======================================================================= Star Wars: Knights of the Old Republic Gameplay Guide v1.4 by Sherwin Tam ======================================================================= ================= TABLE OF CONTENTS ================= 1. Introduction 2. Conventions 3. PC Classes 3.1 Non-Jedi Classes 3.1.1 Soldier 3.1.2 Scout 3.1.3 Scoundrel 3.2 Jedi Classes 3.2.1 Jedi Guardian 3.2.2 Jedi Sentinel 3.2.3 Jedi Consular 3.3 Class Combinations 3.3.1 Soldier-Guardian 3.3.2 Scout-Guardian 3.3.3 Scoundrel-Guardian 3.3.4 Soldier-Sentinel 3.3.5 Scout-Sentinel 3.3.6 Scoundrel-Sentinel 3.3.7 Soldier-Consular 3.3.8 Scout-Consular 3.3.9 Scoundrel-Consular 4. Attributes 4.1 Strength 4.2 Dexterity 4.3 Constitution 4.4 Intelligence 4.5 Wisdom 4.6 Charisma 5. Skills 5.1 Computer Use 5.2 Demolitions 5.3 Stealth 5.4 Awareness 5.5 Persuade 5.6 Repair 5.7 Security 5.8 Treat Injury 6. Feats 6.1 Passive Combat Feats 6.1.1 Armor Proficiency 6.1.2 Weapon Proficiency 6.1.3 Implant Level 6.1.4 Dueling 6.1.5 Two-Weapon Fighting 6.1.6 Conditioning 6.1.7 Toughness 6.2 Active Combat Feats 6.2.1 Power Attack 6.2.2 Flurry 6.2.3 Critical Strike 6.2.4 Power Blast 6.2.5 Rapid Shot 6.2.6 Sniper Shot 6.3 Skill Feats 6.3.1 Caution 6.3.2 Empathy 6.3.3 Gear Head 6.4 Class Feats 6.4.1 Implant Level 6.4.2 Uncanny Dodge 6.4.3 Sneak Attack 6.4.4 Scoundrel's Luck 6.4.5 Jedi Defense 6.4.6 Jedi Sense 6.4.7 Force Jump 6.4.8 Force Immunity 6.4.9 Force Focus 6.4.10 Droid Upgrade Class 6.4.11 Logic Upgrade 6.5 Unique Feats 6.5.1 Force Sensitive 6.5.2 Battle Meditation 6.5.3 Wookiee Toughness 6.5.4 Blaster Integration 7. Force Powers 7.1 Core Powers 7.1.1 Speed 7.1.2 Resistance 7.1.3 Absorption 7.1.4 Persuasion 7.1.5 Telekinesis 7.1.6 Cancelation 7.1.7 Throwing 7.2 Light Side Powers 7.2.1 Healing 7.2.2 Protection 7.2.3 Enhancement 7.2.4 Stun 7.2.5 Shutdown 7.3 Dark Side Powers 7.3.1 Strangulation 7.3.2 Disease 7.3.3 Terror 7.3.4 Electrocution 7.3.5 Drain 7.4 Unique Powers 7.4.1 Force Camouflage 8. Non-Player Characters 8.1 Carth Onasi 8.2 Mission Vao 8.3 Zaalbar 8.4 Bastila Shan 8.5 T3-M4 8.6 Canderous Ordo 8.7 Juhani 8.8 HK-47 8.9 Jolee Bindo 9. Game Mechanics 9.1 Character Creation Attributes 9.2 Leveling 9.2.1 Delayed Leveling 9.2.2 Delayed Skill Points 9.3 Combat Calculations 9.3.1 Critical Hits 9.3.2 Close Range Modifiers 9.3.3 Damage 9.3.4 Death Blows 9.4 Saving Throws 9.5 Melee Fighting Styles - Dueling vs. Two-Weapon Fighting 9.6 Melee Feats - Flurry vs. Power Attack (and Critical Strike, Too) 9.7 Lightsaber Fighting Styles and Feats 9.7.1 Single Lightsaber (with Dueling) 9.7.2 Double-Bladed Lightsaber 9.7.3 Dual Lightsabers 9.8 Ranged Fighting Styles and Feats 9.9 Transit System 9.10 Sneak Attack Tactics 9.10.1 Attacking From Stealth 9.10.2 Attacking From Behind 9.10.3 Attacking Helpless Opponents 9.10.4 Ranged Weapons 10. Equipment 10.1 Weapons 10.1.1 Blaster Pistols 10.1.2 Blaster Rifles 10.1.3 Heavy Weapons 10.1.4 Melee Weapons 10.1.5 Lightsaber Crystals 10.2 Armor 10.2.1 Armor (Light) 10.2.2 Armor (Medium) 10.2.3 Armor (Heavy) 10.2.4 Jedi Robes 10.2.5 Belts 10.2.6 Gloves 10.2.7 Head Gear 11. Updates 12. Disclaimer 13. Thanks =============== 1. INTRODUCTION =============== This is my guide to the overall workings of Star Wars: Knights of the Old Republic for the XBox, one of my favorite RPGs, and possibly for the PC version as well when it's released. (I may be insane enough to own both -- I'll bet the PC version will be patched faster...) Included are suggestions for what to choose as your class, analysis of skills, feats, and powers, and what to do with those wacky companions you pick up along the way. Also, I whip out the calculator for some statistics to help compare different feats and fighting styles. Note that there are some spoilers inherent in this guide. It's impossible to avoid spoilers when talking about who you can meet in the game, and the equipment section especially contains clear spoilers about stuff you're not supposed to know about yet. I suggest, if this is your first time through the game, to tread carefully through this guide and avoid the NPC and especially the equipment sections, unless you don't mind knowing. Knowledge is power (gaming), but ignorance is bliss, when it comes to enjoying the storyline. ============== 2. CONVENTIONS ============== For those of you who aren't familiar with the d20 Dungeons and Dragons role-playing rules that this game is based on, or on some common role- playing game terminology, or just can't read my mind, here are some acronym and abbreviation explanations, some specific to KotOR (yes, that's in here, too). Attack Bonus (AB, Atk): The bonus given to your attack calculation to determine whether you successfully hit an enemy when attacking. Attributes: Numbers which represent the basic physical, mental, and social qualities of a character. Base Attack Bonus (BAB): The natural attack bonus given to your character based on their class. Buff/Debuff: A buff is any temporary enhancement to a character, such as the effects of a stimulant or using a force power such as Force Aura. Debuffs are the opposite of buffs, affliction states that weaken a character. Character Level: The overall level of a character, determined by adding the class levels of every class of a character together. The PC is the only character with more than one class, so a 8/5 Soldier Guardian is a 8 + 5 = level 13 character. NPCs have a single class and thus have the same character level as their class level. Charisma (Cha): The attractiveness and/or leadership capabilities of a character. Class: A general "job" description or basic nature of a character. All characters will be of a particular class, which determines many of their abilities. Class Level: The level of any single class for a character. The PC will have two classes, so a 8/5 Soldier/Guardian is a level 8 soldier and a level 5 guardian. NPCs have only one class, so their class levels are the same as their character levels. Consititution (Con): The endurance and stamina of a character. Critical Hit: An attack that is powerful enough to do double damage, from a successful threat. d20: A random number between 1 and 20. The system is based on old pen-and- paper RPGs, where a random number would be generated by rolling a 20-sided die, thus the "d" in d20. I used to play such archaic RPGs, so I'll sometimes also refer to this as a d20 "roll", even though the game just generates a pseudo-random number rather than actually whipping out the ol' plastic dice. Defense (Def): The number used to check against an attack when determining whether a character is hit by an attack. Dexterity (Dex): The agility and hand-eye coordination of a character. Difficulty Class (DC): The number used to compare against a saving throw to see whether the save succeeded or failed. See the section on Gameplay Mechanics for details. Emoticon ( ;) ): A group of keyboard characters representing a facial expression or expressing a tone. Typically will be ;) in this guide, the wink-smile, because, well, I've been thoroughly corrupted by the Internet and use emoticons when I'm not a good enough writer to convincingly convey when I'm kidding about something. ;) See? Experience Points (XP): points given to characters for successful actions, whether completing quests or just killing something. Experience points are accumulated towards advancing character levels; once you have a set amount of XP, you gain another level. Force Points (FP): The amount of Force available to a Jedi. These are used to power the Force powers given to Jedi, and will recharge slowly. Fortitude save (Fort): Ability to withstand damage through physical stamina. Affected by Constitution. In My Opinion (IMO): Common Internet acronym for, er, something that's my opinion. Intelligence (Int): The ability to learn and reason for a character. Jedi Consular (JC): Jedi class, focused on Force understanding and powers. Jedi Guardian (JG): Jedi class, focused on melee combat and lightsaber use. Jedi Sentinel (JS): Jedi class, searches for truth, balances melee and Force powers. Knights of the Old Republic (KotOR): The game that this guide is about. Main Character: Your own customized character that you create when first starting the game. Also referred to as the PC, or Player Character. Non-Player Character (NPC): Other controllable companions that join you in your adventure. Player Character (PC): See Main Character. Reflex save (Ref): Ability to withstand damage through agility and quick reflexes. Affected by Dexterity. Role-Playing Game (RPG): Game where the player assumes a "role" of a character that interacts with the game world. In video game terms, this usually involves playing a character or party of characters that gain in strength while adventuring through a scripted storyline. Saving Throw (save): The number added to your check when trying to resist detrimental effects, such as being stunned or grenade damage. See the section on Gameplay Mechanics for details. Scoundrel (Scl): Non-Jedi class, gets by on wits, charm, and sometimes subterfuge. Scout (Sct): Non-Jedi class, explores the galaxy. Skills: Non-combat abilities of a character, which includes treating injuries, spotting mines, repairing droids, and so on. Skill Points (SP): Points to improve your skills. You get SP with every new level to allocate to your skills. Slicing: Star Wars equivalent of "hacking" computer systems. Sounds better, too, IMO, to be a slicer rather than a hacker, but maybe that's just me. Soldier (Sol): Non-Jedi class, likes to fight. Lots. Strength (Str): The physical power of a character. Threat: A possible critical hit. Threat Range (TR): The range of numbers for a weapon that constitute a threat when rolled on a d20 for an attack roll. Vitality Points (VP): Your health level. The more VP you have, the longer you can survive in battle. In combat you'll take damage, which reduces your amount of VP. Any character that drops to 0 VP is knocked unconscious, and all your current characters get knocked unconscious, the game's over. However, as long as one teammate survives a battle, any unconscious characters will get back up with 1 VP. VP does not regenerate automatically, so any character that gets hurt will have to be healed/repaired somehow. Will save (Will): Ability to withstand damage through mental toughness. Affected by Wisdom. Wisdom (Wis): The willpower and intuition of a character. ============= 3. PC CLASSES ============= There are six classes in total that are available to your PC in the game. Classes are templates that determine your base combat effectiveness, saving throws, skill affinities, feats, and pretty much everything else that outlines your character. They give a strong indication of what role you will play in the game. -------------------- 3.1 NON-JEDI CLASSES -------------------- Your character starts off as either a Soldier, Scout, or Scoundrel before you become a Jedi. Note that you can only reach level 8 or so before switching over to a Jedi class, so I only put in a partial listing of statistics for each. Also note that while I make recommendations for each class, you should plan ahead towards your eventual Jedi class. For instance, if you want a Soldier-Consular, then you'll want more Wisdom and Charisma than your standard front-line fighter, which means you'll have to sacrifice attribute points somewhere else. If you're going to be a scout or scoundrel, make sure to focus your SP on skills that you want rather than spreading them over everything. Jedis get less SP than either class, so you won't get a chance to really keep the skills high once you become a Jedi. Besides the listed special abilities you gain, you character will also get extra attribute points. However, since attribute points are given per character level and not class level, I didn't list them. 3.1.1 Soldier ------------- Advantages + Has the highest attack bonuses in the game, allowing them to hit with weapons more often + Has the most vitality + Gets the most feats of any class in the game + Only class able to specialize in non-Jedi weapons + Can wear any armor and use any weapon (except lightsabers) to start + Strong Fortitude saves Disadvantages - Gets a pitiful number of skill points, and furthermore has only three class skills. Not going to unlock doors (bash them instead) or disarm any bombs (how damaging can they be?) - Weak Reflex and Will saves - Specialization not as useful for main character because it doesn't include lightsabers VP/level: 10 Starting SP: (1 + Int mod) * 4 SP/level: (2 + Int mod) / 2 Class skills: Demolitions Awareness Treat Injury Starting feats: Armor Proficiency (Light) -> Armor Proficiency (Medium) -> Armor Proficiency (Heavy) Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Heavy Weapons) Weapon Proficiency (Melee Weapons) Power Blast Power Attack -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 1 +1 +2 +0 +0 Feat 2 +2 +3 +0 +0 Feat 3 +3 +3 +1 +1 Feat 4 +4 +4 +1 +1 Feat 5 +5 +4 +1 +1 Feat 6 +6 +5 +2 +2 Feat 7 +7 +5 +2 +2 Feat 8 +8 +6 +2 +2 Feat 9 +9 +6 +3 +3 Feat 10 +10 +7 +3 +3 Feat Soldiers are masters at combat, and believe the best way to resolve a fight is to win. Playing a soldier is simple and straightforward: if someone attacks you, kill it. You won't have the skills to do much else. Fortunately, soldiers are some of the most effective combatants in the game, having lots of VP and a slew of feats. Important attributes for soldiers are Strength for close-range fighters, Dexterity for shooters, and Constitution to raise VP. The PC as an aspiring Jedi should consider keeping Dexterity high for defense (Jedi robes aren't very protective) and putting some points into Wisdom for more Force points, and Charisma to make their force powers more effective. But a hulking strongman character with high Strength for high lightsaber damage can also do well. Intelligence isn't particularly useful unless your character really wants to be an effective blaster sniper, which relies on the Int modifier to stun, and why are using Sniper Shot if you're going to be a Jedi? Your skill set will be extremely limited as a soldier. Unless you have a good Intelligence, your single point should go to Treat Injury. An Intelligence of 14 or more will net you another point for use in Awareness or Demolitions. You may want to put some points into Persuasion, but it is highly expensive (normally you can only raise it once per two levels), so you may not want to sacrifice your few skill points for that. Those that actually want to talk it out with people should think about acquiring Affect Mind later to do some more Force-ful persuasion. Building up soldiers involve choosing a weapon to focus on to start and then taking feats to make your character a master of that weapon. For instance, if you wanted to make a pistol specialist, You'd take Weapon Focus (Blaster Rifle), Weapon Specialization (Blaster Rifle), and feats from the Rapid Shot and Power Blast lines. In this case you'd ignore Two- Weapon Fighting and Dueling because they apply to single-hand weapons, but if you were choosing to specialize in single or two weapons, or those that have two attacks like a double-bladed sword, you would master the appropriate line of feats. If you will eventually use your lightsaber as your main weapon, you'll want to avoid focusing on melee weapons, as lightsabers have their own line of proficiencies. Instead, focus on either Two-Weapon Fighting or Dueling and special melee feats. Decide early whether to use one or two lightsabers and take the appropriate feats. Note that the double-bladed lightsaber is bugged and doesn't have any two-weapon penalties like most other weapons, so if you wish to exploit this and put your feats in other places, I won't tell... Feats that focus on skills are obviously not too useful for soldiers, so avoid those. The Toughness line is somewhat helpful (not that you really need that much more VP); the damage reduction from Improved Toughness in particular will appeal to muscle-bound soldiers with defense problems. Also consider Conditioning to improve your saving throws, which will be generally low. Soldiers, with their starting armor feats, have an interesting alternative to the standard Jedi progression once the main character switches. While the standard Jedi will move towards Jedi robes to have all available powers, soldier-based Jedi may want to consider wearing heavy armor. This will restrict your power choices, but in exchange you'll be able to wear super-heavy armor. Sure, you can get about the same kind of defense using Force buffs, but powers wear out, while a good set of armor keeps you protected, all the time... 3.1.2 Scout ----------- Advantages + Good spread of skills, skill points + Can use up to medium armor and most weapons + Gets implant feats for free + Good at avoiding attacks and grenades + Great saving throws Disadvantages - Lower attack bonuses - Many attributes to focus on VP/level: 8 Starting SP: (3 + Int mod) * 4 SP/level: (6 + Int mod) / 2 Class skills: Computer Use Demolitions Awareness Repair Treat Injury Starting feats: Armor Proficiency (Light) -> Armor Proficiency (Medium) Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Melee Weapons) Flurry Rapid Shot Implant Level 1 -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 1 +0 +2 +2 +2 Implant Level 1, Feat 2 +1 +3 +3 +3 Feat 3 +2 +3 +3 +3 Feat 4 +3 +4 +4 +4 Implant Level 2, Uncanny Dodge 1 5 +3 +4 +4 +4 Feat 6 +4 +5 +5 +5 - 7 +5 +5 +5 +5 Uncanny Dodge 2, Feat 8 +6 +6 +6 +6 Implant Level 3 9 +6 +6 +6 +6 Feat 10 +7 +7 +7 +7 - Scouts are explorers and survivors. They are a sort of jack-of-all-trades character, highly flexible. They aren't as good combatants as soldiers (few are), but they make up for this with more skills and some special abilities, as well as the best saving throws in the game. Of course, the price for flexibility is that there are too many things the scout can focus on, and the scout doesn't get as many skill points or feats to be as good as soldiers and scoundrels in combat or skill use, respectively. Most of the attributes can be useful for the scout. Good Strength is always good for the aspiring melee combantant. Dexterity is especially useful for scouts, since with Uncanny Dodge scouts can keep their defense bonus from Dexterity even when surprised. Constitution can give more VP. The scout who wants to use skills will need high Intelligence, both for the extra points and because it gives bonuses to the class skills of Computer Use, Demolitions, and Repair. Wisdom will give bonuses to the remaining class skills and give more FP for aspiring Jedi. Charisma is less useful; the main character can use Persuade, which depends on Charisma, but the scout's class skills don't depend on Charisma, and Persuade is a cross- class skill. If you plan to use a lot of Force powers later on, though, you won't want to skimp on this. The scout has the advantage of having Computer Use and Repair as class skills, which are the primary methods of taking out enemies without actually having to fight them, if you're so inclined. If you enjoy watching power conduits explode from security cameras or reprogramming droids to shoot things for you, then you'll want to buff up the appropriate skills. (That or keep Teethree with you at all times.) Repair in particular is useful due to the fact that certain things in the game can only be repaired by the main character. Persuade is also useful, but it's not a class skill, so those hoping to become convincing speakers can either bite the bullet and drop extra points into the skill or save some points and wait until they become Jedi. Just don't let the wide variety of skills stretch you thin; unlike the scoundrel, you won't have enough skill points to cover all your class skills, so you must decide early on what to focus on. Feats choices again should reflect how you plan to use your character (mostly your choice of weapon and fighting style). For lightsaber use, I personally would bulk up the dueling set of skills rather than two-weapon fighting due to the lower attack bonuses of the scout, but this depends also on what Jedi class the PC will eventually be, and is personal choice (see the pros and cons under mechanics). Since you get Flurry for free, it's also a good idea to master that line of feats. 3.1.3 Scoundrel --------------- Advantages + Lots of skill points + Lots of class skills (including Persuade) + High reflex save + Sneak Attack for lots of surprise damage + Scoundrel's Luck makes for great defense Disadvantages - Lower attack bonuses - Not that many VP - Not that many feats, either - Low fortitude and will saves - Can't use a lot of equipment to start VP/level: 6 Starting SP: (4 + Int mod) * 4 SP/level: (8 + Int mod) / 2 Class skills: Demolitions Stealth Awareness Security Persuade Starting feats: Armor Proficiency (Light) Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Melee Weapons) Critical Strike Sniper Snot Sneak Attack I Scoundrel's Luck -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 1 +0 +0 +2 +0 Sneak Attack I, Scoundrel's Luck, Feat 2 +1 +0 +3 +0 Feat 3 +2 +1 +3 +1 Sneak Attack II 4 +3 +1 +4 +1 - 5 +3 +1 +4 +1 Sneak Attack III, Feat 6 +4 +2 +5 +2 Improved Scoundrel's Luck 7 +5 +2 +5 +2 Sneak Attack IV 8 +6 +2 +6 +2 Feat 9 +6 +3 +6 +3 Sneak Attack V 10 +7 +3 +7 +3 - Scoundrels are for those that want to try something else besides the standard head-on fighting approach to the game, because the scoundrel isn't all that great at that sort of approach, having the lowest VP out of all three classes and little in the way of feats. However, to compensate, the scoundrel gets the most skill points in the game, lots of class skills to spend those points on, and two feat lines unique to the scoundrel. The scoundrel's way will be to avoid having to battle through sweet-talking people, or if battle is unavoidable, hiding -- and shooting enemies in the back. Hey, if they want to fight, all bets are off, right? The two special feats dovetail nicely. On one hand, Sneak Attack (which the main character should be able to get to level IV or V) requires that the low-vitality scoundrel get close to use properly. On the other hand, once the scoundrel's exposed, their Luck will keep them from being toasted. Strength is useful for close quarters, especially in making Critical Strike harder to resist. Dexterity IMO is the more important attribute, however; defense is hugely important in keeping your scoundrel alive, so the more the better, plus a higher dex makes stealthing easier. Constitution can ease the VP shortage, but you could also take Toughness if you find there aren't enough attribute points to go around. Intelligence is important for the extra skill points, demolitions, and if you want to use a lot of sniper shot (although chances are you won't as a Jedi). However, the game halves your Intelligence modifier for the purposes of calculating skill points, so your best option for an extra skill point would be an Intelligence of 14 (modifier +2). Any more would be wasteful (unless you really are pushing skills, in which case you could go wild and push all the way to 18), any less wouldn't actually give you another point. Wisdom powers the awareness and security class skills, bolsters the scoundrel's weak Will saving throw, and will add more all-important Force points the main character as a scoundrel will need later. Finally, Charisma affects the Persuade skill, which is a class skill for scoundrels, and it will also give you extra FP. Skill selection is dependent on whether you will sneak around with your scoundrel. If you want to fight guerilla-style, put points into Stealth. Otherwise, save the points for the rest of the skills. Your PC will definitely want to max out the Persuade skill. Scoundrels are the only non-Jedi class to get this skill, and it's highly useful in avoiding unnecessary combat, completing side quests -- and getting more money for those side quests. And that's what being a scoundrel is all about, after all. You may also want to put a few points into Treat Injury, even though it costs double. The only way to regain VP in battle is through medpacs, and those are enhanced by your Treat Injury skill. Choose your feats carefully. The scoundrel gets the least number of feats of the three non-Jedi classes, so your main character will likely only get up to four feats before switching to a Jedi class. Use those few feats to establish a fighting style, master a special attack, like Flurry, or if you are a true non-combatant, taking Empathy. Also look at Toughness to give you a boost in VP. If you choose to pump your fighting style, I recommend Dueling, since the scoundrel's attack bonuses are somewhat low, so this will help you make sure you land that sneak attack when you try it. However, if you want to deal more damage but whiff more often, invest the three feats into Two-Weapon Fighting. ---------------- 3.2 JEDI CLASSES ---------------- Early on in the game you'll be given the opportunity (or forced, depending on how you want to look at it) to become a Jedi. Once you become a Jedi, you will no longer advance as your previous class. Similar to before, there are three different Jedi classes to choose from. Note that you can delay your leveling until you switch to being a Jedi, which is totally unrealistic but will allow you to take extra Jedi levels rather than your previous class, if you so desire. All Jedi classes have good to great saving throw bonuses, so I didn't mention saves in the advantages or disadvantages. Also, all Jedi classes gain Persuade, Awareness, and Treat Injury as class skills, but you also keep as class skills whatever you had from your previous class as well. The consular also gets Computer Use and Repair as class skills, strangely enough (you'd think the sentinel would get them; consulars don't get enough skill points to make a difference). 3.2.1 Jedi Guardian ------------------- Advantages + High attack bonuses + Only class able to specialize in lightsabers + High VP + More feats than other Jedi classes + Force Jump gets guardian up and close in a hurry Disadvantages - Miniscule amounts of FP VP/level: 10 SP/level: (2 + Int mod) / 2 FP/level: 4 Additional class skills: Awareness Persuade Treat Injury Additional feats: Weapon Proficiency (Lightsaber) Jedi Defense Jedi Sense Force Jump -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 1 +1 +2 +2 +1 Jedi Defense, Jedi Sense, Force Jump, Feat, Force Power x 2 2 +2 +3 +3 +2 Force Power 3 +3 +3 +3 +2 Feat, Force Power 4 +4 +4 +4 +2 Force Power 5 +5 +4 +4 +3 Force Power 6 +6 +5 +5 +3 Knight Sense, Advanced Force Jump, Feat, Force Power 7 +7 +5 +5 +4 Feat, Force Power 8 +8 +6 +6 +4 Force Power 9 +9 +6 +6 +4 Feat, Force Power 10 +10 +7 +7 +5 Force Power 11 +11 +7 +7 +5 Force Power 12 +12 +8 +8 +6 Master Sense, Master Force Jump, Feat, Force Power 13 +13 +8 +8 +6 Feat, Force Power 14 +14 +9 +9 +6 Force Power 15 +15 +9 +9 +7 Feat, Force Power 16 +16 +10 +10 +7 Force Power 17 +17 +10 +10 +8 Force Power 18 +18 +11 +11 +8 Feat, Force Power 19 +19 +11 +11 +8 Force Power 20 +20 +12 +12 +9 Force Power Guardians are the warriors of the Jedi, the ones most skilled with the lightsaber. As such, they get more feats than the other Jedi classes (although still not as many as a soldier would), they can specialize in lightsabers, allowing for an extra +2 damage per hit, and with Force Jump they can quickly (and literally) jump into the fray. Of course, with such a big focus on the lightsaber, guardians have sacrificed their Force power training, and thus get the least amount of FP among the Jedi. It's a good thing you're good at swinging the lightsaber, because you won't have a lot of juice to do anything else... Similarly, guardians get very little in terms of SP, so you can expect your skills to come to a grinding halt unless you invested in some higher Intelligence. Hey, that's what teammates are for, right? The feats you receive as a guardian should focus on doing as much damage as possible with your lightsaber. Strongly consider specializing in the lightsaber, as +2 extra damage per hit is quite powerful, especially when dual wielding or using the double-bladed lightsaber. Jedi Defense is also useful for keeping your damage down in big firefights, but as guardians get a good attack bonus already, which is what drives Jedi Defense, style or active attack feats take priority, unless you're really keen on turning every blaster bolt right back on its owner. Hopefully you've already decided whether you want to use a single or two/double lightsaber in your previous class and have taken feats towards the appropriate style. If you haven't chosen yet, then you'll likely either have to just use a single lightsaber (two without the Two-Weapon Fighting feats has too many penalties), or spend your feats towards two weapons now. Otherwise, some of your feats can also be applied to Flurry, Power Attack, or Critical Strike. For Force powers, guardians don't have enough FP to really rely on powers for attack (and normally they don't have the Wisdom and Charisma to make the powers truly effective); use your powers to put on a few buffs or inconvenience your enemies before administering a beatdown. Self-buffs are good choices, particularly the Speed and Valor powers. Upgrade Cure/Heal or Drain Life/Death Field, depending on which side of the Force you're on (or plan to be on), then look to upgrade powers that will immobilize many enemies at once to allow you to control the spacing on the battlefield. Force Wave is particularly appropriate; jump into a fray with Force Jump, then use the power to knock back the crowd and choose your opponent to whack. Full upgrades to Stasis Field, Destroy Droid, or Insanity will also do the trick. I'm not so much a fan of throwing your lightsaber for this class (you can usually just jump in yourself if you're that far away as a guardian), but Throwing does do guaranteed damage, so it can be useful for heavily armored targets. 3.2.2 Jedi Sentinel ------------------- Advantages + More SP than other Jedi classes + Immunities make sentinel harder to stop Disadvantages - Low attack bonuses VP/level: 8 SP/level: (4 + Int mod) / 2 FP/level: 6 Additional class skills: Awareness Persuade Treat Injury Additional feats: Weapon Proficiency (Lightsaber) Jedi Defense Jedi Sense Force Immunity: Fear -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 1 +0 +2 +2 +1 Jedi Defense, Jedi Sense, Force Immunity: Fear, Feat, Force Power x 2 2 +1 +3 +3 +2 Force Power 3 +2 +3 +3 +2 Feat, Force Power 4 +3 +4 +4 +2 Force Power 5 +3 +4 +4 +3 Force Power 6 +4 +5 +5 +3 Knight Sense, Force Immunity: Stun, Feat, Force Power 7 +5 +5 +5 +4 Force Power 8 +6 +6 +6 +4 Force Power 9 +6 +6 +6 +4 Feat, Force Power 10 +7 +7 +7 +5 Force Power 11 +8 +7 +7 +5 Force Power 12 +9 +8 +8 +6 Master Sense, Force Immunity: Paralysis, Feat, Force Power 13 +9 +8 +8 +6 Force Power 14 +10 +9 +9 +6 Force Power 15 +11 +9 +9 +7 Feat, Force Power 16 +12 +10 +10 +7 Force Power 17 +12 +10 +10 +8 Force Power 18 +13 +11 +11 +8 Feat, Force Power 19 +14 +11 +11 +8 Force Power 20 +15 +12 +12 +9 Force Power Sentinels are the investigators of the Jedi, ferreting out injustice. In some respects the Sentinel is the weakest of the Jedi classes, simply because in being able to do everything they don't do anything particular well. They have more VP than consulars and thus can survive a fight for longer, but they have lower attack bonuses than guardians. They have more FP than guardians, but less VP and no bonus to their Force powers as consulars do. They get more SP than the other Jedi classes, but still get less than a scout or scoundrel would, and skills aren't really necessary for the main character when a companion can do things better. So what's a poor sentinel to do? Well, anything they want, really. Just because they're not specialized in one area doesn't mean they can't be effective in multiple roles. The trick is just to make sure you have selective focus. You should be able to both fight decently well and throw out a few powers, but don't try to sample every feat and power under the sun. Concentrate instead on mastering a few sets of Force powers, a few skills, a fighting style with the appropriate feats, and the sentinel can still be formidable. The sentinel's unique Immunity feats, while not as universally useful as the other Jedi's feats, are a nice touch in enhancing a sentinel's utility. Sentinels are immediately immune to the entire series of Fear powers from the Dark Side, and gradually become immune to the Stun/Stasis Light Side powers, and the side effects of any critical strikes or sniper shots. This means you usually don't have to worry about your character becoming unusuable in battle (dead, yes, but not unusuable), and you can apply your talents wherever and whenever they are needed. Skills for a sentinel should go along the lines of your previous class. Consider pumping up Persuade for the extra conversation options if you aren't going to take Force Mind, especially if you're a soldier -- what other class skill are you going to spend points on? Feats again should focus on your style of lightsaber use. I personally would take Dueling for the extra attack bonus to counteract the lower AB that sentinels get, but then again there's a certain appeal to having two weapons in a big whirlwind of swings... The extensions to Jedi Defense are also good, as well as progressing in one of Flurry or Power Attack, with Critical Strike being another possibility but dangerous due to its big defensive penalty. However, if you've got a scoundrel background, Critical Strike can be immensely useful... Force powers are similarly all useful, and sentinels have more FP to play with than guardians, allowing for more application. Just remember to focus on categories rather than taking a level in everything, as the better powers are usually higher up the scale. 3.2.3 Jedi Consular ------------------- Advantages + More FP than other Jedi classes + Gets more Force powers + Force Focus makes Force powers more effective Disadvantages - Low attack bonuses - Low VP VP/level: 6 SP/level: (2 + Int mod) / 2 FP/level: 8 Additional class skills: Computer Use Awareness Persuade Repair Treat Injury Additional feats: Weapon Proficiency (Lightsaber) Jedi Defense Jedi Sense Force Focus -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 1 +0 +2 +1 +2 Jedi Defense, Jedi Sense, Force Focus, Feat, Force Power x 2 2 +1 +3 +2 +3 Force Power 3 +2 +3 +2 +3 Feat, Force Power 4 +3 +4 +2 +4 Force Power 5 +3 +4 +3 +4 Force Power x 2 6 +4 +5 +3 +5 Knight Sense, Improved Force Focus, Feat, Force Power 7 +5 +5 +4 +5 Force Power 8 +6 +6 +4 +6 Force Power 9 +6 +6 +4 +6 Feat, Force Power x 2 10 +7 +7 +5 +7 Force Power 11 +8 +7 +5 +7 Force Power 12 +9 +8 +6 +8 Master Sense, Master Force Focus, Feat, Force Power 13 +9 +8 +6 +8 Force Power x 2 14 +10 +9 +6 +9 Force Power 15 +11 +9 +7 +9 Feat, Force Power 16 +12 +10 +7 +10 Force Power 17 +12 +10 +8 +10 Force Power x 2 18 +13 +11 +8 +11 Feat, Force Power 19 +14 +11 +8 +11 Force Power 20 +15 +12 +9 +12 Force Power Consulars are the mediators of the Jedi, finding balance in the universe and focusing more on their Force abilities than physical combat. Think Yoda -- or the Palpatine for those Dark Side enthusiasts. Consulars get the most powers of all the Jedi classes, the most FP to use those powers, and with Force Focus, the most effectiveness when using the powers. In exchange, they are the weakest physically, letting their bodies proverbially shrivel in favor of their mental prowess (also like Yoda and Palpatine, incidentally). The traditional consular will have a high Wisdom and Charisma to further make their powers irresistable, and will use their lightsaber sparingly, although this is certainly not a requirement. Skills for a consular tend to be sparse, since they get few skill points to use, so use them in any area you see fit. Feats should be focused on your style of play. More defensive, Force- throwing consulars will want to use a single lightsaber with dueling, which will help even when using powers due to the passive defensive bonus, while the more adventurous consulars who have a sturdier previous class, want to look stylin' and attack more frequently, or perhaps have a death wish, can invest in two-weapon fighting. The consular's special feat, Force Focus, adds to the DC against opponents when they're trying to save against the consular's Force powers. Since you've got it, flaunt it; the consular has the biggest license to whip out the stunning, the choking, the bolt action, and anything else your heart or morals (or lack thereof) desire. Area affects, such as Force Wave, Force Storm, and Stasis Field are particularly fun to play with. All consulars should also consider taking Force Suppression and Force Breach, to take down the defenses of those pesky resistance-using enemy Jedi and let them feel the full brunt of your powers again. ---------------------- 3.3 CLASS COMBINATIONS ---------------------- The main character is in the unique position of having access to two classes during the game, something that none of the NPCs will do. Thus, with three non-Jedi and three Jedi classes to choose from, there can be a total of nine different ways to advance your character in terms of class combinations. Be sure to read the Game Mechanics section on leveling if you wish to control the balance between your two classes but don't know how to "work the system". In all cases, the debate over when to switch is between the benefits of the previous class compared to the current class. Normally the non-Jedi classes offer either feats, in the case of the soldier, or other special abilities and more skill points, in the case of the scout and scoundrel, and these are taken in exchange for more Force powers. Those looking to bulk up on as many powers as possible will want to grind it out as a pitiful low-level character in the first part of the game to access major Jedi powers later, while others who want stay truer to the late-bloomer tone of the story or want more diversity in their abilities will want to wait until later to become Jedi. If this is the first time you're playing through the game, however, I'd stick to immediately upgrading your characters in the early part of the game, to allow you to experience the first part of the game without feeling like a weakling. The charts also list 1/--, which I did to include the starting class feats, if any. The game will force you to level up to at least 2, so It's not possible to be a 1/19 combination. 3.3.1 Soldier-Guardian ---------------------- Advantages + Most feats, VP, AB out of all the combinations Disadvantages - Poor amounts of SP - Weak Will save Sol/ --------Maximum Base Values-------- JG Feats Powers VP FP SP AB Fort Ref Will Other ---- ----- ------ --- --- --- --- ---- --- ---- ----- 1/-- - - - - - - - - - - 2/18 11 19 200 112 23 +20 +14 +11 +8 - 3/17 11 18 200 108 23 +20 +13 +10 +8 - 4/16 12 17 200 104 23 +20 +14 +11 +8 - 5/15 13 16 200 100 23 +20 +13 +10 +8 - 6/14 13 15 200 96 23 +20 +14 +10 +7 - 7/13 14 14 200 92 23 +20 +13 +10 +8 - 8/12 14 13 200 88 23 +20 +14 +10 +8 - This is the strongest pure fighting combination out of all the combinations, with the highest vitality and the best attack bonuses. The soldier class allows you to set up many of the general melee feats, which frees the guardian later to focus on specialization and special Jedi feats. However, this combination is one of the worst in terms of skill progression, and the character will suffer a weakness with will saves. When to switch: Here the considerations are simple: the soldier's main benefit is extra feats, but guardians also get more feats than the other Jedi classes and have the same attack bonuses, so you can afford to switch early. The earlier you switch, the more Force powers you get at the expense of feats. Bad times to switch are at levels 3, 6, and 8, due to less powers for the same number of feats as the previous level. 3.3.2 Scout-Guardian -------------------- Advantages + Can get Implant Levels for free + Uncanny Dodge + Great saving throws Disadvantages - Won't go that far with skills Sct/ --------Maximum Base Values-------- JG Feats Powers VP FP SP AB Fort Ref Will Other ---- ----- ------ --- --- --- --- ---- --- ---- ----- 1/-- - - - - - - - - - Implant Level 1 2/18 11 19 196 112 33 +19 +14 +14 +11 - 3/17 11 18 194 108 35 +19 +13 +13 +11 - 4/16 11 17 192 104 37 +19 +14 +14 +11 Implant Level 2, Uncanny Dodge 1 5/15 12 16 190 100 39 +18 +13 +13 +11 - 6/14 11 15 188 96 41 +18 +14 +14 +11 - 7/13 12 14 186 92 43 +18 +13 +13 +11 Uncanny Dodge 2 8/12 11 13 184 88 45 +18 +14 +14 +12 Implant Level 3 Sacrificing some VP and AB compared to the soldier, this allows for free implants and better saving throws compared to the other two guardian possibilities, and enough feats with the scout to still reasonably pump up the guardian in attack choices. With better saves, comparable stats otherwise, more skills, and free implants, a scout-guardian may make an even better guardian than one with a soldier base, although you'll have to be a little more choosy with your feats. When to switch: It's beneficial to switch at level 4 or 5, after getting Implant Level 2 and Uncanny Dodge 1, or you can wait it out until the higher levels for the upgrades. Since you get an extra feat at level 7 compared to level 8, you should switch then, since you can always use that extra feat for the last level of implant if necessary, and you get an extra power to work with. 3.3.3 Scoundrel-Guardian ------------------------ Advantages + Sneak Attacks for extra damage + Great defense + Can have lots of skill points Disadvantages - Lower VP and less feats than other guardian choices - Weak Will save Scl/ --------Maximum Base Values-------- JG Feats Powers VP FP SP AB Fort Ref Will Other ---- ----- ------ --- --- --- --- ---- --- ---- ----- 1/-- - - - - - - - - - Sneak Attack I, Scoundrel's Luck 2/18 11 19 192 112 38 +19 +11 +14 +8 - 3/17 10 18 188 108 41 +19 +10 +13 +8 Sneak Attack II 4/16 10 17 184 104 44 +19 +11 +14 +8 - 5/15 11 16 180 100 47 +18 +10 +13 +8 Sneak Attack III 6/14 10 15 176 96 50 +18 +10 +14 +7 Improved Scoundrel's Luck 7/13 10 14 172 92 53 +18 +10 +13 +8 Sneak Attack IV 8/12 10 13 168 88 56 +18 +10 +14 +8 - This character works best if the scoundrel before was focused on stealth attacking. A guardian with extra sneak attack power striking out from thin air is something to be feared. Alternately, if not focusing on stealth, make sure to have some stunning Force powers to get the most out of your Sneak Attack abilities. Scoundrel's Luck combined with Jedi Sense can lead to some great defense, which counteracts the fewer vitality points you'll get from using a scoundrel base. Scoundrel-guardians can also have a fairly good skill set, which is necessary to keep their stealth high. When to switch: Strongly consider how many special scoundrel abilities you want, from the large amount of skill points compared to the guardian's miniscule number, plus extra Sneak Attack power at later levels. A good point to switch would be at 6, just after getting Improved Scoundrel's Luck for a a nice +4 bonus to defense, or at 7 right after getting another level in Sneak Attack. Don't wait until level 8, as there aren't really any benefits. 3.3.4 Soldier-Sentinel ---------------------- Advantages + Higher VP and AB than other sentinel combos + More feats + Immunities keep lightsaber swinging Disadvantages - Low skill points Sol/ --------Maximum Base Values-------- JS Feats Powers VP FP SP AB Fort Ref Will Other ---- ----- ------ --- --- --- --- ---- --- ---- ----- 1/-- - - - - - - - - - - 2/18 9 19 164 148 41 +15 +14 +11 +8 - 3/17 9 18 166 142 40 +15 +13 +10 +8 - 4/16 10 17 168 136 39 +16 +14 +11 +8 - 5/15 11 16 170 130 38 +16 +13 +10 +8 - 6/14 11 15 172 124 37 +16 +14 +10 +7 - 7/13 12 14 174 118 36 +16 +13 +10 +8 - 8/12 13 13 176 112 35 +17 +14 +10 +8 - A more martial version of the sentinel, the soldier's extra feats and AB combined with the sentinel's immunity to immobility makes for an unstoppable combo (well, when the opponent is trying to scare, stun, or paralyze you, anyway). The soldier's lack of skills somewhat makes one of the sentinel's advantages obsolete, but the points can all be saved and used for Persuade if necessary. When to switch: From a feats and powers standpoint, the best times to switch are at levels 2, 4, 5, 7, and 8, although there is little benefit from switching earlier compared to other combinations, since soldiers get their extra feats later. This is the only combination where the Jedi side actually gets more skill points than the non-Jedi side, so the longer you wait, the *less* skill points you get, not more as is the usual way. 3.3.5 Scout-Sentinel -------------------- Advantages: + Implants allow for stat increases and more immunities + Good amount of skill points + Great saving throws Disadvantages - Not great at any one job - Low attack bonuses Sct/ --------Maximum Base Values-------- JS Feats Powers VP FP SP AB Fort Ref Will Other ---- ----- ------ --- --- --- --- ---- --- ---- ----- 1/-- - - - - - - - - - Implant Level 1 2/18 9 19 160 148 51 +14 +14 +14 +11 - 3/17 9 18 160 142 52 +14 +13 +13 +11 - 4/16 9 17 160 136 53 +15 +14 +14 +11 Implant Level 2, Uncanny Dodge 1 5/15 10 16 160 130 54 +14 +13 +13 +11 - 6/14 9 15 160 124 55 +14 +14 +14 +11 - 7/13 10 14 160 118 56 +14 +13 +13 +11 Uncanny Dodge 2 8/12 10 13 160 112 57 +15 +14 +14 +12 Implant Level 3 Versatility meets more versatility. Great saving throws and can switch in and out a variety of implants to go with whatever the sentinel wants to do, and the immunities help keep the scout-sentinel in motion. Of course, you're not going to be the best fighter, or the best power user, but you'll be able to do a lot of things fairly well. Invest in extra immunity implants and equipment and you'll be able to shrug off a wide variety of Force powers. When to switch: Switching at level 4 gives you the Implant Level 2 and Uncanny Dodge, plus 16 powers and a slightly higher AB, making this highly appealing. Otherwise, switching at level 5 gives an extra feat, while switching at level 7 gives the less somewhat less impressive Uncanny Dodge 2. Finally, waiting all the way until level 8 gives an extra feat in Implant Level 3, the most skill points, and slightly better AB and saves, but obviously the fewest Force powers. 3.3.6 Scoundrel-Sentinel ------------------------ Advantages + Most skill points of any combination + Sneak Attack for more damage + Great defense Disadvantages - Few feats - Low attack bonuses - Weak Will save Scl/ --------Maximum Base Values-------- JS Feats Powers VP FP SP AB Fort Ref Will Other ---- ----- ------ --- --- --- --- ---- --- ---- ----- 1/-- - - - - - - - - - Sneak Attack I, Scoundrel's Luck 2/18 9 19 156 148 56 +14 +11 +14 +8 - 3/17 8 18 154 142 58 +14 +10 +13 +8 Sneak Attack II 4/16 8 17 152 136 60 +15 +11 +14 +8 - 5/15 9 16 150 130 62 +14 +10 +13 +8 Sneak Attack III 6/14 8 15 148 124 64 +14 +10 +14 +7 Improved Scoundrel's Luck 7/13 8 14 146 118 66 +14 +10 +13 +8 Sneak Attack IV 8/12 9 13 144 112 68 +15 +10 +14 +8 - The class combination with the most available skill points for the PC, which oddly enough makes this combination the best non-violent character in the game, surpassing the scoundrel-consular. And non-violence is good for this character, because the attack bonuses and feat selection is pretty dismal. This is perhaps the combination most suited to stealthily setting mines and stabbing others in the back with the extra high skills, stuff that you wouldn't see "normal" Jedi do, although the standard scoundrel tactics of using stun powers to get sneak attacks works well, too. Make sure to take 14 Intelligence, or 18 for a truly skillerific, physical- weakling existence, during character creation to enhance your skills godliness among other Jedi. When to switch: Switching at levels 5 through 8 give varying benefits of being a scoundrel. The longer you wait, the more skill points and scoundrel powers you get at the expense of powers and VP. Waiting until level 8, strangely enough, makes you a better fighter than if you had one *less* scoundrel level. 3.3.7 Soldier-Consular ---------------------- Advantages + Higher feats, VP, and AB than other consulars + Lots of powers to play with Disadvantages - Dismal skill points - Poor Reflex save Sol/ --------Maximum Base Values-------- JC Feats Powers VP FP SP AB Fort Ref Will Other ---- ----- ------ --- --- --- --- ---- --- ---- ----- 1/-- - - - - - - - - - - 2/18 9 23 128 184 23 +15 +14 +8 +11 - 3/17 9 22 132 176 23 +15 +13 +8 +10 - 4/16 10 20 136 168 23 +16 +14 +8 +11 - 5/15 11 19 140 160 23 +16 +13 +8 +10 - 6/14 11 18 144 152 23 +16 +14 +7 +10 - 7/13 12 17 148 144 23 +16 +13 +8 +10 - 8/12 13 15 152 136 23 +17 +14 +8 +10 - For the consular who can't quite let go of their lightsaber quite yet, the soldier's extra VP and feats help the consular stay on the front lines, and the consular's extra powers deliver an alternative method of beatdown. An option for those that want to be pseudo-Sentinels but want to be better at both fighting and powers. (Shame about those skills, though.) When to switch: With clear drops in the number of powers, the best levels to switch are at 2, 4, 5, and 7. There's little benefit to being a soldier and switching early, however, since the extra feats don't kick in, so I'd suggest waiting until at least 5. Those waiting until 8 face a hard choice: you can squeeze out one more feat and a little higher AB, but you'll lose *two* powers compared to switching at 7. 3.3.8 Scout-Consular -------------------- Advantages + Great saving throws + Gets free Implant levels + Bunch of powers Disadvantages - Not that many feats Sct/ --------Maximum Base Values-------- JC Feats Powers VP FP SP AB Fort Ref Will Other ---- ----- ------ --- --- --- --- ---- --- ---- ----- 1/-- - - - - - - - - - Implant Level 1 2/18 9 23 124 184 33 +14 +14 +11 +14 - 3/17 9 22 126 176 35 +14 +13 +11 +13 - 4/16 9 20 128 168 37 +15 +14 +11 +14 Implant Level 2, Uncanny Dodge 1 5/15 10 19 130 160 39 +14 +13 +11 +13 - 6/14 9 18 132 152 41 +14 +14 +11 +14 - 7/13 10 17 134 144 43 +14 +13 +11 +13 Uncanny Dodge 2 8/12 10 15 136 136 45 +15 +14 +12 +14 Implant Level 3 Better saving throws and Uncanny Dodge keep the consular alive (although more VP would have helped, too). You'll get a couple more skill points to work with, plus implants to further customize your character. When to switch: As with all scout combinations, level 4 is a good place to switch, since you get Implant Level 2 and Uncanny Dodge. Level 5 allows you to trade a power for an extra feat over 4. Level 7 nets you Uncanny Dodge 2, while 8 gets Implant Level 3, but will cost you two powers. 3.3.9 Scoundrel-Consular ------------------------ Advantages + Balanced saving throws + Lots of skill points + Lots of powers + Sneak Attack for extra damage + Good defense Disadvantages - Miniscule amounts of VP - Poor feat selection Sct/ --------Maximum Base Values-------- JC Feats Powers VP FP SP AB Fort Ref Will Other ---- ----- ------ --- --- --- --- ---- --- ---- ----- 1/-- - - - - - - - - - Sneak Attack I, Scoundrel's Luck 2/18 9 23 120 184 38 +14 +11 +11 +11 - 3/17 8 22 120 176 41 +14 +10 +11 +10 Sneak Attack II 4/16 8 20 120 168 44 +15 +11 +11 +11 - 5/15 9 19 120 160 47 +14 +10 +11 +10 Sneak Attack III 6/14 8 18 120 152 50 +14 +10 +11 +10 Improved Scoundrel's Luck 7/13 8 17 120 144 53 +14 +10 +11 +10 Sneak Attack IV 8/12 9 15 120 136 56 +15 +10 +12 +10 A combination of the smooth talker and the Jedi who only wants to talk makes perhaps the most effective consular. The scoundrel gives the consular better defense and more skill points to put into Persuade to avoid violence, and the consular has a bunch of powers in case violence is unavoidable. The scoundrel and consular fit well in terms of saving throws, too; scoundrels have a high Reflex save, the one area that consulars lack for their saves. However, scoundrel-consulars have the worst VP total of any class, and the fewest feats, along with the scoundrel-sentinel. You'll have to find ways to avoid being attacked, either through use of your skills or using Force Focus to feed stunning and damaging powers down opponents' throats. ("Don't want to talk? Well, eat this!") When to switch: For the truly power-hungry, switching at levels 2 or 3 will give you some added defense compared to other consular combinations. Otherwise, wait until levels 6 or 7 to get the scoundrel's special abilities. Level 8 will give you an extra feat at the expense of two powers. ============= 4. ATTRIBUTES ============= All characters in the game are defined by a set of attributes that describes their innate characteristics. The main purpose of attributes is to add or subtract a modifier for when you use that attribute, whether in combat or as part of using a skill. For the purposes of most calculations, someone with 12 Strength is as strong as someone with 13 Strength, because their modifiers are the same. Every fourth character level (4, 8, 12, 16, and 20) characters will get one extra ability point to improve a score. Here, a character with 13 Strength could improve to 14 and get a higher modifier, while a character with 12 Strength can only move up to 13 Strength, keeping the same modifier. Ability Score Modifier ------------- -------- 1 -5 2-3 -4 4-5 -3 6-7 -2 8-9 -1 10-11 0 12-13 +1 14-15 +2 16-17 +3 18-19 +4 20-21 +5 22-23 +6 23-24 +7 etc... ------------ 4.1 STRENGTH ------------ Modifier applies to: * Attack bonus when using melee weapons * Attack bonus when using lightsabers and Strength >= Dexterity * Damage when using melee weapons and lightsabers * Critical Strike feats Strength measures muscle and physical power. The modifier is applied to both the attack bonus and the damage for melee (close-range) weapons. Strength also affects the critical strike set of feats. It has no effect on blaster damage from long-range weapons. Characters with high Strength that use vibroblades, lightsabers and other melee weapons can power their swings to hit more often and cause more damage. Blaster users, on the other hand, will find little use for Strength. ------------- 4.2 DEXTERITY ------------- Modifier applies to: * Attack bonus when using ranged weapons * Attack bonus when using lightsabers and Dexterity >= Strength * Defense (up to armor's max Dex bonus limit, if any) * Reflex save * Stealth skill Dexterity measures hand-eye coordination, balance, and reflexes. The modifier is applied to defense, attack bonuses of long-range blasters and lightsabers, and to the reflex saving throw. The stealth skill also benefits from high Dexterity. Characters with high Dexterity are harder to hit, more accurate with blasters and lightsabers, and are quicker on their feet, thus escaping effects that require Reflex saving throws. Jedi find Dexterity useful for its defensive bonuses and its bonus for the lightsaber, if applicable. Characters with non-lightsaber melee weapons can use Dexterity for its defensive bonuses, but may benefit more from focusing on high Strength and wearing heavier armor. Note that the Dexterity modifier applied to your defense is limited by the armor worn by a character. Heavier armor limits movement and thus limits the bonus received by Dexterity (there's never a limit for how clumsy you can be, however). For instance, a character with 18 dex would have a +4 bonus. However, if the character was wearing armor that had a max dex bonus of +2, then the effective bonus for the character is capped at +2. This doesn't affect your attack bonuses from Dexterity if you get any. ---------------- 4.3 CONSTITUTION ---------------- Modifier applies to: * VP per level * Fortitude save Constitution measures health and stamina. The modifier is applied to vitality points per level and Fortitude saving throws. For example, a 5th level Scoundrel would normally get 6 VP per level, for a total of 6 x 5 = 30 VP. However, if the scoundrel had 16 con, then the +3 bonus would apply for each level, so they would have (6 + 3) x 5 = 45 VP. Characters with higher Constitution can survive battles longer and are tougher against physical effects. ---------------- 4.4 INTELLIGENCE ---------------- Modifier applies to: * Starting SP * SP per level (half, round down) * Computer Use, Demolitions, and Repair skills * Sniper Shot feats Intelligence measures learning and reasoning. The modifier affects how many skill points you get per level, as well as directly affecting the computer use, demolitions, and repair skills. Characters which rely on skill use, such as scoundrels, will want high Intelligence to receive more skill points. Intelligence also affects the effectiveness of sniper shots with ranged weapons. Characters with higher Intelligence are better with their skills and can more accurately pinpoint weak spots when shooting blasters. Note that unlike the other attributes, the benefits of Intelligence on skill points isn't retroactive. Raising Constitution will give you extra VP for each level, and raising Wisdom and Charisma will give you FP per level, but raising Intelligence will only give you extra skill points starting from the next time you advance a level; you won't get any extra skill points from previous levels where you had lower Intelligence. For this reason, it's usually best to decide early whether or not to have a higher Intelligence score, then set it at character creation and don't upgrade it. Because the game divides by 2 (and rounds down) when giving out skill points for advancing a level, it's better to have an even modifier. An Intelligence of 12 gives the same SP as 10, and 16 Intelligence gives out the same SP as 14 (and costs extra during creation). Thus, your Intelligence should be 10 or 14. This gives you either no bonus for the standard amount of points per level or a +2 bonus, which will translate to an extra skill point per level. You can set your Intelligence to 8, but this will give you one less skill point per level, unless you are a soldier, guardian, or consular, who get the minimum 1 SP/level anyway. If you're going with a soldier and plan to ignore skills, this is a way to eke out some extra attribute points for something else at character creation. ---------- 4.5 WISDOM ---------- Modifier applies to: * FP per level * Awareness, Security, and Treat Injury skills * Will save * Force Push, Force Whirlwind, Force Wave, Cure, Heal, Stun, Stasis, Stasis Field, Stun Droid, Disable Droid, Destroy Droid, Wound, Choke, Kill, Slow, Affliction, Fear, Horror, Insanity, Shock, Force Lightning, Force Storm, Drain Life, and Death Field Force powers Wisdom measures willpower, perception and intuition. The modifier affects the awareness, security, and treat injury skills, as well as the Will saving throw. Wisdom also modifies the effectiveness of many offensive Force powers and adds to the number of Force points you get per level. Characters with higher Wisdom can more easily spot enemies, shrug off mental attacks, and attack with Force powers. ------------ 4.6 CHARISMA ------------ * FP per level * Persuade skill * Force Push, Force Whirlwind, Force Wave, Cure, Heal, Stun, Stasis, Stasis Field, Stun Droid, Disable Droid, Destroy Droid, Wound, Choke, Kill, Slow, Affliction, Fear, Horror, Insanity, Shock, Force Lightning, Force Storm, Drain Life, and Death Field Force powers Charisma measures leadership, attractiveness, and persuasiveness. The modifier is applied to the persuade skill as well as many offensive Force powers. While not mentioned in the manual, the modifier is also added to your Force points per level, just like Wisdom. Characters with higher Charisma have an easier time lying and getting others to do what they want them to do, as well as stronger Force powers. ========= 5. SKILLS ========= Skills for the most part are roleplaying devices for those that want to do something else besides just beat down everything that moves (not that there's anything wrong with this style of play). While some skills may have an effect on combat, others are there for alternative solutions. Rather than bash containers open, you can simply unlock them. Rather than take soldiers head on, repair a droid to fight for you. Rather than run through mines and absorb the damage, pick the mines up. And so on. Skills obviously are more appealing to less martial classes, and the game reflects this, with the classes with lower attack bonuses receiving more skill points. Some will argue that skills (other than Persuade and possibly Repair) are useless for the main character, since there are other members of your party that can do them all better, and that there is always a less skillful solution to every problem. And this is a valid point, especially given that your skill points will likely slow down once you become a Jedi. However, this really all depends on how you like to play. If you would rather not take the combative approach to every problem and want the freedom to do more mixing and matching of your party rather than taking the same party members every time that are experts at their skills, then you'll want to invest in some skills anyway. Again, there are many ways to play the game, and you may be someone who wants flexibility in being to do many things rather than the satisfaction of leaving things to someone else in your party that is specialized and better at it. You may want to be able to slice a computer without lugging Teethree around all the time (not that he isn't a nice little droid), or you may want to set mines yourself without Mission, or whatever else you envision your character doing. That being said, however, there are ways to get the most out of your skills, and it's good to think ahead of time how to build your character. Again, it's usually better to focus on a few skills rather than learn them all (unless you really have that many skill points, of course). Each skill listed below has an related attribute modifier that is added to your base skill rank to determine your final skill score. For instance, if you only have 1 point in Computer Use, but are a smartypants with a 14 Int and a +2 modifier, your final skill score will be 3 when using computers. Each character class has a set of "class skills" which are its primary skills, and cost 1 SP to raise to a maximum of (new character level + 3). Skills not part of the set of class skills are called cross-class skills, and cost 2 SP to raise to a maximum of (new character level + 3)/2, rounding down. For instance, say you have a level 5 scout about to hit level 6. If you want to raise their Repair skill, which is a class skill, it will cost 1 SP, and you can raise it to a maximum rank of 6 + 3 = 9. However, if you want to raise your Security skill, which is cross-class, it'd cost 2 SP and you can only raise it to a maximum rank of (6 + 3) / 2 = 4. See the leveling section under Gameplay Mechanics for the exact maximums per level if you don't want to wrangle with the math. Note that you don't have to spend all your SP every level, and sometimes you won't be able to at all. You can save as many SP as you want and apply them at a later level up. This becomes useful for the main character, since you can acquire new class skills from switching to a Jedi class and can save up SP to pump the Jedi class skills. See Gameplay Mechanics for more details. Some skills are also considered "trained" skills. These skills need formal training to use, and can't be used without at least investing in one skill rank. For instance, if you have no points in Demolitions, the game won't even give you the option to disable mines (not that you'd have much of a chance anyway). Others can be used regardless of whether you have skill points in the skill or not, although with no skill points you'll still be working at a low level. Everybody can use Treat Injury with a medpac, for instance, but you won't get a lot of VP out of them without some extra training. Skill use is based on d20 checks against a difficulty class (DC). If you don't know what the heck I just said, check out the Gameplay Mechanics section or the game manual. DC is mentioned a lot, so it's good to understand what it is. One last note: The main character is special in that they'll have more class skills as a Jedi than the pure Jedis. When switching over to a Jedi class, you get to keep all your old class skills, plus you'll get all the Jedi class skills as well. So as long as one of your PC's classes has a skills as a class skill, then it will always be a class skill. ---------------- 5.1 COMPUTER USE ---------------- Related Attribute: Intelligence Requires Training: No Class Skill: Scout, Jedi Consular, Expert Droid, Combat Droid Cross-Class Skill: Soldier, Scoundrel, Jedi Guardian, Jedi Sentinel This represents your ability to slice computer systems, for any of you wanting to play Jedi slicers. Slicing terminals in the game is an excellent way to bypass indoor battles by using security systems to eliminate opponents in remote rooms or disabling turrets and other nastiness. Plus, you get XP for doing so, at the expense of computer spikes. The skill governs how many computer spikes you'll need for any slicing actions at a computer terminal. For every four levels of Computer Use, you'll need one less spike than the original requirement, down to a minimum of zero spikes (the manual says one, but the game's buggy). This applies to your total skill level with your Int modifier, not just your base rank, so try to make sure your total is always a multiple of four to not waste any skill points. --------------- 5.2 DEMOLITIONS --------------- Related Attribute: Intelligence Requires Training: Yes Class Skill: Soldier, Scout, Scoundrel, Combat Droid Cross-Class Skill: Jedi Guardian, Jedi Sentinel, Jedi Consular, Expert Droid Demolitions is all about the mines, whether it's setting, disabling, or recovering them. (It's not about actually detecting them, though -- that's Awareness.) Mines all have the same DC to set, depending on whether they're of minor (DC 15), average (DC 20), or deadly (DC 25) quality. Setting mines has the lowest difficulty, and doesn't require much in the way of Demolitions skill, although you need at least a point, since this is a trained skill. Mines that you set are safe for your party but will of course blow up when an opponent steps over it. Fiddling with enemy mines is much more dangerous. Attempting to disable a mine adds +5 to the base setting DC, while trying to recover a mine adds +15 to the DC (not +10 as in the description). So, trying to set an Average mine would be 20 DC, but recovering an enemy Average mine would be a whopping 35 DC. Majorly failing your action will also set off the mine, so anyone who wants to deal with explosives is advised to have a high skill level, and possibly some extra demolitions equipment. Outside of combat you can Take 20 on your check, meaning you can add an automatic 20 to your skill for your attempt to set, disable, or recover a mine. For this reason, you'll want to keep your overall Demolitions score, including your Intelligence modifier and any equipment, a multiple of 5, as you'll rarely be disabling or recovering mines in battle. Mission has more than enough points to cover all her class skills, so she doesn't have to worry, but the main character will invariably run into a skill point shortage once you switch over to being a Jedi. There's little reason to have a total score above 20, unless you want to work with mines in battle. The minimum total scores you need for mine actions, including the Intelligence modifier and equipment, is listed below: Minimum Demolitions Total Score Mine Quality Set Disarm Recover ------------ --- ------ ------- Minor 1 1 10 Average 1 5 15 Deadly 5 10 20 Also, as a warning for those that use Demolitions, make sure the character you're using to disable or recover a mine has a clear path to the mine and is nearby. If there's an obstacle in the way (like another party member), you're likely to just set off the mine while trying to go around the obstacle. The character will not always stop in time when running towards a mine, either, so your safest bet is to manually walk close to a mine before entering the command to disarm or recover. Similarly, if you're going to attempt to disable a mine during combat, you'll want to use Solo mode unless the other party members are ranged weapon users. If you don't use Solo mode to keep your other party members in place, they will likely step on the mine while attacking the enemies that are undoubtedly swarming around you while you try to work. This isn't a required skill, since most mines won't kill you, and you should be able to easily patch yourself up during the later stages of the game when the deadly level mines appear. On the other hand, setting mines in the path of opponents can make your life much easier, and if nothing else, recovering mines others put in your way means you can sell them for some extra cash. And cash is always good... ----------- 5.3 STEALTH ----------- Related Attribute: Dexterity Requires Training: Yes Class Skill: Scoundrel Cross-Class Skill: Soldier, Scout, Jedi Guardian, Jedi Sentinel, Jedi Consular, Expert Droid, Combat Droid Restricted mostly to scoundrels who like snooping around and backstabbing (or shooting -- my old D&D background is showing again) opponents, stealth is one skill many people don't use due to its micromanaging nature, especially given the way the game handles stealth. First, stealth requires that a character use a camouflage belt of some sort (with the exception of Juhani, who has a Force power that allows her to naturally hide). Then, you must take control of the character and activate stealth, which immediately puts you into Solo mode. Solo mode, which isn't explained in the manual, turns off the party AI so that your party members won't follow you around and will remain standing where you left them. While this is good to make sure your stealth cover isn't blown, it also means you have to switch to each character and give them actions if you're using stealth during combat. While in stealth mode, you won't be able to run, but you can open doors, open containers, set mines, use computers, and so on without canceling your stealth. Combat (which includes bashing containers) will cancel your stealth mode immediately, although scoundrels will still sneak attack on their first attack coming out of stealth. Note that you won't be able to stealth when opponents can see you, so use stealth before you go around that corner to explore, not after. Any opponents near you will automatically attempt Awareness checks periodically to possibly spot you, with the DC being your Stealth score. If they succeed, you'll drop out of stealth, otherwise they won't notice you and you can continue on your sneaky way. ------------- 5.4 AWARENESS ------------- Related Attribute: Wisdom Requires Training: No Class Skill: Soldier, Scout, Scoundrel, Jedi Guardian, Jedi Sentinel, Jedi Consular, Combat Droid Cross-Class Skill: Expert Droid Awareness is the opposing skill to Stealth and related to Demolitions. That is, if someone is stealthed, Awareness is what you'd use to try to spot them, and if there's a mine set in front of you, Awareness is how you'd spot the mine. Awareness is always active and will periodically check using a d20 + your skill rank and any extra modifiers against stealthers or mines, although if you're running you suffer a -5 penalty to your skill check. For stealthed characters, you use a straight opposed check against the opponent's Stealth skill. For mines, you check against DC 20 for Minor mines, DC 30 for Average mines, and DC 40 against Deadly mines. So, Minor mines can be detected by anyone even without any Awareness skill (on a d20 roll of 20), but Average mines require an overall score of 10 to reliably detect, and Deadly mines are undetectable by all except the most skilled characters at a minimum score of 20. Use of this skill depends on how much you like little surprises. There's honestly few times you'll ever be jumped by stealthed opponents (even those that should have stayed stealthed if they were smart), and mines are for the most part survivable if you encounter them, although they're quite annoying. You may settle for giving high Awareness to a few party members and using your SP somewhere else for the rest. Anyone with a high Demolitions skill will likely want a similarly high Awareness, however; there's no point in knowing how to disable explosives if you can't find them, and relying on another party member to spot them is iffy. ------------ 5.5 PERSUADE ------------ Related Attribute: Charisma Requires Training: No Class Skill: Scoundrel, Jedi Guardian, Jedi Sentinel, Jedi Consular Cross-Class Skill: Soldier, Scout Unavailable: Expert Droid, Combat Droid Special: Only the main character can use this skill This skill is unique to the main character, since it has a direct effect on conversations, and all the major conversations are done through the main character. The art of getting others to do what you want them to do is one of the best skills you can have in the game; many, many (many) opportunities exist in the game that allow you to convince others to turn from the dark side, extract more reward money, convince merchancts to lower their prices, lie and cheat, and anything else you're allowed to get away with while talking to others. Characters without this skill won't get their way nearly as often, and will usually end up in more fights to boot. This may not bother those of you who want to battle anyway, but those that prefer more subtle methods (and have less VP) will want to invest in Persuade. Unfortunately, this isn't a class skill for soldiers or scouts, so you'll either have to bite the bullet and drop double the skill points in early or wait it out while saving points for when you switch to being a Jedi, all of which have Persuade as a class skill. Also, those that want to tread the path of the right and just, a warning: conversations are one of the easiest ways to pick up Dark Side points, so don't go around convincing others to do something detrimental to their health if you want to stay on the straight path. ---------- 5.6 REPAIR ---------- Related Attribute: Intelligence Requires Training: No Class Skill: Scout, Jedi Consular, Expert Droid, Combat Droid Cross-Class Skill: Soldier, Scoundrel, Jedi Guardian, Jedi Sentinel Repair is specifically for work on droids. If you have spare parts available, you can fix various disabled droids lying around the game and get them to do your dirty work for you. Any enemies killed by your fixed droids count towards your experience total, so if you need some outside help for battles and there's a disabled droid lying around nearby, you can make your life easier by reactivating it. Plus, repairing the various nonfunctional droids in the game is worth XP, too, even if the reactivated droid never does anything useful. Similar to Computer Use, every four total levels in Repair reduces the parts requirements by one, so for most characters you'll want to keep the total of your Repair rank and Int modifier at a multiple of four. Repair is much more important for T3-M4 and HK-47, however. Since they *are* droids, Repair doubles as their only method of healing, through using repair kits. The total score in Repair is directly added to the amount of VP recovered through using a repair kit, and for advanced repair kits and construction kits, the score is doubled and tripled, respectively. Therefore, you'll want to pump Repair as high as possible for droid characters. Repair is also important to the main character if you plan to use HK-47 a lot, because only the main character can attempt to repair HK's systems for his substantial bonuses after repair. You'll need a total Repair skill of 17 to get all his upgrades (see HK-47's character section for details). ------------ 5.7 SECURITY ------------ Related Attribute: Wisdom Requires Training: Yes Class Skill: Scoundrel, Expert Droid, Combat Droid Cross-Class Skill: Soldier, Scout, Jedi Guardian, Jedi Sentinel, Jedi Consular Security is unlocking locked things. You target a locked door or container, try to unlock it, and you either unlock it or pout, simple as that. With the availability of bash on most all locked objects, or a computer override, this skill is mostly a roleplaying decision. However, aspiring thieves will want to invest in some Security skill to unlock things while stealthed, because bashing immediately takes you out of stealth. ---------------- 5.8 TREAT INJURY ---------------- Related Attribute: Wisdom Requires Training: No Class Skill: Soldier, Scout, Jedi Guardian, Jedi Sentinel, Jedi Consular Cross-Class Skill: Scoundrel Unavailable: Expert Droid, Combat Droid Treat Injury is your only method of healing early without the availability of Jedi powers, and is still useful throughout the game when your characters are running low on FP (or don't have any to begin with) and need to keep standing. Non-metal characters directly apply the total score for Treat Injury towards VP recovered when using a medpac, and advanced medpacs and life support packs double and triple the score, respectively. Droids use the Repair skill to "heal" themselves and use repair kits rather than medpacs. ======== 6. FEATS ======== Feats give your characters extra abilities that help define their roles. These include the ability to use armor and weapons, special attacks to use with equipped weapons, and extra bonuses to skills and attacks. Unlike skills, feats are an all-or-nothing thing. Either you have the feat, or you don't. Feats normally are part of a progression tree, where there are three different levels of power for the same feat, i.e. Toughness, Improved Toughness, and Master Toughness. The previous level of a feat must be taken before the next level is available, and the later levels also may have level prerequisites. Feats below are listed under their general name, with the different levels detailed underneath with their prerequisites (other than needing the previous level of the feat, which is assumed). ------------------------ 6.1 PASSIVE COMBAT FEATS ------------------------ These are combat feats that don't need to be actively used and are permanently applied. They grant the ability to use equipment, and also give various bonuses to VP, attack, defense, and so on. 6.1.1 Armor Proficiency ----------------------- Armor Proficiency (Light) Prerequisites: Non-Wookiee, Non-Droid Grants ability to wear Light armor. | --> Armor Proficiency (Medium) Prerequisites: Non-Wookiee, Non-Droid Grants ability to wear Medium armor. | --> Armor Proficiency (Heavy) Prerequisites: Non-Wookiee, Non-Droid Grants ability to wear Heavy armor. Armor proficiency allows characters to wear the different types of armor in the game. Having none of the proficiencies means a character can only wear clothing or, in the case of Jedi, Jedi robes. Each higher level of proficiency allows for a heavier set of armor, which usually grants more defense but has a smaller mas Dex bonus limit. Keep in mind that for characters with high Dex, wearing a lighter set of armor may grant better overall defense than a heavier set with a lower Dex limit. Soldiers get all the proficiencies for free, while scouts get medium armor for free, and scoundrels get light armor. Jedi won't receive any armor proficiency, but for the most part won't want to wear armor anyway, as many Force powers can only be used while in Jedi robes or clothing (or nothing at all). Droids use plating rather than inefficient humanoid equipment, and Wookiees are too darn huge to fit into anything, so Zaalbar is outta luck. You really won't need to take any extra feats in armor proficiency. Soldiers get all of the proficiencies for free, scouts and scoundrels will typically have the Dexterity to make lighter armors effective, and Jedi will want to stick with robes to use all their powers. 6.1.2 Weapon Proficiency ------------------------ Weapon Proficiency (Blaster Pistol) Prerequisites: None Grants ability to use Blaster Pistols. | --> Weapon Focus (Blaster Pistol) Prerequisites: None Adds a +1 attack bonus while using Blaster Pistols. | --> Weapon Specialization (Blaster Pistol) Prerequisites: Level 4 Soldier Adds +2 damage while using Blaster Pistols. Weapon Proficiency (Blaster Rifle) Prerequisites: None Grants ability to use Blaster Rifles. | --> Weapon Focus (Blaster Rifle) Prerequisites: None Adds a +1 attack bonus while using Blaster Rifles. | --> Weapon Specialization (Blaster Rifle) Prerequisites: Level 4 Soldier Adds +2 damage while using Blaster Rifles. Weapon Proficiency (Lightsaber) Prerequisites: None Grants ability to use Lightsabers. | --> Weapon Focus (Lightsaber) Prerequisites: None Adds a +1 attack bonus while using Lightsabers. | --> Weapon Specialization (Lightsaber) Prerequisites: Jedi Guardian Adds +2 damage while using Lightsabers. Weapon Proficiency (Heavy Weapons) Prerequisites: None Grants ability to use Heavy Weapons. | --> Weapon Focus (Heavy Weapons) Prerequisites: None Adds a +1 attack bonus while using Heavy Weapons. | --> Weapon Specialization (Heavy Weapons) Prerequisites: Level 4 Soldier Adds +2 damage while using Heavy Weapons. Weapon Proficiency (Melee Weapons) Prerequisites: None Grants ability to use Melee Weapons. | --> Weapon Focus (Melee Weapons) Prerequisites: None Adds a +1 attack bonus while using Melee Weapons. | --> Weapon Specialization (Melee Weapons) Prerequisites: Level 4 Soldier Adds +2 damage while using Melee Weapons. Weapon proficiencies grants the ability to use a particular type of weapon. Basic proficiency means you can at least pick a weapon up. Weapon focus gives you a +1 to attack with that weapon, while specialization, which is restricted to soldiers and guardians, adds +2 damage to attacks with that weapon. Characters for the most part all come with their required weapon proficiencies, so there isn't a need to add a new category of weapon. All characters can focus on a weapon type, but for the bonus feats are better spent elsewhere unless you have some feats to spare. Weapon specialization, however, is a different story. A guaranteed extra +2 damage with each hit can quickly add up. Soldiers have more than enough feats to specialize in a weapon, including specializing in a new weapon if they want to switch types (*cough* Canderous *cough*). Jedi guardians have a harder decision, since feats are rarer for them. You may wish to invest in advancing a combat style or special attacks rather than putting two feats towards extra damage, although with Jedi speed powers the extra damage is highly useful. For the Jedi-aspiring main character, note that lightsabers are a different type of proficiency than melee weapons, so don't focus or specialize in melee if you're planning to use your light stick as your main weapon later. 6.1.3 Implant Level ------------------ Implant Level 1 Prerequisites: Non-Droid Grants the ability to use cybernetic Level 1 Implants. | --> Implant Level 2 Prerequisites: Character Level 4, Non-Droid Grants the ability to use cybernetic Level 2 Implants. | --> Implant Level 3 Prerequisites: Character Level 8, Non-Droid Grants the ability to use cybernetic Level 3 Implants. Implants give your character extra flexibility through their effects. Most implants give an attribute boost of either Dexterity or Constitution, but others will grant immunity to various effects, and some give regeneration. Scouts get these feats for free when they hit the required level. While the extra effects are nice, they aren't vital, so non-scouts shouldn't invest in implants unless they've already taken more important feats. 6.1.4 Dueling ------------- Dueling Prerequisites: None Gives +1 Atk/+1 Def when using a single one-handed weapon. | --> Improved Dueling Prerequisites: Character Level 4 Gives +2 Atk/+2 Def when using a single one-handed weapon. | --> Master Dueling Prerequisites: Character Level 8 Gives +3 Atk/+3 Def when using a single one-handed weapon. Dueling is a "combat style", choosing to use a single one-handed weapon for more accuracy and defense and leaving the offhand free (although for melee weapons you end up using two hands on the hilt anyway). Weapons that qualify include blaster pistols, standard and short lightsabers (why anyone would use a single short lightsaber is beyond me), and melee weapons that aren't double-bladed. Dueling represents a tradeoff between accuracy and defense and the obvious extra damage using two weapons would allow. Dueling is good for scoundrels that want to make sure they connect with their sneak attack. Characters that want some extra defense or have lower attack bonuses will also find Dueling useful. Consulars in particular, with their higher reliance on powers rather than swinging their lightsaber, will want to strongly consider Dueling. Check under Gameplay Mechanics for a more detailed comparison of Dueling and Two-Weapon Fighting. Unlike two-weapon fighting, it isn't necessary to master Dueling to be effective, so it's fine to take only a level or two in Dueling as needed. 6.1.5 Two-Weapon Fighting ------------------------- Two-Weapon Fighting Prerequisites: None Reduces two-weapon fighting penalties to -6/-6 (main hand / off hand) from -6/-10. Using a balanced weapon in the off hand further reduces penalties to -4/-6. | --> Improved Two-Weapon Fighting Prerequisites: Character Level 4 Reduces two-weapon fighting penalties to -4/-4. Using a balanced weapon in the offhand further reduces penalties to -2/-4. | --> Master Two-Weapon Fighting Prerequisites: Character Level 8 Reduces two-weapon fighting penalties to -2/-2. Using a balanced weapon in the offhand further reduces penalties to 0/-2. For those that want to use a weapon in each hand, this set of feats is an absolute necessity. The penalties for using two weapons without Two- Weapong Fighting is a crushing -6/-10 to the main hand and off hand, respectively. Using a balanced weapon in the off hand reduces the penalty to -4/-10, but the penalty is so severe you might as well just not use a second weapon. Taking Two-Weapon Fighting reduces the off hand penalty substantially, but the penalties are still high. Improved Two-Weapon Fighting reduces the penalties to manageable levels, and Master Two-Weapon Fighting makes them negligible. The payoff for using two weapons is considerable, but the investment is similarly considerable: three feats to master two weapons and be able to use at least one without penalty. For characters such as soldiers, this is no biggie, but characters with less feats, such as scoundrels and Jedi, should consider carefully whether the extra feats couldn't be used towards something else, such as Flurry or other special attack feats. Further analysis of Two-Weapon Fighting can be found in the Gameplay Mechanics section. 6.1.6 Conditioning ------------------ Conditioning Prerequisites: None Gives a +1 bonus to all saving throws. | --> Improved Conditioning Prerequisites: Character Level 4 Gives a +2 bonus to all saving throws. | --> Master Conditioning Prerequisites: Character Level 8 Gives a +3 bonus to all saving throws. Conditioning gives you bonuses on your saving throws, and is mainly for characters who need some shoring up in one area or another, such as soldiers or scoundrels. Scouts need not apply. 6.1.7 Toughness --------------- Toughness Prerequisites: None Gives a retroactive +1 VP per character level. | --> Improved Toughness Prerequisites: Character Level 4 Gives a retroactive +1 VP per character level and subtracts 2 points from any damage taken. | --> Master Toughness Prerequisites: Character Level 8 Gives a retroactive +2 VP per character level and subtracts 2 points from any damage taken. Toughness has two effects. The basic level grants +1 VP/level, which by 20th level means a total of 20 extra VP a nice sum for less durable classes like scoundrels and consulars. Improved Toughness adds a different effect: for any damage you take, the first two points of damage are ignored. This works great against large groups of weak enemies, since you'll likely take little damage from all their attacks. Master Toughness gives an extra boost to VP for a total of 40 extra VP, but it's not as important as the first two levels. ----------------------- 6.2 ACTIVE COMBAT FEATS ----------------------- Unlike passive combat feats, active combat feats represent different ways you can attack and require you to select them on the Action bar, and each selection only lasts for a combat round, requiring you to queue them up if you want a feat used continuously. 6.2.1 Power Attack ------------------ Power Attack Prerequisites: None Gives +5 damage per melee attack at -3 attack penalty. | --> Improved Power Attack Prerequisites: Character Level 4 Gives +8 damage per melee attack at -3 attack penalty. | --> Master Power Attack Prerequisites: Character Level 8 Gives +10 damage per melee attack at -3 attack penalty. Power Attack gives a damage boost at the expense of accuracy. Many debate for and against the use of Power Attack versus Flurry and which is more useful, and I do that myself in Gameplay Mechanics. My conclusion is, that Power Attack is useful for those using two weapons or double-bladed weapons, and also those that use the Speed Jedi powers to add extra attacks. The major disadvantages of Power Attack are that the attack penalty never improves, and that the damage doesn't scale with the weapon you use. So, once you get better weapons, getting an extra attack from Flurry will outstrip Power Attack when you're using one weapon. Since the damage applies for *every* attack you do in one round, however, those using two weapons and/or applying powers for extra attacks will do extra damage for each of their attacks, which quickly adds up. Getting three attacks per round, for instance, would give you a chance to do +10 fo each attack with Master Power Attack, for a potential +30 to damage that round if all the attacks hit. Ouch. Of course, the fact that the penalty never improves means that Power Attack will whiff more often against enemies with high defense, so you may need to switch feats or find some way to reduce your opponent's defense (stunning does the trick) before applying Power Attack successfully again. On the other hand, against scrubs with no defense, have a blast. It's a good idea to upgrade Power Attack if you intend to use it, at least to the Improved level for the extra +3 damage per attack. The difference between Improved and Master is slightly smaller but worth it if you use the feat frequently. 6.2.2 Flurry ------------ Flurry Prerequisites: None Gives an extra melee attack during the round at -4 attack penalty for all attacks and -4 defense that round. | --> Improved Flurry Prerequisites: Character Level 4 Gives an extra melee attack during the round at -2 attack penalty for all attacks and -2 defense that round. | --> Master Flurry Prerequisites: Character Level 8 Gives an extra melee attack during the round at -1 attack penalty for all attacks and -1 defense that round. Flurry grants an extra melee attack in a round in exchange for decreased accuracy for all attacks that round, plus a defensive penalty. This is a great boon to those using a single weapon, doubling their attacks per round, but lessens in importance for two-weapon fighters and as you gain extra attacks through Jedi Speed. As you gain more attacks per round, Flurry starts losing ground to the sheer damage output of Power Attack, since Flurry always only adds one attack, but Power Attack applies extra damage for *each* attack. On the other hand, with upgrades Flurry lessens the attack and defense penalties, meaning by the time you get to Master Flurry you can pretty much use Flurry in every situation with no appreciable problems. The lessening of the attack penalties also means Flurry is a better choice for those characters with lower attack bonuses. Damage means nothing if you can't hit the opponent in the first place, after all. Those that use Flurry should upgrade at least to Improved Flurry for the significant +2/+2 difference. The difference between Improved and Master is only +1/+1, however, and thus not as important. Those using a single weapon in particular should upgrade Dueling first before Master Flurry, since it will give you the same +1/+1 bonus permanently rather than only when you're using the Flurry feat. If you have feats after achieving Master Dueling, then you can go back and finish upgrading Flurry. 6.2.3 Critical Strike --------------------- Critical Strike Prerequisites: None Doubles the threat range of a melee weapon. Also will stun the opponent for six seconds on a successful hit unless opponent makes a Fort save at a DC of character level + Str modifier. -5 penalty to defense. | --> Improved Critical Strike Prerequisites: Character Level 4 Triples the threat range of a melee weapon. Also will stun the opponent for six seconds on a successful hit unless opponent makes a Fort save at a DC of character level + Str modifier. -5 penalty to defense. | --> Master Critical Strike Prerequisites: Character Level 8 Quadruples the threat range of a melee weapon. Also will stun the opponent for six seconds on a successful hit unless opponent makes a Fort save at a DC of character level + Str modifier. -5 penalty to defense. Critical Strike is a strange beast. On one hand, you shouldn't expect as much damage in general compared to Power Attack. (Check Gameplay Mechanics for an explanation of critical hits and a comparison of Critical Strike to the other active combat feats if you want some more information.) Plus, you get a huge -5 penalty to your defense while using this feat. So what's the point? Well, there's two parts to Critical Strike. The first is the effect to threat range. The usefulness of this portion depends on what the threat range of your weapon is. If your weapon has a 20-20 range, then this feat isn't particularly useful, because Master Critical Strike still only gives you a 16-20 range. However, a 19-20 normal threat range for a weapon will grant a 13-20 range at Master Critical Strike level, meaning that you have a 40% chance with each hit to score a critical hit. This is quite a nice bonus if you use this feat frequently, especially if you have high attack bonuses to make sure critical hits connect, since you must essentially attack twice to get a successful critical hit. Dueling makes critical strike more effective due to its attack bonus. You also may find weapons that are Keen, which doubles their normal range, normally from 19-20 to 17-20. Unfortunately, the multipliers don't stack the way you might hope when using Critical Strike. See Critical Hits under Gameplay Mechanics for details. So, by itself this isn't much to crow about. However, the second effect of Critical Strike is its other, important use: you have a chance to stun your opponent with a successful hit, at a DC equal to your level plus your Strength modifier. This can make your life a whole lot easier, especially if you have scoundrel blood and can start making sneak attacks in broad daylight against your helpless opponent, and it automatically upgrades when you level, eventually becoming more powerful than any weapons with innate stunning abilities. Characters with multiple attacks will also find this useful, since the feat applies for every attack in a round. So, Dueling is more useful for getting a successful critical hit, but Two-Weapon Fighting will give you more chances to stun. Note that neither the stunning effect nor the defense penalty improves as you upgrade the feat, so those that are mainly looking for the stunning effect will only need the basic level. Characters equipping weapons with bigger threat ranges or massive critical properties will find the upgrades more useful. 6.2.4 Power Blast ----------------- Power Blast Prerequisites: None Gives +5 damage per ranged attack at -3 attack penalty. | --> Improved Power Blast Prerequisites: Character Level 4 Gives +8 damage per ranged attack at -3 attack penalty. | --> Master Power Blast Prerequisites: Character Level 8 Gives +10 damage per ranged attack at -3 attack penalty. If Power Blast worked just like a ranged version of Power Attack, it'd be somewhat useful to those that dual-wield pistols, like Carth. However, Power Blast has a debilitating bug: it only gives you one attack per round, no matter what. This negates the major advantage Power Attack had for melee users and makes Power Blast pretty useless, since you can upgrade Rapid Shot instead and always get double the attacks, eventually at less penalty and for more damage as you acquire better equipment. Avoid upgrading this feat. 6.2.5 Rapid Shot ---------------- Rapid Shot Prerequisites: None Gives an extra ranged attack during the round at -4 attack penalty for all attacks and -4 defense that round. | --> Improved Rapid Shot Prerequisites: Character Level 4 Gives an extra ranged attack during the round at -2 attack penalty for all attacks and -2 defense that round. | --> Master Rapid Shot Prerequisites: Character Level 8 Gives an extra ranged attack during the round at -1 attack penalty for all attacks and -1 defense that round. Rapid Shot is a natural choice for single pistol, rifle, and heavy weapon users, and with the bug that cripples Power Blast, it's a natural choice for dual pistol users, too. That pretty much covers all the ranged users, actually. So, unless you're focusing on Sniper Shot, all ranged users should upgrade Rapid Shot to at least Improved level for the extra attack per round, a big boon to ranged weapon users, who typically aren't Jedi and won't be dropping Speed powers to get even more attacks per round. 6.2.6 Sniper Shot ----------------- Sniper Shot Prerequisites: None Doubles the threat range of a ranged weapon. Also will stun the opponent for six seconds on a successful hit unless opponent makes a Fort save at a DC of character level + Int modifier. -5 penalty to defense. | --> Improved Sniper Shot Prerequisites: Character Level 4 Triples the threat range of a ranged weapon. Also will stun the opponent for six seconds on a successful hit unless opponent makes a Fort save at a DC of character level + Int modifier. -5 penalty to defense. | --> Master Sniper Shot Prerequisites: Character Level 8 Quadruples the threat range of a ranged weapon. Also will stun the opponent for six seconds on a successful hit unless opponent makes a Fort save at a DC of character level + Int modifier. -5 penalty to defense. Sniper Shot is very similar to Critical Strike. However, because ranged users typically get less attacks per round and because the stunning effect is based on Intelligence, which won't be that high in most characters, its stunning usefulness isn't quite as good as the melee version. Sniper Shot is still useful for its stunning effects, particularly to scoundrels, but don't upgrade it past the lowest level unless your character typically uses ranged weapons with a 19-20 threat range (see Critical Strike for a discussion on threat ranges). On the other hand, Sniper Shot can be more effective than its melee cousin in scoring critical hits, because up close ranged weapons get a huge +10 close-proximity attack bonus, greatly improving the chances of getting a successful threat. --------------- 6.3 SKILL FEATS --------------- Skill feats raise skills. Generally, they aren't particularly useful, because those that get lots of feats (soldiers) don't use lots of skills, and those that get lots of skills (scouts, scoundrels) don't get a lot of feats. You may find some use for skill feats for your NPCs, particularly Teethree, who doesn't get much in the way of combat feat choices, but otherwise focus on your combat abilities before taking these skills. If you need a skill boost, pick up some equipment with the appropriate bonuses. 6.3.1 Caution ------------- Caution Prerequisites: None Gives a +1 bonus to Demolitions and Stealth skills. | --> Improved Caution Prerequisites: Character Level 4 Gives a +2 bonus to Demolitions and Stealth skills. | --> Master Caution Prerequisites: Character Level 8 Gives a +3 bonus to Demolitions and Stealth skills. Given the two skills boosted here, this skills is really only useful for scoundrels. Other classes don't use stealth, and taking a feat just for a +1 bonus to Demolitions is wasteful. 6.3.2 Empathy ------------- Empathy Prerequisites: None Gives a +1 bonus to Persuade, Awareness, and Treat Injury skills. | --> Improved Empathy Prerequisites: Character Level 4 Gives a +2 bonus to Persuade, Awareness, and Treat Injury skills. | --> Master Empathy Prerequisites: Character Level 8 Gives a +3 bonus to Persuade, Awareness, and Treat Injury skills. This may be appealing to the main character, since these will all be class skills once you become a Jedi, but again, using a feat for a skill bonus has to be weighed against not taking a combat feat. A possible early choice for PC scoundrel characters, since Treat Injury isn't a class skill for them. 6.3.3 Gear Head -------------- Gear Head Prerequisites: None Gives a +1 bonus to Repair, Security, and Computer Use skills. | --> Improved Gear Head Prerequisites: Character Level 4 Gives a +2 bonus to Repair, Security, and Computer Use skills. | --> Master Gear Head Prerequisites: Character Level 8 Gives a +3 bonus to Repair, Security, and Computer Use skills. Gear Head has obvious appeal to droids, as these are all class skills. In particular, Teethree will likely want to master this skill, as he uses these skills extensively (and he doesn't get too many combat feats to work with anyway). --------------- 6.4 CLASS FEATS --------------- These feats are available only to certain classes. If you don't belong to the specified class, you're outta luck. Feats that have an asterisk next to the prerequisites are automatically given to the class at the specified level. 6.4.1 Implant Level ------------------- Scouts get implants for free at the specified character levels; see 6.1.3 for the description. 6.4.2 Uncanny Dodge ------------------- Uncanny Dodge 1 Prerequisites: Level 4 Scout* Character retains Dex defense bonus even when surprised, and gains +2 to saves vs. grenades. | --> Uncanny Dodge 2 Prerequisites: Level 7 Scout* Character retains Dex defense bonus even when surprised, and gains +4 to saves vs. grenades. These feats are of limited usefulness, since you rarely, if ever, are surprised, and the other half is only useful if someone tosses a grenade at you. On the other hand, they're free, so there's no real reason to complain. 6.4.3 Sneak Attack ------------------ Sneak Attack I Prerequisites: Scoundrel* Adds 1-6 damage to attacks against opponents that can't respond to the attacker and are within 10 meters. | --> Sneak Attack II Prerequisites: Level 3 Scoundrel* Adds 2-12 damage to attacks against opponents that can't respond to the attacker and are within 10 meters. | --> Sneak Attack III Prerequisites: Level 5 Scoundrel* Adds 3-18 damage to attacks against opponents that can't respond to the attacker and are within 10 meters. | --> Sneak Attack IV Prerequisites: Level 7 Scoundrel* Adds 4-24 damage to attacks against opponents that can't respond to the attacker and are within 10 meters. | --> Sneak Attack V Prerequisites: Level 9 Scoundrel* Adds 5-30 damage to attacks against opponents that can't respond to the attacker and are within 10 meters. | --> Sneak Attack VI Prerequisites: Level 11 Scoundrel* Adds 6-36 damage to attacks against opponents that can't respond to the attacker and are within 10 meters. | --> Sneak Attack VII Prerequisites: Level 13 Scoundrel* Adds 7-42 damage to attacks against opponents that can't respond to the attacker and are within 10 meters. | --> Sneak Attack VIII Prerequisites: Level 15 Scoundrel* Adds 8-48 damage to attacks against opponents that can't respond to the attacker and are within 10 meters. | --> Sneak Attack IX Prerequisites: Level 17 Scoundrel* Adds 9-54 damage to attacks against opponents that can't respond to the attacker and are within 10 meters. The scoundrel's defining skill, and by far the longest sequence of upgrades in the game, Sneak Attack allows the normally combat-challenged scoundrel to inflict massive amounts of damage against nearby helpless opponents. The game considers the following opponents fair game for sneak attacks: 1) Opponents that have your back turned to you 2) Opponents that are stunned or otherwise immobilized 2) Opponents that you attack out of stealth mode (only the first attack from stealth qualifies) Mission will eventually reach Sneak Attack IX and be a terror to stunned opponents (although not much of a threat towards enemies otherwise), but the main character can still reach III or IV and do some extra damage as well. Much of a scoundrel's combat life, then, centers around trying to satisfy one of these conditions, then getting within range to sneak attack, if they are too far away. Check out the section on Sneak Attack tactics for more info about how to set up a sneak attack for your scoundrel. 6.4.4 Scoundrel's Luck ---------------------- Scoundrel's Luck Prerequisites: Scoundrel* Gives a +2 bonus to defense. | --> Improved Scoundrel's Luck Prerequisites: Level 6 Scoundrel* Gives a +4 bonus to defense. | --> Master Scoundrel's Luck Prerequisites: Level 12 Scoundrel* Gives a +6 bonus to defense. The other special feat for scoundrels, Scoundrel's Luck gives the slippery scoundrels a nice defense bonus for just being themselves. Mission will get the full +6 bonus, while the main character will reach +2 or +4. (There is no luck, there is the Force.) 6.4.5 Jedi Defense ------------------ Jedi Defense Prerequisites: Jedi* Jedi equipped with a lightsaber can deflect blaster bolts if a (d20 + Jedi's BAB) roll beats the attacker's attack roll. The bolt is reflected back at the attacker if the Jedi's roll beats the attack by 10. | --> Advanced Jedi Defense Prerequisites: Level 4, Jedi Jedi equipped with a lightsaber can deflect blaster bolts if a (d20 + Jedi's BAB + 3) roll beats the attacker's attack roll. The bolt is reflected back at the attacker if the Jedi's roll beats the attack by 10. | --> Master Jedi Defense Prerequisites: Level 8, Jedi Jedi equipped with a lightsaber can deflect blaster bolts if a (d20 + Jedi's BAB + 6) roll beats the attacker's attack roll. The bolt is reflected back at the attacker if the Jedi's roll beats the attack by 10. One of the defining abilities of a Jedi, this feat gives ranged users a hard time against a Jedi. Before calculating whether a ranged attack hits, a Jedi is allowed a deflection roll equal to d20 + their base attack bonus (just the AB from your class, with no extra attribute, feat, or weapon modifiers). If this number is equal or greater than the shooter's attack number, then the Jedi has managed to put their lightsaber in the path of the bolt and deflect the shot. If the number is at least 10 higher, the unfortunate attacker has their bolt reflected right back at them. All Jedi receive the basic version of this feat for free, making hitting them with a ranged weapon an iffy affair, because even if the deflection fails, they still receive their normal check against defense. The basic level of this feat is usually enough to catch most bolts for guardians with their higher natural attack bonuses, but if you're another Jedi class and want the extra defense, or just enjoy batting bolts back to their sources, you'll want to put in the upgrades. 6.4.6 Jedi Sense ---------------- Jedi Sense Prerequisites: Jedi* Gives a +2 bonus to defense. | --> Knight Sense Prerequisites: Level 6 Jedi* Gives a +4 bonus to defense. | --> Master Sense Prerequisites: Level 12 Jedi* Gives a +6 bonus to defense. Considering those flimsy robes they normally wear, Jedi fortunately have a finely tuned sixth sense for danger that gives them an automatic defensive bonus. 6.4.7 Force Jump ---------------- Force Jump Prerequisites: Jedi Guardian* Guardians wielding lightsabers can leap directly to an opponent 10+ meters away with a standard attack. | --> Improved Force Jump Prerequisites: Level 6 Jedi Guardian* Guardians wielding lightsabers can leap directly to an opponent 10+ meters away with a standard attack, gaining +2 attack and damage with the first swing. | --> Master Force Jump Prerequisites: Level 12 Jedi Guardian* Guardians wielding lightsabers can leap directly to an opponent 10+ meters away with a standard attack, gaining +4 attack and damage with the first swing. The unique feat of the Jedi Guardian, Force Jump is a powerful tool, but be careful not to overuse it. If your guardian's wielding a lightsaber (and if not, why aren't you?), are a fair distance away from an opponent, and have a clear, straight path towards the opponent (making this power more useful in open spaces rather than thin corridors), then choosing a standard attack on the opponent will send your character soaring through the air to land a flying lightsaber chop on the unfortunate target. The extra attacks from Two-Weapon Fighting and the Speed powers all will work with this power; if you quickly buff yourself with Knight or Master Speed before jumping, *all* of your attacks will get any attack and damage bonuses from the feat, allowing you to drop in for major hurt-dealing. So what's not to like about instantly closing distances and adding extra damage? The problem comes when you jump into a fray and find that you can't handle the sudden attention of being in a big group of baddies, all of whom will attack you first. Your companions (outside of Juhani) will have to scramble to reach you if you've jumped far, and there's no way to jump back to where you started if you find you've bitten off more than you can chew. This is especially aggravating when you jump accidentally, since the feat works off the standard attack. So make sure to look before you leap, as the saying goes, and that you're okay with the odds. If the group of opponents eyeballing you look too menacing for you to handle by yourself, do things the old-fashioned way and manually hoof it up to the enemy, or use an active combat feat like Flurry or Power Attack on a distant targeted opponent, which will make your character run rather than fly towards the target. On the other hand, if your party gets separated, Force Jump is a great way to immediately help your companions. If there are only a few stragglers around and you're cleaning up, it's also a great timesaver compared to having to run up to the last couple of enemies. Opponents that are widely spaced may be able to less the effect of area Force powers, but guardians are their worst nightmare, because they can use Jump on all of them... 6.4.8 Force Immunity -------------------- Force Immunity: Fear Prerequisites: Jedi Sentinel* Gives immunity to all fear effects. | --> Force Immunity: Stun Prerequisites: Level 6 Jedi Sentinel* Gives immunity to all fear and stun effects. | --> Force Immunity: Paralysis Prerequisites: Level 12 Jedi Sentinel* Gives immunity to all fear, stun, and paralysis effects. The unique feats given to a Jedi Sentinel, Force Immunity gives sentinels passive immunity to immobilizing effects. The first level, Immunity: Fear, is straightforward enough: the sentinel is immune to the Fear / Horror / Insanity series of dark side Force powers. Immunity: Stun makes the Jedi immune to the stunning side effects of all stunning weapons, Critical Strike, Sniper Shot, and Force Push and Wave (but not the damage). Immunity: Paralysis gives the sentinel resistance to Stasis and Stasis Field. 6.4.9 Force Focus ----------------- Force Focus Prerequisites: Jedi Consular* Gives a +1 to the DC for all saves against the consular's Force powers. | --> Improved Force Focus Prerequisites: Level 6 Jedi Consular* Gives a +2 to the DC for all saves against the consular's Force powers. | --> Master Force Focus Prerequisites: Level 12 Jedi Consular* Gives a +3 to the DC for all saves against the consular's Force powers. The Jedi Consular's unique feat, Force Focus boosts the consular's offensive Force powers by making them harder to resist. This gives consulars a distinct advantage when using offensive powers, and the aspiring Consular should feel free to load up on powers that target opponents to take advantage of this feat. 6.4.10 Droid Upgrade Class -------------------------- Droid Upgrade Class 1 Prerequisites: Droid* Allows droid to use Class 1 droid items. | --> Droid Upgrade Class 2 Prerequisites: Level 7 Droid* Allows droid to use Class 2 droid items. | --> Droid Upgrade Class 3 Prerequisites: Level 13 Droid* Allows droid to use Class 3 droid items. As equipment goes, droids get it pretty easy. Droids roll their equivalents of armor, implants, and other equipment levels into one Upgrade Class level, and this automatically improves as they level. By the time level 13 comes around, droids will be able to equip any droid item they want. 6.4.11 Logic Upgrade -------------------- Combat Logic Upgrade Prerequisites: Droid* Gives a +2 bonus to defense. | --> Tactician Sense Prerequisites: Level 6 Droid* Gives a +4 bonus to defense. | --> Battle Droid Logic Upgrade Prerequisites: Level 12 Droid* Gives a +6 bonus to defense. Besides getting free equipment proficiency upgrades, droids also get upgrades on their combat smarts, resulting in automatic upgrades to their defense. ---------------- 6.5 UNIQUE FEATS ---------------- These are feats given to specific characters in the game, whether your main character or one of the NPCs. All these feats are automatically given. 6.5.1 Force Sensitive --------------------- Prerequisites: Main Character, Jedi Gives an extra 40 FP. Your character is in tune with the vibes of the Force and gets 40 more Force points than a Jedi class would at the class's level. This is a huge boon to Jedi guardian characters in particular, giving them ten levels worth of FP, but extra FP is of course useful for any Jedi. 6.5.2 Battle Meditation ----------------------- Prerequisites: Bastila Shan This is purely a plot feat and is just to remind you that Bastila is a Very Important Person, because she can control entire wars -- when she has time to meditate. Unfortunately, you can't just sit her down in battle and make your opponents question their purpose in life, so this is the most useless feat in the game in practice. (Plot-wise, of course, it's hugely important.) 6.5.3 Wookiee Toughness ----------------------- Prerequisites: Wookiee (Zaalbar) Gives a retroactive +2 VP per character level and subtracts 2 points from any damage taken. Wookiees are pretty hardy walking carpets, and this is reflected in this special feat that has the same effects as Master Toughness. You could take the Toughness feats for Zaalbar to further improve his enormous tolerance for damage, but considering how much VP he already has, the extra VP from Toughness isn't a necessity. 6.5.4 Blaster Integration ------------------------- Prerequisites: T3-M4 Grants the ability to use Blaster Pistols. Utility droids don't ordinarily pack weapons, but Teethree is no ordinary utility droid. And thus he does pack weapons. Pistols, to be exact. =============== 7. FORCE POWERS =============== Force powers are the lifeblood of the Jedi, and figuring out which powers to learn define the roles of a Jedi, whether it's healing, buffing, or simply zapping the life out of others. Unlike skills and feats, which can be used an unlimited number of times, Force powers take an amount of Force Points to use, and Jedi with too little left in their Force meter won't be able to pull any powers out. FP regenerates slowly during battle and quickly outside of battle. There are three categories of Force powers: core powers, light side powers, and dark side powers. Core powers are neutral powers available to all Jedi, and are always the same cost. The cost of other powers depends on your alignment. Light side powers cost up to 50% less to use if your alignment leans towards the light and up to 150% more to use if your alignment dips down towards the dark. The opposite is true of dark side powers. All costs listed below are for the base cost, but keep in mind how your alignment will affect the actual cost when choosing powers. It is naturally assumed that only Jedi have access to Force powers, so I don't bother listing Jedi as a prerequisite. I also have categorized the powers by series with an overall label to make it easier to discuss the series as a whole. Powers have the same FP cost even when upgraded, so the FP is listed first. Duration is also listed if the power itself is persistent, not if its effects are persistent; Stasis will stun opponents for 12 seconds, for instance, but the actual duration of the power is instant, because the stunning was attempted immediately, but won't continuously be attempted. Some powers are restricted by the armor you wear; those powers that are restricted will only be usable if the user is wearing Jedi robes or clothing. The following powers have no armor restrictions and can be used with any armor: Core: Energy Resistance / Improved Energy Resistance Affect Mind / Dominate Mind Force Push / Force Whirlwind / Force Wave Throw Lightsaber / Advanced Throw Lightsaber Force Camouflage (but Juhani won't be wearing armor anyway) Light Side: Cure / Heal Stun / Stasis (but not Stasis Field) Stun Droid / Disable Droid / Destroy Droid Dark Side: Wound / Choke / Kill Slow / Affliction (but not Plague) Fear / Horror / Insanity Many of the signature Jedi powers, such as the Speed, Valor, and Lightning sets, are unavailable when wearing armor. However, the tradeoff is not without its benefits, especially for soldier-based characters with high Strength and low Dexterity, with their access to heavy armor. The best Jedi robes in the game have a base defense of 5, while good heavy armor has 10+ defense and can reach up to 14, although you have to account for the Dex limits; robes essentially have no limit, while heavy armor allows little to no Dex bonus, and light and medium armor fall in between. You can also make up the defensive difference with powers, and in fact can get an even higher defense (Master Defense and Force Armor would give you an extra 10 defense along with the robe's defense), but there's something to be said about having permanently high defense that won't dissipate as the battle wears on and doesn't drain any precious FP. Of course, being able to use Speed and other more powerful Force abilities is quite nice, too, so consider your options carefully. The best use of this is for Dexterity-challenged soldiers, who won't receive much benefit from a high Dex max limit. Slower scouts may want to also consider this option, as there's some decent medium armors in the game (up to a max of 11 defense). Scoundrels, with their access to light armor only, should go with robes, as the defensive bonus from light armor isn't enough compared to extra powers with Jedi robes, although you can create a lower-Dex scoundrel and take a proficiency in medium armor if you still want to go with armor. --------------- 7.1 CORE POWERS --------------- These powers are general powers that don't have any light or dark side leanings, so they always cost the same FP to use. 7.1.1 Speed ----------- FP: 20 Duration: 36 seconds Restricted By Armor: Yes Burst of Speed Prerequisites: None Gives +2 to defense and double movement speed. | --> Knight Speed Prerequisites: Character Level 9 Gives +4 to defense, 1 extra attack per round, and double movement speed. | --> Master Speed Prerequisites: Character Level 15 Gives +4 to defense, 2 extra attacks per round, and double movement speed. The Speed series is a great investment for any Jedi wanting to mix it up with their lightsaber, as well as those tiring of the long treks around the landscape of KotOR. Besides the defensive effects, the main draw is, of course, the extra speed. The movement speed boost in Burst of Speed doesn't give much in the way of combat bonuses, but is a godsend for getting around in general. The main character should always take at least one level in Speed just so you can reduce the tedium of backtracking through the long stretches of empty space that are so prolific in the game. Knight Speed adds the other major effect of Speed, which is the addition of another attack per round, plus some extra defense, making this a great upgrade from Burst of Speed. Master Speed adds another attack and should be strongly considered for those who frequently pull out their lightsaber. 7.1.2 Resistance ---------------- FP: 20 Duration: 60 seconds Restricted By Armor: Yes Force Resistance Prerequisites: Character Level 9 Opponents attacking with a Force power must roll a check of d20 + attacker's level against a DC of 10 + character's level. The power fails if the attacker fails the check. | --> Force Immunity Prerequisites: Character Level 15 Opponents attacking with a Force power must roll a check of d20 + attacker's level against a DC of 15 + character's level. The power fails if the attacker fails the check. Force Resistance and Immunity offer protection against the myriad of opposing Jedi who will try to zap, stun, and disease you in their quest to make your life miserable. With Resistance you'll have a 50% chance to resist powers from an opposing Jedi of the same level, and Immunity increases this to 75%. Of course, Jedi that are of higher level will have an easier time breaking through your resistance, but this still offers good protection from pesky Jedi powers -- assuming the opposing Jedi doesn't just cancel your resistance completely. 7.1.3 Absorption ---------------- FP: 10 Duration: 120 seconds Restricted By Armor: No Energy Resistance Prerequisites: None Absorbs the first 15 points of any sonic, fire, cold, or electrical damage taken by the character. | --> Improved Energy Resistance Prerequisites: Character Level 9 Absorbs the first 15 points of any sonic, fire, cold, or electrical damage taken and grants immunity to poison and disease to the entire party. The somewhat misnamed Energy Resistance at its basic level gives some protection against the elements and only affects the character using the power, negating the first 15 points of any attack with the listed elemental properties, which unfortunately doesn't include *energy* damage. Improved Energy Resistance gives the entire party the same elemental resistance and also gives immunity to poison and disease. Usage of this power is spotty, since you don't often see a lot of elemental damage. This power does come in handy against heavy droids, which can use flamethrowers or carbonite projectors. It will also protect against plasma, sonic, and CryoBan grenades (but not thermal detonators, unfortunately). Finally, it will lessen damage from pesky dark Jedi using Lightning powers, and the Improved version will totally negate Affliction and Plague. The duration is long and the cost small, too, which makes it more appealing, but it's not useful enough to make it a top priority. 7.1.4 Persuasion ---------------- FP: n/a Duration: n/a Restricted By Armor: No Affect Mind Prerequisites: Main Character Opens new conversation options using Force Persuade. | --> Dominate Mind Prerequisites: Character Level 6, Main Character Opens new conversation options using Force Persuade and makes Force Persuade harder to resist. The consolation prize for those characters who don't have enough skill points to keep Persuade high, or the power of choice for those that want to force others to do things against their will, this will allow your main character to wave his hand and Force Persuade the weak of mind or easily impressionable characters during conversation to do what you want them to. Note that this works best on characters who are alone and when the persuasion is subtle; targets with friends may have their friends recognize this Force trick, and commands that put characters in harm's way may cause your persuasion to fail. Also, some characters are Force resistant or have strong will of mind, so this power will not work on them. As with Persuade, light side followers are warned that abusing Force Persuade will result in dark side points. Be very careful to not overly manipulate your target. On the other hand, this is a great power to have for those that tread the dark side; making others do things against their will and warping their minds is the epitome of evil... 7.1.5 Telekinesis ----------------- FP: 10 Duration: instant Restricted By Armor: No Force Push Prerequisites: None Pushes opponent 5 meters away, does damage equal to character level, and stuns opponent for 3 seconds. Reflex save at DC of 5 + character level + Wis and Cha modifiers for half damage and no stun. | --> Force Whirlwind Prerequisites: Character Level 9 Stuns opponent for 12 seconds and does damage equal to one-third character level every 2 seconds (twice character's level in total). Reflex save at DC of 5 + character level + Wis and Cha modifiers to negate. Does not affect droids using energy shield hardware. | --> Force Wave Prerequisites: Character Level 15 All opponents within 15 meters of character are thrown back 5 meters and stunned for 6 seconds while taking one and a half character's level. Reflex save at DC of 5 + character level + Wis and Cha modifiers for half damage and no stun. The Telekinesis series is interesting because it's one of the few sets of powers where the actual nature of the power changes, rather than just an upgrading of the effects. Force Push gives a single opponent a Force nudge, knocking them to the ground for some damage and a slight stun. Force Whirlwind is much more effective; not only does it do twice the damage, but it will stun for a full 12 seconds. Once you get to Force Wave, however, things change. Rather than a single- opponent power, you now have an area effect power. But, the effect is now centered around your character rather than an enemy, and the stun and damage is actually shorter than Whirlwind. So while everyone should upgrade from Push to Whirlwind, whether you upgrade to Wave depends on how you use the power. If you want a focused long-term stun, keep the power at Whirlwind. If you want a crowd-clearing burst around your character with some stunning power, upgrade to Wave. Particularly fun to use with a stealthy Jedi; walk into a group of enemies, use Wave, and watch them fall away from your character. (If they save and don't fall, well, you may have some problems.) Considering the low cost, this feat is specifically recommended for guardians, who can use the knockdown effects of Wave and need to conserve their FP. Telekinesis also doesn't have an armor restriction, making it useful for those Jedi that want to keep wearing something besides those drafty robes. It will not work on all enemies, particularly those that are just too heavy to push over, and Reflex saves are generally the easiest saves to pass since many enemies have high Dex, so don't expect to get more than a little damage and some more personal space when fighting major enemies later on. 7.1.6 Cancelation ------------------ FP: 25 Duration: instant Restricted by Armor: Yes Force Suppression Prerequisites: Character Level 9 Cancels all active beneficial 1st and 2nd tier Force powers on target. | --> Force Breach Prerequisites: Character Level 15 Cancels all active beneficial Force powers on target. The counter to Force buffs, this series cancels other powers active on a target. Note that for power sets that only have two powers, the first power is considered a 2nd tier power, and the upgrade is a 3rd tier power. Suppression will cancel Burst of Speed, Knight Speed, Force Resistance, Energy Resistance, Force Aura, Force Shield, Force Valor, and Knight Valor. Breach cancels all the powers that Suppression does plus Master Speed, Force Immunity, Improved Energy Resistance, Force Armor, and Master Valor. Canceling shouldn't be taken until later in the game, as it only is useful against Jedi and their companions, but is highly useful for characters that rely on using Force powers on their opponents rather than buffing themselves. As you won't be fighting many light side Jedi, the main use for cancelation is bringing down opponents' Force Resistance / Immunity. Whether you consider this ability worth the cost of two power upgrades is up to you. 7.1.7 Throwing -------------- FP: 20 Duration: 1 combat round Restricted By Armor: No Lightsaber Throwing Prerequisites: Lightsaber equipped, 5 meters away from target Uses a combat round to throw character's lightsaber at an opponent. Attack always hits. Does 1-6 damage per two character levels. | --> Advanced Lightsaber Throwing Prerequisites: Lightsaber equipped, 5 meters away from initial target Uses a combat round to throw character's lightsaber at up to three opponents. Each target must be within 5 meters of the previous target. Attack always hits. Does 1-6 damage per two character levels to each target. A flashy move involving more physical exertion than your typical Force power, Throwing has a number of negative aspects. For one, the FP cost is high, so you won't have enough juice to do it often. Plus, the range restriction makes it useless at close range, so continued use requires some guerilla hit-and-run tactics, more hassle than it's worth for typical battles. Other powers have a much wider effect at the highest level; three targets max for Advanced Lightsaber Throwing is low compared to big groups of opponents you can affect with Stasis Field or Force Storm. And you'll likely be able to do more damage with your lightsaber normally by the end of the game through judicious use of buffs and feats. So why would you throw away your precious lightsaber using a power with big restrictions? Because both Throwing powers have one redeeming value: they are the only attacks in the game that *can't* be avoided. Combat feats can miss, grenades can be evaded, other powers can be resisted -- but Throwing powers *always* hit. They don't check against defense, and they are the only powers that ignore Force Resistance and Immunity. The range restrictions and the damage limit are there because of this fact, that throwing your lightsaber is *guaranteed* damage. And, while the damage only increases once per two levels, by level 20 you'll be doing a respectable 10-60 points of damage, with no chance at the immunities or saves for half damage that other powers have to suffer with. This power is good in particular for light side Jedis, who have no direct damage light powers compared to their damage-happy dark cousins. (Well, Stun Droid, but you can't use that for everything. Dang shame.) You can also use it effectively for one-on-one battles if you have some space to back up if your opponent charges you; repeatedly throwing your lightsaber can quickly deplete your enemy's vitality (and your Force points) before you close range to swing your lightsaber. Whether you upgrade the power to the Advanced form depends on how often you plan to rely on it. If you just need it to take down the occasional stubborn baddie, then just take the basic form and forget the rudimentary chaining effect. If you have more FP to spare and frequently use this as an opening strike or to clean up stragglers, then consider taking the upgrade, as potentially tripling your total damage is always nice, and watching your lightsaber bounce to different enemies is lots of fun. Unlike most powers, where you target the middle of a group for an area effect to get the most coverage, for Advanced Throw Lightsaber you'll want to target the end opponents. Since the power calculates its next target based on proximity with its current target, enemies on either side of a middle target may not be close enough for the lightsaber to jump. Instead, you want the lightsaber to "chain" from the outside through the middle of the group. To illustrate, say there are three targets 5 meters apart in a line: (1) (2) (3) Targeting (2) would mean the lightsaber can either bounce to (1) or (3), since they're both 5 meters away from (2). However, once it bounces to either one, then the lightsaber can't hit the last opponent, because (1) and (3) are 10 meters apart. If you instead target (1), then the lightsaber will next bounce to (2), which is 5 meters away from (1), and then bounce to (3), allowing you to hit all three opponents. The same is true if you target (3); the lightsaber will bounce to (2) and then (1). In both cases you hit all three enemies through targeting the end opponents and not the middle. --------------------- 7.2 LIGHT SIDE POWERS --------------------- Light side powers are very into buffing and making oneself better rather than whacking opponents, with the noted exception of droids. This makes light side Jedi more vulnerable to the Force Canceling powers, but makes goody-goody Jedi guardians particularly scary when they buff up. 7.2.1 Healing ------------- FP: 25 Duration: instant Restricted By Armor: No Cure Prerequisites: Character Level 6 Heals all party members within 15 meters for 5 VP + 1 VP for every Wis and Cha modifier and character level. Does not affect droids. | --> Heal Prerequisites: Character Level 12 Heals all party members within 15 meters for 10 VP + 1 VP for every Wis and Cha modifier and character level, and will cure poision. Does not affect droids. Possibly the most used light side power, the Heal series is immensely useful for saving on medpac use and to keep your party members running. For major healing projects in battle, you'll want to use medpacs, which are much more effective, especially life support packs and if you have a high Treat Injury skill. If you're looking to conserve FP, you'll also want to break out the medpacs, since this is one of the most expensive powers in the game (although really high light side alignment will make it significantly cheaper). However, between battles and to heal the entire party at once, Cure and Heal will be in constant use. Heal adds more VP and the ability to cure poison over Cure, which nicely increases the power's utility but isn't a huge upgrade if you just want the healing benefits. 7.2.2 Protection ---------------- FP: 15 Duration: 20 seconds Restricted By Armor: Yes Force Aura Prerequisites: None Gives a +2 bonus to defense and saves. | --> Force Shield Prerequisites: Character Level 6 Gives a +4 bonus to defense and saves. | --> Force Armor Prerequisites: Character Level 12 Gives a +6 bonus to defense and saves. A straightforward power set, Shield powers gives your character a boost to defense and saves. This becomes quite substantial by the time you get to Armor; a +6 bonus is a full 30% increase to your defense and saving throw chances. The downside is the length; 20 seconds won't last you through extended battles, requiring you to stop and apply your protection again. 7.2.3 Enhancement ----------------- FP: 20 Duration: 20 seconds Restricted By Armor: Yes Force Valor Prerequisites: None Gives a +2 bonus to attributes and saving throws of party members. | --> Knight Valor Prerequisites: Character Level 9 Gives a +3 bonus to attributes and saving throws of party members as well as immunity to poison. | --> Master Valor Prerequisites: Character Level 15 Gives a +5 bonus to to attributes and saving throws of party members as well as immunity to poison. Valor costs a bunch of FP and has a short timespan, for a decent attribute boost. Fortunately, it affects the whole party, which greatly enhances its utility, although you may want to look elsewhere for your main character, who has less powers than a standard Jedi and will want things that give bigger individual benefits. Giving attribute bonuses boosts the attack, defense, VP count, and melee damage of every party member. Force Valor gives an effective +1 attack, +1 defense, +1 melee damage, and +3 to saving throws (including attribute bonuses). Knight Valor isn't a big upgrade over Force Valor, since you only get +3 rather than +2 bonuses on your attributes and saving throws, not enough to get a higher attribute modifier unless they're odd, although poison immunity is always nice. Master Valor, however, gives a cumulative +2 extra bonus, for a total of +5, enough for an automatic +2 extra to each attribute modifier. Although it's supposed to only affect physical attributes, Valor boosts all the attributes, which allows you to exploit it for other uses besides physical combat, including skill checks and making your powers harder to resist. Knight and Master Valor are good reasons to keep around equipment with odd attribute modifiers when you have even attributes. Wondering why you should bother wearing +1 Strength gauntlets when you have 14 Strength and it won't give you any extra bonuses equipped at 15 Strength? With Master Valor, you'll have 20 Strength instead of 19 with the gauntlets on, good for an extra point of damage per lightsaber swing. Rock on, Strength gauntlets! 7.2.4 Stun ---------- FP: 20 Duration: instant Restricted By Armor: No (Stun, Stasis) Yes (Stasis Field) Stun Prerequisites: None Stuns non-droid opponent for 9 seconds. If opponent Fort saves vs. a DC of 5 + character level + Wis and Cha modifiers, they are only slowed. | --> Stasis Prerequisites: Character Level 9 Paralyzes non-droid opponent for 12 seconds. If opponent Fort saves vs. a DC of 5 + character level + Wis and Cha modifiers, they are only slowed. | --> Stasis Field Prerequisites: Character Level 15 Paralyzes all non-droid opponents within 10 feet of target for 12 seconds. Opponents that Fort save vs. a DC of 5 + character level + Wis and Cha modifiers are only slowed. Stun starts off with modest effects, then vastly improves when you get Stasis Field. The immobilizing effects of Stun and Stasis are nice, considering you're guaranteed at least a slow if the power connects, and 9 or 12 seconds can take an opponent out of most of the battle. However, this power really shines at the highest level, although you can't use Field with armor. Paralyzing groups of enemies for a full 12 seconds provides you with ample time to reduce the numbers of your helpless opponents before they can attack you again. Particularly nice for scoundrel-based Jedi with their sneak attacks. Stun won't work on droid opponents, but you'll see more than enough organic beings to make this useful. 7.2.5 Shutdown -------------- FP: 10 Duration: instant Restricted By Armor: No Stun Droid Prerequisites: None Stuns droid for 12 seconds and does damage equal to character's level. A successful Fort save vs. a DC of 5 + character level + Wis and Cha modifiers negates the stun and reduces damage by half. | --> Disable Droid Prerequisites: Character Level 6 Stuns all droids within 5 meters of target for 12 seconds and does damage equal to character's level. Droids that Fort save vs. a DC of 5 + character level + Wis and Cha modifiers negate the stun and reduce damage by half. | --> Destroy Droid Prerequisites: Character Level 12 Stuns all droids within 6 meters of target for 12 seconds and does damage equal to 1-6 per character level. Droids that Fort save vs. a DC of 5 + character level + Wis and Cha modifiers negate the stun and reduce damage by half. Droids for the most part have it easy, being immune to large swaths of powers and debilitating effects that work perfectly well on softer, non- mechanical opponents. This set of powers, however, is the one huge exception. With both stunning and damaging effects and a dirt-cheap cost, Shutdown powers will decimate most any droid you encounter. Stun Droid will stun and somewhat damage a single droid, while Disable Droid extends the power to an area effect. The real payoff is Destroy Droid; a 20th level character can both stun and do a whopping 20-120 damage to droids, the most amount of damage you can do with any power in the game (and it's area effect, to boot). Of course, the catch is, you won't encounter nearly as many droids as you will organic beings in the game, so the power is limited in usefulness, if not in effectiveness. Characters without powers to spare may want to pass on this for more universal powers, but the power is devastating enough to at least have one of your NPCs master it, as it makes almost every droid in the game a pushover. -------------------- 7.2 DARK SIDE POWERS -------------------- Dark side powers take the same sort of me-first, you-dead approach that Sith ideology preaches. There are no powers that your fellow party members will reap benefits from, and in fact no buffing whatsoever. Rather, all the powers focus on either debuffing or damaging opponents, and they are scarily effective. 7.3.1 Strangulation ------------------- FP: 15 Duration: instant Restricted By Armor: No Wound Prerequisites: None Immobilizes opponent for 6 seconds and inflicts 2/3rds of character's level in damage every 2 seconds (twice the character's level in total). Effect is negated if opponent Fort saves vs. a DC of 5 + character's level + Wis and Cha modifiers. Does not affect droids. | --> Choke Prerequisites: Character Level 9 Immobilizes opponent for 6 seconds and inflicts 2/3rds of character's level in damage every 2 seconds (twice the character's level in total). Opponent also suffers a -4 to Str, Dex, and Con for 24 seconds. Effects are negated if opponent Fort saves vs. a DC of 5 + character's level + Wis and Cha modifiers. Does not affect droids. | --> Kill Prerequisites: Character Level 12 Immobilizes opponent for 6 seconds and inflicts damage equal to half of the opponent's VP total. If opponent makes Fort save vs. a DC of 5 + character's level + Wis and Cha modifiers, they instead take damage equal to character's level and are not immobilized. Does not affect droids. Here the Jedi tries to take an opponent by the jugular (literally) and squeeze the life out of them. While the Strangulation powers only work on a single target, those that fail their Fort save are subjected to a nasty stun and damage combination. The basic power, Wound, is effectively a condensed version of Force Whirlwind. Choke has the same effects and adds a long-lasting debuff to the equation. Kill is where things get interesting. Taking half the opponent's VP total in one fell swoop is immensely powerful -- depending on your opponent. Making the damage dependent on the opponent means Kill's power scales with your opponent's vitality. Works wonders on characters with lots of VP, but against your standard trooper, not so hot. Fortunately, you can get Kill earlier than many third-tier powers, and enemies get bigger as the game progresses, increasing Kill's utility. Plus, Kill is guaranteed damage if it isn't resisted, ultimately making it better than Choke. The game will round calculations down when determining half damage, so against targets with even amounts of VP, two successful applications of Kill will, well, kill them, but those with odd amounts of VP will have one VP remaining. 7.3.2 Sickness -------------- FP: 15 Duration: instant Restricted By Armor: No (Slow, Affliction) Yes (Plague) Slow Prerequisites: None Opponent suffers -2 to attack, defense, and Ref saves for 30 seconds unless they Will save vs. a DC of 5 + character's level + Wis and Cha modifiers. Does not affect droids. | --> Affliction Prerequisites: Character Level 6 Opponent is slowed and suffers a -1 penalty to Str, Dex, and Con every 3 seconds for 21 seconds (-7 total), unless they Fort save vs. DC 20. Does not affect droids. | --> Plague Prerequisites: Character Level 12 Opponent is slowed and suffers a -1 penalty to Str, Dex, and Con every second for 12 seconds (-12 total). There is no save. Does not effect droids. The Sickness powers are unique in that each power has a different effect and a different save. Slow, the basic power, inflicts modest, long-lasting penalties to the opponent's attack and defense, as well as their Reflex saves. Slow is mind-based and can be thwarted by mind-affecting immunity. Otherwise, the opponent is allowed the standard save against Will, which is affected by the character's level and attribute modifiers. Affliction changes to a physical-based debuff. Now the opponent will instead suffer long-term penalties to their attributes. Affliction is poison-based, meaning poison immunity will defeat it. The Fort save is a set DC 20, meaning Affliction actually weakens as time goes on, because more powerful enemies will have an easier time making the save against the power. Don't take Affliction unless you're going to upgrade to Plague. Plague is a more potent version of Affliction, inflicting massive attribute penalties over a shorter time period, and with no save. However, it is still poison-based, which means poison immunities work fine against it, and the power is now restricted by armor. 7.3.3 Fear ---------- FP: 10 Duration: instant Restricted By Armor: No Fear Prerequisites: None Non-droid opponent cowers in fear for 6 seconds. A Will save vs. a DC of 5 + character's level + Wis and Cha modifiers negates effect. | --> Horror Prerequisites: Character Level 6 All non-droid opponents within 5 meters of target cower in fear for 12 seconds unless a Will save vs. a DC of 5 + character's level + Wis and Cha modifiers is made. | --> Insanity Prerequisites: Character Level 12 All non-droid opponents within 10 meters of target cower in fear for 12 seconds unless a Will save vs. a DC of 5 + character's level + Wis and Cha modifiers is made. The Fear series works much the same as the Stun series for light side Jedi, except it's better in most respects. The level requirements are smaller, the 2nd-tier Horror is area effect rather than having to wait for the third level, the cost is half that of Stun, and it requires a Will save, which is generally harder than the Fort save needed for the Stun powers. The main disadvantage is its applicability; droids obviously don't give a lick about mind games, mind-affecting immunities negate this power set completely, and sentinels are naturally immune to the power to start. Also, there's no effect if Fear is saved against, unlike the Stun powers, which will still slow. But other than those situations, you'll be scaring the pants off a lot of unfortunate opponents... 7.3.4 Lightning --------------- FP: 20 Duration: instant Restricted By Armor: Yes Shock Prerequisites: None Opponent suffers 1-6 electrical damage per character level, up to a maximum of 10-60 points of damage. Opponent can Will save vs. a DC of 5 + character's level + Wis and Cha modifiers for half damage. | --> Force Lightning Prerequisites: Character Level 9 All opponents up to 16 meters directly in front of the character suffer 1-6 electrical damage per character level, up to a maximum of 10-60 points of damage. Opponents may Will save vs. a DC of 5 + character's level + Wis and Cha modifiers for half damage. | --> Force Storm Prerequisites: Character Level 18 All opponents within 10 meters of the character suffer 1-6 electrical damage and FP drain per character level, up to a maximum of 10-60 points of damage. Opponents may Will save vs. a DC of 5 + character's level + Wis and Cha modifiers for half damage. A favorite of Sith lords everywhere, Lightning has some of the best damage of any Force power in the game, plus it scales well. Shock hits a single enemy, while Force Lightning hits enemies in a straight line from the character (target the farthest opponent in a group for maximum effect). Force Storm has one of the highest level requirements of any power in the game, and for good reason, as it has the effect that opposing Jedi fear the most: Force drain. Physical damage can be healed with powers or a good medpac, but Force drain can't be countered other than not getting hit or, well, hightailing it away until your FP recharges. Anyone choosing to take this set of powers is well advised to upgrade it all the way to Storm, as the Force drain becomes increasingly useful as you see more Jedi. 7.3.5 Drain ----------- FP: 20 Duration: instant Restricted By Armor: Yes Drain Life Prerequisites: Character Level 9 Drains 1-4 VP from opponent per character level (maximum 10-40) and heals character by same amount. Opponent can Fort save vs. a DC of 5 + character's level + Wis and Cha modifiers for half damage (and half healing for character). Does not affect droids. | --> Death Field Prerequisites: Character Level 18 Drains 1-4 VP from all non-droid opponents within 10 meters of character (maximum of 10-40). Opponents may Fort save vs. a DC of 5 + character's level + Wis and Cha modifiers for half damage. Character is healed by the amount of VP equaling the the largest amount of damage taken by any one opponent. While the effects of Drain powers aren't necessarily the most damaging, the life-sucking effects make this vital to any truly evil Jedi, since this is the only cost-effective power that will heal them. Fittingly enough, this will only heal the character using it, at the expense of your opponents, but that's the way of the dark side, after all. It's somewhat humorous that hurt dark Jedi would go seeking large group of enemies for the biggest VP hit (sounds like some sort of drug addiction), but if you can make the pain go away by inflicting pain on others, hey, why not? ----------------- 7.4 UNIQUE POWERS ----------------- There's only one character in the game with a unique Force power, which makes Juhani special. Awww.... 7.1.1 Force Camouflage ---------------------- Prerequisites: Cathar (Juhani) Uses the power of the Force to stealth without the need for a stealth device. Juhani, with her cat-like (Cathar-like?) tendencies, has the ability to use the Force to cloak her from view. You can use Stealth Mode with Juhani without having to equip a stealth device. Unfortunately she doesn't have sneak attacks or lots of skills to make the stealth more useful, but if you need someone to peek around the corner without attracting notice, she'll do in a pinch. ======================== 8. NON-PLAYER CHARACTERS ======================== Your adventure wouldn't be complete without some traveling companions, and these non-player characters (NPCs) will rely on you when they level to not make them into total non-factors on your journey. Each NPC has a different role and different strengths, and learning what each can and can't do will make your game go much smoother. Note that while Trask is technically your first companion, you can't do much with him, so I felt it wasn't worth going into depth about his character. The stats listed for each character are their starting stats and are of course open to change. Similarly, saving throw progression is based on the character's starting stats, and will improve if Dexterity, Constitution, or Wisdom is improved, as well as through items. Consider what is listed a baseline towards how the character progresses. --------------- 8.1 CARTH ONASI --------------- Advantages + Starts with two attacks, most of necessary feats + More feats than you'll know what to do with + High attack bonuses Disadvantages - Focused on one weapon type - Two weapons to upgrade - Weak will save - Weak skills Soldier (4) VP: 44 Defense: 13 Attributes: Strength: 13 (+1) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 13 (+1) Wisdom: 10 (+0) Charisma: 12 (+1) Saving Throws: Fortitude: +5 Reflex: +4 Will: +1 Skills (with bonuses) (* = class skill): Computer Use: 0 *Demolitions: 0 Stealth: 0 *Awareness: 3 Repair: 2 Security: 1 *Treat Injury: 4 Starting feats: Two-Weapon Fighting -> Improved Two-Weapon Fighting Armor Proficiency (Light) -> Armor Proficiency (Medium) -> Armor Proficiency (Heavy) Power Attack Power Blast Weapon Proficiency (Blaster Pistol) -> Weapon Focus (Blaster Pistol) -> Weapon Specialization (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Heavy Weapons) Weapon Proficiency (Melee Weapons) Character progression (with adjusted saving throws): -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 5 +5 +5 +4 +1 Feat 6 +6 +6 +5 +2 Feat 7 +7 +6 +5 +2 Feat 8 +8 +7 +5 +2 Attribute, Feat 9 +9 +7 +6 +3 Feat 10 +10 +8 +6 +3 Feat 11 +11 +8 +6 +3 Feat 12 +12 +9 +7 +4 Attribute, Feat 13 +13 +9 +7 +4 Feat 14 +14 +10 +7 +4 Feat 15 +15 +10 +8 +5 Feat 16 +16 +11 +8 +5 Attribute, Feat 17 +17 +11 +8 +5 - 18 +18 +12 +9 +6 Feat 19 +19 +12 +9 +6 - 20 +20 +13 +9 +6 Attribute, Feat This decorated (and paranoid) Republic hero will be your first party member. Carth is a soldier that has a pretty clear career path: he dual wields pistols. And he's good at it, having already picked up Weapon Focus and Specialization in pistols, as well as up to Improved Two-Weapon Fighting, so there's not much point in changing his inclinations. He doesn't have good Strength to really be an effective close-range fighter, and switching weapons wastes both his Two-Weapon Fighting and blaster Specialization feats, so just augment his pistol skills with some more feats. Carth will receive 4 attribute bonuses, which should either be put all into Dexterity to make him a better shooter, or you can split the attributes and put 1 into Intelligence (one more skill point, slightly better sniper shot) and 3 into Dexterity. You can make up the last Dexterity point with an implant if necessary. Skills are pretty much moot for Carth; I just follow the recommended guidelines, which puts points in Treat Injury. If you upgrade Intelligence you'll have an extra point to play with, which can go into Awareness. As a soldier, Carth will get 14 feats total, plenty enough to make him a deadly marksman. My recommended feats are: 5 Rapid Shot 6 Improved Rapid Shot 7 Sniper Shot 8 Master Two-Weapon Fighting 9 Master Rapid Shot 10 Toughness 11 Improved Toughness 12 Implant Level 1 13 Master Toughness 14 Conditioning 15 Implant Level 2 16 Improved Conditioning 18 Implant Level 3 20 Master Conditioning Mastering Two-Weapon Fighting should always be the first thing you get for Carth, then upgrading to Master Rapid Shot. After that, Carth is pretty much set for his attacks. You can add Sniper Shot for variety; I wouldn't upgrade it because I consider the threat range of pistols in general to not be worth the upgrade (just use Sniper Shot to hopefully stun someone), but if you want to increase the critical chances anyway, upgrade the feat some more. Some wouldn't bother with implants, either, so there's some flexibility in Carth's progression outside of obtaining Master Two-Weapon and an upgraded Rapid Shot. In fact, unless you want to radically change Carth's combat nature and switch weapons, he's pretty much set once you reach level 9. Everything else is of the "oh, what's there left to take?" variety. Just don't put any feats into upgrading Power Blast unless you're planning to move away from dual pistols, and even then think hard about it; Power Blast actually reduces Carth's attacks to one per round, taking away the primary advantage of using two pistols. Equipment is the best pistols you can find, of course, plus some good armor. Keep Carth's high Dexterity bonus in mind when choosing armor, as lighter armor with higher max Dex bonuses will sometimes result in an overall higher defense than a heavier armor with little Dex bonus allowed. Something to improve Carth's Will save is also recommended, as that's his main saving throw weakness. Keep a variety of different pistols around with different types of damage to keep Carth effective in all situations. --------------- 8.2 MISSION VAO --------------- Advantages + Only pure scoundrel in the game + Deadly sneak attacks + Excellent demolition and security skills + Can use stealth + Flexibility in use Disadvantages - Stealth abilities require micromanagement - Few feats - Low attack bonuses - Low VP Scoundrel (3) VP: 21 Defense: 16 Attributes: Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 11 (+0) Charisma: 10 (+0) Saving Throws: Fortitude: 2 Reflex: 6 Willpower: 1 Skills (with bonuses) (* = class skill): Computer Use: 4 *Demolitions: 9 *Stealth: 10 *Awareness: 6 Repair: 2 *Security: 6 Treat Injury: 3 Starting feats: Armor Proficiency (Light) Caution Critical Strike Sniper Shot Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Melee Weapons) Sneak Attack I -> Sneak Attack II Scoundrel's Luck Dueling Character progression (with adjusted saving throws): -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 4 +3 +2 +7 +1 Attribute 5 +3 +2 +7 +1 Sneak Attack III, Feat 6 +4 +3 +8 +2 Improved Scoundrel's Luck 7 +5 +3 +8 +2 Sneak Attack IV 8 +6 +3 +9 +2 Attribute, Feat 9 +6 +4 +9 +3 Sneak Attack V 10 +7 +4 +10 +3 - 11 +8 +4 +10 +3 Sneak Attack VI, Feat 12 +9 +5 +11 +4 Attribute, Master Scoundrel's Luck 13 +9 +5 +11 +4 Sneak Attack VII 14 +10 +5 +12 +4 Feat 15 +11 +6 +12 +5 Sneak Attack VIII 16 +12 +6 +13 +5 Attribute 17 +12 +6 +13 +5 Sneak Attack IX, Feat 18 +13 +7 +14 +6 - 19 +14 +7 +14 +6 - 20 +15 +7 +15 +6 Attribute, Feat Mission's a perky Twi'lek girl who'll join you on Taris. She's the only NPC scoundrel in the game, making her the best (and only) sneak attacker unless your main character is also a scoundrel. Mission's main use is for her skills, being the best Demolitions expert in the game, and a good Security breaker, too. She has a high defense but poor VP for survivability in combat, and an iffy BAB as a scoundrel. If used carefully with stealth or with a party focus on immobilizing opponents, however, Mission can be devastatingly effective in battle, doing 30+ damage per attack on average against helpless enemies by the end of the game. How you build her up depends on how you plan to use her. For those that like the idea of ninja-type backstabbing, Dueling and Critical Strike are good feats to invest in, along with a good blade. This requires some micromanagement with stealth fields, and you must keep playing as Mission in solo mode, but this is a consistent way to get sneak attacks. Remember that Mission isn't sturdy enough to stay on the front lines for long, even with her extra defense, so don't anticipate staying around after sneak attacking an opponent unless they're almost dead; prepare to call for backup and run if the sneak attack doesn't seriously damage the opponent. Mission isn't built for melee attacks with her low Strength, however. Sneak attacks don't have to be done with melee weapons; for a somewhat safer method, equip Mission with a single blaster, which won't do as much damage but will allow her a little distance between her target when she needs to run. Equipping Mission with a stunning pistol will give you two chances at getting the all-important immobilization needed for her sneak attacks, and Mission can still support from the rear with a pistol when not stealthing. Take the Rapid Shot feats for more attacks normally (and more sneak attacks against helpless opponents), or upgrade Sniper Shot, although an upgraded Sniper Shot isn't as useful for pistols with their typically small threat range. Another option for Mission is to ditch the blaster pistol and run support with the heavier blaster rifles, which wastes her Dueling feat but provides a better threat range and more base damage. In particular, using Zaalbar's bowcaster in conjunction with Sniper Shot can be highly effective, since when upgraded with a hair trigger the bowcaster has an extended threat range of 17-20, and with Master Sniper Shot this increases to 11-20, meaning a 50% chance to try for a critical with every shot. Mission receives a total of 5 attribute points, starting immediately with level 4. I would put 1 point into Wisdom and 4 into Dexterity. The Wisdom point raises Mission's Awareness and Security skills, as well as giving a boost to her weak Will save. The Dexterity is mainly to improve her defense more and make her a better marksman, although if you want to use her as a melee fighter, consider putting 2,4, or all 5 points into Strength for the extra damage and attack bonuses. Skills for Mission aren't a concern, because with her Intelligence she'll have enough skill points to cover all her class skills every level, plus the occasional upgrade of Treat Injury. I just use the recommended setting. Mission has few feats, so choose carefully. My recommendations are: 5 Rapid Shot 8 Improved Rapid Shot 11 Improved Dueling 14 Master Dueling 17 Toughness 20 Master Rapid Shot This is for using Mission with a pistol. Here she upgrades the Rapid Shot series, plus gets a little toughness for some more VP, and upgrades Dueling for the bonuses. Note that Rapid Shot isn't upgraded until the end; since the difference between Improved and Master Rapid Shot is +1/+1 attack/defense, upgrading Dueling will give Mission the same benefits permanently while using a single pistol. You can save the Master Rapid Shot for the last feat, or replace it with Improved Toughness or some other feat of your choosing if you feel you don't need the Master Rapid Shot. Since pistols typically don't have much of a threat range, I chose to keep her starting Sniper Shot unupgraded, but Mission can still use the feat regularly to try to stun opponents and set up some rapid-shot sneak attacks. If using a rifle, replace the Dueling feats with upgrades to Sniper Shot, and use rifles with a 19-20 threat range or better to get some extra critical hits in. If using a melee weapon and stealth attacking, here's an alternative feat progression to consider: 5 Improved Critical Strike 8 Master Critical Strike 11 Improved Dueling 14 Armor Proficiency (Medium) 17 Master Dueling 20 Toughness This is slightly off the beaten path, with Master Critical Strike and an unheard-of armor upgrade. Here the idea is to keep Mission safe while trying for massive critical damage. The extra armor depends on you adding Strength rather than Dexterity to her attributes and leaving her Dexterity at 16, requiring armor with a larger base defense to make up for her smaller Dex bonus. If you want Mission to try instead for more sneak attacks (more practical, but not as much fun compared to watching the occasional critical hit and sneak attack drop an opponent), replace the Critical Strike improvements and possibly the armor proficiency with Flurry upgrades. Mission should be equipped with the best light (or medium) armor you can afford to give her. Her defense will be quite high as it is with Scoundrel's Luck, but she's going to take a big defensive hit while using Sniper Shot or Critical Strike, so she's going to need all the defense she can get. The weapon is whatever you plan to use, either a pistol, Zaalbar's bowcaster or some other rifle (preferably one with a 19-20 threat range or better), or a good blade. ----------- 8.3 ZAALBAR ----------- Advantages + Obscene amounts of Strength, Constitution, VP + Best overall saving throws of any NPC + Good skills, feat progression Disadvantages - Poor defense means he'll take a beating - Can't wear armor or headgear to improve said low defense - Can't use for certain missions (hard to hide a Wookiee, for instance) Scout (4) VP: 60 Defense: 11 Attributes: Strength: 20 (+5) Dexterity: 13 (+1) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 8 (-1) Saving Throws: Fortitude: +9 Reflex: +5 Will: +5 Skills (with bonuses) (* = class skill): *Computer Use: 0 *Demolitions: 6 Stealth: 0 *Awareness: 7 *Repair: 4 Security: 0 *Treat Injury: 6 Starting feats: Flurry Implant Level 1 -> Implant Level 2 Power Attack -> Improved Power Attack Rapid Shot Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Melee Weapons) -> Weapon Focus (Melee Weapons) Uncanny Dodge 1 Wookiee Toughness Character progression (with adjusted saving throws): -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 5 +3 +9 +5 +5 Feat 6 +4 +10 +6 +6 - 7 +5 +10 +6 +6 Uncanny Dodge 2, Feat 8 +6 +11 +7 +7 Attribute, Implant Level 3 9 +6 +11 +7 +7 Feat 10 +7 +12 +8 +8 - 11 +8 +12 +8 +8 Feat 12 +9 +13 +9 +9 Attribute 13 +9 +13 +9 +9 Feat 14 +10 +14 +10 +10 - 15 +11 +14 +10 +10 Feat 16 +12 +15 +11 +11 Attribute 17 +12 +15 +11 +11 Feat 18 +13 +16 +12 +12 - 19 +14 +16 +12 +12 Feat 20 +15 +17 +13 +13 Attribute You pick up Mission's furry friend right after the Twi'lek, again on Taris. Zaalbar's personal weapon is an upgradeable bowcaster, but one look at his attributes will tell you where Zaalbar is going to spend his time on the battlefield: right in front. Big Z may seem like a weak frontline fighter at first glance, being a scout with lower base attack, but his outrageously high Strength more than compensates. Similarly, he can't wear any armor and has mediocre Dexterity, but his Wookiee Toughness is basically Master Toughness right off the bat, giving him a damage reduction of 2 and, coupled with his incredible Constitution, a total of 300 VP by level 20, allowing him to absorb huge amounts of damage. Plus, he comes with a focus on melee attacks and improved power attack to start, and as a scout his saving throws are among the best in the game. In short, Zaalbar's a nigh- unstoppable monster (or a typical Wookiee, perhaps), and leaving him in the rear with any ranged weapon is a horrible waste of his talents. Zaalbar receives four attribute points total as he levels. There are a couple of ways to distribute the points. One would be to put them all in Dexterity, increasing Zaalbar's defense. Another way would be to put the points into his Strength to make him even more dangerous (my personal preference). Or split the points; put the first into Dexterity to push his defense up, then put the rest into Strength. Remember that with his access to implants, Zaalbar can make up Dexterity and Constitution in case you have a free point somewhere, or if you have an odd-numbered Strength, you can fit Zaalbar with Strength-enhancing gauntlets, which frequently will have odd-numbered Strength bonuses. As a scout, Big Z receives 3 skill points per level, which is icing on the cake considering his effectiveness in battle. Put some points into Treat Injury and the rest into whatever you want. Some options are to focus on Computer Use and/or Repair, or pump up Demolitions and Awareness to spot and neutralize mines (although Zaalbar can pretty much laugh at mines in general). Zaalbar receives a total of 8 feats. These should be put exclusively into combat feats. Considering his great stats, Toughness and Conditioning feats are redundant, and while he does have some skills, it's not worth wasting feats on improving them. My recommended feats are: 5 Two-Weapon Fighting 7 Improved Two-Weapon Fighting 9 Master Two-Weapon Fighting 11 Critical Strike 13 Master Power Attack 15 Improved Critical Strike 17 Master Critical Strike 19 Toughness or Conditioning Zaalbar should always use two weapons. Using his Strength bonus twice adds up to a bunch of damage, and the bonus also covers up his lower attack bonuses as a scout. After mastering Two-Weapon Fighting, Zaalbar is rather flexible. His high Strength makes mastering Flurry dangerous, and it also makes the stun from Critical Strike difficult to resist (this works great in tandem with Mission's Sneak Attack). Two weapons doubles the bonus damage from Power Attack, so that's also a viable option. I'd pick one of Flurry or Power Attack to master, then add Critical Strike. Use Critical Strike to immobilize your opponents, then use the other feat to beat them senseless. Alternately, if you're concerned more for Zaalbar's well being, master only one active combat feat, then master Toughness, which will add another 40 VP and 2 VP damage reduction, giving Zaalbar 340 VP and 4 VP damage reduction at level 20. IMO the extra 40 VP isn't that significant compared to another method of whacking things, but it can't hurt, and extra damage reduction is nice. Taking Dueling rather than Two-Weapon Fighting will also significantly improve Z's defense, but you'll be sacrificing a lot of damage with only one weapon compared to two, given Zaalbar's Strength. Outside of quality pair of blades or some double weapon, there's not much else you need on Big Z. An energy shield would be useful to let him approach opponents safely, and implants or gloves will make him more effective (a regeneration implant in particular will cover somewhat for his high rate of VP loss), but he's a wookiee with few needs otherwise. ---------------- 8.4 BASTILA SHAN ---------------- Advantages + Gets good amount of Jedi powers and FP + Extremely high Dexterity + Eventually becomes impossible to paralyze or stun Disadvantages - Very few feats - Lower attack bonuses - Lower will save Jedi Sentinel (3) VP: 27 FP: 27 Defense: 16 Attributes: Strength: 12 (+1) Dexterity: 18 (+4) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 15 (+2) Saving Throws: Fortitude: +4 Reflex: +7 Will: +3 Skills (with bonuses) (* = class skill): Computer Use: 0 Demolitions: 0 Stealth: 0 *Awareness: 5 Repair: 0 Security: 0 *Treat Injury: 5 Starting feats: Two-Weapon Fighting Flurry Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Lightsaber) Weapon Proficiency (Melee Weapons) Jedi Defense Battle Meditation Force Immunity: Fear Jedi Sense -> Knight Sense Start Force powers: Force Aura Affect Mind Stun Force Push Throw Lightsaber Character progression (with adjusted saving throws): -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 4 +3 +5 +8 +3 Attribute, Force Power 5 +3 +5 +8 +4 Force Power 6 +4 +6 +9 +4 Knight Sense, Force Immunity: Stun, Feat, Force Power 7 +5 +6 +9 +5 Force Power 8 +6 +7 +10 +5 Attribute, Force Power 9 +6 +7 +10 +5 Feat, Force Power 10 +7 +8 +11 +6 Force Power 11 +8 +8 +11 +6 Force Power 12 +9 +9 +12 +7 Master Sense, Force Immunity: Paralysis, Attribute, Feat, Force Power 13 +9 +9 +12 +7 Force Power 14 +10 +10 +13 +7 Force Power 15 +11 +10 +13 +8 Feat, Force Power 16 +12 +11 +14 +8 Attribute, Force Power 17 +12 +11 +14 +9 Force Power 18 +13 +12 +15 +9 Feat, Force Power 19 +14 +12 +15 +9 Force Power 20 +15 +13 +16 +10 Attribute, Force Power The beautiful damsel in distress (sort of) and the main focus of the story to start, Bastila is a the first Jedi available to your party, and comes complete with her own double-bladed lightsaber (after you loot it off someone else's body, of course). Bastilla isn't the best fighter, but she can hold her own with her incredible Dexterity to keep her safe, and she can provide heavy damage and a nice variety of force powers to start. Later on, when you get more Jedi and lots more lightsaber power, she becomes less prominent, but she can still provide support either through attacking or through her powers. And that's what being a sentinel is all about, after all. Bastila gets 5 attribute points to spend total. One should definitely be in Charisma, to give her a boost in Force points. After that, the points should be distributed towards what you use her for, either in Dexterity for a better attack bonus and damage, or Wisdom for more Force points and skill bonuses, or perhaps 2 in both. Bastila gets 2 skill points per level, as well. She's only got two class skills available, however, awareness and treat injury, so that's where the points should go. After acquiring cure/heal treat injury becomes less important, so focus on increasing awareness first. The recommended skill allocation works well here, so I typically just accept the recommendation. Ms. Shan also gets a measly 5 feats to work with, which makes her options limited. However, she's helped a bit by a bug: double-bladed lightsabers don't actually apply two-weapon penalties. Thus, you can avoid upgrading two-weapon fighting and save two feats by exploiting this. Of course, if you feel dirty not playing by the standard rules, you can take those feats anyway, but I'll assume you're grateful for the opportunity to diversify Bastila's skill set, and thus I recommend the following feats: Double-Bladed Lightsaber with bug exploitation: 6 Improved Flurry 9 Master Flurry 12 Advanced Jedi Defense 15 Master Jedi Defense 18 Toughness or Critical Strike Double-Bladed without bug exploitation or Dual Lightsabers: 6 Improved Two-Weapon Fighting 9 Improved Flurry 12 Master Two-Weapon Fighting 15 Master Flurry 18 Advanced Jedi Defense Standard Lightsaber: 6 Improved Flurry 9 Dueling 12 Improved Dueling 15 Master Flurry 18 Master Dueling Here we master Flurry and Jedi Defense, and the last feat is whatever you desire. I'm a fan of Power Attack for double-bladed lightsabers, however, especially when using the speed powers to give extra attacks, so another option is to master Power Attack, which takes one more feat. The Jedi Defense is a nice way to keep Bastila all but immune to blaster attacks. All this assumes that Bastila keeps her double-bladed lightsaber. If she switches to one lightsaber, then Flurry becomes more important, or perhaps Critical Strike, although she doesn't have enough of a Strength bonus to really make the stun effective. I take Dueling over Jedi Defense upgrades because the bonuses to attack and defense are more universally useful, but Advanced Jedi Defense can be taken over Master Dueling as well. Bastila also is the first character that you'll get that can use Force powers, and the only Jedi you'll have through the first part of the game. She'll have access to 17 more powers. Here's a suggestion of powers to upgrade: 4 Stun Droid 5 Burst of Speed 6 Cure 7 Disable Droid 8 Force Shield 9 Stasis 10 Advanced Throw Lightsaber 11 Force Whirlwind 12 Heal 13 Knight Speed 14 Destroy Droid 15 Force Armor 16 Force Wave 17 Stasis Field 18 Energy Resistance 19 Master Speed 20 Improved Energy Resistance Other powers to consider are Force Valor and its upgrades, which is a nice statistical upgrade. Focus on light side powers, which are cheaper for Bastila due to her alignment, and get Cure and Heal as soon as they are available. For equipment, give Bastila Jedi robes and whatever lightsaber is appropriate for the style you've chosen for her. Possibly equip her with things that gives a boost to her Will save, which is weaker, and Awareness, since that's the one skill she'll use regularly. --------- 8.5 T3-M4 --------- Advantages + Best slicer and fixer-upper in game + Security skill is pretty good, too + Immune to most detrimental effects as droid + Game isn't complete without a droid sidekick + Flexibility in equipment Disadvantages - Worst combatant in game - Can only use one type of weapon - Can't be healed using Force powers - Vulnerable to ion damage and droid-specific Force powers and attacks - No side story Expert Droid (3) VP: 30 Defense: 17 Attributes: Strength: 10 (+0) Dexterity: 15 (+2) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 10 (+0) Saving Throws: Fortitude: +3 Reflex: +6 Will: +1 Skills (with bonuses) (* = class skill): *Computer Use: 12 Demolitions: 7 Awareness: 3 *Repair: 12 *Security: 7 Starting feats: Caution Gearhead Weapon Proficiency (Blaster Pistol) Droid Upgrade Class 1 Blaster Integration Combat Logic Upgrade Character progression (with adjusted saving throws): -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 4 +3 +3 +6 +1 Attribute 5 +3 +3 +6 +1 Feat 6 +4 +4 +7 +2 Tactician Logic Upgrade, Feat 7 +5 +4 +7 +2 Droid Upgrade Class 2, Feat 8 +6 +4 +8 +2 Attribute 9 +6 +5 +8 +3 Feat 10 +7 +5 +9 +3 - 11 +8 +5 +9 +3 Feat 12 +9 +6 +10 +4 Battle Droid Logic Upgrade, Attribute, Feat 13 +9 +6 +10 +4 Droid Upgrade Class 3 14 +10 +6 +11 +4 - 15 +11 +7 +11 +5 Feat 16 +12 +7 +12 +5 Attribute 17 +12 +7 +12 +5 Feat 18 +13 +8 +13 +6 Feat 19 +14 +8 +13 +6 - 20 +15 +8 +14 +6 Attribute The requisite trusty droid companion, Teethree unfortunately doesn't have quite the amount of personality that Artoo (R2-D2) has in the movies. However, he (yes, I'm humanizing the droid) is incredibly good at what he's designed for: technical skill use. He is, strangely enough, by far the smartest party member you have, and as such gets a bunch skill points to use, along with extremely high Computer Use and Repair skills. His Security skill isn't quite as high, but will still be more than adequate for most purposes. Thus, Teethree's main reason to be in any party is to slice, disarm, unlock, and repair anything and everything that you come across. If you want to avoid confrontation in enemy bases and can find a computer terminals to overload power conduits or broken droids to fix, then Teethree is the droid on the job. His Computer Use skill eventually gets good enough to slice some terminals without even using a computer spike (a bug in the game, but let's not complain), and his Repair skill will do well in keeping him alive and buffing up the occasional malfunctioning security droid to go fight for you. Of course, the downside to all this skill mastery is that Teethree is the worst combatant in the game, able to use only pistols and unable to learn any special attacks. This is still better than Artoo, who only has an arc welder to zap things with, but don't expect Teethree to save the day when your other party members go down or anything. Strongly consider a pure combatant for your third party member when taking Teethree along. This is lessened when you use the consumable droid devices (you can surprise any enemy when your utility droid whips out a flamethrower), but expect to pay extra money to keep Teethree in top form in this case. Teethree gets an extra 5 attribute points to distribute in total, and all of these should be put into Dexterity to increase his effectiveness in battle and to improve his defense. Teethree gets 5 skill points per level, more than enough to cover all his class skills and upgrade a cross-class skill every two levels. As the recommended skill upgrades do a good job of keeping the skills high, I usually just take the recommended path, although you may want to consider allocating the occasional points into Awareness (the recommended path usually upgrades Demolitions every two levels). He also gets a surprising number of extra feats, 9 in total. These should first be used to upgrade Teethree's combat ability, but since he has a limited number of combat feats available, he becomes the only character that possibly would want to take skill enhancement feats at some point. My recommended feat progression is: 5 Two-Weapon Fighting 6 Improved Two-Weapon Fighting 7 Toughness 9 Improved Gearhead 11 Master Gearhead 12 Improved Toughness 15 Weapon Focus (Blaster Pistol) 17 Improved Caution 18 Master Caution The first feats taken for Teethree should always be Two-Weapon Fighting and the Improved upgrade. He can't get all the way up to mastery, but using two blasters at least makes his damage power higher than using a single blaster and not being able to learn Dueling. After the first two feats, the progression is debatable. You can choose to first master Gearhead, since the skill covers all of Teethree's major skills (which includes giving Teethree a higher VP recovery due to a better repair skill), or you can first give Teethree some more VP through Toughness for increased durability. I chose to delay Weapon Focus until late since the basic targeting computer sensor will give the feat for free, but if you want to use another sensor, acquire the feat earlier. Master Caution can also be ditched for another upgrade to Toughness in case you feel Teethree needs some more durability. Equipment for Teethree is relatively simple: give him some good blaster pistols (although save the best ones for Carth and possibly Mission), the heaviest armor plating he can wear, and whatever accessories you want. Equip him with a basic targeting computer if you want to save on learning Weapon Focus for pistols for a while (or ever). Utilities can include computer probes for truly god-like slicing skills, or a sensor probe to shore up his weaker Demolitions skill. ------------------ 8.6 CANDEROUS ORDO ------------------ Advantages + High VP + High attack bonuses + More feats than you'll know what to do with + Ability to specialize in weaponry Disadvantages - Starts focused on one weapon type - Low Dexterity for a ranged weapon user - Weak reflex and will saves - Weak skills Soldier (5) VP: 65 Defense: 11 Attributes: Strength: 15 (+2) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Saving Throws: Fortitude: +6 Reflex: +2 Will: +3 Skills (with bonuses) (* = class skill): Computer Use: 0 *Demolitions: 2 Stealth: 0 *Awareness: 2 Repair: 0 Security: 0 *Treat Injury: 8 Starting feats: Armor Proficiency (Light) -> Armor Proficiency (Medium) -> Armor Proficiency (Heavy) Power Attack Power Blast Rapid Shot Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Blaster Rifle) Weapon Proficiency (Heavy Weapons) -> Weapon Focus (Heavy Weapons) -> Weapon Specialization (Heavy Weapons) Weapon Proficiency (Melee Weapons) Toughness Character progression (with adjusted saving throws): -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 6 +6 +7 +3 +4 Feat 7 +7 +7 +3 +4 Feat 8 +8 +8 +3 +4 Attribute, Feat 9 +9 +8 +4 +5 Feat 10 +10 +9 +4 +5 Feat 11 +11 +9 +4 +5 Feat 12 +12 +10 +5 +6 Attribute, Feat 13 +13 +10 +5 +6 Feat 14 +14 +11 +5 +6 Feat 15 +15 +11 +6 +7 Feat 16 +16 +12 +6 +7 Attribute, Feat 17 +17 +12 +6 +7 - 18 +18 +13 +7 +8 Feat 19 +19 +13 +7 +8 - 20 +20 +14 +7 +8 Attribute, Feat Canderous is a battle-hardened Mandalorian mercenary who latches on to your party before you leave Taris. As characters go he's pretty rough-and- tumble and generally unsymathetic to any plight, but he's highly experienced and skilled at his job: blowing stuff up. Interestingly enough, Canderous's attribute set isn't configured specifically for a ranged fighter like Carth's is; as befits his tough-guy image, Canderous is heavy on strength and endurance, lighter on being quick. This means that you have a choice: either keep Canderous as a ranged shooter and waste his high Strength, or switch him over to being a melee fighter and waste many of Canderous's starting feats. I'll discuss both paths below. Either option is viable. Canderous can be an excellent frontline fighter; Zaalbar has the bigger Strength advantage, but Canderous will have a higher attack bonus and can do about as much damage with specialization, plus he'll have better defense. He'll have less of an advantage over Carth or HK-47 as a ranged fighter, but still does quite well. Canderous will use bigger weapons than Carth, but Carth will be more accurate and will shoot more often. He'll have many more feats to use compared to HK-47 and will have the advantage of specialization, but HK-47 will be more accurate and can make up the specialization with the right device. Also, Canderous comes with natural regenerative powers, allowing him to shrug off blaster fire and other small attacks completely. He regenerates 4 VP per 6 seconds, easily the highest regeneration rate in the game. For either path you won't do much with Canderous's skills. He only gets a single skill point per level, and this normally would go towards awareness or treat injury. To use Canderous as a melee fighter, you'll want to put his 4 attribute points into Strength. Dexterity is another possibility, but as a soldier Canderous can wear heavy armor to make up for his lack of defense through Dexterity, and his Strength will give extra bonuses for his attacks. Canderous will have to make up a number of feats to be dangerous with melee weapons. Here are my recommended feats: 6 Two-Weapon Fighting 7 Improved Two-Weapon Fighting 8 Master Two-Weapon Fighting 9 Improved Power Attack 10 Weapon Focus (Melee Weapons) 11 Weapon Specialization (Melee Weapons) 12 Implant Level 1 13 Master Power Attack 14 Implant Level 2 16 Implant Level 3 18 Conditioning 20 Improved Toughness Here I chose to equip Canderous with two weapons for extra damage potential, upgraded his inherent Power Attack feat, and added melee Specialization and Critical Strike. Canderous, with his many feats, can really go many ways, however; put Conditioning in earlier to shore up his weak saves, for instance, or invest in Flurry rather than Power Attack. You could also use a single weapon instead of two, which reduces his damage output (wouldn't make Canderous happy hearing that) but can free up some feats if you don't take the Dueling feats instead of Two-Weapon Fighting. Make sure to learn Flurry rather than Power Attack in the case of using only one weapon. You could replace the Implant Levels with Critical Strike or more levels in Conditioning and Toughness, but having the implants around gives Canderous some extra options; equipping a regeneration implant will give Canderous a whole lotta regeneration when stacked with his natural powers, or a mind-affecting immunity implant can somewhat negate his weak Will saves. For Canderous as a ranged fighter, put all his attribute points into Dexterity instead of Strength. The progression of feats I'd choose would be: 6 Improved Rapid Shot 7 Conditioning 8 Master Rapid Shot 9 Implant Level 1 10 Weapon Focus (Blaster Rifle) 11 Weapon Specialization (Blaster Rifle) 12 Implant Level 2 13 Improved Toughness 14 Implant Level 3 15 Improved Conditioning 16 Master Conditioning 18 Master Toughness 20 Empathy The main focus to start is to ramp up Canderous's Rapid Shot ability, with some boosts to his saving throws as well. Then implants are added, mainly for extra Dexterity implants, and Toughness and Conditioning are boosted. I also added specializing in rifles in the middle there because of the variety of available rifles; from what I've seen, Canderous's own heavy blaster is the best heavy weapon in the game, and rifles soon surpass it, so to keep him effective I switched him to rifles during the game. Alternately, you can configure Canderous as a dual pistol user and compete with Carth for goodies. In this case, go for specialization in pistols and drop Master Toughness, Master Conditioning, and Empathy for the ramp up to Master Two-Weapon Fighting early. As a soldier, Canderous can wear any armor in the game, and with his low Dexterity to start you should naturally equip him with the heaviest armor you own. Weapons are dependent on how you chose to use him, melee weapons or a good rifle or pistols. Canderous has poor Reflex and Will saving throws, so those also should be boosted somehow. ---------- 8.7 JUHANI ---------- Advantages + Can specialize in lightsabers + Lots of VP + High attack bonuses + Special feat allows stealth mode Disadvantages - Not that much FP - Not too skilled - Starting feats don't give a good melee base Jedi Guardian (6) VP: 78 FP: 36 Defense: 19 Attributes: Strength: 13 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 13 (+1) Saving Throws: Fortitude: +8 Reflex: +9 Will: +5 Skills (with bonuses) (* = class skill): Computer Use: 2 Demolitions: 0 Stealth: 14 *Awareness: 9 Repair: 2 Security: 0 *Treat Injury: 9 Starting feats: Conditioning Power Attack Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Lightsaber) Weapon Proficiency (Melee Weapons) Force Jump -> Improved Force Jump Jedi Sense -> Knight Sense Jedi Defense Toughness Force Camouflage Starting Force powers: Force Aura Burst of Speed Energy Resistance Affect Mind Stun Slow Force Push Throw Lightsaber Character progression (with adjusted saving throws): -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 7 +7 +8 +9 +5 Feat, Force Power 8 +8 +9 +10 +5 Attribute, Force Power 9 +9 +9 +10 +5 Feat, Force Power 10 +10 +10 +11 +6 Force Power 11 +11 +10 +11 +6 Force Power 12 +12 +11 +12 +7 Master Sense, Master Force Jump, Attribute, Feat, Force Power 13 +13 +11 +12 +7 Feat, Force Power 14 +14 +12 +13 +7 Force Power 15 +15 +12 +13 +8 Feat, Force Power 16 +16 +13 +14 +8 Attribute, Force Power 17 +17 +13 +14 +9 Force Power 18 +18 +14 +15 +9 Feat, Force Power 19 +19 +14 +15 +9 Force Power 20 +20 +15 +16 +10 Attribute, Force Power The first of the optional NPCs, you can pick the somewhat confused feline Juhani up on Dantooine after leaving Taris. Juhani is a guardian, the only NPC able to specialize in lightsabers, and possibly the most dangerous melee companion you can acquire. While she doesn't have much in the way of feats, not starting with the specialization in a weapon and extra attack feats that other true warriors start with, her naturally high attack bonuses will still allow her to hit often and hard with the lightsaber, and her Force buffs can make her a terror on the battlefield. She also starts off with the unique Force Camouflage feat and an abnormally high stealth skill (must be her latent cat genes), which allows her to naturally stealth without the help of equipment. Of course, she doesn't have any sneak attack abilities, and her Force Jump feat allows her to quickly enter a battle without any need to sneak in, so camouflage is of limited usefulness, but the ability still exists in case you need some discretionary scouting. Juhani will gain 4 attribute points to use. The first should be put into Charisma, which will give her a boost in Force points and power. The second should be put into Strength, to boost her modifier for damage. The last two points can be either put into Strength or Dexterity. Strength will give you an extra point of potential damage per swing, while Dexterity will give a higher attack bonus and defense. I personally would put the last two into Dexterity because of the increased accuracy, but Strength will also work, especially if you plan to take Dueling feats. Like most pure Jedi, Juhani doesn't have much in the way of skills. She'll get an extra point due to her Intelligence, but she has little in the way of class skills, so I'd just follow the recommendation and let the computer put her skill points into Awareness and Treat Injury. Guardians get more two more feats than the other Jedi classes for a total of six extra, but considering normal Jedi feat progression is as slow as a scoundrel's, that's still not a bunch, so the choices become difficult. Here's some feat progressions, one for double-bladed lightsabers with the bug, one without the bug and one for a single lightsaber: Double-Bladed Lightsaber with bug exploitation: 7 Weapon Focus (Lightsaber) 9 Improved Power Attack 12 Weapon Specialization (Lightsaber) 13 Master Power Attack 15 Advanced Jedi Defense 18 Master Jedi Defense Double-Bladed Lightsaber without bug exploitation or Dual Lightsabers: 7 Two-Weapon Fighting 9 Improved Two-Weapon Fighting 12 Master Two-Weapon Fighting 13 Improved Power Attack 15 Master Power Attack 18 Advanced Jedi Defense Single Lightsaber: 7 Flurry 9 Improved Flurry 12 Dueling 13 Weapon Focus (Lightsaber) 15 Weapon Specialization (Lightsaber) 18 Improved Dueling Juhani's limited feat set requires some hard choices, so her feats can be highly modified. First, do you go for either Dueling or Two-Weapon Fighting? Two-Weapon Fighting is especially harsh, because you'll have to spend a full three feats to get all the way up to Master Two-Weapon Fighting for it to be really effective. Dueling will give attack bonuses but will restrict you to a single lightsaber. Of course, the first recommendation for the double-bladed lightsaber does neither, taking advantage of the bug that negates dual-wielding penalties with double- bladed weapons. Do you specialize? Specialization takes two feats, which could be used for Dueling instead, essentially sacrificing +1 attack and +2 defense for +2 damage. It's not worth taking just Weapon Focus, of course, but Specialization can add significant damage, especially when using a double- bladed lightsaber. Which (if any) attack feats do you want to take? Power Attack has the advantage of using less feats, since Juhani already has the basic version, but is it useful if you go with a single lightsaber? If you go with Knight and Master Speed and use those frequently, it can still be worth taking, epsecially in conjunction with Dueling to lessen the attack penalty. Flurry takes more feats to learn, so is it worth it? Flurry can also be an attractive choice when coupled with Dueling, and three levels of Dueling will completely make up the difference between Flurry and Master Flurry (although taking one more level in Flurry gives a greater benefit). Critical Strike will also take more feats to learn than Power Attack, and the damage output typically won't be as good unless you master it and modify your lightsaber for criticals, so I'd typically shy away from it for Juhani, but it's still an option. Lastly, do you have any room for feats not related to styles or attacks? If so, sneaking in a Jedi Defense upgrade or two, perhaps Improved Toughness, can be beneficial. Fortunately, Juhani has much more leeway with her Force powers, getting a full 14 more powers to work with as she levels. She starts with the interesting slow power on the dark side, but her leanings are still towards the light, so I favor using mostly light side powers with her to save FP, although you can go either way here. My recommended Force power progression is: 7 Cure 8 Force Shield 9 Knight Speed 10 Force Whirlwind 11 Affliction 12 Heal 13 Plague 14 Force Resistance 15 Master Speed 16 Force Wave 17 Advanced Throw Lightsaber 18 Force Immunity 19 Force Armor 20 Improved Energy Resistance Here the main focus is to buff Juhani up with powers to go kick some butt. She can use the Speed powers to add attacks before Force Jumping into battle, Force Wave in a crowd to get some breathing room after jumping in, and use Armor, Immunity, and Force Resistance for extra protection as needed. Or she can throw her lightsaber in the crowd when it looks too hairy to jump in. The Cure and Heal are there to make sure she keeps chugging when she actually gets hit. I'll admit to some evil in upgrading to Plague here, but hey, she's got a mean streak in her, plus Plague has no save, so her lower Wisdom and Charisma aren't a factor. However, you can replace the dark side upgrades and the upgrade to Throw Lightsaber with the Valor series of powers, for instance, which will further buff Juhani into the juggernaut of flying cat fur she was meant to be... Equipment for Juhani is simple, basically just the appropriate lightsaber(s) and the best Jedi robe you can find. She might want to use Strength gauntlets early to give her a Strength boost, at least until you add an attribute point. She could use an extra Will boosting device as well to shore up the weak spot in her otherwise excellent saving throws. --------- 8.8 HK-47 --------- Advantages + Conversation is a riot + High attack bonuses and defense + Upgradeable attributes and abilities + Flexible in equipment + Immune to most detrimental effects as a droid Disadvantages - Requires the main character to have a high skill in repair for upgrades - Cannot be fully upgraded unless main character is part scout or consular - Surprisingly few feats - Weak saving throws - Can't be healed using Force powers - Vulnerable to ion damage and droid-specific Force powers and attacks Combat Droid (6) VP: 66 Defense: 16 Attributes: Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 10 (+0) Saving Throws: Fortitude: +5 Reflex: +4 Will: +3 Skills (with bonuses) (* = class skill): *Computer Use: 2 *Demolitions: 7 *Awareness: 6 *Repair: 8 *Security: 0 Starting Feats: Power Blast Weapon Proficiency (Blaster Pistol) Weapon Proficiency: (Blaster Rifle) -> Weapon Focus: Blaster Rifle Weapon Proficiency: Heavy Weapons Droid Upgrade Class 1 Toughness Combat Logic Upgrade -> Tactician Logic Upgrade Character progression (with adjusted saving throws): -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 7 +7 +5 +4 +3 Droid Upgrade Class 2 8 +8 +6 +4 +3 Attribute, 9 +9 +6 +5 +4 Feat 10 +10 +7 +5 +4 - 11 +11 +7 +5 +4 - 12 +12 +8 +6 +5 Battle Droid Logic Upgrade, Attribute, Feat 13 +13 +8 +6 +5 Droid Upgrade Class 3 14 +14 +9 +6 +5 - 15 +15 +9 +7 +6 Feat 16 +16 +10 +7 +6 Attribute 17 +17 +10 +7 +6 - 18 +18 +11 +8 +7 Feat 19 +19 +11 +8 +7 - 20 +20 +12 +8 +7 Attribute An assassin droid with 'tude that loves his job, HK-47 begs you to buy him in the droid shop in Tatooine. If you choose to acquire him (he's the second optional character), besides his hilarious running commentary when in the party, HK is an effective combatant with numerous options through various droid devices, although IMO not quite as good as Canderous normally due to Canderous having natural regeneration, weapon specialization, and better VP. If your main character has a high Repair skill, though, HK can talk you through repairs to his system, resulting in a truly lean, mean, killing machine. Besides the entertaining back story about HK's previous owners (and why they're not his owners now), you'll receive the following upgrades: Skill Level (with Int bonus) Upgrade ---------------- ------- Repair 8 Dexterity +2 Repair 11 Defense +2 Repair 14 Regenerate 1 VP per 6 seconds Repair 17 Regenerate 1 VP per 3 seconds, Dexterity +2 With full repairs HK-47 receives an additional +4 Dexterity and +2 defense, plus fast regenerative powers, giving him the highest natural defense in the game and making him one tough cookie. If you had invested in high Repair skills, this is the game's big payoff. You'll have to repair him fairly early, however; once his main memory core comes online later in the game, you'll no longer have an opportunity to upgrade him. Since the later skill requirements are so high, however, your main character will have to have Repair as a class skill, which means the *only* way to fully upgrade HK-47 is if your main character is part scout or consular, both of which have repair as a class skill, and furthermore you planned ahead for a high Repair skill rather than putting points in other skills. A fully repaired HK therefore requires a substantial sacrifice in skills for the main character, and will really only be used by scout combinations or the scoundrel-consular with some skill delaying. HK will receive 4 attribute points to distribute, and the choice for where to put them should be clear: pump them all into Dexterity. HK can only use ranged weapons, so the extra Dexterity helps his already high attack and defense values. As a combat droid, skills are for the most part unimportant to HK-47. The one necessary skill to max is the repair skill, as it's the only way he'll be able to regain VP. After that, just choose a skill to improve. The recommended allocation puts the remaining points into Computer Use; I'd suggest instead putting the points into the more combat-oriented Awareness, since HK will never be a computer whiz. HK-47 unfortunately has extremely few feats (4) to work with, the lowest count out of any combat-oriented character. Thus, you've got little in the way of wiggle room. My recommended feats are: 9 Rapid Shot 12 Improved Rapid Shot 15 Sniper Shot 18 Master Rapid Shot HK's feat selection comes down to how you want to use the character. As I see it, you can conceptually either focus on laying down a lot of fire with Rapid Shot, or you can aim for precise kills using Sniper Shot. (Power Blast really isn't worth putting feats into at all.) As Sniper Shot in practice stuns opponents rather than giving extra damage for exact aiming, and as HK doesn't get any particularly good weapons or abilities for critical hits, IMO HK is better off shooting more often with Rapid Shot. Sniper Shot is added for some variety, but you can also just replace it with, say, Improved Toughness. With the small number of feats, it's not worth it to switch HK to dual pistols, since he won't be able to master any attack feats after mastering Two-Weapon Fighting, so you'll have to be content with using a good rifle. Equipment selection is more focused for HK than it is for Teethree, because you're not using him for anything except blasting things into little bits. Again equip him with the best droid plating you can find, a good rifle, and any accessories you want, from energy shields to flamethrowers and stun rays. An important piece of equipment if you can find it, however, is the Superior Targeting Computer. This sensor will grant rifle specialization to HK-47 and gives a nice damage bonus to each shot, putting him on equal footing with Carth and Canderous. --------------- 8.9 Jolee Bindo --------------- Advantages + Lots and lots (and lots) of Force points + Gains lots of Force powers, too + Force Focus makes said powers hard to resist + Starts with feats for added defense Disadvantages - Low attack bonuses - Low VP Jedi Consular (6) VP: 42 FP: 72 Defense: 21 Attributes: Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 12 (+1) Wisdom: 15 (+2) Charisma: 15 (+2) Saving Throws: Fortitude: +7 Reflex: +7 Will: +8 Skills (with bonuses) (* = class skill): *Computer Use: 1 Demolitions: 0 Stealth: 0 *Awareness: 7 *Repair: 2 Security: 0 *Treat Injury: 6 Starting feats: Conditioning Weapon Proficiency (Blaster Pistol) Weapon Proficiency (Lightsaber) Weapon Proficiency (Melee Weapons) Jedi Defense Force Focus -> Improved Force Focus Jedi Sense -> Knight Sense Dueling -> Improved Dueling Starting Force powers: Cure Force Aura Force Valor Affect Mind Stun Stun Droid -> Disable Droid Force Push Throw Lightsaber Character progression (with adjusted saving throws): -Saving Throws- Level Attack Bonus Fort Ref Will Special ----- ------------ ---- --- ---- ------- 7 +5 +7 +8 +8 Force Power 8 +6 +8 +8 +9 Attribute, Force Power 9 +6 +8 +8 +9 Feat, Force Power x 2 10 +7 +9 +9 +10 Force Power 11 +8 +9 +9 +10 Force Power 12 +9 +10 +10 +11 Master Sense, Master Force Focus, Attribute, Feat, Force Power 13 +9 +10 +10 +11 Force Power x 2 14 +10 +11 +10 +12 Force Power 15 +11 +11 +11 +12 Feat, Force Power 16 +12 +12 +11 +13 Attribute, Force Power 17 +12 +12 +12 +13 Force Power x 2 18 +13 +13 +12 +14 Attribute, Feat, Force Power 19 +14 +13 +12 +14 Force Power 20 +15 +14 +13 +15 Force Power A crotchety old former Jedi that sees the world in shades of gray, Jolee will join you on Kashyyyk. The old man will likely rub both aspiring Jedi and Sith the wrong way because he's not interested in either side (and he's got a pretty smart mouth), but he'll tag along to see what becomes of you anyway. Jolee is the undisputed power master among the NPCs, having huge amounts of FP and Force Focus to stuff his powers down others' throats as a consular. He also has very little VP compared to other characters, so if Jolee pulls out the lightsaber to use on something, then the battle is about done: either he's finishing off some weakened opponent or he's used up all his Force and you're about to lose. ;) Jolee will get 4 attribute points to spend in total. The first two points should be spent on Wisdom and Charisma to increase their modifiers. This gives Jolee the double bonus of more Force points and harder-to-resist powers. The last two points can either be put into Dexterity or Constitution to increase his defense or hardiness, or put into Wisdom (or Charisma, but not both), again for another increase in Force effectiveness. As a consular, Jolee gets access to a surprising number of class skills. Unfortunately, also as a consular, he gets a measly 1 SP/level, which means he can't really put any of them to good use. Put the point into Treat Injury and move on. Jolee's feat progression is similarly very slow, only getting 4 extra feats total. Since he hopefully won't be getting into much fighting anyway, however, the lack of feats isn't quite as harsh. My recommended feat progression is: 9 Master Dueling 12 Advanced Jedi Defense 15 Toughness 18 Master Jedi Defense Again, Jolee will not see a lot of actual melee action, so here all the feats are focused on keeping Jolee safe from harm. The Dueling and Jedi Defense feats keep his defense high, and Toughness gives him some much- needed VP. However, if you want Jolee to be a more effective offensive combatant, you could instead look to improve Flurry: 9 Flurry 12 Improved Flurry 15 Master Dueling 18 Master Flurry Now let's talk about Jolee's bread and butter: Force powers. Jolee gets the most powers of any character in the game, and furthermore due to his neutral alignment, he's free to use any and every power available with no cost adjustments (although IMO it's better to build on what he starts with to pack more powers in). Here's an example progression for Jolee's 17 extra powers: 7 Shock 8 Fear 9 Force Lightning, Knight Valor 10 Horror 11 Force Whirlwind 12 Heal 13 Destroy Droid, Insanity 14 Force Resistance 15 Force Suppression 16 Master Valor 17 Force Wave 18 Force Storm, Force Breach 19 Force Immunity 20 Advanced Throw Lightsaber Here I've chosen to let Jolee master Force Storm, Master Valor, Force Storm, Destroy Droid, Insanity, Heal, Force Immunity, and Force Breach (and I tacked Advanced Throw Lightsaber on for kicks at the end). This gives Jolee a wide variety of area-effect actions, from straight damage through Force Storm, to stunning powers through Insanity, Destroy Droid, and Force Wave, to healing and buffing the party with Heal and Master Valor, plus Breach to put young whippersnapper Jedi in their place, making Jolee one dangerous old geezer. In addition, Immunity is there to keep Jolee working the field without interruption, and Heal is a necessity to keep the other party members going. Since Jolee has so many powers to choose from, you can really take anything you want and be effective, although some powers have overlapping effects, so they should be avoided together. You can take Stasis and Stasis Field for less powers (but more FP cost) rather than the Fear series, but don't take both. Drain Life and Death Field isn't as useful for Jolee, either, since he already has Cure, so upgrading to Heal is cheaper. Any of the other single-target powers, such as Kill, Plague, and Master Speed would also be useful; the feat progression above focuses on large area effect rather than single enemies or self-buffs, but if you want a more precise or close-range Jolee, go ahead and delve into those powers. ===================== 9. GAMEPLAY MECHANICS ===================== Here I put the nitty gritty on how the game calculates rules and attacks, plus some rudimentary statistical analysis of the different fighting styles and feats available, in case anyone really wants to know why I recommended such and such in the above sections. --------------------------------- 9.1 CHARACTER CREATION ATTRIBUTES --------------------------------- During character creation, you get 30 "points" (I refer to them as creation points) to spend on your attributes for your character. These creation points aren't the same as the attribute points you get when leveling up, because you don't always get a one-to-one ratio between a point and one point in your attribute. The relationship between creation points and attributes is as follows: Attribute Additional Creation Score Point Cost --------- ------------------- 9-14 1 15-16 2 17-18 3 All your attributes start at 8, so this means that raising an attribute from 8 to 13 will cost 5 points, but raising it to 17 will cost 13 points (6 to raise to 14, plus 4 to raise to 16, plus 3 to raise to 17). Because of the high cost, unless you really love an attribute, you shouldn't raise any attribute past 16 to start. Also, since modifiers go up only on even attributes, it makes little sense to give your character any odd attributes, unless you want to save creation points and use your attribute boosts as you level to pump up the attribute. Otherwise, if you're going to leave your constitution at 13, for instance, you might as well move it down to 12 and put that extra creation point somewhere else. ------------ 9.2 LEVELING ------------ Many RPGs, including the d20 system which KotOR is based on, use the concept of "levels" to represent the relative power and development of characters. That is, a character starts at level 1 in development, and during the course of the game earns experience. When the character has earned a set amount of experience, they can increase their level, which involves earning more VP to become hardier, more FP and Force powers if they're a Jedi, better attack bonuses, better saving throws, more skill points to use, and possibly more attribute points and more feats. Essentially, characters work on a stop-and-go method of growth, where the character is static while at the same level and reaches a new plateau when they reach another level. Levels thus are convenient ways to compare the relative powers between characters, i.e. when comparing a level 5 character versus a level 15 character, it's assumed that the level 15 character will be much better. The amount of XP needed for each level and other non-class specific information is as follows (courtesy of the Dungeons & Dragons Player's Handbook, 3rd Edition): Cross- Character Class Skill Class Skill Attribute Level XP Max Rank Max Rank Increases --------- ------- ----------- ----------- --------- 1 0 4 2 - 2 1,000 5 2 - 3 3,000 6 3 - 4 6,000 7 3 1st 5 10,000 8 4 - 6 15,000 9 4 - 7 21,000 10 5 - 8 28,000 11 5 2nd 9 36,000 12 6 - 10 45,000 13 6 - 11 55,000 14 7 - 12 66,000 15 7 3rd 13 78,000 16 8 - 14 91,000 17 8 - 15 105,000 18 9 - 16 120,000 19 9 4th 17 136,000 20 10 - 18 153,000 21 10 - 19 171,000 22 11 - 20 190,000 23 11 5th 9.2.1 Delayed Leveling ---------------------- For your main character, it is possible to exploit the way KotOR handles leveling to control the class ratios for your character. The typical way to play the game, and the way you normally should play until you know what you're doing, involves leveling up as soon as you achieve a new level. However, the game allows you to continue play without actually leveling up (with the exception of leveling to 2, which the game forces you to do on the Endar Spire) . So, you could actually have enough experience to be a level 6 character, but instead you're still running around as a level 2 character with three potential levels saved. Furthermore, the game doesn't distinguish which *class* you leveled up in. This means that it's possible to accumulate multiple level-ups during the first part of the game without actually advancing in level, then using them all once you become a Jedi as Jedi levels. You can thus brave the first part of the game as a weakling to gain more Jedi levels later, if you so desire. For instance, say you have a scout that has enough experience to be a level 7, but you delayed leveling past level 3. You manage to survive the first part of the game and beome a Jedi guardian at level 8. You now apply your delayed levels (there's no point in saving them after you become a Jedi, as you're not going to switch to a third class), and immediately advance 5 levels as a Jedi, becoming a 3/5 scout/guardian. This is a good way to get lots more Force powers compared to the conventional method of immediate leveling for your PC, although be prepared to watch your character die again, and again, and again... while you're waiting for your Jedi promotion. My personal opinion is that delaying levels for the most part takes away from the spirit of the game, since you're supposed to be a latecomer to the Force, and you wouldn't really have been able to survive Taris as, say, a 2nd-level scrub. On the other hand, if you want all those extra powers and perhaps have gone through the game once already, adding some extra Jedi oomph becomes more appealing. Be forewarned that there's been evidence that when delaying levels, your companions will gain less experience, meaning that you could be a couple levels higher than your party members rather than everyone near level 20 by the time the game is over. This glitch (or maybe it's a balancing mechanism for the main character having more Jedi levels, dunno) gets worse the more you delay your levels, so don't expect as much help if you choose to binge on Jedi levels (but you probably won't need help at that point). 9.2.2 Delayed Skill Points -------------------------- It is also possible to use the same idea of delaying to control where your skill points go, although this isn't as much of an exploit, since the system allows you to save your skill points even if you do level up. THis is useful because becoming a Jedi adds new class skills to your character, most notably Persuade. For those that want a high value in any skill that is acquired as a new class skill when becoming a Jedi and wasn't a class skill before, you'll want to save skill points. The game doesn't care if you don't use all your skill points every level, so you can accumulate a bunch of unused SP in your first class, then pump them all into a new skill once you become a Jedi. This is a good way in particular to get a higher Persuade skill for soldiers and scouts, since Persuade isn't a class skill for them. ----------------------- 9.3 COMBAT CALCULATIONS ----------------------- Combat in KoToR is based on the d20 system for Dungeons & Dragons pen-and- paper RPG, 3rd edition. Attacking characters "roll" a 20-sided die, i.e. a d20 (or in this case, the computer generates a random number between 1 and 20) and add their total attack bonus, including their base attack bonus plus any attribute, feat, weapon, and power modifiers. The resulting number is compared against the defending character's defense rating, and if the number is equal or higher than the defense, then the defender is hit. If it is lower, then the attacker whiffs. Thus, calculating the chance an attacker hits, defining the difference as defense minus attack: def - AB = difference = lowest roll needed to hit 20 - (def - AB) + 1 = 21 - difference = count of how many out of the 20 possible numbers randomly generated will hit (add 1 due since equalling the defense also hits) (21 - difference)/20 = percentage chance an attack will hit Each extra AB point essentially is worth an extra 5% chance that an attack hits, and each def point is worth an extra 5% towards making an attack miss. There isn't any difference in contribution for each point no matter how high or low attacks and defenses are. The system works instead on the difference between attack and defense. It may look as if someone with an AB of 1 against a def of 5, having only 20% of the defender's defense, would hit much less often than an attacker with AB 21 against a defense of 25, but in fact in both cases the difference is 4, which gives both attackers a healthy (21-4)/20 = 85% chance of connecting. Thus, a bonus to attacks or defense gives consistent benefits, no matter how high the level is. Note that you'll never have a 100% chance to hit or miss an opponent. The game always considers a d20 roll of 1 an Automatic Miss, and a roll of 20 an Automatic Hit. So you're never completely safe no matter how much defense you have, and you'll always have a chance to hit anything. Granted, a 5% chance, which isn't all that much, but it's better than nothing... 9.3.1 Critical Hits ------------------- Critical hits depend on the d20 roll. Every weapon has a threat range listed, and critical strike and sniper shot can increase these ranges further. If during a successful attack, the d20 number generated falls within the threat range, then you get a "threat", a possible critical hit. The computer now gives you a threat attack roll, which is calculated the same way as your normal attack on the same target. If this threat attack connects, then you've scored a critical hit and apply your weapon damage and modifiers *twice*, plus special critical damage if the weapon provides it. Essentially, this means that you can possibly hit for double damage if your d20 roll falls into the threat range. The bigger your threat range, the higher chance you have of doing double damage. For example, say you were attacking with a vibroblade that does 1-10 damage, with a 19-20 threat range. If your attack bonus was +3 and you were attacking an opponent with a defense of 14, you would need to roll a 11 or higher on the d20 when attacking to hit (3 + 11 = 14). If you happen to roll a 19 or 20, then you get a free, second threat attack roll. If this d20 roll also is 11 or higher, then you do another 1-10 points of damage from your vibroblade, plus Strength modifiers, massive critical damage, and anything else that applies. Since critical hits depend on successful threat rolls, clearly your success at critical hits depends on your attack bonus being as high as possible for the threat to work. The harder an enemy is to hit, the harder it is to score a critical hit, since you'll have a harder time making a successful threat. Certain weapons can be upgraded to be "Keen", which gives a x2 modifier to the weapon's threat range. For a weapon with 20-20 range (a range of 1 number), this increase the range to 19-20 (2 numbers). Similarly, a weapon with 19-20 range will have its range doubled to 17-20. However, things get less intuitive when using Critical Strike or Sniper Shot in conjunction with Keen weapons. In d20 rules, threat range multipliers aren't applied separately. Instead, there is one overall multiplier that is incremented. Keen and the critical feats both increment the multiplier, so they don't actually multiply by 2x or 3x as stated when both are applied. For example, Critical Strike for melee weapons is stated as doubling the threat range. The multiplier for the threat range is normally 1x, so it's then incremented by 1 to 2x. Now say we use Critical Strike with a Keen weapon. The Keen attribute has its own threat range doubler, so the range should now have 2 times 2x = 4x multiplier for a range of 13-20, right? Nope. Keen does the same thing as Critical Strike and increments the multiplier by 1, so your multiplier is now 2x + 1 = 3x, for a 15-20 range. This means the maximum threat range possible, from using Master Critical Strike / Master Sniper Shot with a weapon with 19-20 range and a Keen attribute, is 4x + 1 = 5x multiplier, or a 11-20 range. Keen therefore becomes less effective when using the various levels of Critical Strike or Sniper Shot, as the advantage of having an extra increment to the threat range decreases as the multiplier gets larger, similar to how Flurry decreases in effectiveness as more attacks are added through other means. 9.3.2 Close Range Modifiers --------------------------- The game mentions early on that using ranged weapons in a melee fight against an opponent is a dangerous prospect, and the game ensures this to be true. If you're fighting with a ranged weapon at close range, opponents using melee weapons get a +10 attack bonus to hit you. Interestingly enough, however, using a ranged weapon at close range also gives you a +10 point-blank attack bonus, which means you'll rarely miss with a ranged weapon when next to an opponent. So for a one-on-one fight, ranged vs. melee evens out somewhat, since the bonus makes it easier for you to hit the opponent, while the defensive penalty makes it easier for them to hit you. For a close ranged one-on-one blaster fight, both participants will get +10 attack for being at point-blank range, so again things even out. When multiple opponents gang up on you at close range and you're packing a blaster, however, it's time to run or switch weapons, because *every* opponent attacking you will get a +10 attack bonus. Trying to shoot Jedi at close range is also asking for it, since they get a chance to deflect your shot, but you won't get a similar extra chance to block their lightsaber swing... So, the lesson is: if you're using a ranged weapon at close range, then you and your attacker(s) all get +10 attack. 9.3.3 Damage ------------ Damage in KotOR is usually somewhat variable. Some equipment and Force powers do set damage, but most things otherwise list a damage range, such as 1-10 for a standard vibroblade. This means that a successful hit with the vibroblade will do a random amount of damage between 1 and 10. This can make comparisons between weapons confusing, so it's useful to mentally calculate the average damage of a weapon, which is (1+10)/2 = 5.5 points for the vibroblade. Blaster pistols that do 2-7 and 3-6 damage are thus similarly powerful with the same average 4.5 damage, although the 3-6 one is slightly more consistent. Damage is further broken down into types, listed here with example sources: Energy : blaster pistols, lightsabers Energy (Ion) : ion blasters Physical (Slashing) : blades Physical (Piercing) : disruptor pistols, frag grenades and mines Physical (Bludgeoning): quarterstaffs, sticks Heat/Fire : flamethrowers, plasma grenades and mines Cold : carbonite projectors, CryoBan grenades Electrical : Lightning Force powers Sonic : sonic rifles, sonic grenades Poison : poison grenades, gas mines The main reason for damage types is that armors and shields can be used to reduce damage against a particular type. Equipment can have permanent damage reduction, which is listed as a number followed by a slash and a dash and the damage type, i.e. 25/- vs. electrical. The /- is a d20 convention and means that the damage reduction always happens; there are other cases that make the damage reduction conditional, but KotOR doesn't use them, so the /- is just a way to mark damage reduction here. 25/- means that the first 25 points of the particular type (electricity in the example) is ignored for any attack. So, if you're hit once for 10 electrical damage, then all of it is absorbed and you aren't hurt at all. if you get hit by 40 points of electrical damage, then the first 25 points are absorbed, and you take the remaining 15 points of damage. The other main method of damage reduction is through temporary shields, which will give you a temporary damage buffer that will absorb all the relevant damage until the buffer's used up. The amount and types of damage the shield will absorb varies by shield. For instance, a typical energy shield will have 20 pts worth of energy/electrical damage absorption when activated. So here, if you activate the energy shield again for a 20-point buffer and take 10 electrical damage, the shield will absorb all 10 points of damage, leaving 10 points in the buffer. If you take another 40 electrical damage, the buffer will absorb the first 10 points and then the shield will fail, leaving you to suffer the other 30 points of damage. Different shields will protect against different types of damage and will have different size buffers, so you'll need to read the label before use. Ion, while normally listed as its own damage type, is actually considered energy damage for the purposes of damage reduction. Ion damage does a number to electrical components; it deals double damage to energy shields, so 4 ion damage would drain 8 points off an energy shield's buffer. Ion weapons also usually (but not always) have big bonuses when used against droids due to its scrambling properties. Sonic damage, while not having any of its own special properties, usually is associated with Dexterity loss somehow. Poison is a special case, since it does damage over a spread amount of time. There aren't any items that offer poison damage reduction. Rather, equipment and powers will offer immunity, so you'll either be poisoned or will ignore it completely. There are a couple of unique items in the game that offer immunity to other types of damage as well, and they are justifiably expensive. 9.3.4 Death Blows ----------------- While death blows don't come into play, it's worth noting for early game play: if you hit a level 4 enemy or lower enemy while they are immobilized in some fashion, then they automatically die. The hit is considered a coup de grace against a defenseless opponent, and the opponent will automatically crumple. This makes the Vulkar Shock Sticks quite useful in the very beginning of the game, as they essentially give you a one-in-four chance of almost-instant death, but once you encounter tougher enemies, you won't be able to land any death blows. ---------------------------------- 9.4 SKILL CHECKS AND SAVING THROWS ---------------------------------- Most skills and all saving throws work on the concept of checks against a Difficulty Class (DC). Objects and characters are assigned a DC number based on the difficulty of what you want to do to them, with a higher DC being more difficult. Once you attempt to use a skill or save against some effect, the game uses the following calculation: skill/save level + d20 roll = result if result >= DC then success if result < DC then failure That is, your skill or save value is added to a random number between 1 and 20, and the sum is compared to the DC. If the sum is greater than or equal to the DC, you succeed, otherwise you fail. For example, most grenades allow a Reflex save check to see if a target is quick enough to take half damage avoid the brunt of the grenade's explosion. Say you have a character with REF +5 and someone throws a frag grenade at you. Frag grenades have DC 15, so the game would calculate 5 + d20 = result if result >= 15 then you take half damage if result < 15 then you take full damage From the example it's clear that you'd succeed on a d20 roll of 10-20, while you'd fail on a roll of 1-9, thus giving you a 55% chance to avoid full damage. For actions such as setting mines or opening locks outside of a combat situation, characters can Take 20 on their checks, which means they will take extra time to do the job right and add an automatic 20 to their skill scores rather than rolling a d20. Your chances at the skill will therefore be much higher when you're not busy fighting something. ----------------------------------------------------------- 9.5 MELEE FIGHTING STYLES - Dueling vs. Two-Weapon Fighting ----------------------------------------------------------- When creating and leveling characters, one of the first things that springs to mind is, one weapon or two? (Double-bladed weapons qualify as using two weapons, both with the same properties.) The answer for melee weapons at first seems simple enough: two weapons means double the attacks per round, which means twice the potential damage. To a certain extent, this is true. However, there are a few things to consider. One is, are there enough feats to justify using two weapons? Using two without investing in the Two-Weapon Fighting feats is a losing cause, because the severe AB penalties mean you'll likely never hit anything. The penalties are also why you should avoid using an unbalanced weapon in your offhand, although you can break this rule if you have a high attack bonus and can take the -2 to your main hand in stride. Let's consider the average damage of a character wielding one and two vibroblades without feats vs. a character with varying levels of Two-Weapon Fighting. A vibroblade does 1-10 damage, or an average of 5.5, and has a threat range of 19-20/x2. We'll look at the difference between the attack bonus of a baseline vibroblade in one hand versus a defense (i.e. an AB 5 against def 15 would be a difference of 10), and the average damage expected per round, compared to wielding two vibroblades with different feats. Note that because the difference is defense minus attack, the penalties for two weapon use actually *add* to the difference, not subtract. Couldn't find a non-confusing way to list it... | Average damage/round with 1-10 vibroblade(s), | 19-20/x2 threat range | | -Two-Weapon Fighting Feat- Chance | One Weapon Two Weapons Normal Improved Master Diff To Hit | (0) (-4/-10) (-4/-6) (-2/-4) (0/-2) ---- ------ | ---------- ----------- ------- -------- ------- 2 95% | 5.75 6.66 8.47 9.68 10.89 5 80% | 4.84 4.84 6.66 7.87 9.08 8 65% | 3.93 3.03 4.84 6.05 7.26 11 50% | 3.03 1.21 3.03 4.24 5.45 14 35% | 2.12 0.29 1.20 2.42 3.63 17 20% | 1.21 0.00 0.00 0.61 1.82 20 5% | 0.29 0.00 0.00 0.00 0.29 From the above table, you can see that fighting with two weapons always does more damage against lower defense opponents. Without Two-Weapon Fighting feats, however, using two weapons quickly degrades in damage when fighting an enemy with about a 50% chance to hit, so that your average damage turns out to be worse than using a single weapon. This improves with higher level Two-Weapon Fighting feats, until at Master level, you're always doing roughly double damage on average compared to using one weapon. In the meantime, aspiring two-weapon fighters without the Master level feat may want to drop the offhand weapon against harder enemies to stand a chance of hitting them. Characters such as scoundrels with limited feats may want to consider not investing in the feats if they want to use some of the other feats, such as Flurry or Critical Strike. On the other hand, melee soldiers and guardians encouraged to go all-out with Two-Weapon Fighting if desired, and specialize in the appropriate weapon to eke an extra +2 damage out of both weapons. So are single-weapon users doomed to a life of mediocrity? Our discussion isn't complete without comparing the effects of two-weapon fighting against the equivalent one-weapon fighting style of feats, Dueling. Dueling gives straight bonuses to the AB and def of a character, up to +3/+3, which translate to hitting 15% more when attacking and avoiding 15% more incoming attacks. To save some space, let's cut to the chase and compare Master Dueling with Master Two-Weapon Fighting, again when using one or two vibroblades: | Average damage/round with 1-10 vibroblade(s), | 19-20/x2 threat range | Chance | One Weapon Master Dueling Master Two-Weapon Fighting Diff To Hit | (0) (+3) (0/-2) ---- ------ | ---------- -------------- -------------------------- 2 95% | 5.75 5.75 10.89 5 80% | 4.84 5.75 9.08 8 65% | 3.93 4.84 7.26 11 50% | 3.03 3.93 5.45 14 35% | 2.12 3.03 3.63 17 20% | 1.21 2.12 1.82 20 5% | 0.29 1.21 0.29 Again we see that Two-Weapon Fighting is in general superior in terms of overall damage, but the advantage shrinks as the gap between attack and defense widens. When taking into account that Dueling also adds defensive bonuses, Dueling becomes more attractive to weaker attacking classes, such as the scoundrel and consular, who have lower VP and can use the defense, as well as having a higher chance to hit and aren't expected to deal lots of damage. Scoundrels in particular place value in chance to hit rather than damage done, since sneak attack damage is independent of the weapon's damage. Of course, with two weapons you'll get two Sneak Attack opportunity against immobilized enemies... There are a bunch of other factors to consider. For instance, high Strength characters will want to use two weapons, since their Strength attack and damage bonuses apply for both weapons. And adding extra feats and powers can turn the tables somewhat. Consider the Master Speed Jedi power, which adds two extra attacks per round, all with the main hand weapon. | Average damage/round with 1-10 vibroblade(s), | 19-20/x2 threat range, Master Speed power used | Chance | One Weapon Master Dueling Master Two-Weapon Fighting Diff To Hit | (0) (+3/+3/+3) (0/0/0/-2) ---- ------ | ---------- -------------- -------------------------- 2 95% | 5.75 17.24 22.39 5 80% | 4.84 17.24 18.76 8 65% | 3.93 14.52 15.13 11 50% | 3.03 11.80 11.50 14 35% | 2.12 9.08 7.87 17 20% | 1.21 6.35 4.24 20 5% | 0.29 3.63 0.87 At 50%, the duelist surpasses the fighter with two weapons, and the difference increases as the difference between attack and defense increases. What happened? The explanation lies in that the Dueling attack bonus modifier is applied to *each* attack. So, when using Flurry and/or the Speed Jedi powers, the fact that duelists do more damage per attack starts compensating for the two-weapon fighter's extra attack, especially against higher defense opponents (think "bosses"). The "dueling" moniker is quite apt, as it turns out. So, assuming the appropriate feats are taken, you really can't go wrong with either one or two weapons. Just remember that using two weapons at once is a two or three feat investment, which you'll have to weigh against whatever else you want to take. Of course, there is a large exception to this -- double-bladed lightsabers have no two-weapon penalties, and do more damage than single lightsabers, so they have the most potential damage unless the opponent's defense is exceedingly high. See below for lightsaber comparisons. -------------------------------------------------------------------- 9.6 MELEE FEATS - Flurry vs. Power Attack (and Critical Strike, Too) -------------------------------------------------------------------- The debate for Power Attack versus Flurry is just as complicated. Power Attack gives you a set damage bonus at the expense of -3 to your attack bonus, with Master level giving a +10 damage bonus. This is pretty decent damage, but it doesn't scale with your weapons, and you'll hit less often with the AB penalty, so by the time you reach lightsabers and other high- level melee weapons, the extra attack you get with Master Flurry will more than compensate in damage than the +10 from Master Power Attack -- for a standard single weapon attack, at least. Once you factor in more attacks, things get more complicated... First, let's consider the trusty vibroblade again and calculate average damage between flurry and power attack. | Average damage/round with 1-10 vibroblade, | 19-20/x2 threat range | | --------Flurry feat------- Chance | One Weapon Normal Improved Master Diff To Hit | (0) (-4/-4) (-2/-2) (-1/-1) ---- ------ | ---------- ------- -------- ------- 2 95% | 5.75 9.08 10.29 10.89 5 80% | 4.84 7.26 8.47 9.08 8 65% | 3.93 5.45 6.66 7.26 11 50% | 3.03 3.63 4.84 5.45 14 35% | 2.12 1.82 3.03 3.63 17 20% | 1.21 0.00 1.21 1.82 20 5% | 0.29 0.00 0.00 0.00 | | | -----------Power Attack feat---------- Chance | One Weapon Normal Improved Master Diff To Hit | (0) (-3,+5 dmg) (-3,+8 dmg) (-3,+10 dmg) ---- ------ | ---------- ----------- ----------- ------------ 2 95% | 5.75 9.24 11.88 13.64 5 80% | 4.84 7.51 9.65 11.08 8 65% | 3.93 5.78 7.43 8.53 11 50% | 3.03 4.04 5.20 5.97 14 35% | 2.12 2.31 2.97 3.41 17 20% | 1.21 0.55 0.71 0.81 20 5% | 0.29 0.00 0.00 0.00 With a standard vibroblade, Power Attack does better against lower defense enemies, as advertised, not really losing effectiveness until higher defenses. Now let's consider a more powerful weapon, such as a lightsaber, which does 2-16 damage with a 19-20 x2 threat range. We'll save some space and just consider the Master version of each feat. | Average damage/round with 2-16 lightsaber, | 19-20/x2 threat range | Chance | One Weapon Master Flurry Master Power Attack Diff To Hit | (0) (-1/-1) (-3,+10 damage) ---- ------ | ---------- -------- ------------------- 2 95% | 9.41 17.82 16.72 5 80% | 7.92 14.85 13.59 8 65% | 6.44 11.88 10.45 11 50% | 4.95 8.91 7.32 14 35% | 3.47 5.94 4.18 17 20% | 1.98 2.97 1.00 20 5% | 0.47 0.00 0.00 Here Master Flurry beats out on Master Power Attack at every level, and the difference increases as the opponent's defense increases. What happened? The main difference here is the damage that the lightsaber does, an average of 9 points of damage normally. Since the weapon does more damage, the second attack that Flurry provides also does more damage. Factor in Strength bonuses or specialization for extra damage per attack, plus possible special effects such as stun per attack, and Flurry pulls farther ahead. This illustrates the weakness inherent in Power Attack: the extra damage given by the attack doesn't scale with the power of the weapon. Power attacks will always dish out an extra 10 damage, but your weapon may do more than that on average as you gain better equipment, thus allowing flurries to eventually surpass power attacks in terms of damage. The -3 penalty that power attacks impose also never improves, further limiting Power Attack's scalability. Of course, Flurry has its own disadvantages. The -4 to both attack and defense to start is nothing to sneeze at, either, so at least take Improved, if not Master, for the Flurry series if you're going to use it, to reduce both the penalty to hit and the defensive penalty. Note that Master isn't necessary when using a single weapon; take Dueling first, since it'll give you a permanent +1 attack and defense and will make up for the difference between Improved and Master Flurry. Of course, if you've already mastered Dueling and don't have anywhere else to put your feats, mastering Flurry won't hurt... However, the tables turn somewhat when considering multiple attacks through dual wield or speed powers: | Average damage/round with two 1-10 vibroblades, | 19-20/x2 threat range, master two-weapon fighting | Chance | Two Weapons Master Flurry Master Power Attack Diff To Hit | (0/-2) (-1/-1/-3) (-3/-5,+10/+10 damage) ---- ------ | ----------- ------------- ---------------------- 2 95% | 10.89 15.73 25.58 5 80% | 9.08 13.01 20.46 8 65% | 7.26 10.29 15.35 11 50% | 5.45 7.56 10.23 14 35% | 3.63 4.84 5.12 17 20% | 1.82 2.10 0.81 20 5% | 0.29 0.00 0.00 While Flurry always adds one attack, Power Attack applies to *each* attack. Thus, when using two weapons, Power Attack adds +10 for both attacks, and thus a potential +20 total. Of course, the -3 penalty still applies for each attack, thus making Power Attack unusable against higher defense opponents, but at lower differences Power Attack easily outstrips Flurry. This difference gets larger as more attacks are added (Jedi powers); Flurry continues to add only one attack, but Power Attack adds its damage bonus to each new attack. A Jedi wielding a double-bladed lightsaber or two lightsabers with Master Speed and Master Power Attack could potentially do a whopping extra +40 damage each round! So, the lesson here is that the preferred feat depends on how many attacks you have: Flurry's relative effectiveness decreases as you add more attacks, while Power Attack's effectiveness increases. For single weapons, Flurry will give a nice extra attack for (eventually) minimal cost in attack and defense. With more attacks due to double weapons or powers, the advantage of an extra attack decreases. Power Attack has a larger, and permanent, attack penalty, and the damage doesn't scale, but it applies for every attack you make, so those wielding two weapons and Jedi planning to get extra attacks from the Speed powers can do some major damage when buffed. So where does Critical Strike fit in? In terms of damage it can't compete to Flurry or Power Attack. This is because even with Master Critical Strike and a 19-20 threat range weapon, you'll only threaten for a critical hit on 11-20, or 50% of the time, and even then you have to make the second roll to hit the target again, which further reduces your chances of scoring double damage. Here we'll compare average damage for a standard vibroblade between the three feats: | Average damage/round with 1-10 vibroblade, | 19-20/x2 threat range | | Master Master Master Chance | One Weapon Critical Strike Flurry Power Attack Diff To Hit | (0) (0, 13-20/X2 TR) (-1/-1) (-3, +10 dmg) ---- ------ | ---------- ------------------ ------- ------------- 2 95% | 5.75 7.32 10.89 13.64 5 80% | 4.84 6.16 9.08 11.08 8 65% | 3.93 5.01 7.26 8.53 11 50% | 3.03 3.85 5.45 5.97 14 35% | 2.12 2.60 3.63 3.41 17 20% | 1.21 1.32 1.82 0.81 20 5% | 0.29 0.29 0.00 0.00 Master Critical Strike will do more damage, but not as much compared to the other two attack feats, which makes it a poor choice for just its damage. However, Critical Strike is useful for other reasons: * The stunning effect can quickly turn the tide of battle if successful. The stunned opponent can't retaliate and loses their dex bonus to defense as well. * Certain weapons and upgrades do "massive criticals", where extra damage is added when a critical hit is scored. This obviously can skew the damage average back towards Critical Strike, especially if the weapon has or can be upgraded to a large threat range. This, in addition to the possibility of stunning the opponent, makes Critical Strike exceedingly dangerous. Depending on your preferred weapon, it may or may not be useful to upgrade Critical Strike, since this increases the threat range, but not the stun effects. If you have a weapon with a small threat range, it isn't really worth it to upgrade. If you plan to use criticals often to stun your opponents and have a weapon with a decent threat range, however, the upgrades to critical strike will increase its effectiveness. Of course, Critical Strike exacts a high price: -5 defense, which doesn't improve. This translates to a full 25% loss in defense, which can potentially painful. Nothing ventured, nothing gained, I suppose... ---------------------------------------- 9.7 LIGHTSABER FIGHTING STYLES AND FEATS ---------------------------------------- The above stuff is all well and good for little vibroblades, you say, but how about those lightsabers everyone wants to weild? To be more specific, what are the advantages and disadvantages between using a single lightsaber, a double-bladed lightsaber, and dual wielding lightsabers? While all the above analysis holds for lightsabers as well, being melee weapons, here we'll look specifically at the benefits of using particular lightsaber styles. 9.7.1 Single Lightsaber (with Dueling) -------------------------------------- Advantages + Just like most all the Jedi in the movies + Can increase accuracy and damage with the Dueling feats + Does the most damage against characters with high defenses Disadvantages - Against lower defense enemies and without some lightsaber tweaking, does the least amount of damage The single lightsaber, the traditional use among Jedi, also understandably would seem to do the least amount of damage compared to someone using a weapon or weapons with twice the number of blades. Considering that the base damage of a double-bladed lightsaber is 2-20 compared to the standard lightsaber's 2-16, and it seems the single lightsaber has an even harder time competing. However, there are a few silver linings. For one, you can always use a single lightsaber as a Jedi with no penalties, which you can't do with dual lightsabers (and you shouldn't be able to do with double-bladed lightsabers, but they're bugged). This can save you some feats, and using Dueling is more flexible, since you don't have to upgrade it fully to be effective. The Dueling feats increase your defense as well, so you'll be hit less often than a dual wielder. Another cause for celebration is the threat range, 19-20,x2, which is larger than the double-bladed. Add a crystal that doubles your threat range or drop in crystals for massive criticals, and you could be doing a significant amount of extra damage on occasion. This can be expanded while using the critical strike feats, and with Dueling you'll get the most of critical hit calculations while absorbing some of the severe defense penalty. Note that because dueling gives you a better attack bonus compared to the other two styles, your chances of hitting an opponent are better, so average damage actually swings in the duelist's favor against opponents with very high defenses, simply because you'll still actually be able to *hit* the opponent at all. In most cases you won't see opponents with such high defenses, though, so just be content that you're getting hit less than your whirlwind dual-wielding Jedi companion... 9.7.2 Double-bladed Lightsaber ------------------------------ Advantages + Most damage potential + No offhand penalty (bug?) + Modifications to lightsaber apply twice a round Disadvantages - Almost no chance for critical hit (but you won't need it) The double-bladed lightsaber is possibly the most dangerous weapon in the game. Not only does it have an exceedingly high 2-20 base damage to start, but it strikes twice per round for the same damage. All crystal upgrades also apply to both attacks, and due to a bug it's not necessary to invest in two-weapon fighting to use the double-bladed lightsaber effectively, because no penalties apply to the attack rolls. What's not to like? Sure, the threat range is exceedingly small, making crystals that affect critical hits or the range mostly ineffective, and Critical Strike won't do much for you outside of the stunning effect, but with the huge amount of damage this lightsaber already dishes out, you really won't miss much. 9.7.3 Dual Lightsabers ---------------------- Advantages + More damage potential than single lightsaber + Can customize each lightsaber individually, more versatile + Double the colors, double the fun Disadvantages - Needs twice the lightsaber crystals - Requires all three two-weapon fighting feats to be effective Some may just use one lightsaber, or two stuck together to make one, but you, you're free, baby, free to swing a lightsaber in each hand! Besides looking stylish with two weapons (possibly getting some nice color combinations in with two different color crystals), having two separate lightsabers allows you double the versatility when it comes to fitting in crystal upgrades. You can fit one to do extra droid damage and the other to have massive criticals, or any other combination with four crystals you can think of. Of course, the downside to this is that you must have a bunch of crystals to be able to customize like this, meaning less crystals to distribute amongst the rest of the party. Using two lightsabers will also mean you have to master the Two-Weapon Fighting feats, because unlike the double- bladed lightsaber the penalties that normally apply towards two-weapon fighting, er, apply. Look towards the double-bladed lightsaber if you want to do more damage without the feat investment. If you want to have a myriad of effects and some versatility, or if you just want the novelty of carrying around more lightsabers than anyone should, then this is the path for you. Note that while using two standard lightsabers would seem to do more damage than using a short lightsaber in the offhand, the extra -2 penalty for the main hand eventually catches up to you, especially when using feats and Force powers, since the main hand is always the one that executes the extra attacks. Here's a comparison of average damage with the standard attacks, plus one with Master Power Attack and Master Speed used. | Average damage/round with two lightsabers, | Master Two-Weapon Fighting | | standard lightsaber, 2-16 damage, 19-20/x2 threat range | short lightsaber, 2-12 damage, 19-20/x2 threat range | Chance | standard/short standard/standard Diff To Hit | (0/-2) (-2/-2) ---- ------ | -------------- ----------------- 2 95% | 15.95 16.83 5 80% | 13.31 13.86 8 65% | 10.67 10.89 11 50% | 8.03 7.92 14 35% | 5.39 4.95 17 20% | 2.75 1.98 20 5% | 0.47 0.00 | | | Average damage/round with two lightsabers, | Master Two-Weapon Fighting, Master Power Attack, | Master Speed | | standard lightsaber, 2-16 damage, 19-20/x2 threat range | short lightsaber, 2-12 damage, 19-20/x2 threat range | Chance | standard x3/short standard x4 Diff To Hit | (-3/-3/-3/-5, +10 dam each) (-5/-5/-5/-5, +10 dmg each) ---- ------ | --------------------------- --------------------------- 2 95% | 63.54 58.52 5 80% | 51.33 45.98 8 65% | 39.12 33.44 11 50% | 26.91 20.90 14 35% | 14.70 8.36 17 20% | 3.14 0.00 20 5% | 0.00 0.00 Thus, it's better just to use a short lightsaber in your off hand, although for style purposes (or if the lack of symmetry bothers you), you are of course free to use two standard lightsabers. (You could use short lightsabers in both hands, but that's sorta silly.) ------------------------------------ 9.8 RANGED FIGHTING STYLES AND FEATS ------------------------------------ Ranged weapons also can use dueling and two-weapon fighting styles, and there are long ranged equivalents to all the feats. However, the power balance is rather different due to there being specific two-handed blaster rifles and heavy weapons that do more damage than the one-handed pistols to start, although this changes somewhat towards the latter part of the game as the damage for pistols creeps up. Two-Weapon Fighting and Dueling only apply for use with pistols, since neither set of feats does anything for rifles or heavy weapons. Of the two, Two-Weapon Fighting is more useful due to the low damage output of blaster pistols, and specialization is a must for a soldier. Dueling would only be useful for perhaps a scoundrel to get extra AB for sneak attacks. As it so happens, the two characters that would have to worry about such things, Carth and Mission, come configured this way anyway, so it's not something to really worry about. Feats are much more clear-cut than for melee weapons. The reason for this is that Power Blast inexplicably only shoots one shot per round, even when using two pistols, effectively negating any reason you'd use it if you had multiple attacks. Therefore, there is absolutely no reason to take Power Blast. Sniper Shot is similar to Critical Strike in that its usefulness depends on the weapon. Pistols have smaller threat ranges than rifles and heavy weapons and thus make for a poorer choice for sniping. ------------------ 9.9 TRANSIT SYSTEM ------------------ This is a pretty simple gameplay element, but I just wanted to mention the usefulness of the transit system and the party management, as I didn't understand or use it fully the first time I played it. First off, the transit system allows you to immediately return to your "base" (or more accurately, in front of your base entrance) for open areas, such as in cities and in open fields. (Not in enemy bases or deep underground, though.) There is a quest at the beginning of the game that demonstrates this feature, which when available involves pushing the X button on the map screen. What they don't mention is that if you're in the same area as your base, you can also take the transit right back to where you originally were. This has a number of benefits: * Skip some travel. If there's something closer to your base than where you are now, then transiting there saves some time. This can be a huge boon for delivery-type missions if what you need is closer to your base; you can transit to base, pick up what you need nearby, and transit back. Just remember, the game only saves the last location where you used the transit, so if you happen to forget and use transit a second time on a different screen to return to your base rather than using the "Transit Back" feature, you're going to have to hoof it back to your original location on foot... * Save on medpacs at the expense of waiting for some load screens. Any time you transit back to your base, your party is fully healed. So, if you're in an area where transit is available, after any fight where you're in bad shape, you can transit back to base and immediately return at full health. * Upgrade items after getting a new component. All your bases have workbenches, so you can quickly tinker with your items through transit. * Quickly buy equipment or sell off stuff for cash. Your base is almost always near a merchant of some sort, so it becomes simple to periodically dump stuff by just transiting back to base, or stock up on basic items. (Tip for the first merchant, Larrim: he jacks up the prices. Selling stuff is fine, but try to buy stuff elsewhere if you need things.) * Leave planets fast. Later on in the game you'll be able to travel between planets, and the transit will get you right in front of your ship, unless you're already on the same map as the ship, in which case you'll have to hoof it. You're also able to change party members by entering and exiting your base. However, pushing the A button on the map screen will allow you to immediately reform your party. This is available any time transit is available and usually on the same screen as your base (even if the option is dimmed), and allows you to call in party members with appropriate skills for whatever you need at the moment. Or, perhaps you just need to strip them of some piece of equipment for another member. For a more underhanded use, perhaps a current companion is hurt and you don't want to spend the time to heal them, so bring in a healthy body. Or, bring in fresh Jedi and milk them for Heals, then send them packing. In any case, your new selected party will immediately swap in for use. ------------------------- 9.10 SNEAK ATTACK TACTICS ------------------------- Sneak Attack, with its positional requirements, is one feat that deserves special mention. A scoundrel's life revolves around the use of this feat in battle, so if you're playing a scoundrel you should think of any way to put the feat into use. There are three general ways to score a sneak attack: attacking from stealth, positioning behind an opponent, and attacking a stunned or otherwise helpless opponent. Note that in all cases, if the scoundrel satisfies the conditions for a sneak attack, then *all* the attacks that round count as sneak attacks. Thus you can use Two-Weapon Fighting, Flurry, and Jedi Speed powers to squeeze in multiple sneak attacks for some pretty hefty damage. 9.10.1 Attacking From Stealth ----------------------------- This one's simple: if you attack while stealthed within 10 feet of an opponent, all attacks that round qualify as sneak attacks. This is the classic sneak-and-backstab assassination idea. Usually you can only do this once per battle, as you can't drop back into stealth while an opponent is watching you and you're in battle stance, but sometimes you can run around a corner and get far enough away to go back into stealth mode for another attack -- if the first attack didn't just kill the opponent outright, that is. Scoundrel-guardians have the added advantage of Force Jump, allowing them to stealth-attack opponents from long range and (I think) still get the Sneak Attack bonus. 9.10.2 Attacking From Behind ---------------------------- Getting a positional sneak attack is a tougher than simply dropping into stealth and walking up to someone, but it's also potentially more lucrative, since you can usually only sneak attack once per battle from stealth. The typical way to get this sneak attack is to run behind an opponent who's already fighting another of your characters and whack them until they're either dead or smart enough to turn around and attack your scoundrel instead. A variation on this idea involving Stealth is to stealth your scoundrel, walk up ahead while still cloaked, and have another character approach an opponent until the opponent sees them, then retreat. The opponent will run past your scoundrel while closing on your other character, allowing you to waltz up behind the opponent. Make sure you don't attack with the second character until the opponent is past your scoundrel, because the game has the annoying habit of making computer-controlled stealthed characters attack if any of your party members attack, so don't get trigger-happy with your baiting character. Bait the opponent by getting in their visual range, not by taking a pot shot at them. And sometimes you can get lucky and just run up to opponents while their back's turned and get in a free sneak attack. (Hey, it happens sometimes.) Scoundrel-guardians are particularly good at this, since they can use their Force Jump feat to drop in. 9.10.3 Attacking Helpless Opponents ----------------------------------- The third method of sneak attacking and one that sees increasing use as the game goes on, this method relies on opponents being stunned, frightened, or otherwised immobilized. Any opponent rendered helpless in this fashion is fair game for sneak attacks, and the wide variety of ways to stop opponents in this fashion, particularly with Jedi powers, makes for a lot of sneak attack opportunities. Critical Strike and Sniper Shots will do it, concussion grenades and flash mines will do it, stunning weapons will do it, a laundry list of Jedi powers will do it... you get the idea. Scoundrel-based Jedi or any player that wants to use Mission frequently should master such types of immobilizing powers. (Actually, powers that stop the enemy in their tracks is good in general.) This can also be used with stealth, if either your weapon has stunning effects, or you use a stunning combat feat (or both). Attack out of stealth, and if you manage to stun the opponent, they're as good as dead. 9.10.4 Ranged Weapons --------------------- And finally, a note about sneak attacks and ranged weapons. In general, ranged weapons work better for sneak attacks; scoundrels typically have higher Dex than Str, which favors ranged weapons, plus you can sneak attack from a safer distance than, well, melee distance. If you're willing to risk a little bodily harm, however, ranged weapons have one big advantage at close range: the +10 point-blank attack bonus you get when using ranged weapons up close. This translates to a whopping *50%* extra chance to hit at close range, which virtually guarantees that your sneak attack will hit, assuming you satisfy the normal sneak attack conditions. A pistol in the back is truly more dangerous than any melee weapon in the hands of a scoundrel. But wait, you can get sneakier still. Why go with one pistol, when you can go with two and get double sneak attack damage? This is a definite payoff for scoundrels with Two-Weapon Fighting, who can shoot at point-blank range for +10/+8 attack bonuses, but if you didn't invest in that fighting style, don't despair. At close range, the enormous +10 attack bonus totally negates the penalties for using two pistols, resulting in a +4/+0 bonus for your attacks. So, keep some extra pistols around if you've got a scoundrel, or at least a good rifle (or a pistol if you went with Dueling). Of course, there's a disadvantage to all this attack bonus goodness for close proximity ranged attacks: any opponent close to you gets +10 on *their* attacks against you. If there's a bunch of enemies invading your personal space while you're trying out your pistols in someone else's back, chances are you're going to be hurting soon (especially if your target turns around -- ulp!). So, limit your use of point-blank assassinations to stealth sneak attacks, single enemies who are already busy with someone else, or just when you really, *really* need the extra sneak attack damage, no matter what the cost. ============= 10. EQUIPMENT ============= ***WARNING!*** This will likely be the most spoiler-ific section in the guide, as I discuss equipment from all areas of the game, some of which have very plot- revealing names, so if you'd rather discover such equipment on your own, go ahead and skip this section. The equipment listing here is by no means complete; I chose instead to only comment on certain equipment that have notable features (more mundane stuff would just have "no comment" for an analysis, and so isn't included). ------------ 10.1 WEAPONS ------------ Here we deal with the ways you can inflict damage on others, highlighting selected weapons from each category. Upgradeable weapons are marked with an asterisk (*) and considered with their fully upgraded stats. 10.1.1 Blaster Pistols ---------------------- Unless otherwise specified, assume a 20-20/x2 threat range for all the pistols. Carth's Blaster* (4-9 Energy; +2 Atk) Better than a standard blaster, but still not all that great. However, it's better than most blasters you'll find in stores, so keep it around until you have a few that are more powerful. Make sure to strip it of upgrades once you find something better, though. Ion Blaster (1-4 Ion, +1-10 vs. Droids) Verpine Prototype Ion Blaster (3-6 ion, +1-10 vs. droids, +2 Atk) Keep one of these around early for energy shields and droid attacks. An extra 1-10 damage is nothign to scoff at for either weapon against mechanical opponents. Disruptor Pistol (1-4 Physical) Mandalorian Ripper (3-6 Physical; +2 Atk) While the disruptor pistol does little damage, it can be useful early in the game because of its physical damage, which will bypass those pesky energy shields more powerful enemies will use. The ripper, of course, is a more powerful version. Later you'll find higher damage blasters that have physical damage components, making these obsolete. Bendak's Blaster* (5-10 Energy; +3 Atk) Bendak's blaster is a marginal improvement over Carth's and will serve you well up until mid-game. However, as all four upgrades to blasters are in short supply for a while, either this or Carth's Blaster will not be at full strength when you get them. Hold Out Blaster (1-4 Energy; 25% Stun, 6 sec, DC 10 vs. Will) Bothan Quick Draw (2-5 Energy; 25% Stun, 6 sec, DC 10 vs. Will; +1 Atk) Bothan Needler (3-6 Energy; 25% Stun, 6 sec, DC 10 vs. Will; +2 Atk) The main selling point for these weapons is the stunning effect, which is a free one-in-four shot at immobilizing a target if the attack hits. This is, of course, wonderful news for scoundrels, who salivate at the thought of sneak attacks on a stunned opponnent. However, the stun only happens 25% of the time and becomes ineffective later in the game, as higher level characters typically have no problems beating a DC of 10, although more mundane warrior-types may still have a low enough Will save to be vulnerable even then. Even then, there are better damage weapons with stun effects available later on. Check the combat logs occasionally and see if enemies have no trouble beating the stun DC check. Once they are resisting consistently, drop these weapons. Sonic Pistol (1-4 Sonic; -1 Dex, DC 14 vs. Ref) Bothan Shrieker (2-5 Sonic; -1 Dex, DC 14 vs. Ref; +1 Atk) The sonic damage is the claim to fame for these pistols, which have low damage but will have a chance to lower the target's Dexterity by 1 for 30 seconds with each hit. The question here is, would you rather lower the target's Dex, or simply find a pistol with higher damage and kill them outright? Sith Assassin Pistol (3-6 Energy, +1-10 Ion vs. Droids; 25% Stun, 6 sec, DC 10 vs. Will; +2 Atk; 19-20/x2 TR) This is a nice little all-purpose package and an effective weapon for Mission. The damage is decent for a mid-game pistol, plus it's got effects for droids, stun, and a bigger threat range than normal pistols. Zabrak Tystel Mark III (3-10 Energy, +2 Physical; +2 Atk) One of the better high damage pistols in the game, doing a total of 5-12 damage normally with the physical damage factored in, but is overshadowed by the Mandalorian Heavy Pistol, which is slightly better. Still, there's enough pistol users in the game for this to see use. T3-M4 will likely end up with this when all is said and done. Mandalorian Heavy Pistol (4-11 Energy, +2 Physical; +3 Atk) The best generic pistol in the game. This should always be in use somewhere. Good damage and a respectable attack bonus make this dangerous. GenoHaradan Blaster (2-7 Energy; +5 Atk) Sporting an excellent attack bonus but paltry damage, this blaster is mainly useful for scoundrels that need the extra accuracy; otherwise, damage-wise you'll have much better pistols by the time you get this. (Saul's) Sith Assassin Pistol (6-9 Energy, +1-10 Ion vs. Droids; 50% Stun, 6 sec, DC 10 vs. Will; +5 Atk; 19-20/x2 TR) This pistol is unique but unfortunately named the same as the normal Sith pistols. Of course, as Saul's personal weapon, it's clearly superior, having good damage, a higher chance at a stun (although the stun is easily broken), an awesome attack bonus, and a bigger threat range than standard pistols. Great for Mission if you're working her as a pistol user. Cassus Fett's Heavy Pistol* (6-19 Energy; +5 Atk; 19-20/x2 TR) It costs a big chunk of money to acquire, but Cassus Fett's pistol clearly blows every other pistol out of the water when it comes to damage. Weld this one to Carth's or Mission's main hand if you buy it on Korriban. Note that the upgraded threat range is considered a Keen upgrade, and so will act as a 20-20 range with an extra multiplier, not as a true 19-20 range would. 10.1.2 Blaster Rifles --------------------- Unless otherwise specified, assume rifles have a 19-20/x2 threat range. Zaalbar's Bowcaster* (3-12 Energy; +3 Atk; 17-20/x2 TR) More damage than your standard rifle with full upgrades, so it'll be useful up until mid-game. Of particular note is the extended critical range, which can be useful for a character like Mission that uses a lot of Sniper Shot. Blaster Carbine (1-8 Energy) Not sure why this is actually in the game, as it's less common than the standard blaster rifle, but is actually *worse*, having the same damage but a lower range. Sell off this one. Ion Rifle (1-6 Ion, +2-12 vs. Droids; 20-20/x2 TR) Bothan Droid Disruptor (2-7 Ion, +2-12 vs. Droids; +1 Atk; 20-20/x2 TR) Verpine Droid Disruptor (3-8 Ion, +2-12 vs. Droids; +2 Atk; 20-20/x2 TR) The rifle version of the ion blaster pistol variations, their use is the same: energy shields or droids, shelve otherwise. Disruptor Rifle (1-6 Physical; 20-20/x2 TR) Zabrak Disruptor Cannon (8-13 Physical; +2 Atk; 20-20/x2 TR) The disruptor rifle has the same use as disruptor pistols: use early to bypass energy shield, discard later for higher damage. It's a shame you can't find the disruptor cannon until late, but if you haven't already bought unique rifles that offer more damage or are having energy shield problems, make sure to equip this. Mandalorian Assault Rifle (3-10 Energy; 25% Stun, 6 sec, DC 10 vs. Will; +2 Atk) This is the only available stun rifle in the game, paltry compared to the multiple options for pistols. It does respectable damage, however, so it's a useful weapon until later when enemies can consistently resist the stunning effect. Sonic Rifle (1-6 Sonic; -1 Dex, DC 14 vs. Ref; 20-20/x2 TR) Bothan Discord Gun (2-7 Sonic; -1 Dex, DC 14 vs. Ref; +1 Atk; 20-20/x2 TR) Sonic rifles do barely more damage than their pistol counterparts and just don't hurt enough compared to other rifles you can pick up, although the Dexterity damage is nice. Bowcaster (1-10 Energy, +2 Physical) You can pick up multiple bowcasters up while adventuring in Kashyyyk, and the Wookiee product is significantly better than standard blaster rifles, so upgrade all your rifle-toting characters to at least these once you get them. Zabrak Battle Cannon (6-13 Energy; +3 Atk) Available for purchase in Manaan, the battle cannon's got respectable damage, but you can acquire better rifles later, so I'd hold off on buying it. Jurgan Kalta's Carbine (4-11 Energy, +2 Physical; +3 Atk) For a famous Zabrak mercenary's personal weapon, this is surprisingly weak (although just as good as the battle cannon), and furthermore not upgradeable. Given a choice, pick this up over the battle cannon due to its physical damage, but you can do better. Chuundar's Bowcaster (3-12 Energy, +4 Physical; +2 Atk) Chuundar's tweaked his bowcaster to be better than your average, er, bowcaster, and a nice rifle in general. The big physical damage component means you can toss your disruptor rifle, if you haven't already done so. Jurgan Kalta's Assault Rifle* (2-12 Energy, +1-4 Ion, +1-4 Piercing, +1-6 Ion vs. Droids; +5 Atk) Jurgan's other rifle, available for a limited time on Dantooine, looks weaker than his carbine initially, but upgrades to a sort of Swiss Army Knife kind of weapon, encompassing three different types of damage (for 4-20 total damage), extra droid damage, and a great attack bonus. One of the best rifles available, superceded only by... Jamah Hogra's Carbine* (5-15 energy, +2-8 physical; +5 Atk) While Jurgan would likely be offended that an incompetent mercenary had a better weapon, the fact remains that Jamah's fully upgraded carbine is the most damaging ranged weapon available in the game. 10.1.3 Heavy Weapons -------------------- There's not much to say about heavy weapons, other than they're ironically pretty light compared to rifles in general. Either this means that they're broken in the game implementation (repeaters don't actually shoot more often), or that Bioware didn't spend a lot of time designing good heavy weapons. Ordo's Repeating Blaster* (5-14 Energy; +1 Atk; 20-20/x2 TR) When the best heavy weapon in the game is Canderous's starting blaster, then that doesn't bode well for the weapon class's longevity. Regardless, when fully upgraded, this is a respectable weapon up until the highest level rifles , which gives Canderous plenty of time to specialize in another category... 10.1.4 Melee Weapons -------------------- For such an advanced civilization, you'd think no one would whip out a good old-fashioned sword, but with the advent of energy shields (and Bioware drastically reducing blaster damage from the pen-and-paper version of the Star Wars RPG), you'll see melee weapons in use fairly often. All are assumed to have cortosis weaved in, to explain why lightsabers don't just cut through them like butter... Unless otherwise specified, single-handed melee weapons have a 19-20/x2 threat range, while two-handed melee weapons have a 20-20/x2 range. Remember that while two-handed weapons are listed with a single damage range, they actually attack twice a round. Prototype Vibroblade* (5-14 Physical; +3 Atk; Balanced) Considering how early you get this weapon, it's quite a nice little blade when upgraded, and balanced to boot, allowing you to use it in the off hand when you find better main hand weapons. In fact, there are few off hand melee weapons better than this in the game, although having to keep all the upgrades on the weapon makes it more expensive than it looks. Quarterstaff (1-6 Physical) Pretty paltry damage, but for those of you that can't stand to go through the game one minute without a two-handed melee weapon, you can buy this for cheap right at the beginning of the game... Stun Baton (1 Physical; 25% Stun, 6 sec, DC 10 vs. Will; 20-20/x2 TR) Bothan Stun Stuck (2 Physical; 25% Stun, 6 sec, DC 10 vs. Will; +1 Atk; 20-20/x2 TR) Vulkar Shock Stick (2-5 Physical; 25% Stun, 6 sec, DC 10 vs. Will; 20-20/x2 TR) Bothan Chuka (3 Physical; 25% Stun, 6 sec, DC 10 vs. Will; +2 Atk; 20-20/x2 TR) You can't use them with another weapon and they do pitiful damage, so the only redeeming feature for these weapons is their stun effect. Again, you only get the stun effect 25% of the time, but early on the stun effect can be powerful, since low-level enemies typically have weak Will saves, plus early on you can use death blows to quickly dispatch enemies (see Gameplay Mechanics for details). These are intriguing options if you're playing a single-wielding melee scoundrel somewhere, you'll likely value the stunning chance more than actual damage, since you should always be maneuvering for a sneak attack anyway. Considering you can pick up Vulkar Shock Sticks early on for free, the other options won't see much use. Once enemies are consistently saving against the stunning effect, ditch for more powerful weapons. Mission's Vibroblade* (2-11 Physical, +1 Energy; +2 Atk; Balanced) Mission's personal weapon unfortunately isn't all that great even when fully upgraded, but as she's a kid, it's excusable... Easily replaced once you find some nicer weapons. Vibro Double-Blade (2-16 Physical) You may be able to pick one of these up on Taris depending on how you do your quests; otherwise, it's available for purchase on Manaan and Korriban. Good damage for an early game weapon, but not as good as stuff you'll find later, so your call as to whether you want to spend money on it if you don't pick it up in Taris. Chieftain's Gaffi Stick (5-12 Physical; Weakness, DC 20 vs. ?; +2 Atk; 20-20/x2 TR) While it doesn't have huge damage, the extra weakness effect on hit is a nice little bonus. Of course, this is a quest item for Tatooine, which means you'll likely not keep this for long, but it's a decent weapon while you have it. Echani Foil (5-15 Physical; +3 Atk; 17-20/x2 TR) You can find this foil on Manaan. Its main benefit is a Keen edge, which increases its threat range (but it's still subject to the critical hit multiplier rules). Krath Double Sword (4-14 Physical, +1 Cold; +2 Atk) You can pick up this decent two-handed weapon while poking around Kashyyyk. Echani Vibroblade (3-12 Physical, +2 Cold; +2 Atk; Balanced) A quest reward on Kashyyyk, this is one of the better balanced weapons in the game, although it's still slightly less powerful compared to the fully upgraded Prototype Vibroblade. Ajunta Pal's Blade (5-15 Physical, +2 Fire; +5 Atk) While it's called a blade, this Sith artifact found on Korriban is actually a two-handed weapon, and quite a nice one at that, with an enormous attack bonus. Naga Sadow's Poison Blade (4-15 Physical; Poison, DC 25 vs. Fort; +3 Atk) Another Sith artifact from Korriban, the modest damage on the sword is enhanced by an extremely hard-to-resist poison effect. While it's not balanced, I like using this as an off hand weapon for the poisoning effects. Mission can get a lot of mileage out of this weapon if she's using a single melee weapon, too. GenoHaradan Poison Blade (5-15 Physical; Poison, DC 15 vs. Fort; +3 Atk) One of your rewards for being a bad kinda killing person for the Genoharadan, the poison is a nice effect, but not as strong or as hard to resist as the poison on Naga Sadow's blade. (The One's) Vibrosword (7-17 Physical; +5 Atk) You can find this pair of vibroswords (which are simply listed as plain vibroswords, unfortunately) late in the game. While not having any special properties, they do great damage and have an exceptional attack bonus. Sanisiki's Blade* (3-12 Physical, +1-6 Energy, +3 Ion vs. Droids; +3 Atk; 17-20/x2 TR; Balanced) Available for a limited time at Dantooine, this is the best balanced off hand weapon in the game. However, with that being said, it's not *that* much better than the Prototype Vibroblade or Echani Vibroblade, so you may not want to shell out the money if you're short on cash. Makes a nice accompaniament to Bacca's Ceremonial Blade, with the extra droid damage and the increased critical range. Yusani's Brand* (4-18 Physical, +3 Fire, +6-10 Ion vs. Droids; 50% Stun, 4 rounds, DC 10 vs. Will; +3 Atk; 19-20/x2 TR) The last word when it comes to two-handed melee weapons, Yusani's Brand drops a bunch of damage, plus a stunning effect and a good threat range for a two-handed weapon. Worth the investment if you want to buy it from Tatooine. Bacca's Ceremonial Blade* (6-16 Physical, +4 Energy, +2-12 Bludgeoning vs. Droids; +4 Atk; +2-12 Massive Criticals) A quest reward on Kashyyyk, this blade is worshipped by Wookiees for good reason, having the best damage output out of any melee weapon, great droid damage, and if that wasn't enough, a bunch of extra damage for critical hits. Especially nice if the user has Master Critical Strike to take full advantage of the massive criticals. Rakatan Battle Wand* (3 Physical, +1-10 Ion, +2 Electrical; Stun, 2 rounds, DC 18 vs. Will; 50% Stun, 1 round, DC 14 vs. Will; +4 Atk) Not available until late in the game, this has some of the most dramatic upgrades of any upgradeable weapon, going from 3 to 6-15 damage, plus adding the most powerful weapon stunning effect in the game, allowing you to possibly stun *two* times per attack. There are very few standard enemies that can make a Will save against DC 18. However, the fact that you can't use this with another weapon hurts its utility. The extreme stunning effects make this a godsend for Mission if you chose to make her a single-wielding melee fighter, however. 10.1.5 Lightsaber Crystals -------------------------- Lightsabers themselves are pretty simple to discuss: there's the standard lightsaber, which does 2-16 damage with a 19-20/x2 threat range; the double-bladed lightsaber, which does 2-20 damage with a 20-20/x2 threat range; and the balance short lightsaber, which does 2-12 damage with a 19- 20/x2 range. However, lightsabers are a customizable through two crystal slots, which can hold two different crystal modifiers. So, it's more instructive to discuss the crystals themselves (other than the color crystals, which have an obvious function). Remember that crystals attached to double-bladed lightsabers are essentially doubled, since they're used for both attacks done by the lightsaber. Bondar Crystal (25% Stun, 6 sec, DC 10 vs. Will) This can be useful early on, but lessens in power as the game progresses and enemies can consistently beat a DC 10 save. Drop on a double-bladed lightsaber to get extra stunning opportunities. Especially fun for scoundrel-based Jedi, of course. Damind Crystal (+3 Atk) Rubat Crystal (+1 Atk; +1 Energy) Erlat Crystal (+2 Atk; +2 Energy) Krayt Dragon Pearl (+3 Atk; +2 Energy) Sapith Crystal (+2 Atk; +3 Energy) These crystals all add straightforward attack and damage bonuses. Phond Crystal (+1-6 Physical) Sigil Crystal (+1 Atk; +1-6 Energy) Upari Crystal (+3 Atk; +1-8 Energy) These crystals add a range of extra damage. The Phond is interesting because of the physical component, which will allow you to do damage through someone with an energy shield rather than depleting the shield like the lightsaber normally does. Luxum Crystal (+2 Atk; +1-6 Energy vs. Droids) Firkann Crystal (+2 Atk; +2-12 Energy vs. Droids) Specialized droid killer crystals. Nextor Crystal (+1 Atk; x2 threat range) This adds the Keen property to your lightsaber. Much more useful on a standard or short lightsaber rather than a double-bladed lightsaber, which has a small threat range. Opila Crystal (+3 Energy; +2-12 Energy Massive Criticals) The crystal of choice for users of Critical Strike, this adds an extra 2- 12 damage to the already double damage of a critical hit. Jenreax Crystal (+2 Energy; +5 Blaster Deflection) The only defensive crystal, this adds a substantial bonus to Jedi Defense checks. A nice crystal to use on an off hand short lightsaber, since it doesn't matter whether the crystal is on the main or off hand when dual wielding lightsabers. The only crystal that isn't effectively doubled by a double-bladed lightsaber, as the deflection bonus is only applied when attacked, not when attacking. Dual wielding lightsabers and putting a Jenreax in both would double the deflection bonus, though. Solari Crystal (+3 Atk; +3 Energy, +1-8 Physical vs. Dark Side; Light Side only) One of the most powerful crystals in the game is a bonus for those that keep up the tenets of the Jedi order, smiting evildoers for 4-11 extra damage. There are many ways to combine the above crystals, but a few notable combinations come to mind: Upari + Solari (+6 Atk; +4-11 Energy, +1-8 Physical vs. Dark Side; Light Side only) The best general lightsaber available to a light side Jedi. Against dark Jedi this does an incredible +5-19 extra damage beyond the normal lightsaber's damage. Upari + Sigil (+4 Atk; +2-14 Energy) Upari + Sapith (+5 Atk; +4-11 Energy) Upari + Krayt (+6 Atk; +3-10 Energy) If you can't use the Solari combination, these are the next best choices in terms of damage with the Upari. The Sigil combo has a slight advantage in average damage over any other combination, but the Sapith combo has about the same average damage for a higher attack, and the Krayt goes higher still with attack for less damage. Firkann + Luxum (+4 Atk; +3-18 Energy vs. Droids) The specialized "droid stomper" lightsaber. If you don't have the Shutdown series of powers available to take down droids, keep this combination on a reserve standard or double-bladed lightsaber and switch when you're attacking mechanical opponents. Just remember to switch back to your normal lightsaber later; it's a good idea to make this reserve lightsaber a different color than your main one as a reminder. Nextor + Opila (+1 Atk; +3 Energy; x2 TR; +2-12 Energy Massive Criticals) Solari + Opila (+3 Atk; +6 Energy; +1-8 Physical vs. Dark Side; +2-12 Energy Massive Criticals) Upari + Opila (+3 Atk; +4-11 Energy; +2-12 Energy Massive Criticals) The lightsabers for those that love Critical Strike. Put the Nextor- Opila combo on a standard lightsaber to get a 50% threat chance when using Master Critical Strike. However, you may end up getting more mileage by sacrificing the Nextor's extra threat range for a Solari or Upari crystal for more overall damage; you'll get a smaller 40% chance for a threat when using Master Critical Strike, but will be doing much more damage per hit, and thus more critical hit damage when you do get a successful threat. ---------- 10.2 ARMOR ---------- This covers various body armors, plus head gear, belts, and gloves. For body armors, upgradeable armors are considered fully upgraded. 10.2.1 Armor (Light) ------------------- Light armor is characterized by modest defensive bonuses along with cushy max Dex limits. Most non-Jedi classes can wear this kind of armor. Republic Mod Armor* (6 Def; +4 max Dex; Immunity: Mind-Affecting) You can find this light armor early on snooping around Taris, and it's quite good, although the slightly lower defense and Dex limit compared to the best armors means you'll eventually grow out of it. The mind- affecting immunity is great for dark Jedi battles, though. Echani Fiber Armor* (7 Def; +5 max Dex; 20/- vs. Cold; 20/- vs. Fire) Strangely enough, one of the best light armors is *also* available on Taris. When upgraded, the 7 defense is the best you can do for any light armor, so you'll likely keep this right up until the end of the game. Darth Bandon's Fiber Armor* (7 Def; +5 max Dex; 25/- vs. Fire; Immunity: Mind-Affecting) You'll pick this armor up after a major battle with, you guessed it, Darth Bandon. Excellent defense and extra mind-affecting immunity make this slightly better than the Echani Fiber Armor. GenoHaradan Mesh Armor (7 Def; +5 max Dex; +4 Stealth; +3 Dex) Available only if you're willing to slit a few throats on the side, this mesh armor not only has the same defense as the best fiber armors, but gives a boost to your Stealth skill and your Dexterity attribute. 10.2.2 Armor (Medium) --------------------- Medium armor doesn't see much use in the game, as the two NPCs that can use it, Carth and Canderous, will usually gravitate towards heavy armor, and the one NPC scout, Zaalbar, can't wear armor at all. So, unless you upgrade one of the NPC's armor proficiencies (say, Mission) or you want to wear medium armor on your main character, these won't see a lot of use. The selection for medium armor is somewhat weak anyway, since it tries to find a balance between high Dex limits from light armor and the huge defensive bonuses of heavy armor; if your character has a high Dexterity, you get better overall defense from light armor, and if you have poor Dexterity, you're better off with heavy armor. Only those that have Dex modifiers in the +2 to +3 range will want to consider medium armor. Davik's War Suit (8 Def; +3 max Dex; 10/- vs. Cold; 10/- vs. Fire) While Davik has poor color sense, his suit of armor is indeed a nice piece of work, sporting a higher-than-average defense with a good Dex limit. Powered Light Battle Armor (8 Def; +2 max Dex; 25/- vs. Sonic; +1 Str) Available on Tatooine or found in various locations, this battle armor has a lower max Dex than other notable armor, but gives a marginal strength bonus when used. Krath Holy Battle Suit (9 Def; +2 max Dex; 15/- vs. Cold; 15/- vs. Fire; 15/- vs. Sonic) Bought on Korriban, this suit offers respectable defense and light resistance to the elements. Exar Kun's Light Battle Suit (9 Def; +3 max Dex) For a piece of armor that's attributed to an infamous Sith, this has disappointly little in the ways of extra frills. On the other hand, not having his aura hanging around probably makes it more comfortable. Purchased, appropriately enough, on Korriban. Jamah Hogra's Battle Armor (11 Def; +2 max Dex; Immunity: Critical Hits; +1 Str) Once again it falls to rich, incompetent mercenaries to provide the best stuff (see Jamah's carbine rifle, above). Jamah's bathtub fallacy allows you pick up his armor for a limited time on Kashyyyk. With defense rivaling most heavy armors and a built-in Strength boost, this outstrips any other medium armor you'll see. 10.2.3 Armor (Heavy) -------------------- Heavy armor is the thickest plating you can put on your organic body, and as such have little in the ways of flexibility. The defensive values for heavy armor is thus outstanding, but they offer little in the way of Dexterity limits, so highly dextrous characters may find more utility from lighter armors. Powered Battle Armor (9 Def; +1 max Dex; +1 Str) While the defensive benefits aren't the best, this armor comes with a nice strength boost. Mandalorian Battle Armor (11 Def; 0 max Dex; 25/- vs. Electrical) Taken off the backs of Mandalorian corpses, this has an excellent defense and protection against the occasional shock-happy dark Jedi. Mandalorian Assault Armor (13 Def; 0 max Dex; 25/- vs. Cold; 25/- vs. Fire) One of the few armors that come with a headpiece, this will serve to make your character unrecognizable and will cause you to constantly wonder whether you're under attack by unstealthed Mandalorians. Oh, and it also has the second-best defense of any armor and resistances. Verpine Zal Alloy Mesh (12 Def; +1 max Dex; 25/- vs. Cold; 25/- vs. Fire; 25/- vs. Sonic) You can pick this up late in the game as a quest reward. For characters with any sort of Dex bonus, this has the same defensive benefits and resistances of the Mandalorian Assault Armor, without the wonky helmet. Calo Nord's Battle Armor* (12 Def; +1 max Dex; 10/- vs. Cold; 10/- vs. Fire; 10/- vs. Sonic; Immunity: Mind-Affecting; Immunity: Critical Hits) You can eventually pry this off the little bugger, and one look will tell you why he's survived for so long. With a huge defense, a few resistances, and immunity to both mind effects *and* critical hits, this is among the best armors in the game. Cassus Fett's Battle Armor* (14 Def; 0 max Dex; 10/- vs. Cold; 10/- vs. Fire; 10/- vs. Sonic; +1 Str) You wonder who managed to finally off Cassus Fett, because besides an incredible pistol, he had incredibly good armor. This armor has the best defense available for any armor in the game when upgraded, plus some resistances and a Strength boost. The catch? It's only available for a short while on Dantooine, and it's *expensive*. 10.2.4 Jedi Robes ----------------- Jedi robes are for the most part straightforward. All of them have a max Dex bonus of +8, and the rest is just a color or defense difference, where the normal robes have a defense of 1, the Knight version has 2 defense, and the Master robes have 3. There are a few notable robes that have extra effects, however: Qel-Droma Robes (5 Def; +8 max Dex; +2 Wis; Light Side only) Found on Korriban, these Jedi robes are only for do-gooders, and give a substantial (or at least substantial for robes) defensive bonus, plus a Wisdom boost for more Force oomph. Darth Revan Robes (5 Def; +8 max Dex; +4 Str; Regen: 1; Dark Side only) Yes, it's possible to pick up the former Dark Lord's threads on the Star Forge, and they're pretty nice. A big Strength boost makes your lightsaber more deadly, plus you get rudimentary regenerative powers. Star Forge Robes (5 Def; +8 max Dex; +2 all saves; +5 Wis; Light Side only) Hmm, where would you be able to find these? ;) These powerful Jedi robes will give a Jedi following the light side good defense, better saves, and a huge Wisdom bonus. 10.2.5 Belts ------------ Belts come in a variety of forms, from the stealth generators to those that give you save bonuses, to those that give you damage reduction. Stealth Field Generator (enables Stealth) Sound Dampening Stealth Unit (enables Stealth, +2 Stealth) Advanced Stealth Unit (enables Stealth, +4 Stealth) Eriadu Stealth Unit (enables Stealth, +6 Stealth) GenoHaradan Stealth Unit (enables Stealth, +8 Stealth) All of these units enable scoundrel-based characters to use their Stealth skills through a camouflage field generated by the belt. Outside of the basic Stealth Field Generator, the better units also offer various upgrades to the skill to help you remain undetected, although as always, the GenoHaradan unit is only available if you do some contract killing. Only useful if you have at least one rank in Stealth. Cardio-Regulator (+2 Fort) Verpine Cardio-Regulator (+3 Fort) The main equipment for Fort save increases, mainly useful for scoundrels with their low Fort saves -- but they usually have a Stealth unit on, so just use them when you have nothing better to use. Adrenaline Amplifier (+2 Ref) Advanced Adrenaline Amplifier (+3 Ref) Similar to the Cardio-Regulator, except for Ref saves. Normally this isn't a problem for any characters unless they have low Dexterity and low Ref saves, like Canderous. Power Belt (+1 Str) Found on Taris, this isn't really worth much, as gauntlets that do the same thing are easy to find. Save your waist for something more important. Brejik's Belt (5/- vs. Bludgeoning) Considering how many bludgeoning weapons you see (not many), the usefulness of this is limited. But, if you don't have any other good belts to use (and when you get this you likely won't), it can't hurt. Nerve Amplifier Belt (Immunity: Mind-Affecting) Commonly available, this is mostly useful when fighting against Jedi using Fear and other mind-warping powers. Thermal Shield Generator (Immunity: Fire) Vocab word for the day: ablation, as in the "ablation of directed heat attacks" that this belt does. Means vaporize, as in, doesn't hurt you. Mainly useful against droids with flamethrowers and plasma grenades or mines, and probably a good deterrent to all the heat around Tatooine where it's available. Electrical Capacitance Shield (Immunity: Electricity) Available for a limited time on Kashyyyk, this grounds your character and prevents any electrical attacks from shocking you. This mainly annoys dark Jedi, who enjoy the shock thing. Especially when you start laughing at them after they waste a round throwing lighting bolts at you. CNS Strength Enhancer (+2 all saves, +2 Str) Quite a nice belt, giving you more melee damage along with the functionality of a Cardio-Regulator, an Adrenaline Amplifier, and a Neural Band all in one package. Available for a limited time on Dantooine. Adrenaline Stimulator (+4 all saves, +2 Dex) The granddaddy of all saving throw belts, this gives enormous save bonuses and a small boost to your Dex. Very expensive Korriban product, but worth it if you're concerned about your safety. 10.2.6 Gloves ------------- Gloves usually come in attribute-enhancing flavors, with the occasional deviations into skills, saves, or feats. Brejik's Gloves (+1 Dex) The more applicable Dex enhancer means this Brejik item will see more use than his other equipment. Strength Gauntlets (+1 Str) Eriadu Strength Amplifier (+2 Str) Sith Power Gauntlets (+3 Str) GenoHaradan Power Gloves (+4 Str) Dominator Gauntlets (+5 Str) The main use for gloves, all of these give you a Strength enhancement in various degrees. The GenoHaradan gloves are only available as a reward for assassinating people, and the Dominator is the most expensive item in the game, purchased late in the game on Korriban. Stabilizer Gloves (+2 Demolitions) Verpine Bond Gloves (+6 Demolitions) For those that handle explosives, this can allow you to pick up the next mine, or save points on your skills. Only useful if you have at least one rank in Demolitions. Infiltrator Gloves (+4 Computer Use; +4 Security; +1 Dex) Sold for a limited time on Dantooine, these gloves give slicing and lockpicking bonuses along with a marginal Dexterity bonus. Nice for scouts or scoundrels that are looking for a skills boost, plus as a reserve item for extra savings on computer slicing (a rather expensive reserve item, though). Karakan Gauntlets (+3 all saves, +1 Dex) This pricey item sold on Tatooine is the second-best saving throw item in the game, although its use will clash with the strength enhancers most melee characters will want to use as gloves. For ranged weapon users or those that care more about their accuracy than their damage, though, this is a nice boost. Marko Ragnos' Gauntlets (Weapon Focus/Specialization: Lightsaber; Dark Side only) Found on Korriban, this Sith artifact allows evil-minded Jedi to experience the benefits of lightsaber specialization, or at least will save two feats for a guardian. 10.2.7 Head Gear ---------------- While head gear has a myriad of useful applications, this is one of the least-used portions of armor for me. Why? Because all the visors, goggles, and masks are incredibly, well, ugly. Not only do the characters not pull their head gear up when talking to you, which is rather rude, but most of the equipment looks like some metal monster's taken over the character's face. Perhaps the Wookiee has it right when he refuses to wear any head gear... Only the bands, which don't obscure the eyes, ever really see any heavy use when I play. Your mileage may vary here, and you may be able to stand the fashion faux pas for most of the head gear, which is admittedly highly useful, but as for me, I'd rather keep my complexion clear. Note that some head gear has armor proficiency restrictions, so their use may be restricted to certain classes. Neural Band (+2 Will) Verpine Headband (+3 Will; +2 Awareness) The counterpart Will save enhancer to Cardio-Regulators and Adrenaline Amplifiers. Verpine Headbands have the added bonus of adding a small Awareness boost. Aural Amplifier (+2 Awareness) Advanced Aural Amplifier (+4 Awareness) Light-Scan Visor (+4 Awareness; requires Armor Proficiency: Light) Basic equipment that enhances your ability to see mines and stealthed opponents. The Light-Scan Visor is cheaper than the Advanced Aural Amplifier but has an armor restriction, plus it gets points docked for being a sickly green. Motion Detection Goggles (+2 Awareness; +1 Demolitions, Security; requires Armor Proficiency: Light) Bothan Perception Visor (+3 Awareness; +2 Demolitions, Security; requires Armor Proficiency: Light) Bothan Sensory Visor (+4 Awareness; +3 Demolitions, Security; Immunity: Critical Hits; requires Armor Proficiency: Light) This set of head gear gives extra boosts to scoundrel class skills, althoug the Awareness and Demolitions boost can be useful to anyone, really. Interface Band (+2 Computer Use, Demolitions, Security; 5/- vs. Sonic) Interface Visor (+4 Computer Use, Demolitions, Security; 5/- vs. Sonic; requires Armor Proficiency: Light) Yet another in a long list of head gear that boosts scoundrel skills, along with rudimentary sonic damage resistance. As one of the few items that increase Computer Use, these can be good reserve items to keep around when you need to slice something without an expert slicer around. This is especially true of the Visor, which gives an automatic 1-spike reduction. GenoHaradan Visor (+3 Ref; +4 Awareness; +2 Demolitions) Demolitions Sensor (+8 Awareness; +4 Demolitions) More items that boost skills, this time focused on mines. The GenoHaradan Visor has modest skill increases and a save boost, and as usual is available if you do some contract killing. The Demolitions Sensor, however, is the Last Word when it comes to finding and working with mines and should be a permanent fixture on your best demolitions expert for a long time. Tulak Hord's Mask (+2 Stealth; 10/- vs. Fire; Dark Side only) Stealth Field Reinforcement (+8 Stealth; requires Armor Proficiency: Light) While these aren't very similar cosmetically, they serve a similar purpose, that of enhancing the wearer's Stealth skill. The mask can be found on Korriban, while the reinforcer is around for a little while on Dantooine. Verpine Ocular Enhancer (+1 Dex; 5/- vs. Sonic) The sonic damage reduction isn't worth much, but this provides an alternative method of getting an extra point of Dexterity. Purchased on Korriban. Sonic Nullifiers (10/- vs. Sonic) This would be useful -- if you saw Sonic weapons anywhere near frequently. But you won't, so it isn't. Davik's Visor: (Improved Power Blast) Note that this doesn't give you Power Blast, so if you don't already know the basic version, you won't get the improved version. So, only soldiers are going to use this, and honestly, there are better things to put on your head. Combat Sensor (Weapon Focus: Blaster Pistol, Blaster Rifle; +2 Dex) Pistol Targeting Optics (Weapon Focus/Specialization: Blaster Pistol) Heavy Targeting Optics (Weapon Focus/Specialization: Blaster Rifle, Heavy Weapons) Non-soldier blaster users rejoice! With the right head gear, you, too, can have specialization, or in the case of the Combat Sensor, get a +2 to your attack. You'll just have to sacrifice feeling the wind blow on your face... The sensor and pistol optics can be purchased on Manaan, while the heavy optics are bought on Korriban. Breath Mask (Immunity: Poison) Vacuum Mask (Immunity: Mind-Affecting, Poison) Head pieces that keeps you safe from the side effects of poisonous monsters (and poisonous Jedi), and for the Vacuum Mask, mind-warping agents, as well. Not as useful when there's a Jedi with light side powers, many of which prevent or cure poison, but can be handy for those dark side Jedi who tend to not take care of themselves. Stabilizer Mask (+2 all saves; Immunity: Mind-Affecting; requires Armor Proficiency: Medium) Bonuses to all saves and immunity to mind warping is your reward for wearing this fashion accessory. Sith Mask (Immunity: Mind-Affecting; Weapon Focus: Lightsaber; Regen FP: 1; requires Armor Proficiency: Heavy) An interesting piece of equipment, this offers clear Jedi bonuses but has a hefty armor restriction, meaning a soldier-based main character is about the only one who could wear it. =========== 11. UPDATES =========== 11/15/2003 v1.4: An astute reader noted that I had the SP totals for the different multiclass combinations wrong, so I fixed the numbers. 11/7/2003: v1.3: Fixed the scoundrel description (Sneak Attack works on multiple attacks per round after all). Added a Character Creation Attribute bit, plus Sneak Attack Tactics. 10/7/2003: v1.2: Revised more descriptions. Added some more material for a melee-based Mission. Added a Demolitions chart. Added commentary on using armor as a Jedi and a listing of Force powers that don't have armor restrictions. Added a subsection on damage. Added the big equipment commentary. Added info on death blows. 9/20/2003: v1.1: Revised critical hits section. Altered some power commentary, revised my opinion of Throw Lightsaber in particular. Changed descriptions for Mission, Canderous, and Juhani. Corrected the close range section (read the combat logs a little wrong). Added to Intelligence description. Changed Droid Stun to Shutdown, too confusing between Droid Stun and Stun Droid. 9/15/2003: v1.0 finished. ============== 12. DISCLAIMER ============== This guide is made by Sherwin Tam, copyright 2003. Please contact me at sherwintam (at) yahoo (dot) com if you see any glaring errors, and please don't use this without my permission. ========== 13. THANKS ========== To Bioware, for making another great game, and a Star Wars great game, at that! To GameBanshee, for having the best coverage of the game. To GameFAQs, for actually accepting my writing. To the helpful ppl on the KotOR official forums, for being, well, helpful.
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