Star Wars: Knights of the Old Republic II: The Sith Lords
Gunslinger Build Guide by KerathArcwind
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Knights of the Old Republic II: The Sith Lords PC Gunslinger Exile Guide By: Kerath Arcwind %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Alrighty, this is my first try at writing an in-depth game guide, so we'll see how it goes. First off, this guide is written based on the PC version of KotOR2, product version 2.10. If you notice anything wonky about the info included in here, it's probably because you're playing a different version. On a more personal note, I'm actually not that huge a Star Wars fan. I mean, yeah, I like lightsabers as much as the next nerd, but I'm not one of the huge fans. However, being an RPG enthusiast, I fell in love with the KotOR game series. As a result, I probably know a heck of a lot more about the Mandalorian War/ Jedi Civil War timeline than I do about the Skywalker one :P I haven't even seen Episodes II and III yet. I have, however, played and beaten every Final Fantasy game from I-VII as well as a whole mess of other RPGs like Chrono Trigger, Tales of Phantasia, Terranigma, Star Ocean, Bahamut Lagoon, Front Mission, Wizardry VII: Crusaders of the Dark Savant, Neverwinter Nights (including Shadows of Undrentide and Hordes of the Underdark), just to name a few. So, I know a thing or two about RPGs and their strategies. TABLE OF CONTENTS (I) - Why the hell is a Jedi using blasters?! (II) - Upgrades! (III) - Starting class pros/cons (IV) - Which side of the duct tape are YOU on? (V) - Prestige class pros/cons (VI) - Ability score rundown (VII) - Skills rundown (VIII) - Feat selection guide (IX) - Force power rundown (X) - Closing Remarks &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& SECTION I - WHY THE HELL IS A JEDI USING BLASTERS?! &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& It's not a bad question, really. I mean, if you watch the movies, then at least as far as I remember there are no cases of blaster-wielding jedi. Games in the Jedi Knight series sorta changed this with characters like Kyle Katarn and Jaden Korr, but even then you were still usually falling back to using a saber in close combat. I mean, why not, right? You have a laser sword that can cut through anything and deflects those wimpy blaster bolts. Pretty much trumps everything, other than maybe force lightning. And, even in terms of the first KotOR, I'd be inclined to lean toward lightsabers (though I have seen some interesting and surprisingly effective blaster builds for the first one; however, they mostly bank on getting end-game weapons like Cassus Fett's blaster, leaving you kinda weak until that point). Sith Lords changes all that with a single factor: upgrades, upgrades, upgrades. Now, I know what you're thinking: so what? Melee weapons get upgrades too, and lightsabers get upgrades PLUS crystals! Well, that -is- true. However, you really have to look at what kind of upgrades are available in each category. If you follow the suggestions in this guide, you will be gunning down almost any single enemy in the game, including saber-wielding foes, before they even get a chance to hit you. Trust me, it's a ton of fun. It's especially pleasing if you use a tank-like companion, like Mandalore or Hanharr, to keep those irritating melee- types busy while you pump them full of bullets. You might wonder why I continually mention that this is not a build that really uses Force powers. Well, my reasoning is that if you start throwing things like Force lightning into the mix, you've basically just made a bad Force lightning build. The guns just become secondary, since you won't really be using them as your main attack force. And if you -do- use them as your attack force, then what do you need Force attacks for? Not to mention, you have to get a lot closer to an enemy to use Force powers on them than you do to shoot them. If you want to fling the Force around, use a saber-wielding Consular. It'll serve you far better. You typically don't see saber-wielding Weapon Masters trying to use lots of Force attacks in the midst of battle, so why would you expect a pistol-wielding WM to be any different? Anyway, this build basically revolves around upgrades, so I'll move onto that section first. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& SECTION II - UPGRADES! &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Okay, I'll tell you the truth. For the first part of the game, while everyone's skills are low and weapon selection is slim, you will likely be weak compared to your STR-boosted melee buddies. When you're going through Peragus, you may actually be better off using a rifle for the boosted damage or even a vibrosword to deal with all those pesky shielded droids. However, once upgradable weapons start becoming available and you or your companions get a diverse skillset, blasters will begin to shine. First off, let's go through the upgrades of each type in each category to determine how to load out your guns. SCOPES Pinpoint Scope (I-IV) - The entire Pinpoint family yields the Keen attribute, which can be very nice with certain pistols, namely disruptor-types that tend to have a wide threat range. Basically all that gets added as you head up the tree is a chance to stun, topping out at DC18 50% for 3 rounds at IV. The stun's neither here nor there; most enemies will make their saves. When you've managed to score a pair of Mandalorian Disintegrators, this scope tree is the way to go. REQUIRED SKILL: Awareness (28 for Mk.IV) Accuracy Scope (I-III) - Real simple. These scopes boost your attack value, topping out at +3. Nothing else. Not a terrible choice if you're hard up for components or having trouble hitting for some reason. There's better choices out there, though, and don't even consider this for end-game. REQUIRED SKILL: Awareness (22 for Mk.III) Targeting Scope (I-IV) - This scope family causes the slow effect, as well as giving a small damage boost at the higher complexity levels. A level IV scope will yield a DC22 25% slow that lasts 3 rounds, as well as +3 energy damage. Not a bad choice at all, especially if you're using a low threat weapon like a micro-pulse blaster. REQUIRED SKILL: Stealth (32 for Mk.IV) Crippling Scope (I-III) - This scope family causes stun effects, as well as giving a small damage boost at the higher complexity levels. Basically, it's sort of a toss-up between these and the Targeting Scope family. While I find stun to be more useful than slow, the top end stun of DC18 25% for 2 rounds is a little weak. However, the level III crippling scope yields +3 energy damage, the same as the level IV targeting scope, and costs way less in components. A solid choice for low-threat weapons. REQUIRED SKILL: Stealth (26 for Mk.III) POWER CELLS Ion Charger (I-V) - The Ion Charger family specializes in anti- droid capabilities. Early models do additional damage against droids as well as adding Massive Critical damage. Later in the family, non-droid ion damage appears. The level V charger offers +2-12 ion damage vs. droids, +2-16 Massive Critical damage, and +1-8 ion. I really don't recommend this cell, since most pistols don't critical very much, and droids just aren't that hard in general. REQUIRED SKILL: Security (28 for Mk.V) Power Pulsator (I-V) - The Power Pulsators initially offer only boosted Massive Critical damage. Later, they start to add a small amount of constant energy damage. The Mark V model features +2-20 Massive Critical damage and +5 energy damage. Personally, I've never liked to rely on Massive Critical damage, particularly not as a gun user. I'm sure some people would beg to differ. REQUIRED SKILL: Computer Use (30 for Mk.V) Rylith Power Cells (Basic thru Pure) - Ah, now we're talking. No matter what kind of pistol you're using, the Rylith cell family is my personal pick. It's pretty much unbeatable in sheer damage output. The only thing that Rylith cells do is add energy damage, but they do it very, very well. The top tier Pure cell adds a monumental +2-20 energy damage. This is more than any other single upgrade in the game, and is pivotal to the success of this build. REQUIRED SKILL: Security (32 for Pure) CHAMBERS Broadening Chamber (I-III) - Broadening Chambers are used to boost critical hit damage, as well as adding small bonuses to attack rolls at higher tiers. The Mark III chamber offers +1-12 Massive Critical damage, along with +1 attack. Definitely not my first choice. REQUIRED SKILL: Repair (24 for Mk.III) Amplifying Chamber (I-III) - These chambers, like Rylith cells, have the sole purpose of adding energy damage. They're great for consistency, since they add a constant amount rather than a range, which I think would make them good for attacks using Power Blast and its increased critical multiplier. I've heard that ranges don't get multiplied for calculating critical hits, but constant values do. Anyway, this is definitely a viable choice, since the Mark III yields a respectable +6 energy damage. REQUIRED SKILL: Demolitions (26 for Mk.III) Precision Chamber (I-III) - Precision Chambers are basically like improved Broadening Chambers, offering the same things at boosted values. The Mark III features +2-12 Massive Critical damage and +2 attack. Still not terribly good, but better than BCs. REQUIRED SKILL: Security (28 for Mk.III) Beam Splitter (I-III) - Beam Splitters are basically the Rylith cells of the chamber world, adding a range of energy damage to a weapon. They tend to be good early on due to their lack of any imposed penalties and their competitive damage rate. It is only later that they are slightly eclipsed. The Mark III yields a +2-12 energy damage increase to its weapon. REQUIRED SKILL: Computer Use (30 for Mk.III) Mandalorian Chamber (I-III) - This is probably my favourite chamber, though I fully encourage you to experiment with both Amplifying Chambers and Beam Splitters as well to find what suits you best. The Mandalorian Chamber adds whopping amounts of energy damage at the cost of defense (which, I've found, isn't all that helpful in this game anyway). The Mark III's stats weigh in at an impressive +2-16 energy damage, +1 attack, and -1 defense. I think most people will agree that the -1 defense is a small penalty to pay for such impressive damage; still, it is one potential reason to use a Splitter or AC. REQUIRED SKILL: Repair (32 for Mk.III) SYNOPSIS: Well, that was a whole lot of upgrade info. Moral of the story? For the end game, I always go with a Pure Rylith Power Cell and a Mandalorian Chamber Mark III. These two alone yield: +4-36 energy damage, +1 attack, -1 defense. Pretty damned good. Scope depends on what weapon I'm using. For a weapon with a 20-20 threat range, I'd definitely go with either a Crippling Scope or Targeting Scope, particularly earlier in the game where every bit of damage counts. However, once you get access to the better disruptor-type pistols, it can be quite beneficial to swap to the Pinpoint scope tree. If you slap one of these onto a Mandalorian Disintegrator, suddenly you have a threat range of 15-20, which means 30% of all your hits will be criticals. Pretty nice, if you ask me. If you use that setup, you'll be dropping Sith Assassins like flies without ever having a finger laid on you. Even Master Vrook will fear your blasters. In terms of armour, I'd recommend either robes or armour that allows for a sizeable dexterity bonus range. Robes are nice because they do not restrict Force powers and have no restriction on DEX bonuses. However, they tend to have crappy defense values and are extremely limited in their upgrade selection (many cannot be upgraded at all). It's too bad that all of the Force-using light armour have their DEX bonuses capped at +4, since they would've been ideal otherwise. What I actually used when I played through with this build the first time was a Sith Battle Suit, which is medium armour with 7 defense and a +7 DEX bonus cap. With an Armorweave Underlay Mark V (30% energy immunity, stat drain immunity) and Ballistic Shielding Mark III (20% immunity to bludgeoning, slashing, and piercing), this armour yielded some very nice defensive capabilities at the cost of force powers. It's up to you, really. For weapon choice, you can do whatever the heck you want in the early game. However, once your skills start rising and you can throw together a Rylith cell and a Beam Splitter, the only thing you ever have to look for in a weapon is two words: Fully Upgradeable. The rest is history. I'd keep an eye out for Mandalorian weapons, as they tend to fit this category. A few others are the Republic blaster, the Onasi blaster, the Scout/Watchman blasters, and Micro-pulse blasters. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& SECTION III - STARTING CLASS PROS AND CONS &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& JEDI GUARDIAN 10 VP/level 4 FP/level 1 skill point/level Unique starting feats: Medium armour proficiency; Force Jump Class Skills: Awareness, demolitions, treat injury, persuade Feats by level 15: 9 Saves by level 15: Fortitude 9, Reflex 9, Will 7 Powers by level 15: 14 (for the Exile; 16 for others) Light Side Mastery bonus: +3 STR Dark Side Mastery bonus: +1-8 damage I believe that this class makes for the best starting class in the Gunslinger build. One main reason for this is that the Guardian gets more feats than any other base class. Ranged weapon fighters are EXTREMELY feat-intensive, mainly because of the lengthy Precise Shot feat tree. So even though Guardians only get one more feat by level 15 than Sentinels, that one feat makes a difference. Also, you can access weapon specialization in pistols with this class regardless of what Prestige class you end up selecting, and +2 damage on every hit is always welcome. This build really isn't based on force powers, so the lower FP won't really hurt you. Also, this class gets access to the Close Combat feat tree, which is critical to this build. JEDI SENTINEL 8 VP/level 6 FP/level 3 skill points/level Unique starting feats: Force Immunity Class Skills: Awareness, computer use, security, treat injury, persuade, stealth Feats by level 15: 8 Saves by level 15: Fortitude 9, Reflex 9, Will 7 Powers by level 15: 14 (for the Exile; 16 for others) Light Side Mastery bonus: +3 CON Dark Side Mastery bonus: +3 DEX While I have used the Jedi Sentinel on previous passes through the game, I haven't really experimented with it using the Gunslinger build. It seems outwardly like it would be a totally viable choice. The loss of one feat hurts a little, but isn't a deathblow to the build. Force immunity is quite nice, and being able to use a wide variety of skills will help you in many ways not to mention upgrading potential. Added FP at the cost of VP is detrimental in my opinion, since this isn't designed to be a Force-intensive build, but that's up to personal preference. I'm not sure whether this class gets the Close Combat feats; if not, then count Sentinels out and go with Guardians. JEDI CONSULAR 6 VP/level 8 FP/level 2 skill points/level Unique starting feats: Force Focus Class Skills: Awareness, treat injury, repair, persuade Feats by level 15: 6 Saves by level 15: Fortitude 9, Reflex 7, Will 9 Powers by level 15: 19 (for the Exile; 21 for others) Light Side Mastery bonus: +3 WIS Dark Side Master bonus: +50 FP I strongly advise against using a Consular as the base for this build. There are several reasons for this. The first is that the Gunslinger is essentially a fighter and does not really rely on Force power use. The second is that Consulars simply do not get enough feats to flesh the build out sufficiently. Third, Consulars do not have access to the Close Combat feat tree. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& SECTION IV - WHICH SIDE OF THE DUCT TAPE ARE YOU ON? &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Yeah, we've all heard the bad joke, but it raises a valid question in any Star Wars game. Light side or Dark side? Well, a lot of it is personal preference. First and foremost, you'll probably want to go with what you feel most comfortable playing, particularly if it's your first time through the game. However, if you examine it from a purely powergaming angle, I think that there is actually a better choice for this build. First off, you get different characters in your group depending on what side you follow. If you go Light, you'll get Mira, a skill-heavy ranged-fighting scout that can later become a Jedi. For the Dark side, you get Hanharr, a huge psychotic Wookiee that, while not able to become a Jedi, fights nearly as well as a Sith Marauder in spite of it. On the surface, that doesn't look like much of a reason to lean either way. However, if you take Mira, you'll have to divide up your guns unless you make her use a lightsaber, which I think is spoiling her combat potential. With Hanharr however, not only do you gain a great meat shield, you also get some hefty stat boosts if you play your Influence cards right (which isn't too hard to do; just treat him like crap and murder people and you're all set). If you progress all the way with Hanharr, you'll get +2 STR (not that useful), +1 WIS (never hurts) and +2 CON (great for helping you get to the better implants - mmm D-Packages). So, in this regard, the Dark side is superior. Another way in which I think DS weighs in is in Mastery bonuses. Guardians get +1-8 damage, which I've found works fabulously with this build, while they get a crummy +3 STR on the Light side. I guess that'd be good if you were throwing your pistols at people. With Sentinels, the DSM bonus is +3 DEX, and you can never really have too much DEX on a ranged build. The Light side gets +3 CON, which isn't half bad, but it doesn't count toward what implants you can wear, which decreases its usefulness in my view. If I'm already going to get up to 18 natural CON, I don't really need an awful lot more. On the flipside, the buffing powers gained on the Light side are more useful than the damage powers on the Dark side, since your DC won't exactly be too great with low WIS and CHA and you'll have low FPs. So, in the end, it really has a lot to do with personal choice. I personally lean toward Dark with Gunslinger characters. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& SECTION V - PRESTIGE CLASS PROS AND CONS &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Okay, you're level 15, you've got Visas in your party, and you're chatting with Kreia. What do you pick? Well, I'll see if I can help you narrow it down. As a matter of fact, since I really can't be bothered to write out all 6 prestige classes and their details, I'll narrow it down for you right now. There are only two ways to go with this build in my opinion, and that's with the Jedi Weapon Master on the Light side or the Sith Marauder on the Dark side. Arguments could be made for the Jedi Watchman or Sith Assassin if a Sneak Attack build were desired, but that's not the way the Gunslinger operates. So far, my attempts at building a really good ranged sneak attacker have met with only moderate success; the front-line, guns-blazing brute force pistol user got better results in just about every scenario. If you -really- want to know about the other prestige classes, there are plenty of other FAQs that contain descriptions of their abilities. You can read them and decide for yourself whether or not to try and use them for this build. Although, I have to say that using a Jedi Master/Sith Lord as a Gunslinger would have me questioning your sanity. JEDI WEAPON MASTER 10 VP/level 6 FP/level Abilities Gained: Greater Prestige Sense, Deflect, Increase Melee Damage, Inner Strength, Superior Two Weapon Fighting, Superior Weapon Focus: Lightsaber Class Skills: Awareness, demolitions, treat injury, persuade Feats by level 15: 9 Saves by level 15: Fortitude 9, Reflex 7, Will 7 Mastery Bonus: +3 STR In my view, this is the lesser of the two classes for this build. There's a few reasons why I think this, but first off, I'll go through the class itself. Greater Prestige Sense is a nice little power, shared by the Weapon Master, Watchman, Marauder and Assassin. It gives +2 to defense every 5 levels. Deflect adds a +1 to blaster bolt deflection rolls on every odd WM level, which is a nice defensive perk. Increase Melee Damage, while nice in general, is worthless to this build since it does not increase ranged damage at all. Inner Strength is a truly awesome power, reducing all damage taken by a certain percentage, which tops out at 15%. Superior Two Weapon Fighting is great if you get to a high enough level to spare the feats, since it further reduces the penalty of using two weapons. The lightsaber abilities are obviously not a big factor in this build. Okay, here's why this class isn't as good in general. Increase Melee Damage is a wipeout, first off. Secondly, the Mastery bonus is STR again, which is pretty worthless. While Deflect and the slightly higher saves are nice, I don't believe they offset the gains the Marauder makes. I'd take this class over Marauder only if you really want Light side Force buffs. SITH MARAUDER 10 VP/level 6 FP/level Abilities Gained: Greater Prestige Sense, Increase Combat Damage, Ignore Pain, Superior Two Weapon Fighting, Superior Weapon Focus: Lightsaber, Fury (counts as a Force power) Class SKills: Awareness, demolitions, treat injury, persuade Feats by level 15: 9 Saves by level 15: Fortitude 10, Reflex 7, Will 5 Mastery Bonus: +1-8 damage This is my personal pick for the Gunslinger prestige class. It's pretty similar to the Weapon Master described above, but there are some key differences that makes it better suited to our purposes. First, Increase Combat Damage applies to ALL weapon types, so your ranged attacks get to benefit too. At its top level, you will get +6 damage, which is sweeeet. Ignore Pain is exactly the same as Inner Strength, and is possibly the most potent feat set in the game. Fury turned out to be a bit of a disappointment. It gives some sizeable stat boosts, which is nice, and can be used in armour, and drops your defense by a small amount. It's basically like the Barbarian's rage from Neverwinter Nights. This power was also supposed to grant extra attacks, which would basically make it Force Speed in armour, but it doesn't actually. Hopefully they'll fix this soon. You lose Deflect, but you'll still do alright at dodging blaster bolts, and Master Energy Resistance takes care of most conventional energy weapon shots anyway. Upon reaching Mastery, you'll get another +1-8 damage, stacking with the Guardian DSM bonus to give you a whopping +2-16 damage. Kick ass! That's like having a second Mandalorian Chamber in both your guns. You're welcome to disagree with me, but I really believe that these two Prestige classes are the definitive choices for use with this build. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& SECTION VI - ABILITY SCORE RUNDOWN &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& STRENGTH - Affects melee damage, including with lightsabers. It also affects your attack bonus with those weapons. This stat is basically pointless for this build, so I'd recommend taking either an 8 or a 10 here. The only time you'd need more, really, is in the Battle Circle fights on Dxun. DEXTERITY - Here's where the money is. Dexterity affects your armour class and your attack bonus with ranged weapons. It also has a direct effect on your Reflex save value. You'll want to have a pretty high value here. I'd recommend 14-16 to start. Don't go any lower than 14, but boosting past 16 is just a waste of stat points, really. CONSTITUTION - This stat determines your VP amount, as well as having a direct impact on Fortitude saves and determining what level of implants your character can equip. This one's pretty important, since more VP is always a good thing. I always try and get it up to 18, since D-Package implants kick ass. I'd say start with 14. INTELLIGENCE - This stat is the main skill use stat. When you gain a level, the amount of skill points you get is augmented by your INT bonus. I'd consider it to be moderately important, since your character will be more independent if they have more skills and not so reliant on other party members. Personally, I usually go with 14, but you could go lower. I wouldn't put it higher for this build, at least not initially. WISDOM - The main Force-user stat. Your Wisdom bonus gets added to your FP gained when you level up, and also has a direct effect on both Force power DC and Willpower saves. I wouldn't worry much about boosting this stat, as the Gunslinger is not meant to be a heavy Force user. 10 or 12 is good enough. CHARISMA - The secondary Force stat. Like Wisdom, your Charisma bonus gets added to the FP gained when you level up, and affects the DC on almost as many Force powers as Wisdom does. It reduces the cost of using Force powers opposite to your alignment, and also gives your allies improvements to their attack rolls. If you want to go Dark side but still really want to use Light side buffs, you might want to invest in this stat. Otherwise, I'd say leave it at 10 or 12. Recommended Stat Layout: STR 8 DEX 16 CON 14 INT 14 WIS 12 CHA 12 Obviously, you're welcome to play around with these values to suit your own preferences and playing style. You should keep in mind, however, that you can gain bonuses to these stats through the characters in your party. These bonuses are as follows: Hanharr - +2 STR, +1 WIS, +2 CON T3-M4 - +1 WIS HK-47 - +1 WIS, +1 CON These are permanent increases. Bear this in mind when you allocate your stats. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& SECTION VII: SKILLS RUNDOWN &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& COMPUTER USE - Modified by INT This skill can be pretty useful, as it is involved in many of the better upgrades. It is also important for upgrading T3-M4 and getting the +1 WIS stat boost. It's probably a good choice for a skill to raise with the Exile, though you'll have to take the feat to make it a class skill if you went Guardian. For every 4 points you have in this skill, you need one less computer spike to perform slicing functions. DEMOLITIONS - Modified by INT This is a surprisingly useful skill, in contrast to the first KotOR. This isn't because mines are particularly dangerous. For the most part, you can go charging through minefields like a moronic bantha and come out alright. However, you get a very nice EXP bonus for disabling or recovering mines. For each mine you recover, you get 10x your character level. In some areas, like on G0-T0's yacht, this adds up very quickly. It's also important for a lot of nice upgrades. If you went Guardian, it's worthwhile to toss a few points in, but it could just as easily be handled by a companion. STEALTH - Modified by DEX This skill allows you to move around undetected when you have a stealth belt equipped. It automatically puts you into Solo mode. Stealth can be pretty useful, but not for this build, so I wouldn't recommend having the Exile raise this skill even if you used a Sentinel base class. However, since many of the scope upgrades are based on stealth, you should have at least one party member keep this skill maxed. Atton, Visas and Kreia work well. AWARENESS - Modified by WIS Awareness, if you read its description, is pretty useless. When those invisible Sith Assassins or Hssiss come after you, you're gonna find them regardless of what your Awareness skill is. However, Awareness has some fringe benefits. One is that it adds dialogue choices, many of which can be beneficial. The most notable of these is with Mira, where having a high enough Awareness allows you to trigger an argument that results in tons of Influence. You don't need more than 11 or 12 points to get all the added dialogue options though. Awareness yields some important upgrades, but you're probably better off having a party member max this skill out and just toss a few points in with the Exile. PERSUADE - Modified by CHA This skill's usefulness varies. If you go with the Light side, I'd highly advocate raising this skill up to a high level. If you go Dark side, it's less important, since Dominate Mind will often accomplish the same thing, as well as giving you tasty Dark side points. Overall, investing in this skill is usually not a waste. REPAIR - Modified by INT This skill has a lot of different functions. One is that, for droids, this has the same function as Treat Injury, determining how much health they regain from using repair kits. Secondly, this skill is used to repair various droids and machines in the game, with every 4 skill points reducing the number of parts needed for each task by one. This is one of the best skills to take as the Exile in my opinion, for a few reasons. One is that it is, like Computer Use, a necessary skill to get the final +1 WIS bonus from T3. In addition, the Exile's Repair value is the one used to determine the amount of components gained from breaking down items at a workbench, which is obviously critical when it comes to making upgrades. Repair is also a common skill for making upgrades. It's a good idea to get your Repair skill up to 18 or 20 at least. SECURITY - Modified by INT Security is, basically, lockpicking. It allows you to open locked doors and containers without damaging them. Unlike in the first KotOR, bashing containers open actually breaks items inside, making it a far less appealing prospect. Using Security ensures that your treasure will always remain intact. Also, each time you successfully use Security, you get EXP. I'd recommend having at least one point in this skill on the Exile, with at least one party member keeping it maxed. Security is an important skill for upgrading. TREAT INJURY - Modified by WIS Treat Injury affects how much health is regained when a medpac is used. It's more important for Dark side than Light side, since they can't heal as well, particularly out of combat. Still, not really a critical skill for the Exile to have. It also affects a few upgrades, but none of the crucial ones, as well as affecting how many chemicals you get when you break down items at a lab station. Not a bad idea to have one character in the party max this out, like Kreia. SUMMARY In the end, what skills the Exile has will largely not affect the performance of the Gunslinger build. Just make sure that, between all your characters, you have all skills other than Persuade or Treat Injury maxed out, or at least high (25 or so) for upgrading purposes, since shops are unreliable. Also, try to have the Exile keep a decent Repair score for breaking items down. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& SECTION VIII - FEAT SELECTION GUIDE &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Here are my recommendations for feat choices: Two-weapon Fighting - Yes! Get all of them! These feats should be a high priority for grabbing early. If you decide to go Marauder or Weapon Master, you should definitely grab the second tier of these feats, but don't treat it like a priority. Get stuff like Precise Shot and Close Combat out of the way first before going for these, since their benefits are less noticeable than the base tier's. Armor Proficiency - I wouldn't take any more than what you're already given. Guardians in particular get Medium, which is plenty. Heck, even within Medium, the only armour you'll ever want to equip is the Sith Battle Suit. Everything else has its DEX bonus capped too low. Caution, Empathy, Gearhead - Don't bother. Skill boost feats are a luxury that can't be afforded in this build. Maybe take one of these if you actually have the patience to get to level 50. I know I never have. Critical Strike, Flurry, Power Attack - It's melee. Avoid them like the plague. Conditioning - Not a bad feat, per se, but you need other feats way more than you need a saving throw boost. Good to grab if you take the build to a very high level and have gotten all of the blaster-related feats. Power Blast - Gives you added damage with reduced attack rolls. It also increases the critical multiplier on your weapon by 1, and has a chance to knock back affected by DEX bonus. Not bad, but not my top choice for this build. The knockback and boosted criticals are nice, but when your pistols are doing 50 damage or more later in the game, an extra 13 damage per hit pales when compared to Rapid Shot's extra attack. Rapid Shot - Gives an additional attack, at the cost of accuracy and defense. I think this is a solid choice for this build, since it stacks with Force Speed for robe users. Also, since your pistols have such staggeringly high base damage, getting another attack in really adds up. At Master Rapid Shot, there's no more defense penalty and only a -1 to attack. I usually go with Rapid Shot. Sniper Shot - Increases the critical threat range of your weapon, and gives a chance to stun on successful critical hits, affected by INT modifier. This can be pretty good, particularly if you're using disruptor-type pistols with a base 18-20 threat range. However, having the stun chance based off of INT is a bummer, and it doesn't appear to work with Force Speed. In addition, you can't give it a boost the way you can with lightsaber forms. Also, the -5 defense penalty persists even at Master level. I usually take Rapid Shot. Weapon Proficiency (various) - The only tree that matters here is Pistols. Max it out and leave the others alone. Maxing this one is of moderate priority; I'd grab Two-weapon Fighting and Rapid Shot first, maybe even Toughness. Jedi Defense - I'm still unsure as to whether the upper levels of this feat tree also benefit unarmed deflection. If so, it's a decent choice, though there are more critical feats for this build. If it doesn't help unarmed deflection, then don't ever take it, as it will literally do nothing for this build. Toughness - You'll want to max this tree out, though it's not ultra-urgent. A good choice once the core combat feats are out of the way, or if you find yourself dying a lot for some reason. Dueling - Not what we want for this build. A single pistol just doesn't have enough damage output. Close Combat - Very important. Max this tree out quickly. Regenerate Force Points - I'd skip this one, unless you really feel you need it. Regenerate Vitality Points - If you went Dark side, it might be worth considering, but only after you've gotten all of your ranged feats. Class Skill (various) - Mostly personal preference. Computer Use and Repair are often a good idea (see above for details). Don't grab too many of these; feats are too valuable. Dual Strike - Probably more useful for this build than for others, but your attack bonuses should be pretty good already. I'd leave these alone. Finesse (various) - Doesn't affect ranged combat. Leave them. Stealth Run - I wouldn't bother. Even if you want to use Stealth, walking will get you there eventually. There are more important feats to take. Precise Shot - Yes! Get this whole tree, though it can wait until later in the game. It's critical to have this at a decent level (2 or 3) by the end game to deal with all of the sabre users. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& SECTION IX: FORCE POWER RUNDOWN &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& LIGHT SIDE POWERS Force Aura - This tree isn't a bad one to grab. While its rather short duration will keep you from using it frequently, it becomes far more useful once you get Force Enlightenment toward the end of the game. Heal - Always a useful power tree. Master Heal is potent enough that it can even be a lifesaver in combat, rather than using medpacs. Force Valor - Good power tree, though with annoyingly short duration. Like with Force Aura, the usefulness goes up a lot once you get Force Enlightenment. It's also good for using workbenches, since the +5 given by Master Valor will give +2 or +3 to many of your skills. Force Barrier - This is a great power tree, although it isn't all that useful before the Master level due to short duration. If you combine this with Master Energy Resistance, the amount of damage you take will be drastically reduced. Revitalize - If your party members are dying an awful lot I guess this one might be worthwhile, but it always struck me as sort of pointless. Even at the Master level, they're only brought back with 10% of their total VP. They'll probably just die again. Stun - For this build, I'd skip this power tree. While it is useful in general, your DC simply won't be high enough to make it worthwhile. Stun Droid - I'd skip this power tree. Your DC is probably gonna be kinda low, and droids are easy to kill as it is. Force Enlightenment - The ultimate buff power. It uses Force Aura, Force Valor and Burst of Speed (at whatever level you've gotten them to) simultaneously for a reduced FP cost. If you went Light side with this build, this will probably be one of your favourite powers. You get it automatically when you revisit Dantooine if you're LS. UNIVERSAL POWERS Energy Resistance - Arguably the best Force power in the game. Any time you think you're going into combat, you should have this up. Not only does it massively reduce incoming energy damage (yes, this includes lightsabers), it lasts for 2 minutes. Grab this power set ASAP. Throw Lightsaber - Not applicable, for obvious reasons. Skip it. Burst of Speed - A great power set in general, giving you two extra attacks at the Master level as well as a defense boost. Unfortunately, the defense boost is working incorrectly in the game, but the attacks work fine. If you don't use armour, get this power tree. Force Push - While I generally avoid attack powers in this build, Force Push is still probably worth getting. If too many people close in on you, you can use this to get them out of your face and then go back to using your blasters. If you're lucky, a few of them might even get stunned. Also, no matter how crappy your DC is, you'll still do at least a bit of damage to them. I'd grab this fairly early. Force Resistance - I've never found this to be terribly useful. Try it if you want, but Force powers just don't get used on you very often in the game, and when they do, they tend not to be that impressive. Affect Mind - I almost always take these powers, particularly for Dark side characters. Even Light side characters will find them useful occasionally. I think Dark siders should grab them early, while Light siders can probably wait a bit. Force Suppression - I'd skip these. I've never noticed any enemy where stripping Force buffs was actually helpful to any degree. Battle Meditation - This can be a pretty useful power set if you don't use armour. It basically boosts you and your party and drops the abilities of the enemies around you. Personally, I find it's better to give to one of my teammates, but it's still a worthwhile grab. Note that it doesn't work on droids, either friend or enemy. Mind Trick - I'd skip these. Mind Trick is very useless, while Confusion is only mildly more useful. Whatever this power does, a surprise Rapid Shot volley does a hell of a lot better. Force Body - I'd skip these. You won't even come close to using up all your FP in general when you use this build. Pretty much the only power you'll be casting regularly is Energy Resistance, and by the time it runs out, you'll have regenerated all your FP back anyway. Force Deflect - Yes! Grab this ASAP. No sense getting shot up if you don't have to. DARK SIDE POWERS Force Shock - Everyone's favourite Dark side power. Grab it if you want to, but I wouldn't recommend actually using it. Your DC will be low, as will your FP count, and chances are your blasters will be doing more damage. If you're swarmed, use Force Wave. Force Choke - Pretty useless, especially with this build's crappy DC. I'd skip it unless you're bored. Drain Life - Not a bad power per se, but I wouldn't rely on it due to low DC. Still, not a bad way to quickly heal a few VP in the heat of battle. Slow - The first two powers in this tree are nothing special, and I doubt you'll actually use them in this build. Plague, on the other hand, with its drop of 12 in each ability and DC of 100, can actually occasionally be useful if you don't wear armour. Fear - I'd skip them. It's useful to stun people, but with your low DC it'll hardly ever work. Stick with blasters and, if necessary, Force Wave. Drain Force - You really shouldn't need this power. Just about the only use I can see is depleting Vrook, but chances are he'll just kill you before you drain him. Better to just shoot his ass. Force Scream - An alternative to Force Shock in the early levels and for armour users. Not needed for this build. Force Crush - A very nice power for single-target use. It inflicts massive damage on its target, which cannot be prevented. Also, it holds its target, making them unable to attack. Pretty much overpowered. You get it automatically upon returning to Dantooine if you're DS. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& SECTION X - CLOSING REMARKS &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& So, if you've followed all this, you should have a pretty mean blaster Jedi who can dish out the pain like nobody's business. Is this the best combat build out there? I doubt it. While it likely rivals any non-cheating sabre build for sheer damage output, it lacks a lot of the flexibility afforded by sabre crystals, like stat boosts, skill boosts, VP/FP regen, blaster bolt deflection, etc. You also won't benefit at all from the lightsaber combat forms, so if you're really in love with critical hit-oriented fighting, you'll usually do better with a sabre. However, it should be noted that any Force forms you gain, like Force Channel, work just fine with blasters. Since I advocate using non-Consulars for this build, Force Channel is probably the only Force form you'll get. I'd recommend keeping it on all the time. After all, Force regeneration and better saves versus Force powers are never a bad thing. The main thing with this build is, it's a fun alternative to the typical dual sabre fighter, and can be as or more effective in most combat situations. Not to mention, gunning down an entire group of enemies before one even gets within swinging distance of you, and not using a single FP to do it, is immensely satisfying. In case you haven't actually perfected your Gunslinger, let me give you an idea of what to look forward to. On my level 15 Guardian/17 Marauder, I was using two fully upgraded Mandalorian Disintegrators with identical end stats. Here's some numbers for you to chew on: Total gun damage output (each pistol): 29-85 Primary weapon attack roll modifier: +42 Secondary weapon attack roll modifier: +40 Gun stats: Unstoppable 7-17 Bonus Damage: +4-36 Energy Critical Threat: 15-20 x2 On Hit: Slow 50% 9 sec. DC18 Attack +3 Defense -1 If you factor in the critical hit rate of 30%, this makes for an average shot damage of 74. That means every Rapid Shot volley is doing about 220 damage. Add Master Speed into the mix, and suddenly that number looks more like 375. Needless to say, with the -10 to deflection rolls from Precise Shot V, any sabre wielder that laughs at your pistols is going to regret it, fast.
Star Wars: Knights of the Old Republic Collection
Jedi Sentinel FAQ by PapaGamer
More for Star Wars: Knights of ... (PC):
STAR WARS: KNIGHTS OF THE OLD REPUBLIC II - THE SITH LORDS (PC version) JEDI SENTINEL FAQ v1.01 2005-04-20 (c)2005 Barry Scott Will <firstname.lastname@example.org> <http://www.pyric.com/> ***************** Table of Contents *****************  Jedi Sentinel Class  Ability Scores  Skills  Feats  Force Powers  Prestige Classes  Companions To quickly find a specific section, use the Find or Search function of your browser and search for the bracketed number (including the brackets). E.g., to go straight to the Force Powers recommendations, enter  as the search text. Version History --------------- 1.01 2004-04-20 - Minor typographic corrections throughout - Changed some information on feats to add Power Attack to list of recommended feats - Added actual saving throws (up to level 20) to class stats - Minor modifications to some of the recommended starting ability scores 1.00 2004-03-14 - First release ***********************  Jedi Sentinel Class *********************** "The Jedi Sentinel ferrets out deceit and injustice, bringing it to light. They strike a balance between the physical and mental disciplines of the Jedi Order." (Star Wars: Knights of the Old Republic game manual) Jedi Sentinels are all about the skills. In KotOR1, the Sentinel class suffered from poor combat abilities (about equal to a Consular), lack of skill points (only 2 per level plus one-half of the Intelligence modifier) and lack of real usefulness for those skills. KotOR2 makes up for those deficiencies, and then some. All classes now receive the same Base Attack Bonus of +1 per level. Sentinels have the same number of feats, less one, as a Jedi Guardian. All classes get their full Intelligence modifier in bonus skill points each level. Sentinels have a base of three skill points; and there is an actual need for a skilled character on every team. So, what can we conclude from these changes? The Jedi Sentinel may just have replaced the Jedi Guardian as the class of choice for combat-minded players. Players who enjoyed the Sentinel in KotOR1 will rejoice in having lots of new toys to play with. Force users will still want to start as a Jedi Consular. Class statistics: ----------------- Vitality: 8/level Skill points: 3/level + INT modifier (*4 at first level) Class skills: Awareness, Computer Use, Persuade, Security, Stealth, Treat Injury Force points: 6/level Force powers: 1/level, bonus at 1st level* Saving throws: Level Fort/Ref Will 1 2 1 2 3 2 3 3 2 4 4 2 5 4 3 6 5 3 7 5 4 8 6 4 9 6 4 10 7 5 11 7 5 12 8 6 13 8 6 14 9 6 15 9 7 16 10 7 17 10 8 18 11 8 19 11 8 20 12 9 Saving throws continue at the same progression all the way to 50th level. Feats: 3/6 levels (feat - no feat - feat - no feat - no feat - feat) 1st Lvl Feats: Armor Proficiency: Light; Critical Strike; Flurry; Power Attack; Power Blast; Rapid Shot; Sniper Shot; Weapon Proficiency: Blaster Pistol; Weapon Proficiency: Blaster Rifle; Weapon Proficiency: Lightsaber; Weapon Proficiency: Melee Weapons; Jedi Defense; Force Immunity: Fear; Jedi Sense; War Veteran Class bonus: Force Immunity: Fear/Stun/Paralysis Mastery bonus: Lightside - +3 Constitution Darkside - +3 Dexterity *Player characters do not choose any Force Powers at first level (character creation). Companions who convert to Jedi Sentinels will receive two Force Powers at first Sentinel level. ******************  Ability Scores ****************** There's no reason to play a Sentinel unless you are going to take advantage of the Sentinel skill set. Taking advantage of the Sentinel skill set requires a decent number of skill points and a reasonable Intelligence (one-half of the skills in the game are modified by INT). In general, Sentinels should start with an INT score of no less than 14 and no higher than 16. Don't start with an INT of 18--there is little worth in a trade of six ability buy points for one more skill point per level--though you may wish to raise INT to 18 with level-up points. Beyond INT, the field is wide open. If you are shooting for Lightside Mastery, you can leave Constitution low, as you will receive a +3 bonus at Mastery. The same is true of Dexterity for Darkside Mastery players. Strength is really of little concern to a Sentinel. You can do more than enough damage with all the weapon upgrades you will be creating--courtesy of your advanced skills. A Finesse feat covers your attack bonuses. Of course, you will still need a good Dexterity for Defense, Reflex saves and attacks (with ranged weapons or using Finesse). The question becomes, how much do you want to use offensive Force Powers? You won't have the DC boost of a Consular, so you'll need medium-to-high starting Wisdom and Charisma to be effective with offensive Powers early in the game. If you intend to be combat-oriented, then start with a DEX of 16 and average WIS and CHA--12 in both, or 14 in one and 12 in the other. Concentrate on buffing and defensive powers, such as Speed, Resistance, Battle Meditation, etc. Don't worry about offensive Powers until you get into the mid-teens in levels, by which time the DC of your Powers will have gotten high enough (from equipped item boosts to WIS and CHA, as well as your higher level) to actually have some effect. If, on the other hand, you really want to use offensive Force Powers early in the game, you'll need to leave DEX at 14, possibly even 12, and get one of WIS or CHA to 16 and the other to 14. Concentrate on increasing them with equipped items and level-up points. You may also wish to use the Valor line of Force Powers for an instant boost to both abilities. Sample Starting Stats for Combat Sentinel: STR 12, DEX 16, CON 12, INT 14, WIS 10, CHA 12 Sample Starting Stats for Force Sentinel: STR 10, DEX 12, CON 10, INT 14, WIS 16, CHA 14 Sample Starting Stats for Skilled Sentinel: STR 10, DEX 14, CON 12, INT 16, WIS 12, CHA 12 **********  Skills ********** There is no way (short of cheating) to keep all eight skills maxed; fortunately, you do not need to do so. There are several skills that do not provide much beyond the ability to create a few upgrades and miscellaneous items at workbenches and lab stations. If you really need those items, you can have another character create them. The list below provides recommendations for those skills that should be kept at their highest level and those skills that can do with fewer points. Any Sentinel with an Intelligence of at least 14 should be able to easily follow the recommendations. [3.1] Computer Use ------------------ Computer Use comes in quite handy beyond just slicing computer consoles. It shows up many times in conversations, especially with droids, and enables the creation of several good upgrades, especially for lightsabers. This is an easy choice for a skill to keep maxed, at least until you get your Prestige Class, by which time you will have gotten most of the benefit from it. If you continue with a Watchman or Assassin PrC, keep this skill maxed. [3.2] Demolitions ----------------- This is one of two (Repair is the other) skills that are cross class skills for a Sentinel. Unlike Repair, there is little compelling reason to take the Class Skill: Demolitions feat and keep this skill maxed. Demolitions aids in the creation of some items: mostly grenades, mines and armor upgrades. You don't really need to make grenades and mines, and armor upgrades are not as important to you personally. If you do want to use Demolitions for the extra experience points that comes from recovering mines, either save skill points until you take the Weapon Master, Marauder or Assassin PrC (all of which have Demolitions as a class skill); or, take Class Skill: Demolitions early and continue as a Jedi Watchman so you don't lose any skill points and can keep all your important skills high. If you leave this skill low, Mira becomes a very good ranged support character, since she can level up Demolitions very high and has the special ability of never triggering mines. [3.3] Stealth ------------- There are a couple of quests that can only be done by a character using Stealth and there are several useful upgrades that require Stealth to create. However, unless you're going to take either the Jedi Watchman or Sith Assassin Prestige Class and make use of Force Camouflage and the Sneak Attack damage bonuses, you can dispense with this skill for your main character. Just level up Atton or Viss with Stealth ability to handle item creation and the occasional quest. If you do want to become a stealthy Watchman or Assassin, you still don't need a lot of purchased ranks in this ability in order to beat the Awareness of most NPCs. Increase this skill at about one-half to two-thirds your character level. [3.4] Awareness --------------- Awareness allows you to spot mines, detect creatures using Stealth, make a few upgrade items at workbenches and occasionally shows up in conversation. The only really useful thing Awareness does is allow you to easily get the necessary conversation options to convert Mira to a Jedi; and, since she just becomes another Sentinel, even that may not be important to you. Raise your Awareness skill at about one-third your level; definitely no more than half. [3.5] Persuade -------------- Persuade is a must-have skill for Lightside characters. For Darksiders, who do not care much for peaceful resolutions, it is not as important; though, it can occasionally be useful for getting extra rewards from reluctant victims...that is, people you have just "helped". Persuade is only used in conversations, and it is used frequently. LS Sentinels should keep this skill maxed. DS Sentinels should keep this skill at about half max and take the Affect Mind and Dominate Mind Force Powers. [3.6] Security -------------- Security is quite useful for getting into locked containers without destroying the contents. When you attempt to open a locked door or container, your Security skill is added to a random number from 1 to 20 (d20) and compared to the lock's Difficulty Class (DC). If your skill plus the d20 is equal to or greater than the DC, you are successful in opening the lock. Security Tunnelers add 6 to your Security skill when used on a lock. Security Spike Tunnelers add 10 to your Security skill. When you are not in combat, the game allows you to "take 20"--i.e. the game assumes you will keep trying until you get a roll of 20 on the d20, so it just gives you the 20 rather than making you try over and over again. Late in the game, you will encounter locks with a DC near 60. That means you need around a 40 Security (including all equipment boosts, Intelligence modifier, tunnelers, etc.) to open those locks. Security is also useful for creating a number of weapon and armor upgrades and making your own shields. For example, making an Echani Energy Shield requires a Security skill of 19. This is a great skill to keep maxed. [3.7] Repair ------------ Repair is an important skill for any character that wants to fully use workbenches. Unless you are controlling a party that does not include your PC, it is the PC's Repair skill that determines the number of parts received when you break down items. In short, if you want enough components to create the upgrades of your dreams, you need a high Repair skill to get everything you can get out of broken down items. Not to mention Repair governs your ability to create a lot of different items, and comes in very useful during missions for repairing broken droids and in conversations. [3.8] Treat Injury ------------------ Treat Injury is not as useful for healing as it was in KotOR1. First, any character can use a medpack on another character; thus, you can have the party member with the highest Treat Injury skill go around administering medpacks (after combat, of course). Second, the addition of Master Heal as a Force Power greatly improves the ability of Jedi to heal everyone in the party instantly, even in combat. Treat Injury does show up in a few conversations, and you need at least one character with high Treat Injury if you want to create medpacks and associated items at workbenches and lab stations. For the main character, about one-third to one-half your level in TI will work just fine. *********  Feats ********* [4.1] Combat Feats ------------------ Debate rages over whether two-weapon or single-weapon fighting styles rule the day in KotOR2, as well as whether Critical Strike or Flurry are better combat feats. The short answer is: it really doesn't matter. Even at the hardest difficulty setting, combat in KotOR2 is extremely easy, especially for the Exile, meaning you. You could, pretty much, use a toothpick and still win all the fights without much trouble. Pick a fighting style and select the feats most appropriate to that style. If your Dexterity is higher than your Strength, you'll need Finesse: Lightsaber for the saber options or Finesse: Melee Weapons if you want to use swords. These feats allow your Dexterity to modify your attack roll (Strength still modifies damage). Ranged weapons automatically use your Dexterity for attack (and no ability modifier is added to damage). [4.1.1] Single saber -------------------- The "classic" style from the original movies, shot to Korriban in SWEP1 with Darth Maul's double saber. Characters who want to use a single saber should take the Dueling and Flurry feats and use Master Speed to get a total of +7 to Defense, +3 to Attack and 4 attacks per round. [4.1.2] Double saber -------------------- The SWEP1 "Darth Maul" style, and the best way to deal maximum damage, on average, on every hit. Take the Two Weapon Fighting feats. Power Attack is a good set of feats for the double saber, as it has the highest base damage of any saber. With up to four attacks (when using Master Speed), Flurry isn't a big help and the base critical threat range is too low (only 1 in 20) for Critical Strike feats. Power Attack, on the other hand, can quickly bring down most enemies and helps offset the Sentinel's normally low STR score. [4.1.3] Two single sabers ------------------------- The SWEP2 "Anakin" style, and the best way to maximize upgrades. You will need to have a normal saber for your right (primary) hand and a short saber for your left (off) hand. You can equip up to ten upgrades this way (4 crystals, 2 lenses, 2 emitters and 2 power cells). You will have a higher critical threat range so use the Critical Strike feats (in addition to Two Weapon Fighting) and upgrades that increase your chance of a critical hit (add Keen to your weapon) or add to the damage (Massive Criticals property). You can also use a lightsaber form that increases your critical hit multiplier, doing even more damage. [4.1.4] Ranged weapons ---------------------- You can also choose to use blasters. If using pistols, you should use two and take the Two Weapon Fighting feats and Precise Shot feats. If you want to use blaster rifles, you don't need either TWF or Dueling, so take Rapid Shot in addition to Precise Shot. [4.1.5] Melee weapons --------------------- Primarily swords, non-lightsaber melee weapons should only be used early in the game, before you get your saber. If you're a high-Dexterity Sentinel, just use blasters early on so you don't waste a feat on Finesse: Melee Weapons. [4.1.6] Unarmed --------------- All Jedi get Unarmed Specialist feats at certain levels. You can use unarmed fighting and offensive Force Powers. You'll need Finesse: Melee Weapons if you want your Dexterity to apply to your attack rolls while unarmed. You should also take the Force Deflection Powers to enable you to deflect blaster fire without a saber. Use Flurry to increase the number of attacks per round. [4.2] Other Feats ----------------- Toughness is always a good choice, as is Conditioning. As a Sentinel, you will want to take Class Skill: Repair immediately (at first level). You may want Class Skill: Demolitions if you're playing a Sentinel with a high Intelligence (16 or higher). You'll have eight total feats prior to taking a Prestige Class, which may change your choices. Combat feats will eat up most of those eight slots along with Class Skill: Repair; so, there's not a whole lot of other options available while you're a Sentinel. ****************  Force Powers **************** Which Powers you choose will be based on your alignment, your WIS and CHA ability scores and your preference for fighting. Here are some general guidelines. Speed ----- All Jedi should have, at least, Burst of Speed. Lightside Jedi should definitely take this all the way to Master Speed (for reasons that will become clear near the end of the game). Speed just makes it a lot easier to travel back and forth through all the areas of the game. Defensive Powers ---------------- There are a large number of defensive powers, almost all of them Lightside or Universal powers. If your WIS and CHA scores are low, you'll need to depend more on these Powers until late in the game. In the early game, you will find many opponents make their saves against your offensive Powers, rendering them almost useless. There are a lot of defensive powers to choose from, and they're all good. Lightside Jedi should take the Valor and Armor series to Master level (for the same reason as Speed). They should also take up to Master Heal, as it is very useful (and costs almost nothing for a LS player to use). Add in other buffs such as Energy Resistance, Battle Meditation, Force Barrier, etc. The only downside to this style is the time it takes to activate all the buffs; some of them don't last more than a handful of rounds. Pick two, possibly three, buffs and raise them to Master level. Throw in a few offensive Powers for later in the game, and you'll be good to go. Darkside Jedi will want to stick with the Universal Powers as the LS powers will cost too much to be of real benefit. You can still get Speed, Force Barrier, Battle Meditation and others. Use them the same way as LS players. Neither side should bother with Force Immunity as you face very few enemy Jedi who actually hit you with a lot of Force Powers. Offensive Powers ---------------- Darkside rules the day when it comes to damage-dealing Force Powers. LS players have the Stun/Disable/Destroy droid Powers, which can be quite useful in some areas. Beyond that, they are forced to either spend a lot of points on Force Storm or use Force Wave and Stasis Field to immobilize enemies and then cut them up. Darksiders will want to load up on Force Storm, Insanity, Kill, etc. and keep WIS and CHA high so these Powers actually work most of the time. ********************  Prestige Classes ******************** Sentinel makes a good base for any Prestige Class. You will want to carefully consider where you will take your Sentinel after level 15, as this will greatly influence your starting ability scores and the skills you select. [6.1] Jedi Weapon Master/Sith Marauder -------------------------------------- Weapon Masters and Marauders are combat-focused PrCs. You'll lose two skill points per level after switching to one of these PrCs, so you'll want to get everything you can out of skills prior to level 15. Weapon Masters achieving LS mastery can get a bonus to both CON (+3 from LS Mastery Sentinel class) and STR (+3 from LS Mastery WM class). Marauders can get +3 to DEX (DS Mastery Sentinel) and +1-8 damage to attacks (DS Mastery Marauder). Therefore, your focus is going to be combat and causing as much carnage as possible. Recommended starting stats: STR 16, DEX 10, CON 14, INT 14, WIS 10, CHA 12 Increase WIS and/or CHA with level-up points if you are going DS and becoming a Marauder. This will give your DS Force Powers more punch. LS players can leave WIS and CHA alone, concentrate on defensive powers and increase STR for even more damage to their attacks. Both PrCs receive feats allowing them to shrug off damage, so don't worry much about Defense. You can save yourself taking any Finesse feats due to the high STR. Use Two Weapon Fighting and either Critical Strike (for high damage from two single sabers) or Power Attack (for maximum carnage with a double saber). Focus skill points on Persuade, Repair, Computer Use and Awareness. Save skill points for use on Demolitions after you've switched to the PrC as both classes have Demolitions as a class skill. Since you'll be the combat- heavy member of any party, you'll want a tech/ranged backup and Jedi support companion. [6.2] Jedi Master/Sith Lord --------------------------- Jedi Masters and Sith Lords are both masters of the Force. Your primary focus is going to be using Force Powers, not engaging in combat. You can use the skill set developed while a Sentinel (plus the fact you lose only one skill point per level) to further avoid dangerous situations. Vitality points will drop, so the Sentinel LS Mastery bonus of +3 to CON comes in a great deal more handy than the +3 DEX from DS Mastery. Your Defense rating will be lower with these PrCs as they do not get the Jedi Sense bonuses to Defense as rapidly as the other PrCs. You do get a lot more Force Points, additional Force Powers and additional influence over your companions and their alignment and abilities. You won't have the Force Focus feats of a Consular to boost the DC of your powers, but you will have several Force Forms to increase the potency of your Powers. Recommended starting stats: STR 10, DEX 12, CON 10, INT 14, WIS 14, CHA 16 Concentrate on boosting both WIS and CHA and use Toughness feats and specialized Jedi light armor to bolster Vitality and Defense. Use a single saber and take the Dueling feats for the Defense and Attack bonuses. Regardless of which alignment you take, you should have a broad selection of both offensive and defensive Force Powers at your disposal. Your higher Charisma will offset the Force Point cost increase for using Powers of an opposing alignment. Keep your Computer Use, Repair and Persuade skills high while a Sentinel (take Class Skill: Repair at first level) as these skills are the most useful in avoiding sticky situations. Use the Affect/Dominate Mind powers (regardless of your alignment) to give you even more options for talking your way out of fights. [6.3] Jedi Watchman ------------------- While the combat PrCs and Force-using PrCs are almost identical between Light and Dark, the skilled PrCs are quite different. The Watchman is almost identical to a Sentinel, except you will receive more Force Points and higher saving throws. Every three levels you will receive a bonus of 1 - 6 points of Sneak Attack damage to a maximum of 7 - 42 points. You also receive the Force Camouflage Powers that enable you to use Stealth even without a Stealth Field Generator. However, the Watchman is not really set up to be a stealthy attacker. If that is what you are looking for, try the Sith Assassin PrC. Rather, Watchman is the preferred PrC if you are, essentially, looking to remain a Sentinel throughout the game. You can seamlessly transition to Watchman and you won't even really notice a difference. A future Watchman is the one class that can really benefit from a high starting Intelligence. Start with 16 INT, take Class Skill: Repair and Class Skill: Demolitions early and just go to town turning yourself into the ultimate jack-of-all-trades. There will be nothing you can't do, except, possibly, use any offensive Force Powers effectively. As a Light PrC, you can shoot for Mastery and get a total of +6 to your Constitution (+3 LS Mastery bonus from Sentinel class, +3 LS Mastery bonus from Watchman class). So, leave your starting CON and STR low, and concentrate on DEX (for Defense and Attack) and INT (for skills). You may even want to take your INT to 18 (by level 8) so you can almost max out all your skills save one (and that one will probably be Stealth). Recommended starting stats: STR 12, DEX 16, CON 10, INT 16, WIS 10, CHA 10 Possibly raise INT to 18 at levels 4 and 8, then increase your WIS and CHA to 12 each. Take the Dueling feats for their bonus to Defense and Attack. You may also want to take Improved and Master Flurry. Increase Jedi Defense for more blaster deflections. Don't worry about any skill-related feats (your skill ranks will be high enough as is) nor Conditioning (Watchmen receive all base saving throws at the highest level progression). You'll want to concentrate on defensive Force Powers, especially Armor, Valor and Speed, since you're LS and will receive, near the end of the game, Force Enlightenment, which will affect those three powers. You will want to travel with a melee specialist (such as Mandalore or Handmaiden) and a Jedi support companion (such as Disciple or Visas). [6.4] Sith Assassin ------------------- Sith Assassins give up 33% of the feats of the Watchman (getting only 1 per 3 levels rather than, effectively, 1 per 2 levels). They also have much lower saving throws than the Watchman. In return, they gain higher Sneak Attack bonuses: +1 - 6 every two levels to a maximum of 10 - 60. Combine this with Force Camouflage, and the Assassin is built to be a Stealth-user. If your intention is to take the Sith Assassin PrC, you should keep your Stealth skill much higher while a Sentinel. You also will receive Demolitions as a class skill, so don't take Class Skill: Demolitions as a Sentinel and save at least one point per level to instantly max this skill once you are an Assassin. Darkside Mastery will net you a total of +6 to Dexterity, so you can spend more on WIS and CHA early in order to make effective use of offensive Force Powers. Imagine freezing enemies with Insanity and then slicing them up with Sneak Attack damage... Recommended starting stats: STR 10, DEX 12, CON 12, INT 14, WIS 15, CHA 14 Increase WIS and CHA with level-up bonuses and concentrate on the better Darkside Force Powers, such as Fear/Horror/Insanity, Shock/Lightning/Storm and Slow/Affliction/Plague. Take the Two Weapon Fighting feats and Flurry to get up to three attacks per round even without Master Speed. [6.5] No Prestige Class ----------------------- You may choose to continue as a Sentinel and not take a PrC. This is not really a good idea. By level 15, you have received everything you can from the Sentinel class. If you want to continue as a skilled Jedi, choose Watchman or Assassin as your PrC. You'll get the same number of skill points and Vitality points per level, more Force Points per level, plus bonus feats and Force Powers. **************  Companions ************** You are the skilled member of the team. You may not have every skill maxed out (though you can come close); but, you can handle just about anything the game throws at you: recovering mines, slicing computers, spiking locks, repairing droids...You can do it all. Which means you have much less use for the skilled members of your party. Atton, Mira, T3 and Bao-Dur just don't get much love from Sentinel PCs. Bao-Dur can be converted to a Jedi Guardian, which is useful; and Mira is better left as a Scout and used as a grenadier/ranged support team member. Atton and T3 will usually just hang around Ebon Hawk, playing pazaak with each other. Typically, as a Sentinel, you will want one melee combat-focused teammate and one who is either a ranged support combat specialist or a good Jedi support teammate. Make sure one of the two is capable of handling whatever skills you may be lacking (such as Demolitions). [7.1] Atton ----------- As a Scoundrel, Atton does get Demolitions as a class skill. If you keep him as a Scoundrel (i.e. don't convert him to a Jedi Sentinel), he can be your ranged/grenadier support for a while. Unfortunately, his starting INT of 10 precludes him becoming really skilled, and you don't need a lot of his skills anyway. Unless you just like listening to him gripe, he can stay home once you add a few more people to your party. [7.2] Bao-Dur ------------- Bao-Dur isn't of much use to you unless you convert him to a Jedi Guardian and turn him into a melee fighter. His skills aren't as useful to a skilled Sentinel such as yourself, and he stinks in a fight until he becomes a Jedi. Don't level him up after meeting him until you can convert him and give him a head start at becoming a decent combatant. As a bonus, you can use his high INT (level it up to 16 as soon as you can) to give him enough Demolitions skill to be your mine-recovering backup as well as melee support. [7.3] Disciple -------------- Disciple starts as a soldier with stats identical to Handmaiden. If you feel you really have need of him as a combatant, keep him as a soldier. However, he is far more useful to you converted to a Jedi Consular (convert him early, before leveling him up) and used as Jedi support. His previous training as a soldier helps him stay alive in melee and the Consular bonuses will make him useful for buffing the party and knocking down enemies. [7.4] G0-T0 ----------- G0-T0 is an expert droid with even less usefulness to you than T3. Unless you just really enjoy his scintillating witticisms, leave him on Ebon Hawk. [7.5] Handmaiden ---------------- Handmaiden is a pure melee combatant. She is a soldier with decent Strength, Dexterity and Constitution. She only has an Intelligence of 10, so will never get more than one skill point per level, unless you increase INT, which is a waste. You should level her as a Strength-based melee fighter, increasing STR with level-up points, and giving her your best melee weapons. If you level her up as a soldier for a while, she will get a lot of feats, so can be well-equipped to deal with any situation. Once converted to Jedi, she becomes a Guardian, which is just like a soldier, but with fewer feats. She'll never be strong in the Force, so taking advantage of her soldier class for a while is not a bad idea. She makes an excellent combat-focused party member (for males only, though). [7.6] Hanharr ------------- Darkside players can get another melee combatant in Hanharr, a wookie. In KotOR1, the wookie Zaalbar was pretty useless after the early levels due to his low Defense (could not wear armor). Fortunately, Hanharr gets a couple of upgrade feats: Wookie Toughness and Wookie Rage. With his insanely high starting Strength and Constitution (both 20), he makes a good melee fighter. Unfortunately, he's a scout, not a soldier, so he doesn't get quite as much Vitality or feats as you could want. [7.7] HK-47 ----------- HK-47 is, probably, the best pure ranged support character in your party. Not only is he immune to several DS powers, but you can get his Defense very high with various types of droid plating. Put level-up points into DEX to improve his ranged attack. He has a high enough INT to also be your Demolitions expert, if you need one. Equip him with either dual pistols or a repeating rifle. [7.8] Kreia ----------- Kreia is pure Jedi support. As a Consular, with a Neutral rating, she can fling both DS and LS Powers with ease. If you need a powerful Jedi in your party, you can hardly go wrong with Kreia. If you can put up with her nagging, that is. [7.9] Mandalore --------------- Mandalore comes equipped as though he is going to be a ranged fighter. Don't buy into it. Level up his STR and turn him into a melee monster. If you're looking for a melee specialist who uses plain, old-fashioned vibro- blades (thus ignoring energy shields), Mandalore's your man. [7.10] Mira ----------- Mira should not be converted by Sentinel PCs. First, you don't really need another Sentinel on your team. Second, she is far more useful to you as a Scout in a ranged/grenadier role. Keep her as your tech backup (everything but Security and Stealth), ranged support character (free Precise Shot feats and her wrist launcher!) equipped with dual blaster pistols. [7.11] T3-M4 ------------ T3, when equipped with dual blaster pistols, can be a pretty good ranged support character who can handle whatever skills you may be missing (except Treat Injury). Still, his primary usefulness is tech skills, which you should have in plenty as a Sentinel. Leave him behind and take a semi- skilled fighter with you instead. [7.12] Visas Marr ----------------- Visas is a Jedi Sentinel with an average Intelligence of 10 (no bonus points). Who designed this character? Since she's not very skilled, boost her Wisdom and Charisma and set her up with party-wide defensive powers and some good offensive powers and use her as Jedi Support. One skill she can use is Stealth, so you can keep her around for that role as well. - FINIS -