All Skills Jedi Guide 1.1

By Skoobouy <skoobouy at hotmail dot com>

Compiled and useful
for Star Wars: Knights of the Old Republic
for the XBox or PC


*** Introduction

"...for a truly skillerific, physical-weakling existence..." -Sherwin Tam, The
Gameplay Guide

Sherwin Tam coined the word "skillerific," which I now dub the unofficial title
of just this kind of KOTOR character build. The Skillerific, or All Skills Jedi
places an emphasis on Intelligence. Ah, intelligence--undervalued not only in 
the real world but in the video game realm as well. The goal of the 
skillerific Jedi is to have a main character that can flawlessly sneak, 
recover and plant mines, slice on the cheap, repair HK-47 and persuade with 
ease. 


*** Revision History

1.1, July 26th, '06 - Major rearrangement of the text, with more example skill
                      progression charts, and refined areas elsewhere.
1.0, July 23rd, '06 - The first draft! Covers all the basics.


*** Other resources (and their contributions)

Gameplay Guide v1.4 by Sherwin Tam:
An insdispensible manual of statistics and strategy for the hardcore KOTOR 
player. The Gameplay Guide's "Class Combinations" section is pure gold, and I 
directly copied portions of them, with permission of course. :)

Item Guide by JPaterson; 
Item Guide 1.0 by Garrett Gallegos:
JPaterson's guide is more thorough, but Garrett Gallegos's guide has all the 
information on the GenoHarradan equipment


*** Table of Contents

CHAPTER I: SKILL GOALS

CHAPTER II: EQUIPMENT

CHAPTER III: ATTRIBUTES
  3.1 Light Side
  3.2 Dark Side

CHAPTER IV: CLASS COMBINATIONS
  4.1: Scout-Sentinel
  4.2: Scoundrel-Consular
  4.3: Scoundrel-Guardian
  4.4: Scoundrel-Sentinel

CONCLUSION


///////////////////////////////////////////////////////////////////////////////


I. SKILL GOALS

Our goal is to maximize our Jedi's skills without crippling him/her too much in
other departments. The decisions I have made in crafting this build are 
intended to get (at least) the following skills by level 20:

Computer Use: 20
Stealth:      20
Demolitions:  20
Awareness:    20
Persuade:     20
Repair:       17

Fortunately, this does *not* mean we have to build a character who can generate
117 skill points in 20 levels--which is impossible. Thanks to equipment and 
attribute bonuses, we only need 78 skill points; still a very high number, but
within reach of a handful of the class combinations.

Question! Why are we ignoring Security and Treat Injury? Security unfortunately
has little real purpose in the game, since one can always bash things open. 
Treat Injury also loses importance in the face of Force Powers. It would be too
difficult to make a usable character who mastered *all* of the skills, so I 
chose the ones that are the most fun and useful.

Question! Why are we keeping Repair at 17? 17 is the minimum score needed to 
repair HK-47 to fully operational. Beyond that, there is little need for 
further investment, since repairing random droids has little purpose in the 
game--far less, practically speaking, than Computer Use.


///////////////////////////////////////////////////////////////////////////////


II. EQUIPMENT

Unlike Mission Vaio, our main character cannot be a Scoundrel forever, so skill
points are relatively hard to come by. That is why we have to rely on skill
boosting equipment to fill in the gaps made by the Jedi classes's
skill-lessness. Fortunately, the essentials are easy to find, relatively cheap,
and can be acquired by the third planet you visit (if that planet is Korriban).

Item                 Skill/Att Bonus  LS-DS  Location
-------------------------------------------------------------------------------
Infiltrator Gloves   Computer Use +4  Both   7000 credits in the Jedi Enclave
                     Security     +4           Store, Dantooine
Eriadu Stealth Unit  Stealth      +6  Both   1250 credits in the Dreshdae
                                               Settlement, Korriban
Demolitions Sensor   Awareness    +8  Both   Found in the Tomb of Ajunta Pall,
                     Demolitions  +4           Korriban
Qel Droma Robes      Wisdom       +2  Light  Behind the Terentatek in the
                                               Shyrack Cave
Cardio Power System  Constitution +4  Light  15000 from Mika Dorin after
  (Implants 3 req)                             Leviathan event
GenoH. Mesh Armor    Dexterity    +3  Dark   Complete the GenoHarradan
  (Medium Arm. req)  Stealth      +4           assassination quests
GenoH. Stealth Unit  Stealth      +8  Dark   Complete the GenoHarradan
                                               assassination quests

You will notice that I have indicated certain equipment that are better for LS
Jedi or DS Jedi. Sometimes that is because the items themselves are restricted,
i.e., the Qel-Droma Robes. Other times it is because they are the rewards for
DS quests, like the GenoHarradan stuff. In the case of the Cardio Power System,
it is meant to compensate the LS Jedi's attributes for the lack of the
GenoHarradan Mesh Armor.

No matter what kind of Jedi you are, you must wear the first three pieces of 
equipment listed here for their skill bonusus. Of course, you do not have to do
that all the time (just when you need the skills)--for example, Dark Side Jedi
may wish sometimes to avail themselves of the Marko Ragnos' Gauntlets. The 
other equipment here is necessary for our final attribute bonuses, which, of 
course, affect our skills as well.

Now that we have our skill-boosting equipment planned out, it is necessary to
think of the best attributes, both to keep our Jedi alive and fighting, and to
further boost skills.


///////////////////////////////////////////////////////////////////////////////


III. ATTRIBUTES

Certain attribute modifiers directly affect certain skills. We will use this to
our advantantage--wise choices here will cut the number of skill points our 
character needs to reach 20 in each skill. Because there is different equipment
available for Light Side and Dark Side Jedi, the best attributes for each are
also different. We will begin with the Light Side.


3.1 Light Side (LS)

Level:         1   4   8  12  16  20  Final  Equip.*  Skill Bonuses
-----------------------------------------------------------------------
Strength:      8                       8
Dexterity:    16  +1                  17     +1       Stealth:      +4
Constitution:  8                       8     +4
Intelligence: 14                      14              Computer Use: +2
                                                      Demolitions:  +2
                                                      Repair:       +2
Wisdom:       12                      14     +2       Awareness:    +2
                                                      Treat Injury: +2
                                                      Security:     +2
Personality:  16      +1  +1  +1  +1  20              Persuade:     +5

* Equipment: Qel Droma Robe (+2 Wis), 
             Infiltrator Gloves (+1 Dex), 
             Cardio Power System (+4 Con)

Because the LS Jedi will (probably) not be using the GenoHarradan Mesh Armor
to boost his Dexterity, he will have to pump it on his own. This gives him the
advantage of being a decent gunslinger/saber wielder right from the start, but
those precious creation points had to be sapped out of Constitution and Wisdom.
Therefore, the LS All-Skills Jedi will have very little VP. There are a few 
different ways to counteract this:

1. Spend three feats on Master Toughness. Very straightforward.

2. Spend three feats on Implants Level 3, and wear the Cardio Power System. You
don't have to spend any feats at all if you are a Scout-Sentinel, though, so
this is the recommended path for LS Scout-Sentinels.

3. Take a trip to the Dark Side to get the GenoHarradan Mesh Armor. No fun for
role-players, but you could probably make up the light-side points later on.

4. Ignore your low VP. This is always an option, even if it makes the game more
difficult.

Happily, the Light Side Jedi has the additional advantage of the Star Forge 
Robes, which launch your Wisdom to a whopping 19, making you the superior Force
Power wielder.


3.2 Dark Side (DS)

Level:         1   4   8  12  16  20  Final  Equip.*  Skill Bonuses
-----------------------------------------------------------------------
Strength:      8                       8
Dexterity:    13  +1                  14     +4       Stealth:      +4
Constitution: 10                       8
Intelligence: 14                      14              Computer Use: +2
                                                      Demolitions:  +2
                                                      Repair:       +2
Wisdom:       14                      14              Awareness:    +2
                                                      Treat Injury: +2
                                                      Security:     +2
Personality:  16      +1  +1  +1  +1  20              Persuade:     +5

* Equipment: GenoHaradan Mesh Armor (+3 Dex),
             Infiltrator Gloves (+1 Dex)

The DS Skillerific Jedi will have the advantage of the GenoHaradan Mesh Armor 
to artificially boost Dexterity, which allows him/her to redistribute Creation 
points into Constitution and Wisdom. This means that the DS Skillerific will be
the weaker combatant until he/she completes the GenoHaradan assassinations. The
obvious advantage of the Dark Side is that you can probably ignore Implants and 
Toughness Feats, and be more aggressive. He/she will still need to invest a 
Feat into Medium Armor Proficiency, however.

As you can see, whether we play as Light Side or Dark Side creates a different 
set of problems, but in the end both balance out rather nicely--both get the
exact same skill bonuses: two each in Computer Use, Demolitions, and Repair; 
four in Stealth; two in Awareness; and five in Persuade (you will also get two
freebies each in Security and Treat Injury).


///////////////////////////////////////////////////////////////////////////////


IV. CLASS COMBINATIONS


As stated, after we take into account our skill bonuses from attributes and 
from equipment, we are still short 78 skill points from the truly skillerific 
Jedi. This is no small number: if our Intelligence score is any less than 14, 
it is impossible for any class combination to succeed. So which class 
combinations with 14 Int generate at least 78 skill points in 20 levels? In 
fact, there are four: the Scout-Sentinel, the Scoundrel-Guardian, the 
Scoundrel-Sentinel, and the Scoundrel-Consular. 

Recall that our goal is to achieve 20 points in every skill except for Repair
(17) and Security and Treat Injury (ignored). However, taking into
consideration our equipment and attributes, we actually only need to raise our
skills by the following amounts:

Revised Skill Goals:
--------------------
Computer Use: 14
Stealth:      10 [7 for LS Scout-Sentinels w/ Master Caution]
                 [4 if using GenoHarradan equipment]
Demolitions:  14 [11 for LS Scout-Sentinels w/ Master Caution]
Awareness:    10
Persuade:     15
Repair:       15

Thus, the descriptions of each of the class combinations includes an example
chart showing how one might assign their points; but these are only examples.


4.1 Scout-Sentinel 
(Skill points totals are based on a +2 Intelligence modifier)

LV    Feats  Powers  VP   FP   SP*  AB   Fort  Ref  Will  Class Feats:
-------------------------------------------------------------------------------
4/16  9      17      160  136  80   +15  +14   +14  +11   Implant Level 2,
                                                          Uncanny Dodge 1
8/12  10     13      160  112  84   +15  +14   +14  +12   Implant Level 3,
                                                          Uncanny Dodge 2

Class skills:  Scout         Sentinel      Lacks
---------------------------------------------------
               Computer Use  Persuade      Stealth
               Demolitions                 Security
               Awareness
               Repair
               Treat Injury

Example Skill Point Progression (8/12 LS Scout-Sentinel w/ Master Caution):

Level         1  2  3  4  5  6  7  8  1  2  3  4  5  6  7  8  9 10 11 12
------------------------------------------------------------------------
Remaining SP  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0
Computer Use  4  5  6  7  8  9 10 11 12 12 12 12 12 12 12 12 12 13 14 14
Stealth       2  2  3  3  4  4  5  5  5  5  5  5  5  5  6  7  7  7  7  7
Demolitions   4  5  5  6  6  7  7  8  8  8  8  8  8  8  9  9 10 11 11 11
Awareness     4  5  5  6  6  7  7  7  7  7  7  7  7  8  8  9 10 10 10 10
Persuade      0  0  0  0  0  0  0  0  1  4  7 10 13 15 15 15 15 15 15 17
Repair        4  5  6  7  8  9 10 11 12 12 12 12 12 12 12 12 13 14 16 17

Rationale: I put Stealth on hold in order to get Computer Use and Repair to 
12--a multiple of 4, for the discounts. Then, because Persuade is so
important, I pumped it exclusively all the way to 15. Finally I focussed on
Stealth again, and cleaned up the rest.

Example Final Skills with Recommended Equipment (+ Master Caution):

Computer Use: 20
Stealth:      20
Demolitions:  20
Awareness:    20
Persuade:     22
Repair:       20

The Scout-Sentinel is the only non-Scoundrel class combination that generates 
enough skill points to reach our "skillerific" criteria. The free Implants and
the possibility of having 10 additional feats could make this the ideal choice
for Light Side Skillerific Jedis (see the Attributes section below for why). 
The Scout's superior Saving Throws, with the Sentinel's Force Immunity and the
Qel Droma Robes' bonuses make this build into an awesome juggernaut. 

The greatest drawback to the Scout-Sentinel is it's lack of Stealth as a class
skill, which means that you will spend double skill points trying to raise it.
This gives you three options.
  
1. One possible solution is to complete the GenoHarradan quests; the
GenoHarradan Mesh Armor and Stealth Unit add +12 to your Stealth skill, meaning
you only have to raise your Stealth to 4 (and you will end up with 6 extra
points to play with). Unfortunately for Light Side Jedi, those are Dark Side
quests, and you might have trouble doing enough good deeds to atone for your
evil. Would you sell your soul for skill points?

2. You can opt to pump Stealth anyway and take a hit to your skill points. If
you do this, you will short either 8 points (4/16 Scout-Sentinel) or 4 points
(8/12) of our Skill Goals (CHAPTER I). Happily, there is a relatively easy way
to compensate for this: Master Caution (+3 Stealth, +3 Demolitions). It might
seem wasteful to spend 3 feats on 6 measely skill points, especially if you
are the 4/16 Scout-Sentinel, with only 9 feats. But with Stealth as a cross-
class skill, Master Caution is actually worth 9 skill points to you. The 4/16
Scout-Sentinel will yield 1 extra skill point at level 20; the 8/12 version
will have a surplus of 5 points.

3. You can also opt to ignore Stealth and pump Treat Injury instead; but 
Stealth is a hard loss for Demolitions fans.


4.2 Scoundrel-Consular 
(Skill points totals are based on a +2 Intelligence modifier)
  
LV    Feats  Powers  VP   FP   SP   AB   Fort  Ref  Will   Class Feats:
-------------------------------------------------------------------------------
7/13  8      17      120  144  80   +14  +10   +11  +10    Sneak Attack IV,
                                                           Improved Scoundrel's
                                                             Luck
8/12  9      15      120  136  83   +15  +10   +12  +10    Sneak Attack IV,
                                                           Improved Scoundrel's
                                                             Luck

Class skills:  Scoundrel     Consular      Lacks
---------------------------------------------------
               Demolitions   Computer Use  None
               Stealth       Repair
               Awareness     Treat Injury
               Persuade
               Security

Example Skill Point Progression (8/12 LS Scoundrel-Consular):

Level         1  2  3  4  5  6  7  8  1  2  3  4  5  6  7  8  9 10 11 12
------------------------------------------------------------------------
Remaining SP  8  9 10 11 12 13 14 17  0  0  0  0  0  0  0  0  0  0  0  0
Computer Use  0  0  0  0  0  0  0  0  5  5  5  5  6  7  9 11 13 15 17 18
Stealth       4  5  6  7  8  9 10 10 10 10 10 10 10 10 10 10 10 10 10 10
Demolitions   4  5  6  7  8  9 10 11 12 13 14 14 14 14 14 14 14 14 14 14
Awareness     4  5  6  7  8  9 10 10 10 10 10 10 10 10 10 10 10 10 10 10
Persuade      4  5  6  7  8  9 10 11 12 12 12 13 14 15 15 15 15 15 15 16
Repair        0  0  0  0  0  0  0  0 12 13 14 15 15 15 15 15 15 15 15 15

Rationale: Because I am always eager to upgrade HK-47, I fill up Repair ASAP.
My other priorities are Persuade and Computer Use, in that order.

Example Final Skills with Recommended Equipment:

Computer Use: 24
Stealth:      20
Demolitions:  20
Awareness:    20
Persuade:     21
Repair:       17

The Scoundrel-Consular is the only class combination that gives us every single
class skill; on top of that, it allows us to persuade and sneak in the first 
half of the game, which the Scout-Sentinel does not. Although it skimps on 
Feats and Saving Throws, the Soundrel-Consular has the tremendous advantage of
Sneak Attack IV, which makes it a delightful assassin build for Dark Side 
Jedi--not to mention that it is much friendlier to heavy Force Power users, 
like Dark Side Jedis tend to be.

The two level-up options here are the best offerings for those who either 
prefer Force Powers and Force Points (7/13) or Feats and Skill Points (8/12).


4.3 Scoundrel-Guardian
(Skill points totals are based on a +2 Intelligence modifier)
  
LV    Feats  Powers  VP   FP   SP*  AB   Fort  Ref  Will   Class Feats:
-------------------------------------------------------------------------------
7/13  10     14      172  92   80   +18  +10   +13  +8     Sneak Attack IV,
                                                           Improved Scoundrel's
                                                             Luck
8/12  10     13      168  88   83   +18  +10   +14  +8     Sneak Attack IV,
                                                           Improved Scoundrel's
                                                             Luck

Class skills:  Scoundrel     Consular      Lacks
---------------------------------------------------
               Demolitions   Treat Injury  Computer Use
               Stealth                     Repair
               Awareness    
               Persuade
               Security


Example Skill Point Progression (8/12 LS Scoundrel-Guardian):

Level         1  2  3  4  5  6  7  8  1  2  3  4  5  6  7  8  9 10 11 12
------------------------------------------------------------------------
Remaining SP  8  9 10 11 12 13 14 17  3  3  1  0  0  0  0  0  0  0  0  0
Computer Use  0  0  0  0  0  0  0  0  1  1  1  2  2  3  3  4  5  6  6  6
Stealth       4  5  6  7  8  9 10 10 10 10 10 10 10 10 10 10 10 10 10 10
Demolitions   4  5  6  7  8  9 10 11 12 13 14 14 14 14 14 14 14 14 14 14
Awareness     4  5  6  7  8  9 10 10 10 10 10 10 10 10 10 10 10 10 10 10
Persuade      4  5  6  7  8  9 10 11 12 13 14 15 15 15 15 15 15 15 17 19
Repair        0  0  0  0  0  0  0  0  6  6  7  7  8  8  9  9  9  9  9  9

Rationale: Pumping Repair to 9 (11 with Int modifier) allows you to get HK's
second upgrade: Defense +2; after that, there is no point to Repair. In the
meantime, Computer Use can be usefully boosted to 6 (12 with equipment and
Int modifier).

Example Final Skills with Recommended Equipment:

Computer Use: 12
Stealth:      20
Demolitions:  20
Awareness:    20
Persuade:     24
Repair:       11

Any of the Scoundrel-based Skillerific Jedi listed here can take advantage of 
the Scoundrel's Sneak Attack IV; but only the Scoundrel-Guardian can do it with
a +18 Attack Base. With 10 Feats and a VP that soars above the Scoundrel-
Consular, this guy is the ultimate Jedi assassin. It is only a shame that HK-47
will probably never retrieve his most useful memories, and moreover that most 
computers will remain untouched (but maybe that just means the Scoundrel-
Guardian likes to give murder a personal touch).


4.4 Scoundrel-Sentinel
(Skill points totals are based on a +2 Intelligence modifier)
  
LV    Feats  Powers  VP   FP   SP*  AB   Fort  Ref  Will   Class Feats:
-------------------------------------------------------------------------------
2/18  9      19      156  148  83   +14  +11   +14  +8     Sneak Attack I,
                                                           Scoundrel's Luck
8/12  9      13      144  112  87   +15  +10   +14  +8     Sneak Attack IV,
                                                           Improved Scoundrel's
                                                             Luck

Class skills:  Scoundrel     Consular      Lacks
---------------------------------------------------
               Demolitions   Treat Injury  Computer Use
               Stealth                     Repair
               Awareness    
               Persuade
               Security

[Skill Progression is the same as the Scoundrel-Guardian's]

If you were looking for a Skillerific Jedi who was also a master of the Force, 
you can bypass the Scoundrel Consular and come here instead. Why? Because due 
to our 78 minimum skill-point requirement, and due to the Scoundrel-Sentinel's 
HUGE skill-point yield, you can become a Jedi at level 2 and still have plenty 
of skill points to fill all of the requirements. Of course, you probably will 
not need as many as 78 points anyway, because like the Scoundrel-Guardian, we 
lose Computer Use and Repair with this build. However, you gain as many as 19 
Force Powers, which makes this build both Skillerific and Forceriffic.


///////////////////////////////////////////////////////////////////////////////


CONCLUSION

If you liked this guide, write me at (skoobouy at hotmail dot com) and let me
know--I won't feel like such a yutz for wasting so much time. My thanks
again for the hard work of so many KOTOR fans. Bye!

Copyright 2006 Jeffrey Zimmerman