You start the game as a human (either male or female) soldier, scout or scoundrel.
About 1/3 of the way through the story, you'll be forcibly switched to a Jedi
class (guardian, sentinel or consular). The statistics for each class along
with a brief description are below.
Note on Skill Points
Due to the very small number of skills available in SW:KotOR, skill points
are awarded in smaller amounts than the base d20 Star Wars rules. In addition
to a smaller number of base skill points per level (as shown in
the
descriptions
below), you only
get 1/2 of your Intelligence modifier added per level. So you need at least
an INT of 14 before you get any benefit in terms of skill points. (INT 14 =
+2 modifier = +1 skill point per level) Thus, any INT between 10 and 14 is
a waste. Either stick with 10 (so you don't receive a penalty), or raise it
to
14 (so you get the bonus skill point). Avoid an INT score over 14, as you gain
no additional benefit until 18, and that's much too high for any player character.
The only exception
to the half-bonus rule is during character creation, when you get your full
INT modifer (*4).
Saving Throws
There are three types of saving throws: Fortitude, Reflex and Will. Each class
gets more favorable saving throws in one or more types. These are noted in
the class descriptions as "high". Less favorable saving throws are
noted as
"low". Jedi classes have a higher "low" saving throw progression.
These saving throws represent your ability to resist force powers, reduce or
avoid damage from mines and grenades and overcome the effects of poison/venom.
Soldier
Soldiers are combat specialists. They get the most vitality points, fewest
skill points and most feats. The primary attributes for soldiers are Strength
and Constitution. Since you will eventually be a Jedi, you will not want to
neglect Dexterity--unless you decide you will be an armored Jedi, which will
greatly restrict useable force powers.
Soldiers are the best class to use as almost-pure Jedi; i.e. don't level up
past 2 until after you've received your Jedi class. At the cost of a few feats,
you will be much, much stronger in the force and, if you stay with the Jedi
guardian, your attack bonuses and vitality points will be the same.
- Vitality: 10/level
- Skill points: 1 + 1/2 INT modifier/level (*4 at 1st level)
- Class skills: Awareness, Demolitions, Treat Injury
- Feats: Start with Light/Medium/Heavy armor proficiency; melee weapon, blaster
pistol, blaster rifle & heavy weapons proficiency; Power Attack; Power Burst;
1 feat per level (until 17th level, then 1 per 2 levels)
- Saving throws: Fortitude high, Reflex & Will low
Scoundrel
Scoundrels derive their strength entirely from their skill set, which include
Stealth and Persuade as class skills. They get the most skill points, but
fewest feats of any base class. In my opinion, scoundrels are the most difficult
class
to
play,
and the greatest challenge. You will find yourself as more of a support character
while your associates handle all the hard stuff. This will make those areas
where you have to go solo very difficult. You will want to maximize Demolitions
in order to make use of mines. You can also take Persuade as a class skill,
allowing you to talk your way out of some situations. Giving up scoundrel levels
for Jedi levels is not as desirable for this class, as you will be giving up
your bread-and-butter: skill points. It's also much harder to survive Taris
as a low-level scoundrel. If you do want to increase Jedi powers, I recommend
going to at least level 5 while
still on Taris. This will allow you to build up your class skills and give
you the desirable Scoundrel's Luck II, which provides +4 to Defense. The primary
attributes for Scoundrels are Dexterity and Intelligence.
- Vitality: 6/level
- Skill points: 4 + 1/2 INT modifier per level (*4 at 1st level)
- Class skills: Awareness, Demolitions, Persuade, Security, Stealth
- Feats: Start with Light armor proficiency; melee weapon, blaster
pistol & blaster rifle proficiency; Critical Strike; Sniper Shot; 1 per
3 levels (with bonus feat at 2nd level) + increasing Sneak Attack damage
every
2 levels
+ Scoundrel's
Luck
at 1st
and
6th levels
- Saving throws: Reflex high, Fortitude & Will low
Scout
Scouts are a cross between soldiers and scoundrels. They get fewer vitality
points than soldiers and fewer skill points than scoundrels. They do get a
nice selection of feats, totalling 17 by 8th level. Scouts should concentrate
on Dexterity and either Strength/Constitution for a combat-oriented character
or Intelligence/Charisma for a skilled/persuasive
character. In my opinion, scout is the best class to play, though not
necessarily the easiest (soldier would fit that description). Combined with
the Jedi sentinel, this is a powerful character that will be at home in almost
any situation. If you do play scout, I recommend taking the full 8 levels before
switching to a Jedi class. This will maximize your feat selection, skill
points and saving throws.
- Vitality: 8/level
- Skill points: 3 + 1/2 INT modifier per level (*4 at 1st level)
- Class skills: Awareness, Computer Use, Demolitions, Repair, Treat Injury
- Feats: Start with Light/Medium armor proficiency; melee weapon, blaster
pistol & blaster rifle proficiency; Flurry, Rapid Shot;
1 per 2 levels (with bonus feat at 2nd level) + bonus feats Uncanny Dodge
I
(4th
level),
Uncanny
Dodge
II
(7th
level),
Implant
Level
1 (1st level), Implant Level 2 (4th level), Implant Level 3 (8th level).
- Saving throws: All high
Jedi Classes
All Jedi classes automatically receive Exotic Weapon Proficiency: Lightsaber,
Jedi Defense (ability to deflect blaster attacks) and Jedi Sense (+2 Defense)
at 1st Jedi level. They all also receive Improved Jedi Sense (+4 Defense) at
6th level and Master
Jedi
Sense (+6 Defense)
at
12th
level. Also, all player characters keep as class skills the class skills of
their base class. So, a Scoundrel/Consular would have all skills as class skills.
Force Points
In addition to the points received each level, a Jedi also gains points equal
to his or her level multiplied by his or her Wisdom and Charisma modifiers.
These additional points will vary based on your current Wisdom and Charisma.
For example: 12th level character with a Wisdom of 15 (+2 modifier) equips
the Circlet of Saresh (Wisdom +5) and now has a Wisdom of 20 (+5 modifier)
and gains 36 ( 5-2*12 ) force points.
Jedi Guardian
The Guardian is the Jedi equivalent of the Soldier. They get the most Vitality
Points, highest attack bonuses and fewest Force Points of the Jedi classes.
Guardians should concentrate on building up melee combat skills and should
probably choose to dual-wield (either two sabers or a double saber). Use your
force powers mostly for personal improvement (buffing powers, such as Speed,
Armor, Valor, etc.) or, especially if darkside, some damage-dealing powers
(Lightning, Kill, etc.) You will be relying mostly on your abilities in hand-to-hand
combat rather than force powers.
- Vitality: 10/level
- Force points: 4/level
- Skill points: 1 + 1/2 INT modifier per level
- Class skills: Awareness, Persuade, Treat Injury
- Feats: Approximately 1 every 2 levels, though they are not evenly distributed;
Guardians automatically receive Force Jump (1st level), Improved
Force Jump (6th level) and Master Force Jump (12th level)
- Force powers: 1 per level, 2 at 1st level
- Saving throws: Fortitude & Reflex high, Will low
Jedi Sentinel
Sentinels are a "tweener" class. Their combat abilities are lower than a Guardian,
while their force abilities are lower than a Consular. Another way of looking
at it: their combat abilities are higher than a Consular and their force abilities
are higher than a Guardian. They receive marginally more skill points (2 rather
than 1) and are best played with a Scout or Scoundrel base class and an INT
of 14. They thus become the "skill-meisters" of the Jedi world, able to continue
slicing computers, picking locks or recovering-and-deploying mines (depending
on base class and skill selection). They are sort of a jack-of-all trades class
that depends more heavily on companions; but, when they do have to go solo,
they generally have more options than the other classes.
- Vitality: 8/level
- Force points: 6/level
- Skill points: 2 + 1/2 INT modifier per level
- Class skills: Awareness, Persuade, Treat
Injury
- Feats: 1 per 3 levels; Sentinels automatically receive Force Immunity:
Fear (1st level), Force Immunity: Stun (6th level) and Force Immunity: Paralysis
(12th level)
- Force powers: 1 per level, 2 at 1st level
- Saving throws: Fortitude & Reflex high, Will low
Jedi Consular
The Consular is the force-stud of the Jedi classes. They recieve more force
points, more force powers and have a higher Difficulty Class (DC) for their
force powers. This is not to say Consulars cannot fight hand-to-hand, but their
lack of vitality means they depend more on Defense or freezing their enemies
from a distance before closing in. Consular characters will want to concentrate
on Wisdom and Charisma, with Dexterity (for Defense and attack) a strong second.
Strength, Constitution and Intelligence generally suffer. Light Side Consulars
in particular, due to some LS-only Wisdom-boosting items and the
LS-Mastery +3 Charisma bonus, can pretty much knock everything (even force-resistant
beasts) out with their force powers. The Consular is a good class to take "early"
(i.e. get 16 or so levels by not levelling on Taris) so you will receive even
more force powers and points.
- Vitality: 6/level
- Force points: 8/level
- Skill points: 1 + 1/2 INT modifier per level
- Class skills: Awareness, Computer Use, Demolitions, Persuade, Repair, Treat
Injury
- Feats: 1 per 3 levels; Consulars automatically receive Force Focus
(1st level), Improved Force Focus (6th level) and Master Force Focus (12th
level)
- Force powers: 5 per 4 levels
- Saving throws: Fortitude & Will high, Reflex low
Skills
- Awareness: Awareness is used for spotting hidden items. In SW:KotOR, this
primarily means mines. While it is also useful for spotting Stealth characters,
hardly any of your enemies actually use Stealth. You'll want at least one
member of your party to have a high Awareness skill to keep you from stepping
through mines all the time. In those areas where you are forced to go solo,
there are relatively few mines, so it's not as important a skill for the
PC.
- Computer Use: Throughout the game you will find computer terminals. You
can slice (hack) into these terminals and do various different things. Each
thing that you can do with them costs a certain number of "computer
spikes",
and, the higher your CU skill, the fewer spikes each function will cost.
Some examples of functions: download area schematics (reveal the map), override
power conduits or vent gas in rooms filled with large numbers of enemies,
deactivate security gun turrets and droids, etc. Slicing computers can make
life a lot easier for you, but is not necessary. (Well, actually, there are
a
few places where you have
to slice a computer to advance, but means are provided so that any character
can slice the computer.) This is a handy ability to have either for yourself
or for a member of your party. Unfortunately, only Zaalbar and T3-M4 are
any good at this skill, and they're not as good at the "rough stuff".
- Demolitions: Demolitions affects your ability to disable, recover or deploy
mines. This is an important skill, so make sure either your character or
someone in your party has a decently high skill ranking. This is a great
skill for Mission, and she becomes a mine-recovering supergirl pretty quickly.
It can also be handy for the PC, mainly to use in deploying mines in those
areas where you have to go solo.
- Persuade: Only the PC can take points in this skill. This affects your
chances of success whenever you see [Persuade] at the beginning of a conversation
item. The higher the skill, the more likely you will be successful with that
option. This is a very useful skill; however, by taking the force power Affect
Mind or Dominate Mind, you can get through many tough situations without
this skill.
- Repair: For all characters, this skill affects how many parts you have
to use to repair broken down droids. You will find these droids scattered
about and they can be re-activated and sent on patrol routes to help you
defeat large numbers of enemies. There is also a plot-related function for
repair when dealing with HK-47 (see Party Members for more details). For
droids, this skill also functions in the same way as Treat Injury for humans.
A droid
using
a repair
pack,
advanced
repair pack or construction kit will have the number of vitality points restored
increased by the Repair skill.
- Security: This skill affects the ability of the character to pick locks.
A useful skill to have, but probably the least important. If it's important
that you get through a lock, an alternate method will usually be supplied.
And there's always the "bash" option.
- Stealth: This can be an important skill, especially early in the game.
However, you cannot simply sneak past most enemies. Sooner or later (usually
sooner) you will be forced to fight. I would never bother much with this
skill for yourself, and of your companions, only Mission will get any use
from this skill.
- Treat Injury: Whenever a character uses a medpack, advanced medpack or
life support pack, the amount of vitality points restored is increased by
the Treat Injury skill rank. Even though Jedi can use Cure and Heal, it's
important to allocate some points to this skill for each character for those
times
when
Jedi powers
are exhausted
or
the Jedi are down. Plus, medpacks are more powerful (for the individual)
than the force powers.
You will want to try to always have a well-rounded (skill-wise) party. There
are a couple of areas where your companions are forced on you, and they are
not necessarily the best to have (skill-wise). For your character (the PC),
I would rank the skills in this order of importance:
- Persuade
- Treat Injury
- Repair
- Computer Use
- Demolitions
- Awareness
- Stealth
- Security
Feats
Passive Combat Feats
Passive combat feats improve your combat abilities. You do not have to "activate"
them, the bonuses are always applicable.
- Weapon Proficiency: There are five types of weapon proficiency; blaster
pistols, blaster rifles, heavy weapons, melee weapons (swords and such) and
lightsabers (Jedi only). You must have proficiency with a specific weapon
type in order to use those weapons. All characters start the game proficient
with some weapons, and Jedis automatically receive lightsaber proficiency.
It doesn't really behoove you to select additional weapon proficiencies for
any character.
- Weapon Focus/Specialization: Once you have proficiency in a weapon type,
you can take Weapon Focus in that weapon type to increase attacks with that
weapon by +1. Soldiers and Jedi Guardians can take Weapon Specialization
to increase damage done with that weapon type by +2. Not necessarily worth
the feat slots they take unless you are a soldier/guardian and have plenty
to go around.
- Two Weapon Fighting (Improved/Master): Reduces the penalties associated
with using two weapons at once, or a double-sided weapon (such as double-sided
lightsaber). This is a must for any character that wishes to use two weapons.
Actually, unless you have a very specific reason for making a character that
uses only a single lightsaber, this is the way you want to go with your character
and all your companions that are combat-oriented.
- Dueling (Improved/Master): For those characters that only use a single
one-handed weapon, these feats provide both increased attack and increased
defense. This is a good set of feats for those characters that have lower
vitality (Mission, Jolee, T3-M4, yourself if playing a Consular) as it keeps
you from being hit as often (as well as giving you more ability to hit).
- Sneak Attack: Scoundrel-only feat (automatically granted and improved)
that allows scoundrels to do extra damage if they hit an opponent while that
opponent isn't looking. You can combine with Stealth or a freezing Force
Power (Stun/Stasis/Stasis Field/Horror/Insanity) to deliver devastating first-blows
to your enemies.
- Force Jump (Improved/Master): Guardian-only feats (automatically granted)
that allow these characters to cover great distances when you target an
opponent who is more than 10 meters away. You must be wielding a lightsaber
and target the enemy with a standard attack (rather than a feat-based attack
such as Flurry). Improved/Master offer to-hit and damage bonuses to your
jump-attack.
- Force Focus (Improved/Master): Consular-only feats (automatically granted)
that increase the Difficulty Class (+1, +2 and +4 respectively) of your force
powers for determing whether your target makes the saving throw.
Active Combat Feats
Active combat feats have to be specifically chosen each round in which you
want to use that feat. Any reference to "melee weapons" below includes lightsabers.
- Critical Strike (Improved/Master): Increases the chance of scoring a "critical"
hit with a melee weapon, but you take a -5 penalty to Defense when using
this feat. Critical hits double (or triple) the damage scored on that hit.
One thing to keep
in
mind, when
using
Critical Strike, your attacks are
reduced to one for that round. Using Speed/Flurry, you can get enough attacks
per round to equal one critical hit. And, there's no Immunity to Multiple
Attacks (there is Immunity to Critical Hits), the damage is more consistent,
and the penalty to Defense is much smaller.
- Sniper Shot (Improved/Master): Increases the chance of scoring a "critical"
hit with a ranged weapon at the cost of -5 to Defense. Rapid Shot is better
for ranged fighters.
- Flurry (Improved/Master): Allows the character to make one extra attack
per round with a melee weapon. This comes at the cost of a penalty to defense
and attack during that combat round. These penalties decrease as the feat
is improved: from -4 to -2 to -1. These feats are nice if you are using a
single weapon, not as important if dual wielding.
- Rapid Shot (Improved/Master): Allows the character to make one extra attack
per round with a ranged weapon. A good set of feats for any ranged fighter.
- Power Attack (Improved/Master): Allows the character to do extra damage
with attacks that round with a melee weapon. This comes at the cost of a
penalty to attack. The penalties decrease and the extra damage increases
as the feat is improved. Only OK at lower levels, so you probably don't need
to bother improving this feat.
- Power Burst (Improved/Master): Allows the character to do extra damage
with attacks that round with a ranged weapon. No better for ranged fighters
than Power Attack is for melee fighters.
Defensive Feats
- Armor Proficiency (Light/Medium/Heavy): You must have proficiency in a
specific type of armor in order to wear armor of that type. All PCs start
the game with at least light armor proficiency. Pure Jedi classes (i.e. some
of your companions) do not have any armor feats.
- Conditioning (Improved/Master): Increases your saving throws. Since you
will become a Jedi (with high throws for two saves and medium-high for the
other), this series isn't as useful for you. It might be good to take one
or two for your soldier companions, since they have lots of free feat slots.
- Toughness (Improved/Master): Toughness adds 1 vitality point per level
(retroactive) to your total vitality. Master Toughness adds another. Improved
Toughness gives you 2 points of damage reduction. Overall a very nice
set of feats, but you may not have enough feat slots to take them all. Your
soldier and scout companions should definitely take them.
- Jedi Sense (Knight/Master): Grants Jedi additional defense points.
Automatically granted to all Jedi.
- Jedi Defense (Advanced/Master): Gives Jedi the ability to deflect blaster
bolts. Advanced and Master add bonuses (+3 and +6 respectively) to your bolt
deflection rolls. All Jedi receive Jedi Defense at first level. Advanced
and Master levels have to be selected; however, there's not much point to
this as you can equip your lightsaber with power crystals that boost your
deflection ability.
- Force Immunity (Fear/Stun/Paralysis): Sentinel-only feats (automatically
granted) that give you immunity to certain effects.
- Scoundrel's Luck: Scoundrel-only feats (automatically granted) that improve
their defense rating.
- Implant levels I, II and III: Granted automatically to scouts, implants
are highly useful equippable devices. Especially the Level 3 implants you'll
encounter later in the game. Plus, just having one more equipment slot is
a big boost towards making your character more powerful.
- Uncanny Dodge I/II: Scout-only feats (automatically granted) that allow
you to retain your DEX bonus to Defense even when surprised (which, I don't
think, happens often in KotOR). Also grants +2 or +4 to saving throws against
grenades (which does happen often in KotOR).
Skill-Related Feats
There's plenty
of equipment in the game that will give you large bonuses for your skills,
so don't waste feat slots on these.
- Gear Head (Improved/Master): Gives bonuses to Repair, Security and Computer
Use
- Caution (Improved/Master): Gives bonuses to Demolitions and Stealth
- Empathy (Improved/Master): Gives bonuses to Awareness, Persuade and Treat
Injury.
Force Powers
Key: (LS) = Light Side power, (U) = Universal power, (DS) = Dark Side power,
(NUA) = Not Useable with Armor
Defensive Powers
- Burst of Speed/Knight Speed/Master Speed (U, NUA): Doubles your movement
rate, adds either +2 or +4 to defense and adds either 1 or 2 attacks per round.
Almost a must have, at least to Knight level, for any Jedi. Also allows you
to quickly run through already-visited areas (like the Dune Sea on Tatooine,
or the Great Walkway on Kashyyyk). Bonus: your party members will keep up with
you!
- Cure/Heal (LS): Allows the Jedi to restore vitality points to the entire
party. Not as effective as medpacks, but acts on more than one person at
a time and Heal neutralizes poison. At least one Jedi in your party should
have Heal, but don't waste power slots on these for your PC. Use medpacks
and antidote kits instead.
- Force Aura/Shield/Armor (LS, NUA): Adds +2, +4 or +6 to the Jedi's defense
rating and saving throws. Doesn't last very long, though. Can be useful if
you're
getting beat up pretty bad, but only take them if you have a lot of power
slots available. It's better to disable your enemies than try to increase
your protection.
- Force/Knight/Master Valor (LS, NUA): Adds +2, +3 or +5 to the entire party's
saving throws and attributes. Sort of like a super, all-in-one stimpack.
Only lasts a few rounds, but highly effective. These are great powers since
they apply to everyone and boost a lot of things (attack, damage, defense,
DC of powers, etc.) very quickly. Can also be used to boost your CHA for
tough Persuade checks... In the end, its probably better for you to have
Jolee, Juhani or Bastila have this series (Jolee works well for this and
set with the Jedi Support scripts). When you're on your own, these powers
are less useful, unless you are building a super force-wielding Jedi.
- Force Resistance/Immunity (U): Offers some protection from force powers
targetted against you. Useful if you have primarily defensive powers and/or
your offensive powers aren't capable of stunning your enemies. If you can
freeze your enemies, you don't really need to protect yourself from their
force powers.
- Energy Resistance (Improved) (U): Roughly the same effect as an energy
shield, absorbing the first 15 points of fire, cold, sonic and electrical
damage for the duration of the power. Improved version gives the entire party
this
protection.
Offensive Powers
- Affect Mind/Dominate Mind (U): Only available for the PC, these allow you
additional dialogue options. Affect Mind at the least can save you having
to spend skill points in Persuade. (Be wary, using [Force Persuade] can sometimes
earn you Dark Side points. Make sure you are only using it for things that
do not directly
benefit yourself or harm the other person.)
- Stun/Stasis/Stasis Field (LS, NUA for Stasis Field only): Freezes an opponent,
or group of opponents (Stasis Field). Very useful for keeping gangs off your
back
while
you take
them down. Very cheap power for Light Side Mastery players.
- Stun/Disable/Destroy Droid (LS): Very good set of powers against droids
and also useful in the final battle against Malak. Having these powers makes
slicing computers to disable sentry droids a meaningless task.
- Wound/Choke/Kill (DS): Basic damage-dealing powers. Kill takes away half
the target's maximum vitality points (if the target does not make the saving
throw).
- Slow/Affliction/Plague (DS): Target is slowed and loses physical attribute
points (7 from Affliction, 12 from Plague). Plague has a DC of 100! Making
it impossible to save against this power. Very good for softening opponents.
- Fear/Horror/Insanity (DS): Basically the DS equivalent of Stun/Stasis/Stasis
Field. Affected creatures (single for Fear, small group for Horror, large
group for Insanity) are reduced to catatonic fear unless they make the saving
throw.
- Shock/Force Lightning/Force Storm (DS, NUA): Bread-and-butter damage spells
for dark Jedi. Not only reduces vitality points, but force points as well.
Lightning and Storm can affect groups of creatures.
- Force Push/Whirlwind/Wave (U): Similar to Stun and Fear series powers,
these push the target back and do damage. Whirlwind actually picks the target
off the ground and spins it around while doing damage. Wave radiates outward
from the Jedi, affecting groups of creatures. These are great powers to have,
but can't be used in the final fight against Malak, so you'll need something
else to take out his "batteries".
- Drain Life/Death Field (DS): Sucks vitality points from the target and
gives them to the Jedi. Death Field can affect multiple targets. This is
the DS equivalent of Cure/Heal with the bonus of damaging your opponent at
the same time you are being healed. The downsides are the opponent can save
(thus denying you the curative effect) and it doesn't affect the whole party.
One of these is a great power to have in the fight against Malak because
you can use his "batteries" as well.
- Force Suppression/Breach (U): Allows you to strip defensive force powers
from the target. You'll find this used against you far more often then you
will try to use it.
- Throw Lightsaber/Advanced (U): The Jedi can throw a lightsaber at a target
(or 3 targets for Advanced) and always hit. Not that great a power (it leaves
you defenseless against blaster fire!), but useful for the final battle against
Malak if you don't have anything else at your disposal.
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