If you're looking to conserve FP, you'll also want to
3281break out the medpacs, since this is one of the most expensive powers in
3282the game (although really high light side alignment will make it
3283significantly cheaper).
3284
3285However, between battles and to heal the entire party at once, Cure and
3286Heal will be in constant use. Heal adds more VP and the ability to cure
3287poison over Cure, which nicely increases the power's utility but isn't a
3288huge upgrade if you just want the healing benefits.
3289
3290
32917.2.2 Protection
3292----------------
3293FP: 15
3294Duration: 20 seconds
3295Restricted By Armor: Yes
3296
3297Force Aura
3298Prerequisites: None
3299Gives a +2 bonus to defense and saves.
3300|
3301--> Force Shield
3302 Prerequisites: Character Level 6
3303 Gives a +4 bonus to defense and saves.
3304 |
3305 --> Force Armor
3306 Prerequisites: Character Level 12
3307 Gives a +6 bonus to defense and saves.
3308
3309A straightforward power set, Shield powers gives your character a boost to
3310defense and saves. This becomes quite substantial by the time you get to
3311Armor; a +6 bonus is a full 30% increase to your defense and saving throw
3312chances. The downside is the length; 20 seconds won't last you through
3313extended battles, requiring you to stop and apply your protection again.
3314
3315
33167.2.3 Enhancement
3317-----------------
3318FP: 20
3319Duration: 20 seconds
3320Restricted By Armor: Yes
3321
3322Force Valor
3323Prerequisites: None
3324Gives a +2 bonus to attributes and saving throws of party members.
3325|
3326--> Knight Valor
3327 Prerequisites: Character Level 9
3328 Gives a +3 bonus to attributes and saving throws of party members as
3329 well as immunity to poison.
3330 |
3331 --> Master Valor
3332 Prerequisites: Character Level 15
3333 Gives a +5 bonus to to attributes and saving throws of party
3334 members as well as immunity to poison.
3335
3336Valor costs a bunch of FP and has a short timespan, for a decent attribute
3337boost. Fortunately, it affects the whole party, which greatly enhances its
3338utility, although you may want to look elsewhere for your main character,
3339who has less powers than a standard Jedi and will want things that give
3340bigger individual benefits.
3341
3342Giving attribute bonuses boosts the attack, defense, VP count, and melee
3343damage of every party member. Force Valor gives an effective +1 attack, +1
3344defense, +1 melee damage, and +3 to saving throws (including attribute
3345bonuses). Knight Valor isn't a big upgrade over Force Valor, since you
3346only get +3 rather than +2 bonuses on your attributes and saving throws,
3347not enough to get a higher attribute modifier unless they're odd, although
3348poison immunity is always nice. Master Valor, however, gives a cumulative
3349+2 extra bonus, for a total of +5, enough for an automatic +2 extra to each
3350attribute modifier.
3351
3352Although it's supposed to only affect physical attributes, Valor boosts all
3353the attributes, which allows you to exploit it for other uses besides
3354physical combat, including skill checks and making your powers harder to
3355resist.
3356
3357Knight and Master Valor are good reasons to keep around equipment with odd
3358attribute modifiers when you have even attributes. Wondering why you
3359should bother wearing +1 Strength gauntlets when you have 14 Strength and
3360it won't give you any extra bonuses equipped at 15 Strength? With Master
3361Valor, you'll have 20 Strength instead of 19 with the gauntlets on, good
3362for an extra point of damage per lightsaber swing. Rock on, Strength
3363gauntlets!
3364
3365
33667.2.4 Stun
3367----------
3368FP: 20
3369Duration: instant
3370Restricted By Armor: No (Stun, Stasis)
3371 Yes (Stasis Field)
3372
3373Stun
3374Prerequisites: None
3375Stuns non-droid opponent for 9 seconds. If opponent Fort saves vs. a DC of
33765 + character level + Wis and Cha modifiers, they are only slowed.
3377|
3378--> Stasis
3379 Prerequisites: Character Level 9
3380 Paralyzes non-droid opponent for 12 seconds. If opponent Fort saves
3381 vs. a DC of 5 + character level + Wis and Cha modifiers, they are only
3382 slowed.
3383 |
3384 --> Stasis Field
3385 Prerequisites: Character Level 15
3386 Paralyzes all non-droid opponents within 10 feet of target for 12
3387 seconds. Opponents that Fort save vs. a DC of 5 + character level
3388 + Wis and Cha modifiers are only slowed.
3389
3390Stun starts off with modest effects, then vastly improves when you get
3391Stasis Field. The immobilizing effects of Stun and Stasis are nice,
3392considering you're guaranteed at least a slow if the power connects, and 9
3393or 12 seconds can take an opponent out of most of the battle. However,
3394this power really shines at the highest level, although you can't use Field
3395with armor. Paralyzing groups of enemies for a full 12 seconds provides
3396you with ample time to reduce the numbers of your helpless opponents before
3397they can attack you again. Particularly nice for scoundrel-based Jedi with
3398their sneak attacks. Stun won't work on droid opponents, but you'll see
3399more than enough organic beings to make this useful.
3400
3401
34027.2.5 Shutdown
3403--------------
3404FP: 10
3405Duration: instant
3406Restricted By Armor: No
3407
3408Stun Droid
3409Prerequisites: None
3410Stuns droid for 12 seconds and does damage equal to character's level. A
3411successful Fort save vs. a DC of 5 + character level + Wis and Cha
3412modifiers negates the stun and reduces damage by half.
3413|
3414--> Disable Droid
3415 Prerequisites: Character Level 6
3416 Stuns all droids within 5 meters of target for 12 seconds and does
3417 damage equal to character's level. Droids that Fort save vs. a DC of 5
3418 + character level + Wis and Cha modifiers negate the stun and reduce
3419 damage by half.
3420 |
3421 --> Destroy Droid
3422 Prerequisites: Character Level 12
3423 Stuns all droids within 6 meters of target for 12 seconds and does
3424 damage equal to 1-6 per character level. Droids that Fort save vs.
3425 a DC of 5 + character level + Wis and Cha modifiers negate the
3426stun
3427 and reduce damage by half.
3428
3429Droids for the most part have it easy, being immune to large swaths of
3430powers and debilitating effects that work perfectly well on softer, non-
3431mechanical opponents. This set of powers, however, is the one huge
3432exception. With both stunning and damaging effects and a dirt-cheap cost,
3433Shutdown powers will decimate most any droid you encounter.
3434
3435Stun Droid will stun and somewhat damage a single droid, while Disable
3436Droid extends the power to an area effect. The real payoff is Destroy
3437Droid; a 20th level character can both stun and do a whopping 20-120 damage
3438to droids, the most amount of damage you can do with any power in the game
3439(and it's area effect, to boot). Of course, the catch is, you won't
3440encounter nearly as many droids as you will organic beings in the game, so
3441the power is limited in usefulness, if not in effectiveness. Characters
3442without powers to spare may want to pass on this for more universal powers,
3443but the power is devastating enough to at least have one of your NPCs
3444master it, as it makes almost every droid in the game a pushover.
3445
3446
3447--------------------
34487.2 DARK SIDE POWERS
3449--------------------
3450Dark side powers take the same sort of me-first, you-dead approach that
3451Sith ideology preaches. There are no powers that your fellow party members
3452will reap benefits from, and in fact no buffing whatsoever. Rather, all
3453the powers focus on either debuffing or damaging opponents, and they are
3454scarily effective.
3455
3456
34577.3.1 Strangulation
3458-------------------
3459FP: 15
3460Duration: instant
3461Restricted By Armor: No
3462
3463Wound
3464Prerequisites: None
3465Immobilizes opponent for 6 seconds and inflicts 2/3rds of character's level
3466in damage every 2 seconds (twice the character's level in total). Effect
3467is negated if opponent Fort saves vs. a DC of 5 + character's level + Wis
3468and Cha modifiers. Does not affect droids.
3469|
3470--> Choke
3471 Prerequisites: Character Level 9
3472 Immobilizes opponent for 6 seconds and inflicts 2/3rds of character's
3473 level in damage every 2 seconds (twice the character's level in total).
3474 Opponent also suffers a -4 to Str, Dex, and Con for 24 seconds.
3475Effects
3476 are negated if opponent Fort saves vs. a DC of 5 + character's level +
3477 Wis and Cha modifiers. Does not affect droids.
3478 |
3479 --> Kill
3480 Prerequisites: Character Level 12
3481 Immobilizes opponent for 6 seconds and inflicts damage equal to
3482 half of the opponent's VP total. If opponent makes Fort save vs. a
3483 DC of 5 + character's level + Wis and Cha modifiers, they instead
3484 take damage equal to character's level and are not immobilized.
3485 Does not affect droids.
3486
3487Here the Jedi tries to take an opponent by the jugular (literally) and
3488squeeze the life out of them. While the Strangulation powers only work on
3489a single target, those that fail their Fort save are subjected to a nasty
3490stun and damage combination. The basic power, Wound, is effectively a
3491condensed version of Force Whirlwind. Choke has the same effects and adds
3492a long-lasting debuff to the equation.
3493
3494Kill is where things get interesting. Taking half the opponent's VP total
3495in one fell swoop is immensely powerful -- depending on your opponent.
3496Making the damage dependent on the opponent means Kill's power scales with
3497your opponent's vitality. Works wonders on characters with lots of VP, but
3498against your standard trooper, not so hot. Fortunately, you can get Kill
3499earlier than many third-tier powers, and enemies get bigger as the game
3500progresses, increasing Kill's utility. Plus, Kill is guaranteed damage if
3501it isn't resisted, ultimately making it better than Choke.
3502
3503The game will round calculations down when determining half damage, so
3504against targets with even amounts of VP, two successful applications of
3505Kill will, well, kill them, but those with odd amounts of VP will have one
3506VP remaining.
3507
3508
35097.3.2 Sickness
3510--------------
3511FP: 15
3512Duration: instant
3513Restricted By Armor: No (Slow, Affliction)
3514 Yes (Plague)
3515
3516Slow
3517Prerequisites: None
3518Opponent suffers -2 to attack, defense, and Ref saves for 30 seconds unless
3519they Will save vs. a DC of 5 + character's level + Wis and Cha modifiers.
3520Does not affect droids.
3521|
3522--> Affliction
3523 Prerequisites: Character Level 6
3524 Opponent is slowed and suffers a -1 penalty to Str, Dex, and Con every
3525 3 seconds for 21 seconds (-7 total), unless they Fort save vs. DC 20.
3526 Does not affect droids.
3527 |
3528 --> Plague
3529 Prerequisites: Character Level 12
3530 Opponent is slowed and suffers a -1 penalty to Str, Dex, and Con
3531 every second for 12 seconds (-12 total). There is no save. Does
3532 not effect droids.
3533
3534The Sickness powers are unique in that each power has a different effect
3535and a different save.
3536
3537Slow, the basic power, inflicts modest, long-lasting penalties to the
3538opponent's attack and defense, as well as their Reflex saves. Slow is
3539mind-based and can be thwarted by mind-affecting immunity. Otherwise, the
3540opponent is allowed the standard save against Will, which is affected by
3541the character's level and attribute modifiers.
3542
3543Affliction changes to a physical-based debuff. Now the opponent will
3544instead suffer long-term penalties to their attributes. Affliction is
3545poison-based, meaning poison immunity will defeat it. The Fort save is a
3546set DC 20, meaning Affliction actually weakens as time goes on, because
3547more powerful enemies will have an easier time making the save against the
3548power. Don't take Affliction unless you're going to upgrade to Plague.
3549
3550Plague is a more potent version of Affliction, inflicting massive attribute
3551penalties over a shorter time period, and with no save. However, it is
3552still poison-based, which means poison immunities work fine against it, and
3553the power is now restricted by armor.
3554
3555
35567.3.3 Fear
3557----------
3558FP: 10
3559Duration: instant
3560Restricted By Armor: No
3561
3562Fear
3563Prerequisites: None
3564Non-droid opponent cowers in fear for 6 seconds. A Will save vs. a DC of 5
3565+ character's level + Wis and Cha modifiers negates effect.
3566|
3567--> Horror
3568 Prerequisites: Character Level 6
3569 All non-droid opponents within 5 meters of target cower in fear for 12
3570 seconds unless a Will save vs. a DC of 5 + character's level + Wis and
3571 Cha modifiers is made.
3572 |
3573 --> Insanity
3574 Prerequisites: Character Level 12
3575 All non-droid opponents within 10 meters of target cower in fear
3576 for 12 seconds unless a Will save vs. a DC of 5 + character's level
3577 + Wis and Cha modifiers is made.
3578
3579The Fear series works much the same as the Stun series for light side Jedi,
3580except it's better in most respects. The level requirements are smaller,
3581the 2nd-tier Horror is area effect rather than having to wait for the third
3582level, the cost is half that of Stun, and it requires a Will save, which is
3583generally harder than the Fort save needed for the Stun powers. The main
3584disadvantage is its applicability; droids obviously don't give a lick about
3585mind games, mind-affecting immunities negate this power set completely, and
3586sentinels are naturally immune to the power to start. Also, there's no
3587effect if Fear is saved against, unlike the Stun powers, which will still
3588slow. But other than those situations, you'll be scaring the pants off a
3589lot of unfortunate opponents...
3590
3591
35927.3.4 Lightning
3593---------------
3594FP: 20
3595Duration: instant
3596Restricted By Armor: Yes
3597
3598Shock
3599Prerequisites: None
3600Opponent suffers 1-6 electrical damage per character level, up to a maximum
3601of 10-60 points of damage. Opponent can Will save vs. a DC of 5 +
3602character's level + Wis and Cha modifiers for half damage.
3603|
3604--> Force Lightning
3605 Prerequisites: Character Level 9
3606 All opponents up to 16 meters directly in front of the character suffer
3607 1-6 electrical damage per character level, up to a maximum of 10-60
3608 points of damage. Opponents may Will save vs. a DC of 5 + character's
3609 level + Wis and Cha modifiers for half damage.
3610 |
3611 --> Force Storm
3612 Prerequisites: Character Level 18
3613 All opponents within 10 meters of the character suffer 1-6
3614 electrical damage and FP drain per character level, up to a maximum
3615 of 10-60 points of damage. Opponents may Will save vs. a DC of 5
3616+
3617 character's level + Wis and Cha modifiers for half damage.
3618
3619A favorite of Sith lords everywhere, Lightning has some of the best damage
3620of any Force power in the game, plus it scales well. Shock hits a single
3621enemy, while Force Lightning hits enemies in a straight line from the
3622character (target the farthest opponent in a group for maximum effect).
3623
3624Force Storm has one of the highest level requirements of any power in the
3625game, and for good reason, as it has the effect that opposing Jedi fear the
3626most: Force drain. Physical damage can be healed with powers or a good
3627medpac, but Force drain can't be countered other than not getting hit or,
3628well, hightailing it away until your FP recharges. Anyone choosing to take
3629this set of powers is well advised to upgrade it all the way to Storm, as
3630the Force drain becomes increasingly useful as you see more Jedi.
3631
3632
36337.3.5 Drain
3634-----------
3635FP: 20
3636Duration: instant
3637Restricted By Armor: Yes
3638
3639Drain Life
3640Prerequisites: Character Level 9
3641Drains 1-4 VP from opponent per character level (maximum 10-40) and heals
3642character by same amount. Opponent can Fort save vs. a DC of 5 +
3643character's level + Wis and Cha modifiers for half damage (and half healing
3644for character). Does not affect droids.
3645|
3646--> Death Field
3647 Prerequisites: Character Level 18
3648 Drains 1-4 VP from all non-droid opponents within 10 meters of
3649 character (maximum of 10-40). Opponents may Fort save vs. a DC of 5 +
3650 character's level + Wis and Cha modifiers for half damage. Character
3651 is healed by the amount of VP equaling the the largest amount of damage
3652 taken by any one opponent.
3653
3654While the effects of Drain powers aren't necessarily the most damaging, the
3655life-sucking effects make this vital to any truly evil Jedi, since this is
3656the only cost-effective power that will heal them. Fittingly enough, this
3657will only heal the character using it, at the expense of your opponents,
3658but that's the way of the dark side, after all. It's somewhat humorous
3659that hurt dark Jedi would go seeking large group of enemies for the biggest
3660VP hit (sounds like some sort of drug addiction), but if you can make the
3661pain go away by inflicting pain on others, hey, why not?
3662
3663
3664-----------------
36657.4 UNIQUE POWERS
3666-----------------
3667There's only one character in the game with a unique Force power, which
3668makes Juhani special. Awww....
3669
3670
36717.1.1 Force Camouflage
3672----------------------
3673Prerequisites: Cathar (Juhani)
3674Uses the power of the Force to stealth without the need for a stealth
3675device.
3676
3677Juhani, with her cat-like (Cathar-like?) tendencies, has the ability to use
3678the Force to cloak her from view. You can use Stealth Mode with Juhani
3679without having to equip a stealth device. Unfortunately she doesn't have
3680sneak attacks or lots of skills to make the stealth more useful, but if you
3681need someone to peek around the corner without attracting notice, she'll do
3682in a pinch.
3683
3684
3685========================
36868. NON-PLAYER CHARACTERS
3687========================
3688Your adventure wouldn't be complete without some traveling companions, and
3689these non-player characters (NPCs) will rely on you when they level to not
3690make them into total non-factors on your journey. Each NPC has a different
3691role and different strengths, and learning what each can and can't do will
3692make your game go much smoother. Note that while Trask is technically your
3693first companion, you can't do much with him, so I felt it wasn't worth
3694going into depth about his character.
3695
3696The stats listed for each character are their starting stats and are of
3697course open to change. Similarly, saving throw progression is based on the
3698character's starting stats, and will improve if Dexterity, Constitution, or
3699Wisdom is improved, as well as through items. Consider what is listed a
3700baseline towards how the character progresses.
3701
3702
3703---------------
37048.1 CARTH ONASI
3705---------------
3706Advantages
3707+ Starts with two attacks, most of necessary feats
3708+ More feats than you'll know what to do with
3709+ High attack bonuses
3710
3711Disadvantages
3712- Focused on one weapon type
3713- Two weapons to upgrade
3714- Weak will save
3715- Weak skills
3716
3717Soldier (4)
3718VP: 44
3719Defense: 13
3720
3721Attributes:
3722Strength: 13 (+1)
3723Dexterity: 16 (+3)
3724Constitution: 12 (+1)
3725Intelligence: 13 (+1)
3726Wisdom: 10 (+0)
3727Charisma: 12 (+1)
3728
3729Saving Throws:
3730Fortitude: +5
3731Reflex: +4
3732Will: +1
3733
3734Skills (with bonuses) (* = class skill):
3735 Computer Use: 0
3736*Demolitions: 0
3737 Stealth: 0
3738*Awareness: 3
3739 Repair: 2
3740 Security: 1
3741*Treat Injury: 4
3742
3743Starting feats:
3744Two-Weapon Fighting
3745 -> Improved Two-Weapon Fighting
3746Armor Proficiency (Light)
3747 -> Armor Proficiency (Medium)
3748 -> Armor Proficiency (Heavy)
3749Power Attack
3750Power Blast
3751Weapon Proficiency (Blaster Pistol)
3752 -> Weapon Focus (Blaster Pistol)
3753 -> Weapon Specialization (Blaster Pistol)
3754Weapon Proficiency (Blaster Rifle)
3755Weapon Proficiency (Heavy Weapons)
3756Weapon Proficiency (Melee Weapons)
3757
3758Character progression (with adjusted saving throws):
3759
3760 -Saving Throws-
3761Level Attack Bonus Fort Ref Will Special
3762----- ------------ ---- --- ---- -------
37635 +5 +5 +4 +1 Feat
37646 +6 +6 +5 +2 Feat
37657 +7 +6 +5 +2 Feat
37668 +8 +7 +5 +2 Attribute, Feat
37679 +9 +7 +6 +3 Feat
376810 +10 +8 +6 +3 Feat
376911 +11 +8 +6 +3 Feat
377012 +12 +9 +7 +4 Attribute, Feat
377113 +13 +9 +7 +4 Feat
377214 +14 +10 +7 +4 Feat
377315 +15 +10 +8 +5 Feat
377416 +16 +11 +8 +5 Attribute, Feat
377517 +17 +11 +8 +5 -
377618 +18 +12 +9 +6 Feat
377719 +19 +12 +9 +6 -
377820 +20 +13 +9 +6 Attribute, Feat
3779
3780This decorated (and paranoid) Republic hero will be your first party
3781member. Carth is a soldier that has a pretty clear career path: he dual
3782wields pistols. And he's good at it, having already picked up Weapon Focus
3783and Specialization in pistols, as well as up to Improved Two-Weapon
3784Fighting, so there's not much point in changing his inclinations. He
3785doesn't have good Strength to really be an effective close-range fighter,
3786and switching weapons wastes both his Two-Weapon Fighting and blaster
3787Specialization feats, so just augment his pistol skills with some more
3788feats.
3789
3790Carth will receive 4 attribute bonuses, which should either be put all into
3791Dexterity to make him a better shooter, or you can split the attributes and
3792put 1 into Intelligence (one more skill point, slightly better sniper shot)
3793and 3 into Dexterity. You can make up the last Dexterity point with an
3794implant if necessary.
3795
3796Skills are pretty much moot for Carth; I just follow the recommended
3797guidelines, which puts points in Treat Injury. If you upgrade Intelligence
3798you'll have an extra point to play with, which can go into Awareness.
3799
3800As a soldier, Carth will get 14 feats total, plenty enough to make him a
3801deadly marksman. My recommended feats are:
3802
38035 Rapid Shot
38046 Improved Rapid Shot
38057 Sniper Shot
38068 Master Two-Weapon Fighting
38079 Master Rapid Shot
380810 Toughness
380911 Improved Toughness
381012 Implant Level 1
381113 Master Toughness
381214 Conditioning
381315 Implant Level 2
381416 Improved Conditioning
381518 Implant Level 3
381620 Master Conditioning
3817
3818Mastering Two-Weapon Fighting should always be the first thing you get for
3819Carth, then upgrading to Master Rapid Shot. After that, Carth is pretty
3820much set for his attacks. You can add Sniper Shot for variety; I wouldn't
3821upgrade it because I consider the threat range of pistols in general to not
3822be worth the upgrade (just use Sniper Shot to hopefully stun someone), but
3823if you want to increase the critical chances anyway, upgrade the feat some
3824more. Some wouldn't bother with implants, either, so there's some
3825flexibility in Carth's progression outside of obtaining Master Two-Weapon
3826and an upgraded Rapid Shot. In fact, unless you want to radically change
3827Carth's combat nature and switch weapons, he's pretty much set once you
3828reach level 9. Everything else is of the "oh, what's there left to take?"
3829variety. Just don't put any feats into upgrading Power Blast unless you're
3830planning to move away from dual pistols, and even then think hard about it;
3831Power Blast actually reduces Carth's attacks to one per round, taking away
3832the primary advantage of using two pistols.
3833
3834Equipment is the best pistols you can find, of course, plus some good
3835armor. Keep Carth's high Dexterity bonus in mind when choosing armor, as
3836lighter armor with higher max Dex bonuses will sometimes result in an
3837overall higher defense than a heavier armor with little Dex bonus allowed.
3838Something to improve Carth's Will save is also recommended, as that's his
3839main saving throw weakness. Keep a variety of different pistols around
3840with different types of damage to keep Carth effective in all situations.
3841
3842
3843---------------
38448.2 MISSION VAO
3845---------------
3846Advantages
3847+ Only pure scoundrel in the game
3848+ Deadly sneak attacks
3849+ Excellent demolition and security skills
3850+ Can use stealth
3851+ Flexibility in use
3852
3853Disadvantages
3854- Stealth abilities require micromanagement
3855- Few feats
3856- Low attack bonuses
3857- Low VP
3858
3859Scoundrel (3)
3860VP: 21
3861Defense: 16
3862
3863Attributes:
3864Strength: 10 (+0)
3865Dexterity: 16 (+3)
3866Constitution: 12 (+1)
3867Intelligence: 14 (+2)
3868Wisdom: 11 (+0)
3869Charisma: 10 (+0)
3870
3871Saving Throws:
3872Fortitude: 2
3873Reflex: 6
3874Willpower: 1
3875
3876Skills (with bonuses) (* = class skill):
3877 Computer Use: 4
3878*Demolitions: 9
3879*Stealth: 10
3880*Awareness: 6
3881 Repair: 2
3882*Security: 6
3883 Treat Injury: 3
3884
3885Starting feats:
3886Armor Proficiency (Light)
3887Caution
3888Critical Strike
3889Sniper Shot
3890Weapon Proficiency (Blaster Pistol)
3891Weapon Proficiency (Blaster Rifle)
3892Weapon Proficiency (Melee Weapons)
3893Sneak Attack I
3894 -> Sneak Attack II
3895Scoundrel's Luck
3896Dueling
3897
3898Character progression (with adjusted saving throws):
3899
3900 -Saving Throws-
3901Level Attack Bonus Fort Ref Will Special
3902----- ------------ ---- --- ---- -------
39034 +3 +2 +7 +1 Attribute
39045 +3 +2 +7 +1 Sneak Attack III, Feat
39056 +4 +3 +8 +2 Improved Scoundrel's Luck
39067 +5 +3 +8 +2 Sneak Attack IV
39078 +6 +3 +9 +2 Attribute, Feat
39089 +6 +4 +9 +3 Sneak Attack V
390910 +7 +4 +10 +3 -
391011 +8 +4 +10 +3 Sneak Attack VI, Feat
391112 +9 +5 +11 +4 Attribute, Master Scoundrel's Luck
391213 +9 +5 +11 +4 Sneak Attack VII
391314 +10 +5 +12 +4 Feat
391415 +11 +6 +12 +5 Sneak Attack VIII
391516 +12 +6 +13 +5 Attribute
391617 +12 +6 +13 +5 Sneak Attack IX, Feat
391718 +13 +7 +14 +6 -
391819 +14 +7 +14 +6 -
391920 +15 +7 +15 +6 Attribute, Feat
3920
3921Mission's a perky Twi'lek girl who'll join you on Taris. She's the only
3922NPC scoundrel in the game, making her the best (and only) sneak attacker
3923unless your main character is also a scoundrel. Mission's main use is for
3924her skills, being the best Demolitions expert in the game, and a good
3925Security breaker, too. She has a high defense but poor VP for
3926survivability in combat, and an iffy BAB as a scoundrel. If used carefully
3927with stealth or with a party focus on immobilizing opponents, however,
3928Mission can be devastatingly effective in battle, doing 30+ damage per
3929attack on average against helpless enemies by the end of the game.
3930
3931How you build her up depends on how you plan to use her. For those that
3932like the idea of ninja-type backstabbing, Dueling and Critical Strike are
3933good feats to invest in, along with a good blade. This requires some
3934micromanagement with stealth fields, and you must keep playing as Mission
3935in solo mode, but this is a consistent way to get sneak attacks. Remember
3936that Mission isn't sturdy enough to stay on the front lines for long, even
3937with her extra defense, so don't anticipate staying around after sneak
3938attacking an opponent unless they're almost dead; prepare to call for
3939backup and run if the sneak attack doesn't seriously damage the opponent.
3940Mission isn't built for melee attacks with her low Strength, however.
3941
3942Sneak attacks don't have to be done with melee weapons; for a somewhat
3943safer method, equip Mission with a single blaster, which won't do as much
3944damage but will allow her a little distance between her target when she
3945needs to run. Equipping Mission with a stunning pistol will give you two
3946chances at getting the all-important immobilization needed for her sneak
3947attacks, and Mission can still support from the rear with a pistol when not
3948stealthing. Take the Rapid Shot feats for more attacks normally (and more
3949sneak attacks against helpless opponents), or upgrade Sniper Shot, although
3950an upgraded Sniper Shot isn't as useful for pistols with their typically
3951small threat range.
3952
3953Another option for Mission is to ditch the blaster pistol and run support
3954with the heavier blaster rifles, which wastes her Dueling feat but provides
3955a better threat range and more base damage. In particular, using Zaalbar's
3956bowcaster in conjunction with Sniper Shot can be highly effective, since
3957when upgraded with a hair trigger the bowcaster has an extended threat
3958range of 17-20, and with Master Sniper Shot this increases to 11-20,
3959meaning a 50% chance to try for a critical with every shot.
3960
3961Mission receives a total of 5 attribute points, starting immediately with
3962level 4. I would put 1 point into Wisdom and 4 into Dexterity. The Wisdom
3963point raises Mission's Awareness and Security skills, as well as giving a
3964boost to her weak Will save. The Dexterity is mainly to improve her
3965defense more and make her a better marksman, although if you want to use
3966her as a melee fighter, consider putting 2,4, or all 5 points into Strength
3967for the extra damage and attack bonuses.
3968
3969Skills for Mission aren't a concern, because with her Intelligence she'll
3970have enough skill points to cover all her class skills every level, plus
3971the occasional upgrade of Treat Injury. I just use the recommended
3972setting.
3973
3974Mission has few feats, so choose carefully. My recommendations are:
3975
39765 Rapid Shot
39778 Improved Rapid Shot
397811 Improved Dueling
397914 Master Dueling
398017 Toughness
398120 Master Rapid Shot
3982
3983This is for using Mission with a pistol. Here she upgrades the Rapid Shot
3984series, plus gets a little toughness for some more VP, and upgrades Dueling
3985for the bonuses. Note that Rapid Shot isn't upgraded until the end; since
3986the difference between Improved and Master Rapid Shot is +1/+1
3987attack/defense, upgrading Dueling will give Mission the same benefits
3988permanently while using a single pistol. You can save the Master Rapid
3989Shot for the last feat, or replace it with Improved Toughness or some other
3990feat of your choosing if you feel you don't need the Master Rapid Shot.
3991Since pistols typically don't have much of a threat range, I chose to keep
3992her starting Sniper Shot unupgraded, but Mission can still use the feat
3993regularly to try to stun opponents and set up some rapid-shot sneak
3994attacks.
3995
3996If using a rifle, replace the Dueling feats with upgrades to Sniper Shot,
3997and use rifles with a 19-20 threat range or better to get some extra
3998critical hits in.
3999
4000If using a melee weapon and stealth attacking, here's an alternative feat
4001progression to consider:
4002
40035 Improved Critical Strike
40048 Master Critical Strike
400511 Improved Dueling
400614 Armor Proficiency (Medium)
400717 Master Dueling
400820 Toughness
4009
4010This is slightly off the beaten path, with Master Critical Strike and an
4011unheard-of armor upgrade. Here the idea is to keep Mission safe while
4012trying for massive critical damage. The extra armor depends on you adding
4013Strength rather than Dexterity to her attributes and leaving her Dexterity
4014at 16, requiring armor with a larger base defense to make up for her
4015smaller Dex bonus. If you want Mission to try instead for more sneak
4016attacks (more practical, but not as much fun compared to watching the
4017occasional critical hit and sneak attack drop an opponent), replace the
4018Critical Strike improvements and possibly the armor proficiency with Flurry
4019upgrades.
4020
4021Mission should be equipped with the best light (or medium) armor you can
4022afford to give her. Her defense will be quite high as it is with
4023Scoundrel's Luck, but she's going to take a big defensive hit while using
4024Sniper Shot or Critical Strike, so she's going to need all the defense she
4025can get. The weapon is whatever you plan to use, either a pistol,
4026Zaalbar's bowcaster or some other rifle (preferably one with a 19-20 threat
4027range or better), or a good blade.
4028
4029
4030-----------
40318.3 ZAALBAR
4032-----------
4033Advantages
4034+ Obscene amounts of Strength, Constitution, VP
4035+ Best overall saving throws of any NPC
4036+ Good skills, feat progression
4037
4038Disadvantages
4039- Poor defense means he'll take a beating
4040- Can't wear armor or headgear to improve said low defense
4041- Can't use for certain missions (hard to hide a Wookiee, for instance)
4042
4043Scout (4)
4044VP: 60
4045Defense: 11
4046
4047Attributes:
4048Strength: 20 (+5)
4049Dexterity: 13 (+1)
4050Constitution: 20 (+5)
4051Intelligence: 10 (+0)
4052Wisdom: 12 (+1)
4053Charisma: 8 (-1)
4054
4055Saving Throws:
4056Fortitude: +9
4057Reflex: +5
4058Will: +5
4059
4060Skills (with bonuses) (* = class skill):
4061*Computer Use: 0
4062*Demolitions: 6
4063 Stealth: 0
4064*Awareness: 7
4065*Repair: 4
4066 Security: 0
4067*Treat Injury: 6
4068
4069Starting feats:
4070Flurry
4071Implant Level 1
4072 -> Implant Level 2
4073Power Attack
4074 -> Improved Power Attack
4075Rapid Shot
4076Weapon Proficiency (Blaster Pistol)
4077Weapon Proficiency (Blaster Rifle)
4078Weapon Proficiency (Melee Weapons)
4079 -> Weapon Focus (Melee Weapons)
4080Uncanny Dodge 1
4081Wookiee Toughness
4082
4083Character progression (with adjusted saving throws):
4084
4085 -Saving Throws-
4086Level Attack Bonus Fort Ref Will Special
4087----- ------------ ---- --- ---- -------
40885 +3 +9 +5 +5 Feat
40896 +4 +10 +6 +6 -
40907 +5 +10 +6 +6 Uncanny Dodge 2, Feat
40918 +6 +11 +7 +7 Attribute, Implant Level 3
40929 +6 +11 +7 +7 Feat
409310 +7 +12 +8 +8 -
409411 +8 +12 +8 +8 Feat
409512 +9 +13 +9 +9 Attribute
409613 +9 +13 +9 +9 Feat
409714 +10 +14 +10 +10 -
409815 +11 +14 +10 +10 Feat
409916 +12 +15 +11 +11 Attribute
410017 +12 +15 +11 +11 Feat
410118 +13 +16 +12 +12 -
410219 +14 +16 +12 +12 Feat
410320 +15 +17 +13 +13 Attribute
4104
4105You pick up Mission's furry friend right after the Twi'lek, again on Taris.
4106Zaalbar's personal weapon is an upgradeable bowcaster, but one look at his
4107attributes will tell you where Zaalbar is going to spend his time on the
4108battlefield: right in front. Big Z may seem like a weak frontline fighter
4109at first glance, being a scout with lower base attack, but his outrageously
4110high Strength more than compensates. Similarly, he can't wear any armor
4111and has mediocre Dexterity, but his Wookiee Toughness is basically Master
4112Toughness right off the bat, giving him a damage reduction of 2 and,
4113coupled with his incredible Constitution, a total of 300 VP by level 20,
4114allowing him to absorb huge amounts of damage. Plus, he comes with a focus
4115on melee attacks and improved power attack to start, and as a scout his
4116saving throws are among the best in the game. In short, Zaalbar's a nigh-
4117unstoppable monster (or a typical Wookiee, perhaps), and leaving him in the
4118rear with any ranged weapon is a horrible waste of his talents.
4119
4120Zaalbar receives four attribute points total as he levels. There are a
4121couple of ways to distribute the points. One would be to put them all in
4122Dexterity, increasing Zaalbar's defense. Another way would be to put the
4123points into his Strength to make him even more dangerous (my personal
4124preference). Or split the points; put the first into Dexterity to push his
4125defense up, then put the rest into Strength. Remember that with his access
4126to implants, Zaalbar can make up Dexterity and Constitution in case you
4127have a free point somewhere, or if you have an odd-numbered Strength, you
4128can fit Zaalbar with Strength-enhancing gauntlets, which frequently will
4129have odd-numbered Strength bonuses.
4130
4131As a scout, Big Z receives 3 skill points per level, which is icing on the
4132cake considering his effectiveness in battle. Put some points into Treat
4133Injury and the rest into whatever you want. Some options are to focus on
4134Computer Use and/or Repair, or pump up Demolitions and Awareness to spot
4135and neutralize mines (although Zaalbar can pretty much laugh at mines in
4136general).
4137
4138Zaalbar receives a total of 8 feats. These should be put exclusively into
4139combat feats. Considering his great stats, Toughness and Conditioning
4140feats are redundant, and while he does have some skills, it's not worth
4141wasting feats on improving them. My recommended feats are:
4142
41435 Two-Weapon Fighting
41447 Improved Two-Weapon Fighting
41459 Master Two-Weapon Fighting
414611 Critical Strike
414713 Master Power Attack
414815 Improved Critical Strike
414917 Master Critical Strike
415019 Toughness or Conditioning
4151
4152Zaalbar should always use two weapons. Using his Strength bonus twice adds
4153up to a bunch of damage, and the bonus also covers up his lower attack
4154bonuses as a scout. After mastering Two-Weapon Fighting, Zaalbar is rather
4155flexible. His high Strength makes mastering Flurry dangerous, and it also
4156makes the stun from Critical Strike difficult to resist (this works great
4157in tandem with Mission's Sneak Attack). Two weapons doubles the bonus
4158damage from Power Attack, so that's also a viable option. I'd pick one of
4159Flurry or Power Attack to master, then add Critical Strike. Use Critical
4160Strike to immobilize your opponents, then use the other feat to beat them
4161senseless.
4162
4163Alternately, if you're concerned more for Zaalbar's well being, master only
4164one active combat feat, then master Toughness, which will add another 40 VP
4165and 2 VP damage reduction, giving Zaalbar 340 VP and 4 VP damage reduction
4166at level 20. IMO the extra 40 VP isn't that significant compared to
4167another method of whacking things, but it can't hurt, and extra damage
4168reduction is nice. Taking Dueling rather than Two-Weapon Fighting will
4169also significantly improve Z's defense, but you'll be sacrificing a lot of
4170damage with only one weapon compared to two, given Zaalbar's Strength.
4171
4172Outside of quality pair of blades or some double weapon, there's not much
4173else you need on Big Z. An energy shield would be useful to let him
4174approach opponents safely, and implants or gloves will make him more
4175effective (a regeneration implant in particular will cover somewhat for his
4176high rate of VP loss), but he's a wookiee with few needs otherwise.
4177
4178
4179----------------
41808.4 BASTILA SHAN
4181----------------
4182Advantages
4183+ Gets good amount of Jedi powers and FP
4184+ Extremely high Dexterity
4185+ Eventually becomes impossible to paralyze or stun
4186
4187Disadvantages
4188- Very few feats
4189- Lower attack bonuses
4190- Lower will save
4191
4192Jedi Sentinel (3)
4193VP: 27
4194FP: 27
4195Defense: 16
4196
4197Attributes:
4198Strength: 12 (+1)
4199Dexterity: 18 (+4)
4200Constitution: 12 (+1)
4201Intelligence: 10 (+0)
4202Wisdom: 12 (+1)
4203Charisma: 15 (+2)
4204
4205Saving Throws:
4206Fortitude: +4
4207Reflex: +7
4208Will: +3
4209
4210Skills (with bonuses) (* = class skill):
4211 Computer Use: 0
4212 Demolitions: 0
4213 Stealth: 0
4214*Awareness: 5
4215 Repair: 0
4216 Security: 0
4217*Treat Injury: 5
4218
4219Starting feats:
4220Two-Weapon Fighting
4221Flurry
4222Weapon Proficiency (Blaster Pistol)
4223Weapon Proficiency (Blaster Rifle)
4224Weapon Proficiency (Lightsaber)
4225Weapon Proficiency (Melee Weapons)
4226Jedi Defense
4227Battle Meditation
4228Force Immunity: Fear
4229Jedi Sense
4230 -> Knight Sense
4231
4232Start Force powers:
4233Force Aura
4234Affect Mind
4235Stun
4236Force Push
4237Throw Lightsaber
4238
4239Character progression (with adjusted saving throws):
4240
4241 -Saving Throws-
4242Level Attack Bonus Fort Ref Will Special
4243----- ------------ ---- --- ---- -------
42444 +3 +5 +8 +3 Attribute, Force Power
42455 +3 +5 +8 +4 Force Power
42466 +4 +6 +9 +4 Knight Sense, Force Immunity:
4247 Stun, Feat, Force Power
42487 +5 +6 +9 +5 Force Power
42498 +6 +7 +10 +5 Attribute, Force Power
42509 +6 +7 +10 +5 Feat, Force Power
425110 +7 +8 +11 +6 Force Power
425211 +8 +8 +11 +6 Force Power
425312 +9 +9 +12 +7 Master Sense, Force Immunity:
4254 Paralysis, Attribute, Feat, Force
4255 Power
425613 +9 +9 +12 +7 Force Power
425714 +10 +10 +13 +7 Force Power
425815 +11 +10 +13 +8 Feat, Force Power
425916 +12 +11 +14 +8 Attribute, Force Power
426017 +12 +11 +14 +9 Force Power
426118 +13 +12 +15 +9 Feat, Force Power
426219 +14 +12 +15 +9 Force Power
426320 +15 +13 +16 +10 Attribute, Force Power
4264
4265The beautiful damsel in distress (sort of) and the main focus of the story
4266to start, Bastila is a the first Jedi available to your party, and comes
4267complete with her own double-bladed lightsaber (after you loot it off
4268someone else's body, of course). Bastilla isn't the best fighter, but she
4269can hold her own with her incredible Dexterity to keep her safe, and she
4270can provide heavy damage and a nice variety of force powers to start.
4271Later on, when you get more Jedi and lots more lightsaber power, she
4272becomes less prominent, but she can still provide support either through
4273attacking or through her powers. And that's what being a sentinel is all
4274about, after all.
4275
4276Bastila gets 5 attribute points to spend total. One should definitely be
4277in Charisma, to give her a boost in Force points. After that, the points
4278should be distributed towards what you use her for, either in Dexterity for
4279a better attack bonus and damage, or Wisdom for more Force points and skill
4280bonuses, or perhaps 2 in both.
4281
4282Bastila gets 2 skill points per level, as well. She's only got two class
4283skills available, however, awareness and treat injury, so that's where the
4284points should go. After acquiring cure/heal treat injury becomes less
4285important, so focus on increasing awareness first. The recommended skill
4286allocation works well here, so I typically just accept the recommendation.
4287
4288Ms. Shan also gets a measly 5 feats to work with, which makes her options
4289limited. However, she's helped a bit by a bug: double-bladed lightsabers
4290don't actually apply two-weapon penalties. Thus, you can avoid upgrading
4291two-weapon fighting and save two feats by exploiting this. Of course, if
4292you feel dirty not playing by the standard rules, you can take those feats
4293anyway, but I'll assume you're grateful for the opportunity to diversify
4294Bastila's skill set, and thus I recommend the following feats:
4295
4296Double-Bladed Lightsaber with bug exploitation:
42976 Improved Flurry
42989 Master Flurry
429912 Advanced Jedi Defense
430015 Master Jedi Defense
430118 Toughness or Critical Strike
4302
4303Double-Bladed without bug exploitation or Dual Lightsabers:
43046 Improved Two-Weapon Fighting
43059 Improved Flurry
430612 Master Two-Weapon Fighting
430715 Master Flurry
430818 Advanced Jedi Defense
4309
4310Standard Lightsaber:
43116 Improved Flurry
43129 Dueling
431312 Improved Dueling
431415 Master Flurry
431518 Master Dueling
4316
4317Here we master Flurry and Jedi Defense, and the last feat is whatever you
4318desire. I'm a fan of Power Attack for double-bladed lightsabers, however,
4319especially when using the speed powers to give extra attacks, so another
4320option is to master Power Attack, which takes one more feat. The Jedi
4321Defense is a nice way to keep Bastila all but immune to blaster attacks.
4322
4323All this assumes that Bastila keeps her double-bladed lightsaber. If she
4324switches to one lightsaber, then Flurry becomes more important, or perhaps
4325Critical Strike, although she doesn't have enough of a Strength bonus to
4326really make the stun effective. I take Dueling over Jedi Defense upgrades
4327because the bonuses to attack and defense are more universally useful, but
4328Advanced Jedi Defense can be taken over Master Dueling as well.
4329
4330Bastila also is the first character that you'll get that can use Force
4331powers, and the only Jedi you'll have through the first part of the game.
4332She'll have access to 17 more powers. Here's a suggestion of powers to
4333upgrade:
4334
43354 Stun Droid
43365 Burst of Speed
43376 Cure
43387 Disable Droid
43398 Force Shield
43409 Stasis
434110 Advanced Throw Lightsaber
434211 Force Whirlwind
434312 Heal
434413 Knight Speed
434514 Destroy Droid
434615 Force Armor
434716 Force Wave
434817 Stasis Field
434918 Energy Resistance
435019 Master Speed
435120 Improved Energy Resistance
4352
4353Other powers to consider are Force Valor and its upgrades, which is a nice
4354statistical upgrade. Focus on light side powers, which are cheaper for
4355Bastila due to her alignment, and get Cure and Heal as soon as they are
4356available.
4357
4358For equipment, give Bastila Jedi robes and whatever lightsaber is
4359appropriate for the style you've chosen for her. Possibly equip her with
4360things that gives a boost to her Will save, which is weaker, and Awareness,
4361since that's the one skill she'll use regularly.
4362
4363
4364---------
43658.5 T3-M4
4366---------
4367Advantages
4368+ Best slicer and fixer-upper in game
4369+ Security skill is pretty good, too
4370+ Immune to most detrimental effects as droid
4371+ Game isn't complete without a droid sidekick
4372+ Flexibility in equipment
4373
4374Disadvantages
4375- Worst combatant in game
4376- Can only use one type of weapon
4377- Can't be healed using Force powers
4378- Vulnerable to ion damage and droid-specific Force powers and attacks
4379- No side story
4380
4381Expert Droid (3)
4382VP: 30
4383Defense: 17
4384
4385Attributes:
4386Strength: 10 (+0)
4387Dexterity: 15 (+2)
4388Constitution: 14 (+2)
4389Intelligence: 20 (+5)
4390Wisdom: 10 (+0)
4391Charisma: 10 (+0)
4392
4393Saving Throws:
4394Fortitude: +3
4395Reflex: +6
4396Will: +1
4397
4398Skills (with bonuses) (* = class skill):
4399*Computer Use: 12
4400 Demolitions: 7
4401 Awareness: 3
4402*Repair: 12
4403*Security: 7
4404
4405Starting feats:
4406Caution
4407Gearhead
4408Weapon Proficiency (Blaster Pistol)
4409Droid Upgrade Class 1
4410Blaster Integration
4411Combat Logic Upgrade
4412
4413Character progression (with adjusted saving throws):
4414
4415 -Saving Throws-
4416Level Attack Bonus Fort Ref Will Special
4417----- ------------ ---- --- ---- -------
44184 +3 +3 +6 +1 Attribute
44195 +3 +3 +6 +1 Feat
44206 +4 +4 +7 +2 Tactician Logic Upgrade, Feat
44217 +5 +4 +7 +2 Droid Upgrade Class 2, Feat
44228 +6 +4 +8 +2 Attribute
44239 +6 +5 +8 +3 Feat
442410 +7 +5 +9 +3 -
442511 +8 +5 +9 +3 Feat
442612 +9 +6 +10 +4 Battle Droid Logic Upgrade,
4427 Attribute, Feat
442813 +9 +6 +10 +4 Droid Upgrade Class 3
442914 +10 +6 +11 +4 -
443015 +11 +7 +11 +5 Feat
443116 +12 +7 +12 +5 Attribute
443217 +12 +7 +12 +5 Feat
443318 +13 +8 +13 +6 Feat
443419 +14 +8 +13 +6 -
443520 +15 +8 +14 +6 Attribute
4436
4437The requisite trusty droid companion, Teethree unfortunately doesn't have
4438quite the amount of personality that Artoo (R2-D2) has in the movies.
4439However, he (yes, I'm humanizing the droid) is incredibly good at what he's
4440designed for: technical skill use. He is, strangely enough, by far the
4441smartest party member you have, and as such gets a bunch skill points to
4442use, along with extremely high Computer Use and Repair skills. His
4443Security skill isn't quite as high, but will still be more than adequate
4444for most purposes. Thus, Teethree's main reason to be in any party is to
4445slice, disarm, unlock, and repair anything and everything that you come
4446across. If you want to avoid confrontation in enemy bases and can find a
4447computer terminals to overload power conduits or broken droids to fix, then
4448Teethree is the droid on the job. His Computer Use skill eventually gets
4449good enough to slice some terminals without even using a computer spike (a
4450bug in the game, but let's not complain), and his Repair skill will do well
4451in keeping him alive and buffing up the occasional malfunctioning security
4452droid to go fight for you.
4453
4454Of course, the downside to all this skill mastery is that Teethree is the
4455worst combatant in the game, able to use only pistols and unable to learn
4456any special attacks. This is still better than Artoo, who only has an arc
4457welder to zap things with, but don't expect Teethree to save the day when
4458your other party members go down or anything. Strongly consider a pure
4459combatant for your third party member when taking Teethree along. This is
4460lessened when you use the consumable droid devices (you can surprise any
4461enemy when your utility droid whips out a flamethrower), but expect to pay
4462extra money to keep Teethree in top form in this case.
4463
4464Teethree gets an extra 5 attribute points to distribute in total, and all
4465of these should be put into Dexterity to increase his effectiveness in
4466battle and to improve his defense.
4467
4468Teethree gets 5 skill points per level, more than enough to cover all his
4469class skills and upgrade a cross-class skill every two levels. As the
4470recommended skill upgrades do a good job of keeping the skills high, I
4471usually just take the recommended path, although you may want to consider
4472allocating the occasional points into Awareness (the recommended path
4473usually upgrades Demolitions every two levels).
4474
4475He also gets a surprising number of extra feats, 9 in total. These should
4476first be used to upgrade Teethree's combat ability, but since he has a
4477limited number of combat feats available, he becomes the only character
4478that possibly would want to take skill enhancement feats at some point. My
4479recommended feat progression is:
4480
44815 Two-Weapon Fighting
44826 Improved Two-Weapon Fighting
44837 Toughness
44849 Improved Gearhead
448511 Master Gearhead
448612 Improved Toughness
448715 Weapon Focus (Blaster Pistol)
448817 Improved Caution
448918 Master Caution
4490
4491The first feats taken for Teethree should always be Two-Weapon Fighting and
4492the Improved upgrade. He can't get all the way up to mastery, but using
4493two blasters at least makes his damage power higher than using a single
4494blaster and not being able to learn Dueling. After the first two feats,
4495the progression is debatable. You can choose to first master Gearhead,
4496since the skill covers all of Teethree's major skills (which includes
4497giving Teethree a higher VP recovery due to a better repair skill), or you
4498can first give Teethree some more VP through Toughness for increased
4499durability. I chose to delay Weapon Focus until late since the basic
4500targeting computer sensor will give the feat for free, but if you want to
4501use another sensor, acquire the feat earlier. Master Caution can also be
4502ditched for another upgrade to Toughness in case you feel Teethree needs
4503some more durability.
4504
4505Equipment for Teethree is relatively simple: give him some good blaster
4506pistols (although save the best ones for Carth and possibly Mission), the
4507heaviest armor plating he can wear, and whatever accessories you want.
4508Equip him with a basic targeting computer if you want to save on learning
4509Weapon Focus for pistols for a while (or ever). Utilities can include
4510computer probes for truly god-like slicing skills, or a sensor probe to
4511shore up his weaker Demolitions skill.
4512
4513
4514------------------
45158.6 CANDEROUS ORDO
4516------------------
4517Advantages
4518+ High VP
4519+ High attack bonuses
4520+ More feats than you'll know what to do with
4521+ Ability to specialize in weaponry
4522
4523Disadvantages
4524- Starts focused on one weapon type
4525- Low Dexterity for a ranged weapon user
4526- Weak reflex and will saves
4527- Weak skills
4528
4529Soldier (5)
4530VP: 65
4531Defense: 11
4532
4533Attributes:
4534Strength: 15 (+2)
4535Dexterity: 12 (+1)
4536Constitution: 14 (+2)
4537Intelligence: 10 (+0)
4538Wisdom: 14 (+2)
4539Charisma: 10 (+0)
4540
4541Saving Throws:
4542Fortitude: +6
4543Reflex: +2
4544Will: +3
4545
4546Skills (with bonuses) (* = class skill):
4547 Computer Use: 0
4548*Demolitions: 2
4549 Stealth: 0
4550*Awareness: 2
4551 Repair: 0
4552 Security: 0
4553*Treat Injury: 8
4554
4555Starting feats:
4556Armor Proficiency (Light)
4557 -> Armor Proficiency (Medium)
4558 -> Armor Proficiency (Heavy)
4559Power Attack
4560Power Blast
4561Rapid Shot
4562Weapon Proficiency (Blaster Pistol)
4563Weapon Proficiency (Blaster Rifle)
4564Weapon Proficiency (Heavy Weapons)
4565 -> Weapon Focus (Heavy Weapons)
4566 -> Weapon Specialization (Heavy Weapons)
4567Weapon Proficiency (Melee Weapons)
4568Toughness
4569
4570Character progression (with adjusted saving throws):
4571
4572 -Saving Throws-
4573Level Attack Bonus Fort Ref Will Special
4574----- ------------ ---- --- ---- -------
45756 +6 +7 +3 +4 Feat
45767 +7 +7 +3 +4 Feat
45778 +8 +8 +3 +4 Attribute, Feat
45789 +9 +8 +4 +5 Feat
457910 +10 +9 +4 +5 Feat
458011 +11 +9 +4 +5 Feat
458112 +12 +10 +5 +6 Attribute, Feat
458213 +13 +10 +5 +6 Feat
458314 +14 +11 +5 +6 Feat
458415 +15 +11 +6 +7 Feat
458516 +16 +12 +6 +7 Attribute, Feat
458617 +17 +12 +6 +7 -
458718 +18 +13 +7 +8 Feat
458819 +19 +13 +7 +8 -
458920 +20 +14 +7 +8 Attribute, Feat
4590
4591Canderous is a battle-hardened Mandalorian mercenary who latches on to your
4592party before you leave Taris. As characters go he's pretty rough-and-
4593tumble and generally unsymathetic to any plight, but he's highly
4594experienced and skilled at his job: blowing stuff up.
4595
4596Interestingly enough, Canderous's attribute set isn't configured
4597specifically for a ranged fighter like Carth's is; as befits his tough-guy
4598image, Canderous is heavy on strength and endurance, lighter on being
4599quick. This means that you have a choice: either keep Canderous as a
4600ranged shooter and waste his high Strength, or switch him over to being a
4601melee fighter and waste many of Canderous's starting feats. I'll discuss
4602both paths below. Either option is viable. Canderous can be an excellent
4603frontline fighter; Zaalbar has the bigger Strength advantage, but Canderous
4604will have a higher attack bonus and can do about as much damage with
4605specialization, plus he'll have better defense. He'll have less of an
4606advantage over Carth or HK-47 as a ranged fighter, but still does quite
4607well. Canderous will use bigger weapons than Carth, but Carth will be more
4608accurate and will shoot more often. He'll have many more feats to use
4609compared to HK-47 and will have the advantage of specialization, but HK-47
4610will be more accurate and can make up the specialization with the right
4611device.
4612
4613Also, Canderous comes with natural regenerative powers, allowing him to
4614shrug off blaster fire and other small attacks completely. He regenerates
46154 VP per 6 seconds, easily the highest regeneration rate in the game.
4616
4617For either path you won't do much with Canderous's skills. He only gets a
4618single skill point per level, and this normally would go towards awareness
4619or treat injury.
4620
4621To use Canderous as a melee fighter, you'll want to put his 4 attribute
4622points into Strength. Dexterity is another possibility, but as a soldier
4623Canderous can wear heavy armor to make up for his lack of defense through
4624Dexterity, and his Strength will give extra bonuses for his attacks.
4625
4626Canderous will have to make up a number of feats to be dangerous with melee
4627weapons. Here are my recommended feats:
4628
46296 Two-Weapon Fighting
46307 Improved Two-Weapon Fighting
46318 Master Two-Weapon Fighting
46329 Improved Power Attack
463310 Weapon Focus (Melee Weapons)
463411 Weapon Specialization (Melee Weapons)
463512 Implant Level 1
463613 Master Power Attack
463714 Implant Level 2
463816 Implant Level 3
463918 Conditioning
464020 Improved Toughness
4641
4642Here I chose to equip Canderous with two weapons for extra damage
4643potential, upgraded his inherent Power Attack feat, and added melee
4644Specialization and Critical Strike. Canderous, with his many feats, can
4645really go many ways, however; put Conditioning in earlier to shore up his
4646weak saves, for instance, or invest in Flurry rather than Power Attack.
4647You could also use a single weapon instead of two, which reduces his damage
4648output (wouldn't make Canderous happy hearing that) but can free up some
4649feats if you don't take the Dueling feats instead of Two-Weapon Fighting.
4650Make sure to learn Flurry rather than Power Attack in the case of using
4651only one weapon. You could replace the Implant Levels with Critical Strike
4652or more levels in Conditioning and Toughness, but having the implants
4653around gives Canderous some extra options; equipping a regeneration implant
4654will give Canderous a whole lotta regeneration when stacked with his
4655natural powers, or a mind-affecting immunity implant can somewhat negate
4656his weak Will saves.
4657
4658For Canderous as a ranged fighter, put all his attribute points into
4659Dexterity instead of Strength. The progression of feats I'd choose would
4660be:
4661
46626 Improved Rapid Shot
46637 Conditioning
46648 Master Rapid Shot
46659 Implant Level 1
466610 Weapon Focus (Blaster Rifle)
466711 Weapon Specialization (Blaster Rifle)
466812 Implant Level 2
466913 Improved Toughness
467014 Implant Level 3
467115 Improved Conditioning
467216 Master Conditioning
467318 Master Toughness
467420 Empathy
4675
4676The main focus to start is to ramp up Canderous's Rapid Shot ability, with
4677some boosts to his saving throws as well. Then implants are added, mainly
4678for extra Dexterity implants, and Toughness and Conditioning are boosted.
4679I also added specializing in rifles in the middle there because of the
4680variety of available rifles; from what I've seen, Canderous's own heavy
4681blaster is the best heavy weapon in the game, and rifles soon surpass it,
4682so to keep him effective I switched him to rifles during the game.
4683
4684Alternately, you can configure Canderous as a dual pistol user and compete
4685with Carth for goodies. In this case, go for specialization in pistols and
4686drop Master Toughness, Master Conditioning, and Empathy for the ramp up to
4687Master Two-Weapon Fighting early.
4688
4689As a soldier, Canderous can wear any armor in the game, and with his low
4690Dexterity to start you should naturally equip him with the heaviest armor
4691you own. Weapons are dependent on how you chose to use him, melee weapons
4692or a good rifle or pistols. Canderous has poor Reflex and Will saving
4693throws, so those also should be boosted somehow.
4694
4695
4696----------
46978.7 JUHANI
4698----------
4699Advantages
4700+ Can specialize in lightsabers
4701+ Lots of VP
4702+ High attack bonuses
4703+ Special feat allows stealth mode
4704
4705Disadvantages
4706- Not that much FP
4707- Not too skilled
4708- Starting feats don't give a good melee base
4709
4710Jedi Guardian (6)
4711VP: 78
4712FP: 36
4713Defense: 19
4714
4715Attributes:
4716Strength: 13 (+1)
4717Dexterity: 16 (+3)
4718Constitution: 14 (+2)
4719Intelligence: 14 (+2)
4720Wisdom: 12 (+1)
4721Charisma: 13 (+1)
4722
4723Saving Throws:
4724Fortitude: +8
4725Reflex: +9
4726Will: +5
4727
4728Skills (with bonuses) (* = class skill):
4729 Computer Use: 2
4730 Demolitions: 0
4731 Stealth: 14
4732*Awareness: 9
4733 Repair: 2
4734 Security: 0
4735*Treat Injury: 9
4736
4737Starting feats:
4738Conditioning
4739Power Attack
4740Weapon Proficiency (Blaster Pistol)
4741Weapon Proficiency (Lightsaber)
4742Weapon Proficiency (Melee Weapons)
4743Force Jump
4744 -> Improved Force Jump
4745Jedi Sense
4746 -> Knight Sense
4747Jedi Defense
4748Toughness
4749Force Camouflage
4750
4751Starting Force powers:
4752Force Aura
4753Burst of Speed
4754Energy Resistance
4755Affect Mind
4756Stun
4757Slow
4758Force Push
4759Throw Lightsaber
4760
4761Character progression (with adjusted saving throws):
4762
4763 -Saving Throws-
4764Level Attack Bonus Fort Ref Will Special
4765----- ------------ ---- --- ---- -------
47667 +7 +8 +9 +5 Feat, Force Power
47678 +8 +9 +10 +5 Attribute, Force Power
47689 +9 +9 +10 +5 Feat, Force Power
476910 +10 +10 +11 +6 Force Power
477011 +11 +10 +11 +6 Force Power
477112 +12 +11 +12 +7 Master Sense, Master Force Jump,
4772 Attribute, Feat, Force Power
477313 +13 +11 +12 +7 Feat, Force Power
477414 +14 +12 +13 +7 Force Power
477515 +15 +12 +13 +8 Feat, Force Power
477616 +16 +13 +14 +8 Attribute, Force Power
477717 +17 +13 +14 +9 Force Power
477818 +18 +14 +15 +9 Feat, Force Power
477919 +19 +14 +15 +9 Force Power
478020 +20 +15 +16 +10 Attribute, Force Power
4781
4782The first of the optional NPCs, you can pick the somewhat confused feline
4783Juhani up on Dantooine after leaving Taris. Juhani is a guardian, the only
4784NPC able to specialize in lightsabers, and possibly the most dangerous
4785melee companion you can acquire. While she doesn't have much in the way of
4786feats, not starting with the specialization in a weapon and extra attack
4787feats that other true warriors start with, her naturally high attack
4788bonuses will still allow her to hit often and hard with the lightsaber, and
4789her Force buffs can make her a terror on the battlefield. She also starts
4790off with the unique Force Camouflage feat and an abnormally high stealth
4791skill (must be her latent cat genes), which allows her to naturally stealth
4792without the help of equipment. Of course, she doesn't have any sneak
4793attack abilities, and her Force Jump feat allows her to quickly enter a
4794battle without any need to sneak in, so camouflage is of limited
4795usefulness, but the ability still exists in case you need some
4796discretionary scouting.
4797
4798Juhani will gain 4 attribute points to use. The first should be put into
4799Charisma, which will give her a boost in Force points and power. The
4800second should be put into Strength, to boost her modifier for damage. The
4801last two points can be either put into Strength or Dexterity. Strength
4802will give you an extra point of potential damage per swing, while Dexterity
4803will give a higher attack bonus and defense. I personally would put the
4804last two into Dexterity because of the increased accuracy, but Strength
4805will also work, especially if you plan to take Dueling feats.
4806
4807Like most pure Jedi, Juhani doesn't have much in the way of skills. She'll
4808get an extra point due to her Intelligence, but she has little in the way
4809of class skills, so I'd just follow the recommendation and let the computer
4810put her skill points into Awareness and Treat Injury.
4811
4812Guardians get more two more feats than the other Jedi classes for a total
4813of six extra, but considering normal Jedi feat progression is as slow as a
4814scoundrel's, that's still not a bunch, so the choices become difficult.
4815Here's some feat progressions, one for double-bladed lightsabers with the
4816bug, one without the bug and one for a single lightsaber:
4817
4818Double-Bladed Lightsaber with bug exploitation:
48197 Weapon Focus (Lightsaber)
48209 Improved Power Attack
482112 Weapon Specialization (Lightsaber)
482213 Master Power Attack
482315 Advanced Jedi Defense
482418 Master Jedi Defense
4825
4826Double-Bladed Lightsaber without bug exploitation or Dual Lightsabers:
48277 Two-Weapon Fighting
48289 Improved Two-Weapon Fighting
482912 Master Two-Weapon Fighting
483013 Improved Power Attack
483115 Master Power Attack
483218 Advanced Jedi Defense
4833
4834Single Lightsaber:
48357 Flurry
48369 Improved Flurry
483712 Dueling
483813 Weapon Focus (Lightsaber)
483915 Weapon Specialization (Lightsaber)
484018 Improved Dueling
4841
4842Juhani's limited feat set requires some hard choices, so her feats can be
4843highly modified. First, do you go for either Dueling or Two-Weapon
4844Fighting? Two-Weapon Fighting is especially harsh, because you'll have to
4845spend a full three feats to get all the way up to Master Two-Weapon
4846Fighting for it to be really effective. Dueling will give attack bonuses
4847but will restrict you to a single lightsaber. Of course, the first
4848recommendation for the double-bladed lightsaber does neither, taking
4849advantage of the bug that negates dual-wielding penalties with double-
4850bladed weapons.
4851
4852Do you specialize? Specialization takes two feats, which could be used for
4853Dueling instead, essentially sacrificing +1 attack and +2 defense for +2
4854damage. It's not worth taking just Weapon Focus, of course, but
4855Specialization can add significant damage, especially when using a double-
4856bladed lightsaber.
4857
4858Which (if any) attack feats do you want to take? Power Attack has the
4859advantage of using less feats, since Juhani already has the basic version,
4860but is it useful if you go with a single lightsaber? If you go with Knight
4861and Master Speed and use those frequently, it can still be worth taking,
4862epsecially in conjunction with Dueling to lessen the attack penalty.
4863Flurry takes more feats to learn, so is it worth it? Flurry can also be an
4864attractive choice when coupled with Dueling, and three levels of Dueling
4865will completely make up the difference between Flurry and Master Flurry
4866(although taking one more level in Flurry gives a greater benefit).
4867Critical Strike will also take more feats to learn than Power Attack, and
4868the damage output typically won't be as good unless you master it and
4869modify your lightsaber for criticals, so I'd typically shy away from it for
4870Juhani, but it's still an option.
4871
4872Lastly, do you have any room for feats not related to styles or attacks?
4873If so, sneaking in a Jedi Defense upgrade or two, perhaps Improved
4874Toughness, can be beneficial.
4875
4876Fortunately, Juhani has much more leeway with her Force powers, getting a
4877full 14 more powers to work with as she levels. She starts with the
4878interesting slow power on the dark side, but her leanings are still towards
4879the light, so I favor using mostly light side powers with her to save FP,
4880although you can go either way here. My recommended Force power
4881progression is:
4882
48837 Cure
48848 Force Shield
48859 Knight Speed
488610 Force Whirlwind
488711 Affliction
488812 Heal
488913 Plague
489014 Force Resistance
489115 Master Speed
489216 Force Wave
489317 Advanced Throw Lightsaber
489418 Force Immunity
489519 Force Armor
489620 Improved Energy Resistance
4897
4898
4899Here the main focus is to buff Juhani up with powers to go kick some butt.
4900She can use the Speed powers to add attacks before Force Jumping into
4901battle, Force Wave in a crowd to get some breathing room after jumping in,
4902and use Armor, Immunity, and Force Resistance for extra protection as
4903needed. Or she can throw her lightsaber in the crowd when it looks too
4904hairy to jump in. The Cure and Heal are there to make sure she keeps
4905chugging when she actually gets hit. I'll admit to some evil in upgrading
4906to Plague here, but hey, she's got a mean streak in her, plus Plague has no
4907save, so her lower Wisdom and Charisma aren't a factor. However, you can
4908replace the dark side upgrades and the upgrade to Throw Lightsaber with the
4909Valor series of powers, for instance, which will further buff Juhani into
4910the juggernaut of flying cat fur she was meant to be...
4911
4912Equipment for Juhani is simple, basically just the appropriate
4913lightsaber(s) and the best Jedi robe you can find. She might want to use
4914Strength gauntlets early to give her a Strength boost, at least until you
4915add an attribute point. She could use an extra Will boosting device as
4916well to shore up the weak spot in her otherwise excellent saving throws.
4917
4918
4919---------
49208.8 HK-47
4921---------
4922Advantages
4923+ Conversation is a riot
4924+ High attack bonuses and defense
4925+ Upgradeable attributes and abilities
4926+ Flexible in equipment
4927+ Immune to most detrimental effects as a droid
4928
4929Disadvantages
4930- Requires the main character to have a high skill in repair for upgrades
4931- Cannot be fully upgraded unless main character is part scout or consular
4932- Surprisingly few feats
4933- Weak saving throws
4934- Can't be healed using Force powers
4935- Vulnerable to ion damage and droid-specific Force powers and attacks
4936
4937Combat Droid (6)
4938VP: 66
4939Defense: 16
4940
4941Attributes:
4942Strength: 16 (+3)
4943Dexterity: 14 (+2)
4944Constitution: 10 (+0)
4945Intelligence: 14 (+2)
4946Wisdom: 12 (+1)
4947Charisma: 10 (+0)
4948
4949Saving Throws:
4950Fortitude: +5
4951Reflex: +4
4952Will: +3
4953
4954Skills (with bonuses) (* = class skill):
4955*Computer Use: 2
4956*Demolitions: 7
4957*Awareness: 6
4958*Repair: 8
4959*Security: 0
4960
4961Starting Feats:
4962Power Blast
4963Weapon Proficiency (Blaster Pistol)
4964Weapon Proficiency: (Blaster Rifle)
4965 -> Weapon Focus: Blaster Rifle
4966Weapon Proficiency: Heavy Weapons
4967Droid Upgrade Class 1
4968Toughness
4969Combat Logic Upgrade
4970 -> Tactician Logic Upgrade
4971
4972Character progression (with adjusted saving throws):
4973
4974 -Saving Throws-
4975Level Attack Bonus Fort Ref Will Special
4976----- ------------ ---- --- ---- -------
49777 +7 +5 +4 +3 Droid Upgrade Class 2
49788 +8 +6 +4 +3 Attribute,
49799 +9 +6 +5 +4 Feat
498010 +10 +7 +5 +4 -
498111 +11 +7 +5 +4 -
498212 +12 +8 +6 +5 Battle Droid Logic Upgrade,
4983 Attribute, Feat
498413 +13 +8 +6 +5 Droid Upgrade Class 3
498514 +14 +9 +6 +5 -
498615 +15 +9 +7 +6 Feat
498716 +16 +10 +7 +6 Attribute
498817 +17 +10 +7 +6 -
498918 +18 +11 +8 +7 Feat
499019 +19 +11 +8 +7 -
499120 +20 +12 +8 +7 Attribute
4992
4993An assassin droid with 'tude that loves his job, HK-47 begs you to buy him
4994in the droid shop in Tatooine. If you choose to acquire him (he's the
4995second optional character), besides his hilarious running commentary when
4996in the party, HK is an effective combatant with numerous options through
4997various droid devices, although IMO not quite as good as Canderous normally
4998due to Canderous having natural regeneration, weapon specialization, and
4999better VP.
5000
5001If your main character has a high Repair skill, though, HK can talk you
5002through repairs to his system, resulting in a truly lean, mean, killing
5003machine. Besides the entertaining back story about HK's previous owners
5004(and why they're not his owners now), you'll receive the following
5005upgrades:
5006
5007Skill Level
5008(with Int bonus) Upgrade
5009---------------- -------
5010Repair 8 Dexterity +2
5011Repair 11 Defense +2
5012Repair 14 Regenerate 1 VP per 6 seconds
5013Repair 17 Regenerate 1 VP per 3 seconds, Dexterity +2
5014
5015With full repairs HK-47 receives an additional +4 Dexterity and +2 defense,
5016plus fast regenerative powers, giving him the highest natural defense in
5017the game and making him one tough cookie. If you had invested in high
5018Repair skills, this is the game's big payoff. You'll have to repair him
5019fairly early, however; once his main memory core comes online later in the
5020game, you'll no longer have an opportunity to upgrade him.
5021
5022Since the later skill requirements are so high, however, your main
5023character will have to have Repair as a class skill, which means the *only*
5024way to fully upgrade HK-47 is if your main character is part scout or
5025consular, both of which have repair as a class skill, and furthermore you
5026planned ahead for a high Repair skill rather than putting points in other
5027skills. A fully repaired HK therefore requires a substantial sacrifice in
5028skills for the main character, and will really only be used by scout
5029combinations or the scoundrel-consular with some skill delaying.
5030
5031HK will receive 4 attribute points to distribute, and the choice for where
5032to put them should be clear: pump them all into Dexterity. HK can only use
5033ranged weapons, so the extra Dexterity helps his already high attack and
5034defense values.
5035
5036As a combat droid, skills are for the most part unimportant to HK-47. The
5037one necessary skill to max is the repair skill, as it's the only way he'll
5038be able to regain VP. After that, just choose a skill to improve. The
5039recommended allocation puts the remaining points into Computer Use; I'd
5040suggest instead putting the points into the more combat-oriented Awareness,
5041since HK will never be a computer whiz.
5042
5043HK-47 unfortunately has extremely few feats (4) to work with, the lowest
5044count out of any combat-oriented character. Thus, you've got little in the
5045way of wiggle room. My recommended feats are:
5046
50479 Rapid Shot
504812 Improved Rapid Shot
504915 Sniper Shot
505018 Master Rapid Shot
5051
5052HK's feat selection comes down to how you want to use the character. As I
5053see it, you can conceptually either focus on laying down a lot of fire with
5054Rapid Shot, or you can aim for precise kills using Sniper Shot. (Power
5055Blast really isn't worth putting feats into at all.) As Sniper Shot in
5056practice stuns opponents rather than giving extra damage for exact aiming,
5057and as HK doesn't get any particularly good weapons or abilities for
5058critical hits, IMO HK is better off shooting more often with Rapid Shot.
5059Sniper Shot is added for some variety, but you can also just replace it
5060with, say, Improved Toughness. With the small number of feats, it's not
5061worth it to switch HK to dual pistols, since he won't be able to master any
5062attack feats after mastering Two-Weapon Fighting, so you'll have to be
5063content with using a good rifle.
5064
5065Equipment selection is more focused for HK than it is for Teethree, because
5066you're not using him for anything except blasting things into little bits.
5067Again equip him with the best droid plating you can find, a good rifle, and
5068any accessories you want, from energy shields to flamethrowers and stun
5069rays. An important piece of equipment if you can find it, however, is the
5070Superior Targeting Computer. This sensor will grant rifle specialization
5071to HK-47 and gives a nice damage bonus to each shot, putting him on equal
5072footing with Carth and Canderous.
5073
5074
5075---------------
50768.9 Jolee Bindo
5077---------------
5078Advantages
5079+ Lots and lots (and lots) of Force points
5080+ Gains lots of Force powers, too
5081+ Force Focus makes said powers hard to resist
5082+ Starts with feats for added defense
5083
5084Disadvantages
5085- Low attack bonuses
5086- Low VP
5087
5088Jedi Consular (6)
5089VP: 42
5090FP: 72
5091Defense: 21
5092
5093Attributes:
5094Strength: 12 (+1)
5095Dexterity: 16 (+3)
5096Constitution: 12 (+1)
5097Intelligence: 12 (+1)
5098Wisdom: 15 (+2)
5099Charisma: 15 (+2)
5100
5101Saving Throws:
5102Fortitude: +7
5103Reflex: +7
5104Will: +8
5105
5106Skills (with bonuses) (* = class skill):
5107*Computer Use: 1
5108 Demolitions: 0
5109 Stealth: 0
5110*Awareness: 7
5111*Repair: 2
5112 Security: 0
5113*Treat Injury: 6
5114
5115Starting feats:
5116Conditioning
5117Weapon Proficiency (Blaster Pistol)
5118Weapon Proficiency (Lightsaber)
5119Weapon Proficiency (Melee Weapons)
5120Jedi Defense
5121Force Focus
5122 -> Improved Force Focus
5123Jedi Sense
5124 -> Knight Sense
5125Dueling
5126 -> Improved Dueling
5127
5128Starting Force powers:
5129Cure
5130Force Aura
5131Force Valor
5132Affect Mind
5133Stun
5134Stun Droid
5135 -> Disable Droid
5136Force Push
5137Throw Lightsaber
5138
5139Character progression (with adjusted saving throws):
5140
5141 -Saving Throws-
5142Level Attack Bonus Fort Ref Will Special
5143----- ------------ ---- --- ---- -------
51447 +5 +7 +8 +8 Force Power
51458 +6 +8 +8 +9 Attribute, Force Power
51469 +6 +8 +8 +9 Feat, Force Power x 2
514710 +7 +9 +9 +10 Force Power
514811 +8 +9 +9 +10 Force Power
514912 +9 +10 +10 +11 Master Sense, Master Force
5150 Focus, Attribute, Feat, Force Power
515113 +9 +10 +10 +11 Force Power x 2
515214 +10 +11 +10 +12 Force Power
515315 +11 +11 +11 +12 Feat, Force Power
515416 +12 +12 +11 +13 Attribute, Force Power
515517 +12 +12 +12 +13 Force Power x 2
515618 +13 +13 +12 +14 Attribute, Feat, Force Power
515719 +14 +13 +12 +14 Force Power
515820 +15 +14 +13 +15 Force Power
5159
5160A crotchety old former Jedi that sees the world in shades of gray, Jolee
5161will join you on Kashyyyk. The old man will likely rub both aspiring Jedi
5162and Sith the wrong way because he's not interested in either side (and he's
5163got a pretty smart mouth), but he'll tag along to see what becomes of you
5164anyway. Jolee is the undisputed power master among the NPCs, having huge
5165amounts of FP and Force Focus to stuff his powers down others' throats as a
5166consular. He also has very little VP compared to other characters, so if
5167Jolee pulls out the lightsaber to use on something, then the battle is
5168about done: either he's finishing off some weakened opponent or he's used
5169up all his Force and you're about to lose. ;)
5170
5171Jolee will get 4 attribute points to spend in total. The first two points
5172should be spent on Wisdom and Charisma to increase their modifiers. This
5173gives Jolee the double bonus of more Force points and harder-to-resist
5174powers. The last two points can either be put into Dexterity or
5175Constitution to increase his defense or hardiness, or put into Wisdom (or
5176Charisma, but not both), again for another increase in Force effectiveness.
5177
5178As a consular, Jolee gets access to a surprising number of class skills.
5179Unfortunately, also as a consular, he gets a measly 1 SP/level, which means
5180he can't really put any of them to good use. Put the point into Treat
5181Injury and move on.
5182
5183Jolee's feat progression is similarly very slow, only getting 4 extra feats
5184total. Since he hopefully won't be getting into much fighting anyway,
5185however, the lack of feats isn't quite as harsh. My recommended feat
5186progression is:
5187
51889 Master Dueling
518912 Advanced Jedi Defense
519015 Toughness
519118 Master Jedi Defense
5192
5193Again, Jolee will not see a lot of actual melee action, so here all the
5194feats are focused on keeping Jolee safe from harm. The Dueling and Jedi
5195Defense feats keep his defense high, and Toughness gives him some much-
5196needed VP. However, if you want Jolee to be a more effective offensive
5197combatant, you could instead look to improve Flurry:
5198
51999 Flurry
520012 Improved Flurry
520115 Master Dueling
520218 Master Flurry
5203
5204Now let's talk about Jolee's bread and butter: Force powers. Jolee gets
5205the most powers of any character in the game, and furthermore due to his
5206neutral alignment, he's free to use any and every power available with no
5207cost adjustments (although IMO it's better to build on what he starts with
5208to pack more powers in). Here's an example progression for Jolee's 17
5209extra powers:
5210
52117 Shock
52128 Fear
52139 Force Lightning, Knight Valor
521410 Horror
521511 Force Whirlwind
521612 Heal
521713 Destroy Droid, Insanity
521814 Force Resistance
521915 Force Suppression
522016 Master Valor
522117 Force Wave
522218 Force Storm, Force Breach
522319 Force Immunity
522420 Advanced Throw Lightsaber
5225
5226Here I've chosen to let Jolee master Force Storm, Master Valor, Force
5227Storm, Destroy Droid, Insanity, Heal, Force Immunity, and Force Breach (and
5228I tacked Advanced Throw Lightsaber on for kicks at the end). This gives
5229Jolee a wide variety of area-effect actions, from straight damage through
5230Force Storm, to stunning powers through Insanity, Destroy Droid, and Force
5231Wave, to healing and buffing the party with Heal and Master Valor, plus
5232Breach to put young whippersnapper Jedi in their place, making Jolee one
5233dangerous old geezer. In addition, Immunity is there to keep Jolee working
5234the field without interruption, and Heal is a necessity to keep the other
5235party members going.
5236
5237Since Jolee has so many powers to choose from, you can really take anything
5238you want and be effective, although some powers have overlapping effects,
5239so they should be avoided together. You can take Stasis and Stasis Field
5240for less powers (but more FP cost) rather than the Fear series, but don't
5241take both. Drain Life and Death Field isn't as useful for Jolee, either,
5242since he already has Cure, so upgrading to Heal is cheaper. Any of the
5243other single-target powers, such as Kill, Plague, and Master Speed would
5244also be useful; the feat progression above focuses on large area effect
5245rather than single enemies or self-buffs, but if you want a more precise or
5246close-range Jolee, go ahead and delve into those powers.
5247
5248
5249=====================
52509. GAMEPLAY MECHANICS
5251=====================
5252Here I put the nitty gritty on how the game calculates rules and attacks,
5253plus some rudimentary statistical analysis of the different fighting styles
5254and feats available, in case anyone really wants to know why I recommended
5255such and such in the above sections.
5256
5257
5258---------------------------------
52599.1 CHARACTER CREATION ATTRIBUTES
5260---------------------------------
5261During character creation, you get 30 "points" (I refer to them as creation
5262points) to spend on your attributes for your character. These creation
5263points aren't the same as the attribute points you get when leveling up,
5264because you don't always get a one-to-one ratio between a point and one
5265point in your attribute. The relationship between creation points and
5266attributes is as follows:
5267
5268Attribute Additional Creation
5269Score Point Cost
5270--------- -------------------
52719-14 1
527215-16 2
527317-18 3
5274
5275All your attributes start at 8, so this means that raising an attribute
5276from 8 to 13 will cost 5 points, but raising it to 17 will cost 13 points
5277(6 to raise to 14, plus 4 to raise to 16, plus 3 to raise to 17). Because
5278of the high cost, unless you really love an attribute, you shouldn't raise
5279any attribute past 16 to start.
5280
5281Also, since modifiers go up only on even attributes, it makes little sense
5282to give your character any odd attributes, unless you want to save creation
5283points and use your attribute boosts as you level to pump up the attribute.
5284Otherwise, if you're going to leave your constitution at 13, for instance,
5285you might as well move it down to 12 and put that extra creation point
5286somewhere else.
5287
5288
5289------------
52909.2 LEVELING
5291------------
5292Many RPGs, including the d20 system which KotOR is based on, use the
5293concept of "levels" to represent the relative power and development of
5294characters. That is, a character starts at level 1 in development, and
5295during the course of the game earns experience. When the character has
5296earned a set amount of experience, they can increase their level, which
5297involves earning more VP to become hardier, more FP and Force powers if
5298they're a Jedi, better attack bonuses, better saving throws, more skill
5299points to use, and possibly more attribute points and more feats.
5300Essentially, characters work on a stop-and-go method of growth, where the
5301character is static while at the same level and reaches a new plateau when
5302they reach another level. Levels thus are convenient ways to compare the
5303relative powers between characters, i.e. when comparing a level 5 character
5304versus a level 15 character, it's assumed that the level 15 character will
5305be much better.
5306
5307The amount of XP needed for each level and other non-class specific
5308information is as follows (courtesy of the Dungeons & Dragons Player's
5309Handbook, 3rd Edition):
5310
5311 Cross-
5312Character Class Skill Class Skill Attribute
5313Level XP Max Rank Max Rank Increases
5314--------- ------- ----------- ----------- ---------
53151 0 4 2 -
53162 1,000 5 2 -
53173 3,000 6 3 -
53184 6,000 7 3 1st
53195 10,000 8 4 -
53206 15,000 9 4 -
53217 21,000 10 5 -
53228 28,000 11 5 2nd
53239 36,000 12 6 -
532410 45,000 13 6 -
532511 55,000 14 7 -
532612 66,000 15 7 3rd
532713 78,000 16 8 -
532814 91,000 17 8 -
532915 105,000 18 9 -
533016 120,000 19 9 4th
533117 136,000 20 10 -
533218 153,000 21 10 -
533319 171,000 22 11 -
533420 190,000 23 11 5th
5335
5336
53379.2.1 Delayed Leveling
5338----------------------
5339For your main character, it is possible to exploit the way KotOR handles
5340leveling to control the class ratios for your character. The typical way
5341to play the game, and the way you normally should play until you know what
5342you're doing, involves leveling up as soon as you achieve a new level.
5343However, the game allows you to continue play without actually leveling up
5344(with the exception of leveling to 2, which the game forces you to do on
5345the Endar Spire) . So, you could actually have enough experience to be a
5346level 6 character, but instead you're still running around as a level 2
5347character with three potential levels saved.
5348
5349Furthermore, the game doesn't distinguish which *class* you leveled up in.
5350This means that it's possible to accumulate multiple level-ups during the
5351first part of the game without actually advancing in level, then using them
5352all once you become a Jedi as Jedi levels. You can thus brave the first
5353part of the game as a weakling to gain more Jedi levels later, if you so
5354desire.
5355
5356For instance, say you have a scout that has enough experience to be a level
53577, but you delayed leveling past level 3. You manage to survive the first
5358part of the game and beome a Jedi guardian at level 8. You now apply your
5359delayed levels (there's no point in saving them after you become a Jedi, as
5360you're not going to switch to a third class), and immediately advance 5
5361levels as a Jedi, becoming a 3/5 scout/guardian. This is a good way to get
5362lots more Force powers compared to the conventional method of immediate
5363leveling for your PC, although be prepared to watch your character die
5364again, and again, and again... while you're waiting for your Jedi
5365promotion.
5366
5367My personal opinion is that delaying levels for the most part takes away
5368from the spirit of the game, since you're supposed to be a latecomer to the
5369Force, and you wouldn't really have been able to survive Taris as, say, a
53702nd-level scrub. On the other hand, if you want all those extra powers and
5371perhaps have gone through the game once already, adding some extra Jedi
5372oomph becomes more appealing.
5373
5374Be forewarned that there's been evidence that when delaying levels, your
5375companions will gain less experience, meaning that you could be a couple
5376levels higher than your party members rather than everyone near level 20 by
5377the time the game is over. This glitch (or maybe it's a balancing
5378mechanism for the main character having more Jedi levels, dunno) gets worse
5379the more you delay your levels, so don't expect as much help if you choose
5380to binge on Jedi levels (but you probably won't need help at that point).
5381
5382
53839.2.2 Delayed Skill Points
5384--------------------------
5385It is also possible to use the same idea of delaying to control where your
5386skill points go, although this isn't as much of an exploit, since the
5387system allows you to save your skill points even if you do level up. THis
5388is useful because becoming a Jedi adds new class skills to your character,
5389most notably Persuade. For those that want a high value in any skill that
5390is acquired as a new class skill when becoming a Jedi and wasn't a class
5391skill before, you'll want to save skill points. The game doesn't care if
5392you don't use all your skill points every level, so you can accumulate a
5393bunch of unused SP in your first class, then pump them all into a new skill
5394once you become a Jedi. This is a good way in particular to get a higher
5395Persuade skill for soldiers and scouts, since Persuade isn't a class skill
5396for them.
5397
5398
5399-----------------------
54009.3 COMBAT CALCULATIONS
5401-----------------------
5402Combat in KoToR is based on the d20 system for Dungeons & Dragons pen-and-
5403paper RPG, 3rd edition. Attacking characters "roll" a 20-sided die, i.e. a
5404d20 (or in this case, the computer generates a random number between 1 and
540520) and add their total attack bonus, including their base attack bonus
5406plus any attribute, feat, weapon, and power modifiers. The resulting
5407number is compared against the defending character's defense rating, and if
5408the number is equal or higher than the defense, then the defender is hit.
5409If it is lower, then the attacker whiffs. Thus, calculating the chance an
5410attacker hits, defining the difference as defense minus attack:
5411
5412def - AB = difference = lowest roll needed to hit
5413
541420 - (def - AB) + 1 = 21 - difference = count of how many out of the 20
5415possible numbers randomly generated will hit (add 1 due since equalling the
5416defense also hits)
5417
5418(21 - difference)/20 = percentage chance an attack will hit
5419
5420Each extra AB point essentially is worth an extra 5% chance that an attack
5421hits, and each def point is worth an extra 5% towards making an attack
5422miss. There isn't any difference in contribution for each point no matter
5423how high or low attacks and defenses are. The system works instead on the
5424difference between attack and defense. It may look as if someone with an
5425AB of 1 against a def of 5, having only 20% of the defender's defense,
5426would hit much less often than an attacker with AB 21 against a defense of
542725, but in fact in both cases the difference is 4, which gives both
5428attackers a healthy (21-4)/20 = 85% chance of connecting. Thus, a bonus to
5429attacks or defense gives consistent benefits, no matter how high the level
5430is.
5431
5432Note that you'll never have a 100% chance to hit or miss an opponent. The
5433game always considers a d20 roll of 1 an Automatic Miss, and a roll of 20
5434an Automatic Hit. So you're never completely safe no matter how much
5435defense you have, and you'll always have a chance to hit anything.
5436Granted, a 5% chance, which isn't all that much, but it's better than
5437nothing...
5438
5439
54409.3.1 Critical Hits
5441-------------------
5442Critical hits depend on the d20 roll. Every weapon has a threat range
5443listed, and critical strike and sniper shot can increase these ranges
5444further. If during a successful attack, the d20 number generated falls
5445within the threat range, then you get a "threat", a possible critical hit.
5446The computer now gives you a threat attack roll, which is calculated the
5447same way as your normal attack on the same target. If this threat attack
5448connects, then you've scored a critical hit and apply your weapon damage
5449and modifiers *twice*, plus special critical damage if the weapon provides
5450it. Essentially, this means that you can possibly hit for double damage if
5451your d20 roll falls into the threat range. The bigger your threat range,
5452the higher chance you have of doing double damage.
5453
5454For example, say you were attacking with a vibroblade that does 1-10
5455damage, with a 19-20 threat range. If your attack bonus was +3 and you
5456were attacking an opponent with a defense of 14, you would need to roll a
545711 or higher on the d20 when attacking to hit (3 + 11 = 14). If you happen
5458to roll a 19 or 20, then you get a free, second threat attack roll. If
5459this d20 roll also is 11 or higher, then you do another 1-10 points of
5460damage from your vibroblade, plus Strength modifiers, massive critical
5461damage, and anything else that applies.
5462
5463Since critical hits depend on successful threat rolls, clearly your success
5464at critical hits depends on your attack bonus being as high as possible for
5465the threat to work. The harder an enemy is to hit, the harder it is to
5466score a critical hit, since you'll have a harder time making a successful
5467threat.
5468
5469Certain weapons can be upgraded to be "Keen", which gives a x2 modifier to
5470the weapon's threat range. For a weapon with 20-20 range (a range of 1
5471number), this increase the range to 19-20 (2 numbers). Similarly, a weapon
5472with 19-20 range will have its range doubled to 17-20.
5473
5474However, things get less intuitive when using Critical Strike or Sniper
5475Shot in conjunction with Keen weapons. In d20 rules, threat range
5476multipliers aren't applied separately. Instead, there is one overall
5477multiplier that is incremented. Keen and the critical feats both increment
5478the multiplier, so they don't actually multiply by 2x or 3x as stated when
5479both are applied.
5480
5481For example, Critical Strike for melee weapons is stated as doubling the
5482threat range. The multiplier for the threat range is normally 1x, so it's
5483then incremented by 1 to 2x. Now say we use Critical Strike with a Keen
5484weapon. The Keen attribute has its own threat range doubler, so the range
5485should now have 2 times 2x = 4x multiplier for a range of 13-20, right?
5486Nope. Keen does the same thing as Critical Strike and increments the
5487multiplier by 1, so your multiplier is now 2x + 1 = 3x, for a 15-20 range.
5488This means the maximum threat range possible, from using Master Critical
5489Strike / Master Sniper Shot with a weapon with 19-20 range and a Keen
5490attribute, is 4x + 1 = 5x multiplier, or a 11-20 range. Keen therefore
5491becomes less effective when using the various levels of Critical Strike or
5492Sniper Shot, as the advantage of having an extra increment to the threat
5493range decreases as the multiplier gets larger, similar to how Flurry
5494decreases in effectiveness as more attacks are added through other means.
5495
5496
54979.3.2 Close Range Modifiers
5498---------------------------
5499The game mentions early on that using ranged weapons in a melee fight
5500against an opponent is a dangerous prospect, and the game ensures this to
5501be true. If you're fighting with a ranged weapon at close range, opponents
5502using melee weapons get a +10 attack bonus to hit you.
5503
5504Interestingly enough, however, using a ranged weapon at close range also
5505gives you a +10 point-blank attack bonus, which means you'll rarely miss
5506with a ranged weapon when next to an opponent. So for a one-on-one fight,
5507ranged vs. melee evens out somewhat, since the bonus makes it easier for
5508you to hit the opponent, while the defensive penalty makes it easier for
5509them to hit you. For a close ranged one-on-one blaster fight, both
5510participants will get +10 attack for being at point-blank range, so again
5511things even out. When multiple opponents gang up on you at close range and
5512you're packing a blaster, however, it's time to run or switch weapons,
5513because *every* opponent attacking you will get a +10 attack bonus. Trying
5514to shoot Jedi at close range is also asking for it, since they get a chance
5515to deflect your shot, but you won't get a similar extra chance to block
5516their lightsaber swing...
5517
5518So, the lesson is: if you're using a ranged weapon at close range, then
5519you and your attacker(s) all get +10 attack.
5520
5521
55229.3.3 Damage
5523------------
5524Damage in KotOR is usually somewhat variable. Some equipment and Force
5525powers do set damage, but most things otherwise list a damage range, such
5526as 1-10 for a standard vibroblade. This means that a successful hit with
5527the vibroblade will do a random amount of damage between 1 and 10. This
5528can make comparisons between weapons confusing, so it's useful to mentally
5529calculate the average damage of a weapon, which is (1+10)/2 = 5.5 points
5530for the vibroblade. Blaster pistols that do 2-7 and 3-6 damage are thus
5531similarly powerful with the same average 4.5 damage, although the 3-6 one
5532is slightly more consistent.
5533
5534Damage is further broken down into types, listed here with example sources:
5535
5536Energy : blaster pistols, lightsabers
5537Energy (Ion) : ion blasters
5538Physical (Slashing) : blades
5539Physical (Piercing) : disruptor pistols, frag grenades and mines
5540Physical (Bludgeoning): quarterstaffs, sticks
5541Heat/Fire : flamethrowers, plasma grenades and mines
5542Cold : carbonite projectors, CryoBan grenades
5543Electrical : Lightning Force powers
5544Sonic : sonic rifles, sonic grenades
5545Poison : poison grenades, gas mines
5546
5547The main reason for damage types is that armors and shields can be used to
5548reduce damage against a particular type. Equipment can have permanent
5549damage reduction, which is listed as a number followed by a slash and a
5550dash and the damage type, i.e. 25/- vs. electrical. The /- is a d20
5551convention and means that the damage reduction always happens; there are
5552other cases that make the damage reduction conditional, but KotOR doesn't
5553use them, so the /- is just a way to mark damage reduction here. 25/-
5554means that the first 25 points of the particular type (electricity in the
5555example) is ignored for any attack. So, if you're hit once for 10
5556electrical damage, then all of it is absorbed and you aren't hurt at all.
5557if you get hit by 40 points of electrical damage, then the first 25 points
5558are absorbed, and you take the remaining 15 points of damage.
5559
5560The other main method of damage reduction is through temporary shields,
5561which will give you a temporary damage buffer that will absorb all the
5562relevant damage until the buffer's used up. The amount and types of damage
5563the shield will absorb varies by shield. For instance, a typical energy
5564shield will have 20 pts worth of energy/electrical damage absorption when
5565activated. So here, if you activate the energy shield again for a 20-point
5566buffer and take 10 electrical damage, the shield will absorb all 10 points
5567of damage, leaving 10 points in the buffer. If you take another 40
5568electrical damage, the buffer will absorb the first 10 points and then the
5569shield will fail, leaving you to suffer the other 30 points of damage.
5570Different shields will protect against different types of damage and will
5571have different size buffers, so you'll need to read the label before use.
5572
5573Ion, while normally listed as its own damage type, is actually considered
5574energy damage for the purposes of damage reduction. Ion damage does a
5575number to electrical components; it deals double damage to energy shields,
5576so 4 ion damage would drain 8 points off an energy shield's buffer. Ion
5577weapons also usually (but not always) have big bonuses when used against
5578droids due to its scrambling properties.
5579
5580Sonic damage, while not having any of its own special properties, usually
5581is associated with Dexterity loss somehow.
5582
5583Poison is a special case, since it does damage over a spread amount of
5584time. There aren't any items that offer poison damage reduction. Rather,
5585equipment and powers will offer immunity, so you'll either be poisoned or
5586will ignore it completely. There are a couple of unique items in the game
5587that offer immunity to other types of damage as well, and they are
5588justifiably expensive.
5589
5590
55919.3.4 Death Blows
5592-----------------
5593While death blows don't come into play, it's worth noting for early game
5594play: if you hit a level 4 enemy or lower enemy while they are immobilized
5595in some fashion, then they automatically die. The hit is considered a coup
5596de grace against a defenseless opponent, and the opponent will
5597automatically crumple. This makes the Vulkar Shock Sticks quite useful in
5598the very beginning of the game, as they essentially give you a one-in-four
5599chance of almost-instant death, but once you encounter tougher enemies, you
5600won't be able to land any death blows.
5601
5602
5603----------------------------------
56049.4 SKILL CHECKS AND SAVING THROWS
5605----------------------------------
5606Most skills and all saving throws work on the concept of checks against a
5607Difficulty Class (DC). Objects and characters are assigned a DC number
5608based on the difficulty of what you want to do to them, with a higher DC
5609being more difficult. Once you attempt to use a skill or save against some
5610effect, the game uses the following calculation:
5611
5612skill/save level + d20 roll = result
5613if result >= DC then success
5614if result < DC then failure
5615
5616That is, your skill or save value is added to a random number between 1 and
561720, and the sum is compared to the DC. If the sum is greater than or equal
5618to the DC, you succeed, otherwise you fail.
5619
5620For example, most grenades allow a Reflex save check to see if a target is
5621quick enough to take half damage avoid the brunt of the grenade's
5622explosion. Say you have a character with REF +5 and someone throws a frag
5623grenade at you. Frag grenades have DC 15, so the game would calculate
5624
56255 + d20 = result
5626if result >= 15 then you take half damage
5627if result < 15 then you take full damage
5628
5629From the example it's clear that you'd succeed on a d20 roll of 10-20,
5630while you'd fail on a roll of 1-9, thus giving you a 55% chance to avoid
5631full damage.
5632
5633For actions such as setting mines or opening locks outside of a combat
5634situation, characters can Take 20 on their checks, which means they will
5635take extra time to do the job right and add an automatic 20 to their skill
5636scores rather than rolling a d20. Your chances at the skill will therefore
5637be much higher when you're not busy fighting something.
5638
5639
5640-----------------------------------------------------------
56419.5 MELEE FIGHTING STYLES - Dueling vs. Two-Weapon Fighting
5642-----------------------------------------------------------
5643When creating and leveling characters, one of the first things that springs
5644to mind is, one weapon or two? (Double-bladed weapons qualify as using two
5645weapons, both with the same properties.) The answer for melee weapons at
5646first seems simple enough: two weapons means double the attacks per round,
5647which means twice the potential damage. To a certain extent, this is true.
5648However, there are a few things to consider. One is, are there enough
5649feats to justify using two weapons? Using two without investing in the
5650Two-Weapon Fighting feats is a losing cause, because the severe AB
5651penalties mean you'll likely never hit anything. The penalties are also
5652why you should avoid using an unbalanced weapon in your offhand, although
5653you can break this rule if you have a high attack bonus and can take the -2
5654to your main hand in stride.
5655
5656Let's consider the average damage of a character wielding one and two
5657vibroblades without feats vs. a character with varying levels of Two-Weapon
5658Fighting. A vibroblade does 1-10 damage, or an average of 5.5, and has a
5659threat range of 19-20/x2. We'll look at the difference between the attack
5660bonus of a baseline vibroblade in one hand versus a defense (i.e. an AB 5
5661against def 15 would be a difference of 10), and the average damage
5662expected per round, compared to wielding two vibroblades with different
5663feats. Note that because the difference is defense minus attack, the
5664penalties for two weapon use actually *add* to the difference, not
5665subtract. Couldn't find a non-confusing way to list it...
5666
5667 | Average damage/round with 1-10 vibroblade(s),
5668 | 19-20/x2 threat range
5669 |
5670 | -Two-Weapon Fighting Feat-
5671 Chance | One Weapon Two Weapons Normal Improved Master
5672Diff To Hit | (0) (-4/-10) (-4/-6) (-2/-4) (0/-2)
5673---- ------ | ---------- ----------- ------- -------- -------
56742 95% | 5.75 6.66 8.47 9.68 10.89
56755 80% | 4.84 4.84 6.66 7.87 9.08
56768 65% | 3.93 3.03 4.84 6.05 7.26
567711 50% | 3.03 1.21 3.03 4.24 5.45
567814 35% | 2.12 0.29 1.20 2.42 3.63
567917 20% | 1.21 0.00 0.00 0.61 1.82
568020 5% | 0.29 0.00 0.00 0.00 0.29
5681
5682From the above table, you can see that fighting with two weapons always
5683does more damage against lower defense opponents. Without Two-Weapon
5684Fighting feats, however, using two weapons quickly degrades in damage when
5685fighting an enemy with about a 50% chance to hit, so that your average
5686damage turns out to be worse than using a single weapon. This improves
5687with higher level Two-Weapon Fighting feats, until at Master level, you're
5688always doing roughly double damage on average compared to using one weapon.
5689In the meantime, aspiring two-weapon fighters without the Master level feat
5690may want to drop the offhand weapon against harder enemies to stand a
5691chance of hitting them. Characters such as scoundrels with limited feats
5692may want to consider not investing in the feats if they want to use some of
5693the other feats, such as Flurry or Critical Strike. On the other hand,
5694melee soldiers and guardians encouraged to go all-out with Two-Weapon
5695Fighting if desired, and specialize in the appropriate weapon to eke an
5696extra +2 damage out of both weapons.
5697
5698So are single-weapon users doomed to a life of mediocrity? Our discussion
5699isn't complete without comparing the effects of two-weapon fighting against
5700the equivalent one-weapon fighting style of feats, Dueling. Dueling gives
5701straight bonuses to the AB and def of a character, up to +3/+3, which
5702translate to hitting 15% more when attacking and avoiding 15% more incoming
5703attacks. To save some space, let's cut to the chase and compare Master
5704Dueling with Master Two-Weapon Fighting, again when using one or two
5705vibroblades:
5706
5707 | Average damage/round with 1-10 vibroblade(s),
5708 | 19-20/x2 threat range
5709 |
5710 Chance | One Weapon Master Dueling Master Two-Weapon Fighting
5711Diff To Hit | (0) (+3) (0/-2)
5712---- ------ | ---------- -------------- --------------------------
57132 95% | 5.75 5.75 10.89
57145 80% | 4.84 5.75 9.08
57158 65% | 3.93 4.84 7.26
571611 50% | 3.03 3.93 5.45
571714 35% | 2.12 3.03 3.63
571817 20% | 1.21 2.12 1.82
571920 5% | 0.29 1.21 0.29
5720
5721Again we see that Two-Weapon Fighting is in general superior in terms of
5722overall damage, but the advantage shrinks as the gap between attack and
5723defense widens. When taking into account that Dueling also adds defensive
5724bonuses, Dueling becomes more attractive to weaker attacking classes, such
5725as the scoundrel and consular, who have lower VP and can use the defense,
5726as well as having a higher chance to hit and aren't expected to deal lots
5727of damage. Scoundrels in particular place value in chance to hit rather
5728than damage done, since sneak attack damage is independent of the weapon's
5729damage. Of course, with two weapons you'll get two Sneak Attack
5730opportunity against immobilized enemies...
5731
5732There are a bunch of other factors to consider. For instance, high
5733Strength characters will want to use two weapons, since their Strength
5734attack and damage bonuses apply for both weapons. And adding extra feats
5735and powers can turn the tables somewhat. Consider the Master Speed Jedi
5736power, which adds two extra attacks per round, all with the main hand
5737weapon.
5738
5739 | Average damage/round with 1-10 vibroblade(s),
5740 | 19-20/x2 threat range, Master Speed power used
5741 |
5742 Chance | One Weapon Master Dueling Master Two-Weapon Fighting
5743Diff To Hit | (0) (+3/+3/+3) (0/0/0/-2)
5744---- ------ | ---------- -------------- --------------------------
57452 95% | 5.75 17.24 22.39
57465 80% | 4.84 17.24 18.76
57478 65% | 3.93 14.52 15.13
574811 50% | 3.03 11.80 11.50
574914 35% | 2.12 9.08 7.87
575017 20% | 1.21 6.35 4.24
575120 5% | 0.29 3.63 0.87
5752
5753At 50%, the duelist surpasses the fighter with two weapons, and the
5754difference increases as the difference between attack and defense
5755increases. What happened? The explanation lies in that the Dueling attack
5756bonus modifier is applied to *each* attack. So, when using Flurry and/or
5757the Speed Jedi powers, the fact that duelists do more damage per attack
5758starts compensating for the two-weapon fighter's extra attack, especially
5759against higher defense opponents (think "bosses"). The "dueling" moniker
5760is quite apt, as it turns out.
5761
5762So, assuming the appropriate feats are taken, you really can't go wrong
5763with either one or two weapons. Just remember that using two weapons at
5764once is a two or three feat investment, which you'll have to weigh against
5765whatever else you want to take.
5766
5767Of course, there is a large exception to this -- double-bladed lightsabers
5768have no two-weapon penalties, and do more damage than single lightsabers,
5769so they have the most potential damage unless the opponent's defense is
5770exceedingly high. See below for lightsaber comparisons.
5771
5772
5773--------------------------------------------------------------------
57749.6 MELEE FEATS - Flurry vs. Power Attack (and Critical Strike, Too)
5775--------------------------------------------------------------------
5776The debate for Power Attack versus Flurry is just as complicated. Power
5777Attack gives you a set damage bonus at the expense of -3 to your attack
5778bonus, with Master level giving a +10 damage bonus. This is pretty decent
5779damage, but it doesn't scale with your weapons, and you'll hit less often
5780with the AB penalty, so by the time you reach lightsabers and other high-
5781level melee weapons, the extra attack you get with Master Flurry will more
5782than compensate in damage than the +10 from Master Power Attack -- for a
5783standard single weapon attack, at least. Once you factor in more attacks,
5784things get more complicated...
5785
5786First, let's consider the trusty vibroblade again and calculate average
5787damage between flurry and power attack.
5788
5789 | Average damage/round with 1-10 vibroblade,
5790 | 19-20/x2 threat range
5791 |
5792 | --------Flurry feat-------
5793 Chance | One Weapon Normal Improved Master
5794Diff To Hit | (0) (-4/-4) (-2/-2) (-1/-1)
5795---- ------ | ---------- ------- -------- -------
57962 95% | 5.75 9.08 10.29 10.89
57975 80% | 4.84 7.26 8.47 9.08
57988 65% | 3.93 5.45 6.66 7.26
579911 50% | 3.03 3.63 4.84 5.45
580014 35% | 2.12 1.82 3.03 3.63
580117 20% | 1.21 0.00 1.21 1.82
580220 5% | 0.29 0.00 0.00 0.00
5803 |
5804 |
5805 | -----------Power Attack feat----------
5806 Chance | One Weapon Normal Improved Master
5807Diff To Hit | (0) (-3,+5 dmg) (-3,+8 dmg) (-3,+10 dmg)
5808---- ------ | ---------- ----------- ----------- ------------
58092 95% | 5.75 9.24 11.88 13.64
58105 80% | 4.84 7.51 9.65 11.08
58118 65% | 3.93 5.78 7.43 8.53
581211 50% | 3.03 4.04 5.20 5.97
581314 35% | 2.12 2.31 2.97 3.41
581417 20% | 1.21 0.55 0.71 0.81
581520 5% | 0.29 0.00 0.00 0.00
5816
5817With a standard vibroblade, Power Attack does better against lower defense
5818enemies, as advertised, not really losing effectiveness until higher
5819defenses. Now let's consider a more powerful weapon, such as a lightsaber,
5820which does 2-16 damage with a 19-20 x2 threat range. We'll save some space
5821and just consider the Master version of each feat.
5822
5823 | Average damage/round with 2-16 lightsaber,
5824 | 19-20/x2 threat range
5825 |
5826 Chance | One Weapon Master Flurry Master Power Attack
5827Diff To Hit | (0) (-1/-1) (-3,+10 damage)
5828---- ------ | ---------- -------- -------------------
58292 95% | 9.41 17.82 16.72
58305 80% | 7.92 14.85 13.59
58318 65% | 6.44 11.88 10.45
583211 50% | 4.95 8.91 7.32
583314 35% | 3.47 5.94 4.18
583417 20% | 1.98 2.97 1.00
583520 5% | 0.47 0.00 0.00
5836
5837Here Master Flurry beats out on Master Power Attack at every level, and the
5838difference increases as the opponent's defense increases. What happened?
5839The main difference here is the damage that the lightsaber does, an average
5840of 9 points of damage normally. Since the weapon does more damage, the
5841second attack that Flurry provides also does more damage. Factor in
5842Strength bonuses or specialization for extra damage per attack, plus
5843possible special effects such as stun per attack, and Flurry pulls farther
5844ahead.
5845
5846This illustrates the weakness inherent in Power Attack: the extra damage
5847given by the attack doesn't scale with the power of the weapon. Power
5848attacks will always dish out an extra 10 damage, but your weapon may do
5849more than that on average as you gain better equipment, thus allowing
5850flurries to eventually surpass power attacks in terms of damage. The -3
5851penalty that power attacks impose also never improves, further limiting
5852Power Attack's scalability.
5853
5854Of course, Flurry has its own disadvantages. The -4 to both attack and
5855defense to start is nothing to sneeze at, either, so at least take
5856Improved, if not Master, for the Flurry series if you're going to use it,
5857to reduce both the penalty to hit and the defensive penalty. Note that
5858Master isn't necessary when using a single weapon; take Dueling first,
5859since it'll give you a permanent +1 attack and defense and will make up for
5860the difference between Improved and Master Flurry. Of course, if you've
5861already mastered Dueling and don't have anywhere else to put your feats,
5862mastering Flurry won't hurt...
5863
5864However, the tables turn somewhat when considering multiple attacks through
5865dual wield or speed powers:
5866
5867 | Average damage/round with two 1-10 vibroblades,
5868 | 19-20/x2 threat range, master two-weapon fighting
5869 |
5870 Chance | Two Weapons Master Flurry Master Power Attack
5871Diff To Hit | (0/-2) (-1/-1/-3) (-3/-5,+10/+10 damage)
5872---- ------ | ----------- ------------- ----------------------
58732 95% | 10.89 15.73 25.58
58745 80% | 9.08 13.01 20.46
58758 65% | 7.26 10.29 15.35
587611 50% | 5.45 7.56 10.23
587714 35% | 3.63 4.84 5.12
587817 20% | 1.82 2.10 0.81
587920 5% | 0.29 0.00 0.00
5880
5881While Flurry always adds one attack, Power Attack applies to *each* attack.
5882Thus, when using two weapons, Power Attack adds +10 for both attacks, and
5883thus a potential +20 total. Of course, the -3 penalty still applies for
5884each attack, thus making Power Attack unusable against higher defense
5885opponents, but at lower differences Power Attack easily outstrips Flurry.
5886This difference gets larger as more attacks are added (Jedi powers); Flurry
5887continues to add only one attack, but Power Attack adds its damage bonus to
5888each new attack. A Jedi wielding a double-bladed lightsaber or two
5889lightsabers with Master Speed and Master Power Attack could potentially do
5890a whopping extra +40 damage each round!
5891
5892So, the lesson here is that the preferred feat depends on how many attacks
5893you have:
5894
5895 Flurry's relative effectiveness decreases as you add more attacks, while
5896 Power Attack's effectiveness increases.
5897
5898For single weapons, Flurry will give a nice extra attack for (eventually)
5899minimal cost in attack and defense. With more attacks due to double
5900weapons or powers, the advantage of an extra attack decreases. Power
5901Attack has a larger, and permanent, attack penalty, and the damage doesn't
5902scale, but it applies for every attack you make, so those wielding two
5903weapons and Jedi planning to get extra attacks from the Speed powers can do
5904some major damage when buffed.
5905
5906So where does Critical Strike fit in? In terms of damage it can't compete
5907to Flurry or Power Attack. This is because even with Master Critical
5908Strike and a 19-20 threat range weapon, you'll only threaten for a critical
5909hit on 11-20, or 50% of the time, and even then you have to make the second
5910roll to hit the target again, which further reduces your chances of scoring
5911double damage. Here we'll compare average damage for a standard vibroblade
5912between the three feats:
5913
5914 | Average damage/round with 1-10 vibroblade,
5915 | 19-20/x2 threat range
5916 |
5917 | Master Master Master
5918 Chance | One Weapon Critical Strike Flurry Power Attack
5919Diff To Hit | (0) (0, 13-20/X2 TR) (-1/-1) (-3, +10 dmg)
5920---- ------ | ---------- ------------------ ------- -------------
59212 95% | 5.75 7.32 10.89 13.64
59225 80% | 4.84 6.16 9.08 11.08
59238 65% | 3.93 5.01 7.26 8.53
592411 50% | 3.03 3.85 5.45 5.97
592514 35% | 2.12 2.60 3.63 3.41
592617 20% | 1.21 1.32 1.82 0.81
592720 5% | 0.29 0.29 0.00 0.00
5928
5929Master Critical Strike will do more damage, but not as much compared to the
5930other two attack feats, which makes it a poor choice for just its damage.
5931
5932However, Critical Strike is useful for other reasons:
5933
5934* The stunning effect can quickly turn the tide of battle if successful.
5935The stunned opponent can't retaliate and loses their dex bonus to defense
5936as well.
5937
5938* Certain weapons and upgrades do "massive criticals", where extra damage
5939is added when a critical hit is scored. This obviously can skew the damage
5940average back towards Critical Strike, especially if the weapon has or can
5941be upgraded to a large threat range. This, in addition to the possibility
5942of stunning the opponent, makes Critical Strike exceedingly dangerous.
5943
5944Depending on your preferred weapon, it may or may not be useful to upgrade
5945Critical Strike, since this increases the threat range, but not the stun
5946effects. If you have a weapon with a small threat range, it isn't really
5947worth it to upgrade. If you plan to use criticals often to stun your
5948opponents and have a weapon with a decent threat range, however, the
5949upgrades to critical strike will increase its effectiveness.
5950
5951Of course, Critical Strike exacts a high price: -5 defense, which doesn't
5952improve. This translates to a full 25% loss in defense, which can
5953potentially painful. Nothing ventured, nothing gained, I suppose...
5954
5955
5956----------------------------------------
59579.7 LIGHTSABER FIGHTING STYLES AND FEATS
5958----------------------------------------
5959The above stuff is all well and good for little vibroblades, you say, but
5960how about those lightsabers everyone wants to weild? To be more specific,
5961what are the advantages and disadvantages between using a single
5962lightsaber, a double-bladed lightsaber, and dual wielding lightsabers?
5963While all the above analysis holds for lightsabers as well, being melee
5964weapons, here we'll look specifically at the benefits of using particular
5965lightsaber styles.
5966
5967
59689.7.1 Single Lightsaber (with Dueling)
5969--------------------------------------
5970Advantages
5971+ Just like most all the Jedi in the movies
5972+ Can increase accuracy and damage with the Dueling feats
5973+ Does the most damage against characters with high defenses
5974
5975Disadvantages
5976- Against lower defense enemies and without some lightsaber tweaking,
5977 does the least amount of damage
5978
5979The single lightsaber, the traditional use among Jedi, also understandably
5980would seem to do the least amount of damage compared to someone using a
5981weapon or weapons with twice the number of blades. Considering that the
5982base damage of a double-bladed lightsaber is 2-20 compared to the standard
5983lightsaber's 2-16, and it seems the single lightsaber has an even harder
5984time competing.
5985
5986However, there are a few silver linings. For one, you can always use a
5987single lightsaber as a Jedi with no penalties, which you can't do with dual
5988lightsabers (and you shouldn't be able to do with double-bladed
5989lightsabers, but they're bugged). This can save you some feats, and using
5990Dueling is more flexible, since you don't have to upgrade it fully to be
5991effective. The Dueling feats increase your defense as well, so you'll be
5992hit less often than a dual wielder.
5993
5994Another cause for celebration is the threat range, 19-20,x2, which is
5995larger than the double-bladed. Add a crystal that doubles your threat
5996range or drop in crystals for massive criticals, and you could be doing a
5997significant amount of extra damage on occasion. This can be expanded while
5998using the critical strike feats, and with Dueling you'll get the most of
5999critical hit calculations while absorbing some of the severe defense
6000penalty.
6001
6002Note that because dueling gives you a better attack bonus compared to the
6003other two styles, your chances of hitting an opponent are better, so
6004average damage actually swings in the duelist's favor against opponents
6005with very high defenses, simply because you'll still actually be able to
6006*hit* the opponent at all. In most cases you won't see opponents with such
6007high defenses, though, so just be content that you're getting hit less than
6008your whirlwind dual-wielding Jedi companion...
6009
6010
60119.7.2 Double-bladed Lightsaber
6012------------------------------
6013Advantages
6014+ Most damage potential
6015+ No offhand penalty (bug?)
6016+ Modifications to lightsaber apply twice a round
6017
6018Disadvantages
6019- Almost no chance for critical hit (but you won't need it)
6020
6021The double-bladed lightsaber is possibly the most dangerous weapon in the
6022game. Not only does it have an exceedingly high 2-20 base damage to start,
6023but it strikes twice per round for the same damage. All crystal upgrades
6024also apply to both attacks, and due to a bug it's not necessary to invest
6025in two-weapon fighting to use the double-bladed lightsaber effectively,
6026because no penalties apply to the attack rolls. What's not to like? Sure,
6027the threat range is exceedingly small, making crystals that affect
6028critical hits or the range mostly ineffective, and Critical Strike won't do
6029much for you outside of the stunning effect, but with the huge amount of
6030damage this lightsaber already dishes out, you really won't miss much.
6031
6032
60339.7.3 Dual Lightsabers
6034----------------------
6035Advantages
6036+ More damage potential than single lightsaber
6037+ Can customize each lightsaber individually, more versatile
6038+ Double the colors, double the fun
6039
6040Disadvantages
6041- Needs twice the lightsaber crystals
6042- Requires all three two-weapon fighting feats to be effective
6043
6044Some may just use one lightsaber, or two stuck together to make one, but
6045you, you're free, baby, free to swing a lightsaber in each hand! Besides
6046looking stylish with two weapons (possibly getting some nice color
6047combinations in with two different color crystals), having two separate
6048lightsabers allows you double the versatility when it comes to fitting in
6049crystal upgrades. You can fit one to do extra droid damage and the other
6050to have massive criticals, or any other combination with four crystals you
6051can think of.
6052
6053Of course, the downside to this is that you must have a bunch of crystals
6054to be able to customize like this, meaning less crystals to distribute
6055amongst the rest of the party. Using two lightsabers will also mean you
6056have to master the Two-Weapon Fighting feats, because unlike the double-
6057bladed lightsaber the penalties that normally apply towards two-weapon
6058fighting, er, apply. Look towards the double-bladed lightsaber if you want
6059to do more damage without the feat investment. If you want to have a
6060myriad of effects and some versatility, or if you just want the novelty of
6061carrying around more lightsabers than anyone should, then this is the path
6062for you.
6063
6064Note that while using two standard lightsabers would seem to do more damage
6065than using a short lightsaber in the offhand, the extra -2 penalty for the
6066main hand eventually catches up to you, especially when using feats and
6067Force powers, since the main hand is always the one that executes the extra
6068attacks. Here's a comparison of average damage with the standard attacks,
6069plus one with Master Power Attack and Master Speed used.
6070
6071 | Average damage/round with two lightsabers,
6072 | Master Two-Weapon Fighting
6073 |
6074 | standard lightsaber, 2-16 damage, 19-20/x2 threat range
6075 | short lightsaber, 2-12 damage, 19-20/x2 threat range
6076 |
6077 Chance | standard/short standard/standard
6078Diff To Hit | (0/-2) (-2/-2)
6079---- ------ | -------------- -----------------
60802 95% | 15.95 16.83
60815 80% | 13.31 13.86
60828 65% | 10.67 10.89
608311 50% | 8.03 7.92
608414 35% | 5.39 4.95
608517 20% | 2.75 1.98
608620 5% | 0.47 0.00
6087 |
6088 |
6089 | Average damage/round with two lightsabers,
6090 | Master Two-Weapon Fighting, Master Power Attack,
6091 | Master Speed
6092 |
6093 | standard lightsaber, 2-16 damage, 19-20/x2 threat range
6094 | short lightsaber, 2-12 damage, 19-20/x2 threat range
6095 |
6096 Chance | standard x3/short standard x4
6097Diff To Hit | (-3/-3/-3/-5, +10 dam each) (-5/-5/-5/-5, +10 dmg each)
6098---- ------ | --------------------------- ---------------------------
60992 95% | 63.54 58.52
61005 80% | 51.33 45.98
61018 65% | 39.12 33.44
610211 50% | 26.91 20.90
610314 35% | 14.70 8.36
610417 20% | 3.14 0.00
610520 5% | 0.00 0.00
6106
6107Thus, it's better just to use a short lightsaber in your off hand, although
6108for style purposes (or if the lack of symmetry bothers you), you are of
6109course free to use two standard lightsabers. (You could use short
6110lightsabers in both hands, but that's sorta silly.)
6111
6112
6113------------------------------------
61149.8 RANGED FIGHTING STYLES AND FEATS
6115------------------------------------
6116Ranged weapons also can use dueling and two-weapon fighting styles, and
6117there are long ranged equivalents to all the feats. However, the power
6118balance is rather different due to there being specific two-handed blaster
6119rifles and heavy weapons that do more damage than the one-handed pistols to
6120start, although this changes somewhat towards the latter part of the game
6121as the damage for pistols creeps up.
6122
6123Two-Weapon Fighting and Dueling only apply for use with pistols, since
6124neither set of feats does anything for rifles or heavy weapons. Of the
6125two, Two-Weapon Fighting is more useful due to the low damage output of
6126blaster pistols, and specialization is a must for a soldier. Dueling would
6127only be useful for perhaps a scoundrel to get extra AB for sneak attacks.
6128As it so happens, the two characters that would have to worry about such
6129things, Carth and Mission, come configured this way anyway, so it's not
6130something to really worry about.
6131
6132Feats are much more clear-cut than for melee weapons. The reason for this
6133is that Power Blast inexplicably only shoots one shot per round, even when
6134using two pistols, effectively negating any reason you'd use it if you had
6135multiple attacks. Therefore, there is absolutely no reason to take Power
6136Blast.
6137
6138Sniper Shot is similar to Critical Strike in that its usefulness depends on
6139the weapon. Pistols have smaller threat ranges than rifles and heavy
6140weapons and thus make for a poorer choice for sniping.
6141
6142
6143------------------
61449.9 TRANSIT SYSTEM
6145------------------
6146This is a pretty simple gameplay element, but I just wanted to mention the
6147usefulness of the transit system and the party management, as I didn't
6148understand or use it fully the first time I played it.
6149
6150First off, the transit system allows you to immediately return to your
6151"base" (or more accurately, in front of your base entrance) for open areas,
6152such as in cities and in open fields. (Not in enemy bases or deep
6153underground, though.) There is a quest at the beginning of the game that
6154demonstrates this feature, which when available involves pushing the X
6155button on the map screen. What they don't mention is that if you're in the
6156same area as your base, you can also take the transit right back to where
6157you originally were. This has a number of benefits:
6158
6159* Skip some travel. If there's something closer to your base than where
6160you are now, then transiting there saves some time. This can be a huge
6161boon for delivery-type missions if what you need is closer to your base;
6162you can transit to base, pick up what you need nearby, and transit back.
6163Just remember, the game only saves the last location where you used the
6164transit, so if you happen to forget and use transit a second time on a
6165different screen to return to your base rather than using the "Transit
6166Back" feature, you're going to have to hoof it back to your original
6167location on foot...
6168
6169* Save on medpacs at the expense of waiting for some load screens. Any
6170time you transit back to your base, your party is fully healed. So, if
6171you're in an area where transit is available, after any fight where you're
6172in bad shape, you can transit back to base and immediately return at full
6173health.
6174
6175* Upgrade items after getting a new component. All your bases have
6176workbenches, so you can quickly tinker with your items through transit.
6177
6178* Quickly buy equipment or sell off stuff for cash. Your base is almost
6179always near a merchant of some sort, so it becomes simple to periodically
6180dump stuff by just transiting back to base, or stock up on basic items.
6181(Tip for the first merchant, Larrim: he jacks up the prices. Selling stuff
6182is fine, but try to buy stuff elsewhere if you need things.)
6183
6184* Leave planets fast. Later on in the game you'll be able to travel
6185between planets, and the transit will get you right in front of your ship,
6186unless you're already on the same map as the ship, in which case you'll
6187have to hoof it.
6188
6189You're also able to change party members by entering and exiting your base.
6190However, pushing the A button on the map screen will allow you to
6191immediately reform your party. This is available any time transit is
6192available and usually on the same screen as your base (even if the option
6193is dimmed), and allows you to call in party members with appropriate skills
6194for whatever you need at the moment. Or, perhaps you just need to strip
6195them of some piece of equipment for another member. For a more underhanded
6196use, perhaps a current companion is hurt and you don't want to spend the
6197time to heal them, so bring in a healthy body. Or, bring in fresh Jedi and
6198milk them for Heals, then send them packing. In any case, your new
6199selected party will immediately swap in for use.
6200
6201
6202-------------------------
62039.10 SNEAK ATTACK TACTICS
6204-------------------------
6205Sneak Attack, with its positional requirements, is one feat that deserves
6206special mention. A scoundrel's life revolves around the use of this feat
6207in battle, so if you're playing a scoundrel you should think of any way to
6208put the feat into use. There are three general ways to score a sneak
6209attack: attacking from stealth, positioning behind an opponent, and
6210attacking a stunned or otherwise helpless opponent.
6211
6212Note that in all cases, if the scoundrel satisfies the conditions for a
6213sneak attack, then *all* the attacks that round count as sneak attacks.
6214Thus you can use Two-Weapon Fighting, Flurry, and Jedi Speed powers to
6215squeeze in multiple sneak attacks for some pretty hefty damage.
6216
6217
62189.10.1 Attacking From Stealth
6219-----------------------------
6220This one's simple: if you attack while stealthed within 10 feet of an
6221opponent, all attacks that round qualify as sneak attacks. This is the
6222classic sneak-and-backstab assassination idea. Usually you can only do
6223this once per battle, as you can't drop back into stealth while an opponent
6224is watching you and you're in battle stance, but sometimes you can run
6225around a corner and get far enough away to go back into stealth mode for
6226another attack -- if the first attack didn't just kill the opponent
6227outright, that is.
6228
6229Scoundrel-guardians have the added advantage of Force Jump, allowing them
6230to stealth-attack opponents from long range and (I think) still get the
6231Sneak Attack bonus.
6232
6233
62349.10.2 Attacking From Behind
6235----------------------------
6236Getting a positional sneak attack is a tougher than simply dropping into
6237stealth and walking up to someone, but it's also potentially more
6238lucrative, since you can usually only sneak attack once per battle from
6239stealth. The typical way to get this sneak attack is to run behind an
6240opponent who's already fighting another of your characters and whack them
6241until they're either dead or smart enough to turn around and attack your
6242scoundrel instead.
6243
6244A variation on this idea involving Stealth is to stealth your scoundrel,
6245walk up ahead while still cloaked, and have another character approach an
6246opponent until the opponent sees them, then retreat. The opponent will run
6247past your scoundrel while closing on your other character, allowing you to
6248waltz up behind the opponent. Make sure you don't attack with the second
6249character until the opponent is past your scoundrel, because the game has
6250the annoying habit of making computer-controlled stealthed characters
6251attack if any of your party members attack, so don't get trigger-happy with
6252your baiting character. Bait the opponent by getting in their visual
6253range, not by taking a pot shot at them.
6254
6255And sometimes you can get lucky and just run up to opponents while their
6256back's turned and get in a free sneak attack. (Hey, it happens sometimes.)
6257Scoundrel-guardians are particularly good at this, since they can use their
6258Force Jump feat to drop in.
6259
6260
62619.10.3 Attacking Helpless Opponents
6262-----------------------------------
6263The third method of sneak attacking and one that sees increasing use as the
6264game goes on, this method relies on opponents being stunned, frightened, or
6265otherwised immobilized. Any opponent rendered helpless in this fashion is
6266fair game for sneak attacks, and the wide variety of ways to stop opponents
6267in this fashion, particularly with Jedi powers, makes for a lot of sneak
6268attack opportunities. Critical Strike and Sniper Shots will do it,
6269concussion grenades and flash mines will do it, stunning weapons will do
6270it, a laundry list of Jedi powers will do it... you get the idea.
6271Scoundrel-based Jedi or any player that wants to use Mission frequently
6272should master such types of immobilizing powers. (Actually, powers that
6273stop the enemy in their tracks is good in general.)
6274
6275This can also be used with stealth, if either your weapon has stunning
6276effects, or you use a stunning combat feat (or both). Attack out of
6277stealth, and if you manage to stun the opponent, they're as good as dead.
6278
6279
62809.10.4 Ranged Weapons
6281---------------------
6282And finally, a note about sneak attacks and ranged weapons. In general,
6283ranged weapons work better for sneak attacks; scoundrels typically have
6284higher Dex than Str, which favors ranged weapons, plus you can sneak attack
6285from a safer distance than, well, melee distance.
6286
6287If you're willing to risk a little bodily harm, however, ranged weapons
6288have one big advantage at close range: the +10 point-blank attack bonus you
6289get when using ranged weapons up close. This translates to a whopping
6290*50%* extra chance to hit at close range, which virtually guarantees that
6291your sneak attack will hit, assuming you satisfy the normal sneak attack
6292conditions. A pistol in the back is truly more dangerous than any melee
6293weapon in the hands of a scoundrel.
6294
6295But wait, you can get sneakier still. Why go with one pistol, when you can
6296go with two and get double sneak attack damage? This is a definite payoff
6297for scoundrels with Two-Weapon Fighting, who can shoot at point-blank range
6298for +10/+8 attack bonuses, but if you didn't invest in that fighting style,
6299don't despair. At close range, the enormous +10 attack bonus totally
6300negates the penalties for using two pistols, resulting in a +4/+0 bonus for
6301your attacks. So, keep some extra pistols around if you've got a
6302scoundrel, or at least a good rifle (or a pistol if you went with Dueling).
6303
6304Of course, there's a disadvantage to all this attack bonus goodness for
6305close proximity ranged attacks: any opponent close to you gets +10 on
6306*their* attacks against you. If there's a bunch of enemies invading your
6307personal space while you're trying out your pistols in someone else's back,
6308chances are you're going to be hurting soon (especially if your target
6309turns around -- ulp!). So, limit your use of point-blank assassinations to
6310stealth sneak attacks, single enemies who are already busy with someone
6311else, or just when you really, *really* need the extra sneak attack damage,
6312no matter what the cost.
6313
6314
6315=============
631610. EQUIPMENT
6317=============
6318
6319***WARNING!***
6320
6321This will likely be the most spoiler-ific section in the guide, as I
6322discuss equipment from all areas of the game, some of which have very plot-
6323revealing names, so if you'd rather discover such equipment on your own, go
6324ahead and skip this section. The equipment listing here is by no means
6325complete; I chose instead to only comment on certain equipment that have
6326notable features (more mundane stuff would just have "no comment" for an
6327analysis, and so isn't included).
6328
6329
6330------------
633110.1 WEAPONS
6332------------
6333Here we deal with the ways you can inflict damage on others, highlighting
6334selected weapons from each category. Upgradeable weapons are marked with
6335an asterisk (*) and considered with their fully upgraded stats.
6336
6337
633810.1.1 Blaster Pistols
6339----------------------
6340Unless otherwise specified, assume a 20-20/x2 threat range for all the
6341pistols.
6342
6343Carth's Blaster* (4-9 Energy; +2 Atk)
6344 Better than a standard blaster, but still not all that great. However,
6345 it's better than most blasters you'll find in stores, so keep it around
6346 until you have a few that are more powerful. Make sure to strip it of
6347 upgrades once you find something better, though.
6348
6349Ion Blaster (1-4 Ion, +1-10 vs. Droids)
6350Verpine Prototype Ion Blaster (3-6 ion, +1-10 vs. droids, +2 Atk)
6351 Keep one of these around early for energy shields and droid attacks. An
6352 extra 1-10 damage is nothign to scoff at for either weapon against
6353 mechanical opponents.
6354
6355Disruptor Pistol (1-4 Physical)
6356Mandalorian Ripper (3-6 Physical; +2 Atk)
6357 While the disruptor pistol does little damage, it can be useful early in
6358 the game because of its physical damage, which will bypass those pesky
6359 energy shields more powerful enemies will use. The ripper, of course, is
6360 a more powerful version. Later you'll find higher damage blasters that
6361 have physical damage components, making these obsolete.
6362
6363Bendak's Blaster* (5-10 Energy; +3 Atk)
6364 Bendak's blaster is a marginal improvement over Carth's and will serve
6365 you well up until mid-game. However, as all four upgrades to blasters
6366 are in short supply for a while, either this or Carth's Blaster will not
6367 be at full strength when you get them.
6368
6369Hold Out Blaster (1-4 Energy; 25% Stun, 6 sec, DC 10 vs. Will)
6370Bothan Quick Draw (2-5 Energy; 25% Stun, 6 sec, DC 10 vs. Will; +1 Atk)
6371Bothan Needler (3-6 Energy; 25% Stun, 6 sec, DC 10 vs. Will; +2 Atk)
6372 The main selling point for these weapons is the stunning effect, which is
6373 a free one-in-four shot at immobilizing a target if the attack hits.
6374 This is, of course, wonderful news for scoundrels, who salivate at the
6375 thought of sneak attacks on a stunned opponnent. However, the stun only
6376 happens 25% of the time and becomes ineffective later in the game, as
6377 higher level characters typically have no problems beating a DC of 10,
6378 although more mundane warrior-types may still have a low enough Will save
6379 to be vulnerable even then. Even then, there are better damage weapons
6380 with stun effects available later on. Check the combat logs occasionally
6381 and see if enemies have no trouble beating the stun DC check. Once they
6382 are resisting consistently, drop these weapons.
6383
6384Sonic Pistol (1-4 Sonic; -1 Dex, DC 14 vs. Ref)
6385Bothan Shrieker (2-5 Sonic; -1 Dex, DC 14 vs. Ref; +1 Atk)
6386 The sonic damage is the claim to fame for these pistols, which have low
6387 damage but will have a chance to lower the target's Dexterity by 1 for 30
6388 seconds with each hit. The question here is, would you rather lower the
6389 target's Dex, or simply find a pistol with higher damage and kill them
6390 outright?
6391
6392Sith Assassin Pistol (3-6 Energy, +1-10 Ion vs. Droids; 25% Stun, 6 sec,
6393 DC 10 vs. Will; +2 Atk; 19-20/x2 TR)
6394 This is a nice little all-purpose package and an effective weapon for
6395 Mission. The damage is decent for a mid-game pistol, plus it's got
6396 effects for droids, stun, and a bigger threat range than normal
6397 pistols.
6398
6399Zabrak Tystel Mark III (3-10 Energy, +2 Physical; +2 Atk)
6400 One of the better high damage pistols in the game, doing a total of 5-12
6401 damage normally with the physical damage factored in, but is overshadowed
6402 by the Mandalorian Heavy Pistol, which is slightly better. Still,
6403 there's enough pistol users in the game for this to see use. T3-M4 will
6404 likely end up with this when all is said and done.
6405
6406Mandalorian Heavy Pistol (4-11 Energy, +2 Physical; +3 Atk)
6407 The best generic pistol in the game. This should always be in use
6408 somewhere. Good damage and a respectable attack bonus make this
6409 dangerous.
6410
6411GenoHaradan Blaster (2-7 Energy; +5 Atk)
6412 Sporting an excellent attack bonus but paltry damage, this blaster is
6413 mainly useful for scoundrels that need the extra accuracy; otherwise,
6414 damage-wise you'll have much better pistols by the time you get this.
6415
6416(Saul's) Sith Assassin Pistol (6-9 Energy, +1-10 Ion vs. Droids; 50% Stun,
6417 6 sec, DC 10 vs. Will; +5 Atk; 19-20/x2 TR)
6418 This pistol is unique but unfortunately named the same as the normal Sith
6419 pistols. Of course, as Saul's personal weapon, it's clearly superior,
6420 having good damage, a higher chance at a stun (although the stun is
6421 easily broken), an awesome attack bonus, and a bigger threat range than
6422 standard pistols. Great for Mission if you're working her as a pistol
6423 user.
6424
6425Cassus Fett's Heavy Pistol* (6-19 Energy; +5 Atk; 19-20/x2 TR)
6426 It costs a big chunk of money to acquire, but Cassus Fett's pistol
6427 clearly blows every other pistol out of the water when it comes to
6428 damage. Weld this one to Carth's or Mission's main hand if you buy it on
6429 Korriban. Note that the upgraded threat range is considered a Keen
6430 upgrade, and so will act as a 20-20 range with an extra multiplier, not
6431 as a true 19-20 range would.
6432
6433
643410.1.2 Blaster Rifles
6435---------------------
6436Unless otherwise specified, assume rifles have a 19-20/x2 threat range.
6437
6438Zaalbar's Bowcaster* (3-12 Energy; +3 Atk; 17-20/x2 TR)
6439 More damage than your standard rifle with full upgrades, so it'll be
6440 useful up until mid-game. Of particular note is the extended critical
6441 range, which can be useful for a character like Mission that uses a lot
6442 of Sniper Shot.
6443
6444Blaster Carbine (1-8 Energy)
6445 Not sure why this is actually in the game, as it's less common than the
6446 standard blaster rifle, but is actually *worse*, having the same damage
6447 but a lower range. Sell off this one.
6448
6449Ion Rifle (1-6 Ion, +2-12 vs. Droids; 20-20/x2 TR)
6450Bothan Droid Disruptor (2-7 Ion, +2-12 vs. Droids; +1 Atk; 20-20/x2 TR)
6451Verpine Droid Disruptor (3-8 Ion, +2-12 vs. Droids; +2 Atk; 20-20/x2 TR)
6452 The rifle version of the ion blaster pistol variations, their use is the
6453 same: energy shields or droids, shelve otherwise.
6454
6455Disruptor Rifle (1-6 Physical; 20-20/x2 TR)
6456Zabrak Disruptor Cannon (8-13 Physical; +2 Atk; 20-20/x2 TR)
6457 The disruptor rifle has the same use as disruptor pistols: use early to
6458 bypass energy shield, discard later for higher damage. It's a shame you
6459 can't find the disruptor cannon until late, but if you haven't already
6460 bought unique rifles that offer more damage or are having energy shield
6461 problems, make sure to equip this.
6462
6463Mandalorian Assault Rifle (3-10 Energy; 25% Stun, 6 sec, DC 10 vs. Will;
6464 +2 Atk)
6465 This is the only available stun rifle in the game, paltry compared to the
6466 multiple options for pistols. It does respectable damage, however, so
6467 it's a useful weapon until later when enemies can consistently resist the
6468 stunning effect.
6469
6470Sonic Rifle (1-6 Sonic; -1 Dex, DC 14 vs. Ref; 20-20/x2 TR)
6471Bothan Discord Gun (2-7 Sonic; -1 Dex, DC 14 vs. Ref; +1 Atk; 20-20/x2 TR)
6472 Sonic rifles do barely more damage than their pistol counterparts and
6473 just don't hurt enough compared to other rifles you can pick up, although
6474 the Dexterity damage is nice.
6475
6476Bowcaster (1-10 Energy, +2 Physical)
6477 You can pick up multiple bowcasters up while adventuring in Kashyyyk, and
6478 the Wookiee product is significantly better than standard blaster
6479rifles,
6480 so upgrade all your rifle-toting characters to at least these once you
6481 get them.
6482
6483Zabrak Battle Cannon (6-13 Energy; +3 Atk)
6484 Available for purchase in Manaan, the battle cannon's got respectable
6485 damage, but you can acquire better rifles later, so I'd hold off on
6486 buying it.
6487
6488Jurgan Kalta's Carbine (4-11 Energy, +2 Physical; +3 Atk)
6489 For a famous Zabrak mercenary's personal weapon, this is surprisingly
6490 weak (although just as good as the battle cannon), and furthermore not
6491 upgradeable. Given a choice, pick this up over the battle cannon due to
6492 its physical damage, but you can do better.
6493
6494Chuundar's Bowcaster (3-12 Energy, +4 Physical; +2 Atk)
6495 Chuundar's tweaked his bowcaster to be better than your average, er,
6496 bowcaster, and a nice rifle in general. The big physical damage
6497 component means you can toss your disruptor rifle, if you haven't already
6498 done so.
6499
6500Jurgan Kalta's Assault Rifle* (2-12 Energy, +1-4 Ion, +1-4 Piercing,
6501 +1-6 Ion vs. Droids; +5 Atk)
6502 Jurgan's other rifle, available for a limited time on Dantooine, looks
6503 weaker than his carbine initially, but upgrades to a sort of Swiss Army
6504 Knife kind of weapon, encompassing three different types of damage (for
6505 4-20 total damage), extra droid damage, and a great attack bonus. One of
6506 the best rifles available, superceded only by...
6507
6508Jamah Hogra's Carbine* (5-15 energy, +2-8 physical; +5 Atk)
6509 While Jurgan would likely be offended that an incompetent mercenary had a
6510 better weapon, the fact remains that Jamah's fully upgraded carbine is
6511 the most damaging ranged weapon available in the game.
6512
6513
651410.1.3 Heavy Weapons
6515--------------------
6516There's not much to say about heavy weapons, other than they're ironically
6517pretty light compared to rifles in general. Either this means that they're
6518broken in the game implementation (repeaters don't actually shoot more
6519often), or that Bioware didn't spend a lot of time designing good heavy
6520weapons.
6521
6522Ordo's Repeating Blaster* (5-14 Energy; +1 Atk; 20-20/x2 TR)
6523 When the best heavy weapon in the game is Canderous's starting blaster,
6524 then that doesn't bode well for the weapon class's longevity. Regardless,
6525 when fully upgraded, this is a respectable weapon up until the highest
6526 level rifles , which gives Canderous plenty of time to specialize in
6527 another category...
6528
6529
653010.1.4 Melee Weapons
6531--------------------
6532For such an advanced civilization, you'd think no one would whip out a good
6533old-fashioned sword, but with the advent of energy shields (and Bioware
6534drastically reducing blaster damage from the pen-and-paper version of the
6535Star Wars RPG), you'll see melee weapons in use fairly often. All are
6536assumed to have cortosis weaved in, to explain why lightsabers don't just
6537cut through them like butter...
6538
6539Unless otherwise specified, single-handed melee weapons have a 19-20/x2
6540threat range, while two-handed melee weapons have a 20-20/x2 range.
6541Remember that while two-handed weapons are listed with a single damage
6542range, they actually attack twice a round.
6543
6544Prototype Vibroblade* (5-14 Physical; +3 Atk; Balanced)
6545 Considering how early you get this weapon, it's quite a nice little blade
6546 when upgraded, and balanced to boot, allowing you to use it in the
6547 off hand when you find better main hand weapons. In fact, there are few
6548 off hand melee weapons better than this in the game, although having to
6549 keep all the upgrades on the weapon makes it more expensive than it
6550 looks.
6551
6552Quarterstaff (1-6 Physical)
6553 Pretty paltry damage, but for those of you that can't stand to go through
6554 the game one minute without a two-handed melee weapon, you can buy this
6555 for cheap right at the beginning of the game...
6556
6557Stun Baton (1 Physical; 25% Stun, 6 sec, DC 10 vs. Will; 20-20/x2 TR)
6558Bothan Stun Stuck (2 Physical; 25% Stun, 6 sec, DC 10 vs. Will; +1 Atk;
6559 20-20/x2 TR)
6560Vulkar Shock Stick (2-5 Physical; 25% Stun, 6 sec, DC 10 vs. Will;
6561 20-20/x2 TR)
6562Bothan Chuka (3 Physical; 25% Stun, 6 sec, DC 10 vs. Will; +2 Atk;
6563 20-20/x2 TR)
6564 You can't use them with another weapon and they do pitiful damage, so the
6565 only redeeming feature for these weapons is their stun effect. Again,
6566 you only get the stun effect 25% of the time, but early on the stun
6567 effect can be powerful, since low-level enemies typically have weak Will
6568 saves, plus early on you can use death blows to quickly dispatch enemies
6569 (see Gameplay Mechanics for details). These are intriguing options if
6570 you're playing a single-wielding melee scoundrel somewhere, you'll likely
6571 value the stunning chance more than actual damage, since you should
6572 always be maneuvering for a sneak attack anyway. Considering you can
6573 pick up Vulkar Shock Sticks early on for free, the other options won't
6574 see much use. Once enemies are consistently saving against the stunning
6575 effect, ditch for more powerful weapons.
6576
6577Mission's Vibroblade* (2-11 Physical, +1 Energy; +2 Atk; Balanced)
6578 Mission's personal weapon unfortunately isn't all that great even when
6579 fully upgraded, but as she's a kid, it's excusable... Easily replaced
6580 once you find some nicer weapons.
6581
6582Vibro Double-Blade (2-16 Physical)
6583 You may be able to pick one of these up on Taris depending on how you do
6584 your quests; otherwise, it's available for purchase on Manaan and
6585 Korriban. Good damage for an early game weapon, but not as good as stuff
6586 you'll find later, so your call as to whether you want to spend money on
6587 it if you don't pick it up in Taris.
6588
6589Chieftain's Gaffi Stick (5-12 Physical; Weakness, DC 20 vs. ?; +2 Atk;
6590 20-20/x2 TR)
6591 While it doesn't have huge damage, the extra weakness effect on hit is a
6592 nice little bonus. Of course, this is a quest item for Tatooine, which
6593 means you'll likely not keep this for long, but it's a decent weapon
6594 while you have it.
6595
6596Echani Foil (5-15 Physical; +3 Atk; 17-20/x2 TR)
6597 You can find this foil on Manaan. Its main benefit is a Keen edge, which
6598 increases its threat range (but it's still subject to the critical hit
6599 multiplier rules).
6600
6601Krath Double Sword (4-14 Physical, +1 Cold; +2 Atk)
6602 You can pick up this decent two-handed weapon while poking around
6603 Kashyyyk.
6604
6605Echani Vibroblade (3-12 Physical, +2 Cold; +2 Atk; Balanced)
6606 A quest reward on Kashyyyk, this is one of the better balanced weapons in
6607 the game, although it's still slightly less powerful compared to the
6608 fully upgraded Prototype Vibroblade.
6609
6610Ajunta Pal's Blade (5-15 Physical, +2 Fire; +5 Atk)
6611 While it's called a blade, this Sith artifact found on Korriban is
6612 actually a two-handed weapon, and quite a nice one at that, with an
6613 enormous attack bonus.
6614
6615Naga Sadow's Poison Blade (4-15 Physical; Poison, DC 25 vs. Fort; +3 Atk)
6616 Another Sith artifact from Korriban, the modest damage on the sword is
6617 enhanced by an extremely hard-to-resist poison effect. While it's not
6618 balanced, I like using this as an off hand weapon for the poisoning
6619 effects. Mission can get a lot of mileage out of this weapon if she's
6620 using a single melee weapon, too.
6621
6622GenoHaradan Poison Blade (5-15 Physical; Poison, DC 15 vs. Fort; +3 Atk)
6623 One of your rewards for being a bad kinda killing person for the
6624 Genoharadan, the poison is a nice effect, but not as strong or as hard to
6625 resist as the poison on Naga Sadow's blade.
6626
6627(The One's) Vibrosword (7-17 Physical; +5 Atk)
6628 You can find this pair of vibroswords (which are simply listed as plain
6629 vibroswords, unfortunately) late in the game. While not having any
6630 special properties, they do great damage and have an exceptional attack
6631 bonus.
6632
6633Sanisiki's Blade* (3-12 Physical, +1-6 Energy, +3 Ion vs. Droids; +3 Atk;
6634 17-20/x2 TR; Balanced)
6635 Available for a limited time at Dantooine, this is the best balanced off
6636 hand weapon in the game. However, with that being said, it's not *that*
6637 much better than the Prototype Vibroblade or Echani Vibroblade, so you
6638 may not want to shell out the money if you're short on cash. Makes a
6639 nice accompaniament to Bacca's Ceremonial Blade, with the extra droid
6640 damage and the increased critical range.
6641
6642Yusani's Brand* (4-18 Physical, +3 Fire, +6-10 Ion vs. Droids; 50% Stun,
6643 4 rounds, DC 10 vs. Will; +3 Atk; 19-20/x2 TR)
6644 The last word when it comes to two-handed melee weapons, Yusani's Brand
6645 drops a bunch of damage, plus a stunning effect and a good threat range
6646 for a two-handed weapon. Worth the investment if you want to buy it from
6647 Tatooine.
6648
6649Bacca's Ceremonial Blade* (6-16 Physical, +4 Energy, +2-12 Bludgeoning vs.
6650 Droids; +4 Atk; +2-12 Massive Criticals)
6651 A quest reward on Kashyyyk, this blade is worshipped by Wookiees for good
6652 reason, having the best damage output out of any melee weapon, great
6653 droid damage, and if that wasn't enough, a bunch of extra damage for
6654 critical hits. Especially nice if the user has Master Critical Strike to
6655 take full advantage of the massive criticals.
6656
6657Rakatan Battle Wand* (3 Physical, +1-10 Ion, +2 Electrical; Stun, 2 rounds,
6658 DC 18 vs. Will; 50% Stun, 1 round, DC 14 vs. Will;
6659 +4 Atk)
6660 Not available until late in the game, this has some of the most dramatic
6661 upgrades of any upgradeable weapon, going from 3 to 6-15 damage, plus
6662 adding the most powerful weapon stunning effect in the game, allowing you
6663 to possibly stun *two* times per attack. There are very few standard
6664 enemies that can make a Will save against DC 18. However, the fact that
6665 you can't use this with another weapon hurts its utility. The extreme
6666 stunning effects make this a godsend for Mission if you chose to make her
6667 a single-wielding melee fighter, however.
6668
6669
667010.1.5 Lightsaber Crystals
6671--------------------------
6672Lightsabers themselves are pretty simple to discuss: there's the standard
6673lightsaber, which does 2-16 damage with a 19-20/x2 threat range; the
6674double-bladed lightsaber, which does 2-20 damage with a 20-20/x2 threat
6675range; and the balance short lightsaber, which does 2-12 damage with a 19-
667620/x2 range.
6677
6678However, lightsabers are a customizable through two crystal slots, which
6679can hold two different crystal modifiers. So, it's more instructive to
6680discuss the crystals themselves (other than the color crystals, which have
6681an obvious function). Remember that crystals attached to double-bladed
6682lightsabers are essentially doubled, since they're used for both attacks
6683done by the lightsaber.
6684
6685Bondar Crystal (25% Stun, 6 sec, DC 10 vs. Will)
6686 This can be useful early on, but lessens in power as the game progresses
6687 and enemies can consistently beat a DC 10 save. Drop on a double-bladed
6688 lightsaber to get extra stunning opportunities. Especially fun for
6689 scoundrel-based Jedi, of course.
6690
6691Damind Crystal (+3 Atk)
6692Rubat Crystal (+1 Atk; +1 Energy)
6693Erlat Crystal (+2 Atk; +2 Energy)
6694Krayt Dragon Pearl (+3 Atk; +2 Energy)
6695Sapith Crystal (+2 Atk; +3 Energy)
6696 These crystals all add straightforward attack and damage bonuses.
6697
6698Phond Crystal (+1-6 Physical)
6699Sigil Crystal (+1 Atk; +1-6 Energy)
6700Upari Crystal (+3 Atk; +1-8 Energy)
6701 These crystals add a range of extra damage. The Phond is interesting
6702 because of the physical component, which will allow you to do damage
6703 through someone with an energy shield rather than depleting the shield
6704 like the lightsaber normally does.
6705
6706Luxum Crystal (+2 Atk; +1-6 Energy vs. Droids)
6707Firkann Crystal (+2 Atk; +2-12 Energy vs. Droids)
6708 Specialized droid killer crystals.
6709
6710Nextor Crystal (+1 Atk; x2 threat range)
6711 This adds the Keen property to your lightsaber. Much more useful on a
6712 standard or short lightsaber rather than a double-bladed lightsaber,
6713 which has a small threat range.
6714
6715Opila Crystal (+3 Energy; +2-12 Energy Massive Criticals)
6716 The crystal of choice for users of Critical Strike, this adds an extra 2-
6717 12 damage to the already double damage of a critical hit.
6718
6719Jenreax Crystal (+2 Energy; +5 Blaster Deflection)
6720 The only defensive crystal, this adds a substantial bonus to Jedi Defense
6721 checks. A nice crystal to use on an off hand short lightsaber, since it
6722 doesn't matter whether the crystal is on the main or off hand when dual
6723 wielding lightsabers. The only crystal that isn't effectively doubled by
6724 a double-bladed lightsaber, as the deflection bonus is only applied when
6725 attacked, not when attacking. Dual wielding lightsabers and putting a
6726 Jenreax in both would double the deflection bonus, though.
6727
6728Solari Crystal (+3 Atk; +3 Energy, +1-8 Physical vs. Dark Side; Light Side
6729 only)
6730 One of the most powerful crystals in the game is a bonus for those that
6731 keep up the tenets of the Jedi order, smiting evildoers for 4-11 extra
6732 damage.
6733
6734
6735There are many ways to combine the above crystals, but a few notable
6736combinations come to mind:
6737
6738Upari + Solari (+6 Atk; +4-11 Energy, +1-8 Physical vs. Dark Side; Light
6739 Side only)
6740 The best general lightsaber available to a light side Jedi. Against dark
6741 Jedi this does an incredible +5-19 extra damage beyond the normal
6742 lightsaber's damage.
6743
6744Upari + Sigil (+4 Atk; +2-14 Energy)
6745Upari + Sapith (+5 Atk; +4-11 Energy)
6746Upari + Krayt (+6 Atk; +3-10 Energy)
6747 If you can't use the Solari combination, these are the next best choices
6748 in terms of damage with the Upari. The Sigil combo has a slight
6749 advantage in average damage over any other combination, but the Sapith
6750 combo has about the same average damage for a higher attack, and the
6751 Krayt goes higher still with attack for less damage.
6752
6753Firkann + Luxum (+4 Atk; +3-18 Energy vs. Droids)
6754 The specialized "droid stomper" lightsaber. If you don't have the
6755 Shutdown series of powers available to take down droids, keep this
6756 combination on a reserve standard or double-bladed lightsaber and switch
6757 when you're attacking mechanical opponents. Just remember to switch back
6758 to your normal lightsaber later; it's a good idea to make this reserve
6759 lightsaber a different color than your main one as a reminder.
6760
6761Nextor + Opila (+1 Atk; +3 Energy; x2 TR; +2-12 Energy Massive Criticals)
6762Solari + Opila (+3 Atk; +6 Energy; +1-8 Physical vs. Dark Side; +2-12
6763 Energy Massive Criticals)
6764Upari + Opila (+3 Atk; +4-11 Energy; +2-12 Energy Massive Criticals)
6765 The lightsabers for those that love Critical Strike. Put the Nextor-
6766 Opila combo on a standard lightsaber to get a 50% threat chance when
6767 using Master Critical Strike. However, you may end up getting more
6768 mileage by sacrificing the Nextor's extra threat range for a Solari or
6769 Upari crystal for more overall damage; you'll get a smaller 40% chance
6770 for a threat when using Master Critical Strike, but will be doing much
6771 more damage per hit, and thus more critical hit damage when you do get a
6772 successful threat.
6773
6774
6775----------
677610.2 ARMOR
6777----------
6778This covers various body armors, plus head gear, belts, and gloves. For
6779body armors, upgradeable armors are considered fully upgraded.
6780
6781
678210.2.1 Armor (Light)
6783-------------------
6784Light armor is characterized by modest defensive bonuses along with cushy
6785max Dex limits. Most non-Jedi classes can wear this kind of armor.
6786
6787Republic Mod Armor* (6 Def; +4 max Dex; Immunity: Mind-Affecting)
6788 You can find this light armor early on snooping around Taris, and it's
6789 quite good, although the slightly lower defense and Dex limit compared to
6790 the best armors means you'll eventually grow out of it. The mind-
6791 affecting immunity is great for dark Jedi battles, though.
6792
6793Echani Fiber Armor* (7 Def; +5 max Dex; 20/- vs. Cold; 20/- vs. Fire)
6794 Strangely enough, one of the best light armors is *also* available on
6795 Taris. When upgraded, the 7 defense is the best you can do for any light
6796 armor, so you'll likely keep this right up until the end of the game.
6797
6798Darth Bandon's Fiber Armor* (7 Def; +5 max Dex; 25/- vs. Fire;
6799 Immunity: Mind-Affecting)
6800 You'll pick this armor up after a major battle with, you guessed it,
6801 Darth Bandon. Excellent defense and extra mind-affecting immunity make
6802 this slightly better than the Echani Fiber Armor.
6803
6804GenoHaradan Mesh Armor (7 Def; +5 max Dex; +4 Stealth; +3 Dex)
6805 Available only if you're willing to slit a few throats on the side, this
6806 mesh armor not only has the same defense as the best fiber armors, but
6807 gives a boost to your Stealth skill and your Dexterity attribute.
6808
6809
681010.2.2 Armor (Medium)
6811---------------------
6812Medium armor doesn't see much use in the game, as the two NPCs that can use
6813it, Carth and Canderous, will usually gravitate towards heavy armor, and
6814the one NPC scout, Zaalbar, can't wear armor at all. So, unless you
6815upgrade one of the NPC's armor proficiencies (say, Mission) or you want to
6816wear medium armor on your main character, these won't see a lot of use.
6817The selection for medium armor is somewhat weak anyway, since it tries to
6818find a balance between high Dex limits from light armor and the huge
6819defensive bonuses of heavy armor; if your character has a high Dexterity,
6820you get better overall defense from light armor, and if you have poor
6821Dexterity, you're better off with heavy armor. Only those that have Dex
6822modifiers in the +2 to +3 range will want to consider medium armor.
6823
6824Davik's War Suit (8 Def; +3 max Dex; 10/- vs. Cold; 10/- vs. Fire)
6825 While Davik has poor color sense, his suit of armor is indeed a nice
6826 piece of work, sporting a higher-than-average defense with a good Dex
6827 limit.
6828
6829Powered Light Battle Armor (8 Def; +2 max Dex; 25/- vs. Sonic; +1 Str)
6830 Available on Tatooine or found in various locations, this battle armor
6831 has a lower max Dex than other notable armor, but gives a marginal
6832 strength bonus when used.
6833
6834Krath Holy Battle Suit (9 Def; +2 max Dex; 15/- vs. Cold; 15/- vs. Fire;
6835 15/- vs. Sonic)
6836 Bought on Korriban, this suit offers respectable defense and light
6837 resistance to the elements.
6838
6839Exar Kun's Light Battle Suit (9 Def; +3 max Dex)
6840 For a piece of armor that's attributed to an infamous Sith, this has
6841 disappointly little in the ways of extra frills. On the other hand, not
6842 having his aura hanging around probably makes it more comfortable.
6843 Purchased, appropriately enough, on Korriban.
6844
6845Jamah Hogra's Battle Armor (11 Def; +2 max Dex; Immunity: Critical Hits;
6846 +1 Str)
6847 Once again it falls to rich, incompetent mercenaries to provide the best
6848 stuff (see Jamah's carbine rifle, above). Jamah's bathtub fallacy allows
6849 you pick up his armor for a limited time on Kashyyyk. With defense
6850 rivaling most heavy armors and a built-in Strength boost, this outstrips
6851 any other medium armor you'll see.
6852
6853
685410.2.3 Armor (Heavy)
6855--------------------
6856Heavy armor is the thickest plating you can put on your organic body, and
6857as such have little in the ways of flexibility. The defensive values for
6858heavy armor is thus outstanding, but they offer little in the way of
6859Dexterity limits, so highly dextrous characters may find more utility from
6860lighter armors.
6861
6862Powered Battle Armor (9 Def; +1 max Dex; +1 Str)
6863 While the defensive benefits aren't the best, this armor comes with a
6864 nice strength boost.
6865
6866Mandalorian Battle Armor (11 Def; 0 max Dex; 25/- vs. Electrical)
6867 Taken off the backs of Mandalorian corpses, this has an excellent defense
6868 and protection against the occasional shock-happy dark Jedi.
6869
6870Mandalorian Assault Armor (13 Def; 0 max Dex; 25/- vs. Cold; 25/- vs. Fire)
6871 One of the few armors that come with a headpiece, this will serve to
6872make
6873 your character unrecognizable and will cause you to constantly wonder
6874 whether you're under attack by unstealthed Mandalorians. Oh, and it also
6875 has the second-best defense of any armor and resistances.
6876
6877Verpine Zal Alloy Mesh (12 Def; +1 max Dex; 25/- vs. Cold; 25/- vs. Fire;
6878 25/- vs. Sonic)
6879 You can pick this up late in the game as a quest reward. For characters
6880 with any sort of Dex bonus, this has the same defensive benefits and
6881 resistances of the Mandalorian Assault Armor, without the wonky helmet.
6882
6883Calo Nord's Battle Armor* (12 Def; +1 max Dex; 10/- vs. Cold;
6884 10/- vs. Fire; 10/- vs. Sonic;
6885 Immunity: Mind-Affecting;
6886 Immunity: Critical Hits)
6887 You can eventually pry this off the little bugger, and one look will tell
6888 you why he's survived for so long. With a huge defense, a few
6889 resistances, and immunity to both mind effects *and* critical hits, this
6890 is among the best armors in the game.
6891
6892Cassus Fett's Battle Armor* (14 Def; 0 max Dex; 10/- vs. Cold;
6893 10/- vs. Fire; 10/- vs. Sonic; +1 Str)
6894 You wonder who managed to finally off Cassus Fett, because besides an
6895 incredible pistol, he had incredibly good armor. This armor has the best
6896 defense available for any armor in the game when upgraded, plus some
6897 resistances and a Strength boost. The catch? It's only available for a
6898 short while on Dantooine, and it's *expensive*.
6899
6900
690110.2.4 Jedi Robes
6902-----------------
6903Jedi robes are for the most part straightforward. All of them have a max
6904Dex bonus of +8, and the rest is just a color or defense difference, where
6905the normal robes have a defense of 1, the Knight version has 2 defense, and
6906the Master robes have 3. There are a few notable robes that have extra
6907effects, however:
6908
6909Qel-Droma Robes (5 Def; +8 max Dex; +2 Wis; Light Side only)
6910 Found on Korriban, these Jedi robes are only for do-gooders, and give a
6911 substantial (or at least substantial for robes) defensive bonus, plus a
6912 Wisdom boost for more Force oomph.
6913
6914Darth Revan Robes (5 Def; +8 max Dex; +4 Str; Regen: 1; Dark Side only)
6915 Yes, it's possible to pick up the former Dark Lord's threads on the Star
6916 Forge, and they're pretty nice. A big Strength boost makes your
6917 lightsaber more deadly, plus you get rudimentary regenerative powers.
6918
6919Star Forge Robes (5 Def; +8 max Dex; +2 all saves; +5 Wis; Light Side only)
6920 Hmm, where would you be able to find these? ;) These powerful Jedi
6921robes
6922 will give a Jedi following the light side good defense, better saves, and
6923 a huge Wisdom bonus.
6924
6925
692610.2.5 Belts
6927------------
6928Belts come in a variety of forms, from the stealth generators to those that
6929give you save bonuses, to those that give you damage reduction.
6930
6931Stealth Field Generator (enables Stealth)
6932Sound Dampening Stealth Unit (enables Stealth, +2 Stealth)
6933Advanced Stealth Unit (enables Stealth, +4 Stealth)
6934Eriadu Stealth Unit (enables Stealth, +6 Stealth)
6935GenoHaradan Stealth Unit (enables Stealth, +8 Stealth)
6936 All of these units enable scoundrel-based characters to use their Stealth
6937 skills through a camouflage field generated by the belt. Outside of the
6938 basic Stealth Field Generator, the better units also offer various
6939 upgrades to the skill to help you remain undetected, although as always,
6940 the GenoHaradan unit is only available if you do some contract killing.
6941 Only useful if you have at least one rank in Stealth.
6942
6943Cardio-Regulator (+2 Fort)
6944Verpine Cardio-Regulator (+3 Fort)
6945 The main equipment for Fort save increases, mainly useful for scoundrels
6946 with their low Fort saves -- but they usually have a Stealth unit on, so
6947 just use them when you have nothing better to use.
6948
6949Adrenaline Amplifier (+2 Ref)
6950Advanced Adrenaline Amplifier (+3 Ref)
6951 Similar to the Cardio-Regulator, except for Ref saves. Normally this
6952 isn't a problem for any characters unless they have low Dexterity and low
6953 Ref saves, like Canderous.
6954
6955Power Belt (+1 Str)
6956 Found on Taris, this isn't really worth much, as gauntlets that do the
6957 same thing are easy to find. Save your waist for something more
6958 important.
6959
6960Brejik's Belt (5/- vs. Bludgeoning)
6961 Considering how many bludgeoning weapons you see (not many), the
6962 usefulness of this is limited. But, if you don't have any other good
6963 belts to use (and when you get this you likely won't), it can't hurt.
6964
6965Nerve Amplifier Belt (Immunity: Mind-Affecting)
6966 Commonly available, this is mostly useful when fighting against Jedi
6967 using Fear and other mind-warping powers.
6968
6969Thermal Shield Generator (Immunity: Fire)
6970 Vocab word for the day: ablation, as in the "ablation of directed heat
6971 attacks" that this belt does. Means vaporize, as in, doesn't hurt you.
6972 Mainly useful against droids with flamethrowers and plasma grenades or
6973 mines, and probably a good deterrent to all the heat around Tatooine
6974 where it's available.
6975
6976Electrical Capacitance Shield (Immunity: Electricity)
6977 Available for a limited time on Kashyyyk, this grounds your character and
6978 prevents any electrical attacks from shocking you. This mainly annoys
6979 dark Jedi, who enjoy the shock thing. Especially when you start laughing
6980 at them after they waste a round throwing lighting bolts at you.
6981
6982CNS Strength Enhancer (+2 all saves, +2 Str)
6983 Quite a nice belt, giving you more melee damage along with the
6984 functionality of a Cardio-Regulator, an Adrenaline Amplifier, and a
6985 Neural Band all in one package. Available for a limited time on
6986 Dantooine.
6987
6988Adrenaline Stimulator (+4 all saves, +2 Dex)
6989 The granddaddy of all saving throw belts, this gives enormous save
6990 bonuses and a small boost to your Dex. Very expensive Korriban product,
6991 but worth it if you're concerned about your safety.
6992
6993
699410.2.6 Gloves
6995-------------
6996Gloves usually come in attribute-enhancing flavors, with the occasional
6997deviations into skills, saves, or feats.
6998
6999Brejik's Gloves (+1 Dex)
7000 The more applicable Dex enhancer means this Brejik item will see more use
7001 than his other equipment.
7002
7003Strength Gauntlets (+1 Str)
7004Eriadu Strength Amplifier (+2 Str)
7005Sith Power Gauntlets (+3 Str)
7006GenoHaradan Power Gloves (+4 Str)
7007Dominator Gauntlets (+5 Str)
7008 The main use for gloves, all of these give you a Strength enhancement in
7009 various degrees. The GenoHaradan gloves are only available as a reward
7010 for assassinating people, and the Dominator is the most expensive item in
7011 the game, purchased late in the game on Korriban.
7012
7013Stabilizer Gloves (+2 Demolitions)
7014Verpine Bond Gloves (+6 Demolitions)
7015 For those that handle explosives, this can allow you to pick up the next
7016 mine, or save points on your skills. Only useful if you have at least
7017 one rank in Demolitions.
7018
7019Infiltrator Gloves (+4 Computer Use; +4 Security; +1 Dex)
7020 Sold for a limited time on Dantooine, these gloves give slicing and
7021 lockpicking bonuses along with a marginal Dexterity bonus. Nice for
7022 scouts or scoundrels that are looking for a skills boost, plus as a
7023 reserve item for extra savings on computer slicing (a rather expensive
7024 reserve item, though).
7025
7026Karakan Gauntlets (+3 all saves, +1 Dex)
7027 This pricey item sold on Tatooine is the second-best saving throw item in
7028 the game, although its use will clash with the strength enhancers most
7029 melee characters will want to use as gloves. For ranged weapon users or
7030 those that care more about their accuracy than their damage, though, this
7031 is a nice boost.
7032
7033Marko Ragnos' Gauntlets (Weapon Focus/Specialization: Lightsaber; Dark Side
7034 only)
7035 Found on Korriban, this Sith artifact allows evil-minded Jedi to
7036 experience the benefits of lightsaber specialization, or at least will
7037 save two feats for a guardian.
7038
7039
704010.2.7 Head Gear
7041----------------
7042While head gear has a myriad of useful applications, this is one of the
7043least-used portions of armor for me. Why? Because all the visors,
7044goggles, and masks are incredibly, well, ugly. Not only do the characters
7045not pull their head gear up when talking to you, which is rather rude, but
7046most of the equipment looks like some metal monster's taken over the
7047character's face. Perhaps the Wookiee has it right when he refuses to wear
7048any head gear... Only the bands, which don't obscure the eyes, ever really
7049see any heavy use when I play. Your mileage may vary here, and you may be
7050able to stand the fashion faux pas for most of the head gear, which is
7051admittedly highly useful, but as for me, I'd rather keep my complexion
7052clear.
7053
7054Note that some head gear has armor proficiency restrictions, so their use
7055may be restricted to certain classes.
7056
7057Neural Band (+2 Will)
7058Verpine Headband (+3 Will; +2 Awareness)
7059 The counterpart Will save enhancer to Cardio-Regulators and Adrenaline
7060 Amplifiers. Verpine Headbands have the added bonus of adding a small
7061 Awareness boost.
7062
7063Aural Amplifier (+2 Awareness)
7064Advanced Aural Amplifier (+4 Awareness)
7065Light-Scan Visor (+4 Awareness; requires Armor Proficiency: Light)
7066 Basic equipment that enhances your ability to see mines and stealthed
7067 opponents. The Light-Scan Visor is cheaper than the Advanced Aural
7068 Amplifier but has an armor restriction, plus it gets points docked for
7069 being a sickly green.
7070
7071Motion Detection Goggles (+2 Awareness; +1 Demolitions, Security;
7072 requires Armor Proficiency: Light)
7073Bothan Perception Visor (+3 Awareness; +2 Demolitions, Security;
7074 requires Armor Proficiency: Light)
7075Bothan Sensory Visor (+4 Awareness; +3 Demolitions, Security; Immunity:
7076 Critical Hits; requires Armor Proficiency: Light)
7077 This set of head gear gives extra boosts to scoundrel class skills,
7078 althoug the Awareness and Demolitions boost can be useful to anyone,
7079 really.
7080
7081Interface Band (+2 Computer Use, Demolitions, Security; 5/- vs. Sonic)
7082Interface Visor (+4 Computer Use, Demolitions, Security; 5/- vs. Sonic;
7083 requires Armor Proficiency: Light)
7084 Yet another in a long list of head gear that boosts scoundrel skills,
7085 along with rudimentary sonic damage resistance. As one of the few items
7086 that increase Computer Use, these can be good reserve items to keep
7087 around when you need to slice something without an expert slicer around.
7088 This is especially true of the Visor, which gives an automatic 1-spike
7089 reduction.
7090
7091GenoHaradan Visor (+3 Ref; +4 Awareness; +2 Demolitions)
7092Demolitions Sensor (+8 Awareness; +4 Demolitions)
7093 More items that boost skills, this time focused on mines. The
7094 GenoHaradan Visor has modest skill increases and a save boost, and as
7095 usual is available if you do some contract killing. The Demolitions
7096 Sensor, however, is the Last Word when it comes to finding and working
7097 with mines and should be a permanent fixture on your best demolitions
7098 expert for a long time.
7099
7100Tulak Hord's Mask (+2 Stealth; 10/- vs. Fire; Dark Side only)
7101Stealth Field Reinforcement (+8 Stealth; requires Armor Proficiency: Light)
7102 While these aren't very similar cosmetically, they serve a similar
7103 purpose, that of enhancing the wearer's Stealth skill. The mask can be
7104 found on Korriban, while the reinforcer is around for a little while on
7105 Dantooine.
7106
7107Verpine Ocular Enhancer (+1 Dex; 5/- vs. Sonic)
7108 The sonic damage reduction isn't worth much, but this provides an
7109 alternative method of getting an extra point of Dexterity. Purchased on
7110 Korriban.
7111
7112Sonic Nullifiers (10/- vs. Sonic)
7113 This would be useful -- if you saw Sonic weapons anywhere near
7114 frequently. But you won't, so it isn't.
7115
7116Davik's Visor: (Improved Power Blast)
7117 Note that this doesn't give you Power Blast, so if you don't already know
7118 the basic version, you won't get the improved version. So, only
7119soldiers
7120 are going to use this, and honestly, there are better things to put on
7121 your head.
7122
7123Combat Sensor (Weapon Focus: Blaster Pistol, Blaster Rifle; +2 Dex)
7124Pistol Targeting Optics (Weapon Focus/Specialization: Blaster Pistol)
7125Heavy Targeting Optics (Weapon Focus/Specialization: Blaster Rifle,
7126 Heavy Weapons)
7127 Non-soldier blaster users rejoice! With the right head gear, you, too,
7128 can have specialization, or in the case of the Combat Sensor, get a +2 to
7129 your attack. You'll just have to sacrifice feeling the wind blow on
7130your
7131 face... The sensor and pistol optics can be purchased on Manaan, while
7132 the heavy optics are bought on Korriban.
7133
7134Breath Mask (Immunity: Poison)
7135Vacuum Mask (Immunity: Mind-Affecting, Poison)
7136 Head pieces that keeps you safe from the side effects of poisonous
7137 monsters (and poisonous Jedi), and for the Vacuum Mask, mind-warping
7138 agents, as well. Not as useful when there's a Jedi with light side
7139 powers, many of which prevent or cure poison, but can be handy for those
7140 dark side Jedi who tend to not take care of themselves.
7141
7142Stabilizer Mask (+2 all saves; Immunity: Mind-Affecting;
7143 requires Armor Proficiency: Medium)
7144 Bonuses to all saves and immunity to mind warping is your reward for
7145 wearing this fashion accessory.
7146
7147Sith Mask (Immunity: Mind-Affecting; Weapon Focus: Lightsaber; Regen FP: 1;
7148 requires Armor Proficiency: Heavy)
7149 An interesting piece of equipment, this offers clear Jedi bonuses but has
7150 a hefty armor restriction, meaning a soldier-based main character is
7151 about the only one who could wear it.
7152
7153
7154===========
715511. UPDATES
7156===========
715711/15/2003 v1.4: An astute reader noted that I had the SP totals for the
7158different multiclass combinations wrong, so I fixed the numbers.
7159
716011/7/2003: v1.3: Fixed the scoundrel description (Sneak Attack works on
7161multiple attacks per round after all). Added a Character Creation
7162Attribute bit, plus Sneak Attack Tactics.
7163
716410/7/2003: v1.2: Revised more descriptions. Added some more material for a
7165melee-based Mission. Added a Demolitions chart. Added commentary on using
7166armor as a Jedi and a listing of Force powers that don't have armor
7167restrictions. Added a subsection on damage. Added the big equipment
7168commentary. Added info on death blows.
7169
71709/20/2003: v1.1: Revised critical hits section. Altered some power
7171commentary, revised my opinion of Throw Lightsaber in particular. Changed
7172descriptions for Mission, Canderous, and Juhani. Corrected the close range
7173section (read the combat logs a little wrong). Added to Intelligence
7174description. Changed Droid Stun to Shutdown, too confusing between Droid
7175Stun and Stun Droid.
7176
71779/15/2003: v1.0 finished.
7178
7179
7180==============
718112. DISCLAIMER
7182==============
7183This guide is made by Sherwin Tam, copyright 2003. Please contact me at
7184sherwintam (at) yahoo (dot) com if you see any glaring errors, and please
7185don't use this without my permission.
7186
7187
7188==========
718913. THANKS
7190==========
7191To Bioware, for making another great game, and a Star Wars great game, at
7192that!
7193
7194To GameBanshee, for having the best coverage of the game.
7195
7196To GameFAQs, for actually accepting my writing.
7197
7198To the helpful ppl on the KotOR official forums, for being, well, helpful.
7199Restore Page
7200
7201Manage Settings