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    Star Wars: Knights of the Old Republic - d20 Ruleset FAQ/Guide  V.95

                              For Xbox/PC


   

                        Written by JorDan Clock
                            
                       JorDanClock@mindless.com

                   
                     Copyright 2003 Jordan Gammey

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  Table of Contents


    1. Version History

    2. Purpose

    3. Character Statistics
     3.1 - Gender
     3.2 - Class
     3.3 - Jedi Classes
     3.4 - Physical Attributes
     3.5 - Dependant Statistics

    4. Skills

    5. Feats
     5.1 - General Feats
     5.2 - Class Specific Feats

    6. Equipment
     6.1 - Weapons: Melee
     6.2 - Weapons: Ranged
     6.3 - Armor
     6.4 - Other Equipment
     6.5 - Activated Items

    7. Alignment
     7.1 - Light Side
     7.2 - Neutral
     7.3 - Dark Side

    8. Combat
     8.1 - Basics
     8.2 - Attack
     8.3 - Defense
     8.4 - Force Usage

    9. Force Powers
     9.1 Light Side
     9.2 Dark Side
     9.3 Universal

    10. NPC's
     10.1 - Allies
     10.2 - Enemies
     10.3 - Neutral Parties

To go to the section you want to without scrolling down, simply press Ctrl+F
and type in # followed by the section number. For instance, to go straight to
the Feats section, press Ctrl+F then type #5. (with the period). Simple, isn't
it??

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#1. Version History

7-03-03 - Version .5 - Initial FAQ/Guide
                 - Created Purpose Section
                 - Created Character Statistics Section
                   * Created Gender Section
                   * Created Class Section
                   * Created Physical Attributes Section
                   * Created Dependant Attributes Section

7-04-03 - Version .55 - Updated FAQ/Guide
                 - Created Skills List
                 - Created Feats List
                 - Fixed various miscellaneous problems

7-05-03 - Version .6 - Updated FAQ/Guide
                 - Added to Feats List
                   * Created General Feats Section
                   * Created Class Specific Feats Section
                 - Created Equipment Section
                   * Created Weapons Section

7-06-03 - Version .65 - Updated FAQ/Guide
                 - Added to Equipment Section
                   * Created Armor Section

7-08-03 - Version .7 - Updated FAQ/Guide
                 - Added to Equipment Section
                   * Created Other Equipment Section
                 - Created Alignment Section
                   * Created Light Side Section
                   * Created Neutral Section
                   * Created Dark Side Section
                 - Created Combat Section
                   * Created Basics Section
                   * Created Attack Section
7-09-03 - Version .8 - Updated FAQ/Guide
                 - Added to Combat Section
                   * Created Defense Section
                   * Created Force Usage Section
                 - Added to Class Section
                   * Updated Class Info (Skill Points per Level)
7-10-03 - Version .9 - Updated FAQ/Guide
                - Added to Class Section
                   * Updated Class Info (Starting Feats, Class Skills, Base
                     Attack Bonus, Base Saving Throws)
                   * Added Jedi Classes
                 - Created Force Powers Section
                   * Added Light Side Section
7-16-03 - Version .92 - Updated FAQ/Guide
                 - Added to Force Powers Sections
                   * Added Dark Side Section
8-24-03 - Version .95 - Updated FAQ/Guide
                 - Added to Character Statistics
                   * Added to Dependant Stats - Saving Throws
                 - Added to Force Powers
                   * Added Universe Powers
8-31-03 - Version 1.0 - Updated FAQ/Guide
                 - Added NPC Section
                   * Added Allies Section

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#2. Purpose



This FAQ was written by me, JorDan Clock, for the purpose of informing those
of GameFAQs of the rules and guidelines that are in Star Wars: Knights of the
Old Republic, both visible and behind the scenes.

When the game was first announced to have a d20 Rule Set, many people probably
didn't know what that meant. As time progressed and many people anxiously
waited for the arrival of the game, not many took the time to do a little
research into what the "d20 Rule Set" was. I don't blame them. Finally, the
day came when Knights of the Old Republic was released. The boards for it had
already been very busy with people asking lots of pre-release questions, but
they had sky rocketed after the release. It wasn't long before I noticed a few
questions asking about ability scores, saving throws, and all that jazz. Being
a fairly experienced Dungeons and Dragons player, I quickly began answering
the questions with little trouble. However, I felt people needed more infor-
mation than what I could provide by answering a few questons on the boards.

It was a restless night about a week later that I decided to write an FAQ on
the d20 Rules and how they apply to KoTOR. So here it is, my little something
for those that didn't waste hours of their life on DnD. ^_^ Enjoy!


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#3. Character Statistics

Your character in rotor is a very important thing, obviously. It is your
avatar, your connection with the Star Wars universe, your representation.

Building a character for KoTOR is a simple step-by-step process that is very
easy and simple. Far more so than in a Pen and Paper game. You are given
options and recommendations on what to do. Lets take a look at the simple
things that make you who you are in KoTOR.


#3.1 Gender

Gender is an obvious statistic. It is also a surprisingly important one. Your
gender has a large impact on story progression and NPC responses. While a male
will have an easier time intimidating another person to do something, most
male NPC's would rather share secrets with a female. I suggest going with
your own gender when making a character. One thing to remember, gender
does NOT effect other stats (i.e. a Male character doesn't get more
strength than a Female due to stereotypical mindsets ^_^)

#3.2 Class

Ah, your class. This is a very important choice. This will effect your
character in so many ways, I won't even try listing them. Ok, maybe I will
a little. This choice effects your skill progression, your feat progression,
your starting skills and feats, and your recommended choices down the road.
Let's look at each class.

Soldier -  The soldier is a fighter through and through. They are the best
in a fight and there is little doubt to it. However, they do lack in the
skill department. Where they lack in skills, though, they make up for in
feats. A soldier starts with all the armor abilities and proficiency with
all weapons, save the lightsaber. They receive 1 skill point a level and
gain a feat every level. This means the soldier will have plenty of attack
options and bonuses, but little ability in, say, Computer Use.

Overview - Vitality Points Per Level: 10
           Base Attack Bonus (BAB): Fast
           Skill Progression*: Slow, (2+IntMod)/2
           Feat Progression: Fast, A feat every level, except 19
           Saving Throws**: Upper Tier/Lower Tier/Lower Tier
           Class Skills: Demolitions, Awareness, Treat Injury
           Starting Feats: Armor Proficiency (All), Weapon Proficiency (All)
                           Power Attack, Power Blast
           Main Use: Combat

Scout - The scout is the balanced one. They have fair fighting abilities
and fair skills. Gaining the Implant for free at level 1, 6, and 12, they
also can save some useful feat points later on. Using the scout is
recommended for those that want a nice mix of everything, because that's
what it is best for!

Overview - Vitality Points Per Level: 8
           Base Attack Bonus (BAB): Slow
           Skill Progression*: Average, (6+IntMod)/2
           Feat Progression: Average, 1, 2, 3, 5, 7, 9, 11, 13, 15, 17, 19
           Saving Throws**: Upper Tier/Upper Tier/Upper Tier
           Starting Feats: Armor Proficiency (Light, Medium), Weapon
                           Proficiency (Blaster Pistol, Blaster Rifle, Melee)
                           Flurry, Implant, Rapid Shot
           Bonus Feats: Level 4: Implant 2, Uncanny Dodge 1
                        Level 7: Uncanny Dodge 2
                        Level 8: Implant 3
           Class Skills: Computer Use, Demolitions, Awareness, Repair, Treat
                         Injury
           Main Use: All-Round

Scoundrel - Skills. Thats the scoundrel's main ability. The scoundrel is more
skilled than the other classes, and is the worst in direct combat. The
scoundrel has low health, slow feat progression, but lots of skill points. 
This means you want scoundrels as your Repairers, Computer Users,
Demolitions, and mine finders. I do not recommend playing as one if you are
going through the game for the first time, as it will be very difficult.

Overview - Vitality Points Per Level: 6
           Base Attack Bonus (BAB): Slow
           Skill Progression*: Fast,  (8+IntMod)/2
           Feat Progression: Slow, 1, 2, 5, 8, 11, 14, 17, 20
           Saving Throws**: Lower Tier/Upper Tier/Lower Tier
           Starting Feats: Armor Proficiency (Light), Weapon Proficiency
                           (Blaster Pistol, Blaster Rifle, Melee), Critical
                           Strike, Sniper Shot, Sneak Attack I, Scoundrel's
                           Luck
           Bonus Feats: Level 3: Sneak Attack II
                        Level 5: Sneak Attack III
                        Level 7: Improved Scoundrel's Luck, Sneak Attack IV
                        Level 9: Sneak Attack V
                        Level 11: Sneak Attack VI
                        Level 12: Master Scoundrel's Luck
                        Level 13: Sneak Attack VII
                        Level 15: Sneak Attack VIII
                        Level 17: Sneak Attack IX
                        Level 19: Sneak Attack X
           Class Skills: Demolitions, Stealth, Awareness, Persuade, Security
           Main Use: Support/Skills

Saving Throw Tier Table - 

Level Upper Lower
1     +2    +0
2     +3    +0
3     +3    +1
4     +4    +1
5     +4    +1
6     +5    +2
7     +5    +2
8     +6    +2
9     +6    +3
10    +7    +3
11    +7    +3
12    +8    +4
13    +8    +4
14    +9    +4
15    +9    +5
16    +10   +5
17    +10   +5
18    +11   +6
19    +11   +6
20    +12   +6

Base Attack Bonus (BAB) Table - 

Level Fast Slow
1     +1   +0
2     +2   +1
3     +3   +2
4     +4   +3
5     +5   +3
6     +6   +4
7     +7   +5
8     +8   +6
9     +9   +6
10    +10  +7
11    +11  +8
12    +12  +9
13    +13  +9
14    +14  +10
15    +15  +11
16    +16  +12
17    +17  +12
18    +18  +13
19    +19  +14
20    +20  +15

Level Chart -

Level Experience to Reach (Total)
1     0
2     1000
3     3000
4     6000
5     10000
6     15000
7     21000
8     28000
9     36000
10    45000
11    55000
12    66000
13    78000
14    91000
15    105000
16    120000
17    136000
18    153000
19    171000
20    190000

* All classes receive 4x their normal amount of skill points at Character
Creation.

** Reflex/ Fortitude/ Will

#3.3 Jedi Classes

You choose your Jedi class at a certain time in the game. Don't worry about it
until the time comes. When it does, however, you will need to be certain you
are choosing the right class for yourself. There are three classes, and each
has their own style of combat.

Jedi Guardian - The Guardian is the Melee fighter Jedi. They live by their
Lightsaber and don't focus much on Force Powers. Because of this they have
little Force Points. This is for those that prefer to just attack their
enemies instead of using Force Powers, just rip them apart with a Lightsaber,
or two.

Overview - Vitality Points Per Level: 10
           Force Points Per Level: 4
           Base Attack Bonus: Fast
           Skill Progression: Slow,(2+IntMod)/2
           Feat Progression: Medium, 1, 3, 6, 7, 9, 12, 13, 15, 18
           Saving Throws*: Upper Tier/ Upper Tier/ Lower Tier
           Starting Feats: Jedi Defense, Jedi Sense, Force Jump, Weapon Pro-
                           ficiency (Lightsaber)
           Bonus Feats: Level 6: Knight Sense, Improved Force Jump
                        Level 12: Master Sense, Master Force Jump
           Class Skills: All Previous Class Skills, Awareness, Persuade, Treat
                         Injury
           Main Usage: Melee

Jedi Sentinel - The Sentinel is the Scout of Jedi, per se. They are a balance
between Melee and Force Use. The Sentinel is my personal favorite because of
the fact you can go into a Melee with it but still use Force Powers when
necessary.

Overview - Vitality Points Per Level: 8
           Force Points Per Level: 6
           Base Attack Bonus: Slow
           Skill Progression: Medium,(4+IntMod)/2
           Feat Progression: 1, 3, 6, 9, 12, 15, 18
           Saving Throws*: Upper Tier/ Upper Tier/ Lower Tier
           Starting Feats: Jedi Defense, Jedi Sense, Immunity: Fear, Weapon
                           Proficiency (Lightsaber)
           Bonus Feats: Level 6: Knight Sense, Immunity: Stun
                        Level 12: Master Sense, Immunity: Paralysis
           Main Usage: Anywhere, Melee or Force Powers... maybe a combination?

Jedi Consular - The Consular is all about the Force Powers. They tend to stay
out of the main fray and hang out on the outsides of the battle, throwing in
a whole lot of Force Powers. For this reason, they have little vitality points
and few skill points, but receive the most Force Points and on more than one
level do they receive 2 Force Powers.

Overview - Vitality Points Per Level: 6
           Force Points Per Level: 8
           Base Attack Bonus: Slow
           Skill Progress: Slow,(2+IntMod)/2
           Feat Progression: 1, 3, 6, 9, 12, 15, 18
           Saving Throws*: Upper Tier/ Lower Tier/ Upper Tier
           Starting Feats: Jedi Defense, Jedi Sense, Force Focus, Weapon
                           Proficiency (Lightsaber)
           Bonus Feats: Level 6: Knight Sense, Improved Force Focus
                        Level 12: Master Sense, Master Force Focus
           Main Usage: Force Powers from outskirts of battles

#3.4 Physical Attributes

Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. Those are
the 6 physical attributes that, together with your class, will define just
about everything you can do in this game. Ok, maybe they aren't that powerful,
but they are VERY important. They will determine many stats, and can make or
break a character.

Strength: A seemingly self-explanatory stat. One would think it merely effects
your damage, however this isn't true. Your strength also effects your ability
to hit with melee weapons (Except with Lightsabers, then it is based on
whether your Strength is higher than your Dexterity, but I will touch on that
later.). If your character is going to be heavy on Melee fighting, Strength
is definitely something you will invest in or be very sorry later on.

   Skills Effected: None
   Saving Throw Effected: None
   Recommended For: Melee Combatants
   Rules: All creatures that can effect the Material Plane physically have a
          Strength stat. Incorporeal beings that do not effect the Material
          Plane have no Strength stat.

Dexterity: Perhaps the most important stat for any character that may ever see
combat. Dexterity gives bonuses to your chance to hit with ranged weapons (and
with Lightsabers if it is higher than your Strength.), your reflex saving
throw, and your Defense. I recommend putting points into Dexterity for any
fighting character, melee or ranged.

   Skills Effected: Stealth
   Saving Throw Effected: Reflex
   Recommended For: Combatants, but anyone can benefit
   Rules: Anything that moves willingly has a Dexterity stat. Inanimate
          objects have no dexterity.

Constitution: Are you the kind of person who can take a beating and still keep
going? Enjoy binge drinking to the point where everyone else is out cold but
you still want more? Well those are the kinds of things someone with high
Constitution would experience. Constitution gives bonuses to your Vitality
Points and Fortitude saving throw. This is also a very important combat stat,
namely for those that go toe-to-toe.

   Skills Effected: None
   Saving Throw Effected: Fortitude
   Recommended For: Combatants, especially Melee
   Rules: Anything with a metabolism has a Constitution stat. Constructs,
          buildings, droids (at least, their supposed to) have no Constitution.

Intelligence: Fairly self explanatory. Intelligence is your characters ability
think and learn. Intelligence gives you more points for skills, and helps for
those that like to tinker with the droids, hack the computers, or play with
the land mines.

   Skills Effected: Computer Use, Demolitions, Repair
   Saving Throw Effected: None
   Recommended For: NPC Scoundrels, but not a lot
   Rules: Anything that thinks has an Intelligence stat. A stat of 3 is
          required for Human-like intelligence and a stat of 10 is required
          for fluent native speech.

Wisdom: Wisdom is a characters perception, common-sense and intuition. A
character with high Wisdom is sensible, however a low Wisdom may result in
rash decisions. This stat gives bonuses to Will saving throw, your ability
to break through security, and your ability to treat wounds suffered in
battle. Wisdom also increases your Force Points gained per level.

   Skills Effected: Security, Treat Wounds
   Saving Throw Effected: Will
   Recommended For: Consulars and any heavy Force Power User
   Rules: Anything that can perceive it's surroundings has a Wisdom score,
          thus all creatures have a Wisdom score.

Charisma: Smooth talker or grouchy old man? Charisma is the measure of a
creatures self-identity, leadership, and persuasiveness. A character of
higher Charisma may be the life of a party, a wonderful inspiration, or
that nice person everyone wants to meet. Low charisma is that old man next
door, the depressed guy on the street corner, or the kid at school everyone
just hated.

   Skills Effected: Persuasion
   Saving Throw Effected: None
   Recommended For: Force Users, Persuasion Dependant Lead Character
   Rules: Anything that can distinguish itself from another object has
          Charisma.

Modifiers: Every stat provides a modifier. The modifier is what you add to
various other stats and calculations. To figure out your modifier you take
your stat, subtract 10 and divide by 2 then round down. Example, a character
has a Strength stat of 17 which is a modifier of +3, How did I get it?
17 minus 10 leaves 7. 7 divided by 2 is 3.5. 3.5 rounded down is 3. But what
about the "plus" next to the modifier? Well modifiers can also impose
penalties. Say a character has a Constitution of 8, that is a -1 modifier.
Simply subtract 10, leaving -2 and then divide by 2, which is -1.

  Modifiers are applied to all kinds of things, like saving throws, to hit,
AC, and Force use.


#3.5 Dependant Attributes

When I use the term Dependant Attributes I am talking about Saving Throws,
Defense, To Hit, etc. Things that you don't directly control but are still
very important stats. Let's take a look at them.

Saving Throws: There are 3 types of saving throws, Reflex, Fortitude, and
Will. Each is effected by a Physical Attribute. Dexterity for Reflex, Con-
stitution for Fortitude and Wisdom for Will. Now, you might be wonder,
"What are saving throws int he first place?" Well they are basically a
characters ability to deal with specific situations. 
Say you're character springs a trap in some ruins. Your character is given a
chance to jump the pit that just opened at his feet by rolling a Reflex 
save. The Reflex save is done by rolling a 20 sided dice and adding your 
Reflex skill. In this scenario, your character fails and falls down the pit.
At the bottom of the pit is an underground river. To stay afloat in the 
rough waters your character makes a Fortitude saving throw. Just like the 
Reflex save, a 20 sided die is rolled and his Fortitude skill is added.
He succeeds and is carried down the tunnel. At the end of the undergound 
river is a ladder. Your character makes a reflex save to grab it as he 
passes by, and succeeds. Another Fortitude save is made to climb the ladder, 
but since your character is exhausted and soaked there is penalty to the 
save, a -5. But that's not enough to take down this rough and tough fellow. 
He climbs the ladder and finds himself in a warm little room. After resting 
up and everything he continues his exploration of the ruins. But wait! 
He has encountered an evil wizard! The wizard casts a spell of burdening 
on your character. Since it's an illusionary spell your character makes 
a Will save to resist the mind-altering effects. And he succeeds! Quickly 
disposing of the evil wizard your hero makes his way onward into the ruins.

Thats a little example of saving throws. To figure out your saving throw take
the corresponding modifier and add it to your class specific, level dependant
number. This "class specific, level dependent number" is the number listed on
the Class section in the Saving Throws.

Let's take a quick look at the effects each Saving Throw is associated with.

Reflex - Relfex is your ability to dodge certain things. These are usually
traps (like Mines) or grenades.

Fortitude - Fortitude is your ability to resist disease or generally any
physical hardship. Fortitude rolls are used in a majority of Force Powers,
basically any that would effect the body.

Will - Will is the ability to resist mind and spirit ailments. A few Force
Powers use Will in their save, but it isn't used often in KotOR.

Defense: Your Defense, or Armor Class (AC), is a very important little number.
Your Defense is calculated by adding 10 + your Dexterity Modifier + Your Armor
Value + Miscellaneous Bonuses. Let's say you make a new character and he has
17 Dexterity. You also give him the Dueling Feat and a Combat Suit for armor.
His AC is 10 + 3 + 4 + 1. 10 for the base, 3 for the Dexterity Modifier, 4
for the Combat Suit, and 1 for the Dueling Feat (assuming you have a
one handed weapon ^_^).

To Hit: Your "To Hit" is the number added to your attack roll when you use an
equipped weapon to attack. Your To Hit is figured out by first looking at your
weapon. If it is a Melee weapon other than a Lightsaber, your To Hit is a
class specific, level dependant number plus your Strength Modifier. The 
"class specific, level dependant number" is listed in the Class section under
Base Attack Bonus.

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#4. Skills

Skills are the little things that can make a big difference. Things like
Computer Use can help you avoid fights, as can Repair. Things like Treat
Injury will help you survive fights. But there is more to skills than helping
you avoid or win a fight. Skills also make it possible to take alternate
routes in many places of the game. Here we will take a look at all the skills
and there potential uses. However, first we will look at DC's and what they
are.

Difficulty Class - A Difficulty Class, or DC, is the number required to
successfully perform a skill. For instance, to set a lowest level mine you
must beat a DC of 20 to successfully set and activate the mine without it
blowing up in your face. Some DC's are for the degree of a skill. Example,
you are slicing into a computer to overload a power conduit. Depending on
your Computer Use skill, you may have to pay between 1 and 5 computer spikes
to overload the power conduit. Some skills are always active, like Awareness,
and the checks to beat the DC of various things are always happening
(Actually, they happen every 20 seconds.)

Governing Attributes - Governing attributes are the physical attributes that
effect your skill in a skill. For instance, Computer Use is effected by int-
elligence. Depending on your modifier in Intelligence, your skill may be
higher or lower than the amount of points you put into Computer Use.

Usage - My opinion on how useful the skill is, along with the facts of the how
the skill is used. You may take my opinions as heavily as you wish, just
remember, they are only opinions.

Computer Use: 

Governing Attribute - Intelligence

Game Description - Computer Use allows characters to slice
computer programs using disposable logic rams called computer spikes. A
character might disable gun turrets or flood a patrol area, with more comp-
licated tasks requiring more spikes. A higher rank in this skill reduces the
number of spikes required by 1 (to a minimum of 1) for every 4 points total,
including attribute score modifiers.

Simple Description -  Allows characters to hack into computers with less
spikes than a character with less skill. Every 4 points in the skill reduces
the spike cost, to a minimum of 1.

Usage -  Computer Use has many uses. I like to use it to overload power
conduits to clear out rooms full of guards, or to deactivate tough droids.
I always like to have one character in my group with higher computer use, just
in case the need arises.


Demolitions: 

Governing Attribute - Intelligence

Game Description - Demolitions can be used to set, recover or
disarm mines. Such devices are either of low (DC 15 to set), medium (DC 20 to
set), or high difficulty (DC 25 to set). Attempting to to disarm a min adds +5
to the DC. Attempting to recover a mine adds +10 to the DC. This skill cannot
be used untrained.

Simple Description - Allows you to set, disarm or recover mines. It's harder
to disarm or recover a mine than it is to set. You can only use this skill if
you put points into it.

Usage - Demolitions can be a very useful skill at times. By allowing you to
disarm mines, you can avoid some serious damage in the long run. Also you can
use some of the mines you find set around the place against the very enemies
that left them there. However, I have yet to actually use this skill and
really can't make a great recommendation of it over most other skills.


Stealth:  

Governing Attribute - Dexterity

Stealth governs the use of camouflage devices to enter Stealth
Mode. If a character equips such a device and activates Stealth Mode, oppo-
nents must make an Awareness check versus the character's Stealth skill or
be unable to detect them, even if character is in a direct line of sight. A
character in stealth mode can set, disable, and recover mines, use computers,
repair droids, and open doors and containers. Party members will not auto-
matically enter combat while in this mode. Combat cancels Stealth Mode.
Stealth Mode will not work without a camouflage unit. Units of higher quality
grant a higher bonus to the skill.

Simple Description - When using Stealth Mode, it is harder for others to see
you. Stealth Mode requires a device that activates Stealth Mode (mostly belts)
and allows you to set, disarm, or recover mines, open things, use computers,
or repair droids. Doing anything combat related causes Stealth Mode to turn
off.

Usage - I myself haven't ever used Stealth Mode, however, the uses are quite
obvious. This can be used in many situations to by-pass enemies, whether due
to low health or simply scouting ahead. This is also a nice supplement to the
Scoundrel's Sneak Attack, because when you attack from Stealth Mode you get
to perform a Sneak Attack.


Awareness:

Governing Attribute - Wisdom

Game Description - Awareness governs the ability of the character to spot 
objects or enemies hidden by Stealth. If a successful check of this skill
is made against the Stealth skill of an enemy or the DC of a mine, the enemy
or object is noticed and becomes visible. Awareness is always active, but
results are best while a character is moving slowly. Running imparts a -5
penalty to checks of the skill.

Simple Description - Awareness is always active and when your check beats
the DC of a mine or enemy in Stealth Mode, they are revealed. Running gives
a penalty of -5 to your checks.

Usage - Awareness is nice to have to find mines. I have yet to find an enemy
that cloaks, so it's useless in that department. But avoiding those pesky
mines is something no one should over look. Having a character in your group
with high awareness is something that could always help.


Persuade:

Governing Attribute - Charisma

Game Description - Only the main player character can select this skill during
level-up. Persuade options appear in dialogue when interesting or sensitive
information is available that a character might otherwise be reluctant to
reveal. When selected, rank in this skill is compared with how extreme the
request is (Difficulty Class low, medium, or high, relative to player level).
A guard might easily increase a bounty, but convincing him to leave his post
would be much harder.

Simple Description -  You ability to convince others to reveal more
information. Special dialogue options will appear with the word [Persuade]
next to them when you are able to use it. More extreme requests are harder
to convince.

Usage - A VERY important skill to have. It allows you to do so much and some
side quests even require high persuasion to complete. Remember, only the
main character can take this skill at level up so be careful with it.


Repair:

Governing Attribute - Intelligence

Game Description - Repair allows a character to fix disabled mechanical
devices like droids using disposable packages of parts. The number of part
kits required increases with he difficulty of the repair. This skill reduces
the number of parts required by 1 (to a minimum of 1) for every 4 points
total, including attribute score modifiers. This skill also modifies the
amount of vitality points recovered when party member droids use repair kits,
advanced repair kits, and construction kits on themselves to repair combat
damage.

Simple Description - Reduces number of parts required to do repairs to droids
and increases vitality points recovered from the use of repair kits on droids.

Usage - With the dual uses, I suggest having this skill given to a droid.
Namely HK-47 because of his actual battle use. However, giving the main
character this skill wouldn't hurt at all.


Security:

Governing Attribute - Wisdom

Game Description - Security is used to access electronic locking devices. 
Once a character invests points in this skill, it becomes one the default
options on targeted doors and containers. Security spikes grant a bonus
to the skill, and any in inventory will also appear as a default option on
targeted doors and containers. Characters with no points invested cannot 
attempt to use this skill.

Simple Description - Allows the use of lock picking. If you have security
spikes in your inventory, you can use those to boost your chances of
successful lock picking.

Usage - Quite useless to me, because you can always bash doors and containers
open. If you want to, though, you could use this to possibly save time with
some doors that are a little harder than others. Other than that, I wouldn't
use it.


Treat Injury:

Governing Attribute - Wisdom

Game Description - Treat injury improves the amount of damage healed when a
medpac is used, adding the modified rank to the number of vitality points
healed. Advanced medpacs and life support packs apply multipliers to the
user's skill, increasing the amount healed again.

Simple Description - Increases the amount of health restored from medpacs and
the like.

Usage - I don't know if any other skill has more use than this. Especially
until you get Force Cure and Force Heal, you will be relying on medpacs to
heal yourself. Even after getting those force powers, medpacs are highly use-
ful with high enough skill. However, I still don't recommend going to high
on this skill unless the character is actually a combatant.

==============================================================================

#5 Feats

Feats are special skills that increase other stats or skills or allow for
special abilities to be used. Gear Head feat improves Computer Use, Repair,
and Security skills, while Power Attack allows for an extra strong Melee
attack. Whenever you gain feats, you get 1, but how often you gain them is
dependant on your class. The Soldier class gains a feat every level but the
Scoundrel class gains a feat only every 3 levels.

Some feats are gained automatically, whether it be at character creation, or
at specific levels. For instance, the Scout receives the Implant feats for
free at the required levels. And the Soldier starts with all the armor
proficiencies and weapon proficiencies (except Lightsaber). Feats are very
important and must be chosen carefully, as with any other stat.

Here is the list of feats and a summary of the game descriptions.


#5.1 General Feats - Feats all human characters can choose

Two-Weapon Fighting: This feat reduces the attack penalty of a character
wielding a double bladed weapon or two weapons. The normal penalties of -6 for
the main hand and -10 for the off hand are reduced by 0/4, to a total of
-6/-6. Use of a "balanced" weapon in the off hand can further reduce the
attack penalty by 2/0, to a total of -4/-6.

Improved Two-Weapon Fighting: Reduces penalty for wielding two weapons or a
double-bladed weapon by 2/2 for a total of -4/-4. A "balanced" weapon in the
off hand reduces the penalty to -2/-4.

Master Two-Weapon Fighting: Reduces the penalty for wielding two weapons or a
double-bladed weapon by 2/2 for a total of -2/-2. A "balanced" weapon in the
off hand reduces the penalty to 0/-2.


Armor Proficiency: Light, Medium, Heavy: Allows the use of the respective
armors. Wookies and droids cannot wear armor.


Caution (Improved, Master): Gives a +1 skill bonus to Demolitions and Stealth
per the respective feat level (improved +2 and master +3).


Critical Strike (Improved, Master): Doubles, Triples, or Quadruples the
critical threat range of a melee weapon per the respective feat level. Also
stuns the enemy for 6 seconds (Fortitude Save of character level + strength
modifier). Defense of user suffers a -5 penalty when used.


Empathy (Improved, Master): Gives a +1 bonus to Persuade, Awareness, and Treat
Injury per the respective feat level.


Flurry (Improved, Master): Allows for an extra melee attack per round at a -4,
-2, or -1 to attack rolls and defense (defense suffers for 3 seconds
afterwards, as well.).


Gear Head (Improved, Master): Gives a +1 bonus to Repair, Security, and
Computer Use per the respective feat level.


Conditioning (Improved, Master): Gives a +1 bonus to all Saving Throws per the
respective feat level.


Implant (Level 1, 2, 3): Allows the use of the corresponding level of
Implants.


Power Attack (Improved, Master): Gives a +5, +8, or +10 to melee damage,
respectively, at a -3 to attack.


Power Shot (Improved, Master): Gives a +5, +8, or +10 to ranged damage,
respectively, at a -3 to attack.


Rapid Shot (Improved, Master): Allows for an extra attack per round at a -4,
-2, or -1, respectively, to attack rolls and defense (defense suffers for 3
seconds afterwards, as well.)


Critical Strike (Improved, Master): Doubles, Triples, or Quadruples the
critical threat range of a ranged weapon, per the respective feat level. Also
stuns the enemy for 6 seconds (Fortitude Save of character's level + intell-
igence modifier). Defense of user suffers a -5 penalty when used.


Weapon Proficiency (Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee
Weapons, Lightsaber): Allows the use of corresponding weapon types.


Weapon Focus (Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons,
Lightsaber): Gives +1 to attack rolls with corresponding weapon type.
Requires Weapon Proficiency of chosen weapon type.


Weapon Specialization (Blaster Pistol, Blaster Rifle, heavy Weapons, Melee
Weapons, Lightsaber): Gives a +2 bonus to damage with selected weapon type.
Requires Weapon Focus of chosen weapon type.


Toughness (Improved, Master): Gives +1 to vitality points per level,
including previous levels gained. Improved subtracts 2 damage from all 
attacks. Master gives another 1 vitality point per level gained (including 
retroactive levels.) for a total of 2 extra health every level.


Dueling (Improved, Master): Gives a +1 to Defense and Attack Rolls when using
a single one-handed weapon, melee or ranged, per feat level.

#5.2 Class Specific Feats - Feats only certain classes or droids can choose,
along with a few only certain characters receive.

Sneak Attack - Scoundrel Only (I-X): Adds 1-6 damage on attacks in which the
enemy cannot properly defend himself (Known as "flat-footed"). Example, when
attacking from Stealth Mode, or when a target is stunned or immobilized. The
extra damaged is only added in critical hits, not multiplied. Every level in
the feat adds another 1-6 damage and each level is gained every other
character level (1, 3, 5, etc.).

Scoundrel's Luck - Scoundrel Only (Improved, Master): Adds +2, +4, or +6
defense per the respective level of the feat. This is always active.

Uncanny Dodge - Scout Only (1-6): Never get caught flat-footed (basically you
always have your dexterity bonus to your Defense even if you are caught
surprised.) and gain a +2 to saves versus grenades per feat level.

Droid Upgrade - Droid Only (Class 1, 2, 3): Allows the use of the
corresponding droid equipment level.

Logic Upgrade - Droid Only (Combat, Tactician, Combat Droid): Gives +2, +4, or
+6 defense per the corresponding feat level. Always active.

Blaster Integration - Utility Droid Only: Allows the use of Blaster Pistols.

Battle Meditation - Bastila Only: Improves fighting ability of armies on a
grand scale, but only for major combat.

Jedi Sense - Jedi Only (Knight, Master): Gives a +2, +4, or +6 per the resp-
ective feat level. Always active.

Jedi Defense - Jedi Only (Advanced, Master): Allows for blaster shot
deflection. An opposing roll is made against the attack (the blaster shot)
and if the roll beats the attack, the shot is deflected. Beating the attack
roll by 10 or more results in the shot being deflected back at the firer.
Advanced and Master levels grant +3 and +6, respectively, to the rolls against
blaster shots.

Force Immunity - Jedi Sentinel Only (Fear, Stun, Paralysis): Grants immunity
to the respective types of status.

Force Jump - Jedi Guardian Only (Improved, Master): Allows a Guardian to close
the distance between him or her and the enemy instantly. Must be in direct
line of sight and have a lightsaber equipped. Tier 2 and 3 grant a +2 to
attack roll and damage and +4 to attack roll and damage, respectively.

Force camouflage - Juhani Only: Allows the use of Stealth Mode with a stealth
field generator.

Force Focus - Jedi Consular (Improved, Master): Adds +1, +2, or +4 to the DC
of resisting a Force power used by the character.

Force Sensitive - Main Character Jedi: Grants +40 to Force Points.

Wookie Toughness - Wookie Only: Gain +2 to vitality points per level,
including retroactive levels, and all damage is reduced by 2. Basically works
like Master Toughness. And when combined with Master Toughness is a nice way
to make Zaalbar a nice little tank.

==============================================================================

#6. Equipment

Equipment is something that make your character quite powerful even if you
made some poor choices with other things. Equipment can also make you ungodly
powerful if used with the proper Feats and Skills. Here we will take a look at
Equipment in general, how it works, and what you should look for in good loot.
This is not going to be a list of every item in the game, just some of the
basic things from various categories.

Weapons

Ah, weapons! Power! Strength! Weapons will define how your character fits into
the combat scene. You have two basic categories. Melee and Ranged. From there
you branch off into Longswords, Staves, Shortswords, and Dagger-like for Melee 
and Pistols, Rifles, and Heavy for Ranged. Lets start with Melee.


#6.1 Weapons: Melee

Melee weapons are for those that plan on going toe-to-toe with their foe. The
basic categories are Longsword, Shortsword, Dagger-like, and Lightsaber. The
strongest, Lightsaber, are also the hardest to obtain. Dagger-like have all
kinds of little special abilities, namely Stun. Longsword are for those that
cannot use a lightsaber, but want lots of strength in a weapon, like a Vibro-
sword or maybe Bacca's Blade. Shortswords are usually in the off hand of a
dual-wielder, mostly because they often are balanced and reduce the penalty
of dual-wielding.

Lightsaber - Let's jump right into the heart of the Melee weapon power, the
elegant and deadly Lightsaber. Lightsabers are very strong and customizable
weapon. You could have one Lightsaber that is incredibly powerful, or one that
stuns enemies while you. Or maybe you could have both of those! Lightsabers
can be the most powerful weapons in the game if used correctly.
*Note: Due to a BUG in the game, Double-Sided Lightsabers are UNAFFECTED by
the Two-Weapon Fighting feat and it's upgrades. You do NOT receive the pen-
alties that you should normally have. If you want to take advantage of this
bug simply use a Double-Sided Lightsaber and disregard what the Equipment
Screen says. You still need to take the Two-Weapon Fighting feat for using
Dual (Two) Lightsabers to counter-act the penalties for that.*

  Examples - Double-Sided Lightsaber, Lightsaber, Short Lightsaber

  Upgradeables - All, except Sith Lightsaber

Longsword - Until you get a Lightsaber, it's like your main Melee weapon will
be a Longsword type. Whether a Vibrosword or Longsword, they are very strong.
Vibroswords are weapons you may be using up to the end of the game with your
party members (if not Jedi's ^_^). Let us not forget the Double-Sided Blades.
A Double-Sided Vibrosword can easily take down the toughest of opponents, even
Jedi.
*Note: Due to a BUG in the game, Double-Sided Vibroblades are UNAFFECTED by
the Two-Weapon Fighting feat and it's upgrades. You do NOT receive the pen-
alties that you should normally have. If you want to take advantage of this
bug simply use a Double-Sided Vibroblade and disregard what the Equipment
Screen says. This also applies to any other Double-Sided Weapon. You still
need to take the Two-Weapon Fighting feat for using Dual (Two) Weapons to
counter-act the penalties for them.*

  Examples - Double-Sided Vibrosword, Vibroswords, Longswords

  Upgradeables - Bacca's Ceremonial Blade, Sanasiki's Blade

Shortsword - Despite the lack in raw power, Shortswords can be quite handy,
especially for early dual-wielders. Most Shortswords are balanced, meaning
they give a +2 bonus to your main hand when wielded in your off hand. Those
that aren't are still handy to have, usually.

  Examples - Vibroblade, Vibro Double-Blade, Shortsword

  Upgradeables - Prototype Vibroblade, Mission's Vibroblade

Dagger-like - These are meant for those that have intentions of poisoning,
stunning, or doing just about any other status effect on any enemy. Not meant
for actual full-combat, Dagger-like weapons will never-the-less help you in a
fight.

  Examples - Vulkar Stun Stick, Bothan Stun Stick

  Upgradeables - Rakatan Electro Shocker

Staves - You won't find many of these in the game, but when you, you are
usually on the receiving end of a nice smack. They aren't particularly strong
or useful, but in a tight situation you may end up using one.

  Examples - Gaffi Stick, Quarterstaff

  Upgradeables - Unknown


#6.2 Weapons: Ranged

Ranged weapons are for those that prefer to avoid the fight, to stand on the
edge and pick off enemies at a distance. Having at least one ranged character
with you will always help. From the Blaster Pistol, to Blaster Rifle, to the
Heavy Weapons, all ranged weapons have strengths, and weaknesses.

Blaster Pistol - A blaster pistol is a simple but deadly weapon. Often used in
pairs, they are accurate and damaging. While lacking the shear power of a
blaster rifle, this can easily be compensated by simply equipping two at a
time.

  Examples - Blaster Pistol, Heavy Blaster Pistol, Mandalorian Blaster Pistol

  Upgradeables - Carth's Blaster, Bendak's Blaster

Blaster Rifle - The blaster rifle is often used in armies, cheap and powerful.
While they do require two hands to use, thus eliminating the option of dual
wielding, they are powerful enough by themselves to make it worthwhile. Some
blasters are just powerful, some are more accurate, and some just disintegrate
the enemy.

  Examples - Blaster Rifle, Mandalorian Blaster Rifle, Disruptor Rifle

  Upgradeables - Zaalbar's Bowcaster, Jamoh Hogra's Carbine

Heavy Weapons -  The name says it all. Often the most powerful guns you could
possibly use. They are always two handed and usually are just simple in idea,
very strong attack and nothing more.

  Examples - Light Repeating Blaster

  Upgradeables - Ordo's Repeating Blaster


#6.3 Armor

If you want to survive, you're going to need armor. Whether its Light, Medium,
Heavy, or a Robe, you need something. Here I'll cover the various types of
armors and their main uses.

Light Armor - Light armor provides little protection compared to other types
but allows for high maneuverability. What does this mean for your stats? Well
it will allow for you to have a high dexterity modifier. Add this with the
armors Defense rating and sometimes you can have armor with low defense
providing more protection than that of a Heavy armor with twice the defense.
Remember, your total Defense is your Armor + Your Dex Mod + Miscellaneous
abilities and feats.

  Examples - Echani Light Armor

  Upgradeables - Echani Fiber Armor, Republic Mod Armor

Medium Armor - This is the balance between protection and maneuverability.
Medium armor will generally be your best bet for the most protection because
it allows for a decent dex modifier. This is recommended for characters that
have good Dexterity, but not high.

  Examples - Combat Suit

  Upgradeables - 

Heavy Armor - If you want to make a character a tank, this is the way to go.
This type of armor will often leave you with no dexterity bonus, but makes up
for it in shear defense. This is recommended for characters with little or no
dexterity modifier.

  Examples - Mandalorian Battle Armor

  Upgradeables - Calo Nord's Battle Armor, Cassus Fett's Armor

Robes - The Jedi's customary armor. Robes provide little defense, generally,
but allow for large dexterity modifiers (usually +8), meaning they can allow
for large amounts of defense despite their poor Defense rating. Robes also
allow the use of Force Powers, meaning they will be extremely useful for Jedi
that use lots of Force Powers. Only Jedi can wear them, and only Jedi should
wear them. ^_^

  Examples - Jedi Robe, Jedi Knight Robe, Jedi Master Robe, Qel Droma Robe

  Upgradeables - None (To my knowledge... not sure how a Mesh Underlay or
                 Armor Reinforcement might help a Robe...)


#6.4 Other Equipment

"Other Equipment" is a general term I use for Implants, Headgear, Belts,
Shields, and Arm Wear. They all serve the same general purpose for each
category and instead of sorting by only what types they are (Headgear,
Implants, etc.) I will also sort by what they do (Physical Attribute Bonus,
Reflex Bonus, etc.).


Types:

Implants - Implants do a wide variety of things but for the most part they
increase Physical Attributes. They also are known for giving Immunity: Poison
and Immunity: Criticals.

Headgear - Headgear mainly gives skill bonuses, but a few pieces of equipment
in this category give Physical Attribute bonuses.

Arm Wear - These are pretty varied. They are mostly good for Physical Attri-
bute Bonuses and Skill Bonuses.

Shields - Shields offer protection against specific types of damage. The
amount of protection and of what kind is in the Shields description.

Belts - Belts often produce Stealth Fields, but, often, also boost Skills.


Effects:

Physical Attribute Bonus - Arm Gear, Implants mainly. A visor or two and a
belt or two as well.

Skill Bonus - All but shields and most Implants give this in a wide variety.

Damage Reduction - Shields, an Arm gear or two, and a Shield.

#6.5 Activated Items

Activated Items are things you don't equip but can still use. Things like
MedPacs, Stims, and Grenades fit under this category. Most of the items in
this category can be used by all party members (except Shields, only the
wearer of the Shield can activate and reap the benefits.).

Healing Items - Healing items are Medpacs, Repair Kits and Antidote Kits.
Medpacs and Antidote kits can only be used by organic party members. Repair
Kits are only for Droids.

Stims - Stims (or Stimulants) are handy little items that boost Physical
Attributes, Damage, To Hit, or vitality points. Some even boost combinations
of effects. However, Stims do not stack, meaning that if you use 1 Battle
Stimulant or 10, you will get the same effect. But if you use an Adrenal
Stamina Stim then a Hyper-Adrenal Stamina Stim, the greater of the two effects
will stay. You can use combinations of Stims to boost all kinds of stats, but
remember, no single stat can be boosted by multiple types of Stims.
Some examples are Adrenal Stamina, Alacrity, and Strength, Battle Stimulant,
and Hyper-Adrenal Stamina, Alacrity, and Strength.

Grenades - Grenades are a nice way to keep a Force-Exhausted Jedi in a fight,
or a way to kill the Rancor, or perhaps a way to take out an enemy at long
range to prevent them from switching to their Melee weapon. Whatever the use,
Grenades help. Grenades can hurt, stick, stun, and/or poison enemies. Not in
one grenade of course, I mean there is a type of grenade for each of those
effects. Frag Grenades are basic Grenades, but still powerful. Plasma are the
next step up from the Frag. Concussion stun enemies, while CryoBan will freeze
an enemy (or ally) to the ground, a nice thing to use against Melee-Only
enemies. Poison, well, poison. It's fairly obvious. And Sonic Grenades will
do damage and may stun the enemy. Ion do extra damage to droids. But a word of
caution, Grenades hit everything around the target... Everything includes 
allies. Be careful when using Grenades around allies.

Shields - Shields are activated in the same box as most other items, and will
protect the user from a specified type(s) of damage for 200 seconds or until
the shield suffers a certain amount of damage. The amount of damage it can
take along with what types it protects against are listed in the description.


#7 Alignment

Alignment in KoTOR is something that is kind of unorthodox to me. In
traditional d20 Systems, a player selects the alignment of the character
during creation, those choices being Lawful Good, Neutral Good, Chaotic Good,
Lawful Neutral, True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil, and
Chaotic Evil. However, in KoTOR your alignment changes and fluctuates during
the game, depending on how good or evil your choices are. Here we will look
at the types of alignment and what it means in character and in the game.

#7.1 Light Side

The Jedi, the Good Guy, Goodie-Goodie Two-Shoes. The Light Side is for those
that believe in Justice, Harmony, Peace, and all that good stuff. To seek this
path is to be eternally training, battling the Dark Side and generally aiding
those in need. Kind of chivalric...

For being on the Light Side you get a reduction in the cost of using Light
Side Force powers. For instance, if you are on the Light Side, Heal will cost
less. But the Force is something of balance. For having cheaper Light Side
powers, Dark Side powers cost considerably more.

Traditional style of the Jedi is a single Lightsaber and the customary Robes.
Almost all Jedi have Cure/Heal. Lightsaber color isn't an issue, except red.

#7.2 Neutral

Neutral is kind of hard to accomplish in KoTOR. There is actually a point in
the game where you, essentially, decide if you are Light Side or Dark Side. So
you cannot really be 100% Neutral, but you can be technically Neutral

The Neutral Force User is also known as a Force Adept. They decide not to
follow the ultra-strict Jedi, or the deadly Sith. They prefer to use their
Force connection from general purposes. They may act greedy one moment, and
benevolent the next. It's all dependant on their whims. And for taking this
path they receive no penalties to their force powers. However, they receive
no bonuses either. This is negligible when you consider the possible arsenal
of powers they cold have without fear of draining large amounts of Force
Points for using the wrong side of powers. Imagine a warrior with Force Storm
and Heal? That is the Force Adept.

Force Adepts have no specific style of clothing or lightsaber. They use what
they want, when they want.

#7.3 Dark Side

The Sith, the Bad Guy, the Bad Ass S.O.B. The Sith believe in a very extreme
Darwinistic set of ideals, in which only the strong survive and the weak shall
die. This is apparent in the Master/Apprentice system, in which the Apprentice
becomes Master by killing his Master when he senses the first sign of
weakness.

The Sith obviously gain a reduction in the cost of Force powers associated to
the Dark Side. These are twisted powers of power and destruction. Things like
Insanity, Kill, Choke, and the infamous Force Lightning. The Sith feel little
need for the powers of the Light Side, especially with the increase in Force
cost. A Sith would rather tear his opponent apart then simply beat him, thus
he/she will focus on the most powerful powers and ignore those frivolous
powers like Cure/Heal and Force Aura.

The Sith are known for Dark Robes and Red Double-Bladed Lightsabers. They
don't really care though, they'll using anything to kill someone. It's just
the Double-Sided Lightsaber looks so... Deadly...


#8 Combat

Combat is an integral part of KoTOR, or any d20 game I have played for that
matter, Pen and Paper or Computer/Console. Combat is your main source of
experience and the focal point of all that you struggle for. Here I will give
an overview of what happens in combat, both behind the scenes and right in
front of you. Let's start with the basics, the steps that combat follows.


#8.1 Basics

The first step in any combat is an attack. Whether it be with a weapon or
Force power, it starts somewhere. For our little example, we are going to use
a simple attack.

Stage 1 - Your character attacks an enemy. An attack roll is made behind the
scenes and it is compared to the enemies defense.

Stage 2 - If the attack roll is greater than or equal to the enemies defense,
you hit. If it less than the enemies defense, you miss.

Stage 3 - The enemy attacks you. Again, an attack roll is made behind the
scenes. The attack roll is compared to your defense.

Stage 4 - If the enemies attack roll is greater than or equal to your defense,
you are hit. If the enemies attack roll is less than your defense, it misses.



Now that we have the basic steps laid out, lets throw in some numbers.

Stage 1 - Your character attacks an enemy. An attack roll is made behind the
scenes. You roll an 8. You then add your To Hit, in this situation, a +5. This
gives you a total of 13. This is compared to your enemies defense, 11.

Stage 2 - Your attack is greater than his defense, you hit.

Stage 3 - The enemy attacks you. An attack roll is made behind the scenes. The
enemy rolls a 3. This is added to their To Hit, a +3. The result is a 6. This
is compared to your defense, 13.

Stage 4 - The enemy misses, you are saved.... for now...



So you see how hits and misses occur, let's see what damage is like.

Stage 1 - Your character attacks the enemy. An attack roll is made. You roll a
2, plus your To Hit of +5 gives you a 7.

Stage 2 - This is a miss, 7 is less than 11, sadly.

Stage 3 - The enemy retaliates. He rolls a 14. That's already a hit, but we
add his To Hit and we get 17.

Stage 4 - This is a hit. The enemy now rolls damage. He is using a Blaster
Pistol, which has a damage range of 1-6. A random number between 1 and 6 is
generated. 4 is the number, and that is the amount of damage you receive.

Now lets take a look at where these numbers come from, starting with the
attack and To Hit.

#8.2 Attack

Your attack roll total is the random number plus your To Hit. The random
number is self explanatory, it's randomly generated between 1 and 20. Damage
is also fairly random as well, but usually a smaller range.

To Hit - Your To Hit is the total number added to the random number, or roll.
It is made up of your classes Base Attack plus the appropriate modifier, be it
Strength, Dexterity or what have you. Melee weapons To Hit is your Base Attack
plus your Strength Modifier. Ranged weapons To Hit is your Base Attack plus
your Dexterity Modifier.

Damage - Damage is calculated much the same as To Hit. First a roll is made
based of the range of the weapons damage. For instance, a Blaster Pistol has
a range of 1-6 which would be a d6. Damage can be tricky though. Melee weapons
add the characters Strength Modifier, but Ranged weapons don't add anything to
their damage. Example, if you hit someone with a Vibrosword a d12 is rolled
then your Strength Modifier is added, along with any miscellaneous bonuses
from feats and such. But when a Blaster Rifle is shot, a d8 is rolled but only
miscellaneous bonuses are added.

Criticals - Everyone loves criticals. Provided you are the one giving them,
no one likes to receive one. Criticals are a result of your roll being within
a certain Critical Threat Range. This range may be only 20, or may be is big
as 11-20 in certain situations. Now, the tricky part of a Critical is that you
have to ROLL the numbers int he Critical Threat Range, not roll then add your
To Hit. Another thing to remember is that while a 20 always hits, if your
critical range is any larger than 20 and you roll something in it that isn't
20, you still have to roll to see if hits. Only what is called a Natural 20 is
considered an automatic hit, all other critical range rolls must still be
rolled to see if it hits.

Feat Attacks - Certain feats, like Power Attack and Flurry, give you special
attack options in battle. These feat attacks are rolled like a normal attack,
but almost definitely have penalties. So after a roll is made and the To Hit
is added, the penalties are applied. This could make it wise not to use Power
Attack on hard to hit enemies.

#8.3 Defense

Defense (or AC in traditional d20 games) is a simple, but important number. It
determines how hard, or easy, it is to be hit with normal attacks. It is
important to note that Defense is a combination of several numbers and by
these numbers differently you can have quite a formidable Defense rating.
Let's take a look at what makes up your Defense

10 + Armor + Dexterity Modifier + Miscellaneous (Feats, Force Powers, etc.)

10 - This is the base defense. Everything has a Defense of at least 10.
Anything that doesn't, is a special case.

Armor - This is the number that is in your Armor's description. It's a
straight-forward part of your Defense.

Dexterity Modifier - This is obviously your Dexterity Modifier. But your Dex-
terity Modifier isn't what you always think it is. Remember, armor limits your
max Dexterity Modifier, so more often than not, you will have armor with lower
defense being better than another piece with higher defense simply for having
a better max dex bonus.

Miscellaneous - This is everything else in the equation that may not always be
there. Feats, Force Powers, and items fit in this category. Some Feats that
you might see here are Dueling, Jedi Sense, or Scoundrel's Luck. Force Powers
include Jedi Aura and Force Speed. And items would be adrenal alacrity, which
is indirectly related to defense.

So an example Defense of 23 could be broken down into 10 + 7 + 4 + 2, or
base of 10, plus 7 from armor, plus 4 from your dexterity modifier, and 2 from
Jedi Sense.

Defense can also be lowered in situations. A common one is being caught off
guard, or flat-footed. In this case you loose your Dexterity Modifier in your
Defense. Or being stunned/stasised/carbonized/etc. you loose your Dexterity
Modifier (you can't move, what do you expect? ^_^).

#8.3 Force Usage

Force powers work differently from normal attack because they always "hit".
But they don't always do something. For instance, if an enemy succeeds in a
Reflex throw versus Force Push, they still receive damage but aren't stunned.

Almost every Force Power has a DC. At least the ones that effect enemies do.
The ones that effect allies always work. The ones that effect enemies usually
have a DC of 5 + Attacker's Level + Wisdom and Charisma Modifiers. A few, like
Plague, have preset DC's. And Throw Lightsaber always hits and always does
damage. A special case is Affect Mind and Dominate Mind. They are used in
dialogue and may not always work, however you don't know the DC of what you
are trying to do. Dominate Mind almost always works and Affect Mind just helps
in persuading.

==============================================================================

#9 Force Powers

Force Powers are the basis of being a Jedi. I mean, what Jedi can't use Push
or Pull? Jedi rely on the Force to guide them through their quests. Here we
will take a look at all the Force powers and how they are used. All powers
that cannot be used with armor are marked with *.

#9.1 Light Side

Cure - All party members within 15 meters are healed 5 vitality + Charisma 
and Wisdom Modifier + User Level. No effect on Droids.

Heal - All party members within 15 meters are healed 10 vitality + Charisma
and Wisdom Modifier + User Level. Neutralizes Poisons. No effect on Droids.

Force Aura* - User gains +2 Defense and +2 Saving Throws for 20 seconds.

Force Shield* - User gains +4 Defense and +4 Saving Throws for 20 seconds.

Force Armor* - User gains +6 Defense and +6 Saving Throws for 20 seconds.

Force Valor* - All Physical Attributes are increased by 2 for 20 seconds.

Knight Valor* -  All Physical Attributes are increased by 4 for 20 seconds.

Master Valor* -  All Physical Attributes are increased by 6 for 20 seconds.

Stun - Stuns enemy for 9 seconds. Fortitude save of 5 + User's Level + Wisdom
       and Charisma Modifiers. A successful save results in Slow for the
       duration. Does not effect Droids.

Stasis - Enemy cannot move for 12 seconds. Fortitude save of 5 + User's Level
         + Wisdom and Charisma Modifiers. A Successful save results in Slow
         for the duration. Does not effect Droids.

Stasis Field - Enemy and all enemies within 10 meters cannot move for 12
               seconds. Fortitude save of 5 + User's Level+ Wisdom and 
               Charisma Modifiers. A Successful save results in Slow for the 
               duration. Does not effect Droids.

Stun Droid - Stuns Droid for 12 seconds. Droid receives damage equal to users
             level. Fortitude save of 5 + User's Level + Wisdom and Charisma
             Modifiers negates Stun and reduces damage by half.

Disable Droid - Shuts down all Droids within 5 meters of target Droid for 12
                seconds. Droids receive damage equivalent to user's level.
                Fortitude save of 5 + User's Level + Wisdom and Charisma
                Modifiers negates the Stun and reduce damage by half.

Destroy Droid - Disables all Droids within 6 meters of target for 12 seconds
                and deals 1d6 points of damage per user level. Fortitude save
                of 5 + User's Level + Wisdom and Charisma Modifiers results in
                half damage.

#9.2 Dark Side

Wound - The target receives 2/3 users level in damage every 2 seconds for 6
seconds. Fortitude save of 5 + User's level + Wisdom and Charisma Modifiers
results in no damage. Does not effect Droids.

Choke - Stuns enemy and does 2/3 users level in damage every 2 seconds for 6
seconds. Enemy also suffers -4 to Dexterity, Constitution, and Strength for
24 seconds. Fortitude save of 5 + User's level + Wisdom and Charisma
Modifiers results in no effect. Does not effect Droids.

Kill - Target is stunned for 6 seconds, during which they suffer half their
total Vitality points in damage. Fortitude of 5 + User's level + Wisdom and
Charisma Modifiers results no stun and damage equal to user's level. Does not
effect Droids.

Slow - Target moves at a quarter of their normal movement and suffers from -2
Defense, Reflex saves, and attack rolls for 30 seconds. Will save of 5 +
User's level + Wisdom and Charisma Modifiers results in no effect. Does not
effect Droids.

Affliction - Target 7 Phsyical Attribute points over 21 seconds at 1 point per
3 seconds. Target is also slowed. Fortitude save of 20 negates.

Plague* - Target becomes poisoned for 12 seconds. For each second while
posioned they loose 1 point to each Physical Attribute for a total of 12.
Target is also slowed. Fortitude save of 100 negates. Does not effect droids.

Fear - Target is unable to move or attack for 6 seconds. Will of 5 + User's
level + Charisma and Wisdom Modifiers negates. Does not effect Droids.

Horror - Target and all enemies within 5 meters are unable to move or attack
for 12 seconds. Will save of 5 + User's level + Charisma and Wisdom Modifiers
negates. Does not effect Droids.

Terror - Target and all enemies within 10 meters are unable to move for 12
seconds. Will save of 5 + User's level + Charisma and Wisdom Modifiers
negates. Does not effect Droids.

Shock* -  Target takes 1d6 of damage per user level to a max of 10d6. Will 
save of 5 + User's level + Charisma and Wisdom Modifiers halves damage.

Force Lightning* - All enemies up to 16 meters in front of you take 1d6 of
damage per User level to a max of 10d6. Will save of 5 + User's level + Wisdom
and Charisma Modifiers halves damage.

Force Storm* - All enemies within 10 meters of the user takes 1d6 damage per
user level, to a max of 10d6. Will save of 5 + User's level + Wisdom and
Charisma Modifiers halves damage.

Drain Life* - Target takes 1d4 damage per level of user, up to 10d4. This
damage is returned to the user as health. Fortitude save of 5 + User's level +
Wisdom and Charisma Modifier halves damage. Does not effect Droids.

Death Field* - All enemies within 10 meters receive 1d4 damage per user level,
max of 10d4. This damage is returned to the user as health. Fortitude save of
5 + User's level + Wisdom and Charisma Modifier halves damage. Does not effect
Droids.

#9.3 Universal

Burst of Speed* -  User gains +2 Defense and double movement rate.

Knight Speed* - User gains +4 Defense, double movement rate and an extra
attack per round.

Master Speed* - User gains +4 Defense, double movement rate and 2 extra
attacks per round.

Energy Resistance - User gains resistance of 15/- vs. Sonic, Fire, Cold,
and Electrical attacks for 120 seconds.

Improved Energy Resistance - User gains restance of 30/- vs. Sonic, Fire,
Cold, and Electrical attacks for 120 seconds.

Force Resistance -

Force Immunity -

Affect Mind - Opens up new dialogue options marked with [Force Persuade]. Does
not effect Droids.

Dominate Mind - Opends up new dialogue options marked with [Force Persuade],
and makes it almost impossible to resist. Does not effect Droids.

Force Push - Enemy takes damage equal to ---- and is knocked to the ground.
Fortitude save of 5 + User's Level + Wisdom and Charisma Modifiers to negate.

Force Whirlwind - Enemy is immobilized and takes damage equal to half the
user's level every second. Fortitude save of 5 + User's Level + Wisdom and
Charisma Modifiers to negate.

Force Wave -

Force Suppresion - Removes first and second tier Force Powers in effect on
an enemy. Only removes one power per use.

Force Breach - Removes all Force Powers in effect on an enemy. Only removes
one power per use.

Throw Lightsaber - Throws Lightsaber at enemy atleast 10 meters away, dealing
1d6 points of damage per user power. Always hits.

Advanced Throw Lightsaber - Throws Lightsaber at enemy atleast 10 meters away
and to all enemies within 5 meters of initial target. Deals 1d6 points of
damage per user level. Always hits.

==============================================================================

#10 NPC's

NPC's, or Non-Player Characters, are what makes up the bulk of any RPG's
character list. They are those that you interact with. They are the ones who
make the story. You make it happen. NPC's vary by race, age, gender, strength,
personality and any other number of variables. NPC's also can be used to
describe your other party members, but not entirely accurately. I say this
because they are, at one point in time or another, an NPC by definition. It
is also easier to refer to them as NPC than developing or using some other
term.

#10.1 Allies

Your allies are mostly NPC's that join in your quest. They help you out in
some way, whether in a fight, financially, or any other way. Here I will list
those that join your party as well as any groups that may support your
endeavors, along with any dependancies on your alignment or previous decisions
(i.e. The Sandpeople will attack you on sight until you speak with their
Chieftan. Then they may stop, or continue, depending on your choices.).


Party Members:


Bastilla - She is the first Jedi you encounter, but she is still a Padawan.
She is seemingly used to getting her way, or atleast bossing around people,
but she soon learns her place.

Her alignment is of the Light Side, and she tries her best to stay that way.
However, she admits that it is sometimes hard to resist the Dark Side. 

Class: 3rd Level Jedi Sentinel

VP: 27
FP: 27

Defense: 16

Strength: 12
Dexterity: 18
Constitution: 12
Intelligence: 10
Wisdom: 12
Charisma: 15

Skills (Trained):

Awareness: 5
Treat Injury: 5

Feats:

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


Canderous - A rough and tough Mandolorian, Canderous is the one to pick for
a melee man. Despite his inital weapon of a custom Heavy Blaster, it's best
to give him a sword and let him smack some sense into enemies.

Canderous is Dark Side. He likes it that way. He doesn't care if you kill
someone for stuttering or trying to stab you. All that matters to him is if he
is still standing after the fight to kill some more.

Class: 5th Level Soldier

VP: 65
FP: N/A

Defense: 1

Strength: 15
Dexterity: 12
Constitution: 14
Intelligence: 10
Wisdom: 14
Charisma: 10

Skills (Trained):

Demolitions: 2
Treat Injury: 8

Feats:

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



Carth - Carth. A heroic soldier or a whining boy? There are people on both
sides of that story, and for the sake of a proper FAQ, I won't say my side...
directly. He uses dual blasters, one of which is his own.

Carth is a goodie-goodie. He is higher on the Light Side than Bastilla and he
shows it all the time. I recomend taking Carth out of your party if you plan
on saying mean things to NPC's or he will blabber on how evil you are. For a 
Light Side character, however, he is less annoying. I don't like Carth, much.

Class: 4th Level Soldier

VP: 44
FP: N/A

Defense: 13

Strength: 13
Dexterity: 16
Constitution: 12
Intelligence: 13
Wisdom: 10
CHarisma: 12

Skills (Trained):

Awareness: 3
Repair: 2
Security: 1
Treat Injury: 4

Feats:

Two-Weapon Fighting
Improved Two Weapon Fighting
Armor Proficieny: Light Armor
Armor Proficieny: Medium Armor
Armor Proficieny: Heavy Armor
Power Attack
Power Blast
Weapon Proficiency: Blaster Pistol
Weapon Specialization: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Heavy Weapons
Weapon Proficiency: Melee Weapons




==============================================================================


Special Thanks

CjayC and all of GameFAQs for being there. I absolutely love GameFAQs and
always come here first for any game I'm stuck on, need reviews for, or just
want to discuss.

TestaALT for writing damn good FAQs that gave me plenty of help on games in
the past, and help for this FAQ.

Bioware for making such good DnD based games and such a great Star Wars d20
game.

Shadowstrider of the Bioware KoTOR Boards for the wonderful formatted version
of all kinds of information. The website is located at
http://shadow-network.net/swkotor/class.php

olaf73 of the Bioware KoTOR Boards for posting the Base Attack Bonus, the
Saves Tables, and the Skill Points per Level formulas.

And any others I may have forgotten. And if that's the case, send me an e-mail
and I'll add you!! I don't want to forget anyone...

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This FAQ is Copyright Jordan Gammey 2003. All other material contained is
Copyright of their respective owners.