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* Section III - The classes and you *
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At the start of the game, you have 3 classes to choose from, and whether you play male or female will have no effect on the raw statistics of them. Below I will list each class, with all relevant information.
A couple of notes:
- The game is capped at level 20, so once you get there, you are done leveling up. That is why all the charts stop at 20. Also note that your main character's total level is equal to his initial class level + Jedi class level. Thus, if you go 8 levels a Scoundrel, you can only go 12 levels in your Jedi class.
- class Skills: The difference between a class skill and a "cross-class" skill is that it costs TWO points to level up a cross-class skill, and only one to level up a class skill. Also, the limit on how high a skill can be is as follows:
class Skill: Current Level + 3
Cross-class Skill: (Current Level + 3)/2 .... or half your class skills, rounded down (of course)
- Base Attack Bonus (BAB): The BAB is a base number added to all your Attacks (as mentioned in the Defense explanation above). Basically, the higher your BAB is, the better all your attacks will be, overall. For each class this will either say "Fast" or "Slow". This table shows the progression of a character's BAB:
. . . . . Fast Slow
Level 1: +1 +0
Level 2: +2 +1
Level 3: +3 +2
Level 4: +4 +3
Level 5: +5 +3
Level 6: +6 +4
Level 7: +7 +5
Level 8: +8 +6
Level 9: +9 +6
Level 10: +10 +7
Level 11: +11 +8
Level 12: +12 +9
Level 13: +13 +9
Level 14: +14 +10
Level 15: +15 +11
Level 16: +16 +12
Level 17: +17 +12
Level 18: +18 +13
Level 19: +19 +14
Level 20: +20 +15
- Saving Throws: A character's Fortitude, Reflex, and Will Saves will increase as they level up, but the speed of the increase is dependant upon your class. All saves progress according to either the "Fast" or "Slow" charts, as shown:
. . . . . Fast Slow
Level 1: +2 +0
Level 2: +3 +0
Level 3: +3 +1
Level 4: +4 +1
Level 5: +4 +1
Level 6: +5 +2
Level 7: +5 +2
Level 8: +6 +2
Level 9: +6 +3
Level 10: +7 +3
Level 11: +7 +3
Level 12: +8 +4
Level 13: +8 +4
Level 14: +9 +4
Level 15: +9 +5
Level 16: +10 +5
Level 17: +10 +5
Level 18: +11 +6
Level 19: +11 +6
Level 20: +12 +6
- Finally, unless I say otherwise these are all BASE numbers, meaning that you will have to add your own modifiers (or subtract if you drop a stat to .
ON TO THE GOOD STUFF!
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SOLDIER:
Soldiers are for people who like to kill things, because that is what soldiers do. Soldiers have no specialty feats (these are free feats or feats unique to a class), but they get LOTS of feats. Soldier's have the fastest feat progression of any class. However, they are pitiful in the skill department.
Vitality gain/level: 10
BAB: Fast
Saving throws:
- Fortitude: Fast
- Reflex: Slow
- Will: Slow
Starting feats:
Armor Proficiency: Light, Medium, Heavy
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Heavy Weapons
Weapon Proficiency: Melee Weapons
Power Attack
Power Blast
Bonus Feats: Only Soldiers can learn Weapon Specializations for each weapon type
Feat Progression(18 total):
1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 20
class skills:
Demolitions
Awareness
Treat Injury
Skill Points/Level: (2+INT-modifier)/2. This would be 1 point per level if your INT was anything less than 14.
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SCOUT:
Scouts are a balanced class. They gain a decent amount of skills and feats, and have a couple specialty feats. They also have incredible saving throws, and a wide array of class skills, including being the only class with Repair as a class skill.
Vitality gain/level: 8
BAB: Slow
Saving throws:
- Fortitude: Fast
- Reflex: Fast
- Will: Fast
Starting feats:
Armor Proficiency: Light, Medium
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Melee Weapons
Flurry
Implant Level 1
Rapid Shot
Bonus Feats(Gained for Free):
Level 4: Implant Level 2, Uncanny Dodge
Level 7: Uncanny Dodge 2
Level 8: Implant Level 3
Feat Progression(11 total):
1, 2, 3, 5, 7, 9, 11, 13, 15, 17, 19
class skills:
Computer Use
Demolitions
Awareness
Repair
Treat Injury
Skill Points/Level: (6+INT-modifier)/2. This would be 3 points per level if your INT was anything less than 14.
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SCOUNDREL:
Scoundrels are anti-soldiers: All skills, few feats. They get the best Bonus feats in the game though, including Sneak Attack (NINE levels of it, if you were a level 17 Scoundrel), which can make the Scoundrel a very competitive damage dealer; and also Scoundrel's luck, which is designed to offset the Scoundrel's low VP with extra Defense.
Vitality gain/level: 6
BAB: Slow
Saving throws:
- Fortitude: Slow
- Reflex: Fast
- Will: Slow
Starting feats:
Armor Proficiency: Light
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Melee Weapons
Critical Strike
Sniper Shot
Sneak Attack 1
Scoundrel's Luck
Bonus Feats(Gained for Free):
Level 1,3,5,7,9,etc.: Sneak Attack. Sneak Attack will will go up NINE times!
Level 6: Improved Scoundrel's Luck
Level 8: Master Scoundrel's Luck
Feat Progression(8 total):
1, 2, 5, 8, 11, 14, 17, 20
class skills:
Demolitions
Stealth
Awareness
Persuade
Security
Skill Points/Level: (8+INT-modifier)/2. This would be 4 points per level if your INT was anything less than 14.
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JEDI
You will gain the opportunity to become a Jedi after you get past Taris, the first planet. At this point, you stop leveling up in the regular classes and begin leveling in your new Jedi class. You will retain all your original class skills, and gain the Jedi class skills also. You will start at level 1 in your Jedi class, but REMEMBER: your total level (initial class + Jedi class) cannot exceed 20.
FORCE POWERS: All Jedi get 2 Force Powers at their first level. They receive one Power per level after That. Consulars receive bonus Powers at levels 5, 9, 13, and 17.
A NOTE ON FORCE POINTS: The player character, both in an effort to show that you are extra cool, and to ensure you aren't gimped in the Force department as a result of not having as many levels as a Jedi as other normal Jedi characters, is awarded a bonus Feat called Force Sensitive, which adds an extra 40 FP to your maximum. So when considering FP gain per level or total FP a given class will receive you may want to add the extra 40 points on to see what playing will actually be like.
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JEDI GUARDIAN:
Guardians are combat-focused Jedi. Most Jedi in the movies were Guardians, including Luke, Vader, Obi-Wan, Dooku, and Mace Windu. Guardians are notable for gaining more feats than the other Jedi, the most VP, and getting attack and damage based feats like Force Jump (which instantly leaps to and attacks a targetted foe) and Weapon Specialization: Lightsaber.
Vitality gain/level: 10
Force gain/level: 4
BAB: Fast
Saving throws:
- Fortitude: Fast
- Reflex: Fast
- Will: Slow
Starting feats:
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Lightsaber
Weapon Proficiency: Melee Weapons
Jedi Defense
Force Jump
Jedi Sense
Bonus Feats(Gained for Free):
Only Guardians can learn Weapon Specialization: Lightsaber
Level 6: Knight Sense, Improved Force Jump
Level 12: Master Sense, Master Force Jump
Feat Progression(9 total):
1, 3, 6, 7, 9, 12, 13, 15, 18
class skills:
Awareness
Persuade
Treat Injury
Skill Points/Level: (2+INT-modifier)/2. This would be 1 point per level if your INT was anything less than 14.
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JEDI SENTINEL:
Sentinels are the in-between Jedi. The Scout of the Jedi classes if you will. They get one more base skill point than the other Jedi, and gain Immunity to Fear, Stun, and paralysis as they level up, which can free up your equipment slots or feats for other things, since you won't have to worry about protection from those status effects. Sentinels are also the most balanced in terms of VP and FP gain per level.
Vitality gain/level: 8
Force gain/level: 6
BAB: Slow
Saving throws:
- Fortitude: Fast
- Reflex: Fast
- Will: Slow
Starting feats:
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Lightsaber
Weapon Proficiency: Melee Weapons
Jedi Defense
Force Immunity: Fear
Jedi Sense
Bonus Feats(Gained for Free):
Level 6: Knight Sense, Immunity: Stun
Level 12: Master Sense, Immunity: Paralysis
Feat Progression(7 total):
1, 3, 6, 9, 12, 15, 18
class skills:
Awareness
Persuade
Treat Injury
Skill Points/Level: (4+INT-modifier)/2. This would be 2 points per level if your INT was anything less than 14.
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JEDI CONSULAR:
In the movies, Yoda and Emperor Palpatine are the only real Consulars we know of for sure. Basically, Consulars are for people who love Force Powers. They get more Powers than the other classes and double the FP gain of the Guardian. They also have a unique free feat Force Focus, which adds a nice hefty DC bonus to their powers, making it tougher to resist them.
Vitality gain/level: 6
Force gain/level: 8
BAB: Slow
Saving throws:
- Fortitude: Fast
- Reflex: Slow
- Will: Fast
Starting feats:
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Lightsaber
Weapon Proficiency: Melee Weapons
Jedi Defense
Force Focus
Jedi Sense
Bonus Feats(Gained for Free):
Level 6: Knight Sense, Improved Force Focus
Level 12: Master Sense, Master Force Focus
Feat Progression(7 total):
1, 3, 6, 9, 12, 15, 18
class skills:
Awareness
Persuade
Treat Injury
Skill Points/Level: (2+INT-modifier)/2. This would be 1 point per level if your INT was anything less than 14.
Consulars also receive bonus Force Powers at levels 5, 9, 13, and 17.
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Now that you have had a chance to compare the classes, here are some things to consider in creating your character.
- Persuade. Your character is the only one in the game who can use Persuasion, and you will probably want to. Persuasion (if it's high enough) can get you through quests more easily, open up new paths in dialog, allow you to get around fees or make you extra reward money (often without alignment shifts that you may want to avoid). A couple of points here is good, even for soldiers, though you may want to go for 14 INT with a soldier to get enough points to work with.
- Repair. HK-47's sidequest gives you the opportunity to repair him, making him considerably more powerful. A total rank of 17 in Repair is required to fix him completely. You may want to consider being a Scout initially if for no other reason than that. Note that this is TOTAL rank only. Your INT mod can thus be used to lower the number of skill points you need, and potentially (though I cannot confirm) equipment bonuses and stims or Master Valor. I BELIEVE, however, that you only get the bonus from INT mod when repairing HK (since it's a special case, being that it's a quest and not a normal repair operation).
- Bonus Feats. The bonus feats for the classes can be quite powerful. You may want to at least check the bonus feats for each class (by going into the character creation for each class, and then backing out) before deciding the Soldier is simply better because he gains a new feat every level, or something like that.
- Attribute Points. Every 4 levels you will gain an extra attribute point, for a total of 5 extra points during the game. Most classes will want to dump all 5 into DEX, in my opinion, but there are a couple exceptions (I.e. Scoundrel/Guardian).
READ THIS, IT'S A CORE PART OF THE GUIDE!!!!!!!!
SAVING LEVELS:
This is an important topic among KotOR players. If you turn off the auto-level-up feature in the game, you will have to manually level up your character once you gain enough experience for each new level. If you wanted, therefore, you could hold back and not level up... ever. You could be level 2 when you leave Taris, so that you can gain more levels as a Jedi. Here are the reasons you may or may not want to do this.
- Pros: More FP, more Powers, you can calculate your levels in each class to maximize feats, skills, or whatever traits you desire. This allows you to create a completely perfectly tailored class to suit your desires and play style. You can roleplay better or powergame better because of this.
- Cons: Not leveling can make Taris a bit harder (or a LOT harder), and a MAJOR BUG: If you hold off on leveling up, the game will get confused, and stop giving experience points (XP) to members of your party who are chillin' back at the base. The more levels you hold back on, the worse the effect. This bug cannot be avoided, but the damage can be lessened by holding back as few levels as possible or only using two other party members the whole game. I HIGHLY recommend against only using 2 NPCs the whole game, however, since its a lot more fun to play with them all, and you experience a lot more dialog with all of them out and about. If you experience this bug, you can run around on Dantooine after you've become a Jedi and make up the experience by killing Kath Hounds in the wilderness and using all your Party members.
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BUG DESCRIPTION: Basically, the game looks at how much XP you saved. A level 5 character on Dantooine has generally saved back 20,000 XP. When you become a Jedi, the game will stop giving XP to a given NPC while they are at the Ebon Hawk, until they even out at about 20,000 XP behind you. They will gain XP while with you, but still not gain XP at the Hawk until they reach the right distance behind you. This means that for most of the game, they will be 2 or 3 levels lower than your main character. The effect is lessened as you reach higher levels (where 20,000 XP isn't enough XP for 1 level gain), and if you kill some extra respawning enemies you can make the extra back and reach level 20 with all characters.
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In the end, I still save levels, even though some party members are held back a bit as a result. I normally kill extra Kath Hounds on Dantooine while running around, or a bunch of Wraid on Tatooine (which is good because Wraids drop Wraid plates that you can sell for extra money too).
Level Saving Tips:
- 5/15 is the magic number. Why? Because all Jedi gain a feat at level 15, and all starter classes gain one at 5. If you check it out, you maximize your potential number of feats by holding at level 5 with your initial class. If you hold back at a lower level than 5, you will seriously "gimp" the rest of your party, and more than that won't have as much benefit to your Jedi class since you lose Force Powers.
- What about extra Powers for Consulars? If you go 5/15 as a Consular you will miss out on the extra Force Power at level 17, but again: holding back below 5 is bad for the rest of your party. Really bad. Even I don't like to go under 5.
- What about Bonus feats for Scouts? If you start as a Soldier, you needn't worry about that of course, but scouts get extra feats at levels 4, 6 and 8. The Level 4 and 8 feats are Implant upgrades, and you can grab Implant 3 on your own, after you become a Jedi, if you want. (I highly recommend you do) The Level 6 feat is Uncanny Dodge 2, which you don't really need, in the end, as it is one of the crummier of the bonus feats. In my opinion, 5 is still best, because a Scout gets feats at 1,2,3,5. And a Jedi would gain a feat at 15. Any more or less in either direction and you lose a feat.
- And Bonus feats feats for Scoundrels? Scoundrels get Sneak Attack Upgrades at 1,3,5,7,9,etc. and Scoundrel's Luck upgrades at level 6 and 8. However, I feel that the increased Sneak Attack damage and the Defense bonus of improving Scoundrel's Luck is outweighed by the benefits of more Force Powers and and FP. Not to mention that Jedi get more feats than Scoundrels. However, I will note that certain builds can be centered around Sneak Attack, and may want to level up to 7 or 9 as a Scoundrel to get the extra damage. I recommend that you hold off on that sort of strategy until you feel you have a solid grasp of the topics in this guide about Character building.
Thus 5/15 seems to be the way to go 98% of the time, regardless of class combination.
Modifié par Reaper511, 07 février 2012 - 07:50 .