hide results

    NPC Guide by Reaper511

    Version: 2.0 | Updated: 08/05/03 | Printable Version | Search Guide | Bookmark Guide

    Star Wars: Knights of the Old Republic
    
    NPC Guide Version 2.0 (BIG jump from 1.0)
    
    By Reaper511
    Now co-authored by Sabermaster (as of version 2.0)
    
    This file was written in Courier New, size 10, using standard margins, and
    should display correctly in any fixed width font.
    
    Contents:
    I. Intro Crap
    	1. Legal Information
    	2. Under New Management (version 2.0 update)
    	3. Introduction
    	4. Legend
    II. Character Guides
    	1. Carth Onassi
    	2. Mission Vao
    	3. Zaalbar
    	4. Bastila Shan
    	5. T3-M4
    	6. Canderous Ordo
    	7. Juhani
    	8. Jolee Bindo
    	9. HK-47
    III. Bonus Section!
    	1. Character Guide to Trask
    	2. Recommended Equipment, by character
    	3. General Class Information
    	4. What do all these crazy numbers mean!?
    IV. Ending Crap
    	1. Credits
    	2. Version History
    ************************************************************
    
    Section I
    
    ************************************************************
    ************************************************************
    1. Legal Information
    Obviously, this is my guide. I posted it on the internet so that others might
    benefit from it, but I do ask that you give credit where it is due (as in, to
    me!) if you use this guide in your own, or on another website. Don't go
    pretending you made all this up yourself. It isn't all that gratifying,
    considering you could make your own FAQ just as easily, and then you'd have
    something to be proud of.
    
    As of now I have approved 3 AND ONLY 3 websites for hosting this guide:
    - GameFAQs: CJayC rules!
    - Starwarsknights.com
    - www.cheats.de
    ************************************************************
    ************************************************************
    
    2. Sabermaster has now volunteered to add some more information to the guide,
    and put in his own 2 cents in each characterís section. To be clear, I will
    list who did what throughout the guide:
    Reaper511 (Thatís me):
    	- Compilation of the Guide
    	- Character Initial Stats, recommendations, and analysis
    	- Mechanics Tutorial and Bonus Section (Except the Equipment part)
    	- Proofreading, Editing, Formatting
    Sabermaster:
    	- Tables for Base attack Bonuses
    	- Progression of Saving Throws
    	- Equipment Recommendations (which are in Section III)
    	- ďSabermaster speaksĒ section at the end of each character analysis
    
    3. Introduction:
    The Guide is now becoming so much more detailed that I skipped from 1.0 to
    2.0!! I have also decided to include a section to help people understand all
    this complex info, which would be section III.3 ďWhat do all these crazy
    numbers mean!?Ē You may want to refer to that section first, if you are
    confused about all this information.
    
    There may be typos and incorrect data in this guide, as this is a work in
    progress, however, I now believe most of the information in to be accurate. As
    far as I know, all Initial stats for all 9 characters are confirmed. (Sigh of
    relief) If you find anything wrong, let me know.
    
    The purpose of this guide is to provide a template to get the most out of any
    given NPC in your party. It is important to note that, like your main
    character, you are free to do as you please with your NPCs. This is simply my
    opinion on the best way to mold each character into a well-balanced, helpful
    member of the party. To that end, I have suggested attributes, skills, feats,
    and powers designed to compensate for each character's inherent weaknesses, and
    help make them more effective at whatever purpose they are designed to fill.
    
    One final note: some people would likely argue, on the topic of Carth for
    example, that there is little point in using "(insert one of the combat feats
    here)". However, I don't see any reason to go off powergaming with your NPCs,
    and I feel that since variety IS the spice of life, just doing Master Rapid
    Shot over and over would be a boring way to play the game. That is why I
    invested in all 3 combat feats for Carth. If you feel differently, you can
    always ask me and maybe I'll make a new guide based on taking a different
    path... like a powergaming path, for example.
    
    4. Legend:
    Each character will be outlined first by their initial stats, including all
    relevant information about them. Skills marked with an * are class skills.
    Below the initial stats are what I feel the intended purpose of the character
    is, my recommendations on attributes, skills, feats, and powers and a more
    detailed analysis how I came to the conclusions I did. After that you will find
    the new Sabermaster speaks sections. At the end of the guide is a more detailed
    tutorial on what all the stats mean, and a recommended equipment section by
    Sabermaster. Enjoy!
    
    ************************************************************
    Section II
    1. Carth Onassi
    
    Initial Stats:
    Level 4 Soldier
    Vitality 44
    Defense 13
    
    Attributes:
    Strength (STR) 13
    Dexterity (DEX) 16
    Constitution (CON) 12
    Intelligence (INT) 13
    Wisdom 10 (WIS)
    Charisma (CHA) 12
    
    Saves:
    Fortitude 5
    Reflex 4
    Will 1
    
    Saving Throw Chart: Note that Carth gets a bonus to his Fortitude and Reflex
    saves, thanks to his high CON and DEX. The Save progression below has been
    modified to show this.
              F  R  W
    Level 4: +5 +4 +1
    Level 5: +5 +4 +1
    Level 6: +6 +5 +2
    Level 7: +6 +5 +2
    Level 8: +7 +5 +2
    Level 9: +7 +6 +2
    Level 10: +8 +6 +3
    Level 11: +8 +6 +3
    Level 12: +9 +7 +4
    Level 13: +9 +7 +4
    Level 14: +10 +7 +4
    Level 15: +10 +8 +5
    Level 16: +11 +8 +5
    Level 17: +11 +8 +5
    Level 18: +12 +9 +6
    Level 19: +12 +9 +6
    Level 20: +13 +9 +6
    
    Skills:
    Computer: 0 + 1 = 1
    *Demolitions: 0 + 0 = 0
    Stealth: 0 + 0 = 0
    *Awareness: 3 + 0 = 3
    Persuade: 0 + 1 = 1
    Repair: 1 + 1 = 2
    Security 1 + 0 = 1
    *Treat Injury: 4 + 0 = 4
    
    Base Attack Bonus:
    Level 4: +4
    Level 5: +5
    Level 6: +6
    Level 7: +7
    Level 8: +8
    Level 9: +9
    Level 10: +10
    Level 11: +11
    Level 12: +12
    Level 13: +13
    Level 14: +14
    Level 15: +15
    Level 16: +16
    Level 17: +17
    Level 18: +18
    Level 19: +19
    
    Feats:
    Improved Two Weapon Fighting
    Heavy Armor
    Power Attack
    Power Blast
    Weapon Specialization: Pistol
    Weapon Proficiency: Blaster Rifle
    Weapon Proficiency: Heavy Weapons
    Weapon Proficiency: Melee Weapons
    
    Overall Purpose: Ranged Support
    - Recommended attribute point distribution and order: 1 INT, 3 DEX
    - Recommended Feats, by level:
    5 Rapid Shot
    6 Sniper Shot
    7 Conditioning
    8 Master Two Weapon Fighting
    9 Improved Rapid Shot
    10 Master Rapid Shot
    11 Improved Conditioning
    12 Master Conditioning
    13 Improved Sniper Shot
    14 Master Sniper Shot
    15 Improved Power Blast
    16 Master Power Blast
    17 Toughness/Implant 1
    18 Improved Toughness/Implant 2
    19 Master Toughness/Implant 3
    20 Empathy... or whatever else you want.
    
    From the get-go, Carth is set to be a dual-pistol, ranged support character.
    Note that he starts at level four with TWO feats with level 4 prerequisites...
    an interesting error from the developers. His initial stats suggest that his
    next attribute point should be in either strength or intelligence, as this
    would immediately provide an increased modifier. I would suggest putting one
    point into INT (this would be at level 8) so as to gain an extra skill point
    per level, and provide a bonus to Sniper Shot, and then add the remaining 3
    points to DEX, thus improving Carth's abilities with his weapons, and adding to
    his defense. STR is more or less wasted on Carth, as DEX is already much
    higher, and there are other characters far more suited to melee combat. CON is
    also more or less a waste, since Carth is already getting lots of Vitality from
    his class. That leaves WIS and CHA, which are mostly useless to a non-Jedi
    character. It can be argued that WIS would help with Carth's horribly low Will
    save and protect him from Force powers, but a neural band or nerve amplifier
    belt would also do the trick just as easily, as would certain upgradeable
    armors.
    
    In the skills department, all Carth really needs is treat injury, with any
    extra points going into awareness. Even if your main character is a soldier,
    there are many party members who can handle the other skills in the game. Carth
    simply needs to keep himself alive. The awareness points aren't even necessary,
    unless your main character doesn't spend any points on Awareness, and you need
    someone to scout for mines. Some people would argue that Treat Injury isn't
    important once you have a bunch of Jedi to heal your party with, and there is
    some truth to this, but I find that in the heat of battle, force points are
    better spent on casting powers that hurt/disable my enemies, so I like for my
    party members to be capable of healing themselves. Besides, it's not like Carth
    needs to put points into anything else. He IS a soldier, after all.
    
    Finally, we come to feats. Carth, being a soldier, has a lot of feats to work
    with, and he starts with a few of the best ones. I personally feel that Rapid
    Shot (or Flurry for melee-ers) is the best combat feat for any character, which
    is why I maxed it out as soon as I met the prerequisites and had mastered Two
    Weapon Fighting. After that, I felt the bonuses from improving the other combat
    feats were outweighed by the benefit of better saving throws, which are Carth's
    main weakness. The last 4 feats aren't all that important, but I personally
    feel Toughness is the way to go. Mastering it would provide up to 40 extra
    vitality (at level 20), which can be quite handy. Implants are also a good
    choice, as they provide several options to improve whatever area you feel Carth
    is lacking in. The final point, if you even bother to get to it with Carth, is
    best spent on Empathy, I think, just to get that extra little boost to Treat
    Injury.
    
    Sabermaster speaks: I'm in complete agreement, but I would make the suggestion
    of taking Implant Level 1-3 instead of the Toughness Feats. As a Soldier with
    an alright CON Carth really doesn't need the extra VP or the ability to shrug
    off wounds as he's gaining about 11 VP per level already.
    
    ************************************************************
    2. Mission Vao
    
    Initial Stats:
    Level 3 Scoundrel
    Vitality 21
    Defense 16
    
    Attributes:
    STR 10
    DEX 16
    CON 12
    INT 14
    WIS 11
    CHA 10
    
    Saves:
    Fortitude 2
    Reflex 6
    Will 1
    
    Saving Throw Chart: Mission has a +2 Bonus to her Fortitude save thanks to her
    CON modifier and a +3 Bonus to her Reflex thanks to her DEX Modifier. These
    bonuses are reflected in the chart below:
              F  R  W
    Level 3: +3 +6 +1
    Level 4: +3 +7 +1
    Level 5: +3 +7 +1
    Level 6: +4 +8 +2
    Level 7: +4 +8 +2
    Level 8: +4 +9 +2
    Level 9: +5 +9 +3
    Level 10: +5 +10 +3
    Level 11: +5 +10 +3
    Level 12: +6 +11 +4
    Level 13: +6 +11 +4
    Level 14: +6 +12 +4
    Level 15: +7 +12 +5
    Level 16: +7 +13 +5
    Level 17: +7 +13 +5
    Level 18: +8 +14 +6
    Level 19: +8 +14 +6
    Level 20: +8 +15 +6
    
    Skills:
    Computer: 2 + 2 = 4
    *Demolitions: 6 + 3 = 9
    *Stealth: 6 + 4 = 10
    *Awareness: 6 + 0 = 6
    *Persuade: 0 + 0 = 0
    Repair: 0 + 2 = 2
    *Security 6 + 0 = 6
    Treat Injury: 3 + 0 = 3
    
    Base Attack Bonus:
    Level 1: +0
    Level 2: +1
    Level 3: +2
    Level 4: +3
    Level 5: +3
    Level 6: +4
    Level 7: +5
    Level 8: +6
    Level 9: +6
    Level 10: +7
    Level 11: +8
    Level 12: +9
    Level 13: +9
    Level 14: +10
    Level 15: +11
    Level 16: +12
    Level 17: +12
    Level 18: +13
    Level 19: +14
    Level 20: +15
    
    Feats:
    Light Armor
    Caution
    Critical Strike
    Sniper Shot
    Weapon Proficiency: Blaster Pistols
    Weapon Proficiency: Blaster Rifles
    Weapon Proficiency: Melee Weapons
    Sneak Attack 2
    Scoundrel's Luck
    Dueling
    
    Overall Purpose: Technical support (no, she can't help you with bugs, glitches,
    and lockups; she may cause some, however :p)
    - Recommended attribute point distribution and order: 1 WIS, 4 DEX
    - Recommended Feats, by level:
    5 Improved Dueling
    8 Master Dueling
    11 Toughness
    14 Improved Toughness
    17 Master Toughness
    20 ...whatever you want, really.
    
    Mission Vao is a Scoundrel, and thus she really shines outside of combat, where
    her skills are so useful. Her initial stats are once again designed so that the
    ever annoying 5th attribute point can find its home. The 5th point is annoying
    because it really doesn't do anything unless you add it to an attribute that
    starts on an odd number, like WIS does for Mission. You may wonder why Mission
    needs a WIS bonus, but if you think about it, WIS is handy to her in several
    areas. It helps her avoid force powers by increasing her will save, and it will
    benefit three of her major Skills (Awareness, Security, and Treat Injury). As
    usual, I suggest that you put the first attribute point you get into WIS, so as
    to start seeing the benefits right away. The remaining four points are best
    spent on DEX, as Mission's horribly low Vitality means she needs all the DEX
    she can get, both for attacking with her blaster, and for defense.
    
    In the area of skills, Mission is far more complex than Carth. She'll get a
    total of 5 skill points per level [(8 + INT-mod)/2], meaning she can be good at
    almost everything. I would put one point into each of her main 3 class skills
    (Demolitions, Awareness, Security) every level. Stealth is also a class skill
    for Mission, but I personally rarely use it, since it requires you to enter
    solo mode and forego your Belt slot for a stealth generator. Instead, I would
    suggest taking the extra points and applying them to Treat Injury, or computer
    use, at least until you get other capable slicers in the party. A further note
    on skills with Mission is this: if you are playing a skill-intensive character
    yourself, have characters like Mission (and Zaalbar or T3-M4) focus more on
    skills you donít focus on. This goes without saying, really.
    
    Being a scoundrel, feats are not a big concern for Mission. She'll only gain 6
    during the game, so you must choose carefully. I would begin with maxing out
    dueling, as this will further increase Mission's defense, which is key given
    her low vitality. After that, I believe maxing out toughness is the best
    choice, since that helps to offset Mission's only weakness, her frailty. As I
    noted above, the remaining feat is up to you... but Conditioning or Rapid Shot
    seem like good choices. Some may argue, including Sabermaster, that leveling up
    Sniper Shot is a good idea, but I see no point. The real reason Mission would
    use Sniper Shot is stun her enemies (so she can Sneak attack them), but
    leveling up the Sniper Shot feat does NOT add a bonus to the stun effect, it
    only increase the chances of a critical hit, which really isnít all that
    important. In the end, one must simply remember that Mission isn't designed to
    kill, and keep her from drawing enemy attention as much as possible.
    
    Sabermaster Speaks: I'm going to have to disagree with Reaper on the Feats he
    chose for Mission. While Dueling adds a +3 to attack and Defense fully upgraded
    I find Mission works better with Sniper Shot. To this end I honestly think your
    better off following this Feat path instead:
    
    5 Toughness
    8 Improved Sniper Shot
    11 Gear Head or Improved Caution
    14 Improved Toughness
    17 Master Sniper Shot
    20 Improved Gear Head, Master Caution, or Master Toughness.
    
    Now then my reasons for following this path are pretty simple: Toughness adds
    +2 to Mission VP score, and allows her to shrug off some damage. As a Scoundrel
    she already has low VP so this will be a boon to her. From there take Improved
    Sniper shot. As a Scoundrel Mission already has the first Feat in this path,
    and it'll prove useful to her as she progresses allowing her keep back making
    accurate and precise shots with a chance of stunning her enemies, allowing her
    to apply her Sneak Attack ability if they do become stunned. From there we move
    onto Gearhead or Caution, both of which adds a bonus to Mission's use of her
    class Skills allowing her to become very good with them.
    
    ************************************************************
    3. Zaalbar
    
    Initial Stats:
    Level 4 Scout
    Vitality 60
    Defense 11
    
    Attributes:
    STR 20
    DEX 13
    CON 20
    INT 10
    WIS 12
    CHA 8
    
    Saves:
    Fortitude 9
    Reflex 5
    Will 5
    
    Saving Throw Chart: Zaalbar ends up with some pretty impressive saving throws
    near the end of the game. He has a +5 Bonus to his Fortitude save thanks to his
    CON modifier, and a +1 bonus to his Reflex and Will saves, which only add to
    the already impressive saving throws he gains as a Scout.
              F  R  W
    Level 4: +9 +5 +5
    Level 5: +9 +5 +5
    Level 6: +10 +6 +6
    Level 7: +10 +6 +6
    Level 8: +11 +7 +7
    Level 9: +11 +7 +7
    Level 10: +12 +8 +8
    Level 11: +12 +8 +8
    Level 12: +13 +9 +9
    Level 13: +13 +9 +9
    Level 14: +14 +10 +10
    Level 15: +14 +10 +10
    Level 16: +15 +11 +11
    Level 17: +15 +11 +11
    Level 18: +16 +12 +12
    Level 19: +16 +12 +12
    Level 20: +17 +13 +13
    
    Skills:
    *Computer: 0 + 0 = 0
    *Demolitions: 6 + 0 = 6
    Stealth: 0 + 0 = 0
    *Awareness: 6 + 1 = 7
    Persuade: 0 - 1 = -1
    *Repair: 4 + 0 = 4
    Security 0 + 0 = 0
    *Treat Injury: 5 + 1 = 6
    
    Base Attack Bonus:
    Level 1: +0
    Level 2: +1
    Level 3: +2
    Level 4: +3
    Level 5: +3
    Level 6: +4
    Level 7: +5
    Level 8: +6
    Level 9: +6
    Level 10: +7
    Level 11: +8
    Level 12: +9
    Level 13: +9
    Level 14: +10
    Level 15: +11
    Level 16: +12
    Level 17: +12
    Level 18: +13
    Level 19: +14
    Level 20: +15
    
    Feats:
    Flurry
    Implant 2
    Improved Power Attack
    Rapid Shot
    Weapon Proficiency: Blaster Pistols
    Weapon Proficiency: Blaster Rifles
    Weapon Focus: Melee Weapons
    Uncanny Dodge
    
    Overall Purpose: Tank... Big Tank
    - Recommended attribute point distribution and order: 1 DEX, 3 STR
    - Recommended Feats, by level:
    5 Two Weapon Fighting
    7 Improved Two Weapon Fighting
    9 Master Two Weapon Fighting
    11 Critical Strike
    13 Improved Flurry
    15 Master Flurry
    17 Master Power Attack
    19 Improved Critical Strike
    
    Zaalbar is a Wookiee. I could almost end my guide for him at that. One look at
    his initial stats and it's obvious you need only hand him a sword and send him
    on his merry way to make him an effective party member. Once again, one of his
    initial stats is an odd number (DEX), so I would put attribute point number one
    in there. This will help with Zaalbar's defense, which is about all he needs to
    improve upon. For the other points, I'd go with STR, because the more, the
    merrier, and because he doesn't need anything else.
    
    Skills are a bit odd with Zaalbar. Being a scout, he should, in theory, be a
    rather skill intensive character. But you almost don't need his skills.
    Generally, all you need him for is his brute strength. He'll get 3 skills per
    level [(6+INT-mod)/2] and I would dump them into Computer Use, Demolitions, and
    Repair. However, it's a bad idea to ignore treat injury, even for a Wookiee, so
    give him a point there occasionally. I would probably steal points for Treat
    Injury from Repair. Note that he will also gain a bonus to Treat Injury from
    his high Wisdom (who knew Wookiees were so smart). This setup leaves his
    Awareness skill neglected, but if you are smart with your other characters, he
    won't need it.
    
    Zaalbar has just enough feats as a Scout to allow him to maximize his carnage
    on the battlefield. It is fun to let him run around blasting things with his
    Bowcaster, but let's face it: that's just not making use of his talent. That's
    why I gave him Two Weapon Fighting and Master Flurry and Power Attack. Note
    that he also gets a +5 to his damage and attack rating when using melee
    weapons. Thus, he can pretty much own anybody in close combat. Given his
    naturally high saving throws form being a scout, and his insane vitality from
    being a Wookiee, it's clear that all Zaalbar needs in the feat department are
    combat feats.
    
    A final interesting note about Zaalbar is his innate "Wookiee Toughness" feat,
    which I didn't even know about until recently, and I've played this game twice
    through! It's easy to miss this feat, since it only shows up on Zaalbar's feat
    status screen, where I personally rarely go. It grants him an extra +2 to
    vitality per level, and -2 to damage taken. (Essentially it's a built-in Master
    Toughness).
    
    Sabermaster Speaks: I agree totally with Reaper here. Big Z's a walking,
    roaring killing machine, and to have him sticking to the back with a Bowcaster
    isn't that great of an idea. He's much more useful up in melee combat,
    especially if youíre playing as a Consular, as he can act as a big meaty shield
    for you.
    
    ************************************************************
    4. Bastila Shan
    
    Initial Stats:
    Level 3 Jedi Sentinel
    Vitality 27
    Force 27
    Defense 16
    
    Attributes:
    STR 12
    DEX 18
    CON 12
    INT 10
    WIS 12
    CHA 15
    
    Saves:
    Fortitude 4
    Reflex 7
    Will 3
    
    Saving Throw Chart: Bastila has a +4 Bonus to her Reflex save thanks to her DEX
    and the chart below has been modified to show this.
              F  R  W
    Level 3: +4 +7 +3
    Level 4: +4 +8 +4
    Level 5: +4 +8 +4
    Level 6: +5 +9 +5
    Level 7: +5 +9 +5
    Level 8: +6 +10 +6
    Level 9: +6 +10 +6
    Level 10: +7 +11 +7
    Level 11: +7 +11 +7
    Level 12: +8 +12 +8
    Level 13: +8 +12 +8
    Level 14: +9 +13 +9
    Level 15: +9 +13 +9
    Level 16: +10 +14 +10
    Level 17: +10 +14 +10
    Level 18: +11 +15 +11
    Level 19: +11 +15 +11
    Level 20: +12 +16 +12
    
    Skills:
    Computer: 0 + 0 = 0
    Demolitions: 0 + 0 = 0
    Stealth: 0 + 0 = 0
    *Awareness: 4 + 1 = 5
    *Persuade: 0 + 2 = 2
    Repair: 0 + 0 = 0
    Security 0 + 0 = 0
    *Treat Injury: 4 + 1 = 5
    
    Base Attack Bonus:
    Level 1: +0
    Level 2: +1
    Level 3: +2
    Level 4: +3
    Level 5: +3
    Level 6: +4
    Level 7: +5
    Level 8: +6
    Level 9: +6
    Level 10: +7
    Level 11: +8
    Level 12: +9
    Level 13: +9
    Level 14: +10
    Level 15: +11
    Level 16: +12
    Level 17: +12
    Level 18: +13
    Level 19: +14
    Level 20: +15
    
    Powers:
    Force Aura
    Affect Mind
    Stun
    Force Push
    Throw Lightsaber
    
    Feats:
    Two Weapon Fighting
    Flurry
    Weapon Proficiency: Pistol
    Weapon Proficiency: Melee Weapons
    Weapon Proficiency: Lightsaber
    Jedi Defense
    Battle Meditation
    Force Immunity: Fear
    Jedi Sense
    
    Overall Purpose: Jedi Support
    - Recommended attribute point distribution and order: 1 CHA, 2 WIS, 1 DEX
    - Recommended Feats, by level:
    6 Improved Two Weapon Fighting
    9 Master Two Weapon Fighting
    12 Advanced Jedi Defense
    15 Master Jedi Defense
    18 Improved Flurry
    - Recommended Powers, by level:
    4 Stun Droid
    5 Burst of Speed
    6 Cure
    7 Disable Droid
    8 Force Valor
    9 Force Whirlwind
    10 Stasis
    11 Knight Speed
    12 Heal
    13 Destroy Droid
    14 Knight Valor
    15 Stasis Field
    16 Force Wave
    17 Master Speed
    18 Master Valor
    19 Adv Throw Lightsaber
    20 Force Shield
    
    Bastila is a Sentinel, a class universally proclaimed to be "gimped". Rather
    than focusing on combat, or force powers, sentinels seek a little of both and
    most would argue that they end up sucking at both. I disagree with the
    ďSentinels are gimpedĒ philosophy, but I digress. I'm sensing a trend in NPC
    starting attributes. Bastila, like all the others has one stat at an odd
    number, CHA. Putting one point into that (your first, of course) will increase
    Bastila's success with her powers, which is handy considering her supporting
    role. Given her already high DEX, I would put the next two points into WIS to
    further power up her force ability, and the last in DEX, because nowhere else
    would be as effective, for fairly obvious reasons. STR, CON, and INT all help
    aspects of her character Bastila doesn't really use.
    
    Skills are not a big concern to any Jedi, really. But Sentinels get the most
    [(4+INT-mod)/2]. This will give Bastila 2 points, which are best allotted to
    Treat Injury and Awareness, though at some point (level 12, I'd say) Treat
    Injury loses its appeal, for Bastila anyway.
    
    For Feats, Bastila will get 5, which is even less than Mission! So, choosing
    them was tough. However, I look at it this way. We all know that Bastila uses a
    yellow Double-Bladed Lightsaber. She just doesn't feel like Bastila without it.
    Thus mastering Two Weapon Fighting is a priority, in order make her useful when
    she runs out of Force Points. After that, I debated, but eventually came to the
    conclusion that you aren't really a Jedi unless you can deflect blaster bolts
    back at your enemies, so Master Jedi Defense became the next priority. That
    leaves one feat, with which you may do as you please, really. But we all love
    Flurry... At a glance, this appears to leave Bastila ineffective in combat, but
    when you consider her powers below, you will see she is actually effective
    anywhere (combat or support), which is the whole point behind the Sentinel
    class. This just proves my point that sentinels arenít as ďgimpedĒ as some
    would have you believe.
    
    Being our first Jedi character, Bastila gets to have the first Force Power
    section. Really, the game's recommendations on this issue are pretty sound. For
    example it is very important to get Cure and Heal as soon as they become
    available. For a Sentinel in a support role, I feel like mastering Push, Stun
    and Stun Droid is important because this gives the Sentinel a chance to do what
    Sentinels are made to do: use a little force, and then go in for the kill. As
    for the "for the kill" part, that's where the Force Speed skills come in to
    play. For the extra slots I went with Force Valor, because I feel like
    Bastila's high DEX, good saving throws, and Force Immunity feats negate the
    need for a power like Force Aura, when she could instead be using Valor to help
    the whole party out, rather than just herself.
    
    Sabermaster Speaks: I definitely agree with Reaperís choice of Feats though I
    would adjust the list slightly to this:
    
    6 Improved Two Weapon Fighting
    9 Improved Flurry
    12 Master Two Weapon Fighting
    15 Advanced Jedi Defense
    18 Master Jedi Defense
    
    Now then you might be wondering why in this particular order? Well from my
    point of view itís simple really. Flurry gives an extra attack, but it comes at
    a Negative to defense. Bastila as a Jedi can only really wear Jedi Robes if she
    wants to use her Force abilities to full effect, so by taking Improved Flurry
    sooner rather then later we lessen this penalty. Thatís really the only reason.
    
    Now then onto Force Powers: While I agree with most of the choices I would take
    them in a different order personally which you can see below:
    4 Burst of Speed
    5 Force Valor
    6 Cure
    7 Stun Droid
    8 Disable Droid
    9 Force Whirlwind
    10 Stasis
    11 Knight Speed
    12 Heal
    13 Knight Valor
    14 Destroy Droid
    15 Stasis Field
    16 Force Wave
    17 Master Speed
    18 Master Valor
    19 Adv Throw Lightsaber
    20 Force Shield
    
    ************************************************************
    5. T3-M4
    
    Initial Stats:
    Level 3 Expert Droid
    Vitality 30
    Defense 17
    
    Attributes:
    STR 10
    DEX 15
    CON 14
    INT 20
    WIS 10
    CHA 10
    
    Saves:
    Fortitude 3
    Reflex 5
    Will 1
    
    Saving Throw Chart: T3 gets a +2 bonus to his Fortitude due to his CON bonus,
    and a +2 Bonus to his Reflex thanks to his DEX bonus. The chart has been
    modified to reflect this.
              F  R  W
    Level 3: +3 +5 +1
    Level 4: +3 +6 +1
    Level 5: +3 +6 +1
    Level 6: +4 +7 +2
    Level 7: +4 +7 +2
    Level 8: +4 +8 +2
    Level 9: +5 +8 +3
    Level 10: +5 +9 +3
    Level 11: +5 +9 +3
    Level 12: +6 +10 +4
    Level 13: +6 +10 +4
    Level 14: +6 +11 +4
    Level 15: +7 +11 +5
    Level 16: +7 +12 +5
    Level 17: +7 +12 +5
    Level 18: +8 +13 +6
    Level 19: +8 +13 +6
    Level 20: +8 +14 +6
    
    Skills:
    *Computer: 6 + 6 = 12
    Demolitions: 1 + 6 = 7
    Awareness: 3 + 0 = 3
    *Repair: 6 + 6 = 12
    *Security 6 + 1 = 7
    
    Base Attack Bonus:
    Level 1: +0
    Level 2: +1
    Level 3: +2
    Level 4: +3
    Level 5: +3
    Level 6: +4
    Level 7: +5
    Level 8: +6
    Level 9: +6
    Level 10: +7
    Level 11: +8
    Level 12: +9
    Level 13: +9
    Level 14: +10
    Level 15: +11
    Level 16: +12
    Level 17: +12
    Level 18: +13
    Level 19: +14
    Level 20: +15
    
    Feats:
    Caution
    Gear Head
    Weapons Proficiency: Pistol
    Droid Upgrade Class 1
    Blaster Integration
    Combat Logic Upgrade
    
    Overall Purpose: Uber Technical Support, token spunky astromech droid
    - Recommended attribute point distribution and order: 5 DEX
    - Recommended Feats, by level:
    5 Two Weapon Fighting
    6 Improved Two Weapon Fighting
    9 Improved Caution
    11 Improved Gearhead
    12 Master Caution
    15 Master Gearhead
    17 Weapon Focus: Blaster Pistol
    18 Toughness
    
    T3-M4 is the man... or droid, I guess; and leveling him up an easy process.
    T3's stats are near perfect, considering his role in the game, and really all
    you have to do is pump up his DEX to make him more combat effective.
    
    Wow, that last bit was easy. On to skills, which are T3's specialty. T3 gets 4
    skill points per level [(3+INT-mod)/2]. This will allow you to keep his 3
    primary skills (Computer Use, Repair, Security) maxed, while raising
    Demolitions every other level with the left other points. Awareness, as with
    Zaalbar, is neglected entirely, but that's what everyone else is for, and as
    always I recommend your main character have high awareness, since you'll likely
    have him/her on point most of the time. Coupled with his ultra-high
    intelligence modifier, T3 will be the best NPC you have for almost any job.
    Additionally, you can raise his skills to even more ridiculous heights with
    various utility items.
    
    Now on to feats. T3 doesn't have many feats open to him, as a droid. He cannot
    use active combat feats, so all you can do to make him more effective in combat
    is give him Two Weapon Fighting, though he cannot Master it. Other than that,
    use those extra feats to pump up his skills even more. I've actually seen T3
    overpower a computer without even using a single spike! Note that this means
    the game/manual was lying when it said that there was a minimum cost of 1 spike
    for all actions.
    
    Sabermaster Speaks: T3 a tricky little character as you only really have to use
    him once, but ignoring this fact he can become quite the useful character,
    especially if heís properly armed. (Reaperís note: just a reminder that
    Sabermasterís equipment recommendations have been lumped together in one place
    in section III.2)
    
    ************************************************************
    6. Canderous "Of the Mandalorian Clan" Ordo
    
    Initial Stats:
    Level 5 Soldier
    Vitality 65
    Defense 11
    
    Attributes:
    STR 15
    DEX 12
    CON 14
    INT 10
    WIS 14
    CHA 10
    
    Saves:
    Fortitude 6
    Reflex 2
    Will 3
    
    Saving Throw Chart: Canderous gets +3 to his Fortitude save thanks to his CON,
    as well as a +2 Bonus to his Will thanks to his WIS.
              F  R  W
    Level: 5 +6 +1 +3
    Level: 6 +7 +2 +4
    Level: 7 +7 +2 +4
    Level: 8 +8 +2 +4
    Level: 9 +8 +3 +5
    Level: 10 +9 +3 +5
    Level: 11 +9 +3 +5
    Level: 12 +10 +4 +6
    Level: 13 +10 +4 +6
    Level: 14 +11 +4 +6
    Level: 15 +11 +5 +7
    Level: 16 +12 +5 +7
    Level: 17 +12 +5 +7
    Level: 18 +13 +6 +8
    Level: 19 +13 +6 +8
    Level: 20 +14 +6 +8
    
    Skills:
    Computer: 0 + 0 = 0
    *Demolitions: 2 + 0 = 2
    Stealth: 0 + 0 = 0
    *Awareness: 0 + 2 = 2
    Persuade: 0 + 0 = 0
    Repair: 0 + 0 = 0
    Security 0 + 0 = 0
    *Treat Injury: 6 + 2 = 8
    
    Base Attack Bonus:
    Level 4: +4
    Level 5: +5
    Level 6: +6
    Level 7: +7
    Level 8: +8
    Level 9: +9
    Level 10: +10
    Level 11: +11
    Level 12: +12
    Level 13: +13
    Level 14: +14
    Level 15: +15
    Level 16: +16
    Level 17: +17
    Level 18: +18
    Level 19: +19
    
    Feats:
    Heavy Armor
    Power Attack
    Improved Power Blast
    Rapid Shot
    Weapon Proficiency: Blaster Pistol
    Weapon Proficiency: Blaster Rifle
    Weapon Specialization: Heavy Weapons
    Weapon Proficiency: Melee Weapons
    Toughness
    
    Overall Purpose: Combat... of any kind, really
    - Recommended attribute point distribution and order: 4 DEX
    - Recommended Feats, by level:
    6 Improved Rapid Shot
    7 Sniper Shot
    8 Master Rapid Shot
    9 Conditioning
    10 Improved Conditioning
    11 Master Conditioning
    12 Improved Sniper Shot
    13 Master Sniper Shot
    14 Master Power Blast
    15 Improved Toughness
    16 Master Toughness
    17 Flurry
    18 Improved Flurry
    19 Master Flurry
    20 Improved Power Attack
    
    I love Canderous. He's cool, he's mean, he carries a huge gun, and he has an
    excess of Badass-itude about him. However, I am perplexed by his initial setup.
    First of all, since he starts at level 5, you will only get to add 4 points to
    his initial attributes, which always annoys me, but especially with Canderous.
    Also, by my calculations the developers shorted Canderous 4 points compared to
    what the player character gets at level 1! His attributes suggest a melee
    fighter, but his feats suggest a ranged fighter... so after much debate, I
    decided he would do both! I know this isnít the ďpowergamingĒ way to do things,
    but... well read my introduction again if you forgot. Thus I gave him 4 DEX to
    help his low defense and improve his ranged attacking ability. Also, note that
    he has very high WIS... which seems odd for a Mandalorian killing machine.
    
    Canderous is not a man for skills, that's for sure. Soldiers only get
    [(2+INT-mod)/2] skill points per level, leaving you with one skill for
    Canderous... I would suggest Treat Injury of course. Unless you are really
    lacking in Demolitions or Awareness from other party members, which you
    shouldn't be. However, one should note that since Canderous regenerates 4
    health per round, Treat Injury is not quite so critical for him.
    
    On to Feats. Soldiers get plenty of these. Canderous's preferred weapon is his
    own heavy repeater, which makes Dueling and Two Weapon Fighting worthless for
    him, unless he's using melee weapons. So I took advantage of this to allow
    Canderous to Master all the ranged combat feats, Conditioning, and Toughness.
    With that alone heís nearly unstoppable. Therefore, I felt I could just have a
    little fun with Canderous. So, to round out his melee skills, I threw in Master
    Flurry (gotta love Flurry), and Improved Power Attack. Some people may elect
    instead to make him all about ranged combat (like Sabermaster did below), in
    which case I would suggest Level 3 Implants and Empathy. I, however, just
    couldn't resist letting Canderous mix it up on the front lines. Itís too fun.
    :)
    
    Sabermaster Speaks: Canderous seems to me to be all about heavy ranged fire
    support, and as such I like to give him the biggest Gun, the heaviest armor,
    and let him go to town with Rapid Shot. And while I agree with Reaper on most
    of the Feats he choose I have a few changes I would make personally which can
    be seen below:
    6 Improved Rapid Shot
    7 Sniper Shot
    8 Master Rapid Shot
    9 Conditioning
    10 Improved Conditioning
    11 Master Conditioning
    12 Improved Sniper Shot
    13 Master Sniper Shot
    14 Implant Level 1
    15 Implant Level 2
    16 Implant Level 3
    17 Improved Toughness
    18 Master Toughness
    19 Master Power Blast
    20 Improved Power Attack
    
    ************************************************************
    7. Juhani
    
    Initial Stats:
    Level 6 Jedi Guardian
    Vitality 78
    Force 60
    Defense 16
    
    Attributes:
    STR 13
    DEX 16
    CON 14
    INT 10
    WIS 12
    CHA 13
    
    Saves:
    Fortitude 10
    Reflex 8
    Will 7
    
    Saving Throw Chart: Juhani has a +2 Bonus to her Fortitude to thanks to her CON
    modifier, a +2 Bonus to her Reflex thanks to her DEX modifier, and a +1 Bonus
    to her Will thanks to her WIS Modifier. The Chart below has been adjusted to
    reflect these bonuses.
    Level 6: +10 +8 +7
    Level 7: +10 +8 +7
    Level 8: +11 +8 +7
    Level 9: +11 +9 +8
    Level 10: +12 +9 +8
    Level 11: +12 +9 +8
    Level 12: +13 +10 +9
    Level 13: +13 +10 +9
    Level 14: +14 +11 +9
    Level 15: +14 +11 +10
    Level 16: +15 +12 +10
    Level 17: +15 +12 +10
    Level 18: +16 +13 +11
    Level 19: +16 +13 +11
    Level 20: +17 +14 +11
    
    Skills:
    Computer: 0 + 2 = 2
    Demolitions: 0 + 0 = 0
    Stealth: 4 + 2 = 6
    *Awareness: 8 + 1 = 9
    *Persuade: 0 + 1 = 1
    Repair: 0 + 2 = 2
    Security 0 + 0 = 0
    *Treat Injury: 8 + 1 = 9
    
    Base Attack Bonus:
    Level 1: +1
    Level 2: +2
    Level 3: +3
    Level 4: +4
    Level 5: +5
    Level 6: +6
    Level 7: +7
    Level 8: +8
    Level 9: +9
    Level 10: +10
    Level 11: +11
    Level 12: +12
    Level 13: +13
    Level 14: +14
    Level 15: +15
    Level 16: +16
    Level 17: +17
    Level 18: +18
    Level 19: +19
    Level 20: +20
    
    Powers:
    Force Aura
    Affect Mind
    Stun
    Slow
    Force Push
    Throw Lightsaber
    
    Feats:
    Power Attack
    Weapon Proficiency: Pistol
    Weapon Proficiency: Melee Weapons
    Weapon Proficiency: Lightsaber
    Jedi Defense
    Toughness
    Force Camouflage
    Force Jump
    Jedi Sense
    
    Overall Purpose: Melee Combat, token one-of-a-kind alien (always one in a SW
    movie/game, isn't there?)
    - Recommended attribute point distribution and order: 1 CHA, 3 DEX
    - Recommended Feats, by level (after consulting with Saberís section):
    7 Dueling
    9 Flurry
    12 Improved Dueling
    13 Master Dueling
    15 Improved Jedi Defense
    18 Master Jedi Defense
    - Recommended Powers, by level:
    7 Cure
    8 Burst of Speed
    9 Knight Speed
    10 Force Shield
    11 Force Whirlwind
    12 Heal
    13 Adv Throw Lightsaber
    14 Force Armor
    15 Master Speed
    16 Force Wave
    17 Stasis
    18 Stasis Field
    19 Force Resistance
    20 Force Immunity
    
    Juhani has proved a perplexing character for me. Her attribute points were not
    difficult to figure out, however. She's begging for a point in CHA initially,
    as that will increase her modifiers when resisting enemy force powers and using
    her own. After that, DEX is a Jedi's best friend. And 3 points is just enough
    to gain a +4 modifier.
    
    Like any Jedi, Juhani does not focus on skills. She will get 2 points per level
    [(2+INT-Mod)/2], and I would put them into Awareness and Treat Injury. If it
    suits your play style, you can also throw points into stealth, and take
    advantage of Juhani's unique Force Camouflage feat. I never bother to use
    Stealth with her, however. Iím just not a big stealth kind of guy.
    
    Feats really gave me a headache for Juhani, but it's actually quite simple now
    that I've thought it through. Like Bastila, Juhani has her own personal saber,
    and it doesn't seem right to me to change her setup, so I left her with one
    saber and gave her the dueling feat. Everyone knows the plusses of Dueling, but
    there's one bonus you may not realize that works perfectly in Juhani's
    situation. With her limited feats, Juhani can't afford to master her combat
    skills.  Dueling will cover the attack penalties of level 1 Flurry AND Power
    Attack, so you needn't use up valuable feats to increase both of them. Beyond
    that, Juhani's only weakness is that she can't really hurt anyone if she's
    stunned, or afflicted with choke or fear. Originally, I had suggested
    Conditioning to counter that fact, but after Saber sent me her Saving Throw
    Chart, I realized that Juhani doesnít need Conditioning... at all. Thus I
    instead went with Master Jedi Defense. Again, I did that just because I feel
    like every Jedi needs Jedi defense.  However, you may disagree on that choice,
    which is fine since even reading this guide is up to you anyway. Remember, it's
    "your choice... but I'm here if you want something done right!" ;)
    
    Powers are what make any Jedi, even the Guardian who is supposed to focus on
    combat. The way I see it, what makes a Guardian powerful in saber combat is not
    combat feats (because they really donít get many), but their ability to augment
    their attacks with the Force. Juhani, for example, lacks an impressive array of
    combat feats, but she makes up for it by Mastering Force Armor and Force Speed
    as soon as possible. Cast both of those and Juhani becomes an invincible
    killing machine for 36 seconds (the Armor wears off after 20, but speed lasts
    36). Up until level 14, I have Juhani working purely on what I feel are the
    major powers for a Guardian: Heal, Speed, Armor, Push, and Throw Lightsaber.
    The order in which I learned them is based on priority, and prerequisites
    (which Sabermaster tends to forget about ;) ). I really feel like that's the
    absolute best way to go for Juhani, up until level 17. At level 17-20, I had no
    particular power to learn, so I chose what I feel are the handiest of the
    remaining powers for Juhani, or any Guardian. But that's just me.
    
    Sabermaster Speaks: From writing up Juhaniís saving throw chart something
    struck me as odd: for some reason she has insanely high saves when you first
    get her, and these naturally increase as she levels up, nearly as high as
    Zaalbar even. With that in mind I would suggest against taking Conditioning as
    she honestly doesnít really need it and try to follow something like this
    instead: (Reaperís note: Heís right about the crazy-high saving throws,
    Conditioning is useless to her. Iím glad he caught that, because I had no idea!
    Of course I still donít agree entirely with his choices :p)
    Recommended Feats, by level:
    7 Dueling
    9 Flurry
    12 Improved Dueling
    13 Improved Flurry
    15 Master Dueling
    18 Master Flurry
    
    My reasoning for this is simple really by taking Dueling to Master Level Juhani
    will gain a +3 to Hit, and Defense, which stacked with what will eventually be
    an 18 DEX with a +4 Bonus becomes a Healthy +7 Bonus to Defense. And by taking
    Flurry to Master level sheíll have an additional Attack per round once more
    with that Healthy +7 to attack. Simple really.
    
    And while I definitely agree with Reaperís Force Power Selection once more I
    would change the Order in which they were gained to something like this:
    (Reaperís Note: Saber didnít realize it, but all he changed was the order of
    the first two.)
    7 Burst of Speed
    8 Cure
    
    ************************************************************
    8. Jolee Bindo
    
    Initial Stats:
    Level 6 Consular
    Vitality 42
    Force 96
    Defense 16
    
    Attributes:
    STR 12
    DEX 16
    CON 12
    INT 12
    WIS 15
    CHA 15
    
    Saves:
    Fortitude 7
    Reflex 4
    Will 8
    
    Saving Throw Chart: Jolee has a +1 Bonus to his Fortitude thanks to his CON
    modifier, a +3 Bonus to his Reflex thanks to his DEX modifier, and a +2 Bonus
    to his Will thanks to his WIS modifier. The chart has been adjusted to reflect
    this.
              F  R  W
    Level 6: +7 +4 +8
    Level 7: +7 +4 +8
    Level 8: +8 +4 +9
    Level 9: +8 +5 +9
    Level 10: +9 +5 +10
    Level 11: +9 +5 +10
    Level 12: +10 +6 +11
    Level 13: +10 +6 +11
    Level 14: +11 +6 +12
    Level 15: +11 +7 +12
    Level 16: +12 +7 +13
    Level 17: +12 +7 +13
    Level 18: +13 +8 +14
    Level 19: +13 +8 +14
    Level 20: +14 +8 +15
    
    Skills:
    Computer: 0 + 1 = 1
    Demolitions: 0 + 0 = 0
    Stealth: 0 + 0 = 0
    *Awareness: 4 + 2 = 6
    Persuade: 0 + 2 = 2
    Repair: 0 + 1 = 1
    Security 0 + 0 = 0
    *Treat Injury: 1 + 2 = 3
    
    Base Attack Bonus:
    Level 1: +0
    Level 2: +1
    Level 3: +2
    Level 4: +3
    Level 5: +3
    Level 6: +4
    Level 7: +5
    Level 8: +6
    Level 9: +6
    Level 10: +7
    Level 11: +8
    Level 12: +9
    Level 13: +9
    Level 14: +10
    Level 15: +11
    Level 16: +12
    Level 17: +12
    Level 18: +13
    Level 19: +14
    Level 20: +15
    
    Powers:
    Force Aura
    Affect Mind
    Stun
    Disable Droid
    Force Push
    Throw Lightsaber
    
    Feats:
    Conditioning
    Weapon Proficiency: Blaster Pistol
    Weapon Proficiency: Melee Weapons
    Weapon Proficiency: Lightsaber
    Jedi Defense
    Force Focus
    Jedi Sense
    Dueling
    
    Overall Purpose: Jedi Support, Crotchety old man
    - Recommended attribute point distribution and order: 1 WIS, 1 CHA, 2 DEX
    - Recommended Feats, by level:
    9 Improved Dueling
    12 Master Dueling
    15 Improved Jedi Defense
    18 Master Jedi Defense
    - Recommended Powers, by level:
    7 Cure
    8 Shock
    9 Force Whirlwind
    9 Force Lightning
    10 Force Valor
    11 Knight Valor
    12 Heal
    13 Burst of Speed
    13 Knight Speed
    14 Adv Throw Lightsaber
    15 Force Wave
    16 Destroy Droid
    17 Master Valor
    17 Master Speed
    18 Force Storm
    19 Stasis
    20 Stasis Field
    
    Jolee Bindo is an excellent addition to the party: he's powerful, funny (if a
    bit insane) and he makes it easy to work out attribute point distributions.
    With a point into each of WIS and CHA, he gets an impressive +6 to all his
    Force Powers. Coupled with his Force Focus feat, his force powers are nearly
    irresistible. The remaining 2 points are, as usual, best spent on DEX.
    
    Like all Crotchety old men... I mean... Jedi..., Jolee doesn't really have much
    use for skills, and his 1 point per level [(2+INT-mod0/2] is best spent on
    Treat Injury or maybe Awareness, considering he can probably survive on pure
    Force healing.
    
    Consulars and feats generally don't play well together, as evidenced by the
    fact that Jolee only gets 4 during the game! Thus, I elected to focus on
    defensive abilities, like Dueling and Jedi Defense, so that Jolee can stand
    back and play artillery with all his Force Powers. You may wish to sacrifice
    Master Jedi Defense to throw in some Toughness to help overcome his frail, old
    geezer Vitality. I almost did it that way myself.
    
    And now to the meat and potatoes of Jolee Bindo: Powers. First off, those
    aren't typos: Consulars get bonus force powers at levels 5, 9, 13, and 17.
    Honestly, I feel like a kid in a candy store when I level up with Jolee. His
    force Powers are so much fun, since they almost always hit. He also gets the
    mixed blessing of being neutrally aligned, so he can cast Darkside powers
    without a penalty. And really, he doesn't need the bonus to the cost of his
    Lightside powers anyway, so being neutral isnít so bad for him. He already has
    more Force points than Bastila and Juhani put together (well, close)! So with
    all that in mind I had him master Force Storm as soon as he could, as well as
    focusing on Healing, and party support in the form of Master Valor and Force
    Wave. Also, he is fairly capable in a fight with Adv Throw Lightsaber and
    Master Speed, although Saber doesnít like my Master Speed. But nobody listens
    to him anyway. Everyone hated his character class guides. ;)
    
    NOTE: This information is not confirmed, but I believe it to be correct, at
    least more correct than it was in the previous version. I will confirm it as
    soon as possible. Also, not that Sabermasterís current setup below is based on
    the previous, incorrect information. And he forgot some of the level
    prerequisites for Force Powers (like Heal). He did the same with previous Jedi
    NPCs as well, but I forgive him.
    
    Sabermaster Speaks: Itís hard to find fault with Reaperís Feats for Jolee, as a
    Consular youíre going to want to keep him back using Force Powers. On the other
    hand with I donít think he really needs the Force Speed Abilities personally I
    would find it more useful if he was to take Force Suppression and Breach
    instead, you may also want to go a Different Route with his Force Powers making
    him a Mixture of Lightside, and Darkside Abilities. (Reaperís note: didnít I do
    that?)
    Recommended Powers, by level:
    7 Cure
    8 Shock
    9 Force Valor
    9 Force Lightning
    10 Force Whirlwind
    11 Force Suppression
    12 Heal
    13 Knight Valor
    13 Force Breach
    14 Fear
    15 Destroy Droid
    16 Force Wave
    17 Master Valor
    17 Stasis
    18 Force Storm
    19 Horror
    20 Stasis Field
    
    ************************************************************
    9. HK-47
    
    Initial Stats:
    Level 6 Combat Droid
    Vitality 66
    Defense 16
    
    Attributes:
    STR 16
    DEX 14
    CON 10
    INT 14
    WIS 12
    CHA 10
    
    Saves:
    Fortitude 5
    Reflex 4
    Will 3
    
    Saving Throw Chart: HK-47 has a +2 Bonus to his Reflex save thanks to his DEX
    modifier and a +1 Bonus to his Will save thanks to his WIS modifier. SPECIAL
    NOTE: as HK-47 is repaired his DEX increases. The two numbers in Bracketed
    Numbers reflect his increased Reflex saving throw after these repairs are made.
    (Note that there are two stages of increase, thus two numbers)
              F  R (+R)(+R)  W
    Level: 6 +5 +4 (+6)(+8) +3
    Level: 7 +5 +4 (+6)(+8) +3
    Level: 8 +6 +4 (+6)(+8) +3
    Level: 9 +6 +5 (+7)(+9) +4
    Level: 10 +7 +5 (+7)(+9) +4
    Level: 11 +7 +5 (+7)(+9) +4
    Level: 12 +8 +6 (+8)(+10) +5
    Level: 13 +8 +6 (+8)(+10) +5
    Level: 14 +9 +6 (+8)(+10) +5
    Level: 15 +9 +7 (+9)(+11) +6
    Level: 16 +10 +7 (+9)(+11) +6
    Level: 17 +10 +7 (+9)(+11) +6
    Level: 18 +11 +8 (+9)(+11) +7
    Level: 19 +11 +8 (+10)(+12) +7
    Level: 20 +12 +8 (+10)(+12) +7
    
    Skills:
    *Computer Use 0 + 0 = 2
    *Demolitions 5 + 2 = 7
    *Awareness 5 + 1 = 6
    *Repair 6 + 2 = 8
    *Security 0 + 0 = 0
    
    Base Attack Bonus:
    Level 1: +1
    Level 2: +2
    Level 3: +3
    Level 4: +4
    Level 5: +5
    Level 6: +6
    Level 7: +7
    Level 8: +8
    Level 9: +9
    Level 10: +10
    Level 11: +11
    Level 12: +12
    Level 13: +13
    Level 14: +14
    Level 15: +15
    Level 16: +16
    Level 17: +17
    Level 18: +18
    Level 19: +19
    Level 20: +20
    
    Feats:
    Power Blast
    Weapon Proficiency: Blaster Pistol
    Weapon Focus: Blaster Rifle
    Weapon Proficiency: Heavy Weapons
    Droid Upgrade Class 1
    Toughness
    Tactician Logic Upgrade
    
    Overall Purpose: Ranged Support, Comic Relief, "Meatbag" quotes
    Recommended attribute point distribution and order: 4 DEX
    Recommended Feats, by level:
    9 Rapid Shot
    12 Sniper Shot
    15 Improved Rapid Shot
    18 Master Rapid Shot
    
    Finally, I have the information on HK-47. I love HK-47. Heís hilarious, heís
    the only character with ďTerminator VisionĒ in First Person View, and heís a
    pretty mean fighter. (Side note: T3-M4 has ďSecurity Camera VisionĒ) For
    attributes, he needs only to pump up is DEX, given his role as a ranged support
    character.
    
    Skills are not, as I predicted, a big deal with HK-47. I always just give him
    plenty of Repair skill, with Awareness as a secondary. You do what you want,
    but really thatís all HK-47 needs to do to function well in the party.
    
    Being a droid, HK-47, doesnít have access to the full array of feats, and heíll
    only gain 4 the whole game, which is a record low among party members. (Note:
    With my new info on Jolee, they appear to be tied at 4) For that reason, I had
    him Master Rapid Shot while sticking to the lower levels of the other 2 combat
    feats. My reasoning was that upping Power Blast only increases damage, and
    Sniper Shot only increases the critical threat range. These are not major
    things to increase, as they donít improve the chance that ability will succeed.
    If you increase Rapid Shot, however, you can decrease the defense and attack
    penalties of the feat, making it much better and more likely to hit. You may
    want to take HK-47 in a different direction, so do as you please, but I see him
    as a Rifleman with Master Rapid Shot.
    
    A final tidbit on HK-47: most characters have some kind of sidequest you can
    access by taking to them about there pasts and whatnot. HK-47, however, IS his
    sidequest. If you have sufficient skill in Repair (by you I mean your main
    character), you can upgrade him to gain bonuses to DEX and Defense, and health
    regeneration (2 per round)! However, you have to have very high skill in Repair
    to do this, though I donít know the number for sure. Iíve heard 14, however.
    
    Sabermaster Speaks: Fully Repaired HK-47 is the best Ranged Fire Support
    Character in the game. Though this takes time and a high Repair skill the
    benefits you get from repairing him include: incredibly increased DEX to
    Nineteen giving him a +5 to Hit, and this isnít counting any other points you
    put into his Dexterity; his Defense; and eventually the ability to Regenerate 2
    Vitality Points per round. I totally agree with Reaperís Feat assessment though
    I would more then likely finish Mastering Rapid Shot before taking Sniper Shot.
    You can see what each Repair does to HKís Stats below.
    
    HK-47 after Repair number 1 (still at level 6):
    DEX Increased from 14 to 16
    
    HK-47 after Repair number 2 (still at level 6):
    Defense increased from 16 to 18
    
    HK-47 after Repair number 3 (still at level 6):
    Special Quality: HK-47 Regenerates 1 Vitality point per Round
    
    HK-47 after Repair number 4 (still at level 6):
    Special Quality: HK-47 Regenerates 2 Vitality points per Round
    DEX increased from 16 to 19
    
    ************************************************************
    
    
    ************************************************************
    Bonus Section (III)
    1. Trask ... just Trask
    
    Initial Stats: Nobody cares
    
    Overall Purpose: Lightsaber fodder, token Tutorial Boy
    
    Trask is a great addition to the party... for about 5 minutes. He doesn't ever
    get to level up, which is kind of interesting. And if you strip him of his
    clothes, you will discover that he wears a Republic uniform under his Republic
    uniform.
    
    ************************************************************
    2. Recommended Equipment, by character (Written by Sabermaster)
    
    Carth Onassiís Ideal Equipment:
    
    Weapon: Carth starts out with an alright weapon - his blaster - which is
    upgradeable and as you progress it should indeed be upgraded by adding a Beam
    Splitter, Hair Trigger, Improved Energy Cell, and a Scope to it. Barring that,
    give him Bendak Starkiller's Blaster, and Cassus Fett's Heavy Pistol. Both guns
    are very powerful when placed in Carth's able hands as both blasters add a +2
    Bonus to Hit, and Damage, and each having special abilities on top. Bendak
    Starkiller's gives a +1 bonus to hit when used with Sniper, or Rapid Shot. And
    Cassusí lets you deal out an extra 4 damage to droids, with the added chance of
    knocking an opponent out if they fail a Fortitude save.
    
    Armor: You have a Few choices here and while it may seem ideal to put Carth in
    heavy armor you'd be doing him a disservice by denying him his DEX modifier,
    and lowering his Reflex saving throw. Therefore let's look at some good armor
    for Carth. The first is Davik's War Suit, which has a Defense bonus of +10,
    allows you to have a max Dexterity bonus of +3, and +10 Bonus Vs Cold, and
    Fire; and you get it relatively early in the game. From there we move onto Exar
    Kun's Battle suit: With a Defense bonus of +9, allowing a +3 DEX bonus this is
    useful as well. If you must put Carth in Heavy Armor, there by denying him his
    DEX bonus, I would bid you to look at Calo Nord's Battle Armor: normally this
    fine armor has a Defense bonus of +9, allowing a max DEX bonus of +1, a +10
    Bonus Vs Cold, Fire, and Sonics, and it's also Upgradeable. Upgraded Calo
    Nord's Battle Armor gets a Defense bonus of +12, allows a Max Dexterity bonus
    of +1, a +10 Bonus Vs Cold, Fire, and Sonics, as well as offering Immunity to
    Critical Hits and Mind-Affecting abilities making it basically the best heavy
    armor for Carth in the game.
    
    Headgear: Moving from Armor we move onto Headgear our gaze falling easily on
    the Combat Sensor which adds a nice +2 bonus to Carthís already High Dexterity,
    as well as Weapon Focus: Blaster Pistol, and Rifle. Alternatively, Pistol
    Targeting Optics give you Weapon Specialization: Blaster Pistols for Free
    (Reaperís note: Carth starts with this feat...).
    
    Gloves: From Headgear we move to gloves and this is really up to you though the
    Karakan Gauntlets add a +1 bonus to DEX, and increase saving throws.
    
    Belt: From Gloves we move to Belts, and the Choice is simple really: giving
    Carth the Advanced Adrenaline Amplifier will increase what should be an
    impressive Reflex bonus by +3.
    
    Implant: Finally we land on Implants, and the choice here is simple enough. The
    Beemon Package offers a CON bonus of +3, adding VP to Carth.
    
    ************************************************************
    Mission Vaoís Ideal Equipment:
    
    Weapon: I find it's a good idea to put a good Blaster Rifle in Missionís hands
    and keep her back from combat. To this end we have two choices: the Mandalorian
    Assault Rifle or the Zabrak Battle Cannon, both are pretty impressive. The
    Mandalorian Assault Rifle offers a +2 to Attack and damage, as well as offering
    a special ability that causes your opponent to become stunned if they fail a
    Fortitude save. This makes this weapon ideal combined with Mission's Sneak
    Attack ability. The Zabrak Battle Cannon on the other hand offer's a +3 to
    attack and damage as well dealing an extra +2 damage when used with power
    blast. In my personal opinion though youíre probably better off giving her the
    Mandalorian Assault Rifle due to its stunning ability, which when combined with
    Mission's sneak attack bonus is pretty deadly. From weapons we move to armor.
    
    Armor: With armor for Mission it really comes down to one choice and that's
    Eriadu Prototype Armor, normal and upgraded. The Normal version of the Armor
    offer's a +6 bonus to Defense, as well as allowing a Max DEX bonus of +4.
    Upgraded this armor becomes even better offer a +9 bonus to Defense, a max DEX
    bonus of +4, a bonus of 15 Vs Cold, and immunity to Mind Affecting Abilities.
    
    Headgear: Headgear for Mission is a pretty simple choice as well. Youíre going
    to want to put her in the Interface Band which offers a Resistance bonus of 5
    Vs Sonic, as well as a +2 Bonus to Computer Use, Demolitions, and Security. †
    
    Gloves: When it comes to choosing gloves for Mission you have a bit more
    variety. The Stabilizer Gauntlets offer a +2 bonus to your Demolitions skill,
    the Bothan "Machinist" Gauntlets offer a +4 bonus to your Demolitions skill,
    and finally the Infiltrator Gloves offer a Dexterity bonus of +1, and +4 Bonus
    to your Computer Use and Security skills.
    
    Belts: When it comes to belts it really comes down to two choices for Mission:
    Garduran Calrissian's Utility Belt or the Genoharadan Stealth Unit. Garduran
    Calrissian's Utility Belt offer's a +3 Bonus to Mission's Computer Use,
    Demolitions, and Security skills. On the other hand the Genoharadan Stealth
    Unit offers a +6 bonus to her Stealth Skill. †
    
    ************************************************************
    Zaalbarís Ideal Equipment:
    
    Weapon: The weapon Choices for Big Z are pretty simple: you put Bacca's
    Ceremonial Blade in one hand, and the Echani Foil or the fully upgraded
    Prototype Vibroblade in the other. Bacca's Ceremonial Blade offers a bonus of
    +2 to Attack and damage, as well as dealing out an extra +2 energy damage and
    giving a +2 to hit when used with Flurry, on top of that it's Upgradeable. The
    Enchani Foil offers a +3 to Attack and damage, and increasing the Critical
    Range when used with Critical Strike. The Fully upgraded Vibroblade offers a +3
    Bonus to Attack and a +3 Bonus to damage.
    
    Armor: Big Z can't wear armor.
    
    Headgear: Big Z can't wear Headgear.
    
    Gloves: Big Z can wear Shields so put a good one on one arm and something as
    good on the other. (Reaperís note: Wouldnít shields be a forearm slot? I think
    so... so for gloves, Iíd go with anything that increases strength, of course.)
    
    Belts: As far as I know Big Z can't wear Belts either (Reaperís note: He can,
    in fact) but if he can put an Adrenaline Stimulator on him, adding +2 to his
    DEX, which mean's +2 to his Defense, as well as improving all his saving throws
    by Four. †
    
    Implants: The choice is actually really simple due to the fact Zaalbar can't
    wear Armor your going to want to go with the Gordulan Reaction System: Which
    will add a +4 Bonus to his Dexterity, increasing his Defense.
    
    ************************************************************
    Bastila Shanís Ideal Equipment:
    
    Weapon: The Weapon choices of Bastila are pretty simple she starts with a
    Double-Bladed Lightsaber and she may as well keep it. Itís Finding the Right
    crystal combinations thatís the tricky part my two Personal favorites for
    Bastila are Nextor + Opila + any Color Crystal: The Nextor increases your
    Critical threat range from 19-20, to 17-20, the Opila adds the Massive Critical
    enhancementís allowing your Criticals to do an additional +2d6. Combined they
    create a Saber with a Critical Threat Range of 17-20, with an additional +2d6
    to a Critical hitís Damage. Bonder + Opila + Any Color Crystal: a Bonder
    Crystal has a chance of stunning your Foe with a successful hit, a Opila
    Crystals adds the Massive Critical enhancement, offering a chance to leave your
    enemy stunned, and then badly hurt if you score a Critical.
    
    Armor: Ideally youíll want to get Bastila into Jedi Master Robes, or a Dark
    Jedi Master Robe: Both offer a +3 Bonus to Defense, and combined with Bastilaís
    already high DEX bonus give her a nice and healthy +7 to Defense. Also it may
    be worth considering giving her the Qel-Droma Robes as they offer a Defense
    Bonus of +5, and a +2 to Wisdom; though this is only if you donít want them for
    yourself.
    
    Headgear: If it was actually in the game right now I would be telling you to
    put the Circlet of Sarash on her, but since it doesnít appear to be, Iíll
    suggest the Neural Band instead which offers a +2 Bonus to Will.
    
    Gloves: As Bastila only has STR of 12, Iím going to suggest giving her the Sith
    Power Gauntlets which offer a +3 bonus to Strength bringing hers up to 15 and
    offering a bonus to Damage.
    
    Belts: For Belts I would suggest putting the Nerve Amplifier Belt on Bastila,
    decreasing her chances of being stunned. (Reaperís note: actually the Belt
    gives complete immunity to mind-affecting.)
    
    ************************************************************
    T3-M4ís Ideal Equipment:
    
    Weapon: If you go the two weapon path the weapons of choice for T3 are two
    Mandalorian Heavy Pistols: Both offer an impressive +3 to Attack and damage, as
    well as doing an additional +3 when used with Power Blast, but seeing as T3
    canít use this feat it doesnít matter as much, but still this is a powerful
    weapon and our Spunky little Astromech Droid can use all the help he can get.
    
    Sensor: There are two sensors that prove to be beneficial to T3, either an
    Advanced Targeting Computer which gives him Weapon Specialization which a Droid
    canít achieve normally, or a Droid Motion Sensor type 3, which offerís an
    Awareness bonus of +3.
    
    Special Weapons: Personally I think the two Best special weapons for T3 are the
    Advanced Stun Ray, which can stun the opponent it hits, and Advanced Shield
    Disruptor which does 40 points of Ionic Damage, incredibly useful for taking
    out an Energy shield or the like.
    
    Armor: This is really a simple choice and amounts to five simple words. Heavy
    Droid Plating Type 3, which offers a Defense bonus of +11, and a max Dexterity
    of 1. (Reaperís note: I donít think Droid armor has a Max DEX rating attached
    to it. If it does, itís a hidden attribute not listed in the game.)
    
    Utility: Now then there are two choices for this, and really it depends on what
    youíre using T3 for. If itís to hack into Computers then you canít go wrong
    with Universal Computer interface, which offers a +6 Skill bonus to Computer
    Use. If your trying to open doors on the other hand then the Security
    Domination Interface will aid you well as it offerís a +6 Skill Bonus to
    Security. (Reaperís note: I would recommend stripping droids of their Utility
    items before switching them out of your party. This way you will always have
    all your Utility items with you so that when you have a droid in your party you
    can give them Utility items on-the-fly to suit the situation.)
    
    Shields: This is pretty simple. Environmental Shield Level 3 which offers a +50
    Protection Bonus against Energy, Sonic, or Cold Damage. (Reaperís note: And
    fire, I think.)
    
    ************************************************************
    Canderous Ordoís Ideal Equipment:
    
    Weapon: With Canderous it really only comes down to two choices. Canderousís
    Heavy Repeating Blaster which is upgradeable and should be upgraded if you
    decide to use it, or the Mandalorian Heavy Repeating Blaster which isnít, but
    allows an Extra Shot when used with Rapid shot, though each additional shot
    after those two have a Ė2 Penalty to them. It also does 1d4 Ionic Damage per
    shot.
    
    Armor: With armor for Canderous it does really only come down to three choices.
    The Mandalorian Heavy Armor which offers a +12 to Defense, and immunity to Mind
    Affecting abilities. Then thereís the Mandalorian Assault Armor which offers a
    +13 to Defense, as well +25 Resistance Vs Cold, and Fire. And Finally Cassus
    Fettís Battle Armor which offers +10 to Defense, +10 resistance vs. Fire, Cold,
    and Sonics, and is upgradeable. Once upgraded, Cassus Fettís armor offers a +14
    to Defense, a +1 bonus to Strength, and +10 resistance vs. Fire, Cold, and
    Sonics. Personally I would put him in Cassus Fettís Battle Armor.
    
    Headgear: If he didnít already start with Weapon Specialization: Heavy Weapons,
    I would suggest you take the Heavy Weapon Optics. But seeing as how he does Iím
    going to suggest the Vacuum Mask instead making him immune to Mind-Affecting
    abilities, and Poison.
    
    Gloves: Karakan Gauntlets offer a +1 bonus to DEX as well as improving all
    saving throws by three.
    
    Belts: Once more Iím going to suggest the Adrenaline Stimulator which offerís a
    +2 Bonus to Dexterity, as well as improving all saving throws by 4.
    
    Implant: Take either the Retinal Combat Implant which offerís a +1 bonus to
    Attack, as well as a +1 bonus to all Awareness checks. Either that or the Cyber
    Reaction system which increases DEX by 3.
    
    ************************************************************
    Juhaniís Ideal Equipment: Equipping Juhani is rather easy due to the fact sheís
    a Jedi and as such her choices are limited to what allows her to use her Force
    Powers to full effect.
    
    Weapon: Equipping a Jedi is rather easy, and as Juhani is indeed a Jedi you
    should indeed give her a Lightsaber, hell she even starts with one. Though you
    may want to take it for yourself should you decide to go the Dual Saber route
    early on. Anyway, as for crystal combinations for her Saber my personal
    Favorite for her is a Phond + a Sigil Crystal. Both of which have the chance of
    doing an additional +1d6 of damage, that when combined becomes a Healthy +2d12
    bonus damage per successful hit.
    
    Armor: The choice here is pretty simple, and Iím pretty sure you should know
    what it is, but ideally you want to put Juhani in Jedi Master Robes, or Dark
    Jedi Master Robes, both of which offer a +3 bonus to Defense.
    
    Headgear: For headgear Iím going to suggest the Verpine Ocular Enhancer which
    adds a +1 to DEX, and a resistance of 5 vs. Sonic.
    
    Gloves: Iím going to suggest the Eriadu Strength Amplifiers for this which
    offer a +2 Bonus to STR, increasing Juhaniís Damage.
    
    Belts: For a Belt Iím going to suggest the Electrical Capacitance Shield which
    offers Immunity against Electrical Attacks. (Reaperís note: Force Lightning is
    bitch, true. But what about the Nerve Amplifier?)
    
    ************************************************************
    Ideal Equipment for Jolee: Equipping Jolee is easy enough due to the fact that
    heís a Jedi: put him in a good robe, give him a good Lightsaber crystal
    combination and heís golden.
    
    Weapon: Seeing as how Jolee starts with a Lightsaber itís not hard to arm him,
    but youíre going to want to give him a Lightsaber crystal combination that
    helps with his Defense. My personal favorite for Jolee is a Jenraux Crystal and
    a Damind Crystal. The Jenraux Crystal offers a +2 Bonus to Damage, as well as
    +5 Bonus to your Blaster Deflection ability, and the Damind Crystal gives you a
    +3 Bonus to Attack.
    
    Armor: Well seeing as how he is a Jedi Master you probably should put Jolee in
    Jedi Master Robes, which add a +3 to his Defense.
    
    Headgear: The Bothan Sensory Visor offers a +4 Bonus to Awareness and immunity
    to Critical Hits making it a good item to put on anybody. (Reaperís note: It
    does look a little goofy, however.)
    
    Gloves: Whatever you want really. (Reaperís note: I would suggest something to
    boost DEX.)
    
    Belts: For a Belt Iím going to suggest the Nerve Amplifier Belt which protects
    the Wearer from Stun attacks, and as Joleeís your support Force Power character
    youíre going to want to be able to cast Cure or Heal at a momentís notice.
    (Reaperís note: actually, the Nerve Amplifier makes you immune to all varieties
    of Mind-Affecting, making it even more valuable than Saber is letting on.)
    
    ************************************************************
    HK-47ís Ideal Equipment: Arming HK-47 and T3 was actually a bit of a pain in
    the butt, as I wasnít sure what the optimal equipment set for each was so I had
    to take a guess. Iíd like to thank ShokotanBros for his help with this, because
    I couldnít have done it without him.
    
    Weapon: This really only comes down to one choice. Jurgan Kaltaís Assault
    Rifle, which offerís a +3 to Attack and damage, deals out 1d8 extra Ionic
    Damage, and does an Extra +1 Damage when used with Power Blast. Oh and itís
    Upgradeable so be sure to add a Hair Trigger, Beam Splitter, Improved Energy
    Cell, and a Scope too ASAP.
    
    Sensor: Thereís really only one choice when it comes to Sensors as well, and in
    this case itís the Advanced Targeting Computer, which gives him weapon
    Specialization with Blaster Rifles something a Droid canít achieve through
    Feats.
    
    Special Weapons: This comes down to two choices really, both good. The two best
    special weapons for HK-47 are the Advanced Flamethrower, and the Carbonite
    Projector Mark II. The Advanced Flamethrower does 50 Points worth of Fire
    Damage, and causes Horror for Three Seconds after itís used. The Carbonite
    Projector on the other hand does 40 points of Cold Damage, and can paralyze
    your Foe for 15 Seconds after itís used. Like I said, simple really. ;)
    
    Armor: This is really a simple choice and amounts to five simple words. Heavy
    Droid Plating Type 3, which offers a Defense bonus of +11, and allows a max
    Dexterity of 1. (Reaperís note: As I said in T3ís section, Iím not sure there
    is a limit to max DEX with droid armor plating.)
    
    Utility: This is really up to you give him whatever you want.
    
    Shields: This is pretty simple. Environmental Shield Level 3 which offers a +50
    Protection Bonus against Energy, Sonic, or Cold Damage. (Reaperís note: Like I
    said in T3ís section, I believe this shields against Fire as well.)
    
    ************************************************************
    3. General Class Information (Without which this guide would suck)
    
    Soldier
    10 VP per level
    (2+INT-mod)/2 SP per level
    Feat Progression: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 20
    
    Class Skills:
    Demolitions
    Awareness
    Treat Injury
    
    Starting Feats:
    Armor Proficiency (Light, Medium, Heavy)
    Weapon Proficiency (Blaster, Blaster Rifle, Heavy Weapons, Melee)
    Power Attack
    Power Blast
    
    
    Scout
    8 VP per level
    (6+INT-mod)/2 SP per level
    Feat Progression: 1, 2, 3, 5, 7, 9, 11, 13, 15, 17, 19
    
    Class Skills:
    Computer
    Demolitions
    Awareness
    Repair
    Treat Injury
    
    Starting Feats:
    Armor Proficiency (Light, Medium)
    Weapon Proficiency (Blaster, Blaster Rifle, Melee)
    Flurry
    Implant 1
    Rapid Shot
    
    
    Scoundrel
    6 VP per level
    (8+INT-mod)/2 SP per level
    Feat Progression: 1, 2, 5, 8, 11, 14, 17, 20
    
    Class Skills:
    Demolitions
    Stealth
    Awareness
    Persuade
    Security
    
    Starting Feats:
    Armor Proficiency (Light)
    Weapon Proficiency (Blaster, Blaster Rifle, Melee)
    Critical Strike
    Sniper Shot
    Sneak Attack 1
    Scoundrel's Luck
    
    
    Jedi Info
    
    Per level stuff:
    Guardian: 10 VP, 4 Force Points (FP), (2+INT-mod)/2 SP
    Sentinel: 8 VP, 6 FP, (6+INT-mod)/2 SP
    Consular: 6 VP, 8 FP, (2+INT-mod)/2 SP
    
    All Jedi receive 2 new force powers at level 1.
    
    You will receive 1 new force power per level after that.
    
    Jedi Consulars get an additional force power at levels 5, 9, 13, 17.
    
    Feat Progression for the Jedi classes:
    Jedi Consular - 1, 3, 6, 9, 12, 15, 18
    Jedi Sentinel - 1, 3, 6, 9, 12, 15, 18
    Jedi Guardian - 1, 3, 6, 7, 9, 12, 13, 15, 18
    
    Additional Info
    
    Feat Progression for Droid classes:
    Expert Droid - 1, 3, 5, 6, 9, 11, 12, 15, 17, 18
    Combat Droid - 1, 3, 6, 9, 12, 15, 18
    
    ************************************************************
    4. What do all these crazy numbers mean!?
    
    Not too long ago, I was asking that same question. So, to help explain it to
    you, weíre going to take a look at Bastila Shanís stats, and Iíll explain what
    each number is all about.
    
    Bastila Shan Ė Well this would be the name of course. But you knew that.
    
    Level 3 Jedi Sentinel Ė I bet you understand this part, too.
    
    Vitality 27 Ė Well this is easy. Vitality (VP) is how much damage you can take
    before you die. In Bastilaís case itís 27 damage and sheís toast. This number
    does not regenerate naturally, except for a few exceptions (Canderous, HK-47
    after heís repaired, and some enemies)
    
    Force 27 Ė Each Power has a cost, in Force Points (FP). When you run out of FP,
    you canít use your Powers anymore. Note that these recharge naturally, but the
    recharge rate is MUCH faster when you are not in combat. A final note about FP
    is that some Powers are inherently light or dark in nature, and your alignment
    can increase or decrease the cost of such powers accordingly. For example, if
    you are COMPLETELY light, then the cost of Lightside Powers would be halved,
    while Darkside Powers would be doubled. (In case of an odd number, the game
    will round against you... because it is evil)
    
    Defense 16 Ė Defense is the first complicated number. Hereís how it works: When
    someone attacks you, they roll a 20-sided die. Letís say they roll a 5. That
    ď5Ē is then added to the attackerís Base Attack Bonus (BAB, which you can see
    below), which weíll say is 6, as well any modifiers from related attributes,
    feats, or effects. Donít worry if thatís a little confusing. To keep it simple
    weíll say that with the BAB and the 1d20 roll, the attacker got an 11.
    
    The game then attempts to counter that with you Defense. Your total Defense is
    based on your DEX modifier, equipment, character class, and any effects or
    powers you are currently under. Thankfully the game wonít make you calculate
    that. You can see your total Defense (after all those calculations) on the
    Equip, Inventory, and Character status screen. So, back to Bastila, who joins
    the party with 16 Defense. Since her Defense is higher than the attack roll of
    11, the attack would miss, and do no damage. If the attack had been 17 or
    higher, then Damage would have been calculated based on a random roll from the
    weapon used (Blasters, for example do a random 1-6 damage).
    
    Attributes: All attributes work the same way. Every 2 numbers change the
    attributeís modifier. Thus at 10, you have a +0 modifier. 12 is +1, 14 is +2,
    etc.  As far as I know, the attribute number itself is never used by the game;
    itís the modifier that has an effect. Thus a STR of 15 is no better than a STR
    of 14, technically. Generally, when I say that a modifier ďaffectsĒ something,
    I mean that the modifier is directly added to it. So if your STR modifier is
    +4, for example, you would get 4 extra damage on a melee attack.
    
    STR 12 Ė The STR modifier affects your Attack value with melee weapons, and
    adds damage to melee attacks. It also affects your Fortitude save.
    
    DEX 18 Ė My favorite stat. The DEX modifier affects Defense, your Attack value
    with ranged weapons and grenades, and your Reflex save.
    
    An IMPORTANT note about Lightsabers: KotOR is based on the old-school Star Wars
    Pen-and-Paper (PnP) RPG. In that game, your Attack value with a Lightsaber is
    affected by your STR modifier. However, there is a feat which allows you to use
    your DEX modifier instead. KotOR has made this feat automatic, and BioWare
    forgot to mention that in the manual. So, if your DEX is higher than STR, your
    Lightsaber Attack value will be affected by DEX, and vice-versa. However, note
    that NOTHING else changes: damage is still modified by STR, and Defense by DEX.
    
    CON 12 Ė CON adds modifiers to your Vitality gain per level. Note that, like
    the Toughness feat, it is retroactive for levels previously gained. Items that
    increase CON are also retroactive. So increasing your CON modifier by 1 at
    level 20 will boost your VP by 20 points.
    
    INT 10 Ė INT, besides being important to several skills, adds modifiers to how
    many skill points you get when you level up. Unlike CON, this is NOT
    retroactive, so if you want high INT, do it at the character creation screen.
    Also, note that a modifier of +1 will have no effect, since the game calculates
    skills by adding an even number (based on your class) to your INT modifier and
    dividing by 2. And because the game is evil, it rounds down. So a +1 INT
    modifier does nothing to your skill points, although it will still affect
    certain skills individually.
    
    WIS 12 Ė WIS is crucial to Jedi. It affects almost all Force Powers, and the
    higher it is, the harder the powers are to resist. It also is used when YOU
    resist an enemy force power, so itís very important. Further, WIS affects your
    FP gain per level, and is retroactive like CON. It also affects a couple
    skills, and your Will save. In the end, itís a very important attribute.
    
    CHA 15 Ė CHA affects the persuade skill, and modifies all the same Force Powers
    that WIS does. It does not affect FP gain, however.
    
    Saves: Saves all work the same, but they affect different things. Iíll give an
    example for each one, but I donít care to list everything affected by each
    save, luckily the game will tell you as you go (provided you read the
    descriptions of Feats and Powers)!
    
    Saves also often involved whatís known as a Difficulty Check (DC). The DC is
    nothing more than a base difficulty number for a particular task, like a
    computer function, a repair function, a landmine, or a Force Power. The number
    is preset and cannot be modified by anything.
    
    Fortitude 4 Ė Fortitude saves have to do with a lot of physical Feats and maybe
    a couple Powers, Iím not sure. As an example, weíll look at Critical Strike:
    Regardless of what level itís at, Crit. Strike attempts to stun the target for
    6 seconds. To avoid the stun affect, the target makes a fortitude save vs. the
    attackerís level + STR modifier. So, if a person at level 3 with a STR modifier
    of +2 (3 + 2 = 5) attacked Bastila with a Crit. Strike, she would be stunned
    because her fortitude is only 4.
    
    Reflex 7 Ė Reflex saves affect grenades, Force Push, and some other things.
    Iíll use a Concussion Grenade (which attempts to stun the target) as an
    example, since saving throws against grenades are different than normal saves.
    Notice that in my Fortitude save example above there were no random numbers
    involved on either side of the equation. With grenades, however, the target
    rolls a 1d20 and the number they get (weíll say 9) is added to the Reflex save,
    which would be a total of 16 in this case. Since a Concussion Grenade has a DC
    of 15, the target would not be stunned! Feeling smarter yet?
    
    Will 3 Ė Will saves are almost exclusively used for Force Powers, I believe.
    Weíll use Shock as an example, because itís everybodyís favorite Force Power.
    :) Shock attempts to damage the target 1-6 points per level of the attacker, to
    a maximum of 10 levels (which is 10-60 damage... ouch!). Shock calculates a DC
    of 5 + attackerís level + attackers WIS and CHA modifiers. So to keep it simple
    letís see what would happen if Bastila tried to Shock herself! Sheís level 3
    with WIS modifier of +1 and CHA of +2. So her Will save of 3 would be crushed
    by a value of 5+3+1+2 = 11. Had she been successful with a Will save, the
    damage would have been halved.
    
    Saving Throw Chart: Bastila has a +4 Bonus to her Reflex save thanks to her DEX
    and the chart below has been modified to show this.
              F  R  W
    Level 3: +4 +7 +3
    Level 4: +4 +8 +4
    Level 5: +4 +8 +4
    Level 6: +5 +9 +5
    Level 7: +5 +9 +5
    Level 8: +6 +10 +6
    Level 9: +6 +10 +6
    Level 10: +7 +11 +7
    Level 11: +7 +11 +7
    Level 12: +8 +12 +8
    Level 13: +8 +12 +8
    Level 14: +9 +13 +9
    Level 15: +9 +13 +9
    Level 16: +10 +14 +10
    Level 17: +10 +14 +10
    Level 18: +11 +15 +11
    Level 19: +11 +15 +11
    Level 20: +12 +16 +12 - Ė These charts have been adjusted to reflect the
    bonuses applied by each characterís base attributes, but simply put: they show
    you what values you can expect for Saving throws at a given level
    
    Skills: - Skills are mainly non-combat abilities. Each one works the same way.
    Your total rank in skill is determined by how many points youíve put in it +
    the modifier for whichever attribute is related to the skill. Also, certain
    equipment can increase your skill. When using a skill, your rank is compared
    against the DC of the task.
    
    Computer: 0 + 0 = 0 Ė Computer use is all about slicing computers, and INT is
    its related attribute. Each command when slicing a computer has a base cost (in
    computer spikes). Every 4 points in your Computer skill subtracts 1 from the
    base cost. Contrary to what the shoddy manual (itís LucasArtsí fault, btw)
    says, it is possible to reduce the cost to 0, although Iíve only seen T3 be
    able to do that.
    
    Demolitions: 0 + 0 = 0 Ė INT-related. Demo is all about mines. Basically, a
    mine has a base difficulty depending on how powerful it is. For example,
    setting a Minor Frag Mine has a DC of 15 to set. Disabling a mine adds +5 to
    the DC, and trying to recover it adds ANOTHER +5. Mines of all flavors come in
    three sizes, with DCs of 15, 20, and 25. Iím fairly certain your skill rank
    here is added to a 1d20 roll. Because otherwise these numbers would be too
    high... based on my experience. If you attempt an action with a mine and get a
    ďskill too lowĒ message, it means that even with a 20 roll, you couldnít do it.
    Also, if you roll too low while messing with an active mine, it may blow up in
    your face!
    
    Stealth: 0 + 0 = 0 Ė Stealth is DEX related, and Awareness related, really.
    When you enter stealth mode (which requires a Stealth device in the Belt slot,
    except for Juhani) you become invisible, and in order for an enemy to detect
    you, they must roll a 1d20 + their total Awareness skill in an attempt to
    detect you. If they canít detect you, then Carth just bobs his head around for
    hours on end. ;)
    
    *Awareness: 4 + 1 = 5 Ė Awareness is WIS related, and helps you detect hidden
    object, including Mines, enemies, and a spunky Twiílek named Mission. Low
    Awareness is the entire reason behind the infamous Carth Bug, and works like I
    explained in the Stealth section above. Note that if you encounter the Carth
    Bug, you can put on Awareness-increasing equipment and let the game sit for
    awhile in an attempt to overcome the bug (which involves the Player being
    unable to detect Mission in stealth mode). Hereís what happens: When the game
    detects that you are nearing a hidden character or object, your Awareness makes
    an attempt to spot it. If it fails, the game waits 20 seconds and then tries
    again.
    
    *Persuade: 0 + 2 = 2 Ė CHA-related. Iím not sure on the exact mechanics here,
    because Persuade is only available to the main character and it only affects
    dialog option. But I believe that the request you make has DC which is then
    compared with your level relative to the level of who youíre talking to, your
    total Persuade skill and a random 1d20 roll. Iím guessing thereís a roll
    involved because sometimes you can succeed if you try repeatedly.
    
    Repair: 0 + 0 = 0 Ė INT-related. Repair works exactly like Computer Use, with
    one exception. With Computer Use itís possible to reduce any command to a cost
    of 0 (almost, anyway). With Repair, you can reduce the cost of activating a
    damaged droid to 0, but any other commands will still have a minimum cost of 1.
    As an aside, I would like to reaffirm that the manual sucks. LucasArts should
    know better.
    
    Security 0 + 0 = 0 Ė Picking locks. Security is WIS related, and works by
    checking your skill against the DC of the given lock. Iím not sure on the
    precise mechanics involved with what the DCs of different locks are, or the
    exact effect that Security Spikes and Spike Tunnelers have on your attempt, but
    I would guess that Spikes add 5 to your skill and Tunnelers add 10. Or
    somesuch. ;)
    
    *Treat Injury: 4 + 1 = 5 Ė WIS-related. Treat Injury modifies the amount of VP
    a particular variety of Medpac heals. For example, a regular Medpac heals 10 VP
    + WIS modifier + total Treat Injury skill. Simple, right?
    
    Base Attack Bonus: - Remember me mentioning BAB 10 pages ago when I was talking
    about Defense?
    Level 1: +0
    Level 2: +1
    Level 3: +2
    Level 4: +3
    Level 5: +3
    Level 6: +4
    Level 7: +5
    Level 8: +6
    Level 9: +6
    Level 10: +7
    Level 11: +8
    Level 12: +9
    Level 13: +9
    Level 14: +10
    Level 15: +11
    Level 16: +12
    Level 17: +12
    Level 18: +13
    Level 19: +14
    Level 20: +15
    
    Well, thatís about it for this chunk. Maybe I should do a complete Mechanics
    Guide. If I see the demand, I think I will.
    
    ************************************************************
    
    ************************************************************
    Section the IVth
    
    1. Credits
    
    My thanks go out to Olaf73 for gathering up various technical information about
    the game that was left out of the manual and posting it in one convenient
    package on the KotOR forums. And for saying "Shame on BioWare" in said post.
    
    Also to ShotokanBros for all his (their?) help in getting the initial
    information of each character, even though I think some of it is wrong (Jolee).
    Further thanks for allowing me to complete version 1.0! :) And further still
    for more help with confirming various info.
    
    To Sabermaster for responding to my Private Messages all night: "Wookiee
    Toughness!? What the hell is that, and why didn't I see it when I played the
    game through!?"  And as version 2.0, for helping add a tremendous amount of
    information to the guide!
    
    And finally to BioWare (duh) for making this great game. I want KotOR
    2!!!!!!!!!!!! *Waves Hand at BioWare employees* You will make KotOR 2.
    
    ************************************************************
    2. Version history
    
    2.0 Huge jump here, because Iíve added a tutorial and a bunch more info, and
    because Sabermaster as come on a co-author of sorts, offering his own input and
    adding BAB charts, Save Charts, and Equipment suggestions. As of this version,
    I BELIEVE all the information in this guide is accurate and confirmed.
    
    ************************************************************
    
    1.0 Yay! Now that I have HK-47ís info, I have completed 1.0. Iíve also fixed a
    few typos. And added a note to the Jolee Bindo section.
    
    ************************************************************
    
    0.9 My first version, which is why it's called 0.9, of course. I don't even
    have HK-47 done!
    The original HK-47 analysis (before I had his Starting stats) is below:
    
    As you can see, this section is rather sparse.... still waiting on the info for
    HK. However, I am willing to wager that when I get it, you will see that
    HK-47's attribute points are best spent on DEX. And he probably only gets 4,
    because BioWare is mean, and they won't start all new NPCs at level 3 like they
    should. (/rant)
    
    Even without data, skills are not a tough section for HK-47. Just pump up his
    Repair, and maybe Awareness, since he is essentially a droid Soldier, so the
    same rules of thumb apply.
    
    Feats. Well... feats are a little tougher to do without data, because HK-47
    does not have access to all the feats normal characters do. He does, however,
    get more than his tiny metallic friend, T3-M4. Without hard data to look at, I
    can still tell you his feat progression as a Combat Droid, which is 1, 3, 6, 9,
    12, 15, 18. This means you will likely only get 4 feats to work with. I would
    suggest spending them on combat feats like Rapid Shot and Power Blast. It's
    hard to say without good data though. Hopefully I'll get the necessary
    information soon.
    
    ************************************************************
    The End (And here I thought nobody would read all the way to bottom... yet here
    you, reading the part in parentheses at the very end. Good job, you are
    probably much more educated about KotOR and the people who helped make this
    Guide for it than you ever thought possible... or necessary.)