Star Wars: Knights of the Old Republic

NPC Guide Version 2.0 (BIG jump from 1.0)

By Reaper511
Now co-authored by Sabermaster (as of version 2.0)

This file was written in Courier New, size 10, using standard margins, and
should display correctly in any fixed width font.

Contents:
I. Intro Crap
	1. Legal Information
	2. Under New Management (version 2.0 update)
	3. Introduction
	4. Legend
II. Character Guides
	1. Carth Onassi
	2. Mission Vao
	3. Zaalbar
	4. Bastila Shan
	5. T3-M4
	6. Canderous Ordo
	7. Juhani
	8. Jolee Bindo
	9. HK-47
III. Bonus Section!
	1. Character Guide to Trask
	2. Recommended Equipment, by character
	3. General Class Information
	4. What do all these crazy numbers mean!?
IV. Ending Crap
	1. Credits
	2. Version History
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Section I

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1. Legal Information
Obviously, this is my guide. I posted it on the internet so that others might
benefit from it, but I do ask that you give credit where it is due (as in, to
me!) if you use this guide in your own, or on another website. Don't go
pretending you made all this up yourself. It isn't all that gratifying,
considering you could make your own FAQ just as easily, and then you'd have
something to be proud of.

As of now I have approved 3 AND ONLY 3 websites for hosting this guide:
- GameFAQs: CJayC rules!
- Starwarsknights.com
- www.cheats.de
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2. Sabermaster has now volunteered to add some more information to the guide,
and put in his own 2 cents in each characterís section. To be clear, I will
list who did what throughout the guide:
Reaper511 (Thatís me):
	- Compilation of the Guide
	- Character Initial Stats, recommendations, and analysis
	- Mechanics Tutorial and Bonus Section (Except the Equipment part)
	- Proofreading, Editing, Formatting
Sabermaster:
	- Tables for Base attack Bonuses
	- Progression of Saving Throws
	- Equipment Recommendations (which are in Section III)
	- ďSabermaster speaksĒ section at the end of each character analysis

3. Introduction:
The Guide is now becoming so much more detailed that I skipped from 1.0 to
2.0!! I have also decided to include a section to help people understand all
this complex info, which would be section III.3 ďWhat do all these crazy
numbers mean!?Ē You may want to refer to that section first, if you are
confused about all this information.

There may be typos and incorrect data in this guide, as this is a work in
progress, however, I now believe most of the information in to be accurate. As
far as I know, all Initial stats for all 9 characters are confirmed. (Sigh of
relief) If you find anything wrong, let me know.

The purpose of this guide is to provide a template to get the most out of any
given NPC in your party. It is important to note that, like your main
character, you are free to do as you please with your NPCs. This is simply my
opinion on the best way to mold each character into a well-balanced, helpful
member of the party. To that end, I have suggested attributes, skills, feats,
and powers designed to compensate for each character's inherent weaknesses, and
help make them more effective at whatever purpose they are designed to fill.

One final note: some people would likely argue, on the topic of Carth for
example, that there is little point in using "(insert one of the combat feats
here)". However, I don't see any reason to go off powergaming with your NPCs,
and I feel that since variety IS the spice of life, just doing Master Rapid
Shot over and over would be a boring way to play the game. That is why I
invested in all 3 combat feats for Carth. If you feel differently, you can
always ask me and maybe I'll make a new guide based on taking a different
path... like a powergaming path, for example.

4. Legend:
Each character will be outlined first by their initial stats, including all
relevant information about them. Skills marked with an * are class skills.
Below the initial stats are what I feel the intended purpose of the character
is, my recommendations on attributes, skills, feats, and powers and a more
detailed analysis how I came to the conclusions I did. After that you will find
the new Sabermaster speaks sections. At the end of the guide is a more detailed
tutorial on what all the stats mean, and a recommended equipment section by
Sabermaster. Enjoy!

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Section II
1. Carth Onassi

Initial Stats:
Level 4 Soldier
Vitality 44
Defense 13

Attributes:
Strength (STR) 13
Dexterity (DEX) 16
Constitution (CON) 12
Intelligence (INT) 13
Wisdom 10 (WIS)
Charisma (CHA) 12

Saves:
Fortitude 5
Reflex 4
Will 1

Saving Throw Chart: Note that Carth gets a bonus to his Fortitude and Reflex
saves, thanks to his high CON and DEX. The Save progression below has been
modified to show this.
          F  R  W
Level 4: +5 +4 +1
Level 5: +5 +4 +1
Level 6: +6 +5 +2
Level 7: +6 +5 +2
Level 8: +7 +5 +2
Level 9: +7 +6 +2
Level 10: +8 +6 +3
Level 11: +8 +6 +3
Level 12: +9 +7 +4
Level 13: +9 +7 +4
Level 14: +10 +7 +4
Level 15: +10 +8 +5
Level 16: +11 +8 +5
Level 17: +11 +8 +5
Level 18: +12 +9 +6
Level 19: +12 +9 +6
Level 20: +13 +9 +6

Skills:
Computer: 0 + 1 = 1
*Demolitions: 0 + 0 = 0
Stealth: 0 + 0 = 0
*Awareness: 3 + 0 = 3
Persuade: 0 + 1 = 1
Repair: 1 + 1 = 2
Security 1 + 0 = 1
*Treat Injury: 4 + 0 = 4

Base Attack Bonus:
Level 4: +4
Level 5: +5
Level 6: +6
Level 7: +7
Level 8: +8
Level 9: +9
Level 10: +10
Level 11: +11
Level 12: +12
Level 13: +13
Level 14: +14
Level 15: +15
Level 16: +16
Level 17: +17
Level 18: +18
Level 19: +19

Feats:
Improved Two Weapon Fighting
Heavy Armor
Power Attack
Power Blast
Weapon Specialization: Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Heavy Weapons
Weapon Proficiency: Melee Weapons

Overall Purpose: Ranged Support
- Recommended attribute point distribution and order: 1 INT, 3 DEX
- Recommended Feats, by level:
5 Rapid Shot
6 Sniper Shot
7 Conditioning
8 Master Two Weapon Fighting
9 Improved Rapid Shot
10 Master Rapid Shot
11 Improved Conditioning
12 Master Conditioning
13 Improved Sniper Shot
14 Master Sniper Shot
15 Improved Power Blast
16 Master Power Blast
17 Toughness/Implant 1
18 Improved Toughness/Implant 2
19 Master Toughness/Implant 3
20 Empathy... or whatever else you want.

From the get-go, Carth is set to be a dual-pistol, ranged support character.
Note that he starts at level four with TWO feats with level 4 prerequisites...
an interesting error from the developers. His initial stats suggest that his
next attribute point should be in either strength or intelligence, as this
would immediately provide an increased modifier. I would suggest putting one
point into INT (this would be at level 8) so as to gain an extra skill point
per level, and provide a bonus to Sniper Shot, and then add the remaining 3
points to DEX, thus improving Carth's abilities with his weapons, and adding to
his defense. STR is more or less wasted on Carth, as DEX is already much
higher, and there are other characters far more suited to melee combat. CON is
also more or less a waste, since Carth is already getting lots of Vitality from
his class. That leaves WIS and CHA, which are mostly useless to a non-Jedi
character. It can be argued that WIS would help with Carth's horribly low Will
save and protect him from Force powers, but a neural band or nerve amplifier
belt would also do the trick just as easily, as would certain upgradeable
armors.

In the skills department, all Carth really needs is treat injury, with any
extra points going into awareness. Even if your main character is a soldier,
there are many party members who can handle the other skills in the game. Carth
simply needs to keep himself alive. The awareness points aren't even necessary,
unless your main character doesn't spend any points on Awareness, and you need
someone to scout for mines. Some people would argue that Treat Injury isn't
important once you have a bunch of Jedi to heal your party with, and there is
some truth to this, but I find that in the heat of battle, force points are
better spent on casting powers that hurt/disable my enemies, so I like for my
party members to be capable of healing themselves. Besides, it's not like Carth
needs to put points into anything else. He IS a soldier, after all.

Finally, we come to feats. Carth, being a soldier, has a lot of feats to work
with, and he starts with a few of the best ones. I personally feel that Rapid
Shot (or Flurry for melee-ers) is the best combat feat for any character, which
is why I maxed it out as soon as I met the prerequisites and had mastered Two
Weapon Fighting. After that, I felt the bonuses from improving the other combat
feats were outweighed by the benefit of better saving throws, which are Carth's
main weakness. The last 4 feats aren't all that important, but I personally
feel Toughness is the way to go. Mastering it would provide up to 40 extra
vitality (at level 20), which can be quite handy. Implants are also a good
choice, as they provide several options to improve whatever area you feel Carth
is lacking in. The final point, if you even bother to get to it with Carth, is
best spent on Empathy, I think, just to get that extra little boost to Treat
Injury.

Sabermaster speaks: I'm in complete agreement, but I would make the suggestion
of taking Implant Level 1-3 instead of the Toughness Feats. As a Soldier with
an alright CON Carth really doesn't need the extra VP or the ability to shrug
off wounds as he's gaining about 11 VP per level already.

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2. Mission Vao

Initial Stats:
Level 3 Scoundrel
Vitality 21
Defense 16

Attributes:
STR 10
DEX 16
CON 12
INT 14
WIS 11
CHA 10

Saves:
Fortitude 2
Reflex 6
Will 1

Saving Throw Chart: Mission has a +2 Bonus to her Fortitude save thanks to her
CON modifier and a +3 Bonus to her Reflex thanks to her DEX Modifier. These
bonuses are reflected in the chart below:
          F  R  W
Level 3: +3 +6 +1
Level 4: +3 +7 +1
Level 5: +3 +7 +1
Level 6: +4 +8 +2
Level 7: +4 +8 +2
Level 8: +4 +9 +2
Level 9: +5 +9 +3
Level 10: +5 +10 +3
Level 11: +5 +10 +3
Level 12: +6 +11 +4
Level 13: +6 +11 +4
Level 14: +6 +12 +4
Level 15: +7 +12 +5
Level 16: +7 +13 +5
Level 17: +7 +13 +5
Level 18: +8 +14 +6
Level 19: +8 +14 +6
Level 20: +8 +15 +6

Skills:
Computer: 2 + 2 = 4
*Demolitions: 6 + 3 = 9
*Stealth: 6 + 4 = 10
*Awareness: 6 + 0 = 6
*Persuade: 0 + 0 = 0
Repair: 0 + 2 = 2
*Security 6 + 0 = 6
Treat Injury: 3 + 0 = 3

Base Attack Bonus:
Level 1: +0
Level 2: +1
Level 3: +2
Level 4: +3
Level 5: +3
Level 6: +4
Level 7: +5
Level 8: +6
Level 9: +6
Level 10: +7
Level 11: +8
Level 12: +9
Level 13: +9
Level 14: +10
Level 15: +11
Level 16: +12
Level 17: +12
Level 18: +13
Level 19: +14
Level 20: +15

Feats:
Light Armor
Caution
Critical Strike
Sniper Shot
Weapon Proficiency: Blaster Pistols
Weapon Proficiency: Blaster Rifles
Weapon Proficiency: Melee Weapons
Sneak Attack 2
Scoundrel's Luck
Dueling

Overall Purpose: Technical support (no, she can't help you with bugs, glitches,
and lockups; she may cause some, however :p)
- Recommended attribute point distribution and order: 1 WIS, 4 DEX
- Recommended Feats, by level:
5 Improved Dueling
8 Master Dueling
11 Toughness
14 Improved Toughness
17 Master Toughness
20 ...whatever you want, really.

Mission Vao is a Scoundrel, and thus she really shines outside of combat, where
her skills are so useful. Her initial stats are once again designed so that the
ever annoying 5th attribute point can find its home. The 5th point is annoying
because it really doesn't do anything unless you add it to an attribute that
starts on an odd number, like WIS does for Mission. You may wonder why Mission
needs a WIS bonus, but if you think about it, WIS is handy to her in several
areas. It helps her avoid force powers by increasing her will save, and it will
benefit three of her major Skills (Awareness, Security, and Treat Injury). As
usual, I suggest that you put the first attribute point you get into WIS, so as
to start seeing the benefits right away. The remaining four points are best
spent on DEX, as Mission's horribly low Vitality means she needs all the DEX
she can get, both for attacking with her blaster, and for defense.

In the area of skills, Mission is far more complex than Carth. She'll get a
total of 5 skill points per level [(8 + INT-mod)/2], meaning she can be good at
almost everything. I would put one point into each of her main 3 class skills
(Demolitions, Awareness, Security) every level. Stealth is also a class skill
for Mission, but I personally rarely use it, since it requires you to enter
solo mode and forego your Belt slot for a stealth generator. Instead, I would
suggest taking the extra points and applying them to Treat Injury, or computer
use, at least until you get other capable slicers in the party. A further note
on skills with Mission is this: if you are playing a skill-intensive character
yourself, have characters like Mission (and Zaalbar or T3-M4) focus more on
skills you donít focus on. This goes without saying, really.

Being a scoundrel, feats are not a big concern for Mission. She'll only gain 6
during the game, so you must choose carefully. I would begin with maxing out
dueling, as this will further increase Mission's defense, which is key given
her low vitality. After that, I believe maxing out toughness is the best
choice, since that helps to offset Mission's only weakness, her frailty. As I
noted above, the remaining feat is up to you... but Conditioning or Rapid Shot
seem like good choices. Some may argue, including Sabermaster, that leveling up
Sniper Shot is a good idea, but I see no point. The real reason Mission would
use Sniper Shot is stun her enemies (so she can Sneak attack them), but
leveling up the Sniper Shot feat does NOT add a bonus to the stun effect, it
only increase the chances of a critical hit, which really isnít all that
important. In the end, one must simply remember that Mission isn't designed to
kill, and keep her from drawing enemy attention as much as possible.

Sabermaster Speaks: I'm going to have to disagree with Reaper on the Feats he
chose for Mission. While Dueling adds a +3 to attack and Defense fully upgraded
I find Mission works better with Sniper Shot. To this end I honestly think your
better off following this Feat path instead:

5 Toughness
8 Improved Sniper Shot
11 Gear Head or Improved Caution
14 Improved Toughness
17 Master Sniper Shot
20 Improved Gear Head, Master Caution, or Master Toughness.

Now then my reasons for following this path are pretty simple: Toughness adds
+2 to Mission VP score, and allows her to shrug off some damage. As a Scoundrel
she already has low VP so this will be a boon to her. From there take Improved
Sniper shot. As a Scoundrel Mission already has the first Feat in this path,
and it'll prove useful to her as she progresses allowing her keep back making
accurate and precise shots with a chance of stunning her enemies, allowing her
to apply her Sneak Attack ability if they do become stunned. From there we move
onto Gearhead or Caution, both of which adds a bonus to Mission's use of her
class Skills allowing her to become very good with them.

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3. Zaalbar

Initial Stats:
Level 4 Scout
Vitality 60
Defense 11

Attributes:
STR 20
DEX 13
CON 20
INT 10
WIS 12
CHA 8

Saves:
Fortitude 9
Reflex 5
Will 5

Saving Throw Chart: Zaalbar ends up with some pretty impressive saving throws
near the end of the game. He has a +5 Bonus to his Fortitude save thanks to his
CON modifier, and a +1 bonus to his Reflex and Will saves, which only add to
the already impressive saving throws he gains as a Scout.
          F  R  W
Level 4: +9 +5 +5
Level 5: +9 +5 +5
Level 6: +10 +6 +6
Level 7: +10 +6 +6
Level 8: +11 +7 +7
Level 9: +11 +7 +7
Level 10: +12 +8 +8
Level 11: +12 +8 +8
Level 12: +13 +9 +9
Level 13: +13 +9 +9
Level 14: +14 +10 +10
Level 15: +14 +10 +10
Level 16: +15 +11 +11
Level 17: +15 +11 +11
Level 18: +16 +12 +12
Level 19: +16 +12 +12
Level 20: +17 +13 +13

Skills:
*Computer: 0 + 0 = 0
*Demolitions: 6 + 0 = 6
Stealth: 0 + 0 = 0
*Awareness: 6 + 1 = 7
Persuade: 0 - 1 = -1
*Repair: 4 + 0 = 4
Security 0 + 0 = 0
*Treat Injury: 5 + 1 = 6

Base Attack Bonus:
Level 1: +0
Level 2: +1
Level 3: +2
Level 4: +3
Level 5: +3
Level 6: +4
Level 7: +5
Level 8: +6
Level 9: +6
Level 10: +7
Level 11: +8
Level 12: +9
Level 13: +9
Level 14: +10
Level 15: +11
Level 16: +12
Level 17: +12
Level 18: +13
Level 19: +14
Level 20: +15

Feats:
Flurry
Implant 2
Improved Power Attack
Rapid Shot
Weapon Proficiency: Blaster Pistols
Weapon Proficiency: Blaster Rifles
Weapon Focus: Melee Weapons
Uncanny Dodge

Overall Purpose: Tank... Big Tank
- Recommended attribute point distribution and order: 1 DEX, 3 STR
- Recommended Feats, by level:
5 Two Weapon Fighting
7 Improved Two Weapon Fighting
9 Master Two Weapon Fighting
11 Critical Strike
13 Improved Flurry
15 Master Flurry
17 Master Power Attack
19 Improved Critical Strike

Zaalbar is a Wookiee. I could almost end my guide for him at that. One look at
his initial stats and it's obvious you need only hand him a sword and send him
on his merry way to make him an effective party member. Once again, one of his
initial stats is an odd number (DEX), so I would put attribute point number one
in there. This will help with Zaalbar's defense, which is about all he needs to
improve upon. For the other points, I'd go with STR, because the more, the
merrier, and because he doesn't need anything else.

Skills are a bit odd with Zaalbar. Being a scout, he should, in theory, be a
rather skill intensive character. But you almost don't need his skills.
Generally, all you need him for is his brute strength. He'll get 3 skills per
level [(6+INT-mod)/2] and I would dump them into Computer Use, Demolitions, and
Repair. However, it's a bad idea to ignore treat injury, even for a Wookiee, so
give him a point there occasionally. I would probably steal points for Treat
Injury from Repair. Note that he will also gain a bonus to Treat Injury from
his high Wisdom (who knew Wookiees were so smart). This setup leaves his
Awareness skill neglected, but if you are smart with your other characters, he
won't need it.

Zaalbar has just enough feats as a Scout to allow him to maximize his carnage
on the battlefield. It is fun to let him run around blasting things with his
Bowcaster, but let's face it: that's just not making use of his talent. That's
why I gave him Two Weapon Fighting and Master Flurry and Power Attack. Note
that he also gets a +5 to his damage and attack rating when using melee
weapons. Thus, he can pretty much own anybody in close combat. Given his
naturally high saving throws form being a scout, and his insane vitality from
being a Wookiee, it's clear that all Zaalbar needs in the feat department are
combat feats.

A final interesting note about Zaalbar is his innate "Wookiee Toughness" feat,
which I didn't even know about until recently, and I've played this game twice
through! It's easy to miss this feat, since it only shows up on Zaalbar's feat
status screen, where I personally rarely go. It grants him an extra +2 to
vitality per level, and -2 to damage taken. (Essentially it's a built-in Master
Toughness).

Sabermaster Speaks: I agree totally with Reaper here. Big Z's a walking,
roaring killing machine, and to have him sticking to the back with a Bowcaster
isn't that great of an idea. He's much more useful up in melee combat,
especially if youíre playing as a Consular, as he can act as a big meaty shield
for you.

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4. Bastila Shan

Initial Stats:
Level 3 Jedi Sentinel
Vitality 27
Force 27
Defense 16

Attributes:
STR 12
DEX 18
CON 12
INT 10
WIS 12
CHA 15

Saves:
Fortitude 4
Reflex 7
Will 3

Saving Throw Chart: Bastila has a +4 Bonus to her Reflex save thanks to her DEX
and the chart below has been modified to show this.
          F  R  W
Level 3: +4 +7 +3
Level 4: +4 +8 +4
Level 5: +4 +8 +4
Level 6: +5 +9 +5
Level 7: +5 +9 +5
Level 8: +6 +10 +6
Level 9: +6 +10 +6
Level 10: +7 +11 +7
Level 11: +7 +11 +7
Level 12: +8 +12 +8
Level 13: +8 +12 +8
Level 14: +9 +13 +9
Level 15: +9 +13 +9
Level 16: +10 +14 +10
Level 17: +10 +14 +10
Level 18: +11 +15 +11
Level 19: +11 +15 +11
Level 20: +12 +16 +12

Skills:
Computer: 0 + 0 = 0
Demolitions: 0 + 0 = 0
Stealth: 0 + 0 = 0
*Awareness: 4 + 1 = 5
*Persuade: 0 + 2 = 2
Repair: 0 + 0 = 0
Security 0 + 0 = 0
*Treat Injury: 4 + 1 = 5

Base Attack Bonus:
Level 1: +0
Level 2: +1
Level 3: +2
Level 4: +3
Level 5: +3
Level 6: +4
Level 7: +5
Level 8: +6
Level 9: +6
Level 10: +7
Level 11: +8
Level 12: +9
Level 13: +9
Level 14: +10
Level 15: +11
Level 16: +12
Level 17: +12
Level 18: +13
Level 19: +14
Level 20: +15

Powers:
Force Aura
Affect Mind
Stun
Force Push
Throw Lightsaber

Feats:
Two Weapon Fighting
Flurry
Weapon Proficiency: Pistol
Weapon Proficiency: Melee Weapons
Weapon Proficiency: Lightsaber
Jedi Defense
Battle Meditation
Force Immunity: Fear
Jedi Sense

Overall Purpose: Jedi Support
- Recommended attribute point distribution and order: 1 CHA, 2 WIS, 1 DEX
- Recommended Feats, by level:
6 Improved Two Weapon Fighting
9 Master Two Weapon Fighting
12 Advanced Jedi Defense
15 Master Jedi Defense
18 Improved Flurry
- Recommended Powers, by level:
4 Stun Droid
5 Burst of Speed
6 Cure
7 Disable Droid
8 Force Valor
9 Force Whirlwind
10 Stasis
11 Knight Speed
12 Heal
13 Destroy Droid
14 Knight Valor
15 Stasis Field
16 Force Wave
17 Master Speed
18 Master Valor
19 Adv Throw Lightsaber
20 Force Shield

Bastila is a Sentinel, a class universally proclaimed to be "gimped". Rather
than focusing on combat, or force powers, sentinels seek a little of both and
most would argue that they end up sucking at both. I disagree with the
ďSentinels are gimpedĒ philosophy, but I digress. I'm sensing a trend in NPC
starting attributes. Bastila, like all the others has one stat at an odd
number, CHA. Putting one point into that (your first, of course) will increase
Bastila's success with her powers, which is handy considering her supporting
role. Given her already high DEX, I would put the next two points into WIS to
further power up her force ability, and the last in DEX, because nowhere else
would be as effective, for fairly obvious reasons. STR, CON, and INT all help
aspects of her character Bastila doesn't really use.

Skills are not a big concern to any Jedi, really. But Sentinels get the most
[(4+INT-mod)/2]. This will give Bastila 2 points, which are best allotted to
Treat Injury and Awareness, though at some point (level 12, I'd say) Treat
Injury loses its appeal, for Bastila anyway.

For Feats, Bastila will get 5, which is even less than Mission! So, choosing
them was tough. However, I look at it this way. We all know that Bastila uses a
yellow Double-Bladed Lightsaber. She just doesn't feel like Bastila without it.
Thus mastering Two Weapon Fighting is a priority, in order make her useful when
she runs out of Force Points. After that, I debated, but eventually came to the
conclusion that you aren't really a Jedi unless you can deflect blaster bolts
back at your enemies, so Master Jedi Defense became the next priority. That
leaves one feat, with which you may do as you please, really. But we all love
Flurry... At a glance, this appears to leave Bastila ineffective in combat, but
when you consider her powers below, you will see she is actually effective
anywhere (combat or support), which is the whole point behind the Sentinel
class. This just proves my point that sentinels arenít as ďgimpedĒ as some
would have you believe.

Being our first Jedi character, Bastila gets to have the first Force Power
section. Really, the game's recommendations on this issue are pretty sound. For
example it is very important to get Cure and Heal as soon as they become
available. For a Sentinel in a support role, I feel like mastering Push, Stun
and Stun Droid is important because this gives the Sentinel a chance to do what
Sentinels are made to do: use a little force, and then go in for the kill. As
for the "for the kill" part, that's where the Force Speed skills come in to
play. For the extra slots I went with Force Valor, because I feel like
Bastila's high DEX, good saving throws, and Force Immunity feats negate the
need for a power like Force Aura, when she could instead be using Valor to help
the whole party out, rather than just herself.

Sabermaster Speaks: I definitely agree with Reaperís choice of Feats though I
would adjust the list slightly to this:

6 Improved Two Weapon Fighting
9 Improved Flurry
12 Master Two Weapon Fighting
15 Advanced Jedi Defense
18 Master Jedi Defense

Now then you might be wondering why in this particular order? Well from my
point of view itís simple really. Flurry gives an extra attack, but it comes at
a Negative to defense. Bastila as a Jedi can only really wear Jedi Robes if she
wants to use her Force abilities to full effect, so by taking Improved Flurry
sooner rather then later we lessen this penalty. Thatís really the only reason.

Now then onto Force Powers: While I agree with most of the choices I would take
them in a different order personally which you can see below:
4 Burst of Speed
5 Force Valor
6 Cure
7 Stun Droid
8 Disable Droid
9 Force Whirlwind
10 Stasis
11 Knight Speed
12 Heal
13 Knight Valor
14 Destroy Droid
15 Stasis Field
16 Force Wave
17 Master Speed
18 Master Valor
19 Adv Throw Lightsaber
20 Force Shield

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5. T3-M4

Initial Stats:
Level 3 Expert Droid
Vitality 30
Defense 17

Attributes:
STR 10
DEX 15
CON 14
INT 20
WIS 10
CHA 10

Saves:
Fortitude 3
Reflex 5
Will 1

Saving Throw Chart: T3 gets a +2 bonus to his Fortitude due to his CON bonus,
and a +2 Bonus to his Reflex thanks to his DEX bonus. The chart has been
modified to reflect this.
          F  R  W
Level 3: +3 +5 +1
Level 4: +3 +6 +1
Level 5: +3 +6 +1
Level 6: +4 +7 +2
Level 7: +4 +7 +2
Level 8: +4 +8 +2
Level 9: +5 +8 +3
Level 10: +5 +9 +3
Level 11: +5 +9 +3
Level 12: +6 +10 +4
Level 13: +6 +10 +4
Level 14: +6 +11 +4
Level 15: +7 +11 +5
Level 16: +7 +12 +5
Level 17: +7 +12 +5
Level 18: +8 +13 +6
Level 19: +8 +13 +6
Level 20: +8 +14 +6

Skills:
*Computer: 6 + 6 = 12
Demolitions: 1 + 6 = 7
Awareness: 3 + 0 = 3
*Repair: 6 + 6 = 12
*Security 6 + 1 = 7

Base Attack Bonus:
Level 1: +0
Level 2: +1
Level 3: +2
Level 4: +3
Level 5: +3
Level 6: +4
Level 7: +5
Level 8: +6
Level 9: +6
Level 10: +7
Level 11: +8
Level 12: +9
Level 13: +9
Level 14: +10
Level 15: +11
Level 16: +12
Level 17: +12
Level 18: +13
Level 19: +14
Level 20: +15

Feats:
Caution
Gear Head
Weapons Proficiency: Pistol
Droid Upgrade Class 1
Blaster Integration
Combat Logic Upgrade

Overall Purpose: Uber Technical Support, token spunky astromech droid
- Recommended attribute point distribution and order: 5 DEX
- Recommended Feats, by level:
5 Two Weapon Fighting
6 Improved Two Weapon Fighting
9 Improved Caution
11 Improved Gearhead
12 Master Caution
15 Master Gearhead
17 Weapon Focus: Blaster Pistol
18 Toughness

T3-M4 is the man... or droid, I guess; and leveling him up an easy process.
T3's stats are near perfect, considering his role in the game, and really all
you have to do is pump up his DEX to make him more combat effective.

Wow, that last bit was easy. On to skills, which are T3's specialty. T3 gets 4
skill points per level [(3+INT-mod)/2]. This will allow you to keep his 3
primary skills (Computer Use, Repair, Security) maxed, while raising
Demolitions every other level with the left other points. Awareness, as with
Zaalbar, is neglected entirely, but that's what everyone else is for, and as
always I recommend your main character have high awareness, since you'll likely
have him/her on point most of the time. Coupled with his ultra-high
intelligence modifier, T3 will be the best NPC you have for almost any job.
Additionally, you can raise his skills to even more ridiculous heights with
various utility items.

Now on to feats. T3 doesn't have many feats open to him, as a droid. He cannot
use active combat feats, so all you can do to make him more effective in combat
is give him Two Weapon Fighting, though he cannot Master it. Other than that,
use those extra feats to pump up his skills even more. I've actually seen T3
overpower a computer without even using a single spike! Note that this means
the game/manual was lying when it said that there was a minimum cost of 1 spike
for all actions.

Sabermaster Speaks: T3 a tricky little character as you only really have to use
him once, but ignoring this fact he can become quite the useful character,
especially if heís properly armed. (Reaperís note: just a reminder that
Sabermasterís equipment recommendations have been lumped together in one place
in section III.2)

************************************************************
6. Canderous "Of the Mandalorian Clan" Ordo

Initial Stats:
Level 5 Soldier
Vitality 65
Defense 11

Attributes:
STR 15
DEX 12
CON 14
INT 10
WIS 14
CHA 10

Saves:
Fortitude 6
Reflex 2
Will 3

Saving Throw Chart: Canderous gets +3 to his Fortitude save thanks to his CON,
as well as a +2 Bonus to his Will thanks to his WIS.
          F  R  W
Level: 5 +6 +1 +3
Level: 6 +7 +2 +4
Level: 7 +7 +2 +4
Level: 8 +8 +2 +4
Level: 9 +8 +3 +5
Level: 10 +9 +3 +5
Level: 11 +9 +3 +5
Level: 12 +10 +4 +6
Level: 13 +10 +4 +6
Level: 14 +11 +4 +6
Level: 15 +11 +5 +7
Level: 16 +12 +5 +7
Level: 17 +12 +5 +7
Level: 18 +13 +6 +8
Level: 19 +13 +6 +8
Level: 20 +14 +6 +8

Skills:
Computer: 0 + 0 = 0
*Demolitions: 2 + 0 = 2
Stealth: 0 + 0 = 0
*Awareness: 0 + 2 = 2
Persuade: 0 + 0 = 0
Repair: 0 + 0 = 0
Security 0 + 0 = 0
*Treat Injury: 6 + 2 = 8

Base Attack Bonus:
Level 4: +4
Level 5: +5
Level 6: +6
Level 7: +7
Level 8: +8
Level 9: +9
Level 10: +10
Level 11: +11
Level 12: +12
Level 13: +13
Level 14: +14
Level 15: +15
Level 16: +16
Level 17: +17
Level 18: +18
Level 19: +19

Feats:
Heavy Armor
Power Attack
Improved Power Blast
Rapid Shot
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Specialization: Heavy Weapons
Weapon Proficiency: Melee Weapons
Toughness

Overall Purpose: Combat... of any kind, really
- Recommended attribute point distribution and order: 4 DEX
- Recommended Feats, by level:
6 Improved Rapid Shot
7 Sniper Shot
8 Master Rapid Shot
9 Conditioning
10 Improved Conditioning
11 Master Conditioning
12 Improved Sniper Shot
13 Master Sniper Shot
14 Master Power Blast
15 Improved Toughness
16 Master Toughness
17 Flurry
18 Improved Flurry
19 Master Flurry
20 Improved Power Attack

I love Canderous. He's cool, he's mean, he carries a huge gun, and he has an
excess of Badass-itude about him. However, I am perplexed by his initial setup.
First of all, since he starts at level 5, you will only get to add 4 points to
his initial attributes, which always annoys me, but especially with Canderous.
Also, by my calculations the developers shorted Canderous 4 points compared to
what the player character gets at level 1! His attributes suggest a melee
fighter, but his feats suggest a ranged fighter... so after much debate, I
decided he would do both! I know this isnít the ďpowergamingĒ way to do things,
but... well read my introduction again if you forgot. Thus I gave him 4 DEX to
help his low defense and improve his ranged attacking ability. Also, note that
he has very high WIS... which seems odd for a Mandalorian killing machine.

Canderous is not a man for skills, that's for sure. Soldiers only get
[(2+INT-mod)/2] skill points per level, leaving you with one skill for
Canderous... I would suggest Treat Injury of course. Unless you are really
lacking in Demolitions or Awareness from other party members, which you
shouldn't be. However, one should note that since Canderous regenerates 4
health per round, Treat Injury is not quite so critical for him.

On to Feats. Soldiers get plenty of these. Canderous's preferred weapon is his
own heavy repeater, which makes Dueling and Two Weapon Fighting worthless for
him, unless he's using melee weapons. So I took advantage of this to allow
Canderous to Master all the ranged combat feats, Conditioning, and Toughness.
With that alone heís nearly unstoppable. Therefore, I felt I could just have a
little fun with Canderous. So, to round out his melee skills, I threw in Master
Flurry (gotta love Flurry), and Improved Power Attack. Some people may elect
instead to make him all about ranged combat (like Sabermaster did below), in
which case I would suggest Level 3 Implants and Empathy. I, however, just
couldn't resist letting Canderous mix it up on the front lines. Itís too fun.
:)

Sabermaster Speaks: Canderous seems to me to be all about heavy ranged fire
support, and as such I like to give him the biggest Gun, the heaviest armor,
and let him go to town with Rapid Shot. And while I agree with Reaper on most
of the Feats he choose I have a few changes I would make personally which can
be seen below:
6 Improved Rapid Shot
7 Sniper Shot
8 Master Rapid Shot
9 Conditioning
10 Improved Conditioning
11 Master Conditioning
12 Improved Sniper Shot
13 Master Sniper Shot
14 Implant Level 1
15 Implant Level 2
16 Implant Level 3
17 Improved Toughness
18 Master Toughness
19 Master Power Blast
20 Improved Power Attack

************************************************************
7. Juhani

Initial Stats:
Level 6 Jedi Guardian
Vitality 78
Force 60
Defense 16

Attributes:
STR 13
DEX 16
CON 14
INT 10
WIS 12
CHA 13

Saves:
Fortitude 10
Reflex 8
Will 7

Saving Throw Chart: Juhani has a +2 Bonus to her Fortitude to thanks to her CON
modifier, a +2 Bonus to her Reflex thanks to her DEX modifier, and a +1 Bonus
to her Will thanks to her WIS Modifier. The Chart below has been adjusted to
reflect these bonuses.
Level 6: +10 +8 +7
Level 7: +10 +8 +7
Level 8: +11 +8 +7
Level 9: +11 +9 +8
Level 10: +12 +9 +8
Level 11: +12 +9 +8
Level 12: +13 +10 +9
Level 13: +13 +10 +9
Level 14: +14 +11 +9
Level 15: +14 +11 +10
Level 16: +15 +12 +10
Level 17: +15 +12 +10
Level 18: +16 +13 +11
Level 19: +16 +13 +11
Level 20: +17 +14 +11

Skills:
Computer: 0 + 2 = 2
Demolitions: 0 + 0 = 0
Stealth: 4 + 2 = 6
*Awareness: 8 + 1 = 9
*Persuade: 0 + 1 = 1
Repair: 0 + 2 = 2
Security 0 + 0 = 0
*Treat Injury: 8 + 1 = 9

Base Attack Bonus:
Level 1: +1
Level 2: +2
Level 3: +3
Level 4: +4
Level 5: +5
Level 6: +6
Level 7: +7
Level 8: +8
Level 9: +9
Level 10: +10
Level 11: +11
Level 12: +12
Level 13: +13
Level 14: +14
Level 15: +15
Level 16: +16
Level 17: +17
Level 18: +18
Level 19: +19
Level 20: +20

Powers:
Force Aura
Affect Mind
Stun
Slow
Force Push
Throw Lightsaber

Feats:
Power Attack
Weapon Proficiency: Pistol
Weapon Proficiency: Melee Weapons
Weapon Proficiency: Lightsaber
Jedi Defense
Toughness
Force Camouflage
Force Jump
Jedi Sense

Overall Purpose: Melee Combat, token one-of-a-kind alien (always one in a SW
movie/game, isn't there?)
- Recommended attribute point distribution and order: 1 CHA, 3 DEX
- Recommended Feats, by level (after consulting with Saberís section):
7 Dueling
9 Flurry
12 Improved Dueling
13 Master Dueling
15 Improved Jedi Defense
18 Master Jedi Defense
- Recommended Powers, by level:
7 Cure
8 Burst of Speed
9 Knight Speed
10 Force Shield
11 Force Whirlwind
12 Heal
13 Adv Throw Lightsaber
14 Force Armor
15 Master Speed
16 Force Wave
17 Stasis
18 Stasis Field
19 Force Resistance
20 Force Immunity

Juhani has proved a perplexing character for me. Her attribute points were not
difficult to figure out, however. She's begging for a point in CHA initially,
as that will increase her modifiers when resisting enemy force powers and using
her own. After that, DEX is a Jedi's best friend. And 3 points is just enough
to gain a +4 modifier.

Like any Jedi, Juhani does not focus on skills. She will get 2 points per level
[(2+INT-Mod)/2], and I would put them into Awareness and Treat Injury. If it
suits your play style, you can also throw points into stealth, and take
advantage of Juhani's unique Force Camouflage feat. I never bother to use
Stealth with her, however. Iím just not a big stealth kind of guy.

Feats really gave me a headache for Juhani, but it's actually quite simple now
that I've thought it through. Like Bastila, Juhani has her own personal saber,
and it doesn't seem right to me to change her setup, so I left her with one
saber and gave her the dueling feat. Everyone knows the plusses of Dueling, but
there's one bonus you may not realize that works perfectly in Juhani's
situation. With her limited feats, Juhani can't afford to master her combat
skills.  Dueling will cover the attack penalties of level 1 Flurry AND Power
Attack, so you needn't use up valuable feats to increase both of them. Beyond
that, Juhani's only weakness is that she can't really hurt anyone if she's
stunned, or afflicted with choke or fear. Originally, I had suggested
Conditioning to counter that fact, but after Saber sent me her Saving Throw
Chart, I realized that Juhani doesnít need Conditioning... at all. Thus I
instead went with Master Jedi Defense. Again, I did that just because I feel
like every Jedi needs Jedi defense.  However, you may disagree on that choice,
which is fine since even reading this guide is up to you anyway. Remember, it's
"your choice... but I'm here if you want something done right!" ;)

Powers are what make any Jedi, even the Guardian who is supposed to focus on
combat. The way I see it, what makes a Guardian powerful in saber combat is not
combat feats (because they really donít get many), but their ability to augment
their attacks with the Force. Juhani, for example, lacks an impressive array of
combat feats, but she makes up for it by Mastering Force Armor and Force Speed
as soon as possible. Cast both of those and Juhani becomes an invincible
killing machine for 36 seconds (the Armor wears off after 20, but speed lasts
36). Up until level 14, I have Juhani working purely on what I feel are the
major powers for a Guardian: Heal, Speed, Armor, Push, and Throw Lightsaber.
The order in which I learned them is based on priority, and prerequisites
(which Sabermaster tends to forget about ;) ). I really feel like that's the
absolute best way to go for Juhani, up until level 17. At level 17-20, I had no
particular power to learn, so I chose what I feel are the handiest of the
remaining powers for Juhani, or any Guardian. But that's just me.

Sabermaster Speaks: From writing up Juhaniís saving throw chart something
struck me as odd: for some reason she has insanely high saves when you first
get her, and these naturally increase as she levels up, nearly as high as
Zaalbar even. With that in mind I would suggest against taking Conditioning as
she honestly doesnít really need it and try to follow something like this
instead: (Reaperís note: Heís right about the crazy-high saving throws,
Conditioning is useless to her. Iím glad he caught that, because I had no idea!
Of course I still donít agree entirely with his choices :p)
Recommended Feats, by level:
7 Dueling
9 Flurry
12 Improved Dueling
13 Improved Flurry
15 Master Dueling
18 Master Flurry

My reasoning for this is simple really by taking Dueling to Master Level Juhani
will gain a +3 to Hit, and Defense, which stacked with what will eventually be
an 18 DEX with a +4 Bonus becomes a Healthy +7 Bonus to Defense. And by taking
Flurry to Master level sheíll have an additional Attack per round once more
with that Healthy +7 to attack. Simple really.

And while I definitely agree with Reaperís Force Power Selection once more I
would change the Order in which they were gained to something like this:
(Reaperís Note: Saber didnít realize it, but all he changed was the order of
the first two.)
7 Burst of Speed
8 Cure

************************************************************
8. Jolee Bindo

Initial Stats:
Level 6 Consular
Vitality 42
Force 96
Defense 16

Attributes:
STR 12
DEX 16
CON 12
INT 12
WIS 15
CHA 15

Saves:
Fortitude 7
Reflex 4
Will 8

Saving Throw Chart: Jolee has a +1 Bonus to his Fortitude thanks to his CON
modifier, a +3 Bonus to his Reflex thanks to his DEX modifier, and a +2 Bonus
to his Will thanks to his WIS modifier. The chart has been adjusted to reflect
this.
          F  R  W
Level 6: +7 +4 +8
Level 7: +7 +4 +8
Level 8: +8 +4 +9
Level 9: +8 +5 +9
Level 10: +9 +5 +10
Level 11: +9 +5 +10
Level 12: +10 +6 +11
Level 13: +10 +6 +11
Level 14: +11 +6 +12
Level 15: +11 +7 +12
Level 16: +12 +7 +13
Level 17: +12 +7 +13
Level 18: +13 +8 +14
Level 19: +13 +8 +14
Level 20: +14 +8 +15

Skills:
Computer: 0 + 1 = 1
Demolitions: 0 + 0 = 0
Stealth: 0 + 0 = 0
*Awareness: 4 + 2 = 6
Persuade: 0 + 2 = 2
Repair: 0 + 1 = 1
Security 0 + 0 = 0
*Treat Injury: 1 + 2 = 3

Base Attack Bonus:
Level 1: +0
Level 2: +1
Level 3: +2
Level 4: +3
Level 5: +3
Level 6: +4
Level 7: +5
Level 8: +6
Level 9: +6
Level 10: +7
Level 11: +8
Level 12: +9
Level 13: +9
Level 14: +10
Level 15: +11
Level 16: +12
Level 17: +12
Level 18: +13
Level 19: +14
Level 20: +15

Powers:
Force Aura
Affect Mind
Stun
Disable Droid
Force Push
Throw Lightsaber

Feats:
Conditioning
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Melee Weapons
Weapon Proficiency: Lightsaber
Jedi Defense
Force Focus
Jedi Sense
Dueling

Overall Purpose: Jedi Support, Crotchety old man
- Recommended attribute point distribution and order: 1 WIS, 1 CHA, 2 DEX
- Recommended Feats, by level:
9 Improved Dueling
12 Master Dueling
15 Improved Jedi Defense
18 Master Jedi Defense
- Recommended Powers, by level:
7 Cure
8 Shock
9 Force Whirlwind
9 Force Lightning
10 Force Valor
11 Knight Valor
12 Heal
13 Burst of Speed
13 Knight Speed
14 Adv Throw Lightsaber
15 Force Wave
16 Destroy Droid
17 Master Valor
17 Master Speed
18 Force Storm
19 Stasis
20 Stasis Field

Jolee Bindo is an excellent addition to the party: he's powerful, funny (if a
bit insane) and he makes it easy to work out attribute point distributions.
With a point into each of WIS and CHA, he gets an impressive +6 to all his
Force Powers. Coupled with his Force Focus feat, his force powers are nearly
irresistible. The remaining 2 points are, as usual, best spent on DEX.

Like all Crotchety old men... I mean... Jedi..., Jolee doesn't really have much
use for skills, and his 1 point per level [(2+INT-mod0/2] is best spent on
Treat Injury or maybe Awareness, considering he can probably survive on pure
Force healing.

Consulars and feats generally don't play well together, as evidenced by the
fact that Jolee only gets 4 during the game! Thus, I elected to focus on
defensive abilities, like Dueling and Jedi Defense, so that Jolee can stand
back and play artillery with all his Force Powers. You may wish to sacrifice
Master Jedi Defense to throw in some Toughness to help overcome his frail, old
geezer Vitality. I almost did it that way myself.

And now to the meat and potatoes of Jolee Bindo: Powers. First off, those
aren't typos: Consulars get bonus force powers at levels 5, 9, 13, and 17.
Honestly, I feel like a kid in a candy store when I level up with Jolee. His
force Powers are so much fun, since they almost always hit. He also gets the
mixed blessing of being neutrally aligned, so he can cast Darkside powers
without a penalty. And really, he doesn't need the bonus to the cost of his
Lightside powers anyway, so being neutral isnít so bad for him. He already has
more Force points than Bastila and Juhani put together (well, close)! So with
all that in mind I had him master Force Storm as soon as he could, as well as
focusing on Healing, and party support in the form of Master Valor and Force
Wave. Also, he is fairly capable in a fight with Adv Throw Lightsaber and
Master Speed, although Saber doesnít like my Master Speed. But nobody listens
to him anyway. Everyone hated his character class guides. ;)

NOTE: This information is not confirmed, but I believe it to be correct, at
least more correct than it was in the previous version. I will confirm it as
soon as possible. Also, not that Sabermasterís current setup below is based on
the previous, incorrect information. And he forgot some of the level
prerequisites for Force Powers (like Heal). He did the same with previous Jedi
NPCs as well, but I forgive him.

Sabermaster Speaks: Itís hard to find fault with Reaperís Feats for Jolee, as a
Consular youíre going to want to keep him back using Force Powers. On the other
hand with I donít think he really needs the Force Speed Abilities personally I
would find it more useful if he was to take Force Suppression and Breach
instead, you may also want to go a Different Route with his Force Powers making
him a Mixture of Lightside, and Darkside Abilities. (Reaperís note: didnít I do
that?)
Recommended Powers, by level:
7 Cure
8 Shock
9 Force Valor
9 Force Lightning
10 Force Whirlwind
11 Force Suppression
12 Heal
13 Knight Valor
13 Force Breach
14 Fear
15 Destroy Droid
16 Force Wave
17 Master Valor
17 Stasis
18 Force Storm
19 Horror
20 Stasis Field

************************************************************
9. HK-47

Initial Stats:
Level 6 Combat Droid
Vitality 66
Defense 16

Attributes:
STR 16
DEX 14
CON 10
INT 14
WIS 12
CHA 10

Saves:
Fortitude 5
Reflex 4
Will 3

Saving Throw Chart: HK-47 has a +2 Bonus to his Reflex save thanks to his DEX
modifier and a +1 Bonus to his Will save thanks to his WIS modifier. SPECIAL
NOTE: as HK-47 is repaired his DEX increases. The two numbers in Bracketed
Numbers reflect his increased Reflex saving throw after these repairs are made.
(Note that there are two stages of increase, thus two numbers)
          F  R (+R)(+R)  W
Level: 6 +5 +4 (+6)(+8) +3
Level: 7 +5 +4 (+6)(+8) +3
Level: 8 +6 +4 (+6)(+8) +3
Level: 9 +6 +5 (+7)(+9) +4
Level: 10 +7 +5 (+7)(+9) +4
Level: 11 +7 +5 (+7)(+9) +4
Level: 12 +8 +6 (+8)(+10) +5
Level: 13 +8 +6 (+8)(+10) +5
Level: 14 +9 +6 (+8)(+10) +5
Level: 15 +9 +7 (+9)(+11) +6
Level: 16 +10 +7 (+9)(+11) +6
Level: 17 +10 +7 (+9)(+11) +6
Level: 18 +11 +8 (+9)(+11) +7
Level: 19 +11 +8 (+10)(+12) +7
Level: 20 +12 +8 (+10)(+12) +7

Skills:
*Computer Use 0 + 0 = 2
*Demolitions 5 + 2 = 7
*Awareness 5 + 1 = 6
*Repair 6 + 2 = 8
*Security 0 + 0 = 0

Base Attack Bonus:
Level 1: +1
Level 2: +2
Level 3: +3
Level 4: +4
Level 5: +5
Level 6: +6
Level 7: +7
Level 8: +8
Level 9: +9
Level 10: +10
Level 11: +11
Level 12: +12
Level 13: +13
Level 14: +14
Level 15: +15
Level 16: +16
Level 17: +17
Level 18: +18
Level 19: +19
Level 20: +20

Feats:
Power Blast
Weapon Proficiency: Blaster Pistol
Weapon Focus: Blaster Rifle
Weapon Proficiency: Heavy Weapons
Droid Upgrade Class 1
Toughness
Tactician Logic Upgrade

Overall Purpose: Ranged Support, Comic Relief, "Meatbag" quotes
Recommended attribute point distribution and order: 4 DEX
Recommended Feats, by level:
9 Rapid Shot
12 Sniper Shot
15 Improved Rapid Shot
18 Master Rapid Shot

Finally, I have the information on HK-47. I love HK-47. Heís hilarious, heís
the only character with ďTerminator VisionĒ in First Person View, and heís a
pretty mean fighter. (Side note: T3-M4 has ďSecurity Camera VisionĒ) For
attributes, he needs only to pump up is DEX, given his role as a ranged support
character.

Skills are not, as I predicted, a big deal with HK-47. I always just give him
plenty of Repair skill, with Awareness as a secondary. You do what you want,
but really thatís all HK-47 needs to do to function well in the party.

Being a droid, HK-47, doesnít have access to the full array of feats, and heíll
only gain 4 the whole game, which is a record low among party members. (Note:
With my new info on Jolee, they appear to be tied at 4) For that reason, I had
him Master Rapid Shot while sticking to the lower levels of the other 2 combat
feats. My reasoning was that upping Power Blast only increases damage, and
Sniper Shot only increases the critical threat range. These are not major
things to increase, as they donít improve the chance that ability will succeed.
If you increase Rapid Shot, however, you can decrease the defense and attack
penalties of the feat, making it much better and more likely to hit. You may
want to take HK-47 in a different direction, so do as you please, but I see him
as a Rifleman with Master Rapid Shot.

A final tidbit on HK-47: most characters have some kind of sidequest you can
access by taking to them about there pasts and whatnot. HK-47, however, IS his
sidequest. If you have sufficient skill in Repair (by you I mean your main
character), you can upgrade him to gain bonuses to DEX and Defense, and health
regeneration (2 per round)! However, you have to have very high skill in Repair
to do this, though I donít know the number for sure. Iíve heard 14, however.

Sabermaster Speaks: Fully Repaired HK-47 is the best Ranged Fire Support
Character in the game. Though this takes time and a high Repair skill the
benefits you get from repairing him include: incredibly increased DEX to
Nineteen giving him a +5 to Hit, and this isnít counting any other points you
put into his Dexterity; his Defense; and eventually the ability to Regenerate 2
Vitality Points per round. I totally agree with Reaperís Feat assessment though
I would more then likely finish Mastering Rapid Shot before taking Sniper Shot.
You can see what each Repair does to HKís Stats below.

HK-47 after Repair number 1 (still at level 6):
DEX Increased from 14 to 16

HK-47 after Repair number 2 (still at level 6):
Defense increased from 16 to 18

HK-47 after Repair number 3 (still at level 6):
Special Quality: HK-47 Regenerates 1 Vitality point per Round

HK-47 after Repair number 4 (still at level 6):
Special Quality: HK-47 Regenerates 2 Vitality points per Round
DEX increased from 16 to 19

************************************************************


************************************************************
Bonus Section (III)
1. Trask ... just Trask

Initial Stats: Nobody cares

Overall Purpose: Lightsaber fodder, token Tutorial Boy

Trask is a great addition to the party... for about 5 minutes. He doesn't ever
get to level up, which is kind of interesting. And if you strip him of his
clothes, you will discover that he wears a Republic uniform under his Republic
uniform.

************************************************************
2. Recommended Equipment, by character (Written by Sabermaster)

Carth Onassiís Ideal Equipment:

Weapon: Carth starts out with an alright weapon - his blaster - which is
upgradeable and as you progress it should indeed be upgraded by adding a Beam
Splitter, Hair Trigger, Improved Energy Cell, and a Scope to it. Barring that,
give him Bendak Starkiller's Blaster, and Cassus Fett's Heavy Pistol. Both guns
are very powerful when placed in Carth's able hands as both blasters add a +2
Bonus to Hit, and Damage, and each having special abilities on top. Bendak
Starkiller's gives a +1 bonus to hit when used with Sniper, or Rapid Shot. And
Cassusí lets you deal out an extra 4 damage to droids, with the added chance of
knocking an opponent out if they fail a Fortitude save.

Armor: You have a Few choices here and while it may seem ideal to put Carth in
heavy armor you'd be doing him a disservice by denying him his DEX modifier,
and lowering his Reflex saving throw. Therefore let's look at some good armor
for Carth. The first is Davik's War Suit, which has a Defense bonus of +10,
allows you to have a max Dexterity bonus of +3, and +10 Bonus Vs Cold, and
Fire; and you get it relatively early in the game. From there we move onto Exar
Kun's Battle suit: With a Defense bonus of +9, allowing a +3 DEX bonus this is
useful as well. If you must put Carth in Heavy Armor, there by denying him his
DEX bonus, I would bid you to look at Calo Nord's Battle Armor: normally this
fine armor has a Defense bonus of +9, allowing a max DEX bonus of +1, a +10
Bonus Vs Cold, Fire, and Sonics, and it's also Upgradeable. Upgraded Calo
Nord's Battle Armor gets a Defense bonus of +12, allows a Max Dexterity bonus
of +1, a +10 Bonus Vs Cold, Fire, and Sonics, as well as offering Immunity to
Critical Hits and Mind-Affecting abilities making it basically the best heavy
armor for Carth in the game.

Headgear: Moving from Armor we move onto Headgear our gaze falling easily on
the Combat Sensor which adds a nice +2 bonus to Carthís already High Dexterity,
as well as Weapon Focus: Blaster Pistol, and Rifle. Alternatively, Pistol
Targeting Optics give you Weapon Specialization: Blaster Pistols for Free
(Reaperís note: Carth starts with this feat...).

Gloves: From Headgear we move to gloves and this is really up to you though the
Karakan Gauntlets add a +1 bonus to DEX, and increase saving throws.

Belt: From Gloves we move to Belts, and the Choice is simple really: giving
Carth the Advanced Adrenaline Amplifier will increase what should be an
impressive Reflex bonus by +3.

Implant: Finally we land on Implants, and the choice here is simple enough. The
Beemon Package offers a CON bonus of +3, adding VP to Carth.

************************************************************
Mission Vaoís Ideal Equipment:

Weapon: I find it's a good idea to put a good Blaster Rifle in Missionís hands
and keep her back from combat. To this end we have two choices: the Mandalorian
Assault Rifle or the Zabrak Battle Cannon, both are pretty impressive. The
Mandalorian Assault Rifle offers a +2 to Attack and damage, as well as offering
a special ability that causes your opponent to become stunned if they fail a
Fortitude save. This makes this weapon ideal combined with Mission's Sneak
Attack ability. The Zabrak Battle Cannon on the other hand offer's a +3 to
attack and damage as well dealing an extra +2 damage when used with power
blast. In my personal opinion though youíre probably better off giving her the
Mandalorian Assault Rifle due to its stunning ability, which when combined with
Mission's sneak attack bonus is pretty deadly. From weapons we move to armor.

Armor: With armor for Mission it really comes down to one choice and that's
Eriadu Prototype Armor, normal and upgraded. The Normal version of the Armor
offer's a +6 bonus to Defense, as well as allowing a Max DEX bonus of +4.
Upgraded this armor becomes even better offer a +9 bonus to Defense, a max DEX
bonus of +4, a bonus of 15 Vs Cold, and immunity to Mind Affecting Abilities.

Headgear: Headgear for Mission is a pretty simple choice as well. Youíre going
to want to put her in the Interface Band which offers a Resistance bonus of 5
Vs Sonic, as well as a +2 Bonus to Computer Use, Demolitions, and Security. †

Gloves: When it comes to choosing gloves for Mission you have a bit more
variety. The Stabilizer Gauntlets offer a +2 bonus to your Demolitions skill,
the Bothan "Machinist" Gauntlets offer a +4 bonus to your Demolitions skill,
and finally the Infiltrator Gloves offer a Dexterity bonus of +1, and +4 Bonus
to your Computer Use and Security skills.

Belts: When it comes to belts it really comes down to two choices for Mission:
Garduran Calrissian's Utility Belt or the Genoharadan Stealth Unit. Garduran
Calrissian's Utility Belt offer's a +3 Bonus to Mission's Computer Use,
Demolitions, and Security skills. On the other hand the Genoharadan Stealth
Unit offers a +6 bonus to her Stealth Skill. †

************************************************************
Zaalbarís Ideal Equipment:

Weapon: The weapon Choices for Big Z are pretty simple: you put Bacca's
Ceremonial Blade in one hand, and the Echani Foil or the fully upgraded
Prototype Vibroblade in the other. Bacca's Ceremonial Blade offers a bonus of
+2 to Attack and damage, as well as dealing out an extra +2 energy damage and
giving a +2 to hit when used with Flurry, on top of that it's Upgradeable. The
Enchani Foil offers a +3 to Attack and damage, and increasing the Critical
Range when used with Critical Strike. The Fully upgraded Vibroblade offers a +3
Bonus to Attack and a +3 Bonus to damage.

Armor: Big Z can't wear armor.

Headgear: Big Z can't wear Headgear.

Gloves: Big Z can wear Shields so put a good one on one arm and something as
good on the other. (Reaperís note: Wouldnít shields be a forearm slot? I think
so... so for gloves, Iíd go with anything that increases strength, of course.)

Belts: As far as I know Big Z can't wear Belts either (Reaperís note: He can,
in fact) but if he can put an Adrenaline Stimulator on him, adding +2 to his
DEX, which mean's +2 to his Defense, as well as improving all his saving throws
by Four. †

Implants: The choice is actually really simple due to the fact Zaalbar can't
wear Armor your going to want to go with the Gordulan Reaction System: Which
will add a +4 Bonus to his Dexterity, increasing his Defense.

************************************************************
Bastila Shanís Ideal Equipment:

Weapon: The Weapon choices of Bastila are pretty simple she starts with a
Double-Bladed Lightsaber and she may as well keep it. Itís Finding the Right
crystal combinations thatís the tricky part my two Personal favorites for
Bastila are Nextor + Opila + any Color Crystal: The Nextor increases your
Critical threat range from 19-20, to 17-20, the Opila adds the Massive Critical
enhancementís allowing your Criticals to do an additional +2d6. Combined they
create a Saber with a Critical Threat Range of 17-20, with an additional +2d6
to a Critical hitís Damage. Bonder + Opila + Any Color Crystal: a Bonder
Crystal has a chance of stunning your Foe with a successful hit, a Opila
Crystals adds the Massive Critical enhancement, offering a chance to leave your
enemy stunned, and then badly hurt if you score a Critical.

Armor: Ideally youíll want to get Bastila into Jedi Master Robes, or a Dark
Jedi Master Robe: Both offer a +3 Bonus to Defense, and combined with Bastilaís
already high DEX bonus give her a nice and healthy +7 to Defense. Also it may
be worth considering giving her the Qel-Droma Robes as they offer a Defense
Bonus of +5, and a +2 to Wisdom; though this is only if you donít want them for
yourself.

Headgear: If it was actually in the game right now I would be telling you to
put the Circlet of Sarash on her, but since it doesnít appear to be, Iíll
suggest the Neural Band instead which offers a +2 Bonus to Will.

Gloves: As Bastila only has STR of 12, Iím going to suggest giving her the Sith
Power Gauntlets which offer a +3 bonus to Strength bringing hers up to 15 and
offering a bonus to Damage.

Belts: For Belts I would suggest putting the Nerve Amplifier Belt on Bastila,
decreasing her chances of being stunned. (Reaperís note: actually the Belt
gives complete immunity to mind-affecting.)

************************************************************
T3-M4ís Ideal Equipment:

Weapon: If you go the two weapon path the weapons of choice for T3 are two
Mandalorian Heavy Pistols: Both offer an impressive +3 to Attack and damage, as
well as doing an additional +3 when used with Power Blast, but seeing as T3
canít use this feat it doesnít matter as much, but still this is a powerful
weapon and our Spunky little Astromech Droid can use all the help he can get.

Sensor: There are two sensors that prove to be beneficial to T3, either an
Advanced Targeting Computer which gives him Weapon Specialization which a Droid
canít achieve normally, or a Droid Motion Sensor type 3, which offerís an
Awareness bonus of +3.

Special Weapons: Personally I think the two Best special weapons for T3 are the
Advanced Stun Ray, which can stun the opponent it hits, and Advanced Shield
Disruptor which does 40 points of Ionic Damage, incredibly useful for taking
out an Energy shield or the like.

Armor: This is really a simple choice and amounts to five simple words. Heavy
Droid Plating Type 3, which offers a Defense bonus of +11, and a max Dexterity
of 1. (Reaperís note: I donít think Droid armor has a Max DEX rating attached
to it. If it does, itís a hidden attribute not listed in the game.)

Utility: Now then there are two choices for this, and really it depends on what
youíre using T3 for. If itís to hack into Computers then you canít go wrong
with Universal Computer interface, which offers a +6 Skill bonus to Computer
Use. If your trying to open doors on the other hand then the Security
Domination Interface will aid you well as it offerís a +6 Skill Bonus to
Security. (Reaperís note: I would recommend stripping droids of their Utility
items before switching them out of your party. This way you will always have
all your Utility items with you so that when you have a droid in your party you
can give them Utility items on-the-fly to suit the situation.)

Shields: This is pretty simple. Environmental Shield Level 3 which offers a +50
Protection Bonus against Energy, Sonic, or Cold Damage. (Reaperís note: And
fire, I think.)

************************************************************
Canderous Ordoís Ideal Equipment:

Weapon: With Canderous it really only comes down to two choices. Canderousís
Heavy Repeating Blaster which is upgradeable and should be upgraded if you
decide to use it, or the Mandalorian Heavy Repeating Blaster which isnít, but
allows an Extra Shot when used with Rapid shot, though each additional shot
after those two have a Ė2 Penalty to them. It also does 1d4 Ionic Damage per
shot.

Armor: With armor for Canderous it does really only come down to three choices.
The Mandalorian Heavy Armor which offers a +12 to Defense, and immunity to Mind
Affecting abilities. Then thereís the Mandalorian Assault Armor which offers a
+13 to Defense, as well +25 Resistance Vs Cold, and Fire. And Finally Cassus
Fettís Battle Armor which offers +10 to Defense, +10 resistance vs. Fire, Cold,
and Sonics, and is upgradeable. Once upgraded, Cassus Fettís armor offers a +14
to Defense, a +1 bonus to Strength, and +10 resistance vs. Fire, Cold, and
Sonics. Personally I would put him in Cassus Fettís Battle Armor.

Headgear: If he didnít already start with Weapon Specialization: Heavy Weapons,
I would suggest you take the Heavy Weapon Optics. But seeing as how he does Iím
going to suggest the Vacuum Mask instead making him immune to Mind-Affecting
abilities, and Poison.

Gloves: Karakan Gauntlets offer a +1 bonus to DEX as well as improving all
saving throws by three.

Belts: Once more Iím going to suggest the Adrenaline Stimulator which offerís a
+2 Bonus to Dexterity, as well as improving all saving throws by 4.

Implant: Take either the Retinal Combat Implant which offerís a +1 bonus to
Attack, as well as a +1 bonus to all Awareness checks. Either that or the Cyber
Reaction system which increases DEX by 3.

************************************************************
Juhaniís Ideal Equipment: Equipping Juhani is rather easy due to the fact sheís
a Jedi and as such her choices are limited to what allows her to use her Force
Powers to full effect.

Weapon: Equipping a Jedi is rather easy, and as Juhani is indeed a Jedi you
should indeed give her a Lightsaber, hell she even starts with one. Though you
may want to take it for yourself should you decide to go the Dual Saber route
early on. Anyway, as for crystal combinations for her Saber my personal
Favorite for her is a Phond + a Sigil Crystal. Both of which have the chance of
doing an additional +1d6 of damage, that when combined becomes a Healthy +2d12
bonus damage per successful hit.

Armor: The choice here is pretty simple, and Iím pretty sure you should know
what it is, but ideally you want to put Juhani in Jedi Master Robes, or Dark
Jedi Master Robes, both of which offer a +3 bonus to Defense.

Headgear: For headgear Iím going to suggest the Verpine Ocular Enhancer which
adds a +1 to DEX, and a resistance of 5 vs. Sonic.

Gloves: Iím going to suggest the Eriadu Strength Amplifiers for this which
offer a +2 Bonus to STR, increasing Juhaniís Damage.

Belts: For a Belt Iím going to suggest the Electrical Capacitance Shield which
offers Immunity against Electrical Attacks. (Reaperís note: Force Lightning is
bitch, true. But what about the Nerve Amplifier?)

************************************************************
Ideal Equipment for Jolee: Equipping Jolee is easy enough due to the fact that
heís a Jedi: put him in a good robe, give him a good Lightsaber crystal
combination and heís golden.

Weapon: Seeing as how Jolee starts with a Lightsaber itís not hard to arm him,
but youíre going to want to give him a Lightsaber crystal combination that
helps with his Defense. My personal favorite for Jolee is a Jenraux Crystal and
a Damind Crystal. The Jenraux Crystal offers a +2 Bonus to Damage, as well as
+5 Bonus to your Blaster Deflection ability, and the Damind Crystal gives you a
+3 Bonus to Attack.

Armor: Well seeing as how he is a Jedi Master you probably should put Jolee in
Jedi Master Robes, which add a +3 to his Defense.

Headgear: The Bothan Sensory Visor offers a +4 Bonus to Awareness and immunity
to Critical Hits making it a good item to put on anybody. (Reaperís note: It
does look a little goofy, however.)

Gloves: Whatever you want really. (Reaperís note: I would suggest something to
boost DEX.)

Belts: For a Belt Iím going to suggest the Nerve Amplifier Belt which protects
the Wearer from Stun attacks, and as Joleeís your support Force Power character
youíre going to want to be able to cast Cure or Heal at a momentís notice.
(Reaperís note: actually, the Nerve Amplifier makes you immune to all varieties
of Mind-Affecting, making it even more valuable than Saber is letting on.)

************************************************************
HK-47ís Ideal Equipment: Arming HK-47 and T3 was actually a bit of a pain in
the butt, as I wasnít sure what the optimal equipment set for each was so I had
to take a guess. Iíd like to thank ShokotanBros for his help with this, because
I couldnít have done it without him.

Weapon: This really only comes down to one choice. Jurgan Kaltaís Assault
Rifle, which offerís a +3 to Attack and damage, deals out 1d8 extra Ionic
Damage, and does an Extra +1 Damage when used with Power Blast. Oh and itís
Upgradeable so be sure to add a Hair Trigger, Beam Splitter, Improved Energy
Cell, and a Scope too ASAP.

Sensor: Thereís really only one choice when it comes to Sensors as well, and in
this case itís the Advanced Targeting Computer, which gives him weapon
Specialization with Blaster Rifles something a Droid canít achieve through
Feats.

Special Weapons: This comes down to two choices really, both good. The two best
special weapons for HK-47 are the Advanced Flamethrower, and the Carbonite
Projector Mark II. The Advanced Flamethrower does 50 Points worth of Fire
Damage, and causes Horror for Three Seconds after itís used. The Carbonite
Projector on the other hand does 40 points of Cold Damage, and can paralyze
your Foe for 15 Seconds after itís used. Like I said, simple really. ;)

Armor: This is really a simple choice and amounts to five simple words. Heavy
Droid Plating Type 3, which offers a Defense bonus of +11, and allows a max
Dexterity of 1. (Reaperís note: As I said in T3ís section, Iím not sure there
is a limit to max DEX with droid armor plating.)

Utility: This is really up to you give him whatever you want.

Shields: This is pretty simple. Environmental Shield Level 3 which offers a +50
Protection Bonus against Energy, Sonic, or Cold Damage. (Reaperís note: Like I
said in T3ís section, I believe this shields against Fire as well.)

************************************************************
3. General Class Information (Without which this guide would suck)

Soldier
10 VP per level
(2+INT-mod)/2 SP per level
Feat Progression: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 20

Class Skills:
Demolitions
Awareness
Treat Injury

Starting Feats:
Armor Proficiency (Light, Medium, Heavy)
Weapon Proficiency (Blaster, Blaster Rifle, Heavy Weapons, Melee)
Power Attack
Power Blast


Scout
8 VP per level
(6+INT-mod)/2 SP per level
Feat Progression: 1, 2, 3, 5, 7, 9, 11, 13, 15, 17, 19

Class Skills:
Computer
Demolitions
Awareness
Repair
Treat Injury

Starting Feats:
Armor Proficiency (Light, Medium)
Weapon Proficiency (Blaster, Blaster Rifle, Melee)
Flurry
Implant 1
Rapid Shot


Scoundrel
6 VP per level
(8+INT-mod)/2 SP per level
Feat Progression: 1, 2, 5, 8, 11, 14, 17, 20

Class Skills:
Demolitions
Stealth
Awareness
Persuade
Security

Starting Feats:
Armor Proficiency (Light)
Weapon Proficiency (Blaster, Blaster Rifle, Melee)
Critical Strike
Sniper Shot
Sneak Attack 1
Scoundrel's Luck


Jedi Info

Per level stuff:
Guardian: 10 VP, 4 Force Points (FP), (2+INT-mod)/2 SP
Sentinel: 8 VP, 6 FP, (6+INT-mod)/2 SP
Consular: 6 VP, 8 FP, (2+INT-mod)/2 SP

All Jedi receive 2 new force powers at level 1.

You will receive 1 new force power per level after that.

Jedi Consulars get an additional force power at levels 5, 9, 13, 17.

Feat Progression for the Jedi classes:
Jedi Consular - 1, 3, 6, 9, 12, 15, 18
Jedi Sentinel - 1, 3, 6, 9, 12, 15, 18
Jedi Guardian - 1, 3, 6, 7, 9, 12, 13, 15, 18

Additional Info

Feat Progression for Droid classes:
Expert Droid - 1, 3, 5, 6, 9, 11, 12, 15, 17, 18
Combat Droid - 1, 3, 6, 9, 12, 15, 18

************************************************************
4. What do all these crazy numbers mean!?

Not too long ago, I was asking that same question. So, to help explain it to
you, weíre going to take a look at Bastila Shanís stats, and Iíll explain what
each number is all about.

Bastila Shan Ė Well this would be the name of course. But you knew that.

Level 3 Jedi Sentinel Ė I bet you understand this part, too.

Vitality 27 Ė Well this is easy. Vitality (VP) is how much damage you can take
before you die. In Bastilaís case itís 27 damage and sheís toast. This number
does not regenerate naturally, except for a few exceptions (Canderous, HK-47
after heís repaired, and some enemies)

Force 27 Ė Each Power has a cost, in Force Points (FP). When you run out of FP,
you canít use your Powers anymore. Note that these recharge naturally, but the
recharge rate is MUCH faster when you are not in combat. A final note about FP
is that some Powers are inherently light or dark in nature, and your alignment
can increase or decrease the cost of such powers accordingly. For example, if
you are COMPLETELY light, then the cost of Lightside Powers would be halved,
while Darkside Powers would be doubled. (In case of an odd number, the game
will round against you... because it is evil)

Defense 16 Ė Defense is the first complicated number. Hereís how it works: When
someone attacks you, they roll a 20-sided die. Letís say they roll a 5. That
ď5Ē is then added to the attackerís Base Attack Bonus (BAB, which you can see
below), which weíll say is 6, as well any modifiers from related attributes,
feats, or effects. Donít worry if thatís a little confusing. To keep it simple
weíll say that with the BAB and the 1d20 roll, the attacker got an 11.

The game then attempts to counter that with you Defense. Your total Defense is
based on your DEX modifier, equipment, character class, and any effects or
powers you are currently under. Thankfully the game wonít make you calculate
that. You can see your total Defense (after all those calculations) on the
Equip, Inventory, and Character status screen. So, back to Bastila, who joins
the party with 16 Defense. Since her Defense is higher than the attack roll of
11, the attack would miss, and do no damage. If the attack had been 17 or
higher, then Damage would have been calculated based on a random roll from the
weapon used (Blasters, for example do a random 1-6 damage).

Attributes: All attributes work the same way. Every 2 numbers change the
attributeís modifier. Thus at 10, you have a +0 modifier. 12 is +1, 14 is +2,
etc.  As far as I know, the attribute number itself is never used by the game;
itís the modifier that has an effect. Thus a STR of 15 is no better than a STR
of 14, technically. Generally, when I say that a modifier ďaffectsĒ something,
I mean that the modifier is directly added to it. So if your STR modifier is
+4, for example, you would get 4 extra damage on a melee attack.

STR 12 Ė The STR modifier affects your Attack value with melee weapons, and
adds damage to melee attacks. It also affects your Fortitude save.

DEX 18 Ė My favorite stat. The DEX modifier affects Defense, your Attack value
with ranged weapons and grenades, and your Reflex save.

An IMPORTANT note about Lightsabers: KotOR is based on the old-school Star Wars
Pen-and-Paper (PnP) RPG. In that game, your Attack value with a Lightsaber is
affected by your STR modifier. However, there is a feat which allows you to use
your DEX modifier instead. KotOR has made this feat automatic, and BioWare
forgot to mention that in the manual. So, if your DEX is higher than STR, your
Lightsaber Attack value will be affected by DEX, and vice-versa. However, note
that NOTHING else changes: damage is still modified by STR, and Defense by DEX.

CON 12 Ė CON adds modifiers to your Vitality gain per level. Note that, like
the Toughness feat, it is retroactive for levels previously gained. Items that
increase CON are also retroactive. So increasing your CON modifier by 1 at
level 20 will boost your VP by 20 points.

INT 10 Ė INT, besides being important to several skills, adds modifiers to how
many skill points you get when you level up. Unlike CON, this is NOT
retroactive, so if you want high INT, do it at the character creation screen.
Also, note that a modifier of +1 will have no effect, since the game calculates
skills by adding an even number (based on your class) to your INT modifier and
dividing by 2. And because the game is evil, it rounds down. So a +1 INT
modifier does nothing to your skill points, although it will still affect
certain skills individually.

WIS 12 Ė WIS is crucial to Jedi. It affects almost all Force Powers, and the
higher it is, the harder the powers are to resist. It also is used when YOU
resist an enemy force power, so itís very important. Further, WIS affects your
FP gain per level, and is retroactive like CON. It also affects a couple
skills, and your Will save. In the end, itís a very important attribute.

CHA 15 Ė CHA affects the persuade skill, and modifies all the same Force Powers
that WIS does. It does not affect FP gain, however.

Saves: Saves all work the same, but they affect different things. Iíll give an
example for each one, but I donít care to list everything affected by each
save, luckily the game will tell you as you go (provided you read the
descriptions of Feats and Powers)!

Saves also often involved whatís known as a Difficulty Check (DC). The DC is
nothing more than a base difficulty number for a particular task, like a
computer function, a repair function, a landmine, or a Force Power. The number
is preset and cannot be modified by anything.

Fortitude 4 Ė Fortitude saves have to do with a lot of physical Feats and maybe
a couple Powers, Iím not sure. As an example, weíll look at Critical Strike:
Regardless of what level itís at, Crit. Strike attempts to stun the target for
6 seconds. To avoid the stun affect, the target makes a fortitude save vs. the
attackerís level + STR modifier. So, if a person at level 3 with a STR modifier
of +2 (3 + 2 = 5) attacked Bastila with a Crit. Strike, she would be stunned
because her fortitude is only 4.

Reflex 7 Ė Reflex saves affect grenades, Force Push, and some other things.
Iíll use a Concussion Grenade (which attempts to stun the target) as an
example, since saving throws against grenades are different than normal saves.
Notice that in my Fortitude save example above there were no random numbers
involved on either side of the equation. With grenades, however, the target
rolls a 1d20 and the number they get (weíll say 9) is added to the Reflex save,
which would be a total of 16 in this case. Since a Concussion Grenade has a DC
of 15, the target would not be stunned! Feeling smarter yet?

Will 3 Ė Will saves are almost exclusively used for Force Powers, I believe.
Weíll use Shock as an example, because itís everybodyís favorite Force Power.
:) Shock attempts to damage the target 1-6 points per level of the attacker, to
a maximum of 10 levels (which is 10-60 damage... ouch!). Shock calculates a DC
of 5 + attackerís level + attackers WIS and CHA modifiers. So to keep it simple
letís see what would happen if Bastila tried to Shock herself! Sheís level 3
with WIS modifier of +1 and CHA of +2. So her Will save of 3 would be crushed
by a value of 5+3+1+2 = 11. Had she been successful with a Will save, the
damage would have been halved.

Saving Throw Chart: Bastila has a +4 Bonus to her Reflex save thanks to her DEX
and the chart below has been modified to show this.
          F  R  W
Level 3: +4 +7 +3
Level 4: +4 +8 +4
Level 5: +4 +8 +4
Level 6: +5 +9 +5
Level 7: +5 +9 +5
Level 8: +6 +10 +6
Level 9: +6 +10 +6
Level 10: +7 +11 +7
Level 11: +7 +11 +7
Level 12: +8 +12 +8
Level 13: +8 +12 +8
Level 14: +9 +13 +9
Level 15: +9 +13 +9
Level 16: +10 +14 +10
Level 17: +10 +14 +10
Level 18: +11 +15 +11
Level 19: +11 +15 +11
Level 20: +12 +16 +12 - Ė These charts have been adjusted to reflect the
bonuses applied by each characterís base attributes, but simply put: they show
you what values you can expect for Saving throws at a given level

Skills: - Skills are mainly non-combat abilities. Each one works the same way.
Your total rank in skill is determined by how many points youíve put in it +
the modifier for whichever attribute is related to the skill. Also, certain
equipment can increase your skill. When using a skill, your rank is compared
against the DC of the task.

Computer: 0 + 0 = 0 Ė Computer use is all about slicing computers, and INT is
its related attribute. Each command when slicing a computer has a base cost (in
computer spikes). Every 4 points in your Computer skill subtracts 1 from the
base cost. Contrary to what the shoddy manual (itís LucasArtsí fault, btw)
says, it is possible to reduce the cost to 0, although Iíve only seen T3 be
able to do that.

Demolitions: 0 + 0 = 0 Ė INT-related. Demo is all about mines. Basically, a
mine has a base difficulty depending on how powerful it is. For example,
setting a Minor Frag Mine has a DC of 15 to set. Disabling a mine adds +5 to
the DC, and trying to recover it adds ANOTHER +5. Mines of all flavors come in
three sizes, with DCs of 15, 20, and 25. Iím fairly certain your skill rank
here is added to a 1d20 roll. Because otherwise these numbers would be too
high... based on my experience. If you attempt an action with a mine and get a
ďskill too lowĒ message, it means that even with a 20 roll, you couldnít do it.
Also, if you roll too low while messing with an active mine, it may blow up in
your face!

Stealth: 0 + 0 = 0 Ė Stealth is DEX related, and Awareness related, really.
When you enter stealth mode (which requires a Stealth device in the Belt slot,
except for Juhani) you become invisible, and in order for an enemy to detect
you, they must roll a 1d20 + their total Awareness skill in an attempt to
detect you. If they canít detect you, then Carth just bobs his head around for
hours on end. ;)

*Awareness: 4 + 1 = 5 Ė Awareness is WIS related, and helps you detect hidden
object, including Mines, enemies, and a spunky Twiílek named Mission. Low
Awareness is the entire reason behind the infamous Carth Bug, and works like I
explained in the Stealth section above. Note that if you encounter the Carth
Bug, you can put on Awareness-increasing equipment and let the game sit for
awhile in an attempt to overcome the bug (which involves the Player being
unable to detect Mission in stealth mode). Hereís what happens: When the game
detects that you are nearing a hidden character or object, your Awareness makes
an attempt to spot it. If it fails, the game waits 20 seconds and then tries
again.

*Persuade: 0 + 2 = 2 Ė CHA-related. Iím not sure on the exact mechanics here,
because Persuade is only available to the main character and it only affects
dialog option. But I believe that the request you make has DC which is then
compared with your level relative to the level of who youíre talking to, your
total Persuade skill and a random 1d20 roll. Iím guessing thereís a roll
involved because sometimes you can succeed if you try repeatedly.

Repair: 0 + 0 = 0 Ė INT-related. Repair works exactly like Computer Use, with
one exception. With Computer Use itís possible to reduce any command to a cost
of 0 (almost, anyway). With Repair, you can reduce the cost of activating a
damaged droid to 0, but any other commands will still have a minimum cost of 1.
As an aside, I would like to reaffirm that the manual sucks. LucasArts should
know better.

Security 0 + 0 = 0 Ė Picking locks. Security is WIS related, and works by
checking your skill against the DC of the given lock. Iím not sure on the
precise mechanics involved with what the DCs of different locks are, or the
exact effect that Security Spikes and Spike Tunnelers have on your attempt, but
I would guess that Spikes add 5 to your skill and Tunnelers add 10. Or
somesuch. ;)

*Treat Injury: 4 + 1 = 5 Ė WIS-related. Treat Injury modifies the amount of VP
a particular variety of Medpac heals. For example, a regular Medpac heals 10 VP
+ WIS modifier + total Treat Injury skill. Simple, right?

Base Attack Bonus: - Remember me mentioning BAB 10 pages ago when I was talking
about Defense?
Level 1: +0
Level 2: +1
Level 3: +2
Level 4: +3
Level 5: +3
Level 6: +4
Level 7: +5
Level 8: +6
Level 9: +6
Level 10: +7
Level 11: +8
Level 12: +9
Level 13: +9
Level 14: +10
Level 15: +11
Level 16: +12
Level 17: +12
Level 18: +13
Level 19: +14
Level 20: +15

Well, thatís about it for this chunk. Maybe I should do a complete Mechanics
Guide. If I see the demand, I think I will.

************************************************************

************************************************************
Section the IVth

1. Credits

My thanks go out to Olaf73 for gathering up various technical information about
the game that was left out of the manual and posting it in one convenient
package on the KotOR forums. And for saying "Shame on BioWare" in said post.

Also to ShotokanBros for all his (their?) help in getting the initial
information of each character, even though I think some of it is wrong (Jolee).
Further thanks for allowing me to complete version 1.0! :) And further still
for more help with confirming various info.

To Sabermaster for responding to my Private Messages all night: "Wookiee
Toughness!? What the hell is that, and why didn't I see it when I played the
game through!?"  And as version 2.0, for helping add a tremendous amount of
information to the guide!

And finally to BioWare (duh) for making this great game. I want KotOR
2!!!!!!!!!!!! *Waves Hand at BioWare employees* You will make KotOR 2.

************************************************************
2. Version history

2.0 Huge jump here, because Iíve added a tutorial and a bunch more info, and
because Sabermaster as come on a co-author of sorts, offering his own input and
adding BAB charts, Save Charts, and Equipment suggestions. As of this version,
I BELIEVE all the information in this guide is accurate and confirmed.

************************************************************

1.0 Yay! Now that I have HK-47ís info, I have completed 1.0. Iíve also fixed a
few typos. And added a note to the Jolee Bindo section.

************************************************************

0.9 My first version, which is why it's called 0.9, of course. I don't even
have HK-47 done!
The original HK-47 analysis (before I had his Starting stats) is below:

As you can see, this section is rather sparse.... still waiting on the info for
HK. However, I am willing to wager that when I get it, you will see that
HK-47's attribute points are best spent on DEX. And he probably only gets 4,
because BioWare is mean, and they won't start all new NPCs at level 3 like they
should. (/rant)

Even without data, skills are not a tough section for HK-47. Just pump up his
Repair, and maybe Awareness, since he is essentially a droid Soldier, so the
same rules of thumb apply.

Feats. Well... feats are a little tougher to do without data, because HK-47
does not have access to all the feats normal characters do. He does, however,
get more than his tiny metallic friend, T3-M4. Without hard data to look at, I
can still tell you his feat progression as a Combat Droid, which is 1, 3, 6, 9,
12, 15, 18. This means you will likely only get 4 feats to work with. I would
suggest spending them on combat feats like Rapid Shot and Power Blast. It's
hard to say without good data though. Hopefully I'll get the necessary
information soon.

************************************************************
The End (And here I thought nobody would read all the way to bottom... yet here
you, reading the part in parentheses at the very end. Good job, you are
probably much more educated about KotOR and the people who helped make this
Guide for it than you ever thought possible... or necessary.)