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    Jedi Guardian FAQ by Sabermaster

    Version: 2.0 | Updated: 07/20/03 | Printable Version | Search This Guide

    By Sabermaster
    Version 2.0
    This FAQ belongs to me. You may post it on your website as long as it attributed to me. Please 
    Do not e-mail me. 
    
    I'm not sure if there will be much interest in this but I figured I'd give it a shoot. Basically this 
    is my advice guide to those wishing to play Jedi Guardian to the best of their abilities. Getting 
    the most out of your Guardian so to speak.
    
    
    First off we'll want to Start with Statistic's as a Jedi Guardian you'll rely on your Combat 
    abilities more then your Force abilities, though they should not be overlooked. With this being 
    side your Combat are directly effected by your Strength, and Dexterity. The reason for this is 
    simple enough honestly. Strength measure how strong physically you are, allowing you to 
    attack with mighty blows, and lay your foe low. Dexterity measure's how agile and quick you 
    are, allowing you to dodge blows aimed at you more easily, and to move out of harms way 
    quickly. That said these should be your highest Stats. From their go to Charisma as this effect 
    how well you get along with other people, also it should be noted that Wisdom effect's your 
    force abilities. So that said at Creation your stats should probably look something like this: 
    Strength: 15, Dexterity: 15, Constitution: 10, Intelligence: 13, Wisdom: 10, and Charisma: 
    14. Also you gain a Stat increase at every Fourth Level. In my personal view you should dump 
    these into Strength and Dexterity, starting with Strength, then Dexterity, then repeat. 
    
    Also you're going to want to acquire an item to help increase your intelligence at some point. 
    The 2 SP you gain per level isn't that great, hence the 13 in Intelligence. This will give you a 
    Int Mod, allowing you to increase the Skill Points you gain per level. And any item that 
    enhances your Int will help with this. It's a good idea to put your Skill points into Persuade, 
    Repair Droid, and Treat Injury. 
    
    Now then let's looking at the best starting class to lead into the Jedi Guardian. The Soldier.
    
    Soldier
    Per Level: 10hp, 2sp 
    Feat Progression: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 20 
     
    Class Skills: 
    Demolitions 
    Awareness 
    Treat Injury 
    
    Starting Feats: 
    • Melee weapons Proficiency; 
    • Blaster pistols Proficiency 
    • Blaster rifles Proficiency 
    • Heavy weapons Proficiency 
    • Melee weapons Proficiency 
    • Armor Proficiency (light)  
    • Armor Proficiency (medium) 
    • Armor Proficiency (heavy) 
    • Power Blast 
    • Power Attack
    
    
    Soldiers are the first and last line of defense against the evils of the galaxy. Conversely, they 
    also serve in the armies of the great evils of the galaxy. Wherever there is war, there are 
    soldiers fighting and dying, whether it be for a higher cause or just for the pay at the end of 
    the week. 
    In Star Wars: Knights Of The Old Republic the soldier will likely be the first choice of character 
    for a great many people. They get quite a lot of feats for free at creation and a great number 
    thereafter, a bonus soldier feat every second level. These feats are extremely useful even if 
    they are almost exclusively weaponry and combat oriented. In addition to this, they are by far 
    the best at combat out of all the starting classes and will serve to keep the novitiate alive and 
    kicking for longer. The downside to the soldier is that it is a fairly specialized class, they get 
    the fewest skills per level of all the others and most of the non-combat skills are not as easy 
    to come by. When the opportunity arises to walk down the path of the Force, a soldier's most 
    natural path would be that of the Jedi Guardian as they share a great many traits. 
    The arsenal of the average soldier would include blaster pistols, blaster rifles and vibroblades. 
    There would be some soldiers who focus on nothing beyond the standard blaster rifle and 
    become an outstanding marksman, others may choose pistols and become akin to the old 
    west gunslingers and some even stranger may eschew ranged weapons entirely and be at 
    their most deadly when up close and personal. In short, there are nearly as many styles as 
    there are soldiers and any one of them could be deadly.
    
    Now then as we look at the Soldier above we see one thing. Feats. Feats are the most 
    important aspect of a Soldier they gain one every level, and more then any other character 
    class in the game. For the Budding Jedi Guardian this is incredible useful as it allows you to try 
    and get a few things out of the way first. For one thing it should give you a chance to max out 
    the Dueling or Two Weapon fighting tree's before you reach Jedi, this my friends is a good 
    thing because it'll make you better with your Lightsaber when you do get. Regardless A chart 
    of the Soldiers Feat progression can be seen here: Soldier - 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 
    12, 13, 14, 15, 16, 18, 20 
    
    Now then one word of warning is to avoid wasting your Feat's on Ranged weaponry, while 
    useful at start when you do reach Jedi Guardian your going to want to use your Lightsaber to 
    full effect. Better to focus on Melee Feat's like Dueling, Critical Strike, Two Weapon Fighting, 
    or Flurry, and a word of warning avoid the Power Attack tree as the benefits it offer's isn't 
    worth the cost. 
    
    From Soldier we move hopefully to Jedi Guardian, Let's look at the Jedi Guardian.
    
    Jedi Guardian: 
    Guardian: 10hp, 4fp, 2sp 
    Feat Progression - 1, 3, 6, 7, 9, 12, 13, 15, 18
    Starting Feats: 
    Jedi Defense 
    Melee weapons Proficiency; 
    Blaster pistols Proficiency 
    Lightsaber Proficiency 
     
    Special Feats:
    Level 1: Jedi Sense 
    Level 6: Knight Sense 
    Level 12: Master Sense
    Level 1: Force Jump 
    Level 6: Advanced Force Jump 
    Level 12: Master Force Jump
    
    Jedi Sense (Regular, Improved, Master)
    Description: This enhances a Jedi's defense bonus by 2, 4, or 6 points. It is extremely useful 
    for unarmored Jedi. All Jedi's gain this Special Feat as they level. All Jedi gain this as they 
    level.
    
    Force Jump 
    The Jedi knows that if diplomacy fails, combat must be swift and decisive. When an opponent 
    at range is targeted with a melee attack, this feat allows Guardians to make a quick series of 
    jumps and rolls to close the distance almost instantly. This feat is automatic when targeting 
    opponents with a melee attack from more than 10 meters away. Only a Jedi Guardian gains 
    this Feat as they level. 
    Class Description.
    Though a great many were killed or corrupted in the recent Mandalorian wars and the current 
    war against the sith, the Jedi Guardians are still the line that stands between the Republic and 
    chaos. Though they are rare, fallen Jedi Guardians harnessing the power of the dark side of 
    the Force are an immense danger to any who may oppose them. 
    In Star Wars: Knights Of The Old Republic, a Jedi Guardian must exercise considerable care, 
    the age is a violent one and the dark side is an ever-present temptation. The Jedi Guardian 
    begins as a member of a different class and does not embrace their burgeoning Force 
    sensitivity until later in the story. The Jedi Guardian suffers comparable setbacks to the 
    soldier, fewer skill points per level and more limited feats than other force sensitive classes. 
    This, like the soldier, is balanced by making the Jedi Guardian arguably the most lethal class in 
    the game with feats geared towards combat and evasion. The Jedi Guardian, as a being of 
    action as much as reason, is often the easiest seduced by the lure of the Dark Side and must 
    remain ever vigilant lest the dark tendril coil around his heart much as it did to Revan and 
    Malak during the Mandalorian Wars. 
    The primary weapon of the Jedi Guardian is of course the Lightsaber. Capable of as much 
    defense as offence, the saber is an excellent tool for the skill of the Jedi. There are many Jedi 
    who embrace disparate styles of fighting, most favoring the single lightsaber and it's varying 
    styles. There are, however the unusual who choose to wield a lightsaber in each hand for a 
    relentless and unpredictable attack and there are those even rarer that employ the deadly 
    double bladed lightsaber for a balanced and rapid offence.
    The first, and most important thing we should talk about concerning the Jedi Guardian is his 
    Lightsaber. A Guardian lives or dies by his Lightsaber, and how skilled with it he is or not. With 
    his Lightsaber in his hands, or hands if you decide to go the Dual, or Double headed 
    lightsaber, the right feats, and the proper Force Power's a Jedi Guardian becomes a very, very 
    deadly being. No then let's look at a of the Jedi Guardian's feat progression: Jedi Guardian - 1, 
    3, 6, 7, 9, 12, 13, 15, 18
    
    A Guardian gain's less Feats then a Soldier, but they make up for it by Gaining 2 Force Power's 
    at 1st level, and one at every level there after. Now then let's move on to the Feat's and Force 
    Power, which will be most useful to you as a Jedi Guardian
    
    Let's start with Feats that are most important to a Jedi Guardian:
    
    Flurry - Regular, Improved, Master
    Description: This is one of the most important feats for melee characters. Although it lowers 
    your character's defense it allows them to make an extra attack every round. The defense 
    penalty goes down as you increase the level. With character's, that already have 2 attacks, it 
    adds an additional first attack with minimal penalties. Place your preferred weapon in your 
    leading hand so it can strike twice a round, instead of once.
    Reason why: One of the more useful Feats in the game this increases the number of attack's 
    you do per round, at the cost of lowering your defense not truly a big thing if you fool the 
    advice presented here, and an extra attack, is an extra attack is an extra attack. It gives you 
    a chance to do more damage to an enemy. More Damage good. Max this out as soon as the 
    opportunity presents itself.
    
    Critical Strike - Regular, Improved, Master
    Description: This improves your chances of inflicting a melee critical strike on an enemy. This 
    wound dishes out double damage and depending on the weapon, an additional 2-12 damage. 
    With the feat, this also allows a chance of stunning the target. This is a useful melee feat and 
    should be given only to those you wish to push into close combat fighting. The second and 
    third path of this feat triples or quadruples the critical strike range (chance of doing double 
    damage)
    Reason why: Arguably one of the most important if not the most important Feat for a Jedi 
    Guardian this increases the Damage of your lightsaber and on top of that if you do score a 
    Critical hit, Doubles it, and as a Lightsaber Critical hit does x3 Damage if you score at Master 
    level this is very deadly. Max this out as soon as possible. 
    
    Conditioning +1, +2, +3
    Description: This gives a +1, +2, and +3 to all saving throws. Increases changes of avoiding 
    damage and other negative effects. Give this to everyone.
    Reason Why: If offer's an increase of your Saving throw's, and a chance of less Damage being 
    done to yourself. Which is always useful. 
    
    Lightsaber - +1, +2, +3
    Description: Make's you more Skilled with your Lightsaber, adding a Bonus to your Attack 
    rolls. 
    Reason why: You get better with your Lightsaber, if that's not reason enough, though it's 
    expensive at the cost of three Feats, and the benefit's are a tad negligible. Only take this to 
    third if you maxed out everything else. One thing to note is if you master the Dueling Feat 
    tree and then this you'll gain an Impressive +6 bonus to your Attack rolls, which is stackable 
    with your Base Attack Bonus, but I would wait until you had everything else.
    Side note: In the case of a the Two Weapon fighting Feat tree this can help off set the -2 
    Penalty you suffer. So you may want to consider taking this instead of Jedi Defense. 
    
    Jedi Defense - Regular, Improved, Master
    Description: This impressive feat allows you to deflect incoming blaster bolts; when 
    encountering names with this weapon type, its useful for Jedi only, a great feat to utilize if you 
    are without armor
    Reason why: Ever see Star War's this is the classic bounce the Blaster bolt back at the enemy 
    feat. And as your more then liking not going to be wearing armor heavier then light it increase 
    your defense, this is useful if your foe is using blaster's, and hell it's just plain cool. Try to max 
    this out if possible
    
    Dueling - Regular, Improved, Master.
    Description: This Feat grants you a +1 bonus to attack and def in combat (+2 and 3 at higher 
    levels,) you'll do double or triple the damage if you wield two weapons, or one double handled 
    weapon, and then follow the feats associated with these weapons.
    Reason why: If you decide to go the Single Lightsaber approach, this is much more useful 
    then Lightsaber (+1, +2, +3) As it increase both your Attack and you're Defense. Though I 
    should point out that once this is taking, and if you have the Feats remaining if you grab 
    Lightsaber 1, 2, 3 the two of them combined will become a very nice +6 bonus to attack which 
    stacks on top of the BAB you gain normally as you level. Take this to Max as soon as possible. 
    
    Or
     
    Two Weapon Fighting - Regular, improved, master
    Description: This is a useful line of feats for almost any character, because if you equip two 
    weapons without this feat, you'll suffer a penalty when your try to hit your Opponent. Having 
    this feat allows 2 weapons to be wielded without penalty, deals more damage, and enables a 
    wider range of damage type effects (such as firing a normal blaster in one hand and an ion 
    blaster in the other). Double bladed weapons (such as the double lightsaber) require this feat, 
    but the user suffers a heavy penalty without it as well. Characters who focus on heavy 
    weapons or rifles don't need to worry about this, but everyone else except Jolee if you aren't 
    using him for combat), should use this.
    Reason Why: This is simple if your using Twin or Double weapon's take this to max as 
    absolutely soon as possible as the Penalty to using two weapon's or a Double weapon is 
    extremely high with out it, if you want to use Two Weapon's take this to max as soon as 
    possible. 
    
    Now onto Force Powers: We'll start off with the one's most important to a Guardian then move 
    on to one's that should be considered after these are Maxed out.
    
    Force Aura, Shield, Armor - Light side
    Description: A good power for Jedi who can't wear armor, Jedi should ascend to the force 
    armor power, except Juhani. Bastila and Jolee should try this power. This is useful when going 
    into combat, although it isn't worth the expenditure if you're dark side-take the hit. Excellent 
    to cast before combat or during a long drawn-out fight!
    Reason Why: Almost self-explanatory but I'll go into a bit more Detail. As a Jedi you're not 
    going to be wearing armor much heavier then light, if you wear anything heavier your Force 
    powers will suffer as a result. Hence the reason for taking this ability, this will become 
    incredibly useful at later levels and should be one of the First Force Power's you choose. Max it 
    out without fail 
    
    Burst of Speed, Knight Speed, Master speed- Universal
    Description: This is a great power for any Jedi type, as it isn't restricted by type. However, you 
    cannot cast this in armor. This power allows you to run quickly (thus covering previously 
    explored areas with ease) and also adds to defense and attacks at higher levels (knight +1. 
    Master +2) at master level, your two extra attacks are akin to having an extra character! Any 
    Jedi (except those wearing armor) should utilize it. Excellent to cast before combat or during a 
    long drawn-out fight.
    Reason Why: I hope I don't really have to explain this to you beyond the description, But if 
    adds greatly to your Defense, and your attack's at latter levels. A Jedi Guardian with Flurry, 
    Maxed out Two weapon Fighting skill tree, and this maxed out at later level's will do a 
    Whopping Eight attack's. 
    
    "I looked at Jango Fett on the sand in the Geonosian arena. A perfect combination of weapons, 
    skills, and the will to use them: an interlocking crystal of killer. The Force hinted a 
    shatterpoint, and I left a headless corpse on the sand. The deadliest man in the galaxy. 
    Now: just dead." – Mace Windu, Jedi Guardian.
    Major Side Note: Not to be left out a High level Jedi Guardian with Maxed out Dueling, 
    Lightsaber +1, +2, +3, Flurry, and this will do an almost as impressive Seven Attacks, with a 
    +6 bonus to each, just Something to consider. 
    
    Force Valor, Knight, Master- Light side
    Description: Less useful to those of the dark side but still gives a major benefit, increasing all 
    attributes and saving throws. To the light side Jedi, the benefits are incredible and the effects 
    are felt through the party. Knight and Master levels give the party poison immunity, while 
    Master adds +5 to main attributes. This is the key power for any light side Jedi. Excellent to 
    cast before combat or during a long drawn out-fight
    Reason Why: I shouldn't have to explain this beyond Max this out as soon as possible. And to 
    be perfectly clear Max this out at later levels.
    
    Some Advice to using this Three Force Power's to their utmost effect:
    While you may be tempted to jump right into Combat with your Guardian it's a Better idea to 
    pause the game, and cast Force Aura, Shield, Armor, then Force Valor, at any level, and then 
    Burst of Speed, Knight or Master. As this will buff you Guardian perfectly allowing him to do a 
    great deal more damage then if he just jumped right in. 
    
    Now that those are taking care of let's move onto Force powers that while not as Vital as those 
    above will still be incredibly useful to a Jedi Guardian.
    
    Force Push, Whirlwind, and Wave - Universal 
    Description: The great advantage of this attack is that it inflicts damage, incapacitates briefly, 
    and hits multiple times. 1 or more Jedi should employ this. For those that follow the light side 
    this is a must. However even dark side Jedi should employ this.
    Reason Why: Useful for tossing your enemy around, and it fills the roll nicely as a Ranged 
    weapon. 
    
    Throw Lightsaber, Advanced Throw Lightsaber- Universal
    Description: This is straightforward and can inflict up to 60 pts of damage (20th level Jedi 
    inflicts 10-60 pts of damage) the advanced throw is preferred but if you don't start with this 
    power don't acquire it. Reasonable if used with armor and as effective or damaging as other 
    attacks but usually your Jedi will be attacking in melee combat to greater effect or staying out 
    of range to use more damaging force powers
    Reason Why: Semi-useful and it's a nice surprise if your opponent is using a blaster, and firing 
    away at you. It's a Kyle Katarn classic.
    
    Affect mind, Dominate Mind
    These aren't the Droid's you're looking for. 
    Description: Only available to the player character, this allows you to disrupt the thought 
    patterns of those you are conversing with and allows for new dialog options. Don't use this if 
    you are fighting your way through the game instead of employing diplomacy. However, this 
    power provides shortcuts and opportunities to increase rewards for some quests. More 
    essential for a dark side player, as you can be more menacing w/o resorting to violence.
    Reason Why: Useful to you as a Jedi Guardian if your having trouble accomplishing a Goal 
    needed for a Side Quest, and need a bit of persuasion to accomplish a goal, or access a new 
    dialog. Only take Affect Mind though, as your Force Abilities are better spent in other places. 
    
    Cure, Heal – Light Side
    Description: every Jedi should have at least Cure, and possible heal because it also cures 
    poison. However, if your player character is moving to the dark side, ignore this power you'll 
    be more concerned with smiting everything in your path. This is a fine ability to have if you 
    are stranded away from other party members. When you have characters with this power, sell 
    those med-packs
    Reason Why: Useful if your other party member's are down and out. But don't take it beyond 
    Cure. It's a better idea to have Bastila take this, and then Heal.
    
    Force Resistance, Immunity- Universal
    Description: Don't use this until you start fighting dark Jedi later in your adventure. For Jedi 
    without/ armor, this is another useful way of defending themselves. Because you can't cast 
    this with armor, give this to Bastila and Jolee. This power has its uses against Jedi foes only.
    Reason why: I can see this becoming useful at later level's but only if Bastila, or Jolee are 
    down for the count, the abilities are better spent elsewhere, and having them cast in on you at 
    the beginning of a battle is a better idea.
    
    Dark side version: So you've decided to join the Dark side have you? Well I can show you the 
    way so to speak.
    
    Let's start with Feats that are most important to a Dark Jedi Guardian:
    
    The feats that are important to a Dark side Jedi Guardian are almost exactly the same as that 
    of a Light side one with one major difference
    
    Two Weapon Fighting - Regular, Improved, Master
    Description: This is a useful line of feats for almost any character, because if you equip two 
    weapons without this feat, you'll suffer a penalty when you try to hit your Opponent. Having 
    this feat allows 2 weapons to be wielded w/o penalty, deals more damage, and enables a 
    wider range of damage type effects (such as firing a normal blaster in one hand and an ion 
    blaster in the other). Double bladed weapons (such as the double lightsaber) require this feat, 
    but the user suffers a heavy penalty, too. Characters who focus on heavy weapons or rifles 
    don't need to worry about this, but everyone else except Jolee if you aren't using him for 
    combat), should use this.
    Reason Why: This is simple if your using Twin or Double weapon's take this to max as 
    absolutely soon as possible as the Penalty to using two weapon's or a Double weapon is 
    extremely high with out it, if you want to use Two Weapon's take this to max as soon as 
    possible. As a Dark side Jedi Guardian you're going to want to go for this. Used in Conjunction 
    with Maxed out Force Speed, and Flurry you'll have Eight Attack's per round, and as you don't 
    have access to Force Aura, Shield, or Armor, and Force Valor, Knight Valor, or Master Valor 
    your going to want to go full out offensive.
    
    Now onto Force Powers: We'll start off with the one's most important to a Dark side Jedi 
    Guardian then move on to one's that should be considered after these are Maxed out.
    
    Wound, Choke, Kill - Dark side: 
    "Apology accepted Captain Needa." –Darth Vader
    Description: One of the more important feats, these are useful b/c this offensive attack stuns 
    and damages the opponent. It can only affect one person at a time when you master the kill 
    path you will defeat any opponents you succeed in attacking if their health is at 1/2 level or 
    less, allowing you (for example) to strike down a foe to 1/2 health with regular combat, then 
    allow your Jedi to finish them. Make sure Jolee and your player character has this. You can 
    cast this with armor, making it the most useful offensive power.
    Reason Why: Ever seen the Original Trilogy. Basically this allows you to make like Darth 
    Vader, and since you can't get Force Aura, Shield, or Armor as a Dark Jedi it's better to go all 
    out offensive, and max this out as soon as possible.
    
    
    Burst of Speed, Knight Speed, Master speed - Universal
    Description: This is a great power for any Jedi type, as it isn't restricted by type. However, you 
    cannot cast this in armor. This power allows you to run quickly (thus covering previously 
    explored areas with ease) and also adds to defense and attacks at higher levels (knight +1. 
    Master +2) at master level, your two extra attacks are akin to having an extra character! Any 
    Jedi (except those wearing armor) should utilize it. Excellent to cast before combat or during a 
    long drawn-out fight.
    Reason Why: I hope I don't really have to explain this to you beyond the description, But if 
    adds greatly to your Defense, and your attack's at latter levels. A Jedi Guardian with Flurry, 
    Maxed out Two weapon Fighting skill tree, and this maxed out at later level's will do a 
    Whopping Eight attack's. 
    
    Drain Life, Death field – Dark Side 
    Description: This is a preferred power: it damages your foes and heals you. This is popular 
    with dark Jedi. A good alternative to force lightning, use this when you're low on health and 
    confronted by enemies. Death field turns the tables on a weakened character and a healthy 
    foe. Give this to a dark side player character, and possibly Jolee.
    Reason why: You Don't have access to Force Valor, Knight Valor, or Master Valor, so this is 
    worth maxing out, It should allow you significantly weaken your enemies at later levels, and it 
    makes them weaker and you stronger. Which is what the Dark side is all about. 
    
    Now that those are taking care of let's move onto Force powers that while not as Vital as those 
    above will still be incredibly useful to a Jedi Guardian.
    
    Shock, Force Lightning, Force Storm - Dark side)
    "So be it….Jeeeedi." Emperor Palpatine 
    Description: This is a favorite among Jedi masters. It is straightforward and dispatches 
    enemies without laying a finger on them. At second and 3rd levels, it damages group of 
    creatures at once, regardless of type. Use this as a sure fire tactic to success. Jolee and your 
    dark side character should try this. You cannot cast it in armor, so employ it with Jedi who 
    stand at the rear with ranged power attacks. Force storm is the most power Jedi attack in the 
    game. 
    Reason Why: Pure Damage. Make like Count Dooku or the Emperor and fry them where they 
    stand, at later level's this will be insanely useful and should be used in conjunction with Death 
    Field. Max this out as soon as possible. 
    
    Now that those are taking care of let's move onto Force powers that while not as Vital as those 
    above will still be incredibly useful to a Jedi Guardian
    
    
    Throw Lightsaber, Advanced Throw lightsaber- Universal
    Description: This is straightforward and can inflict up to 60 pts of damage (20th level Jedi 
    inflicts 10-60 pts of damage) the adv throw is preferred but if you don't start with this power 
    don't acquire it. Reasonable if used with armor and as effective or damaging as other attacks 
    but usually your Jedi will be attacking in melee combat to greater effect or staying gat range 
    to use more damaging force powers
    Reason Why: Semi-useful and it's a nice surprise if your opponent is using a blaster, and firing 
    away at you
    
    Affect mind, Dominate Mind - Universal 
    Description: These aren't the Droid's you're looking for. Only available to the player character, 
    this allows you to disrupt the thought patterns of those you are conversing with and allows for 
    new dialog options. Don't use this if you are fighting your way through the game instead of 
    employing diplomacy. However, this power provides shortcuts and opportunities to increase 
    rewards for some quests. More essential for a dark side player, as you can be more menacing 
    w/o resorting to violence.
    Reason Why: Useful to you as a Jedi Guardian if your having trouble accomplishing a Goal 
    needed for a Side Quest, and need a bit of persuasion to accomplish a goal. As a Dark sider 
    it's worth maxing this out as your can afford it and it'll be incredible useful as you progress 
    through the game. 
    
    Force Resistance, Immunity- Universal 
    Description: Don't use this until you start fighting dark Jedi later in your adventure. For Jedi 
    without/ armor, this is another useful way of defending themselves. Because you can't cast 
    this with armor, give this to Bastila and Jolee. This power has its uses against Jedi foes only.
    Reason why. I can see this becoming useful at later level's but only if Bastila, or Jolee are 
    down for the count, the abilities are better spent elsewhere, and having them cast in on you at 
    the beginning of a battle is a better idea.
    
    Fear, Horror, Insanity- Dark side 
    Description: This is yet another way of weakening, but not damaging a foe. When enemies 
    cower in fear, they act as if they are stunned. This isn't essential, and only one Jedi in your 
    party (ideally the player character) should use this. Employ this to slow an enemy and have 
    your non-Jedi party member's finish them, Similar to stun but for dark side Jedi only.
    Reason why: I can see this being useful when used in conjunction with Death Field, and Force 
    Lighting. Use Fear, Horror, or Insanity first, then Death Field, and follow it up with Force 
    Shock, Lighting or Storm. If everything goes as planned you should stun, the enemy, drain life 
    from them, then blow them to hell with Lighting. Max this out if possible, but it's not essential 
    
    First Level Suggestions: 
    
    As a First level Soldier. Take Dueling or Two Weapon fighting depending on which style you 
    wish to use, then Critical Strike, and try to Max these out with your Soldier levels. It would 
    also be best if you ignored the Blaster Feat's entirely as they'll be wasted Feats when you hit 
    Jedi Guardian. But if that's not possible take Flurry next level. You want to have Dueling or 
    Two Weapon Fighting, Critical Strike, and Flurry maxed out as soon as possible no exceptions.
     
    As a First Level Jedi Guardian: Take Force Aura, Force Speed at First level, then at Second 
    take Force Valor, max these out as soon as possible and once that's done take the other feats 
    as you see fit. You want to have Force Aura, Force Shield, Force Armor, Force Valor, Knight 
    Valor, Master Valor, and Burst of Speed, Knight Speed, and Master Speed maxed out as soon 
    as possible.
    
    Darksider: 
    As a First level Soldier. Take Two Weapon fighting, then Critical Strike, and try to make these 
    out with your Soldier levels. It would also be best if you ignored the Blaster Feat's entirely as 
    they'll be wasted Feats when you hit Jedi Guardian. But if that's not possible take Flurry next 
    level. You want to have Two Weapon Fighting, Critical Strike, and Flurry maxed out as soon as 
    possible no exceptions.
     
    As a First Level Jedi Guardian: Take Force Speed, and Force Choke at First level, then at 
    Second Level grab Force Shock max these out as soon as possible and once that's done take 
    the other feats as you see fit. You want to have Wound, Choke, Kill, Burst of Speed, Knight 
    Speed, Master Speed and Force Shock, Force Lightning, Force Storm maxed out as soon as 
    possible. Then from there proceed as you see fit
    
    Kay that's it hope you find this useful, was a lot of fun to type it up. Fear leads to anger, anger 
    leads to hate, hate leads to suffering, suffering leads to power.
    
    Lightsaber Crystal Combinations
    This is a new section. I thought I would go over what I consider the good Crystal combinations 
    for a Jedi Guardian's Lightsaber. 
    
    Sigil + Opila + Any Color Crystal: A Sigil Crystal adds 1d6 to the damage your Saber does. 
    The Opila Crystal offer's the Massive Critical enhancement adding +2d6 if you Score a Critical 
    Hit. 
    
    Bonder + Opila + Any Color Crystal: a Bonder Crystal has a chance of stunning your Foe with 
    a successful hit, a Opila Crystals adds the Massive Critical enhancement, offering a chance to 
    live your enemy stun, and then badly hurt if you score a Critical.
    
    Upari + Sigil + Any Color Crystal: An Upari crystal offer's a +5 Enhancement, while adding an 
    additional 1d6 damage bonus.  
    
    Kay that's it hope you find this useful, was a lot of fun to type it up. May the Force be with 
    you.