All Skills Jedi Guide 1.1 By SkoobouyCompiled and useful for Star Wars: Knights of the Old Republic for the XBox or PC *** Introduction "...for a truly skillerific, physical-weakling existence..." -Sherwin Tam, The Gameplay Guide Sherwin Tam coined the word "skillerific," which I now dub the unofficial title of just this kind of KOTOR character build. The Skillerific, or All Skills Jedi places an emphasis on Intelligence. Ah, intelligence--undervalued not only in the real world but in the video game realm as well. The goal of the skillerific Jedi is to have a main character that can flawlessly sneak, recover and plant mines, slice on the cheap, repair HK-47 and persuade with ease. *** Revision History 1.1, July 26th, '06 - Major rearrangement of the text, with more example skill progression charts, and refined areas elsewhere. 1.0, July 23rd, '06 - The first draft! Covers all the basics. *** Other resources (and their contributions) Gameplay Guide v1.4 by Sherwin Tam: An insdispensible manual of statistics and strategy for the hardcore KOTOR player. The Gameplay Guide's "Class Combinations" section is pure gold, and I directly copied portions of them, with permission of course. :) Item Guide by JPaterson; Item Guide 1.0 by Garrett Gallegos: JPaterson's guide is more thorough, but Garrett Gallegos's guide has all the information on the GenoHarradan equipment *** Table of Contents CHAPTER I: SKILL GOALS CHAPTER II: EQUIPMENT CHAPTER III: ATTRIBUTES 3.1 Light Side 3.2 Dark Side CHAPTER IV: CLASS COMBINATIONS 4.1: Scout-Sentinel 4.2: Scoundrel-Consular 4.3: Scoundrel-Guardian 4.4: Scoundrel-Sentinel CONCLUSION /////////////////////////////////////////////////////////////////////////////// I. SKILL GOALS Our goal is to maximize our Jedi's skills without crippling him/her too much in other departments. The decisions I have made in crafting this build are intended to get (at least) the following skills by level 20: Computer Use: 20 Stealth: 20 Demolitions: 20 Awareness: 20 Persuade: 20 Repair: 17 Fortunately, this does *not* mean we have to build a character who can generate 117 skill points in 20 levels--which is impossible. Thanks to equipment and attribute bonuses, we only need 78 skill points; still a very high number, but within reach of a handful of the class combinations. Question! Why are we ignoring Security and Treat Injury? Security unfortunately has little real purpose in the game, since one can always bash things open. Treat Injury also loses importance in the face of Force Powers. It would be too difficult to make a usable character who mastered *all* of the skills, so I chose the ones that are the most fun and useful. Question! Why are we keeping Repair at 17? 17 is the minimum score needed to repair HK-47 to fully operational. Beyond that, there is little need for further investment, since repairing random droids has little purpose in the game--far less, practically speaking, than Computer Use. /////////////////////////////////////////////////////////////////////////////// II. EQUIPMENT Unlike Mission Vaio, our main character cannot be a Scoundrel forever, so skill points are relatively hard to come by. That is why we have to rely on skill boosting equipment to fill in the gaps made by the Jedi classes's skill-lessness. Fortunately, the essentials are easy to find, relatively cheap, and can be acquired by the third planet you visit (if that planet is Korriban). Item Skill/Att Bonus LS-DS Location ------------------------------------------------------------------------------- Infiltrator Gloves Computer Use +4 Both 7000 credits in the Jedi Enclave Security +4 Store, Dantooine Eriadu Stealth Unit Stealth +6 Both 1250 credits in the Dreshdae Settlement, Korriban Demolitions Sensor Awareness +8 Both Found in the Tomb of Ajunta Pall, Demolitions +4 Korriban Qel Droma Robes Wisdom +2 Light Behind the Terentatek in the Shyrack Cave Cardio Power System Constitution +4 Light 15000 from Mika Dorin after (Implants 3 req) Leviathan event GenoH. Mesh Armor Dexterity +3 Dark Complete the GenoHarradan (Medium Arm. req) Stealth +4 assassination quests GenoH. Stealth Unit Stealth +8 Dark Complete the GenoHarradan assassination quests You will notice that I have indicated certain equipment that are better for LS Jedi or DS Jedi. Sometimes that is because the items themselves are restricted, i.e., the Qel-Droma Robes. Other times it is because they are the rewards for DS quests, like the GenoHarradan stuff. In the case of the Cardio Power System, it is meant to compensate the LS Jedi's attributes for the lack of the GenoHarradan Mesh Armor. No matter what kind of Jedi you are, you must wear the first three pieces of equipment listed here for their skill bonusus. Of course, you do not have to do that all the time (just when you need the skills)--for example, Dark Side Jedi may wish sometimes to avail themselves of the Marko Ragnos' Gauntlets. The other equipment here is necessary for our final attribute bonuses, which, of course, affect our skills as well. Now that we have our skill-boosting equipment planned out, it is necessary to think of the best attributes, both to keep our Jedi alive and fighting, and to further boost skills. /////////////////////////////////////////////////////////////////////////////// III. ATTRIBUTES Certain attribute modifiers directly affect certain skills. We will use this to our advantantage--wise choices here will cut the number of skill points our character needs to reach 20 in each skill. Because there is different equipment available for Light Side and Dark Side Jedi, the best attributes for each are also different. We will begin with the Light Side. 3.1 Light Side (LS) Level: 1 4 8 12 16 20 Final Equip.* Skill Bonuses ----------------------------------------------------------------------- Strength: 8 8 Dexterity: 16 +1 17 +1 Stealth: +4 Constitution: 8 8 +4 Intelligence: 14 14 Computer Use: +2 Demolitions: +2 Repair: +2 Wisdom: 12 14 +2 Awareness: +2 Treat Injury: +2 Security: +2 Personality: 16 +1 +1 +1 +1 20 Persuade: +5 * Equipment: Qel Droma Robe (+2 Wis), Infiltrator Gloves (+1 Dex), Cardio Power System (+4 Con) Because the LS Jedi will (probably) not be using the GenoHarradan Mesh Armor to boost his Dexterity, he will have to pump it on his own. This gives him the advantage of being a decent gunslinger/saber wielder right from the start, but those precious creation points had to be sapped out of Constitution and Wisdom. Therefore, the LS All-Skills Jedi will have very little VP. There are a few different ways to counteract this: 1. Spend three feats on Master Toughness. Very straightforward. 2. Spend three feats on Implants Level 3, and wear the Cardio Power System. You don't have to spend any feats at all if you are a Scout-Sentinel, though, so this is the recommended path for LS Scout-Sentinels. 3. Take a trip to the Dark Side to get the GenoHarradan Mesh Armor. No fun for role-players, but you could probably make up the light-side points later on. 4. Ignore your low VP. This is always an option, even if it makes the game more difficult. Happily, the Light Side Jedi has the additional advantage of the Star Forge Robes, which launch your Wisdom to a whopping 19, making you the superior Force Power wielder. 3.2 Dark Side (DS) Level: 1 4 8 12 16 20 Final Equip.* Skill Bonuses ----------------------------------------------------------------------- Strength: 8 8 Dexterity: 13 +1 14 +4 Stealth: +4 Constitution: 10 8 Intelligence: 14 14 Computer Use: +2 Demolitions: +2 Repair: +2 Wisdom: 14 14 Awareness: +2 Treat Injury: +2 Security: +2 Personality: 16 +1 +1 +1 +1 20 Persuade: +5 * Equipment: GenoHaradan Mesh Armor (+3 Dex), Infiltrator Gloves (+1 Dex) The DS Skillerific Jedi will have the advantage of the GenoHaradan Mesh Armor to artificially boost Dexterity, which allows him/her to redistribute Creation points into Constitution and Wisdom. This means that the DS Skillerific will be the weaker combatant until he/she completes the GenoHaradan assassinations. The obvious advantage of the Dark Side is that you can probably ignore Implants and Toughness Feats, and be more aggressive. He/she will still need to invest a Feat into Medium Armor Proficiency, however. As you can see, whether we play as Light Side or Dark Side creates a different set of problems, but in the end both balance out rather nicely--both get the exact same skill bonuses: two each in Computer Use, Demolitions, and Repair; four in Stealth; two in Awareness; and five in Persuade (you will also get two freebies each in Security and Treat Injury). /////////////////////////////////////////////////////////////////////////////// IV. CLASS COMBINATIONS As stated, after we take into account our skill bonuses from attributes and from equipment, we are still short 78 skill points from the truly skillerific Jedi. This is no small number: if our Intelligence score is any less than 14, it is impossible for any class combination to succeed. So which class combinations with 14 Int generate at least 78 skill points in 20 levels? In fact, there are four: the Scout-Sentinel, the Scoundrel-Guardian, the Scoundrel-Sentinel, and the Scoundrel-Consular. Recall that our goal is to achieve 20 points in every skill except for Repair (17) and Security and Treat Injury (ignored). However, taking into consideration our equipment and attributes, we actually only need to raise our skills by the following amounts: Revised Skill Goals: -------------------- Computer Use: 14 Stealth: 10 [7 for LS Scout-Sentinels w/ Master Caution] [4 if using GenoHarradan equipment] Demolitions: 14 [11 for LS Scout-Sentinels w/ Master Caution] Awareness: 10 Persuade: 15 Repair: 15 Thus, the descriptions of each of the class combinations includes an example chart showing how one might assign their points; but these are only examples. 4.1 Scout-Sentinel (Skill points totals are based on a +2 Intelligence modifier) LV Feats Powers VP FP SP* AB Fort Ref Will Class Feats: ------------------------------------------------------------------------------- 4/16 9 17 160 136 80 +15 +14 +14 +11 Implant Level 2, Uncanny Dodge 1 8/12 10 13 160 112 84 +15 +14 +14 +12 Implant Level 3, Uncanny Dodge 2 Class skills: Scout Sentinel Lacks --------------------------------------------------- Computer Use Persuade Stealth Demolitions Security Awareness Repair Treat Injury Example Skill Point Progression (8/12 LS Scout-Sentinel w/ Master Caution): Level 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 ------------------------------------------------------------------------ Remaining SP 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Computer Use 4 5 6 7 8 9 10 11 12 12 12 12 12 12 12 12 12 13 14 14 Stealth 2 2 3 3 4 4 5 5 5 5 5 5 5 5 6 7 7 7 7 7 Demolitions 4 5 5 6 6 7 7 8 8 8 8 8 8 8 9 9 10 11 11 11 Awareness 4 5 5 6 6 7 7 7 7 7 7 7 7 8 8 9 10 10 10 10 Persuade 0 0 0 0 0 0 0 0 1 4 7 10 13 15 15 15 15 15 15 17 Repair 4 5 6 7 8 9 10 11 12 12 12 12 12 12 12 12 13 14 16 17 Rationale: I put Stealth on hold in order to get Computer Use and Repair to 12--a multiple of 4, for the discounts. Then, because Persuade is so important, I pumped it exclusively all the way to 15. Finally I focussed on Stealth again, and cleaned up the rest. Example Final Skills with Recommended Equipment (+ Master Caution): Computer Use: 20 Stealth: 20 Demolitions: 20 Awareness: 20 Persuade: 22 Repair: 20 The Scout-Sentinel is the only non-Scoundrel class combination that generates enough skill points to reach our "skillerific" criteria. The free Implants and the possibility of having 10 additional feats could make this the ideal choice for Light Side Skillerific Jedis (see the Attributes section below for why). The Scout's superior Saving Throws, with the Sentinel's Force Immunity and the Qel Droma Robes' bonuses make this build into an awesome juggernaut. The greatest drawback to the Scout-Sentinel is it's lack of Stealth as a class skill, which means that you will spend double skill points trying to raise it. This gives you three options. 1. One possible solution is to complete the GenoHarradan quests; the GenoHarradan Mesh Armor and Stealth Unit add +12 to your Stealth skill, meaning you only have to raise your Stealth to 4 (and you will end up with 6 extra points to play with). Unfortunately for Light Side Jedi, those are Dark Side quests, and you might have trouble doing enough good deeds to atone for your evil. Would you sell your soul for skill points? 2. You can opt to pump Stealth anyway and take a hit to your skill points. If you do this, you will short either 8 points (4/16 Scout-Sentinel) or 4 points (8/12) of our Skill Goals (CHAPTER I). Happily, there is a relatively easy way to compensate for this: Master Caution (+3 Stealth, +3 Demolitions). It might seem wasteful to spend 3 feats on 6 measely skill points, especially if you are the 4/16 Scout-Sentinel, with only 9 feats. But with Stealth as a cross- class skill, Master Caution is actually worth 9 skill points to you. The 4/16 Scout-Sentinel will yield 1 extra skill point at level 20; the 8/12 version will have a surplus of 5 points. 3. You can also opt to ignore Stealth and pump Treat Injury instead; but Stealth is a hard loss for Demolitions fans. 4.2 Scoundrel-Consular (Skill points totals are based on a +2 Intelligence modifier) LV Feats Powers VP FP SP AB Fort Ref Will Class Feats: ------------------------------------------------------------------------------- 7/13 8 17 120 144 80 +14 +10 +11 +10 Sneak Attack IV, Improved Scoundrel's Luck 8/12 9 15 120 136 83 +15 +10 +12 +10 Sneak Attack IV, Improved Scoundrel's Luck Class skills: Scoundrel Consular Lacks --------------------------------------------------- Demolitions Computer Use None Stealth Repair Awareness Treat Injury Persuade Security Example Skill Point Progression (8/12 LS Scoundrel-Consular): Level 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 ------------------------------------------------------------------------ Remaining SP 8 9 10 11 12 13 14 17 0 0 0 0 0 0 0 0 0 0 0 0 Computer Use 0 0 0 0 0 0 0 0 5 5 5 5 6 7 9 11 13 15 17 18 Stealth 4 5 6 7 8 9 10 10 10 10 10 10 10 10 10 10 10 10 10 10 Demolitions 4 5 6 7 8 9 10 11 12 13 14 14 14 14 14 14 14 14 14 14 Awareness 4 5 6 7 8 9 10 10 10 10 10 10 10 10 10 10 10 10 10 10 Persuade 4 5 6 7 8 9 10 11 12 12 12 13 14 15 15 15 15 15 15 16 Repair 0 0 0 0 0 0 0 0 12 13 14 15 15 15 15 15 15 15 15 15 Rationale: Because I am always eager to upgrade HK-47, I fill up Repair ASAP. My other priorities are Persuade and Computer Use, in that order. Example Final Skills with Recommended Equipment: Computer Use: 24 Stealth: 20 Demolitions: 20 Awareness: 20 Persuade: 21 Repair: 17 The Scoundrel-Consular is the only class combination that gives us every single class skill; on top of that, it allows us to persuade and sneak in the first half of the game, which the Scout-Sentinel does not. Although it skimps on Feats and Saving Throws, the Soundrel-Consular has the tremendous advantage of Sneak Attack IV, which makes it a delightful assassin build for Dark Side Jedi--not to mention that it is much friendlier to heavy Force Power users, like Dark Side Jedis tend to be. The two level-up options here are the best offerings for those who either prefer Force Powers and Force Points (7/13) or Feats and Skill Points (8/12). 4.3 Scoundrel-Guardian (Skill points totals are based on a +2 Intelligence modifier) LV Feats Powers VP FP SP* AB Fort Ref Will Class Feats: ------------------------------------------------------------------------------- 7/13 10 14 172 92 80 +18 +10 +13 +8 Sneak Attack IV, Improved Scoundrel's Luck 8/12 10 13 168 88 83 +18 +10 +14 +8 Sneak Attack IV, Improved Scoundrel's Luck Class skills: Scoundrel Consular Lacks --------------------------------------------------- Demolitions Treat Injury Computer Use Stealth Repair Awareness Persuade Security Example Skill Point Progression (8/12 LS Scoundrel-Guardian): Level 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 ------------------------------------------------------------------------ Remaining SP 8 9 10 11 12 13 14 17 3 3 1 0 0 0 0 0 0 0 0 0 Computer Use 0 0 0 0 0 0 0 0 1 1 1 2 2 3 3 4 5 6 6 6 Stealth 4 5 6 7 8 9 10 10 10 10 10 10 10 10 10 10 10 10 10 10 Demolitions 4 5 6 7 8 9 10 11 12 13 14 14 14 14 14 14 14 14 14 14 Awareness 4 5 6 7 8 9 10 10 10 10 10 10 10 10 10 10 10 10 10 10 Persuade 4 5 6 7 8 9 10 11 12 13 14 15 15 15 15 15 15 15 17 19 Repair 0 0 0 0 0 0 0 0 6 6 7 7 8 8 9 9 9 9 9 9 Rationale: Pumping Repair to 9 (11 with Int modifier) allows you to get HK's second upgrade: Defense +2; after that, there is no point to Repair. In the meantime, Computer Use can be usefully boosted to 6 (12 with equipment and Int modifier). Example Final Skills with Recommended Equipment: Computer Use: 12 Stealth: 20 Demolitions: 20 Awareness: 20 Persuade: 24 Repair: 11 Any of the Scoundrel-based Skillerific Jedi listed here can take advantage of the Scoundrel's Sneak Attack IV; but only the Scoundrel-Guardian can do it with a +18 Attack Base. With 10 Feats and a VP that soars above the Scoundrel- Consular, this guy is the ultimate Jedi assassin. It is only a shame that HK-47 will probably never retrieve his most useful memories, and moreover that most computers will remain untouched (but maybe that just means the Scoundrel- Guardian likes to give murder a personal touch). 4.4 Scoundrel-Sentinel (Skill points totals are based on a +2 Intelligence modifier) LV Feats Powers VP FP SP* AB Fort Ref Will Class Feats: ------------------------------------------------------------------------------- 2/18 9 19 156 148 83 +14 +11 +14 +8 Sneak Attack I, Scoundrel's Luck 8/12 9 13 144 112 87 +15 +10 +14 +8 Sneak Attack IV, Improved Scoundrel's Luck Class skills: Scoundrel Consular Lacks --------------------------------------------------- Demolitions Treat Injury Computer Use Stealth Repair Awareness Persuade Security [Skill Progression is the same as the Scoundrel-Guardian's] If you were looking for a Skillerific Jedi who was also a master of the Force, you can bypass the Scoundrel Consular and come here instead. Why? Because due to our 78 minimum skill-point requirement, and due to the Scoundrel-Sentinel's HUGE skill-point yield, you can become a Jedi at level 2 and still have plenty of skill points to fill all of the requirements. Of course, you probably will not need as many as 78 points anyway, because like the Scoundrel-Guardian, we lose Computer Use and Repair with this build. However, you gain as many as 19 Force Powers, which makes this build both Skillerific and Forceriffic. /////////////////////////////////////////////////////////////////////////////// CONCLUSION If you liked this guide, write me at (skoobouy at hotmail dot com) and let me know--I won't feel like such a yutz for wasting so much time. My thanks again for the hard work of so many KOTOR fans. Bye! Copyright 2006 Jeffrey Zimmerman
Friday, January 25, 2008
KOTOR: All Skills Jedi Guide 1.1
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