Gunslinger Guide by ExiledKnight

Version: 1.0 | Updated: 04/27/09 | Printable Version

|Star Wars Knights of the Old Republic:
|Gunslinger Guide
|Written By: ExiledKnight 
| E-mail:
|Copyright 2009, Ryan Backes

Table of Contents

1.0	Introduction 
2.0	The Three Rules to KotOR
3.0	Classes
3.1	Starting Class
3.2	Jedi Class
4.0	Attributes
4.1	Strength
4.2	Dexterity
4.3	Constitution
4.4	Intelligence
4.5	Wisdom
4.6	Charisma
4.7	Stat Check 
5.0	Skills
5.1	Useful skills
5.2	Skills to avoid
5.3	What is persuade
6.0	Feats
6.1	Recommended Feats 
6.2	Feats to avoid
7.0	Force Powers
7.1	Recommended Force Powers
8.0	The Force
8.1	Which Side of the Credit Line?
9.0	Leveling
10.0	Spit and Polish
10.1	My Character
10.2	How to Make Your Character God
11.0	Conclusion and Credits
11.1	Special Thanks To
11.2	Who Can Use This Guide
11.3	Version History
11.4	Credits

|As a final note before I get started, simply click Ctrl+F 
|and the name or number of a section to quickly navigate 
|through this guide. Much more convenient if you’ve                  
|already read this or are only looking for a specific section.         

1.0	Introduction

As a member on Gamefaqs, I feel that it is my duty to inform all 
of you helpless mishaps about the truth; the truth of how to truly 
build a great character for a very addictive game. But first I would
like to introduce myself. I am ExiledKnight, just your everyday 
member on Gamefaqs and fellow KotOR owner who has read the 
guides here and shaken his head countless times. I mean, come on, 
the math that people seem to be doing is pathetic! Master Flurry 
better than Master Power Attack when using two weapons?! Yeah 
right! Power Attack with a double bladed lightsaber and Master 
Speed does +40 damage. And that is more than any weapon in the 
Game can trump. Flurry gives you a single attack using the damage 
modifier for your main hand weapon. Another thing that I’ve been 
seeing is how woefully uniformed people are. They are willing to 
nod their heads at every mistake in every guide dismissing it as truth
because the author wrote it as such. So that is why I am here. To 
inform you of everything you might be missing out with the builds 

Straight away I will admit to you that I skipped my morning coffee 
This fine day so I am in a slightly bitter mood. Nothing too serious, 
but enough that my tongue will seem biting to some of you. Take 
no offense at my words even if they are slightly harsh. Just know that
the purpose of this is not to shun or mock you. The purpose of this is
to enlighten you. To bring you into the ranks of the few people who 
can truly enjoy the game using a very simplistic strategy. 

Now that I finished that little tangent there, let me tell you about what
you are getting yourself into. Recently it dawned on me to try the blaster
Jedi that seems so fun. I brushed off my game, turned on my computer 
and logged on to gamefaqs. There I searched desperately for a good guide.  
The best I could find was NukeBlast’s “True Scoundrel Guide” which was, I 
shall admit, lacking in several ways. No offense offered to him, but I tried 
his guide. The only way I was able to utilize the full set of abilities he 
claimed was to use the FLU to get me sneak attack X. And still I was only able 
to use it once per battle for the most part. So I took a couple more looks at 
his guide and improved on his ideas. How? Well I started by changing the class 
around a few times. Of course I never played through the game the dozen or so 
times  it would take me to try every combination. Instead I used the FLU and 
already placed saves to check abilities and other things. Though I mentioned 
his build was lacking, it is still a great concept and build. I merely took 
it and made one better. Depending on which side you play, this build can be 
tagged as a “Mercenary” build or a “Paladin” build. Either term is useable 
in this case.

The base concept to my gunslinger build is that you can fire your blasters 
from a distance while your companions cut the idiots who dared defy you down 
into tiny bite sized pieces. Still having trouble picturing it? How about this: 
a taller Calo Nord with amazing Force Powers who can take down a pack of Dark 
Jedi in seconds. There we go. That image should be enough. Otherwise…well… I 
just don’t know What to do with you anymore….

2.0	Three Rules to KotOR

The way I see it, KotOR like many other games can be broken down into an 
efficient set of basic rules. So I composed a list of them for your benefit. 
These rules are simple and truly do help make boss battles easier. Or at 
least they do for me. You on the other hand might enjoy planting mines and 
hoping your target runs into them before he/she has a chance to butcher you 
with the Force or some other weapon. I personally find mines cliché and 
unrealistic. Why? In real life if you step on a mine, what happen? It blows 
up and chops you into itty bitty pieces IF you are lucky.Those few unlucky 
ones live through the rest of their lives without an arm or legand with 
second degree burns in the very least. Gas mines are somewhat realistic,but 
not much. 

Rule Number 1: Exploit every advantage you have.

Use grenades or any kind of blasters that you have to neutralize an opponent. 
If he Is wearing a shield, take out a disrupter or a set of ion pistols. If 
he is charging at you just cast a stunning power on him to neutralize him 
before firing with your most powerful weapon. Do whatever you need to or want 
to. Use shields. Use melee weapons or lightsabers if the occasion forces it 
upon you. Do everything in your power to win. The only down side to this is 
that it costs a few credits to maintain. Especially if you Sell the ion 
blaster you get on the Endar Spire *low whistle*. 

Rule Number 2: Hit and run guerrilla tactics.

Fire your blasters and get your butt out of there. This helps so much against 
melee Bosses who you face on solo like Marl and Bendak Starkiller. In the 
dueling ring you just need to move close enough to your opponent so that he 
starts chasing you.Once you are on the run, fire behind you. Once you see 
even the slightest amount of damage being dealt to your opponent, run away 
so that he can’t attack you. Repeat until your enemy is dead. This is also a 
great strategy when using Canderous. Since he heals every round, just slap 
him some melee weapons and run him around when he is almost dead. Then face 
them completely once he is back to full vitality. 

Rule Number 3: Have fun.

Now this is the most important rule. If you don’t have fun while playing a 
certain build, then you shouldn’t continue it. You might find my build boring 
or too challenging for your tastes. That is fine. Just reload a previous save 
and make yourself a character you will enjoy. KotOR is one of the few games 
out there where winning isn’t the best part.The fruit of KotOR is the journey 
you undertake. Everything you do either comes back to bite you on the arse or 
to give you a warm fuzzy feeling inside. If you aren’t having fun, then what, 
prey tell, is the point of even playing the game? You might as well read about 
it and comment on it without trying it for even a minute. 

3.0	Classes

Self explanatory. Just chose your class wisely. If you don’t…well I can’t say 
that the boogieman will haunt your dreams, but suffice to say that you will 
have a tough time maneuvering throughout the game. 

3.1Starting Class

Your class is extremely important though flexible for this build. In the 
beginning you will have a tough choice to make between three amazing 
classes: Scoundrel, Scout and Soldier. Each one has its own specialty. 
So far I have determined a few things about each class. The Soldier is good 
for immediate damage and being able to take massive amounts of punishment. 
This is a good choice if you feel that you want more readily tangible damage 
and think that you won’t be able to survive without the extra vitality 
points. Scout is a balanced class for the most part. Rapid Shot is useful for 
dual pistols and the implant feat line comes in handy quite a bit. But still… 
Scoundrel tops all of these other options in the way that is does more damage 
and has quite a bit of skills as well. With a Scoundrel you never get the 
feeling that there is something missing when you send Mission out to collect 
mines or T3 down to hack into a security door. The sneak attack damage is 
very good if you know how to utilize it properly. Even if you don’t you will 
still be killing many, many men with your amazing blasters. Gunslinger is a 
word used to describe someone like Bendak Starkiller. You will be dealing 
damage and killing quicker than a Soldier with the added +2 damage from 
Weapon Specialization will be doing. More than the Scout with the extra 
attack from Rapid Shot with even a Master Sniper Shot. 

3.2 Jedi Class

Ah, the Jedi Class. Probably the one saving grace in the game for us here. 
Without Force Powers we would be like cattle for the Dark Jedi to slaughter. 
Pigs for the Butcher’s Yard…bontha for the Krayt Dragon. Get the point? I 
can’t seem to stress this point enough. Without Insanity/Stasis Field and 
Master Speed, this build is hardly as effective as it could be. 
Stasis Field/Insanity stuns opponents, giving you another couple of turns to 
sneak attack them. 

I suggest taking Jedi Sentinel as your Jedi Class unless you are planning on 
using a supplement for stunning powers like Fear and Stun. Those supplements 
would either be an implant, armor, a belt, or Force Resistance/Immunity. Those 
abilities are good for any Jedi. Except for the Sentinel. 

The Jedi Guardian class is amazing as well. Actually, I suggest this one more 
than the Jedi Sentinel since you will be more powerful in your own state of 
mind. You’ll get ten feats and fourteen Force Powers. Good enough. A Jedi 
Sentinel gives you the same amount of Force Powers but only eight feats and 
eight vitality. Not as good. I would only recommend Jedi Sentinel to those who 
are true credit sticklers. Or maybe to those who feel like they are willing to 
give this class a chance. A chance that will probably weaken you in the long 

4.0 Attributes 

Attributes are the boundary line. If you give yourself a strength of 18 when 
you are trying to create a gunslinger than you just ruined your character. 
Always consider what you need and what works to your advantage. So I’ve taken 
the liberty to detail exactly how useful each feat is for this build. Your 

As one final note here, I hate having stats under 10. 10 is an even 0. At 0 
your stats say that they aren’t exemplary nor are they weak. If you want to 
you could put an 8in some of the more useless stats like constitution and 
strength, but I would definitely not recommend it. 

4.1 Strength 
Normally strength would be a great thing to invest into. More damage with 
melee weapons and higher to hit rating. It also gives you the feeling that you 
are physically powerful as well. But alas, this build dictates that strength 
is a useless commodity. Leave at 10 unless you feel like making it 8.

4.2 Dexterity 

The very crux of what we hope to obtain. Our defense and chance to hit relies 
on this. We are on the very fringe of destruction without this. Some people 
might recommend starting out with a 16 in this, but that is a waste of 3 stat 
points. Just leave it at 15. Put a point into it at every level up and by 
level 20 you will have a perfect 20 in it. Not including all of the amazing 
dexterity enhancing equipment you will find throughout the game. 

4.3 Constitution

Vitality points and fortitude saves. Useful if you think that you are going to
get hit enough for that to truly matter, buy otherwise it serves no purpose. 
If you want to be like Calo Nord than put this at 14. Otherwise keep it at a 
solid 10. 

4.4 Intelligence 

Increases the amount of skill points you get per level and how well you do on
things such as Computer Use, Demolitions, Security and Repair. If you are 
playing as a Soldier then put this up to 14. If you followed my class 
recommendation and put your class as Scoundrel then a 12 will suffice. That 
way you can get the skills you need. Demolitions and Persuade for the most 

4.5 Wisdom

Wisdom influences your Force points and the DC (Difficulty class) of said 
Force Powers. Other than that it also boosts how much you heal with a medpack. 
Though I am completely anti medpack I still find Wisdom useful for this build. 
If you want to heal than give yourself Force Heal or Drain Life. Simple as 
that. Why waste money or skill points when you have a free version that does 
so much more? Anyway, boost this all the way up to 14.

4.6 Charisma

Pretty much the same as Wisdom. It increases the DC of Force powers and (this 
is not confirmed) it supposedly increases the amount of Force Points you have 
as well. Another perk to this is that with it you increase your persuade 
skill. Which is the most important skill in the game. You’ll miss out on a lot 
without persuade. Bring it up to 12 or 14 if you can.

4.7 Stat Check

I have a few sets of stats built up here for you. Each one is basically the 
same though they vary depending on starting and Jedi Class.

Scoundrel 7/Jedi Guardian 13

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

Put every level up attribute point into Dexterity. This is the classic one 
that I used to create this guide. Of course I tried another one very similar 
to this, but this one trumps all other tries for the most part. 

Soldier 5/Jedi Guardian 15

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

Pretty much the same thing. More Calo Nord like in my opinion, but how is that

Scout 5/Jedi Guardian 15

Strength: 10 (here I recommend 8)
Dexterity: 15
Constitution: 12
Intelligence: 14
Wisdom: 12
Charisma: 14

As with the other two, just put your points into dexterity. 

Now, if you follow any of those builds then you are in good shape. The odd 
number might trip you up in the beginning, but that’s only if you are used to 
seeing nice 14s and 16s littering your screen. 15 is balanced and the shift to 
16 is actually quite dramatic in a good way for most builds like this. You can 
try any alternative to these, but as I said, these are what have proven 
successful for me. 

5.0 Skills 

Though the general consensus ranks skills down there with the Sentinel class, 
I completely disagree. Without Persuades you would miss out on so many 
interesting and unique dialogue options. As well as some plot hints and other 
miscellaneous things that pop up here and there. Demolitions comes in handy 
for my favorite string of quests: the Genohadaran assassin quests. Treat 
Injury, as I’ve already mentioned, is a waste of time since you will only 
need it for the first 2-4 hours of your game. 

5.1 Useful Skills

The most useful skills are Demolitions and Persuade. Persuade comes in handy
in almost every situation and demolitions is good to have as well for boss 
battles where you can plant mines ahead of time to protect yourself. Another 
good skill to have is security. No more than one rank, but it still helps 
early on when opening doors without Carth. Destroying those things is so 

5.2 Skills to Avoid

Avoid without any precedence: Treat Injury and Awareness. Treat Injury loses 
its initial value once you become a Jedi and Awareness can easily be taken 
care of by other party members. 

Sorry for this brief section, but those are the only noteworthy points 
available right now…

6.0 Feats

It is a proven fact that feats are the second most important thing after 
class. Not even your stats matter if you screw up on your feats. If you take 
horrible feats then it won’t matter if you have 18 in every stat. You will hit, 
but your attacks will be basic. Building feats is a tedious process I know, 
but it is rewarding once you get everything you immediately need. So without 
further ado, her are the feats I promised you:

6.1 Recommended Feats

There are quite a few feats that I would recommend for this build. So instead 
of listing out every last feat and what it does, I’ll give you an extremely 
brief summary by telling you what feats to take. I’ll explain why after I 
show you the feats. Maybe my laziness will have worn off by then =P

Two Weapon Fighting: Normal, Improved and Master
Sniper Shot: Improved and Master
Toughness: Normal and Improved
Implants: level 1, 2 and 3

If you are a Soldier:

Two Weapon Fighting: Normal, Improved and Master
Toughness: Normal and Improved 
Implants: Level 1, 2 and 3
Rapid Shot: Normal, Improved and Master
Weapon Proficiency (Blaster Pistol): Weapon Focus and Specialization 

If you are a Scout:

Two Weapon Fighting: Normal, Improved and Master
Toughness: Normal and Improved
Implants: Level 3
Rapid Shot: Improved and Master
Conditioning: Normal

Alright, it looks like I’m ready to explain myself in slightly more detail. 

First off, for the Scoundrel you want to take Two Weapon Fighting regardless 
of other feats. Without Two Weapon Fighting you won’t be able to effectively 
use two blasters at the same time. Not only does that take down your damage 
ratio, but it takes down your special damage ratio. And that is not a very 
desirable end. Sneak Attack is what turns makes this build a strong build. 
Not a “good” build, but a “great” build. Most people would tell you exactly
as I have and to take Two Weapon Fighting, but their rationale is different 
from mine. They want to take Rapid Shot as everyone recommends. But they
fail to see that Rapid Shot is significantly less powerful than Sniper Shot 
since Sniper Shot in fact does work with Master Speed and can do up
to do up to double damage every hit. And with four hits every turn, that
turns into a heck of a lot of damage. The Stun ability isn’t so useful 
once you become a Jedi, but it is helpful on Taris if you have a high or 
moderately high intelligence. I know I suggested a 12, but 14 would work 
as well if you wish to stun people. Implants are for the Dexterity 
enhancing one you get close to the end of the game. It gives you +4 
Dexterity. Add that up with the other Dexterity enhancing equipment and 
you’ll end up with a Dexterity of over 30! Amazing. Simply amazing. 
Toughness keeps you alive by giving you +2 vitality every level and takes 
away 2 damage from every attack that hits you. Not from every round. But 
every attack. That means that you get a damage reduction on every attack. 
Way overpowered, but amazing at the same time. 

The other two are self explanatory. Rapid Shot without Sneak Attack beats 
Sniper Shot. Weapon Specialization rocks. And Scouts should take 
conditioning out of necessity at level 2 or 3. 

7.0  Force Powers 

Force Powers are great. Not completely necessary, but great in any case. They 
don’t do anything more than decide how much better you are than the common 
soldier. Normally you could pwn a normal soldier in two or three turns. With 
Force Powers he is gone the turn after you cast your stunning power. Most 
Force Powers are amazing, but some combinations just don’t work. For instance, 
the Master Speed and Force Armor combo should net you a +8 defense. Instead it 
subtracts the totals of both powers giving you a defense of +2 instead. Which 
is less than either of those powers alone. A little glitch, but something to 
look out for regardless. 

7.1 Recommended Force Powers 

I’m going to rate the Force Powers I think you should chose in order of 
greatest to least using a Scale of A-F. But instead of using A-F I’ll be using 
the old fashion 5-1 scale. 5 being the best and 1 being the worst. 

Fear/Horror/Insanity: 5/5.The perfect Force Power. It stuns a large group of 
enemies at a time for quite a while. Once you have horror you can start using 
it on groups within 10 meters. And you can get Horror as at level six when 
you add your Jedi level to your starting class level. So you could pick this 
up as your first feat and use it to create mass chaos and death around 

Stun/Stasis/Stasis Field: 4.5/5. Almost as good as Fear/Horror/Insanity, but 
you don’t get the mass stun effect until you master it at level 15. Not as 
desirable as Insanity. It is a great ability to have in either case if you are 
lightside. It stuns exactly the same way as Fear/Horror/Insanity except that 
it only stuns one at a time until you master it. Force Cure/Heal: 4.5/5. Heal 
yourself inside or outside of battle. Not only does it effect you, but it also 
heals all party members within 10 meters. The best ability for lightside
gunslingers. Don’t leave home without it. This is the reason why Treat Injury 
is obsolete.

Burst of Speed/Knight Speed/Master Speed: 4/5. Most would argue and claim that
this is the best Force Power since it not only lets you move twice as fast but
that it nets you two extra attacks and a +3 to defense. I disagree. What is
the use of more attacks when you could easily kill your enemies in a single
turn after mass stunning them? Still a good ability o have if only for moving
twice as quickly as normal.

Drain Life/Death Field: 4/5. Saps the life of an enemy or multiple enemies and
transfers half of that to you. Not as good as heal since it only heals inside
of combat and doesn’t effect the rest of your party. Still it is a must have
for darksiders right below Fear/Horror/Insanity and possibly Burst of
Speed/Knight Speed/Master Speed, but not by much.

Force Push/Whirlwind/Wave: 3.5/5. Push your enemies back like the Jedi in the
movies. It is an average ability for the most part though it makes up for it
with the mass damage and stun. Pick it up after the rest or when you can’t
improve any other powers and masterit at level fifteen unless you are
lightside in which case you should take it at level 16.

Force Shock/Lightning/Storm: 3.5 The Darksider’s trump. 1-6 damage for every
level up to level 10. Which means that you are doing a maximum of 10-60 
damage to a large group of enemies once you master it. The downside is that 
you can’t master it until level 18. I would prioritize it under Drain Life 
for any and every Darksider out there.

Force Resistance/Immunity: 3/5. Resistance from the Force. Good at the end, 
but useless if you max it out. I would take the first one right away before 
your first planet just for the mind affecting immunity of it. That way you 
can deal with those pesky Dark Jedi who seem to love using Fear and Slow on 

Slow/Affliction/Plague: 2.5/5. Get only if you can’t hit anything. Works 
against a single opponent and reduces physical stats by 12. It is ok………

8.0 The Force, which side of the credit line? 

A slightly different expression than most. Hopefully you haven’t started 
playing through your game yet and decided to finish reading this guide 
before you even touched that controller. But as long as you haven’t chosen 
Force Powers yet than it won’t be much of a problem. 

Which side of the Force appeals to you? Keep in mind what you get for each 
side. The Darkside gives you powers that grow more powerfully quickly
while the lightside gives you support powers. It all depends on what you the 
gamer want. Do you want to frighten small children and hit defenseless widows
up for credits? Or do you want to be a righteous savior for the galaxy and 
show your kind hearted nobility to anyone who crosses your path?

Obviously the question about Force Powers is more appealing to you, but it is 
just something to keep in mind. Truly though, I suggest that you play through 
as many times as your heart contends. Try out every side and build if you 
wish. Just remember rule #3: Have Fun.

9.0 Leveling

Leveling is easy for the most part, but it is always better to have a plan 
for it. For the sake of keeping this short and brief, I won’t give you 
every possible combination. I don’t have THAT much time on my hands. 

Level 1: Two Weapon Fighting
Level 2: Toughness
Level 5: Improved Two Weapon Fighting
Level 8: Improved Sniper Shot
Level 10: Master Sniper Shot
Level 13: Master Two Weapon Fighting
Level 14: Improved Toughness
Level 16: Implant Level 1
Level 19: Implant Level 2
Level 20: Implant Level 3

Short, simple and sweet. The reason why the implant feats are the last three
is because you don’t get any worthwhile implants until you are almost 
finished with the game. By that point you’ll be around level 20 if you
did almost everything. So having implants as the last three feats doesn’t 
hurt you that much unless you want to waste money on weaker implants.

10.0 Spit and Polish

Yep. Time to clean up your character. Take care of those little details
like name, gender and appearance. Which you’ve probably already done. 
Now you need to consider your growth and equipment as well as your
party. Will you use everything you have like I suggested? Ion blasters
against droids and disrupter against shielded people? Or will you 
wing it and hope you can win everything? What armor will you wear?
Buy the best or use what you have? Stimulants? Medpacks? All of this.
And most importantly you’ll need to decide how much you are going to
do. As in side quests and stuff. Take on Bendak or run away like a coward?
Consider these. You’ll do this automatically, but just some more stuff
to think about while you play. 

10.1 My Character

By now you are probably wondering what I did on my playthrough. Well, 
it is about time for me to tell you everything about him in a short synopsis 
using a character build template to save you the time of reading everything
I thought and me the time of writing it all out.

Class: Scoundrel 7/Jedi Guardian 13

Strength: 10
Dexterity: 34 (final product)
Constitution: 10
Intelligence: 14
Wisdom: 14
Charisma: 14


Persuade: 26
Demolitions: 26
Stealth: 20
Security: 3


Two-Weapon Fighting: 1-2-3
Sniper Shot: 2-3
Toughness: 1-2
Implants: 1-2-3

Force Powers:

Burst of Speed: 1-2-3
Force Resistance: 1
Force Cure: 1-2
Stun: 1-2-3
Force Push: 1-2-3
Force Valor: 1-2


Everything else is irrelevant. My gear was pretty much everything
I could get my hands on. And yeah, almost invincible. But not quite.

10.2 How to make your Character God

I can tell that you guys are on the edge of your seats while you read this 
section. Too bad you can’t actually be god. But if you want to give it a 
try than start out as a Soldier until level 2 or 4 and switch to Consular. 
Almost every Force Power you could imagine and enough skill to use
your twin pistols effectively. Try it out and tell me. 

Sorry for the disappointment, but the gunslinger is already as close to 
becoming a god as it gets. Not much to be done about that.

11.0	 Conclusion

Alas but I must end this here. Use this guide as much as you want. 

Also, send me e-mails regarding this guide at
Try not to just say “your guide sucked” and leave it at that. Write some
constructive criticism. We writers need that kind of stuff. Tell me what I
did wrong and prove it. Don’t say “Your calculations are wrong”. Instead,
show me your calculations and I’ll redo the math. If you are correct then 
I’ll put you in here. If you have any ideas that could help improve me 
guide then I’ll put you in here. Sounds like a pretty good deal, eh? 

11.1 Special Thanks To

…No one as of yet. As soon as I get some e-mails and updates
I’ll add to this. Otherwise...nope, no one.

12.2 Who Can Use This Guide

As of now only is given permission to use my guide.
If any other sites wish to use this then e-mail me and I’ll probably
accept what you ask. But seriously, don’t take this without permission. 

Copyright 2009 Ryan Backes

11.3 Version History

Version 1.0: Submitted on April 24, 2009

Created guide. I will add more as I update this version.