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    Jedi Gunman FAQ by thecatillaccat

    Version: 4.0 | Updated: 02/10/10 | Search Guide | Bookmark Guide

    Star Wars Knights of the Old Republic II: The Sith Lords: Jedi Gunman FAQ by
    V. 4.0
    Version/Update History:
    Tuesday, December 27, 2005: Finished Version 1.0, all Light side information
    added. Submitted to GameFAQs.
    Tuesday, January 10, 2006: Added Neoseeker to websites authorized to use my
    FAQs. Began work on Version 2.0
    Saturday, February 11, 2006: Added a strategy for the Mira/Hanharr fight.
    Updated to 2.5
    Tuesday, February 14, 2006: Just a minor update. I messed up my Obi-Wan quote!
    Eeep! I've only seen Episode III once, come on. I saw Darth Crispy get his legs
    lopped off, that was good enough for me. I must thank Adam Walker for the info,
    and the props.
    Thursday, February 16, 2006: Man, so many updates! This time to add to my list
    of allowed sites. www.supercheats.com, welcome!
    Monday, March 20, 2006: Spelling and grammar fixes, mostly. Decided it was time
    for 3.0. Scored brownie points with my wife in the thanks section. Watch for a
    new TSL guide from me soon. I'm plotting!
    Thursday, March 23, 2006: Fixed the fact that I called the 20th Wednesday. What
    was I thinking? School is destroying my mind. A nice fella named Richard
    (Mrrjpodolsky@aol.com) pointed out a mistake I'd made in the Force Powers
    listing for Light Side, so I fixed that, and tweaked the list a bit, again on a
    suggestion by him. Thanks!
    Sunday, April 23, 2006: Alan Ng, who's email has been omitted by request, told
    me how to get Force Sight, some Implant suggestions, and some equipment
    suggestions for HK-47, though you may have to cheat to get them. Decided to
    take this to 3.5, since I'm a version number whore.
    Thursday, June 19, 2008: Minor cleaning, removal of an old girlfriend's
    name, and updating of to-do list. Moved to 3.5B
    Saturday, February 6, 2010: More cleaning, updating of author's notes
    and other things. Changed a few suggestions in Feats and Powers selection.
    Tuesday, February 9, 2010: Finish of a Blaster Rifle based Gunman.
    Updates to most sections. Version 4.0
    AUTHOR'S NOTE: There are many, many updates, and even some new
    builds I need to run through and put up in here. I was planning to wait
    until Team Gizka finished their restoration project,
    but since they never will, I am using Darth Stoney's restoration project
    instead. (www.deadlystream.com) The work continues.
    Contact Information
    Written by: Goatboy Damient (thecatillaccat)
    Email: goatboydamient@yahoo.com
    NOTE: When e-mailing, make the subject "KOTOR II Gunman Guide", use decent
    grammar and spelling, be polite, and NO TYPING IN ALL CAPS. I will answer
    questions about the guide, corrections on mistakes I may have made, and any
    tips or character builds you have are welcome. CONSTRUCTIVE criticism, and
    endless praise, and comely damsels in nice dresses are also welcome. Flames and
    rude people will be fed to my pet Rancor, Mr. Food.
    The ONLY sites allowed to host this FAQ at this time are www.gamefaqs.com,
    www.neoseeker.com, and www.supercheats.com, so make all our lives easier, and
    don't go swiping my guide! If you want it on your site, use the newest version,
    don't change anything, and email me for permission beforehand. Print it out and
    spread it among your friends and family if you'd like, but NO claiming it as
    your own. Okie?
    "So uncivilized!"
    -Obi-Wan Kenobi
    Maybe so, Obi-Wan. But terribly effective! In playing the original KOTOR, I
    developed several blaster pistol Jedi, with great success. But it shocked me to
    see that no one had yet put up a FAQ for the same thing for the
    delightfully-glitchy sequel. Who doesn't just love getting the frozen-screen of
    doom in the middle of a big fight, I ask you?
    This guide will help you too develop a dual blaster pistol using Jedi, whether
    Light or Dark side, who is fully able to gun down almost any enemy in the game
    in one or two rounds of attacking, with enough force ability that no one in the
    game can resist your attempts to stun them. Except the final bosses, perhaps,
    of course. Bloody cheaters.
    This is not a complete FAQ/Walkthrough, and I also assume you are familiar with
    the way the game works and it's basic terminology. There are many other fine
    guides on GameFAQs if you need to learn the basics or get help with a quest.
    This is simply my random musings, stats, equipment, and SPOILERS. So, don't
    read if you don't like the spoiler demon whispering in your ear. Let's get to
    it! My guide will feature a basic find feature. If you are looking for a
    specific section, place the code in the "find" function of your favorite
    browser, and go for it.
    Table of Contents
    A0. Theory
    A1. Character Stats
             A1-1. Strength
             A1-2. Dexterity
             A1-3. Constitution
             A1-4. Intelligence
             A1-5. Wisdom
             A1-6. Charisma
             A1-7. Notes
    A2. Starting Class and Gender
    A3. Skills
             A3-1. Persuade
             A3-2. Repair
             A3-3. Computer Use
             A3-4. Awareness
             A3-5. Treat Injury
             A3-6. Others
             A3-7. Notes
    A4. Feats
             A4-1. Two Weapon Fighting
             A4-2. Class Skill: Computer Use
             A4.3. Close Combat
             A4-4. Precise Shot
             A4-5. Other
             A4-6. Notes
    A5. Force Powers
             A5-1. Force Speed
             A5-2. Force Stun
             A5-3. Affect Mind
             A5-4. Force Aura
             A5-5. Force Valor
             A5-6. Force Deflection
             A5-7. Force Heal
             A5-8. Force Push
             A5-9. Stun Droid
             A5-A. Force Resistance
             A5-B. Battle Meditation
             A5-C. Revitalize
             A5-D. Energy Resistance
    	 A5-E. Fear
    	 A5-F. Shock
    	 A5-G. Wound
             A5-H. Drain Life
    	 A5-I. Force Scream
             A5-J. Special Alignment Powers
             A5-K. Notes
    A6. Prestige Class
    A7. Sides of the Force
             A7-1. Light Side
    	 A7-2. Dark Side
             A7-3. Notes
    A8. Allies
             A8-1. Kreia
             A8-2. Atton
             A8-3. T3-M4
             A8-4. Bao-Dur
             A8-5. Handmaiden
             A8-6. Visas-Marr
             A8-7. Disciple
             A8-8. Mira
             A8-9. Hanharr
             A8-A. GO-TO
             A8-B. HK-47
             A8-C. Mandalore
             A8-D. Notes
    A9. Leveling Up Efficiently
    AA. Equipment
             AA-1. Implants
             AA-2. Headgear
             AA-3. Gloves
             AA-4. Right Arm
             AA-5. Left Arm
             AA-6. Body
             AA-7. Belt
             AA-8. Weapon Set 1
             AA-9. Weapon Set 2
             AA-A. Notes
    AB. Game Notes and Tips
    AC. Cheats and Exploits
    AD. Alternate Builds
    	 AD-1. Blaster Rifle Gunman
    	 AD-2. Blaster Rifle Gunman Build Changes
    AE. Final Results/Notes
    AF. Thanks
    A0. Theory
    The theory behind the Jedi Gunman is a simple one. Stun your enemies, then use
    rapid fire to carve them to bits. Rapid fire pistols can easily be as powerful
    as a high-end lightsaber with the right skills and abilities, and I'm out to
    prove it. To accomplish this,you need the Speed line of force powers, and a
    force power to stun/freeze your enemies. You also need the stats and feats to
    make those powers successful, and the feats and equipment to make your tiny
    pistols a killing machine that both Robocop and the Predator would be jealous
    of. For combat feats, it is recommended you stick with the basic Rapid Shot to
    provide you with that extra attack we love so very much. Come with me now on a
    wonderful journey to ultimate power! As always, this is just a FAQ, and you can
    try whatever you'd like. I'm just here to set you on your way.
    A1. Character Stats
    A1-1. Strength
    Raises to-hit and damage of melee weapons, your hands and fists, and
    lightsabers. Completely irrelevant to the build we're trying to create. At
    character creation, leave it at 8.
    A1-2. Dexterity
    Ahh, one of our money stats. Raises your defense, to-hit with our pistols, and
    bonus to Reflex Saves. It also adds a bonus to Stealth. You can raise it to 16
    in the beginning, but you will likely find plenty of +Dex items in your
    travels, and it is better to evenly spread points at first. 14 to start.
    A1-3. Constitution
    Gives a bonus to your Vitality gained each level, a bonus to Fortitude Saves,
    and determines which Implants you can use. Some of the high end implants are
    REALLY good and require 18 Constitution to use, but raise it to 14 to start out.
    A1-4. Intelligence
    Gives a bonus to Computer Use, Demolitions, Repair, and Security, as well as
    determining how many skill points you get each level and at the start of the
    game. Also, some dialogue options will only appear with a high enough
    Intelligence score. Skills in this game are very, VERY important, but still, 14
    points here will be enough.
    A1-5. Wisdom
    Gives a bonus to your Will Saves, Awareness, Treat Injury, and makes your Force
    powers more difficult to resist. Also gives a bonus to defense, if you have
    Handmaiden train you (Male only), and certain dialogue options only appear with
    a high enough Wisdom score. This is the most important stat for our build, but
    I still suggest 14 points here to start. There are many, many ways to raise
    Wisdom, especially for the light side.
    A1-6. Charisma
    Gives a bonus to your Force powers (the same bonus as Wisdom, and these stack),
    reduces the cost of using opposite aligned Force powers, and gives a bonus to
    Persuasion, and I'm fairly certain it helps in Persuade dialogues. Also adds a
    bonus to your allies to-hit rating, about twice that of your Charisma modifier.
    Another very important stat, but 14 to start, once again. We can raise Charisma
    A1-7. Notes
    Many people like to raise their stats to 16, or even 18, at the beginning of
    the game, but I think this is foolhardy. It costs 2 or more stat points to get
    one point of increase the higher you go up, when you could get much better
    overall stats by spending evenly in the beginning.
    As you go through the game, there will be several opportunities for free
    permanent stat gains. These generally require that you gain enough influence
    with your party members to follow their conversation branches.
    For a Light side character, this can make getting the HK-47 bonus difficult.
    I will list them here, for convenience.
    +2 WIS, experience, and Force Point bonuses - HK-47 telling you of his
    techniques for killing Jedi.
    +1 WIS - T3's final upgrade
    +1 CON, +1 WIS - Breaking Hanharr (Dark Side only)
    +2 STR, +1 CON - Kreia, after you get Hanharr (Dark Side Only)
    Also, you can get Light/Dark side mastery bonuses. To get these, you must be as
    far as you can go on either the Light or Dark side.
    Jedi Sentinel and Jedi Watchman  > +3 CON
    Jedi Guardian/Jedi Weapon Master > +3 STR
    Jedi Consular/Jedi Master        > +3 WIS
    Sith Marauder                    > +1 to 8 extra damage
    Sith Assassin                    > +3 DEX
    Sith Lord                        > +50 Force Points
    Knowing this, we can plan what stat points to add as we level up accordingly.
    So, to start off, our stats are:
    Strength: 8
    Dexterity: 14
    Constitution: 14
    Intelligence: 14
    Wisdom: 14
    Charisma: 14
    The class we will be choosing is Consular, followed by Watchman/Assassin.
    Taking into consideration possible "free" upgrades and masteries, I would
    suggest this point spread for a Light sided and Dark sided character,
    respectively. For simplicity's sake, I will assume you get to level 28 by the
    end of the game. Your mileage may vary, of course.
    Light Side: Level 4: Wisdom
                Level 8: Wisdom
                Level 12: Constitution
                Level 16: Charisma
                Level 20: Charisma
                Level 24: Dexterity
                Level 28: Dexterity
    Not counting bonuses from equipment, this will leave your Wisdom at 20 endgame,
    from the T3 point and the Consular mastery. Possibly 22, if you manage to get
    enough influence with HK-47.With the +3 Constitution fromWatchman mastery,
    you will have 18, enough for the stoutest of implants. 16 Charisma and
    Dexterity will make you into a very dangerous person. Mickey would be proud of
    you. Rocky would fall to you quicker than he fell to Mr.T.
    Dark Side: Level 4: Wisdom
               Level 8: Wisdom
               Level 12: Con
               Level 16: Con
               Level 20: Dexterity
               Level 24: Charisma
               Level 28: Charisma
    Not counting bonuses from equipment, this will leave your Wisdom at 23 endgame,
    from the Hanharr point, the T3 point, the HK-47 points, and Consular mastery.
    With the Hanharr point and the Kreia point, this will leave your Constitution
    at 18, enough for the stoutest of implants. The +3 Dexterity from Assassin
    mastery will leave you with a dexterity of 18 endgame. And with 16 Charisma,
    your Force Powers will be very, very hard to resist. Your Exile would make
    Palpatine cry for mommy.
    A2. Starting Class and Gender
    Differences between male and female Exiles:
    Males get Handmaiden, whereas females get Disciple. Males can also get a bonus
    feat from Handmaiden to add their Wisdom modifier to their defense, whereas
    females cannot. Certain dialogues, character responses, and events will also
    change depending on your gender. Also, I find a female to be simply funner to
    play as for some reason, all in all. Males get better bonuses, of course.
    As I stated before, we will be choosing Consular for our starting class.
    Consulars get 6 Vitality per level, 2 skill points per level, and 8 Force
    points per level.
    Class Skills:
    Treat Injury
    You will start with basic combat feats, which will be all you need, and Force
    Focus, with Force Focus being the entire reason we are choosing Consular.
    Stunning your enemies is absolutely vital to this build.
    A3. Skills (Stat that effects it is placed in brackets)
    A3-1. Persuade (Charisma)
    The single most important skill in this game, and also the only skill that only
    the Exile can use. So of course you'd want to raise it, right? Of all the
    skills, gives you the most gameplay, dialogue, quest, and reward options,
    improves relations with allies, and all around, is the one skill to keep up, no
    matter what.
    A3-2. Repair (Intelligence)
    Used to repair droids, computers, and other machines, and comes up in dialogues
    now and then. Affects how much a droid heals with a Repair Kit, and effects how
    many components you get from breaking down items. When breaking down items,
    only the Exile's Repair skill is used to determine how many components you get,
    and at 20 repair (skill plus modifiers), you break down at 100% efficiency.
    Also important for getting the Wisdom bonus from upgrading T3-M4.
    A3-3. Computer Use (Intelligence)
    The ability to slice into computers, and the ability to diagnose problems with
    droids and computers. We mainly use it to upgrade T3, which is very important!
    I just wish I had this skill in real life. Then I'd make a computer strong
    enough to beat the shinola out of both Deep Blue AND Stephen Hawking's
    A3-4. Awareness (Wisdom)
    Ability to spot hidden mines, and comes up often in dialogues when you notice
    something out of the ordinary. Not as high priority as the above three skills,
    but put some here anyhow.
    A3-5. Treat Injury (Wisdom)
    Increases the amount healed by medpacs, and adds some dialogue options now and
    then, and is useful in a few quests. When breaking down items at a Lab Station,
    the Exile's Treat Injury skill is used to determine how many chemicals you
    receive. This skill would be more useful for a Dark side player, as they cannot
    heal as efficiently.
    A3-6. Others
    Demolition ( Intelligence): Place 1 point here at character creation, then
    leave it alone. It is useful to have in Peragus, and with stat bonuses and some
    equipment, you can handle many of the mines in the game. Recovering or
    disabling mines is good for precious experience, chemicals, and you can use
    them to open doors or containers your Security skill can't handle. Of course,
    an ally can do demolitions far better than you.
    Security (Intelligence): Place 1 point here at character creation, then leave
    it alone. It's useful to have basic Security skills in Peragus, and with stat
    bonuses and some equipment, I found that, except for a few containers, you can
    handle most of the locks in the game. Use tunnelers or an ally for particularly
    stout locks.
    Stealth (Dexterity): Simple. Nothing here at all, until you do the Kreia quest
    where she asks what your weakest skill is. Then put just one in upon your next
    level up.
    A3-7. Notes
    All the skills except Persuade are used in item creation, but throughout the
    game, your allies will be able to handle these tasks admirably, probably far
    better than the Exile. With my
    recommended stat spread at character creation, you will start with 16 Skill
    Place them like so:
    4 in Persuade
    4 in Repair
    2 in Awareness
    2 in Treat Injury
    1 in Demolitions
    1 in Security
    This will get you off to a good start. As a Consular with 14 Intelligence, you
    will get 4 skill points per level. Until you get Class Skill: Computer Use, max
    out Repair and Persuade, then save the leftover points. Once Computer Use is a
    class skill, max it, put your points into Repair and Persuade, and whatever
    is left over into Awareness and Treat Injury. After that, 1 point each in
    Repair, Persuade, and Computer Use, and alternate 1 point in Treat Injury
    and Awareness.
    As a Watchman/Assassin, you will get 5 skill points per level. Max out Repair,
    Persuade, and Computer Use, and alternate 2 in Treat Injury and 2 in Awareness.
    At this point, your options change, though. A Watchman will have every skill be
    a Class Skill except Demolitions. An Assassin, on the other hand, has ALL
    skills as Class Skills. You could put some points into Security and Demolitions
    now, if you'd like. I put a few into security, but then focused many of my
    points on Awareness. This opens up many more conversation options.
    A4. Feats
    A4-1. Two Weapon Fighting
    We will be using two blaster pistols, so this feat is absolutely vital, because
    without it, we're not going to be hitting anything. Two Weapon fighting reduces
    the massive to-hit penalties incurred when fighting with two weapons. Level 1
    of this skill tree is worthless, so just use one pistol or, even better, a
    blaster rifle until you get Level 2, and upgrade to Level 3 at your first
    A4-2. Class Skill: Computer Use
    We need Computer Use, so this feat is very, very important, and in our build,
    will be the second one we get. Used for many things, but mostly the T3-M4
    A4.3. Close Combat
    This pair of feats is also very important. Let's face it, you're not always
    going to be able to keep a big distance between you and your enemies. These
    feats reduce the bonus to-hit your enemies get from engaging you with melee
    weapons while you use a ranged weapon, and add to your to-hit when fighting
    melee enemies.
    A4-4. Precise Shot
    This chain of feats is also vital, and will be responsible for much of the
    success of your Gunman. They add to your ranged weapon damage, while making it
    more difficult for lightsaber users to deflect your shots.
    A4-5. Other
    Weapon Focus: Blaster Pistol simply adds a +1 to attack rating. This is a very
    minor bonus, and I would recommend using your final two Watchman points
    Rapid Shot: You will start the game with the basic Rapid Shot ability, and it
    will serve you well enough throughout the game. As a Watchman, you get two
    extra feats as compared to an Assassin. Use them to max this.
    A4-6. Notes
    For our class choices, you will earn a feat on the following levels.
    Consular: 1,3,6,9,12,15
    Watchman: 1, 3, 6, 7, 9, 12, 13
    Assassin: 1,4,7,10,13
    Taking this into consideration, spread your feat choices out like so:
    As a Consular: Level 1: Two Weapon Fighting
                   Level 3: Class Skill: Computers
                   Level 6: Improved Two Weapon Fighting
                   Level 9: Master Two Weapon Fighting
                   Level 12: Close Combat
                   Level 15: Improved Close Combat
    At this point, you should switch to your prestige class, either Watchman for
    Light side, or Assassin for Dark side.
    As a Watchman: Level 1: Precise Shot I
                   Level 3: Precise Shot II
                   Level 6: Precise Shot III
                   Level 7: Precise Shot IV
                   Level 9: Precise Shot V
                   Level 12: Improved Rapid Shot
                   Level 13: Master Rapid Shot
    As an Assassin: Level 1: Precise Shot I
                   Level 4: Precise Shot II
                   Level 7: Precise Shot III
                   Level 10: Precise Shot IV
                   Level 13: Precise Shot V
    A5. Force Powers
    A5-1. Force Speed (Burst of Speed, Knight Speed, Master Speed)
    These powers will be used the most throughout your game, and are by far the
    most useful. The first level only increases your movement speed, but the second
    level also gives you an extra attack each round. Level 3 gives you two extra
    attacks per round. Very, very important for carving your enemies to bits. These
    powers are supposed to increase your defense as well, but currently, that is
    broken and doesn't work. Cannot be used in armor. Universal Power.
    A5-2. Force Stun (Stun, Stasis, Stasis Field)
    After the Speed powers, this will be your most important ability. Crowd control
    is of utmost important, and frozen enemies are enemies who cannot dodge your
    attacks. And stunned enemies make your Sneak Attack feat gained from Watchman
    or Assassin kick in for extra damage. Light Side
    Power. Stasis Field cannot be used in armor.
    A5-3. Affect Mind and Dominate Mind
    Force persuasion. Opens up many new dialogue options, and can get you more
    quest rewards. I honestly always get it because I feel no Jedi is complete
    without it, aside from the other
    reasons. I would suggest Dominate Mind only for those who go Dark side.
    A5-4. Force Aura (Force Aura, Force Shield, Force Armor)
    I didn't use these feats except for difficult battles towards the end of the
    game, and fighting in the Mandalorian Battle Circle, or fighting the Handmaiden
    Sisters. Raises your defense and saving throws, though the defense boost may be
    broken and not work. I'm not sure of that. If anyone could tell me, I would
    appreciate it. Light side, and cannot be used in armor.
    A5-5. Force Valor (Force Valor, Knight Valor, Master Valor)
    A skill I found very useful for battles with many enemies, the Battle Circle or
    Handmaiden Sisters, or difficult bosses. Raises your physical stats, and the
    final two levels provide
    resistance to poison. with your already high stats, having them raised by +2,
    +3, and +5, respectively, is very powerful. And it also effects everyone in the
    party. Spiffy! Light side power, and cannot be used in armor. And if chosen as
    your first power, it will allow you to RECOVER the mines in Peragus when used.
    A5-6. Force Deflection and Force Redirection
    Also very, very important. The majority of enemies in the game use blasters,
    and since you don't use lightsabers, these powers are necessary to provide
    defense. Level one stops blaster bolts, level two bounces them back. Without
    these, you won't last very long in a heated firefight.
    A5-7. Force Heal (Heal, Improved Heal, Master Heal)
    Oh, these are wonderful. Throughout this game, you WILL take damage, and this
    will take care of it quite readily. The later levels of this power also
    neutralize poison, and poison and stun, respectively. And with Light side
    mastery, it's so cheap, you can cast it all day, and all night. I have found,
    also, that even for a Dark-aligned Gunman, you'll have than enough Force Points
    and Force regeneration to make use of this. So why not go for it?
    Light side power. Get it!
    A5-8. Force Push (Force Push, Force Whirlwind, Force Wave)
    Pushes back your enemies, damages, and stuns them. With your strong force
    abilities, you could keep hitting your enemies with this over and over until
    they died, but there are better and faster ways to get the job done. Universal
    A5-9. Stun Droid (Stun Droid, Disable Droid, Destroy Droid)
    Immobilizes and damages droids. Can be useful for shutting down turrets for a
    round or two, as those can do lots of damage in large numbers, but all in all,
    not the most useful set of powers. Light side power.
    A5-A. Force Resistance and Force Immunity
    Raises your resistance to enemy force powers. Can be useful against certain
    tough bosses at the end of the game, but not the most useful powers, overall.
    Universal powers, cannot be used in armor.
    A5-B. Battle Meditation (Battle Meditation, Improved B.M., Master B.M.)
    I've grown to like Battle Meditation, especially for this build. Adds to attack
    rating, damage, Will saves, and VP regeneration of your entire party for 20
    seconds. Rarely, it pops up as a dialogue option, to influence the course of
    storyline battles. Worth considering!
    A5-C. Revitalize ( Revitalize, Improved Revitalize, Master Revitalize)
    Raises dead allies in battle. I think I've used this once in the entire time
    I've had this game. Get it if you have nothing better to put your points into
    near the end of the game.
    A5-D. Energy Resistance (Energy Resistance, Improved E.R., Master E.R.)
    I only recently discovered the use of energy resistance, since I started using
    Consular as my beginning class. Stops a set number of points of energy damage
    from getting through, and the later powers in this tree affect the entire
    party. This can really help, negating much of the damage blasters would have
    done throughout the game, and in tough lightsaber fights. And, it lasts a long
    time with each cast. Get while still in Peragus, and keep it turned on as
    often as
    A5-E. Fear (Fear, Horror, Insanity)
    The Dark side version of Stun, basically. But the Fear line trounces the Stun
    line, because Horror has an area of effect, whereas Stasis does not. Dark side
    A5-F. Shock (Shock, Force Lightning, Force Storm)
    Absolutely overpowered. Force Storm can clear entire rooms, whole mobs in two
    shots or less. And it only gets more powerful as you level up. For our Dark
    side Gunman, this will be an important weapon. A clever use of stunning,
    pistols, and Force Storm will destroy any group you come into contact with.
    Dark side power. Cannot be used in armor.
    A5-G. Wound (Wound, Choke, Kill)
    I'm angry. So angry I'm going to become a Sith. This power stuns one enemy, and
    deals them damage. If you hit an enemy who's life bar is half or less with
    Kill, it's a guaranteed win. In the first KotOR, this also came up in a
    dialogue or two, and let you put fools in their place. But in this one?
    Nowhere. Nothing. Way to drop the ball, Obsidian. This is the best part about
    being a Sith! Dark side power.
    A5-H. Drain Life (Drain Life, Death Field)
    Damages an enemy, and heals your Jedi. Death Field also has a huge area of
    effect. This can be useful in a pinch, but our build is strong enough that
    those pinches rarely come. And Heal will take care of it, Dark side or no. But,
    still. Somewhat useful. Dark side power. Cannot be used in armor.
    A5-I. Force Scream (Force Scream, Improved Force Scream, Master Force Scream)
    This one is interesting. It does decent damage, and lowers your enemies base
    stats, which can be useful. But your guns and Force Storm are more useful
    still. But if you wanted to make an armored Vader-ish Jedi, it can be used in
    armor and so it would be useful, I suppose. Dark side power.
    A5-J. Special Alignment Powers
    Force Enlightenment
    Instantly uses the best of your Force Speed, Force Aura, and Force Valor powers
    all at once, for a reduced cost. Pity you don't get it until you've almost
    finished the game. But, highly, highly useful, nonetheless.
    Force Crush
    Power. Pure, unrestrained power. Deals 1-10 damage per each of your Jedi's
    levels, and knocks the enemy down. Even if the enemy makes a saving throw
    against it, it knocks them down and does a good amount of damage. Use this on
    single enemies and bosses towards the end of the game. Over and over and over.
    Haha! I like it better than Enlightenment. It's just cruel.
    A5-K. Notes
    This list is now complete, so let's get to it. Now, we are starting as a
    Consular, and Prestige-classing into a Watchman/Assassin. We get no Force
    powers for our first Consular level, so our force power progression will be
    like so:
    Consular: 1 on level 2, 2 on level 3, 1, 1, 2, thereafter, for a total of 20
    Force Powers by the time you change your class.
    Watchman: 2 on your first level, 1 per level thereafter, for a total of 14 at
    Character Level 28.
    Assassin: 1 per level, for a total of 13 by Character Level 28.
    Consular/Watchman: 24 total powers.
    Consular/Assassin: 23 total powers.
    My suggested level up pattern for our build, both Light and Dark, would be like
    Light side
    Consular: Level 2: Energy Resistance
              Level 3: Force Valor, Burst of Speed
              Level 4: Affect Mind
              Level 5: Stun
              Level 6: Heal, Force Deflection
              Level 7: Force Aura
              Level 8: Force Shield
              Level 9: Stasis, Knight Speed
              Level 10: Improved Energy Resistance
              Level 11: Knight Valor
              Level 12: Improved Heal, Force Redirection
              Level 13: Force Armor
              Level 14: Battle Meditation
              Level 15: Master Speed, Stasis Field
    Watchman: Level 1: Master Valor, Improved Battle Meditation
              Level 2: Master Energy Resistance
              Level 3: Master Heal
              Level 4: Master Battle Meditation
              Level 5: Force Resistance
              Level 6: Force Immunity
              Level 7: Stun Droid
              Level 8: Disable Droid
              Level 9: Destroy Droid
              Level 10: Force Push
              Level 12: Force Whirlwind
              Level 13: Force Wave
    Dark side
    Consular: Level 2: Burst of Speed
              Level 3: Energy Resistance, Affect Mind
              Level 4: Fear
              Level 5: Shock
              Level 6: Horror, Wound
              Level 7: Dominate Mind
              Level 8: Force Deflection
              Level 9: Force Lightning, Knight Speed
              Level 10: Force Choke
              Level 11: Drain Life
              Level 12: Force Redirection, Insanity
              Level 13: Improved Energy Resistance
              Level 14: Battle Meditation
              Level 15: Master Speed, Improved BM
    Assassin: Level 1: Force Resistance
              Level 2: Master Energy Resistance
              Level 3: Force Storm
              Level 4: Death Field
              Level 5: Master Battle Meditation
              Level 6: Force Immunity
              Level 7: Kill
              Level 8: Force Scream
              Level 9: Improved Force Scream
              Level 10: Master Force Scream
              Level 12: Cure
              Level 13: Heal
    This may not be the best power-up progression, but it worked well for me. You
    might want to get the Cure line sooner for Dark side, or get others before
    Wound and Choke. I also suggest the Shock line even for light side. You will
    have more than enough Force Points to use it, even as a Light sided Jedi.
    Feel free to send me suggestions, or modify as you see fit.
    A6. Prestige Class
    For our Prestige class, we will be choosing to become a Jedi Watchman or Sith
    Assassin. To change class, you must be either very Light or very Dark side,
    which will cause Visas to attack and join you. When you reach Level 15,
    immediately talk to Kreia to change your class. Why Watchman or Assassin,
    you may ask? The answer is simple, really. SNEAK ATTACK. The theory of the
    build is to stun, then carve to bits. Sneak Attack is a feat that Watchman
    and Assassins gain that does extra damage when attacking from being stealthed,
    and against stunned or otherwise immobilized opponents. We won't be using
    any stealth, so the final part is what we are interested in.
    Stun the enemy, and let your superior and highly specialized pistol skills and
    your basic Rapid Shot ability work in tandem with the bonus damage provided by
    Sneak Attack to decimate just about any enemy you will encounter.
    Jedi Watchmen get 2 more Feats, and one more Force power than Sith Assassins,
    and have much higher saving throws. Sith Assassins on the other hand, get much,
    much more Sneak Attack damage, and another Class skill. Our build in Feats,
    stats, and skills works equally as well among Light and Dark side, so don't
    stress too much about this.
    A7. Sides of the Force
    A7-1. Light Side
    The Light side of the Force is the power of good, and opposes the Dark side and
    the Sith at every turn. Generally, Light side powers are used to buff (boost
    stats), to heal party members, and have almost no direct attack skills. For our
    build, the most useful power we will use will be the Stun tree (Stun, Stasis,
    Stasis Field). Many of the powers you will not wind up using, but Force
    Enlightenment, is highly, highly useful when you finally get it. In general,
    you will have less money and items as following the light generally forces you
    to give people your money, give up quest rewards, not manipulate your way into
    larger quest rewards, and basically be a goody little two-shoes. Also, many of
    the dialogues and actions to gain influence with your allies are
    inherently Light sided in nature. Save before talking to them, and if you find
    it hard to control your alignment, hold off on talking to them until you've
    taken your Prestige class.
    A7-2. Dark Side
    The Dark side are the forces of evil, chaos, destruction, lawyers, politicians,
    and Wilford Brimley. They seek the destruction of the Jedi. Dark side powers
    are mostly for direct attack, and crushing your opponents. Therefore, to get
    them to work, you pretty much need to become a Consular. While you wont get as
    many buffs, and will have a harder time healing, you'll kill people so quickly
    that it won't matter much. Force Crush, the special alignment power, is also
    more useful than Force Enlightenment, by far. Being Dark side will also allow
    you to get better items and more money, through taking advantage of people,
    stealing, and using the Force to make people do as you want. You will lose Dark
    side points in influencing a lot of characters, but I've noticed that you can
    always, always get them back, oftentimes through gaining influence with other
    characters. It balances out, a little.
    A7-3. Notes
    Neutral alignment MIGHT come in the future. But that ought to be enough for
    A8. Allies
    A8-1. Kreia
    -Joins at Peragus
    -Mentor ability grants an Experience bonus while she is in the party.
    -Force Chain ability makes any buffing type powers used on you or her affect
    both of you.
    Kreia, as a character, I found very useful. First of all, her stats are higher
    than is normally possible for a character, which kind of miffs me off...but
    anyhow. She is a Neutrally-aligned Jedi Consular, and thus can use any Force
    powers very well. As a Light side player, I gave her the main Dark side powers,
    such as the Shock tree, the Terror tree, and Drain Life, and gave her the basic
    powers such as Battle Meditation and Force Speed. Being that she is Neutral, I
    also gave her the Cure tree.
    For her stats, raise her Wisdom as you level her up. For feats, give her the
    Dueling tree, Finesse: Melee Weapons, Finesse: Lightsaber, and whatever else
    you feel is appropriate. Keep up her Awareness and Treat Injury skills, both
    for Medpac use, and to take advantage of those high skills at the Workbench and
    Lab Station. Give her some good robes, and a good upgraded melee weapon. Switch
    to a lightsaber once you finally find one. I recommend making the Exile's
    lightsaber single bladed and giving it to Kreia.
    Later in the game, as always happens, her Force Storm cleared rooms in seconds.
    Place her on Jedi Support, and turn her loose.
    She is immune to your influence, and likes when you are cold and calculating,
    thus her influence options are mainly Dark sided in nature. But do NOT go
    killing innocents for no good reason.
    A8-2. Atton
    -Joins at Peragus
    -Atton comes with his own special armor, that gives a bonus to saving throws,
    decent defense, and does not restrict the use of Force powers. Keep him in this
    until you turn him to a Jedi and get him some good robes. If you find no good
    robes, keep him in his Ribbed Jacket.
    -Scoundrel's Luck is a feat that grants Defense bonuses as Atton levels up.
    -Survival is a special feat that increases Atton's saving throws as his
    Vitality goes down.
    -When knocked down, there is a chance Atton will get back up if another member
    of your party is still standing.
    Normally, I do not level Atton up until he becomes a Jedi. By saving your
    levels, you get more Jedi levels later, and thus more Force abilities. But
    Atton is a Scoundrel. And do you know what that means? SNEAK ATTACK!
    Bring Atton to a Level 11 Scoundrel, and he will gain very good Sneak Attack
    bonuses, as well as some good Scoundrel's Luck bonuses. Train his feats for Two
    Weapon Fighting, Close Combat, Rapid Shot, and Precise Shot, and keep him using
    pistols, even after he's a Jedi. Give him some basic
    Force Powers depending on what alignment you have him under, as he won't be
    using them that much, his purpose is to use pistols very, very well. For his
    stats raise his Dexterity as you level him up.
    Turn Atton to a Jedi by talking to a man in the Refugee Sector of Nar Shadda
    who knows about his past, and asking him about it. With high enough influence,
    you can follow the chain of conversation to turn him into a Jedi Sentinel. He
    generally likes you trusting him, and complimenting him on his skills. And not
    invading his mind using the Force. He also seems to enjoy when you murder
    For skills, level up his Demolitions and Stealth, mainly. He will be our main
    guy for making items that require those skills.
    A8-3. T3-M4
    -Prologue, Peragus, Joins when leaving Peragus
    -You can upgrade items anytime by talking to T3 while he is in your party, but
    he cannot create or break down items from this screen.
    -If you have less than 11 Computer spikes, he will make some for you.
    -If Revan was set to Light side in the beginning and you have enough influence
    with T3, he will have a message from Carth and Bastila.
    -Repair him three times (Requires 24 Computer Use and Repair, which is why we
    focused on those skills) to gain a +1 Bonus to your Wisdom. Very important!
    What can I say? I like T3. And not only for the yummy Wisdom bonus, he's just
    groovy. He has very high skills, and you should have him focus on the Class
    skills he comes with. Can be useful for making items, but generally Bao-Dur is
    better. It all depends on what equipment you find for them, really. Use whoever
    you can get highest. For Feats, get the Feats that raise his abilities with his
    skills, and then work on Two Weapon Fighting, and getting him to do good with
    Raise his Dexterity and Intelligence as you level him up. He works very well in
    a triple-blaster pistol onslaught with the Exile and Atton! You should have
    seen those Serocco thugs fall...it was pathetic, in a way.
    As has been said, repairing him enough times will get you a bonus. This
    requires good influence with him. Influence with T3 can be gained mainly by
    being nice to him, and complimenting him. His influence gains are Light sided
    in nature.
    Equip him with the best Droid armor you can find, some good upgraded pistols,
    and either +to skills or combat equipment, depending on what you want to use
    him for. His Shock Arm is usually a good optional weapon, as is something that
    will stun. Set him to Droid Support.
    A8-4. Bao-Dur
    -Joins at Telos, Surface.
    -Can instantly destroy any shield or force field. (Using hand to hand combat)
    -Talk to him on the Ebon Hawk, and he can make energy shields, if you don't
    have too many Energy and Mandalorian Melee Shields.(Stops doing this after you
    build your lightsaber)
    -Can become a Jedi
    -Cannot wear ANY Jedi Robes
    Oh, I like Bao-Dur. I like his character, I like the fact that he is a skill
    point machine. He begins in a special class all his own, Tech Specialist. While
    getting many, many skill points in this class, it is offset by the HUGE
    handicap of gaining absolutely no defense bonus as he levels up.
    Bao-Dur can be turned into a Jedi. All this requires is influence, and to talk
    to him once your influence is high enough. You cannot get influence through
    dialogues with him, only by taking him with you while you do things on other
    planets. All of his influence gaining actions are inherently Light-sided in
    He becomes a Jedi Guardian, if you want to make him one. Since my last update,
    I have discovered that it is best to not level him up until you do so. With his
    intelligence, he still gets enough skill points to max out the skills you need
    him for, and this handily avoids all his issues in combat! Raise his
    intelligence as you go, and you'll be good.
    With all those intelligence points, Bao-Dur will be your main man when it comes
    to making upgrades, unless you found few good +skill items, and many +skill
    Droid parts. Just keep his Class skills high and give him Cross-Class Skill
    feats, because that is his purpose.
    A8-5. Handmaiden
    -Joins at Telos, Hidden Academy
    -Male characters only
    -Special ability is Echani Strike, which increases unarmed damage and adds a
    chance to knock enemies down.
    -Can learn a special Feat from her, Battle Precognition, which adds your Wisdom
    modifier to your defense.
    -Can become a Jedi
    -Through her, you can exploit a glitch in the game. (See Cheats and Exploits)
    Handmaiden is a melee beast. She-Hulk, if you will, only much more articulate.
    Only male characters will get her in their party.
    There are many things you can do with the Handmaiden. You can earn a Special
    Feat by asking her about the Echani style of fighting. You can turn her into a
    Jedi Guardian, which is much better than her Soldier class. To do this, spar
    with her at your Character Level 10, 14, and 18, defeating her each time. Get
    her influence up, the influence options are mostly Light sided of course, by
    making her put some clothes on after you are done sparring to learn of her
    mother. (I preferred her without the clothes...^_~) Learn more about her mother
    from Kreia, then follow it up with Handmaiden, and she will accept your
    Do not level her up as a Soldier. At all. Not only will this make her easy to
    defeat in your unarmed duels, this will save her levels for the superior Jedi
    Guardian class. Give her Two  Weapon Fighting feats, and equip her with two
    lightsabers or a double-blade lightsaber later in the game. Until you have
    these, use the staff she comes with. For her stats, mainly raise Strength and
    Dexterity. Leave her in her mother's robes, they will suit her well.
    A8-6. Visas-Marr
    -Get far along in Light or Dark alignment, and watch the cutscene. Prepare for
    a lightsaber using enemy, and enter the Ebon Hawk. Defeat her in battle and
    spare her to have her join you.
    -Can gain a special Feat from her called Force Sight
    -Stats are COMPLETELY unsuited for a Sentinel. How annoying!
    Visas...I find confusing. While I like her character's personality, her
    statistics annoy me. Greatly. Give her one Charisma point, then raise either
    Wisdom or Dexterity, depending on if you choose to give her Light or Dark side
    powers. Keep her on the Two Weapon Fighting path, and also  give her the
    Toughness feats, as she has pathetic Vitality.
    You can gain influence with her just by talking to her and being nice to her.
    And really, get all the influence you could ever need with her in one good
    conversation. Use her if you want, but I didn't find much use for her in this
    build. Alan Ng tells us how to get Force Sight: "To get Visas to teach you
    Force Sight, you need to have lots of influence with her (not a hard task for a
    light Jedi) and then ask her how the Miralukas are able to see through the
    Force. After that, the "How do you see through the Force?" line opens up.
    Follow it and with the right influence, you can see! Be mindful though that you
    only get one shot at this line and failing the influence check will force you
    to quickload again (if you want the Sight)."
    A8-7. Disciple
    -Found in the Enclave's Sublevel on Dantooine
    -Female Characters ONLY
    -Acts as a portable Lab Station
    -Can become a Jedi
    Disciple is the female-only character who doesn't compare to the Handmaiden at
    ALL. He's decent as a Soldier, and even has good stats. But his personality,
    frankly, gets on my nerves. All you need to do to get influence with him is
    talk to him, and say the right things. He likes you to be as goody goody as
    him, and to love the Republic to death. But as a Dark female, I couldn't seem
    to get influence regardless. And he becomes a CONSULAR. He is NOT made for a
    Consular, he has no Wisdom and Charisma. Forget this goober. What a bloody
    A8-8. Mira
    -Light side or Neutral ONLY
    -Comes with her own special armor, that gives +5 to defense, cuts damage from
    melee attacks, and doesn't restrict use of Force powers. Keep her in this until
    you find her some good robes, and if you don't, do not remove her Ballistic
    Mesh Jacket.
    -When she is leading the party, the party cannot set off mines. Spiffy!
    -Has a Wrist Rocket Launcher. You can make Rockets for it at the Workbench.
    -Can become a Jedi
    Mira has her uses. In several areas, Goto's Yacht being one of them, her
    ability to keep the party from setting off mine's is a godsend, and to me, is
    her main purpose.
    She can also be turned to a Jedi Sentinel. The best way to gain influence with
    her is through her "Why don't you kill?" dialogue string, if you have a
    decently high awareness. Otherwise, most of her plus-influence events are on
    I suggest leveling her up to level 12, as she gets bonuses to her ranged
    weapon accuracy and damage as she levels, and then turn her Jedi.
    But Carl Russ (c.o.russ@comcast.net) told me another way. Throw on a stealth
    belt, set up a minefield, jack her up with an Alacricity Implant, and let the
    big jerk follow you and blow himself to bits. This can be done at any level,
    even her starting level, which lets you save levels for her to use as a Jedi.
    Take her along the Dueling tree, and keep her with a single blaster pistol, and
    get the required feats for it. Demolitions is the only skill that's of real
    import. Oh, and her Wrist Launcher is practically worthless. Boba Fett must be
    rolling in his grave...>_<
    A8-9. Hanharr
    -Automatically joins on Nar Shaddaa
    -Has Armor Proficiency, but can't wear armor. The hell?
    -Has a special feat called Wookie Rage, that adds to his damage, but lowers
    -By "breaking" him in conversation, you can gain bonuses to your stats.
    Hanharr is basically a Sith Marauder without the Force Powers. Give him
    equipment to raise his Strength, Two Weapon Fighting, and some good upgraded
    blades, and watch him rend the fleshies.
    A8-A. GO-TO
    -Joins after Goto's Yacht.
    -Can go into stealth mode without any items.
    Think T3-M4, with less skills, and a lousy personality. Getting influence with
    him IS kinda neat for story purposes, though.
    A8-B. HK-47
    -Found in a cargo hold on the Ebon Hawk. You must find the parts to rebuild him.
    -Grants a WIS, experience, and Force Point bonus
    I'll admit to being a bit biased. I love HK-47. He's funny! But, sadly, you
    will have more effective party members. He just doesn't get feats fast enough,
    and he's a bit brittle, as are all the droids. But give him a good upgraded
    blaster and bring him along for the meatbag quotes anyhow.^___^ Get influence
    with him for some Revan backstory, too. Alan NG suggests the Droid Capacitor
    Armor, Droid Assassination Module, and the Droid Anatomy Library, all of which
    are excellent pieces of equipment, but says you may have to use the giveitem
    codeto get the Armor and Assassination Module. I'll leave it to you to
    figure that out. Keep him in mind for the WIS bonus, as well.
    A8-C. Mandalore
    -Joins at Dxun/Onderon
    -Mandalore's Dex Bonus is useless because of his armor.
    -Is immune to Fear and Horror
    -Has switchable implants that give +4 Str, Dex, or Con, or that will let him
    regenerate faster.
    Hmmm...well, I like Mandalore. I liked Canderous, too, so there's reasons for
    that. He starts out with ranged feats and a ranged weapon, but just like in
    KotOR, he's meant for melee!
    Give him some Two Weapon Fighting and some good blades, and +Strength
    equipment. His armor can't come off, but put a +Defense Overlay and a
    Strengthening Underlay Mark V in there.
    His implant switching is found under the same menu you use to view Force
    Powers. I recommend sticking with the +Strength one. The +Dex one is worthless,
    and Constitution and Regeneration are hardly an issue for a Soldier.
    A8-D. Notes
    What I recommend doing is giving your allies Force Powers to compliment theirs
    and your alignments. If they are Dark side through your influence, Dark side
    powers. If you are Light, Light side powers. Give Kreia powers opposite your
    alignment, to cover all your bases.
    A9. Leveling Up Efficiently
    Do everything you can to gain experience. EVERYTHING. Be sure to leave no quest
    repair every droid you can, recover every mine and unlock every door and
    container with Security.
    Don't use computer consoles to shut down Droids or kill enemies, kill them
    yourself! More experience! Take Kreia, for the experience bonus, while you're
    at it. It DOES add up, after a while.
    AA. Equipment
    AA-1. Implants
    Your Constitution rating determines which implants you can wear. 12 , 14, 16,
    and 18 all carry with them their own sort of Implants you can equip. Our main
    stats are Dexterity, Wisdom, and Charisma. Thus, Implants that raise these
    would be optimal, but use the best you can find or make at the Lab Station with
    Kreia. I found little better than a Pheromone Package for the longest time>_<.
    Near the end of the game, I found a Mental Boost Implant, and that more than
    made up for the lack of a good implant throughout the rest of the game.
    Alan Ng suggests the Advanced Combat Implant (Con16), because it gives you
    Weapon Focus and Specialization for Pistols and Rifles.
    AA-2. Headgear
    Again, any headgear that gives a good bonus to your main stats would be ideal.
    There are several that give bonuses to Dexterity, and some ranged weapon Feats,
    and I used these until I was lucky enough to find a Circlet of Saresh (Light
    side only, Wisdom +5). The  Multi-Spectral Target Assessor is good, if you
    equip the Advanced Combat Implant in order to use it.
    AA-3. Gloves
    As always, look for gloves that raise your basic stats. There are a couple sets
    of gloves that will raise Dexterity or give ranged weapon feats. Throughout
    much of the game, I used a pair of Jal Shey Perception Gloves, and switched to
    a +Security/Demolitions/+Repair/+Computer Use pair as needed. Endgame, I wanted
    energy resistance, so I used a pair of Nagai Combat Gloves.
    AA-4. Right Arm
    This one is easy. On the Harbinger, you will find an armband that belongs to
    your Exile. Put it on here, and never take it off.
    AA-5. Left Arm
    This one is a little tougher. Here, you will want a shield.
    Throughout most of the game, I had the strongest shield I could find or make
    that would stop Energy damage, for the times I ran into lightsabers. Sometimes,
    I'd put on a melee shield, if the situation warranted it. Later in the game, I
    recommend placing a Verpine Prototype Shield here. It will serve you well.
    AA-6. Body
    Early in the game, you're not going to have much choice when it comes to armor,
    and may wind up sticking with the Miner's Uniform for a bit. Even Light armor
    is out, as this will restrict your use of the Force. No good. Find the best
    robes you can. Many give some small bonus to Wisdom or Charisma, and a rare few
    give better ones. Some can be upgraded with Underlays. Throughout much of the
    game I used a Jal Shey Neophyte Armor, upgraded with Energy Resistance
    upgrades. I didn't find anything better until I ran into the Ossus Keeper Robe
    in Onderon Palace. And THIS is the perfect Jedi robe. I  upgraded it with a
    Biorestorative Underlay Mark V for the healthy Constitution boost. GET IT AS
    AA-7. Belt
    There are a few choices when it comes to belts. Never use a stealth field
    generator. Try to find a belt that will give either good saves, or protect you
    from Mind Affecting, Horror, Fear, and Stun. I was lucky enough to find a Nerve
    Amplifier Belt early on. If you get one, stick with it,  unless you need a
    +skills belt for a difficult task.
    AA-8. Weapon Set 1
    This is quite a bit harder. Early on, it's tough to find good pistols. I used
    upgraded Field Survival Pistols and Scout Survival Pistols (made at a
    Workbench) early on, until I could find better ones in the shops. I don't
    recommend this now, however. Use a good upgraded Blaster Rifle until you find a
    couple decent pistols. Later, you can also make Watchman Blasters at the
    workbench, which is a good, solid  weapon. And NEVER use Sonic Blasters of any
    kind. I swear, they never hit anything.
    I was lucky enough to find 2 Sith Disrupters at a store. I like Disrupters, as
    the damage they do cannot be stopped by shields. The Onasi Blaster, Zabrak
    Heavy Pistol, and Mandalorian Ripper/Disintegrator are also good. Just use the
    best you can find. NOTHING is as important as your guns. Upgrade them with the
    biggest energy damage upgrades you can find, and use nothing that will lower
    your to-hit ratings. You use two weapons, they'll already be low. I used
    various Beam Splitters, Rylith Power Cells, and Accuracy Scopes throughout much
    of the game. The Energy
    Amplifier upgrades are also a possibility. Endgame I had two Mandalorian
    Rippers, upgraded with a Crippling Scope MKIII, a Pure Rylith Power Cell, and a
    Beam Splitter Mark III. Too bad I couldn't find any Mandalorian
    AA-9. Weapon Set 2
    Hmmm...you could make a set of weapons designed for droids, but I recommend
    placing the Plasma Torch here. Or a lightsaber. Never know when you might need
    to bash something open, right?
    AA-A. Notes
    Components: Save as many items as you can until the Exile has a total repair
    skill of 20. At this point, you can break items down, and lose no components in
    doing so. Use your allies with the highest skills to make upgrades, equipping
    them with items that will raise their skills when you do so.
    Bao-Dur can handle Security, Computer Use, and Repair. T3 can handle some of
    this as well, depending on what parts you've found.
    Atton can handle Demolitions and Stealth
    Kreia can handle Awareness and Treat Injury
    IMPORTANT: DON'T WASTE COMPONENTS! Don't concentrate too much on allies you
    don't plan to use often. You need all the components you can get to make a
    powerful set of weapons and armor for your main squad. And before you return to
    the Jedi Academy once you've found all the Masters, take Kreia's stuff off.
    You've been warned...
    AB. Game Notes and Tips
    The beginning of the game is going to be annoying in parts. You won't be able
    to defeat the Handmaiden Sisters in any duels, you won't be able to kill as
    quickly as you would like, and there are times you'll need to be patient. After
    Telos is when you'll begin becoming a wrecking machine, as this is when the
    good Feats, Force Powers, and equipment start popping up. Patience, Patience,
    I made the mistake of not upgrading my blasters or having decent ones before
    going to the lower levels of the Enclave, and the Deadly Laigreks were
    surprisingly tough. I was also dumb enough to bring Bao-Dur. ALWAYS keep your
    guns upgraded. Take it from me.
    Later on, you'll be able to cast Force Powers all day long and not run out at
    all. Not even scratch the surface. You'll have so much FP it's crazy, so go
    ahead and abuse!
    Guh, the cave on Korriban is annoying for us Light siders. You can't regenerate
    Force points in there! Eeeee! Be careful how much FP you use in this longish
    SAVE, SAVE, SAVE. Glitches are fond of popping up...speaking of which, it's
    time for...
    AC. Cheats and Exploits
    So you wanna cheat? Okay! I don't do it, but hey, if you want to, go for it.
    Let's start with the Handmaiden Robe Trick! After sparring with Handmaiden,
    have her put some clothes on. She will put on a unique robe that only she can
    Take it off of her. Ogle for a moment.
    Ask her to put her clothes on again. You will get another one. Take it off. Ask
    her to put it back on...over, and over, and over.
    These break down for a large amount of components, and sell for a very good
    price. You can get as many as you want this way. Go crazy!
    And, save before talking to a shopkeeper. When you look at his items, see what
    he has. Don't like it? Reload and try again, until you get what you want. It's
    randomized each time! Would make getting good robes and pistols MUCH easier.
    On Korriban, there will be a room where Kreia is confronted by your allies. You
    can choose to side with Kreia for Light side points, or help them kill her for
    Dark side points. The battles are easy.
    After this is done though, Kreia won't disappear. You can do this over and over
    again, getting as many points as you want.
    To get past this glitch, simply do nothing. Don't take a side. Apathy is death!
    I won't go into the infinite experience glitches, you cheaters. That would
    unbalance my guide!
    AD. Alternate Builds
    AD-1. Blaster Rifle Gunman
    This variant of the basic build focuses on using blaster rifles instead
    of pistols. The Attributes and Powers selections do not change. The only
    real difference is in feat selection. This is, in some ways, more effective
    than the basic pistol build. The improved versions of Rapid Shot and the
    addition of the Toughness feats make you hit harder and last longer. And
    blaster rifles have this cool little cocking animation when you flourish them.
    It's pretty awesome! Anyhoo, build changes follow.
    AD-2. Blaster Rifle Gunman Build Changes
    As a Consular: Level 1: Class Skill: Computers
                   Level 3: Improved Rapid Shot/Sniper Shot
                   Level 6: Close Combat
                   Level 9: Improved Close Combat
                   Level 12: Precise Shot I
                   Level 15: Precise Shot II
    At this point, you should switch to your prestige class, either Watchman for
    Light side, or Assassin for Dark side.
    As a Watchman: Level 1: Precise Shot III
                   Level 3: Precise Shot IV
                   Level 6: Precise Shot V
                   Level 7: Master Rapid Shot
                   Level 9: Toughness
                   Level 12: Improved Toughness
                   Level 13: Master Toughness
    As an Assassin: Level 1: Precise Shot III
                   Level 4: Precise Shot IV
                   Level 7: Precise Shot V
                   Level 10: Toughness
                   Level 13: Improved Toughness
    AE. Final Results/Notes
    And so, here we are. End of the guide, end of the game. You are a gun slinging,
    fast talking, Force flinging son of a gun. No one can resist your attempts to
    stun, and they die in one or two rounds. Not even Ric Flair can style and
    profile that much. Woooooo!
    -Heavy armor Gunman, Jango Fett build
    Please feel free to send in your ideas, comments, builds, corrections, whatnot!
    I'm very open to suggestions. But don't bother trying Affect Mind. Mind tricks
    don't work on me, only pasta.
    By the way, this guide is mine, copyright 2005-2006. This game and it's
    characters are not. There, lawsuit averted. Now don't go swiping my guide, yo!
    AF. Thanks
    CjayC - For GameFAQs, accepting this guide, and many, many hours and years of
    enjoyable reading.
    Lucasarts - For this game. For many other games. For just making groovy stuff!
    Obsidian Entertainment - Thanks for this game. No thanks for not fixing the
    glitches and not adding the HK Factory for the PC version. Jerks.
    I-Mockery.com - For all the good times, Pickle Hats, and letting me kill that
    f'ing dog.
    Psycho Penguin - For guides that rule, and reviews that I don't always agree
    with, but still rule. Earthbound SUCKS! *douses flames*
    Life, the Universe, and Everything - Just because.
    Troma Films - For the best movies EVAR.
    Nirvana, Black Sabbath, ICP, and Pink Floyd - For music to write by.
    Nukeblast - For getting me into pistol using Jedi in the first place.
    Leo Chan - For being polite and wanting to use my lousy FAQs over at Neoseeker.
    Pete Lown - For getting my sister pregnant. Watch out, you dirty cock-a-roach.
    I'm coming for you!
    Lionhead Studios - Thanks a bunch for putting out The Movies and making me lose
    time on my Gunman FAQ >_<
    The gang on the www.gamersdomain.com KOTOR II forums - For expressing interest
    in my FAQ, and for being cool overall. I'm sorry I don't have time to hang out
    with you guys.
    Carl Russ - For telling me a very nifty strategy for the Mira/Hanharr fight, and
    a character build I might try. And I enjoy the Keystone Cops...
    Adam Walker - For helping me with my horrible lack of Episode III knowledge.
    Dennis at www.supercheats.com - For being polite and wanting to use my guide.
    Team Gizka - for undertaking the Sith Lords Restoration Project
    Dashus of Team Gizka: For single-handedly killing the Sith Lords
    Restoration Project. You miserable little...
    Darth Stoney - For making an alternative to Team Gizka's long-dormant
    vaporware. (www.deadlystream.com)
    Richard - For a few fixes, and a tweak. Danke!
    Alan Ng - For a lot of good info. Yay! And, as requested, your email isn't here.
    The AVGN - for laughs, inspiration, and dedication.
    No thanks to Corn, Peas, and Carrots - For being disgusting and making people
    force me to eat you. Begone, vile vegetable objects!
    Shine on, you crazy diamonds.

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