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    GCH-Jedi Character Guide by Sajber

    Version: 1.2 | Updated: 03/23/04 | Search Guide | Bookmark Guide

    Star Wars Knights of the Old Republic:
    "GCH-Jedi" Guide
    by Erik Fasterius, erik.fasterius@telia.com
    Copyright 2004 Erik Fasterius
           Who am I, what this guide is, and so on...
       2.0 GOAL
           What we're trying to create here!
       3.0 CLASSES
           The bread n' butter of any character.
               3.1 Starting Classes
               3.2 Jedi Classes
               3.3 What we want
       4.0 ATTRIBUTES
           Second most important part of any character.
               4.1 Recommended Attributes
               4.2 Recommended changes for a more unique character
       5.0 FEATS
           What makes each character so special!
               5.1 Must-Have Feats
               5.2 Other nice Feats to have
               5.3 Feats to avoid
               5.4 Free Feats
               5.5 Recommended Feats
               5.6 Take what Feat at which level?
       6.0 SKILLS
           The least important part of this sort of character...
               6.1 Must-Have Skills
               6.2 Skills to avoid
               6.3 Recommended Skills
               6.4 Take what Skill at which level?
       7.0 FORCE POWERS
           What would a Jedi be without The Force?
               7.1 Must-Have Force Powers
               7.2 Other nice Force Powers to have
               7.3 Force Powers to avoid
               7.4 Recommended Force Powers
               7.5 Take what Force Power at which level?
       8.0 EQUIPMENT
           The stuff you need to succeed!
       9.0 MISC
           All the stuff that doesn't fit in anywhere else...
               9.1 GCH-Jedi Philosophy
               9.2 What weapons until I get my Lightsaber?
               9.3 Lightsaber Crystal Combinations
      10.0 COMBAT
           How you use this character to the best of it's abilities
              10.1 Ranged
              10.2 Melee
              10.3 Droids
              10.4 Beasts
              10.5 Dark Jedi
              10.6 General Combat Tactics
      11.0 PARTY
           Your friends, allies and those close to you...
              11.1 Recommended (Light Side)
              11.2 Recommended (Dark Side)
      12.0 SOLO
           Ever tried to Solo the game? Here's how you do it...
              12.1 Character Creation
              12.2 Force
              12.3 Tactics
           Everything else, mostly boring stuff...
              13.1 Credit where Credit is due
              13.2 Version History
              13.3 Who can use this guide 
              13.4 Special Thanks          
    I am Erik Fasterius, a guy from Sweden who tend to spend too much time with my
    computer. This will be my first guide, so please bear with me for mistakes and
    anything else that's bad in general. As I said, I'm from Sweden, and english
    isn't my first language. Please don't get mad at me for spelling and/or grammar
    I welcome you to send me an e-mail and correct my mistake(s), and I'll
    try to integrate them into this guide as soon as I can. I also welcome critic,
    but that would have to be CONSTRUCTIVE critic. What I mean is, don't send me a
    mail telling me that and that part was bad, without telling me WHY it was bad.
    Those mails will simply be ignored and blocked. You can find my e-mail adress
    at the top of this guide. Spamming and such will be blocked instantly. By the
    way, the constructive critic goes for both directions: don't just say something
    was good, say WHY it was good!
    Before I start the guide, I would like to point out that I will use smilies in
    this guide when i want to show that I'm joking, being sarcastic or just feels 
    that a smilie would fit in nicely at a certain point. I'm doing this because
    I don't have the skills required to joke in writing clear enough so that everyone 
    understands that it is a joke and not for real.
    What is this guide then? It's an attempt from my side to enlighten you with my
    experience from a certain game - Star Wars: Knight of the Old Republic. There
    are already many really good guides for this game, and I didn't really think 
    there was something I could contribute with. However, after having read all the
    guides and played the game a couple of times, I actually come up with something
    that I can contribute with. All the strategy around the other characterguides
    seem to circle around that Jedi Guardians are fighters and the Jedi Consulars 
    are casters and nothing else. I am NOT accusing anyone for a bad strategy or
    bad guide, on the contrary, they're really good. I might also have interpreted
    the guides wrong, saying that someone wrote something other than he/she really
    wrote. If I do this, I humbly apologize, and beg for forgiveness. I'm simply 
    adding my own experience to yours, and I see things from a different angle. 
    Do Jedi Guardians REALLY have to be ONLY fighters? Sure, they can use some 
    Force Powers, but they don't really have the Force Points required to last a 
    complete fight...
    Since this is my guide, it contains my own thoughts as to how the game should
    be played, what Feats to choose, etc... There are many things that you might
    think is wrong in this guide, for example what Force Powers or Feats to 
    choose. I suggest you check out some other guides for some other people's 
    opinions on a sertain topic, so you don't get my opinions ONLY! I've heard
    that my own thoughts and opinions can sometimes be quite dangerous! =D
    2.0 GOALS
    What would you say if i told you there were a Jedi that had the Vitality of a
    Guardian and Force Points of a Consular? True? False? Nevertheless, the goal of
    this guide is to create that Jedi. Is it even possible? Yes, but that Jedi will
    have slightly less Force Points (FP) than a full-fledged Jedi Consular. It will,
    however, be far superior to a Jedi Consular in means of Vitality Points (VP) and
    Feats. Our Jedi will always have less FPs than a pure Consular. But consider the
    fact that a Jedi Consular have far too much FPs to make them run out in a heated
    battle. At the end of a battle a Consular might have lost about 0-80% of their
    FP total, depending on the length and difficulty of the battle. Our Jedi will
    lose about 0-100% of their FP total, also depending on the length and difficulty
    of the battle. A Jedi Consular almost never runs out of FPs, but they're not to
    rely on in means of fighting. Our Jedi WILL sometimes run out of FPs, but is FAR
    superior in battle and CAN be relied on. Remember, you can ALWAYS wait a minute
    or two for your FPs to recharge after battle. 
    Again, I'm NOT trying to say that the Jedi Consular is a waste of time, I'm just
    trying to show you a new way of making one... I call it the "GuardianConsular-
    Hybrid-Jedi" - GCH-Jedi. Yes, a bad name and i know it. I welcome new names 
    and might even use one of them if they're better than GCH-Jedi (many probably
    are) =P
    3.0 CLASSES
    You've probably already guessed that we're going to use the Soldier and Jedi
    Guardian as our classes. I will, however, go through the different classes and
    describe why I think they're bad/good for this sort of character.
    3.1 Starting Classes
    Scoundrel - Many Skill Points (SK), low VP, Sneak Attack and few Feats. The only
                thing that this class offers our GCH-Jedi is the Sneak Attack bonus.
                You don't need Skills to complete the game, more on this in the 
                Skills Section. Will and Fortitute saves suffer.
    Scout     - Average SKs, mediocre VPs and average Feats. No Sneak Attack, but
                the "Implants lv1-2-3" are nice bonus Feats. Very nice saves though.
                Still not quite what we're looking for.
    Soldier   - Very low SKs, High VP and fast Feats progression. Ahhh, this is what
                we want. Since Skills aren't important, we can live with the few SKs
                the Soldier have. The high VP amount is important, as are the Feats.
                Reflex and Will saves hurt a bit, but we'll fix that in the 
                Attributes Section.
    The far superior amount of VPs and Feats the Soldier have is exactly what we're
    looking for. Yes, the Soldier isn't perfect, but you'll soon see that most of 
    it's weaknesses can be fixed either by Attributes or the Jedi class...
    Claude Arm pointed out a few good things about using the Scout as first class 
    instead of the Soldier. Here are the things that you gain or lose by using the
    Scout as a Starting Class:
    - 2 Base Attack Bonus (BAB)
    - 1 Feat
    - 10 VP
    - Heavy Armor Proficiency
    + 3 Reflex Save
    + 3 Will Save
    + 16 SKs
    + Implants Level 1 and 2
    + Uncanny Dodge 1
    I haven't used this yet, it might be worth trying though. The SKs are useful
    for repair (more story with HK-47) and for those that HATE mines and want to get
    more Awareness and Demolitions. The - 1 Feat actually cancels out itself if you
    plan on using Implants, since you then get two Implants for free. This could
    be interpreted as +2 Feats, with the Uncanny Dodge as well. This character will,
    however, have slightly less VPs. A minor problem, and it's you're choice ultimately.
    This is a cool character to try out, just do as you would with a Soldier and
    use the rest of my guide at your leisure... 
    3.2 Jedi Classes
    Consular  - Many FPs, low VP and very few Feats. We want those FPs, but not at
                the cost of something so important as VPs or Feats. Reflex saves
                are slightly hurt. Slow Skill progression, though it doesn't matter.
                Very nice bonus Feats.
    Sentinel  - Average FPs, medium amount of VPs and slow Feats progression.
                Average Skill progression. This class gives us nothing we want, it 
                is too much in the middle of everything. Will saves suffer slightly.
                Quite good bonus Feats.
    Guardian  - Low FPs, Very high VPs and lots of Feats (in comparison to the other
                Jedi Classes anyway =D). Very slow Skill progression. Precisely what
                we want, if we ignore the few FPs for now, they can be fixed. Will
                saves suffer slightly. Nice Bonus Feats.
    We'll go with the Jedi Guardian, as you've already guessed. The only thing that
    suffers is FPs, a very important part of any Jedi. That can and will be fixed.
    The Jedi Guardian adds to the Soldier's already solid amount of VPs and Feats,
    and helps fix the Reflex saves.
    3.3 What we want
    The Soldier and Jedi Guardian seems to be the solid choice. Aim for a level 5
    Soldier / level 15 Jedi Guardian. Just don't level your Soldier any more when
    it hits level 5, and save the experience. When you get your Jedi class, you 
    should be around level 8-9 from the experience you saved, that is level 3-4 Jedi
    Guardian. What are our weaknesses then? One thing really, since we don't need
    Skills (again, explained in the Skills Section): FPs. Didn't I say we would do
    a character with FPs that go almost as high as a Consular's? Yes I did, didn't 
    I? Well, jump over to the Attributes Section and we'll see what we can do about
    Strength is important for To Hit and Damage with melee weapons. Important for
    us, since we're going to use our Lightsaber as weapon. Dexterity adds Defence,
    Ranged Attack/Damage bonus and Reflex bonus. Good for everyone (Defence ;D),
    including us! Constitution gives us more VPs and better Fortitude saves. We need
    it! Intelligence adds SKs per level. Since SKs aren't important, this attribute
    isn't either. Wisdom gives you more FPs, Force Power/Will saves and makes your
    own Force Powers harder to resist. VERY important! Charisma helps with some
    Force Powers and Feats, but also adds to Persuade and FPs.
    Thanks Claude Arm for telling me that Charisma also adds to FPs, and that
    you can't get less SKs/lvl than one! 
    4.1 Recommended Attributes
    Strength     - 14             +2 Attack/Damage with melee weapons
    Dexterity    - 14             +2 Defence and Reflex saves
    Constitution - 12             +1 VP/level and +1 Fortitute saves
    Intelligence - 8              We can't get less than 1 SK/lvl anyway
    Wisdom       - 15 (+5)        +2 bonus at start, +5 when finished            
    Charisma     - 14             +2 bonus, very cheap
    This is a very balanced way of giving out your attributes. We pump into Wisdom
    to gain the extra FPs we so badly need, and still gain acceptable combat 
    bonuses. That which makes this character a "Hybrid" is the high Wisdom. You'll
    end up with 180+ FPs at the end, an amount close to that of a Jedi Consular. 
    4.2 Recommended changes...
    I strongly suggest you leave the Intelligence, Wisdom and Charisma attributes as
    they are, and still throw all the extra points into Wisdom. If you want to 
    change something, then change either Strength, Dexterity or Constitution. You
    may want more melee prowess, then add more strength and remove dexterity. You
    want more Defence? Add Dexterity and remove Strength. You want a Godly amount
    of VPs? Add more Constitution and remove either Strength or Dexterity. Perhaps
    even both?
    5.0 FEATS
    Remember that the GCH-Jedi is always part Guardian, part Consular. We need both
    FPs, VPs and Feats to be able to fight well enough. Because of that, Feats are
    a very important part of the GCH-Jedi. With a level 5 Soldier / level 15 Jedi
    Guardian, we will have a total of 13 (5+8) Feats at level 20. The Soldier levels
    gives us 5 Feats, and the Jedi Guardian gives us 8 Feats.
    5.1 Must-Have Feats
    Two Weapon         - This is the first thing you have to decide about. Should
    Fighting/Dueling     you use one, dual or the double bladed Lightsaber? The two
                         last alternatives goes for the same Feat, so what you have
                         to do is simply to decide how you want to fight. The double
                         bladed Lightsaber does more damage, as do the dual 
                         Lightsabers. The single blade gives you more defence.
                         I fancy the dual lightsabers, since I can then modify them
                         more with 4 crystals instead of only 2 (2 crystals can be
                         inserted into every Lightsaber for extra mods, the color
                         crystal excluded). Choose how you want to fight, and then
                         max out the appropriete Feat ASAP! (I STRONGLY suggest 
                         dark Jedi use either dual or double bladed lightsabers for
                         a more offencive approach, since they lack more defensive
                         Force Powers, you might as well go all-out on offence.)
    Critical Strike    - There can be valid reasons to choose Flurry instead of this
                         Feat, but I think that it's better to get three times your
                         amount of criticals than just one extra attack per round.
                         There are some very nice Sabre Crystal Combos that can, 
                         with help from this Feat, gain a 50% chance to score a 
                         critical! Max this one out ASAP!
    5.2 Other nice Feats to have
    Toughness          - First give +1 VP per level, then the incredible -2 damage
                         reduction (per hit), then again +1 VP per level. If you
                         want, you can translate the -2 damage reduction to +2 VP
                         per level, which means this Feat gives you +40 VPs at level
                         20. Yay!
    Implants           - There are some REALLY nice implants out there, either leave
                         this Feat completely blank or max it out. It can be argued
                         that having this Feat at just level 1 is nice too, though
                         the level 1 Implants aren't as good as the level 3 ones...
    Conditioning       - +1, +2 and +3 to saving throws. Really nice to have, but 
                         we'll have pretty good saves anyway. I recommend at least
                         one level in this.
    Weapon Focus
    Melee / Lightsaber - You'll automaticly get these free, though only level 1.
                         If you give more Feats to them, you'll add up +1 or +2 to
                         attack bonus. Nice to have, but only if you have Feats to
    5.3 Feats to avoid
    Flurry             - See Critical Strike.
    Blaster Feats      - You may be tempted to use blasters until you get your Jedi
                         Class, but DON'T do this! It's just a waste of Feats, since
                         your Lightsaber will be the weapon you will use later on.
    Skill Feats        - There are some of these feats that add SKs, a COMPLETE 
                         waste, since Skills aren't important!
    5.4 Free Feats
    The Soldier will give you these Feats at start:
    Melee Weapon proficiency
    Heavy Weapon proficiency
    Blaster Pistol Proficiency
    Blaster Rifle Proficiency
    Armor Proficiency (Light)
    Armor Proficiency (Medium)
    Armor Proficiency (Heavy)
    Power Blast
    Power Attack
    Most of them are completely useless, except the Armor Proficiencies. They will
    be useful before you get your Jedi Class. The Melee Weapon Proficiency is good
    too, so you can use one/dual/double bladed vibro-blades before you get your
    Lightsabre. You can, if you want, use blasters. Don't focus more in them by
    adding additional Blaster Feats, however, since you'll only waste Feats.
    The Guardian will give you these Feats as you progress in levels:
    Jedi Sense (level 1, 6 and 12)
    Force Jump (level 1, 6 and 12)
    Both of them are REALLY useful. Jedi Sense adds +2, +4 or +6 to defence, which
    is crucial, since you'll be using Jedi Robes rather than Heavy Armor. Force
    Jump adds lots of damage when you use it as initial attack, which you should do!
    More on this in the Combat Section.
    5.5 Recommended Feats
    You have 13 Feats to distribute, where to put them? I suggest you do like this:
    Two Weapon Focus / Dueling (MAX)
    Critical Strike            (MAX)
    Toughness                  (MAX)
    Implants                   (MAX)
    Conditioning               (level 1)
    If you don't like it, I strongly suggest you keep all the levels in Critical
    Strike and the weapon focus of your choice. You can reduce Toughness to 0 if you
    want, but I suggest at least 1 or 2 levels in it. Conditioning is really useful,
    so are implants. Again, Implants should be either maxed, or nothing at all.
    Do try to change your choice of Feats so that it suits your playing style. My
    Feat selection isn't perfect, but it suits MY playing style...
    5.6 Take what Feat at which level?
    Max out your Two Weapon focus / Dueling and Critical Strike ASAP! If you
    use Toughness, you shouldn't put any Feats into it until you're about level 10,
    since it makes little difference before that. After maxing out Two Weapon focus 
    / Dueling and Critical Strike, distribute the rest of the Feats as you see fit.
    6.0 SKILLS
    Skills. WE don't need them! Well, we need two of them, but that's it. Persuade
    and Treat Injury will be important for us. With our slow Skill progress, those are
    the only Skills we can afford to have as well.
    6.1 Must-Have Skills
    Persuade           - Makes the dialogue part of this game more enjoyable, very
                         good Skill.
    Treat Injury       - IMPORTANT! The only Skill that's important for real. You
                         can go through the game without Persaude, but not without
                         this Skill!
    6.2 Skills to avoid
    I'll tell you why each of the other Skills are completely or partly useless...
    Computer Use       - You can go through the game and pay the high amount of 
                         spikes needed to perform all the tasks without the need for
                         this Skill. You'll have so much money anyway, that if you
                         feel the need for more spiked, you can always go and buy 
                         more of them!
    Demolitions        - There aren't ANY mines in the game that does enough damage
                         to hurt you! The only place in the game when this is useful
                         is down in the Sewers of the UnderCity, but then you have
                         Mission to help you with that!
    Stealth            - Again, the only place you need this Skill is in the 
                         UnderCity Sewers, when you have to lure the Rancor to eat a
                         Frag Grenade, and you STILL have Mission to do that!
    Awareness          - How many cloaked enemies are there in the game? about 
                         NONE! And if you say "how will I spot mines then?" you
                         haven't read the demolitions part that says "There aren't 
                         ANY mines in the game that does enough damage to hurt you!"
                         End of discussion...
    Repair             - The Droids throughout the game that just stands there and
                         begs to be repaired and to help you are completely useless,
                         they don't help enough. And if you say otherwise, you can
                         still use the Skill without having anything in it.
    Security           - EVERY door/locker/anything that's locked can be bashed open
                         very easily! COMPLETELY useless Skill...
    6.3 Recommended Skills
    As you've already guessed, take only Persuade and Treat Injury...
    6.4 Take what Skill at which level?
    As level 1 Soldier, take 1 level in Persuade and 2 in Treat Injury. For the rest
    of your Soldier levels, take only Treat Injury. When you get Jedi Guardian, 
    boost Persuade up to the same level as Treat Injury, then keep them at the same
    The amount of Force Powers a Guardian receives doesn't differ very much from the
    Consular's. The Consular will only recieve 4 more Force Powers, should you be
    able to level both Jedi Classes to level 20 without any starting class. So, in
    means of Force Powers, the Guardian is no less a Master than the Consular.
    the GCH-Jedi will have a total of 16 Force Powers at level 5/15. Where shall we
    put them then?
    [N] means Neutral
    [L] means Light Side
    [D] means Dark Side
    When I name the Force Powers, I will either 1) name the first power in the whole
    Force Power Tree, or 2) come up with another name that everyone should be able
    to understand (example: Burst/Knight/Master Speed = Force Speed).
    7.1 Must-Have Force Powers
    Force Speed [N]    - When maxed, this incredible Force Power gives you +4
                         defence and 2 (two!) more attacks per round! One of the
                         BEST Force Powers there are! Max, max max!
    Force Push [N]     - Great Power! With this maxed, you can just run into a room,
                         unleash it and see your enemies fall to the ground, stunned
                         and damaged! Your high Wisdom modifier should make it VERY
                         hard to save against ANY of your Force Powers, including 
                         this one...
    Cure [L]           - For Light-siders only, this really helps. When you, after 
                         battle, find yourself exhausted and damaged, cast this 
    Force Valor [L]    - Good in a heated battle that just started, and you need 
                         something to gain the upper hand. It will give you +5 to 
                         all physical attributes (Strength, Dexterity and
                         Constitution) and Poison immunity. The short duration (20
                         seconds) make it useless anywhere else than in the middle
                         of a battle, but when used correctly, it can turn the tide
                         against your enemies!
    Force Stun [L]     - Walk into a room, cast this nasty little power and see your
                         enemies freeze as they stand! Great as initial Power before
                         you start hacking away with your Lightsabre!
    Force Choke [D]    - Wear your enemies down to 1/2 of their total VPs, then cast
                         Force Choke. See the flame of their lives extinguish for
                         your evil satisfaction!
    Force Fear [D]     - Same as Force Stun, but for the Dark Side.
    Force Storm [D]    - "So be it, Jedi!" - Emporor Palpatine. Fry your enemies
                         for 10-60 damage if they fail their save (they probably
                         will, because of your high Wisdom).
    Drain Life [D]     - The only healing Power the Dark Side has, but it is VERY
                         powerfull. 10-40 damage for your opponent, 10-40 more life
                         for you! The only Force Power in the game that both
                         damages AND heals!
    7.2 Other nice Force Powers to have
    Mind Domination [N]- Not for battles, but can increase the dialogue options,
                         making a more "Star Wars" game experience.
    Throw Lightsabre[N]- 10-60 damage to 3 targets at level 20, but that's basicly
                         it. It can be argued that this skill should be in the
                         Must-Have section, but I didn't find it that useful...
    Stun Droid [L]     - 20-120 damage for several droid. YAY! Too bad there isn't
                         enough droids in this game to make the Power worthwhile...
    Force Plague [D]   - Lowers the enemies' attributes by 12, very good to have
                         against bosses or difficult Dark Jedi.
    7.3 Force Powers to avoid
    The rest of them. They can be good to have in sertain situations, but they 
    simply aren't worth the Force Power Slot it takes to make them good enough.
    7.4 Recommended Force Powers
    Light Side         - Force Speed (Max)         3            
                       - Force Push (Max)          3    
                       - Cure (Max)                2
                       - Force Valor (Max)         3
                       - Force Stun (Max)          3
                       - Mind Domination (Max)     2 
    Dark Side          - Force Speed (Max)         3
                       - Force Choke (Max)         3
                       - Force Storm (Max)         3
                       - Force Fear (Max)          3
                       - Drain Life (Max)          2
                       - Mind Domination (Max)     2
    Rearrange as you see fit, these are just my recommendations. However, Force 
    Speed is a Must-Have, for both alignments. I strongly suggests that Light Side
    Players keep Cure and Force Push, while Dark Side Players will want to have 
    Drain Life and Force Storm.
    7.5 Take what Force Power at which level?
    Light Side         - Max out Force Speed and Force Push first, then Cure, then
                         all the other Force Powers you want to have.
    Dark Side          - Max out Force Speed and Drain Life first, followed by Force
                         Storm. Then distribute your other Force Powers as you see 
    There are numerous garments, headgear and so on in this game, and I won't be the
    one to tell you the "Perfect" equipment for a GCH-Jedi, you'll have to find out
    for yourself. Anyhow, the kind of equipment you wear always depends on playing-
    There are a couple of things you should be thinking about when you look for
    good equipment. You want equipment that modifies your attributes, attack, 
    damage, defence, saving throws, etc. Stuff that adds to Skills are completely
    useless for a GCH-Jedi. The most important attributes you want to modify are
    Wisdom, Strength and Dexterity. Just to mention some items...
    Circlet of Serash (+5 Wisdom, Light Side Only)
    Dominator Gloves (+5 Strength)
    Darth Revan's Robes (5 Defense, Regeneration 1, +4 Strength, Dark Side Only)
    CNS Strength Enhancer (+2 Strength and Saves)
    9.0 MISC
    Ready for the real deal behind the GCH-Jedi? Other ways of doing a GCH-Jedi? 
    Move on to GCH-Jedi Philosophy...
    9.1 GCH-Jedi Philosophy
    What is it that we have done here? We've taken the strong sides of the Soldier
    and Jedi Guardian, added them together, and then tried to make up for their
    weaknesses. Their weaknesses were FPs, so we added lots of Wisdom. But why not
    do the opposite...?
    Wondering what I'm talking about? What I'm saying is, why not make a Jedi
    Consular, and modify the low amount of VPs and try to make use of the few Feats
    it has? Could work, if not for a very specific train of thought...
    I've already explained that the GCH-Jedi will never come to have as much FPs as
    a pure Consular. Wouldn't it be the opposite then, if we tried to make some 
    "ConsularGuardian-Hybrid-Jedi", that the VPs would never really reach the height
    of the Jedi Guardian? True. What I'm trying to do is to make a Jedi that always
    stays in front of everybody else, fighting toe-to-toe with the enemies.
    The next question would be "What would you rather run out of in the middle of 
    a battle: FPs or VPs?". Peroid. ;D
    You see what I mean? Actually, I first thought of doing the CGH-Jedi, but then
    realized that I could do a GCH-Jedi instead. The Consular have far too few
    Feats to be able to really handle a real melee fight anyway...
    9.2 What weapons until I get my Lightsaber?
    I suggest you go melee, using vibro-blades and such. There are some places where
    you might want to use a blaster, feel free to do so. Just remember that your
    strong side is VPs and melee combat...
    Mark "Hamal" Livengood has found a "Prototype Vibroblade" in the 
    beginning, aboard the Endar Spire. I didn't find my first time through the game,
    and the rest of the times I just rushed past it. Maybe that's why I haven't
    found It. Mark told me it's an Upgradable Weapon, and that's very useful for
    the early Soldier stages of the GCH-Jedi. Wear a Vibrosword, Long Sword or such
    along with the Prototype Vibroblade if you're dualing. 
    9.3 Lightsaber Crystal Combinations
    I use the PC version of this game, and in that version there are two special
    crystals that go in the color slot, "the Mantle of the Force" and "Heart of the
    Guardian". They modify the statistics of the other two crystals in the sabre to
    the better, but they are ugly! I therefore DO NOT use them, since i HATE those
    colors! One is a sort of Orange-Red, and the other is the same color as Luke
    Skywalker's first Lightsabre in Episode IV (first movie ever). If you like or
    can tolerate the colors that the special crystals give, USE them, becuase they
    make REALLY AWESOME Lightsabers!
    Here are some really good Crystal Combos for the GCH-Jedi...
    Nextor + Opila: Keen, attack bonus 1, damage bonus 3 (energy), +2d6 to criticals
                    The "Keen" part makes the lightsabre get more criticals, and in
                    combination with the Critical Strike Feat you can have about 50%
                    change of striking a critical hit!
    Upari + Bondar: 25% chance of stunning against DC 10, 1d8 damage, 3 attack bonus
                    Lots of damage with a chance of stunning!
    Jenraux + Jenraux: 4 damage bonus (energy), +10 blaster bolt deflection
                    really good as a off-hand short lightsabre, and can be very
                    effective with the Throw Lightsabre Feat, when throwing your
                    other Lightsabre away and defending with this one.
    Upari + Sigil: 1d8 + 1d6 damage bonus (energy), +4 attack bonus.
                    Massive damage, great attack bonus, though no special stuff.
    These are not all the good combos, you can by yourself try to find new combos,
    and use what suits your playing style. I tend to use Dual Lightsabers, the main
    one with Nextor + Opila, and the off one Upari + Bondar.
    10.0 COMBAT
    Half of this game, the combat parts are the parts you need to get past to get to
    the story parts. Then you have to get past the story parts to get to the combat
    again, but that's a different story ;D.
    10.1 Ranged
    Since you're using Lightsaber, which are melee weapons, I suggest you run up to
    your enemies and hack away. Maybe a Force Power or two before, just to soften
    them up. ;D When you've come up to them and started fighting melee, they'll 
    use a melee weapon of their own, but they probably won't be as good with it as
    they are with blasters.
    10.2 Melee
    They want to get you, and they want melee as much as you do. Again, Force Power
    them, and start hacking. Remember, these enemies are a bit tougher than ranged
    attackers, so be ready with any form of healing you have at hand.
    10.3 Droids
    Some Droids apply melee, some use ranged weapons. Do what you see fit, but be 
    aware: some Force Powers won't work against them! Force Storm and Stun Droid are
    both good Droid-killers, should you have them.
    10.4 Beasts
    This section includes Rancors, Tarentateks, and anything the doesn't fit into
    the other categories. There are some beasts that aren't very difficult to take
    at all, but since they come in numbers, they might be a bit hard. At a sertain
    point in the game, you'll be forced to fight 2 (yes, two!) Tarentateks, SOLO!
    That can be quite difficult, should you find that you haven't got either Force
    Stun or Force Fear... All the other beast are pretty basic after that fearfull
    encounter ;D!
    Roy Luo says that you actually can lure the Tarentateks to fight you one-
    on-one, making the fight very much easier. This fight is, by the way, on 
    Korriban, in one of the tombs... According to Roy, there's also a powerful
    sword that does poison damage, that makes the fight even easier. 
    10.5 Dark Jedi
    The most dangerous enemies in this game, they use the Force as well as you do.
    Watch out for Drain Life and Force Storm! Be quick and use your own Force Powers
    before they do, preferable those that can incapacitate.
    10.6 General Combat
    Don't be afraid to use your FPs, they will recharge after battle. Use Powers 
    that incapacitate rather than damage against lots of enemies (Force Push, Force
    Stun, Force Fear). Force Storm can work wonders too. Trust in your amount of 
    Vps, and be sure to heal yourself, should you drop under 20-40% of your VP 
    total. The few solo areas there are in the game can be quite difficult indeed,
    but you should be able to survive them. If you know that a difficult fight
    is ahead, make sure you've recharged both your VPs and FPs to their maximum.
    11.0 PARTY
    You will find many people on your journeys that are willing to join you, for one
    reason or the other. This part of my guide isn't really that much of strategy,
    it's just a way of getting out more of the story!
    11.1 Recommended (Light Side)
    Bastila - Great Jedi, she can both fight and use the Force quite well. Somewhat
    a half GCH-Jedi, she can add to your party greatly. There's some wonderful
    dialogue to be had with her too... (Romance, *wink* *wink* ;D)
    When you level Bastila, you would do well to level her simply as a GCH-Jedi from
    the Light Side. If you are using Dueling, make sure she uses either Dual or
    Double Bladed Lightsabers. If you're using either of the last ones, choose as 
    you see fit... Bastila will join your party after you've resqued her on Taris.
    Jolee - Great to have in your party, since he's kind of neutral in means of 
    alignment. That means you can have both Light and Dark side Force Powers with 
    him, without suffering additional costs of FPs. Since you're Light, and you have
    Bastila, you should focus more on Dark Side Powers with Jolee. Give him Cure and
    Heal, though. Let him use Dueling, for the extra defence it gives. Find him
    in the Lower ground of Kashyyyk.
    11.2 Recommended (Dark Side)
    Bastila - Same as if you're Light Side, but make sure she uses Dual or Double
    Bladed Lightsabers. Still very funny dialogues with her, since she's good and
    you're bad. ;D Again, treat her like a Light Side GCH-Jedi.
    HK-47 - Mainly because he's so extremely funny! He can say things like:
    "Approximation: I believe that they want us to help them. May i blast them now,
    Master?" Anyway, since you're playing the Dark Side, you SHOULD think it's 
    funny! ;D Buy him at Tatooine. Threaten the seller and you can buy him for a 
    measly 2500 credits!
    12.0 SOLO
    You've already beat the game once or twice, perhaps with both the Light and Dark sides. If
    you feel that the game was far too easy for you (like I felt) this section is something for
    you. Soloing KOTOR isn't the easiest thing to do, but it sure is fun! Try it if you're up to
    a REAL challange!
    12.1 Character Creation
    Since we're all alone in this, we need TONS of VPs. Here's the best build for a soloing 
    GCH-Jedi. I also believe that the GCH-Jedi is probably the best character for Soloing, if
    not the only one who can do it. I haven't tried with other characters, but i doubt that the
    Consular have the VPs to do it, and pure Guardians will lack FPs.
    Strength     - 12             +1 Attack/Damage with melee weapons
    Dexterity    - 12             +1 Defence and Reflex saves
    Constitution - 16             +3 VP/level and +3 Fortitute saves
    Intelligence - 8              We can't get less than 1 SK/lvl anyway
    Wisdom       - 13 (+5)        +1 bonus at start, +4 when finished            
    Charisma     - 14             +2 bonus, very cheap
    Most points we pour into Constitution, because VPs aren't gained retroactively as with 
    Toughness. +3 VPs per level, from the start, is really what we need. We will still gain a
    pretty neat amount of FPs, so you shouldn't worry about that. Remember, we'd rather run
    out of FPs than VPs! =D All your skills should go into Treat Injury, we can't really afford
    Persuade when Soloing. Besides, you've probably already got all the dialogue out of this
    game if you're trying soloing. 
    There isn't much variation in Feats for most Soloing characters. This is the basic setup,
    I suggest you stick with it. When Soloing, always, always use either Dual Sabers or Staff.
    More attacks = more hits = more damage = less enemies. Not exactly Quantum Mechanics, eh? =D
    Toughness                  (MAX)
    Two Weapon Focus           (MAX)
    Critical Strike            (MAX)
    Implants                   (MAX)
    Conditioning               (level 1)
    Yes, it is the same as I suggest above, in the Feats Section. Nevertheless, it is the best
    for a Soloing character.
    12.2 Force 
    You will have almost as much FPs as a pure GCH-Jedi, but lots and lots of more VPs. You'll
    still have the same amount of Powers to choose from. The "easiest" way to solo is by going
    to the Dark Side, using only Dark Side Powers. As a Soloing character, you need good crowd
    control Powers. This goes for the Light and Dark side alike. You'll be able to kill most
    single enemies (bosses, etc) pretty easily with sheer amount of VPs without the need for
    Force Powers, except for perhaps Force Speed.
    Dark         - Force Speed         3
                 - Force Storm         3
                 - Force Push          3
                 - Drain Life          2
    The other 5 points you can distribute as you feel the need. Those are the Powers I feel are
    the most useful for a Soloing character.
    Light        - Force Speed         3
                 - Force Push          3
                 - Force Valor         3
                 - Cure                2
    Distribute your remaining points as you see fit. Playing on the Light Side while soloing is
    a bit more difficult, for lack of crowd control until you get Force Push. This is for those
    of you that feel they really badly need a challange in something already difficult.
    12.3 Tactics
    Our Soloing GCH-Jedi will have 300 VPs if you've done as I suggested. This is 10 + 3 + 2 per
    level, 10 in Base, +3 with Constitution bonus and +2 with maxed Toughness. You're a very
    beefy Jedi! Your basic Tactics will be to run into a room with enemies, cast either 
    Force Push / Fear / Stun, then Force Speed and lastly hack away. When you've got Force Push,
    you won't have have very much trouble with any part of the game, since it gives you 
    excellent crowd control. Combined with your godly amount of VPs, you're pretty much 
    It's actually the first part of the game that's difficult - even more so before you get your
    Guardian Class. You'll need to keep a large amount of Medpacks in your backpack at all 
    times. That goes for the rest of the game as well, but it's very important in the beginning.
    If you find that there's an area or quest you can't complete, try a different tactics. If
    you have to resort to cowardly tactics (like luring an enemy away from a group one at a
    time), you might as well stop Soloing. Anyway, if you have taken my suggestions and have a
    fair amount of knowledge and experience from the game, it shouldn't be too hard. Give it
    a couple of tries though! =P
    Boring, boring, boring... Necessary, bah! =P
    13.1 Credit where Credit is due
    There are now a couple of people who have contributed in one may or another to
    this guide, their names are in the Special Thanks Section. More suggestions,
    tips, comments, critics and such is warmly welcomed. My e-mail is at the top
    of this guide. 
    13.2 Version History
    ver. 1.2, 9th Mars, 2004
         - Added SOLO Section
         - Added some info in the PARTY Section
         - Gave the Smilies more variation =D
         - Fixed some spelling mistakes
    ver. 1.1, 10th January, 2004
         - Fixed Intelligence and Charisma Attributes
         - Added Tarentatek fight info
         - Alternative Starting Class
         - Added PARTY Section
         - Prototype Vibroblade info
         - Fixed some spelling mistakes
    ver. 1.0, 3rd January 2004
         - Initial release
    13.3 Who can use this guide
    GameFaqs, obviously, and anyone who wants to, but I require an e-mail asking for
    permission before doing so. My mail can be found at the top of this guide. I 
    will almost always give you my permission to use the guide, I just want to know
    who you are and where you'll be putting the guide...
    Other sites who can use this guide and the people responsible for them:
    www.dlh.net       - Berndt Wolffgramm
    www.neoseeker.com - Leo Chan
    13.4 Special Thanks
    George Lucas      - For coming up with Star Wars
    Bioware           - For making this game
    My Mom            - For partly paying for my computer =D
    Claude Arm        - Contributing to the Guide
    Roy Luo           - Contributing to the Guide
    Mark Livengood    - Contributing to the Guide
    Ethan Blankenship - Correcting some of my spelling mistakes
    Elizabeth Darci   - For giving me confidence in the making of this guide
    That's all, hope you enjoyed my very first guide!
    ...And may the Force be with You!

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