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Post by Zack Asiv on Jul 17, 2009 14:20:38 GMT -8
WARNING: The following is taking from 5 different sources and is going to be used for a Dungeons and Dragons theme of Role Playing between myself and some friends, I would like someone who has the time to read and add ideas, or to simply say good job.
Note: Some factors are going to be used in an upcoming star wars rp board.
Soldier
Soldiers, as you might expect, generally possess more brawn than brains and are apt to use firepower to blast themselves out of a tight spot. While soldiers are obviously the best class for combat-oriented players, they are less adept at dealing with electronics and security measures than the other classes. If you do make your primary character into a soldier, you'll want to make sure that you keep an NPC with excellent security skills in your party, if only to make it easier to get through locked doors. Soldiers lag behind scoundrels in terms of the number of skills they acquire, both at character creation and at level-up, and have the fewest number of class skills, but gain more feats than either of the other classes upon gaining a level.
Soldiers will miss out on some early opportunities for experience, since they won't be able to use skills to solve problems to gain the optional experience bonuses available in some situations, but you can always come back later on with a highly skilled NPC and gain at least some of that experience, or just wait for some of the respawning enemies later on in the game. Once you do gain a few party members, though, you will probably begin dominating opponents in fights, and your high vitality will enable you to tank for your ranged attackers, giving your entire party a better chance of surviving battles.
Starting Feats:
Armor Proficiency: Light Armor Proficiency: Medium Armor Proficiency: Heavy Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Heavy Weapons Weapon Proficiency: Melee Weapons Power Attack Power Blast
Class Skills:
Demolitions Awareness Treat Injury
Vitality: +10 per Level
Feat Progression: Levels 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 20
First level skill points: (1 + Intelligence Modifier) * 4
Skill points progression at higher levels: (2 + Intelligence Modifier) / 2
Scout
Someone who makes his or her way through the universe by becoming a jack-of-all-trades would most likely be a scout, since this class is proficient at both combat and the more intellectual methods of problem-solving. Unfortunately, the two class skills that scouts have in addition to the three that soldiers get are somewhat less than useful in practice: computer use and repair are both decent enough skills, but rarely offer players a preferable alternative to combat, unless perhaps you're playing on the hardest difficulty levels. There are some tough fights in KOTOR, to be sure. But assuming you have made decent choices when leveling up and choose useful teammates, few fights should give you trouble. This effectively nullifies the purpose of computer use and repair, which for for the most part is to avoid combat, by creating droid slaves to fight for you, or by using the computer terminals to turn security systems on your opponents. It's also useful to point out that these skills don't make it any easier to actually repair a droid or use a computer; they simply make it so that your character uses fewer computer spikes and parts when performing the action. If you can keep a surfeit of parts and spikes, you will rarely be in dire need of either skill.
For these reasons, it's perhaps best to just rely on your teammates for their computer use and repair talents, and make your player-character either a soldier, if you intend on participating in combat, or a scoundrel, if you wish to utilize truly useful skills, like persuade or security. Scouts seem to be merely downgraded soldiers, with less vitality and fewer feats. Granted, you'll get more skill points when you gain a level, but the skill set that's available to scouts is barely improved over what soldiers are given access to, so this a mediocre benefit at best.
Starting Feats:
Armor Proficiency: Light Armor Proficiency: Medium Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Melee Weapons Flurry Implant Level 1 Rapid Shot
Class Skills:
Computer Use Demolitions Awareness Repair Treat Injury
Vitality: +8 per Level
Feat Progression: Levels 1, 2, 3, 5, 7, 9, 11, 13, 15, 17, 19
First level Skill points: (3 + Intelligence Modifier) * 4
Skill points progression at higher levels: (6 + Intelligence Modifier) / 2
Scoundrel
If you faint at the sight of blood, or merely wish to avoid any more scars on your chin, then the life of a scoundrel is probably what you're after. Scoundrels are more likely to take on the Sith with brains than with blasters, by utilizing explosives and traps to do the dirty work for them, or by simply evading a confrontation in the first place. As such, scoundrels are unfortunately lacking in the simple toughness needed to gut out toe-to-toe battles, but will gain many more skills than the other classes to supplement their lack of enthusiasm for intimate combat. Unfortunately, they progress in feats more slowly than do soldiers or scouts.
Scoundrels have a rough time for the first few hours of the game, and, indeed, the strategy and stealth required of a scoundrel probably makes this class the most difficult to play with, especially if you're a Light side character. Since they only gain six vitality per level, scoundrels will soon have much less health than a soldier of similar experience, so you'll need to ensure that you have plenty of medpacs available when your health starts to run low. Once you gain party members that are able to step up with a melee weapon and protect you from enemy attackers, though, you should have a much easier time in the game, and when you actually become a Jedi initiate, you'll likely have a step up on the other two classes when it comes to learning and using Force powers, and the defense bonus from the high dexterity required for the ranged weapons that you'll likely be using in the first portions of the game will come in handy when you shed your armor for the robes of the Jedi Order. The scoundrel is also the only class that can easily learn the persuade skill, and since this skill is not usable by party members, you'll be able to do some things that will probably be beyond the ability of the other classes to access, unless they overload themselves on charisma.
Starting Feats:
Armor Proficiency: Light Weapon Proficiency: Blaster Pistol Weapon Proficiency: Blaster Rifle Weapon Proficiency: Melee Weapons Sneak Attack 1 Scoundrel's Luck Sniper Shot Critical Strike
Class Skills:
Demolitions Stealth Awareness Persuade Security
Vitality: +6 per Level
Feat Progression: Levels 1, 2, 5, 8, 11, 14, 17, 20
First level Skill points: (4 + Intelligence Modifier) * 4
Skill points progression at higher levels: (8 + Intelligence Modifier) / 2
Jedi Guardians: put most effort on combat training while receiving only fundamental training in the Force. Traditionally represented by a blue-colored blade. Guardians are sometimes referred to as Warrior Masters. Most Jedi Weapon Masters were Guardians beforehand. Notable Jedi Guardians include Alek Squinquargesimus, Mace Windu, and Anakin Skywalker.
Vitality: +10 per Level Force Points: +4 per level Feat Progression: Levels 1, 3, 6, 7, 9, 12, 13, 15, 18 Skill points progression: (2 + Intelligence Modifier) / 2
Jedi Sentinels: strived to achieve complete balance between combat and Force training. They were usually versatile in terms of skills, possessing many abilities. Traditionally represented by a yellow-bladed lightsaber. Bastila Shan and Visas Marr were Jedi Sentinels living around 4,000 BBY.
Vitality: +8 per Level Force Points: +6 per level Feat Progression: Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19 Skill points progression: (4 + Intelligence Modifier) / 2
Jedi Consulars: focused on Force powers while receiving only basic lightsaber training. Consulars were often Force-sensitive intellectuals such as librarians, seers, or researchers. Traditionally represented by a green-colored blade. The Jedi Grand Master Yoda and the the Jedi Master Jocasta Nu are examples of the Jedi Consular.
Vitality: +6 per Level Force Points: +8 per level Feat Progression: Levels 1, 3, 6, 9, 12, 15, 18, 21 First level Skill points: (4 + Intelligence Modifier) * 4 Skill points progression: (2 + Intelligence Modifier) / 2
Jedi Master was the second highest rank a Jedi could obtain, and a traditional requirement for becoming part of the Jedi Council, the main interface between the Jedi and the government of the Republic. It was reserved for those who have shown exceptional devotion and skill in the Force. The titles of Sith Lord or Sith Master were on par with Jedi Master. Requirements: Jedi Consular lvl 10
Jedi Knight was a rank of Jedi in the Jedi Order, following the title of Padawan and preceding that of Jedi Master. A Padawan would become a Jedi Knight once he or she had passed the Jedi Trials. In theory, it could take a Padawan many years of training under another Jedi Knight or a Jedi Master to achieve this rank and are unmatched in lightsaber combat. Requirements: lvl 10 Jedi Guardian
Jedi Watchman If you want to take a balanced approach to the game, and participate in both lightsaber and Force-based combat, than the Watchman class will likely be right up your alley. Unfortunately, the unique feats to this class are kind of useless; you get to use Force Camouflage, which will let you enter Stealth Mode without having a stealth field generator on, and Sneak Attack, which is essentially the same thing as the Scoundrel talent of the same name. The latter feat can be handy when combined with Force Powers like Stasis Field. Requirements: Jedi Sentinel lvl 10
Sith Marauders were fueled by hatred, rage, and cruelty; the Marauders would fill themselves with rage when entering a battle, entering a battle-fury fueled by the dark side. Thus, most Sith Marauders could duel any average Jedi, toe-to-toe, and win easily. Marauders cared little for the subtleties of manipulating others and lacked a deep understanding of the Force.
Sith Assassin as with Jedi Watchmen, Sith Assassins are able to use Stealth without having to use a Stealth Field Generator. They also obtain the Sneak Attack feat, which lets them deal extra damage to enemies that aren’t aware of an incoming attack or are unable to defend against it.
Sith Lord The most devestating Force-using Sith are known only as Sith Lords, including Crush Opposition, which will enable you to strike fear into the hearts of anyone that opposes you, as well as Corruption, which will enable you to more easily sway the Force alignments of your teammates.
It’s important to consider, when making a character, that not all classes are equally adept at all the skills. A Guardian is not going to be as useful as a Consular when you’re confronted with a locked door, and by the same token, you probably wouldn’t want a Consular looking you over when you need to have a combat wound treated. These congenital deficiencies are represented in-game by the notion of "cross-class skills." Each class has certain skills that they excel at; these are listed in the Class profiles section. These skills are purchased with skill points at a one-to-one ratio. Unfortunately, the cross-class skills, i.e. those that your character just wasn’t trained in, are difficult to learn, and are thus much less efficient to improve, requiring two skill purchase points for each single-point upgrade to the actual skill. (There are new feats that will let you convert cross-class skills into class skills, though, and these can occasionally come in handy.)
there is a limit to how high you can raise your rank in a skill. For class skills, this limit is your experience level plus three, resulting in a maximum limit of rank four when you begin the game. For cross-class skills, the limit is half of the limit for your class skills, rounded down, so that, at experience level 4, your upper limit for a cross-class skill would be rank three (experience level four + three equals seven, divided by two is three and a half, which is rounded down).
Skills
Computer Use
Modifier: Intelligence Class skill: Sentinal
Luckily, apparently KOTOR comes before the time in the Star Wars universe when a Scomp Link interface like the one R2-D2 possesses was necessary to hack into computer systems. As such, your human character will be able to droidishly override the default programming of computers you encounter along your adventure, provided you have the skill necessary to use the computer "spikes" which act as disposable hacking tools. Each task that can be accomplished with a given computer requires a certain number of spikes, but the Computer Use skill reduces the number of spikes necessary for a job by one for every four points of proficiency you possess in the skill. Unfortunately, this makes Computer Use a rather point-hungry skill to upgrade, since you won’t necessarily see any benefit from adding less than four skill points, so this is a skill you may want to consider going all-in on, and pumping as high as possible, or simply avoiding it and hoping you have a l33t NPC teammate along when you really need one.
Demolitions
Modifier: Intelligence Class skill: Guardian
Every so often, you’ll encounter traps. Sometimes you won’t see them coming, in which case a high Demolitions rank won’t be very helpful, but if you do manage to spot a mine in your path (using the Awareness skill), you’ll need to have some measure of Demolitions proficiency in order to disarm it. You can set a mine that you have bought or found by making a check against the DC of the mine, which is either DC 15, DC 20, or DC 25, with the higher difficulties being, of course, the most powerful mines (which are usually used to guard the most valuable locations and items). When you wish to disarm a mine, you add five points to the DC of the task; if you want to both disarm the mine and recover it so that you can use it later, you’ll need to add 10 to the DC. Luckily, mine disabling falls under the "take 20" rule: if you have a theoretically unlimited amount of time to perform an action, you’ll be able to assume that your roll on the DC check is always a 20, the best possible result. This means that, when you attempt to disarm or recover a mine when your party is not in combat, you’ll stand a pretty good chance at doing it. Unfortunately, the high DC of the more difficult mines still makes Demolitions another skill that’s unwieldy for dabblers; if you don’t have a high enough Intelligence modifier to give you a reasonable chance of succeeding on a DC of 25 or more, you may wish to leave the bomb squad heroics to your teammates. They won’t mind a bit.
Thanks to the fact that you’ll sometimes be taking control of party members individually, you may actually find yourself occasionally using the Demolitions skill to take down tough enemies, when it only came in useful at the very end of the game. Luckily, you can now lay mines during combat, so that a weak character can start dropping mines, backing up, and wait for their opponents to trip them as they run over them. Repeating this method a few times can be a great way to perservere in some of the game’s tougher solo battles. As with KOTOR, this can be quite a help for physically weak characters before the final battle.
You don’t find quite enough mines to make this a consistently viable approach to combat, though, and while your teammates cannot accidentally trigger your own mines, they do seem to take a peculiar kind of glee in running towards your opponents and attacking them before the enemies walk over your mine field. In order to properly use mines, then, you’ll need to: be able to spot your enemies from a distance away (or have died and reloaded, and thus know where they are or which door they’re behind); go into solo mode and plant the mines with your other party members far enough away so that they don’t spot the enemy and go hostile; get one of the enemies to spot you; then run back across the mines and wait for your foes to blow themselves up. In short, it’s often a little more work than it’s worth, but it when it does work, it can sometimes single-handedly win a difficult battle for you.
In KOTOR2, Demolitions will also come in handy when you come across a damaged container or door. These can’t be opened by bashing or Security; instead, they can only be blown open by using a mine on them. Truthfully, though, after you escape the first mining station, you’ll almost never come across a damaged container or door ever again, meaning that you shouldn’t increase your Demolitions skill just to have this ability.
You cannot use the Demolitions skill unless you’ve achieved a skill rank of at least one. Skill increases from equipment doesn’t count, either; you’ll need to actually give yourself a point at a level-up to use it.
Stealth
Modifier: Dexterity Class skill: Sentinal
Completely and totally useless. Sorry! You can, and most likely will, easily get through the game without ever using this ability, even despite the fact that you can lay mines while running around all invisible-like; mines aren’t all that great on their own, and forcing your character to boost another nearly useless skill in order to lay traps for enemies that you’ll usually be easily defeating anyway isn’t exactly a good career path. There are two spots on Nar Shaddaa where you can use Stealth to access a quest pointer, but Kreia can easily use her stealth ability to achieve these without ever increasing her skill allotment to this ability. You may want to have one character boost their Stealth stat for use with the workbench, but beyond that, you’ll never really need it.
Awareness
Modifier: Wisdom Class skill: Consular, Sentinal, Guardian
Awareness allows all of the classes in the game a chance to spot mines that are in your path, or expose an enemy that has entered Stealth mode. Spotting mines is fairly handy, since you can recover and sell them for extra cash, but seeing Stealth characters won’t be a consideration for your party, since the only enemies that you encounter that are capable of Stealth are apparently immune to Awareness.
In KOTOR2, one of the new features of Awareness is its ability to open up new conversation options, allowing you to pick up on subtle clues in a character’s speech and drive towards the topics that they’re avoiding. This is never required, but can come in handy nonetheless; still, though, this isn’t going to be the highest priority skill for any character.
Persuade
Modifier: Charisma Class skill: Consular, Sentinal, Guardian
Having a good blaster at your side won’t always get you where you need to go; in fact, since you’re unable to indiscriminately cut down the foolish peons who block your way, you may sometimes find that a silver tongue will gain you access to hidden areas and optional quests more reliably than brute force. Persuasion is a dialogue-based skill, and isn’t useful in every situation, but the ability to win people over with sheer charm will often open up new options and better quest endings for a persuasive character, or allow you to avoid combat with a tentative or gullible opponent. Luckily, this is a much easier skill to level up than in the first KOTOR, where it was a class skill for only one class; in KOTOR2, all Jedi characters will find it a class skill.
Keep in mind that only your main character can use Persuade, since they’re the one you’re going to be using in conversation. Also note that you can sometimes mimic the effects of Persuade with the Jedi Power Affect Mind, but that Persuade will generally allow for more subtlety and will appear as an option more often. Repair
Modifier: Intelligence Class skill: Consular
In the first KOTOR, Repair was mostly useful for reactivating droids that you stumbled across and forcing them to attack your enemies, whom in most cases you could easily destroy yourself anyway. In KOTOR2, it’s more useful as a skill check when trying to interface with damaged equipment, as you’ll rarely find any disabled droids in this game. In the cases where you can use the Repair skill to fix something, though, it works similarly to the Computer Use skill in that the difficulty of successfully Repairing a damaged machine or droid is not based on the use of a DC check. Rather, the Repair skill merely reduces the number of parts required to repair a broken droid, allowing you to save one part for every four ranks you possess.
Repair also governs the amount of Vitality that your droid NPCs gain when they use Repair Kits on themselves to recover from damage, and will also get you more components from items when breaking them down at a workbench. It’s thus a good idea to maximize this skill for all of your droid characters, and to keep it topped off for Bao-Dur as well, if you don’t make him into a Jedi.
Security
Modifier: Intelligence Class skill: Sentinal
Security is the euphemism for "lockpicking" in KOTOR; characters with at least one point in Security can attempt to disable the many locks that you’ll encounter throughout the game, with higher skill required for more difficult locks. This skill doesn’t necessarily require equipment, although you will encounter lockpicks (excuse me, "security tunnelers") throughout the game, which can add a positive modifier to a lockpicking attempt. All of these Spikes are one-use-only, unfortunately, and are removed from your inventory after you add their modifier to an attempt to breach Security (whether the attempt was successful or not).
Of the three tech-oriented skills, Security will generally be the most desirable. Again, the game has been carefully crafted to ensure that you never have to have a character with a high Security rank in your party, through the use of keys and passcards and such, but most areas will have numerous locked stashes of items that you will miss out on without at least one character with sufficient Security to open them. On the other hand, you will be able to make do without Security if the locked item is susceptible to Bashing; to see if this is possible, use the d-pad to cycle up or down from the "Open" command on your action menu. If the attack icon appears when you have a locked item in your reticule, you can simply hack it open instead of picking the lock. Unlike in KOTOR, though, bashing containers in KOTOR2 will often break items inside, leaving you with piles of junk where you might’ve obtained something terrifically useful had you the acumen required to open the chest. For this reason alone, it’s usually worthwhile to have someone in your party with a good Security skill; Bao-Dur usually makes a good choice.
Treat Injury
Modifier: Wisdom Class skill: Consular, Sentinal, Guardian
The best armor in the galaxy won’t prevent your character from taking damage every once in a while. You have a finite amount of Vitality, and this precious commodity does not recover by itself over time; you’ll either need to find a doctor to repair your wounds, or consume a medpac to gain back your health. The Treat Injury skill simply adds itself to the amount of Vitality you would normally gain from a medpac; this amount can be further increased by using advanced medpacs or life support packs.
Players who intend to become Light Jedis would do well to keep in mind that the Cure and Heal Force Powers essentially replicate the effects of medpacs, and have the bonus of being reusable, since your Force gauge will gradually replenish itself over time. If you plan to focus on using Force Powers, you may want to tough out the early sections of the game without over-investing in Treat Injury if the skill will become less useful when you gain the ability to Heal yourself with the Force. On the other hand, Soldiers and those who wish to become Dark Jedi will probably want to pump their Treat Injury skill quite a bit, since it will heal them more than their Force Powers will usually be able to.
Feats
The third ranks of weapon proficiencies, called weapon specializations, are a unique case, since they are only available to characters of the Soldier class. When a character specializes in a weapon, he or she adds two damage to the total damage dealt on the blow.
Weapon Proficiency
Blaster Rifles
Blaster Pistols
Heavy Weapons
Melee Weapons
Proficiency: Level 1 Allows use of weapon type with no penalties Weapon Focus: Level 4 Attacks with weapon type gain +1 attack
Weapon Specialization: Level 8 Successful hits with weapon type gain +2 damage
Armor Proficiency
Light: Level 1 Allows use of Light armor Medium: Level 1 Allows use of Medium armor Heavy: Level 1 Allows use of Heavy armor
Two Weapon fighting
First Rank Level 1 Attack penalties: -6 (main hand) / -6 (off-hand) Improved Rank Level 4 Attack penalties: -4 (main hand) / -4 (off-hand) Master Rank Level 8 Attack penalties: -2 (main hand) / -2 (off-hand)
Conditioning
First Rank Level 1 +1 to all saving throws
Improved Rank Level 4 +2 to all saving throws Master Rank Level 8 +3 to all saving throws
Toughness
First Rank Level 1 Adds 1 Vitality per level (retroactive) Second Rank Level 4 When you take 20 or more damage, the damage from 21 and above is reduced by 10%
Third Rank Level 8 Adds 1 Vitality per level (retroactive)
Scoundrels Luck (Scoundrels only) First Rank Level 1 +2 to Defense Second Rank Level 6 +4 to Defense
Third Rank Level 8 +6 to Defense
Dueling
First Rank Level 1 +1 to attack and Defense Second Rank Level 4 +2 to attack and Defense Third Rank Level 8 +3 to attack and Defense
Sneak Attack 1
Only Scoundrels, Jedi Watchmen, and Sith Assassins can use the Sneak Attack Feat, and indeed get a new rank in it for free at every few level-ups; it corresponds roughly to the Backstab attack of a Thief character in traditional Dungeons and Dragons. When you successfully hit with a Sneak Attack, you add damage to the blow, but there are conditions. Since it’s a Sneak Attack, you have to ensure that your quarry either doesn’t know the blow is about to arrive, or simply can’t do anything to defend himself. It can be applied when you are attacking an enemy from behind, if your target is stunned or immobilized, or if the Scoundrel is in Stealth Mode. Since attacking automatically brings you out of Stealth Mode, you’ll only get one shot at a Sneak Attack before your target is alerted to your presence. Of course, if you kill him or her in one blow, you won’t have to worry about that.
The most useful application of Sneak Attack comes in conjunction with Force Powers that stun opponents; since these Powers are cheap and generally quite effective, you can have one of your party members stun an opponent, while your Scoundrel proceeds to wipe them out with just a few hits.
First Rank Level 1 Adds 1-6 damage to a successful hit Second Rank Level 3 Adds 2-12 damage to a successful hit Third Rank Level 5 Adds 3-18 damage to a successful hit
Fourth Rank Level 7 Adds 4-24 damage to a successful hit
Fifth Rank Level 9 Adds 5-30 damage to a successful hit
Sixth Rank Level 11 Adds 6-36 damage to a successful hit
Seventh Rank Level 13 Adds 7-42 damage to a successful hit Eighth Rank Level 15 Adds 8-48 damage to a successful hit Ninth Rank Level 17 Adds 9-54 damage to a successful hit
Tenth Rank Level 19 Adds 10-60 damage to a successful hit
Precise Shot
First Rank Level 4 Adds 1 damage to a successful hit with a ranged weapon.
Jedi will face a -2 penalty to their deflection roll Second Rank Level 8 Adds 2 damage to a successful hit with a ranged weapon.
Jedi will face a -4 penalty to their deflection roll Third Rank Level 12 Adds 4 damage to a successful hit with a ranged weapon.
Jedi will face a -6 penalty to their deflection roll Fourth Rank Level 16 Adds 6 damage to a successful hit with a ranged weapon.
Jedi will face a -8 penalty to their deflection roll Fifth Rank Level 20 Adds 8 damage to a successful hit with a ranged weapon. Jedi will face a -10 penalty to their deflection roll
Close Combat
Prerequisite: Level 4
First Rank Level 4 Character gets +1 to attack a target at close range; melee attackers get only +4 to attack instead of +6 Second Rank Level 8 Character gets +2 to attack a target at close range; melee attackers get only +2 to attack instead of +6
Dual Strike
First Rank Level 1 Character gets +2 to attack a target that another party member is attacking
Second Rank Level 4 Character gets +4 to attack a target that another party member is attacking
Third Rank Level 8 Character gets +6 to attack a target that another party member is attacking
Finesse: Melee Weapons
Prerequisite: None
Although most characters will add their Strength modifier to their attack rolls when wielding melee weapons, characters that take this Feat will be able to add either their Strength or Dexterity modifiers, whichever is higher.
Critical Strike
First Rank Level 1 Chance to stun enemy; doubles critical strike range Improved Rank Level 4 Chance to stun enemy; triples critical strike range
Master Rank Level 8 Chance to stun enemy; quadruples critical strike range
Sniper Shot
First Rank Level 1 Chance to stun enemy; doubles critical strike range
Improved Rank Level 4 Chance to stun enemy; triples critical strike range
Master Rank Level 8 Chance to stun enemy; quadruples critical strike range
Flurry
First Rank Level 1 Two attacks per round, both at -4 attack; -4 Defense for three seconds
Improved Rank Level 4 Two attacks per round, both at -2 attack; -2 Defense for three seconds
Master Rank Level 8 Two attacks per round, both at -1 attack; -1 Defense for three seconds
Rapid shot
First Rank Level 1 Two attacks per round, both at -4 attack; -4 Defense for three seconds
Improved Rank Level 4 Two attacks per round, both at -2 attack; -2 Defense for three seconds
Master Rank Level 8 Two attacks per round, both at -1 attack; -1 Defense for three seconds
Power Attack
First Rank Level 1 +3 damage per hit; -3 attack penalty; critical multiplier is increased by 1; critical hits will knock back opponents if they fail Fortitude save
Improved Rank Level 4 +7 damage per hit; -3 attack penalty; critical multiplier is increased by 1; critical hits will knock back opponents if they fail Fortitude save
Master Rank Level 8 +12 damage per hit; -3 attack penalty; critical multiplier is increased by 1; critical hits will knock back opponents if they fail Fortitude save
Power Blast
First Rank Level 1 +3 damage per hit; -3 attack penalty; critical multiplier is increased by 1; critical hits will knock back opponents if they fail Fortitude save
Improved Rank Level 4 +7 damage per hit; -3 attack penalty; critical multiplier is increased by 1; critical hits will knock back opponents if they fail Fortitude save
Master Rank Level 8 +12 damage per hit; -3 attack penalty; critical multiplier is increased by 1; critical hits will knock back opponents if they fail Fortitude save
Caution
First Rank Level 1 Adds +1 to each skill (Demolitions and Stealth)
Second Rank Level 4 Adds +2 to each skill (Demolitions and Stealth)
Third Rank Level 8 Adds +3 to each skill (Demolitions and Stealth)
Empathy
Empathy boosts Persuasion, Awareness, and Treat Injury.
First Rank Level 1 Adds +1 to each skill
Second Rank Level 4 Adds +2 to each skill
Third Rank Level 8 Adds +3 to each skill
Gear Head
For the techies among your party, Gear Head benefits the Repair, Security, and Computer Use skills.
First Rank Level 1 Adds +1 to each skill
Second Rank Level 4 Adds +2 to each skill
Third Rank Level 8 Adds +3 to each skill
Jedi Feats
Jedi Sense
Jedi are renowned for their ability to recognize and adapt to the various threats that surround them in a battle situation, and are thus generally much more adept at defending themselves in a fight. The Sense abilities, which you gain automatically as your Jedi character gains levels, simply add a bonus to your Defense rating, helping to compensate for a Jedi’s characteristic lack of armor. Note that, should your one of your characters have been a Scoundrel before becoming a Jedi, this addition is cumulative with Scoundrel’s Luck.
First Rank Jedi Level 1 +2 to Defense
Second Rank Jedi Level 7 +4 to Defense
Third Rank Jedi Level 13 +6 to Defense
Fourh Rank Jedi Level 19 +8 to Defense
Force Focus
The indomitable will of a Jedi Consular can greatly affect the efficacy of his influence on weaker minds, and Force Focus is the gameplay extension of this rather nebulous concept. Since Consulars are much more in tune with the Force than are the other classes, their Force Powers are generally considered to be much stronger and more difficult to resist. Thus, upon gaining skill in wielding the Force, they are able to channel some of their learnings into their Powers, reducing the chances that an enemy will successfully make a saving throw. Like the other class-specific Feats, this is a passive skill that is always working in the background. Force Focus Jedi Consular Level 1 +2 to DC of Force Powers
Improved Force Focus Jedi Consular Level 6 +3 to DC of Force Powers
Master Force Focus Jedi Consular Level 12 +4 to DC of Force Powers
Force Jump
When a Jedi decides to instigate battle, the results are usually something their opponent will remember for awhile. Of course, not all Jedi are temperamentally suited to aggressive acts, so only Jedi Guardians will be capable of pulling off a Force Jump, which catapults them towards a distant enemy, and allows the Jedi to cover the intervening ground in the blink of an eye. All Jedi Guardians gain additional levels in this Feat automatically when they reach the appropriate level.
Force Jump Jedi Guardian Level 1 Jumping attack; +1 to attack and damage on first strike
Improved Force Jump Jedi Guardian Level 6 Jumping attack; +2 to attack and damage on first strike
Master Force Jump Jedi Guardian Level 12 Jumping attack; +4 to attack and damage on first strike
Force Immunity
Jedi Sentinels are reliant on their personality to resolve conflicts, and to bring together parties in discord so that resolution to their problems can be achieved. This focused determination lends them great mental stability, and protection against many of the mind-affecting afflictions that would cause a less disciplined individual to panic. Like the other class-specific Feats, this is always active.
Immunity: Fear Jedi Sentinel Level 1 Jedi is immune to all Fear attacks and effects
Immunity: Stun Jedi Sentinel Level 6 Jedi is immune to all Stunning attacks and effects
Immunity: Paralysis Jedi Sentinel Level 12 Jedi is immune to all Paralysis attacks and effects
Jedi Defense
Although all Jedi are trained in the proper use of a lightsaber upon initiation into the Jedi Order, it’s a simple matter of fact that some of them are more adept at wielding the blade than others. What’s more, it’s one thing to put your fencing skills to the test; it’s another thing entirely to become proficient at using a lightsaber to defend yourself against the nigh-endless number of overeager fools with blaster rifles looking to make their name by taking out a Jedi.
Jedi Defense Level 1 Able to block incoming blaster fire
Advanced Jedi Defense Level 4 +3 to your opposing roll
Master Jedi Defense Level 8 +6 to your opposing roll
Weapon Proficiency: Lightsaber
Simple enough; increasing this lets your Jedi strike more accurately and deal more damage with a lightsaber, much like all of the other weapon proficiencies. Note that Lightsaber Specialization is only available to Jedi Guardians. Proficiency None Allows use of weapon type with no penalties
Weapon Focus None Attacks with weapon type gain +1 attack
Weapon Specialization None Successful hits with weapon type gain +2 damage
Finesse: Lightsabers
Prerequisite: Jedi
As with Finesse: Melee Weapons, this will let Jedi add either their Strength or Dexterity modifiers to their attack rolls while using lightsabers, instead of defaulting to the Strength. Since Jedi are much more needful of Dexterity than Soldiers are, this is going to be a worthwhile Feat for almost any Jedi character to have.
Regenerate Force Points
Prerequisite: Level 4 Jedi
When taken, this feat will let your character more quickly regenerate Force points after they’ve been expended. When combined with one of the Force Focuses, Consular-type characters can easily restore points as they’re spent.
Neutral Powers
Force Push
Force Cost: 10
Push and its derivatives don’t deal much damage, but are useful for stunning and incapacitating your enemies. The higher two levels will enable you to quickly and easily knock down opponents, while often rendering them stunned for a round or so afterwards. Even though most powerful opponents won’t be stunned or knocked over by this Power, you can still render their lower-level goons as numb as the typical audience at a Michael Bay film, leaving you free to gang up on the bossman. Sadly, like that same audience at the Michael Bay film, they will awaken with a powerful desire to kill, so keep an eye on the stunned ones, and be sure to activate the Power every other turn or so.
Force Wave, in particular, becomes massively handy at higher levels of gameplay, since it will almost always clear out any nearby enemies and quickly stun them. If you’re playing through as a Light Side Consular / Jedi Master, it’ll be one of the few sources of direct damage against your opponents, although not much of one. (It deals damage equal to 150% of your character level.)
Force Push Level 1 Target is thrown, stunned, and takes damage Save versus Reflex: No stun, half damage
Force Whirlwind Level 9 Target is trapped in a vortex, takes damage; other enemies are Pushed away Save versus Reflex: No immobilization or damage, but other enemies are still Pushed
Force Wave Level 15 All nearby enemies are repelled, take damage, and are stunned save versus Reflex: No stun, half damage
Force Suppression
Force Cost: 25 Restricted By Armor
We’ll be frank and say that you’re going to be encountering very few real Jedi or Sith in your travels, and those that you do come across don’t seem to often use the powers that Force Suppression can strip away. As such, you’ll probably want to invest your power points in powers that are a bit more utilitarian.
Force Suppression Level 9 Removes first and second ranks of Speed, Aura, Valor, but only the first rank of Energy Resistance and Force Resistance. No save
Force Breach Level 15 Removes all ranks of Speed, Aura, Valor, Energy Resistance, and Force Resistance. No save
Throw Lightsaber
Force Cost: 20
Throw lightsaber Level 1 Attacks one target more than five meters away; deals 1-6 damage for every two levels of your character
Advanced Throw lightsaber Level 9 Attacks three targets more than five meters away; deals 1-6 damage for every two levels of your character
Burst of Speed
Force Cost: 20 Restricted By Armor
Burst of Speed Level 1 Double movement speed; +2 to Defense
Knight Speed Level 9 Double movement speed; +4 to Defense; 1 extra attack per round
Master Speed Level 15 Double movement speed; +4 to Defense; 2 extra attacks per round
Force Resistance
Force Cost: 20 Restricted By Armor
Force Resistance Level 9 Opposing Jedi must make a roll of d20 + his level vs. DC of 10 + your character’s level, or his Force Powers have no effect
Force Immunity Level 15 Opposing Jedi must make a roll of d20 + his level vs. DC of 15 + your character’s level, or his Force Powers have no effect
Energy Resistance
Force Cost: 10
Energy Resistance Level 1 Entire party ignores first 6 points of cold, fire, electrical and sonic damage ignored
Improved Energy Resistance Level 9 Entire party ignores first 12 points of cold, fire, electrical and sonic damage; party immune to poison and disease
Master Energy Resistance Level 17 Entire party ignores first 20 points of cold, fire, electrical and sonic damage; party immune to poison and disease
Affect Mind
Force Cost: 0
Affect Mind Level 1 Allows you to use the Force to Persuade the weak-minded, opening up new conversation branches
Dominate Mind Level 6 More powerful version of Affect Mind
Force Body
Force Cost: 0
Force Body Level 1 50% of Force Point requirements come from health, 50% from FP. Lasts 30 seconds
Improved Force Body Level 9 40% of Force Point requirements come from health, 40% from FP. Force powers cost 20% less than normal
Master Force Body Level 15 30% of Force Point requirements come from health, 30% from FP. Force powers cost 40% less than normal
Battle Meditation
Force Cost: 35 Restricted By Armor
Battle Meditation Level 6 All party members get +2 to attack rolls, damage, and Will saves. Their rate of Vitality regeneration is also boosted
Improved Battle Meditation Level 12 All party members get +2 to attack rolls, damage, and Will saves. Their rate of Vitality regeneration is also boosted Nearby foes get -2 to attack rolls, damage, and Will saves if they fail a Will save
Master Battle Meditation Level 18 All party members get +4 to attack rolls, damage, and Will saves. Their rate of Vitality regeneration is also boosted Nearby foes get -4 to attack rolls, damage, and Will saves if they fail a Will save
Force Deflection
Force Cost: 0
Force Deflection Level 6 Allows you to deflect blaster bolts while not using a lightsaber
Force Redirection Level 12 Allows you to deflect blaster bolts while not using a lightsaber. Also allows you to reflect bolts back at the shooter, and gives you a blanket +3 to deflection attempts
Mind Trick
Force Cost: 20 No Effect on Droids
Mind Trick Level 1 If subject fails a Will save, it will not attack you unless you get very close
Force Confusion Mind Trick, Any Prestige Class If subject fails a Will save, it will be forced to fight on your side of a battle for 30 seconds.
Light Side Powers
Heal
Force Cost: 25 No Effect on Droids
Heal Level 6 All party members are healed for 5 points + Charisma modifier + Wisdom modifier + level of Power’s character
Improved Heal Level 12 All party members are healed for 15 points + Charisma modifier + Wisdom modifier + level of Power’s character; eliminates poison in all party members
Master Heal Level 18 All party members are healed for 15 points + Charisma modifier + Wisdom modifier + 2xlevel of Power’s character; eliminates poison and stuns in all party members
Force Aura
Force Cost: 15 Restricted By Armor
Another of the light side’s myriad defensive-oriented Powers, Aura is probably not quite as useful as some of the others, except for Guardians and Jedi who are intent on always being in the thick of things. Its main drawback is that it only affects the character that uses it; it offers a pretty powerful benefit, but isn’t meant for team players. If you breed one of your Jedi NPCs, or your own character, to be the prime battle workhorse at melee range, though, the Defense modifiers, which stack with those of Jedi Sense, can make you virtually untouchable by all but the most powerful opponents. The short duration of the power (20 seconds), though, makes this an all-or-nothing kind of Power; if you want any ranks, you might as well get all three, and be sure to keep it active when you need it. Force Aura Level 1 +2 to Defense and saving throws
Force Shield Level 6 +4 to Defense and saving throws
Force Armor Level 12 +6 to Defense and saving throws
Force Valor
Force Cost: 20 Restricted By Armor
This power is roughly congruous to Force Aura, except that it is a bit more general in application and affects all of your party members. For the 20 second duration of the Power, Valor will increase the attributes (Strength, Dexterity, etc.) and saving throws of all party members by a few points. Higher saving throws are nice, but the real benefit comes with the higher attributes. Each time an attribute hits an even number, you gain an extra +1 to every modifier that relies on that attribute. Thus, the +5 to all attributes that you gain from the third rank of Valor will mean that essentially every action you can perform will get a +2 or +3 modifier to it, whether it’s an attack, a damage roll with a melee weapon, a Defense check, a skill, or a Force Power. Most Force Powers, in fact, rely on both your Charisma and Wisdom modifiers, so that a Force Wave initiated when under the influence of Master Valor will get either a +4 or +6 to the DC. Heck, the bonus to your Constitution alone will result in an immediate increase in Vitality equal to at least two or three times your current level.
This is a great skill to initiate just before a tough battle, or when you have a single powerful foe cornered and are dueling to the death. Force Valor Level 1 Entire party gains +2 to all attributes and saving throws for 20 seconds
Knight Valor Level 9 Entire party gains +3 to all attributes and saving throws for 20 seconds
Master Valor Level 15 Entire party gains +5 to all attributes and saving throws for 20 seconds
Stun
Force Cost: 20 No Effect on Droids
Stun Level 1 Target is stunned for nine seconds Save versus Fortitude: target is slowed instead of stunned for the duration
Stasis Level 9 Target is stunned for 12 seconds Save versus Fortitude: target is slowed instead of stunned for the duration
Stasis Field Level 15 All nearby enemies are stunned for 12 seconds Save versus Fortitude: target is slowed instead of stunned for the duration Restricted by armor
Stun Droid
Force Cost: 10
Stun Droid Level 1 Target is stunned for 12 seconds; takes damage equal to character’s level Save versus Fortitude: no stun, half damage
Disable Droid Level 6 A group of targets is stunned for 12 seconds; all targets take damage equal to character’s level Save versus Fortitude: no stun, half damage
Destroy Droid Level 12 A group of targets is stunned for 12 seconds; all targets take 1-6 damage per character’s level Save versus Fortitude: half damage
Force Barrier
Force Cost: 20
Force Barrier Level 1 Resists the first four points of piercing, bludgeoning, and piercing damage from each attack
Improved Force Barrier Level 9 Resists the first eight points of piercing, bludgeoning, and piercing damage from each attack
Master Force Barrier Level 15 Resists the first 15 points of piercing, bludgeoning, and piercing damage from each attack
Revitalize
Force Cost: 50 No Effect on Droids
Revitalize Level 9 Brings nearest fallen ally back to life with 5% of total Vitality points
Improved Revitalize Level 15 Brings two fallen allies back to life with 5% of total Vitality points
Master Revitalize Level 21 Brings two fallen allies back to life with 10% of total Vitality points
Dark Side Powers
The insidious and malevolent Powers of the dark side will be off-limits to players that are role-playing a light side character. You’ll still be able to use them, sure, but you’ll be hitting a significant Force Point penalty every time you do so when compared to comparably priced Powers from the light side of the Force. If you do play a light side character, you’ll want to let Jolee be your quasi-Dark Jedi for the duration of the game; since he’s relatively neutral on the Force alignment scale, he can use the Powers of either side without penalty, and since he’s a Jedi Consular, he’ll have a deeper well of Force Points than any other of your party members.
Drain Life
Force Cost: 20 Restricted By Armor No Effect on Droids
Drain Life Level 9 Target is dealt 1-4 damage for each level of the Dark Jedi (up to level 10); Dark Jedi gains that much Vitality Save versus Fortitude: half damage
Death Field Level 18 All targets within a ten meter radius are dealt 1-4 damage for each level of the Dark Jedi (up to level 10); Dark Jedi gains that much Vitality Save versus Fortitude: half damage
Shock
Force Cost: 20 Restricted By Armor
Shock Level 1 One target takes 1-6 damage per level of Jedi. Save versus Will: half damage
Force Lightning Level 9 All targets up to 16 meters away in front of character take 1-6 damage per level of Jedi. Save versus Will: half damage
Force Storm Level 18 All enemies within 10 meters of a single target take 1-6 damage to both Vitality and Force Points per level of Jedi. Save versus Will: half damage
Fear
Force Cost: 10 No Effect on Droids
Fear Level 1 A single target is overcome with fear (stunned) for six seconds. Save versus Will: no effect
Horror Level 6 All enemies within five meters of target are overcome with fear (stunned) for twelve seconds. Save versus Will: no effect
Insanity Level 12 All enemies within ten meters of target are overcome with fear (stunned) for twelve seconds. Save versus Will: no effect
Wound
Force Cost: 15 No Effect on Droids
Wound Level 1 Target is stunned and takes two-thirds of the attacking Jedi’s level in damage every two seconds for six seconds Save versus Fortitude: No effect
Choke Level 9 Target is stunned and takes two-thirds of the attacking Jedi’s level in damage every two seconds for six seconds, and takes a -4 penalty to Strength, Dexterity, and Constitution for 24 seconds Save versus Fortitude: No effect
Kill Level 12 Target is stunned for six seconds and takes damage equal to half of their (the target’s) maximum Vitality Save versus Fortitude: No choking effect, take damage equal to attacking Jedi’s level
Slow
Force Cost: 15 No Effect on Droids
Slow Level 1 Single victim takes -2 penalty to Defense, Reflex saves, and attack rolls for 30 seconds Save versus Will: no effect
Affliction Level 6 Target is drained of one point from each attribute every three seconds for 21 seconds, and is slowed Save versus Fortitude: no effect
Plague Level 12 Target is drained of one point from each attribute every second for 12 seconds, and is slowed No save possible Restricted by armor
Drain Force
Force Cost: 5 Restricted By Armor
Drain Force Level 1 Transfers 10 Force Points from target to player Save versus Will: Only half the points are transferred
Improved Drain Force Level 9 Transfers 20 Force Points from target to player Save versus Will: Only half the points are transferred
Master Drain Force Level 15 All nearby enemies are drained of 30 FP Save versus Will: Only half the points are transferred
Force Scream
Force Cost: 15 No Effect on Droids
Force Scream Level 1 Deals 3-18 damage and reduces all stats by 2 for 30 seconds for all opponents in front of character Save versus Will: Half damage, no stat reduction
Improved Force Scream Level 9 Deals 5-30 damage and reduces all stats by 4 for 30 seconds for all opponents in front of character Save versus Will: Half damage, no stat reduction
Master Force Scream Level 15 Deals 7-42 damage and reduces all stats by 6 for 30 seconds for all opponents in front of character Save versus Will: Half damage, no stat reduction
Lightsaber Forms
Shii-Cho
Obtained: Level 7 Attack: +1 Defense: +3 (all enemies), -3 (current enemy; these are cumulative, meaning you have a net +0 Defense against the current enemy)
Makashi
Obtained: Level 8 (Guardian), 10 (Consular), 12 (Sentinal) Attack: +3 Blaster Bolt Deflection: -5 Save versus Force Powers: +2
Soresu
Obtained: Level 10 (Guardian), 12 (Consular), 8 (Sentinal) Defense: +2 (current target only) Blaster Bolt Deflection: +4
The following four Lightsaber Forms can only be learned by Guardians, Sentinals, Watchmen, Weapon Masters, Assassins, and Marauders. They’re unavailable to Consulars, Lords, and Masters.
Ataru
Obtained: After first (Guardian, Weapon Master, Marauder) or second (Sentinal, Assassin, Watchmen) Jedi Master encounter. Defense: -2 (all enemies), +5 (current target, resulting in net +3 Defense against current target) Blaster Bolt Deflection: -4
Shien
Obtained: After first (Sentinal, Assassin, Watchmen) or second (Guardian, Weapon Master, Marauder) Jedi Master encounter. Attack: +2 Defense: -5 (current target only) Blaster Bolt Deflection: +2 Critical multiplier: +1 (if a weapon would critically hit for 2x damage, it will do 3x damage with Shien, etc.)
Niman
Obtained: After third Jedi Master encounter (Sentinal, Watchmen, Assassin only) Attack: +1 Defense: +1 Blaster Bolt Deflection: +1 Save versus Force Powers: +1
Juyo
Obtained: After third Jedi Master encounter (Guardian, Marauder, Weapons Master) Defense: -4 (all enemies), +2 (current target, resulting in -2 net defense against current target) Attacks per round: +1 Critical Hit Attack Modifier: +4 Save versus Force Powers: -4
Force Forms
All characters will gain access to Force Channel, which will let you regenerate your Force Points a bit more quickly. Only Consulars, Sith Lords, and Jedi Masters are able to obtain the subsequent forms; this is a trade-off for their inability to use the advanced lightsaber forms.
Force Channel
Obtained: Level 12 (Guardian), 8 (Consular), 10 (Sentinal) FP Regeneration: +50% (outside of combat only) Force Power Damage: +3 (this is plus three points, not percentage) Save versus Force Powers: +2
Force Potency
Obtained: After first Jedi Master encounter Force Power damage: +30% FP cost of all Force Powers: +20%
Force Affinity
Obtained: After second Jedi Master encounter FP Regeneration: Allowed during combat.
Force Mastery
Obtained: After third Jedi Master encounter Duration of Force Powers: +50% Opponent’s saves versus Force Powers: -2 Save versus Force Powers: -4 FP cost of all Force Powers: +20%
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