Kotor scoundrel starting stats Gear: nerve enhancement package, bothan sensory visor, advanced stabilizer gloves, verpine prototype shield, brejiks arm band, brejiks belt, REDACTED robes, Lightsaber (motf w sapith & solari) Powers: master speed, improved energy resistance, Starting Stats Male Scoundrel Str: 16 Dex: 14 Con: 10 Int: 12 Wis: 14 Cha: 10. Most builds you find online seem to swear by high DEX, and then some guides say that it's the most useless stat in the game. Guardian for lightsaber combat, Consular for force powers, and Sentinel for a bit of both. As you The rest of stats points we pump into wisdom. And Scoundrel’s Luck (feat granted at scoundrel levels 1, 4, and 6 I think), gives a +2 bonus to armor every time, so if you are a level 6 scoundrel you get +6 to armor, I think. Put the first attribute point you get on a levelup into Dexterity and the rest into Wisdom. In addition, given: the opposite alignment penalties Starting Stats Male Scout Str: 8 Dex: 14 Con: 11 Int: 11 Wis: 16 Cha: 15. Description: Scoundrels survive through wit and guile, traits that sometimes place them on I want to point out, pistols and rifles are very underpowered in KOTOR - they’re still doable, but for reference I think Zalbaar’s Bowcaster is legit the best rifle in the game after upgrades, and even then the damage is not a ton. So you'll want to put as many Skill points into those two skill's as needed, but Armor Proficiencies, Weapon Proficiencies other than Lightsaber, and active feats can still be selected on character generation and level up (although droids cannot select Armor Proficiencies or other Weapon Proficiencies, an Expert Droid cannot select any active feats, and a Combat Droid can only select ranged active feats). Why? Most of the free feats you get as a soldier will not be used after Taris (unless you're 5. Each class provides different stats, skills and bonus I have done several playthroughs as a Soldier and Scoundrel but never as a Scout. However, the class makes up for this with So personally, for a beginner build, I would say soldier-guardian or scout-sentinel. Many dialogue choices and the ability to craft items are locked behind skill [edit: other than the lower vitality and base attack that a scoundrel starts with—but your high strength makes up for the lower attack bonus (and then some) and while the lower vitality may make Taris a bit harder, as a Scoundrel/Guardian you still end up with plenty—about the same vitality as a Scout/Sentinal, and more than a Scout/Consular. Don`t like the balance approach, and i don`t get a lot of builds here and in a lot of guides. All other classes have a BAB of (0,75 × class level) rounded down. r/kotor A chip A close button. Soldier: + 10 HP per level + 1 feat per level + 1 attack per level (Worth considering for early-game and vs Darth Malak) When it comes to the best however these are considered the most powerful in my opinion. Taking Scout to 4 (or 8, if saving isn't your thing) for Implant feats is another good path. Otherwise just take Dominate Mind and max out Treat Injury. That only leaves 12 levels as a jedi and you probably want more than that if you intend to be a consular. The most obvious is sneak attack, which caps out at 19. On every odd number level he gains a level of sneak attack. There is likely space for Compared to KotOR II, the guardian is more specialised and boosts STR. Hostile mines must be detected by passing an Awareness check before they can be disabled or recovered. But what of Starting as a scoundrel, players begin the game with the ability to use sneak attacks without a stealth field generator. Dexterity: If higher than Strength, increases chance of hitting with lightsabers (KotOR 1) [In KotOR 2, the Finesse: Melee feat re-enables Dex-to-hit functionality for both melee weapons and lightsabers] Intelligence: 1 additional skill point per level for every 4 (KotOR 1) / Scoundrel is actually very good for Strength builds since Master Critical Strike stuns based off your Strength stat. You’ll want a little Constitution, but should primarily focus on So I've played this game a fair bit, but never tried this build. Reply reply Nox_M0rtis Going to start another playthrough soon going for DS and all the achievements. Advertisement . And finally, a general guideline for distributing stats at the start: Put 15 points into your primary stat, Str, Dex, or Wis (for casters). Against Malak, all I had to do was use plague and run around throwing grenades and setting down mines. I wasn't using force storms or kill, but I had surprisingly reliable force waves with a starting 12/14 for wisdom and charisma, and wearing circlet of sarash and star forge robes etc I was able to knock Malak on his ass with surprising reliability on difficult. Those 1 or 2 points will virtually never even be significant as a full round of sneak Pros: This combination gains 10 VP over the Scoundrel-flavored version, an extra feat and the Scout's excellent Saving Throws and free feats. As an aside, 7 Scoundrel/13 Jedi Guardian has the highest damage output, and you can still Repair HK-47 so long as you have a starting Intelligence of 14. and your starting feats are not wasted as much on things you won't be using anyway in a 'normal' playthrough. Keep in mind that what is “ULTIMATE” will always be based on subjective preferences and that there will be many different takes on what that means (most dominant, most fun, most canononical, etc). I definitely want max 18 Str to start, and also want to fully repair HK and make most persuade checks. So INT is usually a 10 (+0 modifier to skills) for no additional skill points per level-up Next to capitalize on your skill points (major strength of scoundrel class) I like to have high intelligence. Expand user menu Open settings menu. As for Kotor 2 I am leaning towards a Guardian\Weaponmaster with these as my planned starting stats This makes Scoundrel Jedi Glass cannons, . Get app Get the Reddit app Log In Log in to Reddit. So anyways, I know I want to start off with Soldier then go into Guardian. It's It really all depends on what you want. This build's sole purpose is to maximize the consular class to the fullest extent. ADMIN MOD KOTOR 1 LS Scout/Guardian build? I have always Side note: if you somehow decided to start as a Scoundrel instead, then level ratio is Scoundrel 7/Consular 13. They start out only with light armor proficiency and the feats: critical strike and sniper shot. You don't necessarily have to bother getting the melee weapon focus feat, if Starting Stats: Class: Scoundrel Level: 3 Vitality: 21 Strength: 10 Dexterity: 16 Constitution: 12 Intelligence: 14 Wisdom: 11 Charisma: 10 Equipped with: Clothing Feats: Caution, Dueling Skill Ranks: Computer Use 2, Demolitions 6, Stealth 6, Awareness 6, Security 6, Treat Injury 3 Found: Taris Undercity. Jul 4, 2015 @ 4 I play I use the save game editor I always give my character a high persuade I never understood why Bioware made it a scoundrel only skill. But the Due to the BAB, if two characters were to slug it out with identical stats and equipment, the one with the higher level would win (due to the higher BAB). Of course KOTOR II goes a step further by giving you a feat that allows you to Force run in stealth mode and (if you are a Jedi Watchman or Sith Assassin) use Sneak Atrack. Why choose the scoundrel class? Sneak Attack, good reader, sneak attack. That’s what you’ll want your starting stats to look like. As this is a blaster build, Strength is useless. Instead of taking Force Wave, stop at Force Whirlwind to debilitate Malak and hitting with Sneak Attack. That early Stealth Field Generator is far more significant when you start the game with Sneak Attack. It really makes you able to learn fast. Consular's light side mastery is + 3 CHA in KotOR I, and + 3 WIS in KotOR II. They are set at the beginning of the game and only change sparingly on certain level-ups. There are many builds that are capable of completing KotOR with ease. No point in going up from this since you'll want the 14 cha as a secondary stat and your tertiary stats (dex and con) are useful at times as well. Build Neutral Scout(2) Counselor(18) Wis: +5 Feats: Implant 3, Master Jedi Defense, Toughness, Lightsaber Focus, That’s what you’ll want your starting stats to look like. In terms of pure Tank/DMG dealer, Scoundrel has no business there, at least for me. I prefer Fleshing out my Scoundrel 7/Guardian power build - posted in KotOR Series: I'm starting with the stats:S 14D 14C 14I 8W 14Ch 144 level-up points will go into STR and 1 into DEX. It does cost you 2 points to go from 14 to 15, which is why you should only do this for your I would strongly avoid ever raising any stat over 16 in Kotor 1. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Open menu Open navigation Go to Reddit Home. Your main character and party are also Every feat and power is important to the build, and changing the leveling path would remove critical feats and powers, or lower the optimization of the build's stats. Improved Scoundrel's Luck Prerequisites: Level 6 Scoundrel - This feats grants the Scoundrel +4 defense. Soldier seems like the worst choice. If you plan on wearing armour that limits the choice of force powers you can use, not good for a consular. Put 10-12 points in Int, Con, Cha. With all the armor and weapons I never bought for myself I had My starting stats looked like this: STR: 8 DEX: 16 CON: 10 INT: 10 WIS: 16 CHA: 14 Every subsequent stat point you receive should go into getting both your dexterity and wisdom to 20. Google using mines on final boss in Kotor 1 if you want a video. Strength is melee Mostly agreed, but DEX always seems to me to be a more "Jedi-esque" stat than STR. Log In / Sign Up; Advertise on Reddit; Shop Collectible If you want skills, you can change the starting class to scout/scoundrel and add more INT (save a level or two so you don't loose out on too much base attack). After that, you can start saving up any levels up after that for your Jedi class. Scoundrel level 7 gives me access to Improved Scoundrel's Luck (+4 to my defense rating) as well as Sneak Attack IV (6-24 bonus damage for every successfully executed sneak attack). This build uses long range weapons to have a good balance with stealth. They have the base skill points to be good at them, and they are no combat slouches since they start off with Flurry/Rapid Shot and get Implant Feats for free. In KOTOR 1, Persuade is the only skill that matters for dialogue, except for the odd Force Choke here or there. Then comes charisma. Scoundrel can be good, if you go for Critical Strike, because of Sneak Attack, but if i go Scoundrel i go with Ranged Dex. This game will kick your ass for the first half and then let you absolutely destroy everything for the second half, I recommend sticking with max difficulty, not overly punishing but doesn't feel like anything is being handed to you. Force Powers: Master Speed, Affect Mind, Kill, Insanity, Force Wave, Drain Life. Successfully disabling or recovering hostile 16 wis (+3 bonus is solid for starting. WIS: Force Power DC, Force Points, skill ranking in Awareness and treat Injury. Thanks! Yeah, Scout/Sentinel gets the most bang They start with heavy armor and heavy weapon proficiency and the feats: power attack and power blast Scoundrel - Have slow feat progression, fast skill progression, and the lowest vitality per level. It is an important stat for scoundrel as we plan on using persuasion. On the other hand, Dexterity is quite useful but I chose to keep it somewhat low, opting to boost it via equipment instead. This game isn't difficult, nor is it necessary maximize kill times. In my personal opinion, Scoundrel is the best class. I would make the strong argument for sticking with Scoundrel/Consular since you can proc Sneak Attack off of powers like Stun, Fear, and If you plan on investing into skills beyond what's required, you need to choose either scout or scoundrel as your starter class and start out with an INT not lower than 10. By bumping it up by two points I ensure that I take no penalties if I'm forced into a melee situation. I thought it might be fun to have a thread where we can share and discuss what we think are our ULTIMATE character builds for KOTOR 1. Now that we talked about base mechanics and differences that affect the meta between both games, we can now discuss the individual games. Note that is for KotOR I only; KotOR II does not increase Force Points with CHA and instead reduces penalty of opposite alignment powers. As such, I'd take the Duelling line, which will further boost your defense while Starting a new game in Kotor and planning on making a DS Scout/Consular (probably 5/15), but I'm confused about the value of certain attributes. As with dex I prefer int of 16 in the beginning of the game. Pros of being a soldier: -Health -Feats Cons of being a soldier: -Skills I will propose the following: if you want to start as a soldier, start as a scout instead. This feat is always active. It's character-driven, with a focus on allowing gamers to create and The Scoundrel is the Han Solo of KOTOR, offering a skill-focused package that is the safest shooting from range. Hi all, I want to make a 7/13 LS Sco/Guard build, and need a hand working out starting stats. Also updated light and dark side mastery for KotOR I because of this. There are some benefits to starting as a scout though. When it comes to the best however these are considered the most powerful in my opinion. Reply reply gazpacho-soup_579 • I'd say so. ) Here is my planned starting stats for a Scout\Guardian in Kotor I Stats STR 15 DEX 12 CON 12 INT 10 WIS 12 CHR 13 "Getdaved build is in reference to the the LP getdaves build used in his KOTOR LP that I found while looking up build ideas and tips. Skill Ranks: Computer Use 2, Demolitions 3, Stealth 13, If you start as a scout or a scoundrel you probably want to go to lvl 8 to maximise your starting class abilities. This is incredibly useful throughout the game. For the starting classes the. She is an I imagine a build like this one has a very slow start compared to a Soldier/Guardian build and without taking advantage of the Sneak attack perks, there doesn't seem to be much of a payoff. r/kotor. KotOR PC Review; KotOR Xbox Review; KotOR PC Preview; KotOR Interview; Banshee E3 Preview; Media . I suggest first increasing your two-handed weapon feat, and, once you get off Taris, utilising Power Shot (from Davik' Visor), combined with your best two pistols and shooting at point blank range (for the +10 bonus). Later in the game for the Jedi classes it all just depends on what playstyle you like. How much Persuade is required to pass all checks ? How much Repair for HK-47 ? Which Jedi class should I combine my Scout with ? I want to dual wield, which feats and powers should I invest in during the course of the game ? Also what should my starting stats look I particularly enjoyed starting KotOR 2 as a Scoundrel. Tezmir94 • Yes. If you want more vitality you In KOTOR 1 scout is definitely not quite as good as soldier or scoundrel. Reply reply More replies. If you switch at level 6 or later, you'll get a +4 to your defense from your scoundrel levels. Anyways, the build beat the game pretty easily, but I You'll most likely be getting 10 feats as a Scoundrel/Guardian. . Don't neglect weapons, but What are good starting stats for the build you suggested? I see Scoundrel/Guardian be used offensively, but I don't really like using the stealth attack so I guess I'll focus more so on Following my 2 previous posts (Bandon, Malak), i decided to add to my LS build guide what i believe to be the optimal DS version of the Guardian, dealing the most insane amount of Star Wars: Knights of the Old Republic (KOTOR) allows players to create their own character when starting a new game. The problem with KotOR I with the INT stat is that you get more skill points every 4 INT becasue the increase has a [INT / 2] modifier. Boost Jedi Sentinel is a well-balanced option that possesses arguably the best skill set out of all the classes in KOTOR 2. They are the only class that can sneak attack The Scoundrel is a character class inspired by none other than Han Solo. While your off-hand attack is lowered significantly on the early levels, consider using a sword with the "Balanced" keyword in its description, it will negate the penalty and more of your attacks will hit. English isn't my primary language so don't be surprised if In KotOR I, increasing the stats below affect the following. This feat replaces Scoundrel's Luck. Then for the last two, those sweet 4-24 sneak attacks does the work. You are likely to have space for Force Breach, which could remove Malak's Force Immunity and buffs. As I mentioned above, this combo works well for a defensive build, owing to the Scoundrel's Luck feats. For stats, it just kind of depends on your class and playstyle. Image Gallery . For repairing the droid, all you need is the Repair skill, so no need to -- HUGE thanks to my newest channel member - cmdrshprd - Meatbag Some tips and things you might consider when creating a scoundrel class in KOTOR 1. Your main character and party are also I like Scoundrel myself, but it was pretty tough for me on my first playthrough. In terms of feats, I think I read that a level 5 soldier gets one more feat than a level 5 scout (which is usually where I start holding levels before I become a Jedi). Set combatant is a toss up between the scoundrel and soldier, the soldier is slightly tougher, and has better base attack bonus, the scoundrel has defense and crit bonuses. After equipment, this will be my stats:S 28 (14 +2 CNS belt, +5 Dominator Gauntlets, +3 LS Mastery, +4 Level-ups)D 20 (14 +5 Implant, +1 Level-up)C 14I 8W 24 (14 +5 Circlet, +5 how Force Wave actually is more efficient for similar power to Force Storm in KotOR I You only need one to two offensive powers, and the other key parts (Master Speed, buffing, healing) have their alignment equivalents Only Soldier For feats, get started on the two-weapon fighting tree asap. The main reason for this is due to the skill points it provides, but also the skill's Awareness, and Persuade this will be very useful to you as you progress through the game as a Jedi Consular prefers to solve a problem through reason. And as this is more of a thematic build, I chose DEX as primary (with gear enhancing STR for +damage). Use of the force later My last Kotor 1 character was a scoundrel/guardian and kicked ass all around. I thought about 16 in both Strength and Constitution. I tried it out recently, as follows LS, 7/13 Scoundrel/Guardian Stats: Str 15 (+5) Dex 12 Con 12 Int 14 Wis 10 Cha 14 Feats: 2WF, Crit, Implant Skills: Persuade, Demolitions, Stealth I like Int 14 for fun with skills, though if I was minmaxing I would probably go lower. CHA: Force Power DC, Force Points, skill ranking in Persuade. Your main focus in attributes still should be STR. I would recommend starting with 15 STR and 14 CON and then taking about 5-7 levels of Scoundrel on Taris. If you want a more balanced approach between combat Atton benefits from various things by getting levels in scoundrel. (You can go as high as level 7 for one more level of Sneak Attack, but I prefer to have more Force Powers. Starting Class As you've read, we will be choosing the Scoundrel as our non-Jedi class. I however do recommended starting with 14 in STR, INT and CHA. Skill points aren't that valuable, and anything you need to get into can either be hacked, bashed, or sliced by a party member so a class that gets extra points isn't THAT valuable. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Members Online • ACDiblas. I guess what I am asking is if Sneak Attack and Scoundrel's Luck are worth all the lost feats and stats compared to Scout and Soldiers. Recommended starting stats: There are 3 starting classes, and 3 Jedi classes. (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. Starting classes: imo all 3 have their strengths that make each of them viable for consideration. I will say, though, that a higher DEX makes Taris a bit easier for a low CON build like this one is to start. Doesn't really matter for which class. The tiny increase in damage you get from your str is also not worth it for a dex build. Scout is my favorite starting class, too, for all the reasons you listed. Go to kotor r/kotor. This modifier is increased by 1 when the attributes value is increased by 2. ) 14 cha (helps with force DC, and reduces the cost of DS power usage/use of powers that are the opposite of your alignment. Friendly mines can be recovered without a Difficulty Class check. You want to dabble in skills, go Scout. Of course if you were going for Persuasion from the start, that means you picked Scoundrel - not my ideal choice for a melee build, but it will work well enough with 10 Int. I prefer to min-max when i play such games. I understand it's 19 persuade to be able to make all persuades (may need to reload The force powers you get depend on which ones you chose in the abilities section. For now it is not important, but then eventually you'll become a Padawan, and bonuses to Force Points will come in handy. If this is KOTOR 1, the best stats for high persuasion and reasonable strength would be if you pick the It is literally, the late bloomer where you need 6 levels to grab Improved Scoundrel's Luck, and hit Level 7 for another rank of Sneak Attack. Put 4 attribute points into Strength and 1 into Charisma. i don't recall the starting stats setup but you basically rely on your companion to clear taris for you. #2. With 26 defense, we can facetank all opponent up until Twitch as long as we're not using critical strike. It is regrettable that KotOR I does not capitalise on skills properly and INT becomes a weird "dump stat as a result". If you intent to go into consular, you will probably be using a lot of offensive and debilitate enforce Scoundrel requires a little more care, but having security as a class skill can be handy. Most people go Scoundrel for starting class when doing this, because the 2 Defense from Scoundrel's Luck and one rank of Sneak Attack is the best you can get from just two levels of anything. ) Combine that with a collection of enemy-disabling Force Powers: I already have a good idea for the latter, but little to no idea for the former. Which builds are good for Two-Weapon Fighting? Seems everyone recommends STR - 12, DEX - 12, CON - 10, INT - 14, WIS - 15, CHA - 14 Revan's stats would be all 20, he would have every feat, and all the skills at 100 A post Skip to main content Open menu Open navigation Go to Reddit Home New players looking to get started building the best Guardian in Star Wars: KOTOR 2 should check out this guide to help get the ball rolling. Players are given the choice of three classes: Scout, Scoundrel, and Soldier. The class doesn't have good starting stats with computer use, repair and healing. Players are given the choice between three Classes: Scout, scoundrel, and soldier. In combat, the Scoundrel makes up for its low Vitality and limited Feats with This is obviously a KOTOR 1 discussion since you can't start as a soldier in KOTOR 2. Attributes represent the characters natural-born talents. All attributes have modifiers to them, which are added to equations in combat, skills, and your maximum Vitality and Force. Put every level up stat into STR and you'll have a natural 20 by max level plus what you can get from equipment. This way, you maximize your damage by not only maxing out your STR, but also 2 soldier 18 consular. Given your increased focus on force powers, consider starting out with at least 12 in both CHA and WIS. Put 14 points into two or three secondary stats, Str, Dex, Con, Wis. Any tips on feats, starting stats, and powers? I consulted the Scoundrel Guide but I am having trouble deciding whether to try Two-Weapon Fighting for all out offense or Dueling for defense. I think for consular it's better to start with scoundrel. for the arena you Starting stats were 8 strength and all 14, at level 7 feats were two weapon fighting and implant 1. Star Wars: Knights of the Old Republic is a deep and intricate role-playing game. While STR is obvious, there are reasons to start with a higher rating for INT and CHA: 14 INT allows you to add +2 modifier to Repair and Computer USe, while giving 1 more Haha, well if you want to have a blast force jump killing everybody on the last few maps all by your self my suggestion would be a Scoundrel/Guardian build with starting stats: STR 18 DEX 8 CON 10 INT 8 WIS 14 CHA 14 Go 7 scoundrel Levels and 13 guardian. Mostly done is 4/16 or 5/15 splits (so 4 levels of scout and 16 levels of sentinal for example). seiba. So you can start with a higher STR than DEX on character creation. If you get at least 7 Scoundrel levels you'll have +4 defense (Improved Scoundrel's Luck) and New players looking to get started building the best Guardian in Star Wars: KOTOR 2 should check out this guide to help get the ball rolling. Reply reply Pieassassin24 • Playing again for the 100th time and I added light sabers to peragus and started with my attributes at 90 lol. EDIT: I mis-remembered Scoundrel's Luck Prerequisites: Scoundrel - This feats grants the Scoundrel +2 defense. If you're planning on building a pure wizard, it's recommended to start with a scout. Master Scoundrel's Luck Prerequisites: Level 12 Scoundrel I played a scoundrel 9/sentinel 11 build with 8/14/8/18/10/14 as the starting stats with all level ups into int. Scoundrel. Start with 12 dex 14str maybe 14 wisdom and I'd honestly go for a melee build with Scoundrel/Guardian. 2. I know Soldier gets more health so I could drop some points from it. [B02] STARTING STATISTICS I will be focusing primarily on physical, combat oriented development in order to make maximum use of sneak attack. If enemies live long enough for it to have a significant effect, you're doing something wrong. If you're going for one final run, I can't recommend more going Scoundrel - Sneak Attack there is the kotor save game editor. The KotOR 1 calculation is as follows: the Soldier/Jedi Guardian/Combat Droid have a BAB of (1 × class level) rounded down. I think that's best for starting stats. Mandatory. After so many playthroughs I really like making 134K subscribers in the kotor community. The consensus on when to train him varies from as early as level 11 to level 19. Players are This is a guide for my favorite build in SW:KOTOR1 and also the strongest beast that i managed to make which is a Light Side, Strength and Wisdom focused Scoundrel 7 / Consular 13 aiming for high survivability while maximizing DPS. Take Scoundrel if you plan on taking advantage of Sneak Attack. In Kotor there's a level cap at 20, so most people try to "split" levels so they can get more jedi levels. Because of all the +dexterity equipment you can get throughout the game, I recommend getting your wisdom up to 20 before your dexterity. And let's not forget Repair! Cons: Unfortunately, you lose Sneak Attack 3 and Scoundrel's Luck, as well as 5 skill points. Tip: also make extensive use of adhesive grenades in the final fight. I'm having trouble deciding the starting stats. Armor Proficiencies, Weapon Proficiencies other than Lightsaber, and active feats can still be selected on character generation and level up (although droids cannot select Armor Proficiencies or other Weapon Proficiencies, an Expert Droid cannot select any active feats, and a Combat Droid can only select ranged active feats). ) Dex 16 or 18 - As a Gunslinger this is my main stat. Mission will join you once you exit the outcast village. Character Stats [edit | edit source] Stats can make or break a cheap Plague (to lower that save, and, more importantly, enemy CON/HP) Plague's description is incorrect: it the first game, it inflicts -1 attribute damage every 6 seconds for 72 seconds, not every second for 12; in the second, it's every 6 seconds for 12 (unless the Restored Content Mod fixed it). Star Wars Knights of The Old Republic ( KOTOR ) Allows players to create their own character when starting the game. Go full Light side. It helps me to hit and avoid things. Start as a Scoundrel, and get level 5 in that class for 3 levels of Sneak Attack. With the Editor tool you can-Change your apperance , I just need to know what are the starting skills for each party member. Build Darkside Scoundrel(7) Guardian(13) Str: +5 Feats: Master Two Weapon Fighting, Lightsaber Specialization, Improved Flurry, Implant 3. Modifiers to persuasion more often than not You'll have enough opportunities to level whatever stats/skills you want to between all your companions and the 20 or so level ups that'll happen. You could at least make a reasonable argument 17-18 wis could be worth it in K2 for certain characters. While the Soldier and Scout begin with pretty general stats that can be easily added to or tweaked early on in the game, the Scoundrel's starting build is a bit more specific. At level 15 he gains his best scoundrel's luck bonus. Starting Class As you've read, we will be Now with that out of the way, you'll want to start off as a Scoundrel. Honestly, I'm starting to lose faith in the Scoundrel class entirely. There are loads of builds that roflstomp the game solo but this one requires the least patience. This re This will allow you to have a permanent +4 to defense from Scoundrel's Luck and be able to deal an extra 4-24 on successful Sneak Attacks. I'm aware Scout is the better choice, but I feel like starting with Soldier first. pxqj aofj tnfkh wtffx ldtna uqfq oue tvqik yipqo lfvm