STAR WARS™ Knights of the Old Republic™

STAR WARS™ Knights of the Old Republic™

FakeSympathy Nov 21, 2013 @ 10:37pm
First timer....need help on building scoundrel
I've just got this game and i like rougish character, so i went with scoundrel. Now I don't know which stats to raise. I've also heard you become a jedi later and you have to choose one of three branches. Which is best for light side? For Dark side?
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Ragnarök Nov 22, 2013 @ 4:34pm 
Scoundrel/Guardian. Level up Scoundrel only until you've unlocked every level of Sneak Attack, then wait to level up again until you become a Jedi Guardian. For feats, max out Flurry and either Deuling or Two-Weapon Fighting. For powers focus on Force Speed.

When you see potential enemies turn on solo mode. Activate both your Stealth Field Generator and Force Speed and proceed to sneak up to jumping distance of your enemy. (As a Guardian you gain the Force Jump Feat for free at certain levels. It activates automatically upon queuing your first attack if you're in range.)

Combining Speed, Stealth, Sneak Attack (Requires you to attack from Stealth for the bonuses.) and Force Jump is what you're trying to do with your opening attack. Force Jump acts as a gap closer which ensures your prey won't detect you while you're stealthed blowing your bonuses. Force speed and sneak attack will combine and insure a huge damage spike to your initial target. He probably won't live through it. After that, call in your allies, re-apply force speed as needed and use Flurry as often as possible. Combining Speed and Flurry gets you something like 6 seperate damage rolls per turn.

This build is horrendously broken but you won't find anything that can match that kind of damage if you do it right.
Last edited by Ragnarök; Nov 22, 2013 @ 4:36pm
FakeSympathy Nov 22, 2013 @ 7:17pm 
When leveling up, should i just use auto-level to stats or be selective about it?
Ragnarök Nov 22, 2013 @ 9:03pm 
Never use auto-level. Ever.

Extra advice: Never select feats that improve skills.
Last edited by Ragnarök; Nov 22, 2013 @ 9:05pm
FakeSympathy Nov 22, 2013 @ 10:25pm 
So which stats should be raised?
Ragnarök Nov 23, 2013 @ 2:05am 
If you haven't used the D20 system before it's going to be hard to explain. It really depends on what you want to do. I can't build your character for you.

Stats go as follows:

Strength - Chuck points into this if you want to do higher melee damage.
Dexterity - Helps with attack and defense rolls. Choose this if you prefer to sucessfully hit more often and avoid being hit often.
Constitution - Your hit points as well as resistances to poison, disease, etc. Choose this if you feel you'd rather be able to take more hits than avoid them.
Intelligence - Affects how many skill points you get upon level ups. Also buffs many of these skills and helps with certain tasks in game.
Wisdom - Grants Force Points and resistance to enemy Force Powers. Also makes the enemy less likely to resist your offensive Force Powers.
Charisma - Grants Force Points and helps with getting people to do what you want.

These are merely "As I recall" approximations. It has been along time since I've played KotOR so some of these may not be completely accurate. Read the manual for more info.

Let's say I planned on making a Rogue-ish Gunslinger type character. I would make something like this:

Str 10 - Since I'm not going to be using Swords or Lightsabers I don't need to improve this much. By bumping it up by two points I ensure that I take no penalties if I'm forced into a melee situation. (All stats must be at least 10 to avoid a negative penalty, there are some cases where you may not care about this or will be willing to make the sacrifice.)

Dex 16 or 18 - As a Gunslinger this is my main stat. It helps me to hit and avoid things.
Con 14 or 12 - Constitution will give me more HP and resistance but if I'm prepared to play carefully I could probably get away with sacrificing two points from it to improve my Dexterity even more. I'd need to be especially wary of melee opponents and grenades/mines that do exotic types of damage such as poison.

Int 12 - This should cover any skills I need. Namely Persuade. The party can handle just about everything else but only you can use the Persuade skill. No matter what class you are, focus on that skill first. Pick anything else but Security as your bonus. Security is useless as you can bash every lock in the game. Computer Use or Stealth are good secondary options. Repair is also used for a particular side quest but isn't too essential otherwise. Don't spread yourself too thin. Specialize.

Wis 14 - Will cover me for resistance versus enemy Force Powers and will help with the effectiveness of my own.
Cha 12 - More Force Points and synergises well with Persuasuion.


Take this knowledge and fill in the blanks with your own character. Understand what role you want to play in your party and build around it.
Last edited by Ragnarök; Nov 23, 2013 @ 2:15am
__-__-__ Nov 24, 2013 @ 11:29am 
Strength: Improves melee damage and accuracy.
Dexterity: Improves AC and ranged accuracy, as well as your chance to avoid certain effects.
Constitution: As you said.
Intelligence: As you said.
Wisdom: As you said, though in some cases it adds a direct modifier to the effect of a force power (like healing).
Charisma: Used for persuasion, Charisma modifies the force point penalty for using a power that is not of your alignment, it is also used to determine how hard your powers are to resist (most of the formulas for this are, a base+Wis+Cha+something based on character level) as well as how strong some of them are.
Last edited by __-__-__; Nov 24, 2013 @ 11:35am
Ragnarök Nov 24, 2013 @ 3:00pm 
I don't think Strength improves melee accuracy. It wouldn't really make sense that it would. Pretty sure Dexterity covers all attack rolls regardless of the weapon you're using. The rest sounds right though.
__-__-__ Nov 24, 2013 @ 3:21pm 
Originally posted by Ragnarök:
I don't think Strength improves melee accuracy. It wouldn't really make sense that it would. Pretty sure Dexterity covers all attack rolls regardless of the weapon you're using. The rest sounds right though.

It makes no sense at all, but Strength improves accuracy in melee, that's the way this system works.

Think about it, it makes as much sense as "armor helps you dogde, the heavier it is the better you are at dodging".
Last edited by __-__-__; Nov 24, 2013 @ 3:23pm
__-__-__ Nov 24, 2013 @ 3:35pm 
Originally posted by Ragnarök:
I don't think Strength improves melee accuracy. It wouldn't really make sense that it would. Pretty sure Dexterity covers all attack rolls regardless of the weapon you're using. The rest sounds right though.

Have to be honest, just found an odd source that claims Strength governs accuracy for melee weapons (swords) and that Dexterity governs lightsabers if it's higher than strength. Problem is I have found no corraboration and I don't trust the site's info without any.
Last edited by __-__-__; Nov 24, 2013 @ 3:45pm
__-__-__ Nov 24, 2013 @ 3:39pm 
Direct from the manual:

Strength (Str): Represents physical power. A high Strength adds modifiers to melee damage and chance to hit, which is important for characters who use close-comba weapons (vibroblades, lightsabers).

Dexterity (Dex): Represents agility and reflexes. A high Dexterity adds modifiers to ranged attack rolls (blasters) and increases a character's Defense rating making them harder to hit.
Ragnarök Nov 24, 2013 @ 4:57pm 
As you say then.

Honestly, they need to fix the D20 System in this regard. If anything, whether you hit with melee should be affected by your dexterity. It doesn't take much strength to use a sword effectively. Moreover, bows should be taking on the strength modifier to determine attack rolls. Especially long bows, where drawing and aiming takes a great deal of upper body strength.

The bow bit doesn't really apply to here, but then D20 never was a very good system to use for any campaign that makes use of firearms.
When a soldier gets shot in Empire Strikes Back, he dies. When a soldier gets shot in KotOR, he takes 1-8 damage. Silly.
__-__-__ Nov 24, 2013 @ 5:51pm 
Originally posted by Ragnarök:
As you say then.

Honestly, they need to fix the D20 System in this regard. If anything, whether you hit with melee should be affected by your dexterity. It doesn't take much strength to use a sword effectively. Moreover, bows should be taking on the strength modifier to determine attack rolls. Especially long bows, where drawing and aiming takes a great deal of upper body strength.

The bow bit doesn't really apply to here, but then D20 never was a very good system to use for any campaign that makes use of firearms.
When a soldier gets shot in Empire Strikes Back, he dies. When a soldier gets shot in KotOR, he takes 1-8 damage. Silly.

In full agreement with you. The D20 system does have a "Mighty" effect that allows a limited amount of strength to affect the damage of a bow, but it's not used on all bows and is considered an "extra" effect, even though it makes bows more realistic. 1-8 damage is so pathetic, there is almost no way to kill an enemy with such a weak weapon (unless they are just as weak), blasters in this game don't even seem possible, they are so non-lethal, even given that it takes multiple hits from most weapons to defeat any enemy.
Last edited by __-__-__; Nov 24, 2013 @ 5:51pm
Saiqasan Nov 25, 2013 @ 8:59am 
Originally posted by Ragnarök:
When a soldier gets shot in Empire Strikes Back, he dies. When a soldier gets shot in KotOR, he takes 1-8 damage. Silly.

I do not wish to argue and i argee that it sounds silly, but l do think that technology did go forward in that time-period. For instance how many use virosabers in Empire Strikes Back?
__-__-__ Nov 25, 2013 @ 11:43am 
Originally posted by saiqasan:
Originally posted by Ragnarök:
When a soldier gets shot in Empire Strikes Back, he dies. When a soldier gets shot in KotOR, he takes 1-8 damage. Silly.

I do not wish to argue and i argee that it sounds silly, but l do think that technology did go forward in that time-period. For instance how many use virosabers in Empire Strikes Back?

An interesting point, please bear with me as I like discussing this sort of thing and I am not trying to argue. There is likely to have been some technological improvement over the 4000 years between the two points, however, if blasters were ever as non-lethal as they are in KotOR they wouldn't be used over more primitive weapons like any gun powder weapons.

I believe the use of vibroblades in KotOR has more to do with the number of Sith\Jedi there are at the time, simply if a soldier went into battle without one they may find themselves at a severe disadvantage with only a gun, while it's unlikely that they would be able to out duel a Sith\Jedi the use of a sword type weapon likely increases thier chances for survival.

Of course if we take the rather weak blasters as true, then the use of swords among basic troops does make sense, however, it seems unlikely that the killing power of any type of weapon would be so limited. Almost every weapon invented was meant to kill, primitive clubs have more lethality than KotOR blasters which all seem to be set on stun.
Ragnarök Nov 25, 2013 @ 2:34pm 
Technology in Star Wars has always been fairly stagnant. A new starship design doesn't upgrade from turbo-lasers, it just gets more of them. Though most of the time the technology doesn't go anywhere at all.

For instance, Hyperdrives are ranked in quality on a decreasing scale. 0.0 = Infinite speed. At the time of the Galactic Civil War most freighters had a class 3 or 4 hyperdrive. Not very impressive when 4000 years earlier the Ebon Hawk had a class 1 hyperdrive. Still not as good as the Millennium Falcon's 0.5 but really... Only a 0.5 improvement in 4000 years?
Last edited by Ragnarök; Nov 25, 2013 @ 2:36pm
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Date Posted: Nov 21, 2013 @ 10:37pm
Posts: 22