STAR WARS™ Knights of the Old Republic™

STAR WARS™ Knights of the Old Republic™

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In-Depth Guide to Character Optimization
By Scaevitas
A comprehensive guide to character optimization.
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Introduction
This is just a guide of everything I know (or think I know) about the game that is KotOR. I just started playing the game again on steam and I don't feel there are enough detailed guides here. Solution? Make my own darn guides. My grammar stinks, and I can be a bit long-winded, but hopefully this guide is helpful to someone. *Note this is just a guide, I'm not here to tell anyone how to play, just here to guide & inform.
Game Terms
VP - Vitality Points. The characters health, or HP.

SP - Skill Points. Points used to improve skills.

FP - Force Points. The characters "mana". It affects your ability to cast Force Powers.

XP - Experience Points. Required to gain levels.

DC - Difficulty Class. This Affects the difficulty of a given task.

DR - Dice Roll. The games DR is 1d20. One 20-sided die. This can be boosted with bonuses from class and stat modifiers, feats, force powers and items.

Attack - Characters chance to hit a target.

Defense - Charactets chance to avoid being hit.

BD - Blaster Deflection.

BAB - Base Attack Bonus.

BDB - Base Defense Bonus

Saves - Ability to resist or avoid certain affects. Saves are Fortitude, Reflex, and Will.

CT - Critical Threat. weapons critical threat is 20 with a 1d20 DR

LS - Light Side.

DS - Dark Side.
Attributes
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-combat weapons (vibroblades, lightsabers).

Dexterity (DEX):
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.

Constitution (CON):
Represents health and resiliency. A high Constitution adds modifiers to the vitality points gained at each level up. This is important for all characters and classes, but essential for soldiers and Jedi guardians.

Intelligence (INT)
Represents knowledge and reasoning. A high Intelligence adds modifiers to the number of points a character has to spend on essential skills.

Wisdom (WIS):
Represents willpower and perception. A high Wisdom adds modifiers to Jedi Force points and Force power saving throws. The Force powers of a Jedi with high Wisdom are also much harder to resist.

Charisma (CHA):
Represents personality and the ability to lead. A high Charisma adds modifiers to Force-related feats and powers that are very important to all the Jedi classes. It is also central to any persuasive talker.
Skills
Computer Use
Core Attribute: Intelligence
Proficent Classes: Scout, Consular
  • Computer Use allows a character to slice computer programs using disposable logic rams called computer spikes. A character might disable gun turrets or flood a patrol area, with more complicated tasks requiring more spikes. A high rank in this skill reduces the number of spikes required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers.

Demolitions
Core Attribute: Intelligence
Proficent Classes: Soldier, Scout, Scoundrel, Consular
  • Demolitions can be used to set, recover or disarm mines. Such devices are either of low (DC15 to set), medium (DC20 to set) or high difficulty (DC25 to set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover the mine adds +10 to the DC. This skill cannot be used untrained.

Stealth
Core Attribute: Dexterity
Proficent Classes: Scoundrel
  • Stealth governs the use of camouflage devices to enter Stealth Mode. If a character equips such a device and activates Stealth Mode, opponents must make an Awareness check versus the character's Stealth skill or be unable to detect them, even if the character is in direct line of sight. A character in Stealth Mode can set, disable and recover mines, use computers and repair droids, and open doors or containers. Party members will not automatically enter combat while in this mode. Combat cancels Stealth Mode. Stealth Mode will not work without a camouflage unit. Units of higher quality grant a bonus to the skill.

Awareness
Core Attribute: Wisdom
Proficent Classes: All Classes
  • Awareness governs the ability of a character to spot objects or enemies hidden by Stealth. If a successful check of this skill is made against the Stealth skill of an enemy or the DC of a mine, the enemy or object is noticed and becomes visible. Awareness is always active, but results are best while a character is moving slowly. Running imparts a -5 penalty to any checks of the skill.

Persuade
Core Attribute: Charisma
Proficent Classes: Scoundrel, All Jedi Classes
  • Only the main player character can select this skill during level-up. Persuade options appear in dialogue when interesting or sensitive information is available that a character might otherwise be reluctant to reveal. When selected, rank in this skill is compared with how extreme the request is (Difficulty Class low, medium, or high, relative to player level). A guard might easily agree to increase a bounty, but convincing him to leave his post would be much harder.

Repair
Core Attribute: Intelligence
Proficent Classes: Scout, Consular
  • Repair allows a character to fix disabled mechanical devices like droids using disposable packages of parts. The number of part kits required increases with the difficulty of the repair. This skill reduces the number of parts required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers. This skill also modifies the amount of vitality points recovered when party member droids use repair kits, advanced repair kits, and construction kits on themselves to repair combat damage.

Security
Core Attribute: Wisdom
Proficent Classes: Scoundrel
  • Security is used to access electronic locking devices. Once a character invests points in this skill, it becomes one of the default options on targeted doors and containers. Security spikes can grant a bonus to the skill, and any in inventory will also appear as a default option on targeted doors and containers. Characters with no points invested cannot attempt to use this skill.

Treat Injury
Core Attribute: Wisdom
Proficent Classes: Soldier, Scout, All Jedi Classes
  • Treat Injury improves the amount of damage healed when a medpac is used, adding the modified rank to the number of vitality points healed. Advanced medpacs and life support packs apply multipliers to the user's skill, increasing the amount healed again.
Equipment Feats
Armor Proficiency
Armor Proficiency (Light)
Prerequisites: None
- This feat allows the character to wear light armor. Characters without this feat CANNOT wear light armor or heavier armor.

Armor Proficiency (Medium)
Prerequisites: None
-This feat allows the character to wear medium armor. Characters without this feat CANNOT wear medium armor or heavier armor.

Armor Proficiency (Heavy)
Prerequisites: None
- This feat allows the character to wear heavy armor. Characters without this feat CANNOT wear heavier armor.


Implants
Implant Level 1
Prerequisites: None
-This allows for level 1 cybernetic implants. Only one implant can be used at a time.

Implant Level 2
Prerequisites: Level 4

-This allows for level 2 cybernetic implants. Level two implants are more powerful than level 1 implants. Only one implant can be used at a time.

Implant Level 3
Prerequisites: Level 8
-This allows for level 3 cybernetic implants. Level three implants are the most powerful implants. Only one implant can be used at a time.


Weapon Proficiency
Weapon Proficiency (Blaster Pistol)
Prerequisites: None
- This feat allows the character to use Blaster Pistol weapon types.

Weapon Focus (Blaster Pistol)
Prerequisites: None
- Adds a +1 attack bonus with Blaster Pistols.

Weapon Specialization (Blaster Pistol)
Prerequisites: Level 4
- Adds a +2 damage bonus with Blaster Pistols.

Weapon Proficiency (Blaster Rifle)
Prerequisites: None
- This feat allows the character to use Blaster Rifles weapon type.

Weapon Focus (Blaster Rifle)
Prerequisites: None
- Adds a +1 attack bonus to Blaster Rifles.

Weapon Specialization (Blaster Rifle)
Prerequisites: Level 4
- Adds a +2 damage bonus to Blaster Rifles.

Weapon Proficiency (Heavy Weapons)
Prerequisites: None
- This feat allows the character to use Heavy Weapon types.

Weapon Focus (Heavy Weapons)
Prerequisites: None
- Adds a +1 to attack bonus to Heavy Weapons.

Weapon Specialization (Heavy Weapons)
Prerequisites: Level 4
- Adds a +2 damage bonus to Heavy Weapons

Weapon Proficiency (Melee Weapons)
Prerequisites: None
- This feat allows the character to use Melee Weapons types.

Weapon Focus (Melee Weapons)
Prerequisites: None
- Adds a +1 attack bonus to Melee Weapons.

Weapon Specialization (Melee Weapons)
Prerequisites: Level 4
- Adds a +2 damage bonus to Melee Weapons.

Weapon Proficiency (Lightsaber)
Prerequisites: None
- This feat allows the character to use lightsabers.

Weapon Focus (Lightsaber)
Prerequisites: None
- Adds a +1 attack bonus to lightsabers.

Weapon Specialization (Lightsaber)
Prerequisites: Level 4
- Adds a +2 damage bonus to lightsabers.


Dueling Feats
Dueling
Prerequisites: None
- Characters focus on single one-handed weapons in combat. This adds +1 attack & defense to this combat form. This applies to both melee and ranged combat.

Improved Dueling
Prerequisites: Level 4
- Continued focus on one-handed combat improves attack and defense by +2. This applies to both melee and ranged combat.

Master Dueling
Prerequisites: Level 8
- Mastery in single on-handed combat improves attack and defense by +3. This applies to both melee and ranged combat.


Two-Weapon Fighting Feats
Two-Weapon Fighting
Prerequisites: None
- This feat reduces the penalty of a character wielding, dual-bladed or two-weapon(one in each hand). The normal penalty is -6(main hand)/ -10(off hand). This feat reduces that by 0/4, to a total of -6/-6. Use of a balanced weapon in the off hand can further reduce the attack penalty by 2/0 to a total of -4/-6.

Improved Two-Weapon Fighting
Prerequisites: Level 4
- Continued focus in two-weapon fighting reduces penalty by another 2/2 to a total of -4(main hand)/-4 (off hand). Use of a balanced weapon in the off hand can further reduce the attack penalty by 2/0 to a total of -2/-4.

Master Two-Weapon Fighting
Prerequisites: Level 8
- Mastery in two-weapon fighting reduces penalty by another 2/2 to a total of -2/-2. Use of a balanced weapon in off hand can further reduce the attack penalty by 2/0 to a final total off 0/-2, almost negating it entirely.
Combat Feats
Power Attack
Prerequisites: None
- Power Attack adds +5 damage to a target, but also a -3 hit. This only applies to melee attack.

Improved Power Attack
Prerequisites: Level 4
- Power Attack adds +8 damage to a target, but also a -3 hit. This only applies to melee attack.

Master Power Attack
Prerequisites: Level 8
- Power Attack adds +10 damage to a target, but also a -3 hit. This only applies to melee attack.


Flurry
Prerequisites: None
- This feat allows an extra melee attack during the round, but the character suffers a -4 attack & defense while using this attack and for 3 seconds afterwards.

Improved Flurry
Prerequisites: Level 4
- This feat allows an extra melee attack during the round, but the character suffers a -2 attack & defense while using this attack and for 3 seconds afterwards.

Master Flurry
Prerequisites:Level 8
- This feat allows an extra melee attack during the round, but the character suffers a -1 attack & defense while using this attack and for 3 seconds afterwards.


Critical Strike
Prerequisites: None
- This feat doubles the critical threat range of melee attacks. (e.g If a weapon needs to roll 20 to crit, it now crit on 19 and 20). If the attack hits, stun for 6 seconds unless they make a fortitude save at DC of the attack characters level + attacking characters strength modifier. This skill also lowers defense by 5 when used. This only applies to melee attack.

Improved Critical Strike
Prerequisites: Level 4
- This feat triples the critical threat range of melee attacks. (e.g If a weapon needs to roll 20 to crit, it now crit on 18-20). If the attack hits, stun for 6 seconds unless they make a fortitude save at DC of the attack characters level + attacking characters strength modifier. This skill also lowers defense by 5 when used. This only applies to melee attack.

Master Critical Strike
Prerequisites: Level 8
- This feat quadriples the critical threat range of melee attacks. (e.g If a weapon needs to roll 20 to crit, it now crit on 17-20). If the attack hits, stun for 6 seconds unless they make a fortitude save at DC of the attack characters level + attacking characters strength modifier. This skill also lowers defense by 5 when used. This only applies to melee attack.


Power Blast
Prerequisites: None
- Power Blast adds +5 damage to a target, but also a -3 hit. This only applies to ranged attacks.

Improved Power Blast
Prerequisites: Level 4
- Power Blast adds +8 damage to a target, but also a -3 hit. This only applies to ranged attacks.

Master Power Blast
Prerequisites: Level 8
- Power Blast adds +10 damage to a target, but also a -3 hit. This only applies to ranged attacks.


Rapid Shot
Prerequisites: None
- This feat allows an extra ranged attack during the round, but the character suffers a -4 attack & defense while using this attack and for 3 seconds afterwards.

Improved Rapid Shot
Prerequisites: Level 4
- This feat allows an extra ranged attack during the round, but the character suffers a -2 attack & defense while using this attack and for 3 seconds afterwards.

Master Rapid Shot
Prerequisites: level 8
- This feat allows an extra ranged attack during the round, but the character suffers a -1 attack & defense while using this attack and for 3 seconds afterwards.


Sniper Shot
Prerequisites: None
- This feat doubles the critical threat range of ranged attacks. (e.g If a weapon needs to roll 20 to crit, it now crit on 19 and 20). If the attack hits, stun for 6 seconds unless they make a fortitude save at DC of the attack characters level + attacking characters strength modifier. This skill also lowers defense by 5 when used. This only applies to ranged attacks.

Improved Sniper Shot
Prerequisites: Level 4
- This feat triples the critical threat range of ranged attacks. (e.g If a weapon needs to roll 20 to crit, it now crit on 18 and 20). If the attack hits, stun for 6 seconds unless they make a fortitude save at DC of the attack characters level + attacking characters strength modifier. This skill also lowers defense by 5 when used. This only applies to ranged attacks.

Master Sniper Shot
Prerequisites: Level 8
- This feat quadriples the critical threat range of ranged attacks. (e.g If a weapon needs to roll 20 to crit, it now crit on 17 and 20). If the attack hits, stun for 6 seconds unless they make a fortitude save at DC of the attack characters level + attacking characters strength modifier. This skill also lowers defense by 5 when used. This only applies to ranged attacks.


Force Jump
Prerequisites: Guardian & Lightsaber

- When the character targets a enemy at range with a standard lightsaber melee attack, this allows the character to leap the distance almost instantly. This feat is automatic when equipped with a lightsaber and targeting someone within 10 meters.

Improved Force Jump
Prerequisites: Level 6 Guardian & Lightsaber
- When the character targets a enemy at range with a standard lightsaber melee attack, this allows the character to leap the distance almost instantly with a +2 attack and damage bonus. This feat is automatic when equipped with a lightsaber and targeting someone within 10 meters.

Master Force Jump
Prerequisites: Level 12 Guardian & Lightsaber
- When the character targets a enemy at range with a standard lightsaber melee attack, this allows the character to leap the distance almost instantly with a +4 attack and damage bonus. This feat is automatic when equipped with a lightsaber and targeting someone within 10 meters.


Sneak Attack Lv.1 - Lv.9
Prerequisites: Every Odd Level
- Sneak attack adds 1-6 points of extra damage when the target can not respond to the attack. This applies to attacks from behind, attacks against stunned or otherise immobilized targets, and any attack made in sneak mode. Sneak attacks only work on a target within 10 meters.
  • Each addition level of sneak attack adds an additional +1-6. Progression appears like 2-12; to 3-18 on up to 9-54.
Passive Feats
Toughness
Prerequisites: None
- This feat adds +1 VP every level. This is retroactive.

Improved Toughness
Prerequisites: Level 4
- This feat subtracts 2 points of any damage. This feat retains the +1 VP gained by toughness.

Master Toughness
Prerequisites: Level 8
- This feat adds an additional +1 to VP for a total of +2 VP per Level. This also retains the -2 points of any damage.


Conditioning
Prerequisites: None
- This feats adds a +1 to all saving throws.

Improved Conditioning
Prerequisites: level 4
- This feats adds a +2 to all saving throws.

Master Conditioning
Prerequisites: Level 8
- This feats adds a +3 to all saving throws.


Caution
Prerequisites: None
- This feat gives +1 to Demolitions and Stealth.

Improved Caution
Prerequisites: Level 4
- This feat gives +2 to Demolitions and Stealth. This replaces +1 bonus from Caution.

Master Caution
Prerequisites: Level 8
- This feat gives +3 to Demolitions and Stealth. This replaces +2 bonus from Improved Caution.


Empathy
Prerequisites: None
- This feat gives +1 to Persuade, Awareness and Treat Injury.

Improved Empathy
Prerequisites: Level 4
- This feat gives +2 to Persuade, Awareness and Treat Injury. This replaces +1 bonus from Empathy.

Master Empathy
Prerequisites: Level 8
- This feat gives +3 to Persuade, Awareness and Treat Injury. This replaces +2 bonus from Improved Empathy.


Gear Head
Prerequisites: None
- This feat gives +1 to Repair, Security and Computer Use.

Improved Gear Head
Prerequisites: Level 4
- This feat gives +2 to Repair, Security and Computer Use. This replaces +1 bonus from Gear Head.

Master Gear Head
Prerequisites: Level 8
- This feat gives +3 to Repair, Security and Computer Use. This replaces +2 bonus from Improved Gear Head.


Uncanny Dodge
Prerequisites: Level 4 Scout
- A character with Uncanny Dodge retains it's DEX bonus even when surprised by a camouflaged opponents, and also gains a +2 saving throw against grenades.

Uncanny Dodge 2
Prerequisites: Level 7 Scout
- A character with Uncanny Dodge 2 retains it's DEX bonus even when surprised by a camouflaged opponents, and also gains a +4 saving throw against grenades.


Scoundrel's Luck
Prerequisites: Scoundrel
- This feats grants the Scoundrel +2 defense. This feat is always active.

Improved Scoundrel's Luck
Prerequisites: Level 6 Scoundrel
- This feats grants the Scoundrel +4 defense. This feat replaces Scoundrel's Luck. This feat is always active.

Master Scoundrel's Luck
Prerequisites: Level 12 Scoundrel
- This feats grants the Scoundrel +6 defense. This feat replaces Improved Scoundrel's Luck. This feat is always active.


Jedi Sense
Prerequisites: Jedi
- This skill grants +2 defense. This feat is always active.

Knight Sense
Prerequisites: Level 6 Jedi
- This skill grants +4 defense. This feat is always active. This feat replaces Jedi Sense.

Master Sense
Prerequisites: Level 12 Jedi
- This skill grants +6 defense. This feat is always active. This feat replaces Knight Sense.


Jedi Defense
Prerequisites: Jedi & lightsaber
- This feat allows a character to deflect blaster bolts with the lightsaber. If deflection roll is beats the attack by 10 or more the blaster bolt returns to hit the enemy.

Advanced Jedi Defense
Prerequisites: Level 4 Jedi & lightsaber
- This feat gives a +3 to all bolt deflection rolls.

Master Jedi Defense
Prerequisites: Level 8 Jedi & lightsaber
- This feat gives a +6 to all bolt deflection rolls.


Force Immunity: Fear
Prerequisites: Sentinel
- The Jedi possesses an inner calm that cannot be shaken by mere threats to
mind or body. The Force grants understanding, which is a shield that fear
cannot breach. This Feat is always active.

Force Immunity: Stun
Prerequisites: Level 6 Sentinel
- The Jedi has an unshakable connection to the Force and, through it, to the
galaxy as well. No amount of damage or distraction will cause fear or a loss
of alertness. This feat is always active. This Feat replaces Force
Immunity: Fear

Force Immunity: Paralysis
Prerequisites: Level 12 Sentinel
- The Jedi is one with the Force, moving within it as it moves within all things.
This connection prevents fear or loss of senses, and blocks any attempt at
paralyzation. This Feat is always active. This Feat replaces Force
Immunity: Stun.


Force Focus
Prerequisites: Consular
- This Feat adds +2 to the Difficulty Class for all saving throws against the
character's Force Powers. This Feat is always active.

Improved Force Focus
Prerequisites: Level 6 Consular
- This Feat adds +3 to the Difficulty Class for all saving throws against the
character's Force Powers. This Feat is always active and replaces Force Focus.

Master Force Focus
Prerequisites: Level 12 Consular
- This feat adds +4 to the Difficulty Class for all saving throws against the
character's Force Powers. This Feat is always active and replaces Improved
Force Focus.


Force Sensitive
(Main character Only)
- This feat grants 40 additional Force Points to the character's base total.
Force Powers - Universal
Burst of Speed
Prerequisites: Jedi

Restricted By Armor

This power allows a Jedi to move very swiftly, pressing his or her body to its physical limits. For the duration of this effect (36 seconds), movement speed is doubled and 2 Defense is gained.

Knight Speed
Prerequisites: Character Level 9

Restricted By Armor

This power allows a Jedi to move more swiftly than the physical limitations of his body should allow. For the duration of this effect (36 seconds) movement speed is doubled, Defense is increased by 4, and 1 attack per round is gained.

Master Speed
Prerequisites: Character Level 15

Restricted By Armor

This power allows a Jedi to move with such speed that, for the duration of the effect (36 seconds), movement speed is doubled, Defense is increased by 4, and 2 attacks per round are gained.

Force Resistance
Prerequisites: Character Level 9

Restricted By Armor

This power offers some protection from direct Force Power attacks of Jedi opponents, possibly negating their effects. The attacking Jedi makes an opposed roll using d20 + his level versus a DC of 10 + the defending character's level. If the attacker's result is greater, the attack succeeds. If the defender's total is greater, the attack has no effect. Force Resistance lasts for 60 seconds.

Force Immunity
Prerequisites: Character Level 15

Restricted By Armor

This power offers very good protection from direct Force Power attacks of Jedi opponents, possibly negating their effects. The attacking character makes an opposed roll using d20 + his level versus a DC of 15 + the defending character's level. If the attacker's result is greater, the attack succeeds. If the defender's total is greater, the attack has no effect. Force Immunity lasts for 60 seconds.

Energy Resistance
Prerequisites: Jedi

This power shields the Jedi in the Force, absorbing the first 15 points of damage from sonic, fire, cold and electrical attacks. Damage over and above the first 15 points is suffered as normal. This effect lasts for 120 seconds.

Improved Energy Resistance
Prerequisites: Character Level 9

This power allows the Jedi to shield the entire party in the Force, granting immunity to poisons and disease and absorbing the first 15 points of damage from sonic, fire, cold and electrical attacks directed at them. Damage over and above the first 15 points is suffered as normal. This effect lasts for 120 seconds.

Affect Mind
Prerequisites: Jedi

Affect Mind enables persuasive use of the Force. Once a Jedi has this power, extra options will appear in conversations as appropriate. Success is not guaranteed for extreme commands or if the target is strong willed. This power does not affect droids. Only the main player character can select this power during level-up.

Dominate Mind
Prerequisites: Character Level 6

Dominate Mind enables persuasive use of the Force. Once a Jedi has this power, extra options appear in conversations as appropriate. Dominate Mind is more powerful than Affect Mind, and very few beings can resist its effects. This power does not affect droids. Only the main player character can select this power during level-up.

Force Push
Prerequisites: Jedi

An opponent targeted by this power is pushed back 5 meters, thrown to the ground and stunned for 3 seconds, and suffers damage equal to the attacking character's level. A successful Reflex save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the target is not stunned, but still suffers damage equal to half the Jedi's level.

Force Whirlwind
Prerequisites: Character Level 9

This power encircles the target victim in a small maelstrom of air and dust, inflicting one third of the attacking character's level in damage every 2 seconds, and rendering them unable to take any action (12 seconds total). A successful Reflex save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates the damage and immobilizing effects altogether. This power does not affect droids equipped with energy shield hardware.

Force Wave
Prerequisites: Character Level 15

This power creates a telekinetic explosion around the Jedi. All enemies within 15 meters are thrown 5 meters, fall to the ground and are incapacitated for 6 seconds, and take damage equal to one and a half times the attacking character's level. A successful Reflex save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means an enemy is not stunned, but still suffers half damage.

Force Suppression
Prerequisites: Character Level 9

Restricted By Armor

This ability will cancel first and second tier Force powers active on the target. The affected Force powers are Force Aura, Force Shield, Force Valor, Knight Valor, Burst of Speed, Knight Speed, Energy Resistance, and Force Resistance. These powers are instantly cancelled, but the target can reactivate them if Force Points are available.

Force Breach
Prerequisites: Character Level 15

Restricted By Armor

This ability will cancel Force powers active on the target. The affected Force powers are Force Aura, Force Shield, Force Armor, Force Valor, Knight Valor, Master Valor, Burst of Speed, Knight Speed, Master Speed, Energy Resistance, Improved Energy Resistance, Force Resistance and Force Immunity. These powers are immediately shut down, but the target can reactivate them if Force Points are available.

Throw Lightsaber
Prerequisites: Jedi

Requires Lightsaber

Throw Lightsaber allows the character to attack a target at range by throwing a lightsaber, guiding it with the Force. The target must be at least 5 meters away. This attack always hits. Damage is 1-6 for every two levels of the attacking character. NOTE: Once the lightsaber is thrown, it will automatically return to the Jedi's hand at the end of the round.

Advanced Throw Lightsaber
Prerequisites: Character Level 9

Requires Lightsaber

This power allows the character to attack up to three separate targets with a single lightsaber throw. The first target must be at least 5 meters away, and each additional target must be within 5 meters of the previous. This attack always hits. Damage is 1-6 for every two levels of the attacking character. NOTE: Once the lightsaber is thrown, it will automatically return to the Jedi's hand at the end of the round.
Force Powers - Light Side
Cure
Prerequisites: Character Level 6

This power heals all party members within a 15 meter radius. It heals 5 vitality points + 1 point for every Charisma modifier, Wisdom modifier, and level of the Force user. This power does not affect droids

Heal
Prerequisites: Character Level 12

This power heals all party members in a 15 meter radius. Each party member gains 10 vitality points + 1 point for every Charisma modifier, Wisdom modifier, and level of the Force user. Poisons are neutralized by this effect. This power does not affect droids.

Force Aura
Prerequisites: Jedi

Restricted By Armor

When this power is activated, the Jedi is temporarily granted a +2 bonus to Defense and all saving throws. The effect lasts for 20 seconds.

Force Shield
Prerequisites: Character Level 6

Restricted By Armor

When this power is activated, the Jedi is temporarily granted a +4 bonus to Defense and all saving throws. The effect lasts for 20 seconds.

Force Armor
Prerequisites: Character Level 12

Restricted By Armor

When this power is activated, the Jedi is temporarily granted a +6 bonus to Defense and all saving throws. The effect lasts for 20 seconds.

Force Valor
Prerequisites: Jedi

Restricted By Armor

This power increases the physical attributes and saving throws of the Jedi and all party members by 2 points. The effect lasts for 20 seconds.

Knight Valor
Prerequisites: Character Level 9

Restricted By Armor

This power increases the physical attributes and saving throws of the Jedi and all party members by 3 points, and also grants immunity to poison. The effect lasts for 20 seconds. Knight Valor replaces the bonus granted by Force Valor.
  • Does not neutralize any poison already active.

Master Valor
Prerequisites: Character Level 15

Restricted By Armor

This power increases the physical attributes and saving throws of the Jedi and all party members by 5 points, and also grants immunity to poison. The effect lasts for 20 seconds. Master Valor replaces the bonus granted by Knight Valor and Force Valor.
  • Does not neutralize any poison already active.

Stun
Prerequisites: Jedi

This power allows the Jedi to assault the mind of an opponent, effectively stunning them for 9 seconds. A successful Fortitude save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the target is slowed for the duration instead of stunned. This power does not affect droids.

Stasis
Prerequisites: Character Level 9

An opponent targeted by this power is held in stasis, unable to move or take any action for 12 seconds. A successful Fortitude save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the target is slowed for the duration instead of stunned. This power does not affect droids.

Stasis Field
Prerequisites: Character Level 15

Restricted by Armor

This power can lull the senses of a group, placing all hostile creatures within a 10-meter radius of a target enemy in a catatonic stasis. The victims remain in this state for 12 seconds, but a successful Fortitude save versus a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers means the targets are slowed instead of stunned. This power does not affect droids.

Stun Droid
Prerequisites: Jedi

This power can send a surge of energy through the processor of a droid, rendering them immobile for 12 seconds. The droid also takes damage equivalent to the attacking character's level. A successful Reflex save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates the stun and reduces damage by half.

Disable Droid
Prerequisites: Character Level 6

Disable Droid temporarily shuts down all droids within 5 meters of a target droid, inflicting damage equivalent to the attacking character's level. Affected droids remain disabled for 12 seconds. A Reflex save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers will negate the stun and reduce damage by half.

Destroy Droid
Prerequisites: Character Level 12

Destroy Droid affects all droids within 6 meters of a target droid, disabling them for 12 seconds and inflicting 1-6 damage per level of the attacking character. A successful Reflex save at a DC of 5 + the attacking character's Wisdom and Charisma modifiers results in half damage.
Force Powers - Dark Side
Wound
Prerequisites: Jedi

This power triggers spasms in the victim's lungs, causing great pain and inflicting 2/3rds of the attacking character's level in damage every 2 seconds for the duration (6 seconds). A successful Fortitude save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers results in no effect. This power does not affect droids.

Choke
Prerequisites: Character Level 9

This power constricts the throat of a target at range, stunning and inflicting 2/3rds of the attacking character's level in damage every 2 seconds for the duration (6 seconds). The target also suffers a temporary (24 second) -4 penalty to Constitution, Dexterity and Strength. A successful Fortitude save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers results in no effect. This power does not affect droids.

Kill
Prerequisites: Character Level 12

This power allows the Jedi to exterminate an enemy at range with a single thought, causing the target to choke for 6 seconds and inflicting damage equal to half the target's maximum Vitality points. If the target makes a Fortitude save versus DC 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers they are not choked, but instead suffer damage equal to the attacking character's level. This power does not affect droids.

Slow
Prerequisites: Jedi

This power clouds the mind, making the target's actions unusually sluggish. The victim suffers a -2 penalty to Defense, Reflex saves, and attack rolls. The effect lasts for 30 seconds unless a successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers is made. This power does not affect droids.

Affliction
Prerequisites: Character Level 6

Affliction causes a target to suffer as though poisoned, unless a Fortitude saving throw is made at a DC of 20. Failure causes the loss of seven points from each physical attribute (1 point every 3 seconds over 21 seconds), and the target is slowed for the duration. A successful save negates this effect. This power does not affect droids.

Plague
Prerequisites: Character Level 12

Restricted by Armor

Plague causes a target to suffer as though deathly ill from poison, losing 12 points from each physical attribute (1 point every second over 12 seconds). The target is also slowed for the duration. Plague has a DC of 100, making it impossible to save against its effects. This power does not affect droids.

Fear
Prerequisites: Jedi

This power causes fear in a single creature, such that they cower in fear of the attacking Jedi for 6 seconds. A successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates this effect. This power does not affect droids.

Horror
Prerequisites: Character Level 6

This power causes all hostile creatures within a 5-meter radius of a target enemy to cower in catatonic fear of the attacking Jedi for 12 seconds. A successful Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers negates this effect. This power does not affect droids.

Insanity
Prerequisites: Character Level 12

This power can greatly confuse an enemy force, inflaming paranoia and doubt. All enemies within a 10-meter radius of the target must make a Will save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers or cower in catatonic terror for 12 seconds. This power does not affect droids.

Shock
Prerequisites: Jedi

Restricted By Armor

This power unleashes an energy attack on a single target enemy. The victim suffers 1-6 points of damage per each of the attacking character's levels, to a maximum of 10 levels (10-60 points). A successful Will save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces damage by half.

Force Lightning
Prerequisites: Character Level 9

Restricted By Armor

This power unleashes an energy attack on all hostile creatures up 16 meters directly in front of the Jedi. Victims suffers 1-6 points of damage per each of the attacking character's levels, to a maximum of 10 levels (10-60 points). A successful Will save by targets at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces damage by half.

Force Storm
Prerequisites: Character Level 18

Restricted By Armor

This power unleashes a direct energy attack on all hostile creatures within 10 meters of a target enemy. Victims suffers 1-6 points of damage to both Vitality and Force Point totals per each of the attacking character's levels, to a maximum of 10 levels (10-60 points). A successful Will save by the target at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces damage by half.

Drain Life
Prerequisites: Character Level 9

Restricted By Armor

This power allows the Jedi to drain the life of others to heal himself. 1-4 points are drained for every level of the character, to a maximum of 10 levels (10-40 points). A successful Fortitude save at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces damage by half. This power does not affect droids.

Death Field
Prerequisites: Character Level 18

Restricted By Armor

Death Field targets all enemies within a 10-meter radius, draining life to heal the attacking Jedi. The damage is 1-4 per level of the character, to a maximum of 10 levels (10-40 points). A Fortitude save made at a DC of 5 + the attacking character's level + the attacking character's Wisdom and Charisma modifiers reduces the damage by half. The character is healed the equivalent of the most damage dealt to any single enemy. This power does not affect droids.
Base Classes
First off, know that all class combinations are completely viable at completing the game. So if you want to go Soldier>Consular, or Scoundrel>Guardian? Ball out! I've done it, by end game if you made your character well, you''ll crush regardless. Heres the basics you should know about the classes.

Soldier
-Overview-
This is probably the easiest class to play. Capable of hitting hard with both melee and range weapons (The only class able to get Weapon Specializations). The Soldier has the highest VP and attack growths of the all base classes. It also gains a feat every level. Sadly they have the worse skill aptitude.

-Skills-
  • Soldiers class skills are Demolitions, Awareness and Treat Injury.
    Skill Points at Lv.1 = (1+INT) * 4
    Skill Points per Lv. = 1 + [INT/2]
    INT = intelligence modifier. A soldier with an intelligence of 10 Will have 4 skill points at creation, and will gain 1 skill points per Lv.
-Feats-
  • At creation the Soldiers gets the following 9 feats, they are:
    Light Armor, Medium Armor, Heavy Armor
    Blaster Pistol, Blaster Rifle, Heavy Weapons
    Melee Weapons, Power Strike, Power Blast

  • The Soldier gains a feat at every Lv besides Lv.17 and Lv.19. Total of 18 feats.
    Counting creation feats this totals to 27.
    *Note: Effecive end level for base class is Lv.8. As such total feats top at 17.*
-Progression-
  • Base VP progression is Lvl * (10+CON)
    • A soldier with 10 Con will gain 10 VP per level.
  • BAB at creation is +1
    • Progression: +1 Every Lv. (20 Total)
  • BDB progression is 0.
  • Fortitude at Lv.1 is +2.
    • Prgression: +1 on levels: 2, 4, 6, 8, 10, 12, 14, 16, 18, 20. (12 Total)
  • Reflex and Will at Lv.1 is 0
    • Progression: +1 on levels: 3, 6, 9, 12, 15, 18. (6 Total)

~My Opinions~
Rating from 1-5, I'd say this class is a 4. It's really easy to play. Decent class for newbies. Screwing up this class is pretty hard to do. Many feats, solid attack and able to wear heavy armor without having to spend perks for a solid defense. It has poor reflex and will saves but by the time that becomes an issue you'll already be a jedi.

Scout
-Overview-
Often called the middle ground class or the Jack-of-all-trades. Free implant feats, plenty of skill points, decent health growth with solid fortitude, reflex and will saves. You can't go wrong with this class.

-Skills-
  • The Scouts class skills are Computer Use, Demolitions, Awareness, Repair, and Treat Injury.
    Skill Points at Lv.1 = (3+INT) * 4
    Skill Points per Lv. = 3 + [INT/2]
    INT = intelligence modifier. A scouts with an intelligence of 10 will have 14 at creation, and will gain 3 skill points per Lv.
-Feats-
  • At creation the Scout gets 8 feats, they are:
    Light Armor, Medium Armor
    Blaster Pistol, Blaster Rifle
    Melee Weapon, Flurry, Rapid Shot
    Implant Level 1

  • Tthe scout gains a feat at Levels: 1, 2, 3, 5, 7, 9, 11, 13, 15, 17, 19. (11 Total)
  • Bonus feats are:
    Lv.4 - Uncanny Dodge & Implant Level 2.
    Lv.7 - Uncanny Dodge 2 3[/u] at Lv.8.
    Lv.8 - Implant Level 3.
    Counting creation feats this totals to 23.
    *Note: Effecive end level for base class is Lv.8. As such total feats top at 17.*
-Progression-
  • Base VP progression is Lvl * (8+CON)
    • A scout with 10 CON will gain 8 VP per Level.
    Lv. 20 Scout would have 160 VP.
  • BAB at Lv.1 is 0.
    • Progression: is +1 on levels: 2, 3, 4, 6, 7, 8, 10, 11, 12, 14, 15, 16, 18, 19, 20. (15 Total)
  • BDB progression is 0.
  • Fortitude, Reflex and Will are all +2 at creation.
    • Progression is +1 on levels: 2, 4, 6, 8, 10, 12, 14, 16, 18, 20. (12 Total)

~My Opinions~
Rating from 1-5, I'd give this class 4.5. Why? Free implant feats and skills. Skills baby!
Look, as a man who likes to get the most of his character. Having at most about 16-18 points less VP than a soldier with the same CON for a bunch of skill points is a well worth trade off for me. Feat numbers are the same when counting bonus feats. Once you become a Jedi everything else is negligible.

Scoundrel
-Overview-
The Rogue of KotOR. Focus on skills and stealth. The only non-base class with defense progression and the only class in the game with stealth as a class skill. Unless your name is Juhani... If the Soldier is STR, the Scout is balance. This class is definitely the DEX focus. With Scoundrel's Luck, sneak attack and stealth this class can really pull out some serious spike damage for an opening attack. Dex isn't all they can focus on, High INT and going consular they'll be able to mastery nearly all skills.

-Skills-
  • The Scoundrel class skills are, Demolitions, Stealth, Awareness, and Persuade.
    Skill Points at Lv.1 = (4+INT) * 4
    Skill Points per Lv. = 4 + [INT/2]
    INT = intelligence modifier. A scoundrel with an intelligence of 10 will have 16 points at creation, and will gain 4 points per Lv.
-Feats-
  • At creation the Scoundrel gets 8 feats, they are:
    Light Armor, Blaster Pistol, Blaster Rifle
    Melee Weapon, Critical Strike, Sniper Shot
    Scoundrel's Luck, Sneak Attack 1

  • Scoundrel gains feats at Levels: 1, 2, 5, 8, 11, 14, 17, 20. (8 Total)
  • Bonus feats are:
    Lv.3 - Sneak Attack 2
    Lv.5. - Sneak Attack 3
    Lv.6 - Improved Scoundrel's Luck
    Lv.7 - Sneak Attack 4
    Lv.9 - Sneak Attack 5
    Lv.11 - Sneak Attack 6
    Lv.12 - Master Scoundrel's Luck
    Lv.13 - Sneak Attack 7
    Lv.15 - Sneak Attack 8
    Lv. 17 - Sneak Attack 9
    Counting creation feats this totals to 26.
    *Note: Effecive end level for base class is Lv.8. As such total feats top at 16.*
-Progression-
  • Base VP progression is Level * (6+CON)
    • A scoundrel with 10 CON will gain 6 VP per Lv.
  • BAB at Lv.1 is 0.
    • Progression is +1 on levels: 2, 3, 4, 6, 7, 8, 10, 11, 12, 14, 15, 16, 18, 19, 20. (15 Total)
  • BDB is 2 at Lv.1
    • Progression: +2 on levels: 6 & 12
  • Fortitude, and Will progression are 0 at Lv.1
    • Progression: +1 on levels: 3, 6, 9, 12, 15, 18. (6 Total)
  • Reflex +2 at Lv.1
    • Progression is +1 on levels: 2, 3, 4, 6, 7, 8, 10, 11, 12, 14, 15, 16, 18, 19, 20. (12 Total)

~My Opinions~
Rating from 1-5, I'd give this class 3.5. It's great at what it does but I'm just not into the stealth. If it wasn't for them getting the sneak attack with force jump they'd be a 3. Their health is a bit of an issue for me, but going single blade they can handle strong enemies in their own right. In the overview I noticed they can mastery almost all the skills. If you stop pumping skills at 15 points, with stat modifiers and items they should pass 20 points for a given skill easy. You may be able to stop even earlier.
The Jedi
The Jedi, as expected, gives you force powers. Their stat progression closely mirrors that of the base classes. Soldier <-> Guardian, Scout <-> Sentinel, Scoundrel <-> Consular. You are not required to progress in this way, and in some cases, you might not want to. To help you decide, here are the basics for the Jedi classes:

Jedi Guardian
-Overview-
The Jedi Guardian is a mirror to the Soldier, but with POWA! Force power. The Focus and Progression being largely the same. Attack and Defense. Like all jedi he has persuade, but unique only to him is Force Jump. Sadly he has less feats than the soldier and an equally bad skill progression.

-Skills-
  • Guardian class skills are Awareness, Persuade, and Treat Injury.
    Skill Points per Lv. = 1 + [INT/2]
    INT = intelligence modifier. A Guardian with an intelligence of 10 will gain 1 skill points per Lv.
-Feats-
  • Once Guardian, the following feats are gained:
    Lightsaber Proficiency, Jedi Sense, Jedi Defense, Force Sensitive, and Force Jump.
    • The following is only learned by Guardian, Lightsaber Specialization.
  • The Guardian gains a feat at the follow levels: 1, 3, 5, 7, 9, 11, 13, 15, and 18. (9 Total)
  • Bonus feats are:
    Lv.6 - Knight Sense, and Improved Force Jump.
    Lv.12 - Master Sense, and Master Force Jump.
    All feats total to 18.
-Force Power-
  • Guardian gains force power at every level, 2 powers on Lv.1 (21 Total)
-Progression-
  • Base VP progression is Lvl * (10+CON)
    • A Guardian with 10 CON will gain 10 VP per level.
  • Base FP progression is Lvl * (4+WIS+CHA)
    • A Guardian with 10 WIS&CHA will gain 4 FP per level.
  • BAB is +1 at Lv.1
    • Progression: +1 Every Lv. (20 Total)
  • BDB is +2 at Lv.1
    • Progression: +2 on levels: 6 & 12 (6 Total)
  • Fortitude & Reflex is +2 at Lv.1
    • Progression: +1 on levels: 2, 4, 6, 8, 10, 12, 14, 16, 18, 20. (12 total)
  • Will is +1 at Lv.1
    • Progression: +1 on levels: 2, 5, 7, 10, 12, 15, 17, 20. (9 Total)

~My Opinions~
Rating from 1-5, this class gets a 4. Like I said noted in the overview this class is a mirror of the soldier. It suffers from less feats, but hey, you get force powers. The trade is well with it, not like you have a choice. Great saves as all jedi do while maintaining the soldiers great attack progression. FP is rather low, but you don't go guardian to spam powers, and what you do have is more than enough to hit your buffs. I would have given this class a 4.5 if it's force jump was more useful, but it isn't that great for doing much other than closing gap between you and range targes. Good with sneak attack feats though.


Jedi Sentinel
-Overview-
The direct upgrade from the scout. The Sentinel sits somewhere in the middle when considering, but with some key bonuses. Force Immunities. Complete protection to Fear, Stun, and Paralysis. For the addition of Force powers you stuffer a little in the skills department as all jedi do. Providing you were not soldier then it's an upgrade!

-Skills-
  • Sentinel class skills are: Awareness, Persuade, Treat Injury.
    Skill Points per Lv. = 2 + [INT/2]
    INT = intelligence modifier. A Sentinel with an intelligence of 10 will gain 2 skill points per Lv.
-Feats-
  • Once Sentinel the following feats are gained:
    Lightsaber Proficiency, Jedi Sense, Jedi Defense, Force Sensitive, and Force Immunity Fear
  • The Sentinel gains feats at the following levels: 1, 3, 6, 9, 12, 15, and 18. (7 Total)
  • Bonus Feats are:
    Lv.6 - Knight Sense, Force Immunity: Stun
    Lv.12 - Master Sense, Face Immunity: Paralysis
    All feats total to 16.
-Force Power-
  • Sentinel gains force power at every level, 2 powers on Lv.1 (21 Total)
-Progression-
  • Base VP progression is Level * (8+CON)
    • A Sentinel with 10 CON will gain 8 VP per Lv.
  • Base FP progression is Lvl * (6+WIS+CHA)
    • A Sentinel with 10 WIS&CHA will gain 6 FP per Lv.
  • BAB is 0 at Lv.1
    • Progression: +1 on levels: 2, 3, 4, 6, 7, 8, 10, 11, 12, 14, 15, 16, 18, 19, 20. (15 Total)
  • BDB is + 2 at Lv.1
    • Progression: +2 on levels: 6 & 12 (6 Total)
  • Fortitude & Reflex is +2 at Lv.1
    • Progression: +1 on levels: 2, 4, 6, 8, 10, 12, 14, 16, 18, 20. (12 total)
  • Will is +1 at Lv.1
    • Progression: +1 on levels: 2, 5, 7, 10, 12, 15, 17, 20. (9 Total)

~My Opinions~
Rating from 1-5, this class gets an 4.5. Growth rates are nice, more than enough FP to spam and enough VP to tank. It's bonus force immunity feats are actually useful...somewhat. Even when I play Total War Soldier build I don't have many problems with fear, stun, or paralysis, but it does happen and when it does...well as a sentinel it just won't.

Jedi Consular
-Overview-
The Caster. Masters of the force. Don't let that fool you though, there melee combat is solid coming form a soldier or even a scout build. They also have Force Focus, which makes their force powers harder to resist. With the the most force points and powers of all 3 classes, they're your spammer. They also have more class skills than all the other jedi. Problem is they have poor skill progression, matching that for the soldier and guardian.

-Skills-
  • Consular class skills are: Computer Use, Demolitions, Awareness, Persuade, Repair
    Skill Points per Lv. = 1 + [INT/2]
    INT = intelligence modifier. A consular with an intelligence of 10 will gain 1 skill points per Lv.
-Feats-
  • Once Consular the following feats are gained:
    Lightsaber Proficiency, Jedi Sense, Jedi Defense, Force Sensitive, and Force Focus.
  • The Consular gains feats at the following levels: 1, 3, 6, 9, 12, 15, 18. (7 Total)
  • Bonus feats are:
    Lv.6 - Knight Sense, Improved Force Focus
    Lv.12 - Master Sense, Master Force Focus
    All feats total to 16.
-Force Power-
  • Consular gains force power at every level, 2 powers on levels: 1, 5, 9, 13, 17. (25 Total)
-Progression-
  • Base VP progression is Level * (6+CON)
    • A Consular with 10 CON will gain 6 VP per Lv.
  • Base FP progression is Lvl * (8+WIS+CHA)
    • A Consular with 10 WIS&CHA will gain 8 FP per Lv.
  • BAB is 0 at Lv.1
    • Progression: +1 on levels: 2, 3, 4, 6, 7, 8, 10, 11, 12, 14, 15, 16, 18, 19, 20. (15 Total)
  • BDB is + 2 at Lv.1
    • Progression: +2 on levels: 6 & 12 (6 Total)
  • Fortitude & Willis +2 at Lv.1
    • Progression: +1 on levels: 2, 4, 6, 8, 10, 12, 14, 16, 18, 20. (12 total)
  • Reflex is +1 at Lv.1
    • Progression: +1 on levels: 2, 5, 7, 10, 12, 15, 17, 20. (9 Total)

~My Opinions~
Rating from 1-5, this class gets an 4.5. Plenty of FP to do what needs to be done, With good WIS and CHA in addition to force focus good this class force powers are harder to resist. Many guides like to claim this isn't good for melee but it is. The only problem it really has is low VP. If you have at least 14 CON and were a Soldier or Scout you'll be fine.
My Builds
This are just some simple builds I've beating the game with. A little blueprint. Modify them your liking. I know I have.

Total Warrior = Soldier>Guardian

STR - 15 (2) *Primary Stat
DEX - 10 (2)
CON - 16 (3)
INT - 8 (-1)
WIS - 14 (1)
CHA - 12 (0)

Feats:
Primary feats:
Two-Weapon fighting (Two Saber Combat), Medium/heavy armor, Power Strike. Implant(2)

Primary Force Powers:
Heal, Energy Resistance, Force Wave, Stasis/Horror, Throw Lightsaber

The main focus here is all melee combat. Energy Resistance for when there are a lot of blasters out, force wave for knock stuns or general mass damage. With the heavy exo suit from Yavin fully upgraded and a focus on STR gear you should mow down everything in your path even the boss. You might wonder why the low dex. Well he doesn't use range attacks and his armor will hurt what little dex bonus he would have picked up. Dex simply isn't needed for this build.


Mr. Fix-It Scout>Consular
STR - 10 (0)
DEX - 14 (2)
CON - 12 (1)
INT - 14 (2)
WIS - 15 (2) *Primary Stat
CHA - 12 (1)

Primary feats:
Dueling, Furry, Toughness, Conditioning, (Implant Lv.2 maybe)

Heal, Energy Resistance, Force Wave/Force Storm, Master Speed.

I call this class Mr. Fix-It because if their is a problem he is the solution. Going Scout gives him plenty of skill points to work with, including computer use and repair. High wisdom with it being his primary stat makes sure he has enough FP to throw around as well as making sure his powers are harder to defend. Force Wave/Force Storm is his bread and butter power turning him into Death personified. High dex, dueling and toughness make sure he has solid defense in them robes he's going to be wearing. If you're going lightside go to Korriban ASAP for Quel-Droma Robes. Easy +2 wisdom with a +5 defense. If you know what you're doing you can move those extra 2 points in CON into CHA (which is what I would do) for even more force power or STR for better damage. Forgot to note: while robes say max dex +8, it's actually unlimited.


Total Defense Scoundrel>Guardian
STR - 12 (1)
DEX - 15 (2) *Primary Stat
CON - 12 (1)
INT - 10 (0)
WIS - 14 (2)
CHA - 14 (2)

Primary feats:
Dueling, Furry, Jedi Sense, Scoundrel's Luck, Implants Force Wave/Force Storm

Primary Powers:
Heal, Master Speed, Force Aura (unless darkside then go for Force Armor).

Coming up back in the day I was told there was a limit of 10 on how many defense you can get from force powers and armor. 5 from Quel-Droma Robes, +4 from Master Speed and +1 from Force Aura. Scoundrels's Luck will be replace by Jedi Sense. Focus on all dex and you should easily be able to get 40+ defense. Very little in the game is going to touch you. Even the boss who's said to have only 48 attack. With guardian you increase the VP lost by going scoundrel, as well as get a nice boost to attack each level. With force jump and sneak attack working off each other. With high CHA and WIS you'll be quite the Force spammer as well. Evenually your force powers may be overshadowed by the Mr. Fix-It build, but not by much.
General Gameplay tips
This are things that I consider when building my character. Share basic info and the way I think with you in hopes you come up with something better.

At creation your character has 8 in all stats and 30 points to spend. There is a point cost as you spend those points.

Point Cost

8-14 = 1 point per increase
15-16 = 2 points per increase
17-18 = 3 points per increase

Build your stats so that you only need to focus on 1 when leveling. This means building attributes so that you don't have to touch them again unless they are your primary. Example You want to go Soldier>Consular and have a balance on force power and melee. First decide your primary stat and build around it.

All attributes should be even numbers. Odd numbers do nothing for you. The Exception to this is if the stat is your primary stat. This stat being the stat you put all your level attribute points into.


STR vs DEX:
STR control the attack and damage of melee as well as the critical strike difficulty class, DEX controls attack of ranged as well as defense, reflex saving throws and stealth skill. This is the basic information. Want to Melee, go STR. Want to range go DEX. Simple enough, but an often ignored fact is lightsabers don't pick sides. The lightsaber will use whichever attack stat has the highest modifier. So that means if you want to go total defense jedi, you can pump all dex and leave only STR 8 and still hit your target just as easy as a STR jedi, the problem is you won't hit as hard. Tiny issue when barely anything other than the boss can even touch you right?

Intelligence:
For a soldier who doesn't care about skills leave your INT stat at 8. All other classes who wish to ignore skills can do the same but I would recommend other classes grab at least 10 INT, this is to make sure you don't end up losing the few skill points you'll already have.
- For those who wish to have skill points grab 14 int. This will insure you have plenty of skill points to increase your skills without any suffering. Grab 12 might net a few more points at creation, but 1 of your skills will suffer from lack of points. If you try and balance all of them will suffer. Anymore than 14 is over kill. Why because 16 is just like 12, and no skill needs to be 18. By end game it's just isn't worth it. So useless those extra points won't even be noticeable in whatever stat you put them in.

WIS vs CHA:
Same thing really. They both have the same effect on FP and force power difficulty class. The advantage is WIS effects more skills those being, Awareness, Security and Treat Injury. While CHA only affects Persuade. So in the end if you don't care about anything other than persuade pump CHA, if you care about the other stats pump WIS, you want both? Try and balance both stats. be it WIS 12 and CHA 12, they both get a +1 modifier. So your force power well be just as effective as a WIS 14 / CHA 10 or a WIS 10 / CHA 14.

Modifiers and Skills

As noted a few times already attributes get a bonus modifier every 2 points in them over 10. Broken down it looks like this:
STAT - 10+0
STAT - 12+1
STAT - 14+2
STAT - 16+3
STAT - 18+4
STAT - 20+5
This goes on as high as you can get your stat. These modifiers affect skills. Say you have 14 points in your intelligence stat. This is adds a +2 modifier for Computer Use, Demolitions, and Repair. If you're a Scout with 12 points in all of those skills. The +2 bonus modifier from the 14 INT also affects those stats making those act as if they had 14 points in them. So keep this in mind when place your skill points. If you have Repair with +4 bonus modifier from INT and with a +3 bonus modifier from Master Gear Head, that's 7 points already, you only need 13 points in Repair to cap. Plan ahead and you'll have more than enough skill points if you're a scout for scoundrel. Also don't be afraid to save points for when you go Jedi.

Quick Example Build
Soldier>Consular Force Power Build:
STR:12
DEX: 14
CON: 14
INT: 8
WIS: 15
CHA: 14

Primary stat would be WIS. Every 4 levels yo put one point into WIS. This would total to 20 a even number. Skills aren't a focus so we leave it at 8. The CHA helps with making sure enemies have a harder time resisting your force powers. Dex for defense maybe go single blade for added defense. Want more strength? Swap the STR and DEX numbers.

Skills

Computer Use: Fairly important. Opening doors, turning of points vents, overloading rooms for mass death. Oh yea, I'd say if your main character isn't skilled in this try to have someone who is. You also gain XP for nearly every option you slice. This maybe the most valuable skill in the game.

Demolitions: Meh meh, unless you're characters are dying (which they shouldn't because you can just stop moving and spam heal and FP regens) damage from mines aren't a problem. There is also rarely enough time to loot them because your companions often just run over them if they see an enemy and having a chance to preset them before the enemy attacks is rare and if you plan ahead to do so are you really going to run back to your mines? Meh, I almost never it it myself but having companions with it doesn't hurt I guess.

Stealth: I find general stealthy to be inefficient personally. Sneak attack and force jump? well that another story. I save stealth for companions and even then I only use it once on Taris...

Awareness: It has very little use. It helps spot mines and hidden characters. Problem with that is enemies in stealth will always show themselves eventually and even poor skilled companions will find mines. It doesn't hurt to slap 5 or 6 points into it though.

Persuade: I enjoy this skill. It adds a little RPing to the game, and helps make your job easier much like Computer Use. However this skill can be completely skipped. Grabbing feats Affect and Dominate Mind work well enough alone.

Repair: The second most valuable skill in the game. Like Computer use you gain XP for each repair option you do (other than activation). These droids you fix also help you fight for a while. Plus there is a companion that requires you to have this skill if you want to get the most out of him.

Security: Another skippable skill. Going to keep this one short. You can bash.

Treat Injury: If I'm a soldier or I have extra points I often put a few points into this skill. Healing (with med kits) in battle is a terrible idea, because you're one, wasting a turn, and two you can use the menu to heal yourself in combat. The Extra points healing can save you items especially in the beginning of the game when you need them.
_________________________________________________________

Transit System:
If you're hurt and can use it, use it. Auto heal.
Patch 1.03
Update: 1.03
Normally when you install a steam game it installs the latest version of that game. Not the case here. Steam only installs update 1.02. Run "swupdate.exe" to upgrade KotOR to is final update.
Patch notes:
  • Fixed a bug where the Walk key was not bindable.

  • Added the ability to map the Arrow keys for main game movement.

  • Added a Walk option button; by default it is the B key. While holding down the Walk button, your character will walk.

  • Added support for 1280x1024 resolution.

  • Added the ability to see all available party members character, ability, and equip screens while on the Ebon Hawk or in the apartment.

  • Added the ability to hide the game GUI when taking screenshots. Use the following settings in your swkotor.ini in the "Game Options" section:
    [Game Options]
    EnableScreenShot=1
    GUIsInScreenShot=0

  • The container GUI screen will no longer close everytime you click Give Item.

  • Holding Shift when clicking Give Item or double-clicking the item to give will transfer the entire stack, without shift it moves the items one at a time.

  • Added in some extra error checking and logging for loading and saving save games. If there is any problem, a file called "fileerror.log" is created.

  • Made a fix to the Force Point Regeneration item property so it actually regenerates Force points.

  • Fixed an issue where in some rare cases, the player would be killed while on the Leviathan.

  • Fixed an issue with Dantooine Pazaak occasionally breaking Suvam Tan on Yavin.

  • The Sand Person disguise will no longer be reset when entering Anchorhead and the Dockingbay.

  • Dead party members will no longer show up later in the game. What with them being dead and all.

  • Fixed the Hidden Bek Door (Security Station) to no longer display the 'Impossible' message.

  • Fixed a visual issue with Power Blast and using Dual Blasters where the off-hand blaster wasn't firing.

  • Fixed a problem which would cause dialogue to skip through without playing any VO.

  • Fixed a problem where you would get stuck at a black screen after a game load or an area transition.

  • Fixed a problem where the screensaver could activate during the playback of a movie.

  • Put in a symptomatic fix for your character's attributes being reset to all 8's.

  • Put in a symptomatic fix for party members getting stuck and not fighting.

  • Put in a symptomatic fix for losing force points when going through area transitions with Force Valor active.

  • Removed the 2 bonus to the offhand attack when wielding a balanced weapon in the offhand or when wielding a double bladed weapon.

  • Removed the ability to bind controls to the "Alt" key. The "Alt" key was never inteded to be a usable key in the first place.

  • Fixed a rare crash bug when leaving the Ebon Hawk or the Apartments with party members.

  • Made some stability improvements.

  • Added two new "swkotor.ini" sound options:
    [Sound Options]
    Environment Effects Nonstreaming=1
    Environment Effects Streaming=1
    NOTE: The Environment Effects Streaming=0 option was added to fix a problem with sound pauses while playing the game with an Intel i845 or i850 chipset motherboard and a 100 MHz Front Side Bus.

  • Removed the awareness penalty when running.

  • Made a fix to the "Disable Vertex Buffer Objects" option in "swkotor.ini":
    [Graphics Options]
    Disable Vertex Buffer Objects=1

  • Made a fix to the Enable Hardware Mouse option when it is disabled. This fixes a crash with certain ATI Radeon 9600 video cards.

  • Made a fix to a display issue with Small Fonts.

  • Made a fix to a gamma issue after movies finish playing.

  • Removed the display of Force Points on portrait tool-tips for non-Jedi characters.

  • Fixed bug where some objects in the game would give a sticky mouse indicator like they had an inventory when they did not.

  • Fixed an issue where if you changed appearance while Force Speed was active your movement rate would return to normal.

  • Fixed an issue with droid animation when the item they were using ran out or their target died.

  • The turret mini-game should no longer have the blur visual effect if you enter it with that visual effect turned on.

  • The Security option no longer displays for doors which a key is required.

  • Fixed a rare bug where the game could get stuck if an auto-pause was triggered at the exact same time as an area transition.

  • Fixed a rare crash that could happen when a Dark Jedi dies at the exact same time as he deflected a blaster bolt.

  • Fixed a rare crash on startup under Windows 98.

  • Fixed a few memory leaks.
Final Notes and Updates
Guide is missing a few sections: equipments, companions, detailed info on single blade, two weapons and dual-bladed. Honestly, I completely underestimated how much work was need to complete a guide. Haha.

I'll continue to update slowly til complete. I felt enough information was given to allow publishing. This way I can see what people want or need. So any feedback, questions, fixes or recommendations requested and much appreciated (*coughmyfirstguidecough*). Thanks and if this guide has helped you let me know.

-Special thanks to my bro Ragna for some early spell checking, edits, and making the guide simple and somewhat understandable. As well as making sure I didn't get too long-winded for some guide sections.-

9/25/2013 - Added "Patch 1.03" section. Fixed some typos. Added special thanks

51 Comments
gojgo123 Dec 30, 2022 @ 8:59am 
My game crashes when I defeat Malak and espace in Hawk after destroying all chasing enemies. Is there any posibility to overcome this crash? I switched all graphics things to the lowest possible and it doesnt help. My computer runs The Witcher 3 with no problems and modern games are possible to play, but this constantly crushes. Can anyone help me? Could that Patch 1.03 be useful somehow?
gav THE killa Dec 18, 2022 @ 5:48pm 
I personally used the Jedi From The Start mod on KOTOR1 after beating it twice with no mods.
That gets rid of the level-saving issue that makes Taris unnecessarily tougher, and the early hours are more enjoyable as a result.

Skills were also useless in KOTOR 1 (aside from Persuade and Repair if you want to unlock HK-47's memory early) so I tend to go low INT. STR is almost always a given if you plan on using lightsabers, as you'll likely have mana issues until mid to late game even with a Consular-style build. I like to use a hybrid of force powers and melee, and in KOTOR 2, dueling the Handmaiden one-on-one is also a lot tougher with low STR.

CON is always 14 for me, and WIS and CHA both float around there if I want to use force powers a lot. I enjoy the mod that gives no modified force cost (meaning your LS/DS alignment does not affect the mana cost of force powers).
nt.plus(nick); May 30, 2022 @ 11:20am 
I had to scroll back up to check and see I wasn't looking at a SWTOR guide lol.
PinealArmstrong Feb 14, 2022 @ 6:45am 
Great work dude keep it up!
BuddhaBoy Jan 13, 2022 @ 8:20am 
:D Thanks for all the help
WizNeRrd Sep 12, 2021 @ 7:06am 
This becomes my personal recommendation for optimizing for beginners for STARTING CLASSES.
Choose Scout class to start with you aren't losing A HUGE difference between soldier and scout expect for a feat lvl at lvl4 then soldier. WHICH the scout automatically can get implant 2 before becoming a jedi if u stop lvling at 4. The scout also has the HIGHEST saving throw progression of both starting class. Combat wise you also start with ability flurry and rapid shot which saves you from spending the points on them. WHICH it may be boring but only choose one melee special attack. Flurry as you level it up will allow and extra chance to deal damage per attack turn. Combined that with master speed and a second weapon you hitting 5/6 times per turn.
The implant allows you to modify your stats further and you have 3 feat points saved in getting this feats by lvl 4 with better defense for a minus hp or 2 of health per level up (which can be migitated by forgoing CHA and a feat).



Valkinaz Aug 12, 2021 @ 3:02pm 
For indepth guide this kinda lacks few important points - no mention of LS and DS bonuses for jedi classess and no mention of DS/LS locked items. Which is fairly important as for example dark side guardian bonus is universal damage boost which applies for every weapon type or fact that LS restricted robes and headgear has +WIS on it, so light side consular >> dark side when it comes to offensive abilities
HollowLink117 Dec 1, 2020 @ 11:56pm 
Thanks for providing support for my walkthrough. Jolee and Canderous carry me at least.
BlueLoki643 Sep 28, 2020 @ 1:45am 
me reading this guide in 2020 5 years after the last time I played realizing that the system it is built on is the same as my new favorite TTRPG Pathfinder.
blastoffintoinfinity Sep 3, 2020 @ 6:50am 
good guide. i only skimmed it as i have played before and am used to the d20 system from this era.
i would add that a player can hold their levels until they train as a jedi thus making the initial class rather unimportant except for its initial starting hp, feats, etc. you can leave your char at lvl 2, until reaching dantoonie. you have to level once in the initial mission.

if someone decides to go with said option i would suggest soldier or rouge for the feats and class abilities (might want to go to rouge lvl 3 for extra sneak damage and skills). it also makes the early game more difficult on any setting as you have to rely on companions.

if you use a rogue and then switch to guardian, you add your sneak attack to force jumps.

oh and my personal opinion is that sentinels suck, go with guardian or counselor.