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KOTOR 1 & 2 Builds


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Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
26 Nov 2012 at 11:01
Over 12 years ago


#1

Mainly for my own reference, I will be posting some of my favourite builds for KOTOR and KOTOR 2, since I am playing through them again :-)

However, since they may be useful to others I decided to post them here for all to see.

KOTOR Builds

Scout (4), Consular(16)
--------------------------------------------

My favourite KOTOR build. starts off having to use blasters due to the lack of any strength. Once you start building up your Consular levels he really comes into his stride. Loads of force powers and a great party leader that becomes pretty much invincible by the end of the game. Use robes to ensure you get the most out of your dexterity and force powers. Hold off on levels once you hit Scout 4 so that you can get the most from your Consular levels. Unlike KOTOR 2, lightsabers use your dexterity modifier for your attack rating automatically if it is higher than your strength - hence why this build requires no strength. As such, he does ok in melee too once you have your saber.
Focus on items that increase wisdom and dexterity.

Pros:
- Loads of frelling force powers/points
- By about level 15 he is pretty invincible
- Lots of defence
- Great party leader

Cons:
- Other than persuade (and a few extra points from the 4 Scout levels), he has no other skills

Starting Attributes:
STR 8 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 8 (-1)
WIS 16 (+3)
CHA 14 (+2)

Put all level-up points into Wisdom.

Must have feats:
- Dueling
- Flurry
- Implant (level 3, since you will get 1-2 for free with Scout class)
- Toughness (level 1)

Skills:
- Put all points into Persuade
- Remaining points (after becoming a Jedi and putting your points into Persuade) can be put anywhere you wish.

Soldier (7), Guardian(13)
--------------------------------------------

This build focuses on creating a simple armoured melee fighter. He rips most enemies apart without requiring time to self-buff, however, his force powers are limited. Use armour (the highest AC stuff you can get), as your dexterity sucks ballz. Only choose force powers that are not restricted by armour. For example: Force Wave is a good one.
Focus on items that increase strength.

Pros:
- Great melee character
- No self-buffing required

Cons:
- Other than persuade, he has no other skills
- Crappy with force powers
- Can only use force powers that can be used in armour (no force speed :-()

Starting Attributes:
STR 18 (+4)
DEX 10 (+0)
CON 14 (+2)
INT 8 (-1)
WIS 12 (+1)
CHA 10 (+0)

Put all level-up points into Strength.

Must have feats:
- Two-weapon fighting
- Flurry
- Implant
- Critical Strike

Skills:
- Until you become a Jedi, don't allocate any points (as persuade is not a Soldier class skill and will cost double). When you do, put all points into Persuade


KOTOR 2: TSL Builds

Consular(15-20) / Jedi Master(everything else)
--------------------------------------------

My favourite KOTOR 2 build. Very similar to my KOTOR Scout/Consular. This build truly does become a god later on in the game. With force enlightenment buffing you, battle precog (from the Handmaiden - adding wisdom to defence) and a high AC, he truly is invincible and a lot of fun to play. Use robes to ensure you get the most out of your dexterity and wisdom AC modifiers. For this build to be of any use in melee, you must take Lightsaber Finesse - which then uses your dexterity modifier in place of your strength modifier for melee attack rating.
Focus on items that increase wisdom and dexterity.

Pros:
- Loads of frelling force powers/points
- By about level 15 he is pretty invincible, by level 30 he is a god!
- Lots of defence
- Great party leader

Cons:
- Can be difficult, up until you get a lightsaber and lightsaber finesse feat (or around level 15)
- Other than persuade, he has no other skills

Starting Attributes:
STR 8 (-1)
DEX 16 (+3)
CON 14 (+2)
INT 8 (-1)
WIS 16 (+3)
CHA 12 (+1)

or

STR 10 (+0)
DEX 14 (+2)
CON 14 (+2)
INT 8 (-1)
WIS 16 (+3)
CHA 14 (+2)

Put all level-up points into Wisdom.

Must have feats:
- Dueling
- Flurry
- Lightsaber Finesse
- Regenerative Force - You get this for free as a Jedi Master

Skills:
- Put all points into Persuade

Last edited 31 Mar 2014 at 15:38.

Jimbobslimbob Avatar 
Jimbobslimbob
4648 posts
Chosen One
1 Apr 2014 at 09:40
Over 11 years ago


#2

KOTOR 2: TSL Builds - Continued

Consular (15) / Jedi Master (everything else)
--------------------------------------------

This is a modification of the above build. This one gets access to pretty much every decent skill in the game and a better constitution score - meaning better implants can be used. This comes at a sacrifice of a little Wisdom and Charisma - which, is barely noticeable to be honest. As a result, this really is THE definitive version of my favourite character, since he can handle pretty much any situation. The skills also allow you to make powerful items and fully upgrade T3 - which further boosts your stats.

Like the above build, he also relies on Lightsaber Finesse for melee attacks. As such, until you have a lightsaber it may be best to stick with ranged weapons and the force - but then, you will be slaughtering people with the force as this build anyway, so later on, melee becomes less important.

Pros:
- Loads of frelling force powers/points
- By about level 15 he is pretty invincible, by level 30 he is a god!
- Lots of defence
- Great party leader
- Tons of skills

Cons:
- Can be difficult, up until you get a lightsaber and lightsaber finesse feat (or around level 15, when the decent crowd control force powers come into play)

Starting Attributes:
STR 8 (-1)
DEX 14 (+2)
CON 16 (+3) - optional: max to 18 first
INT 14 (+2)
WIS 14 (+2) - all remaining points
CHA 10 (+0)

or (even better in the long run - see final note below)

STR 8 (-1) 
DEX 14 (+2) 
CON 14 (+2) - max to 18 first
INT 14 (+2) 
WIS 14 (+2) - all remaining points
CHA 14 (+2) 


- Put all level-up points into Wisdom.
- Obviously save any skillpoints you have left over until you have purchased the corresponding feat to allow you to purchase them at one point. By level 4 you should be able to put all remaining skillpoints into the 2 cross class skills (Computer Use and Demolitions).

Must have feats (take them in this order):
- Cross Class Skill: Demolitions (take at level 1 - put all skillpoints in at level 2) 
- Cross Class Skill: Computer use (take at level 3 - put all skillpoints in at level 4)
- Lightsaber Finesse
- Dueling
- Flurry

Skills:
- Put all initial points into Persuade and Repair, save the other skillpoints until later.
- From Level 2 (after acquiring "Cross Class Skill: Demolitions", max out Demolitions use as well). 
- From level 4 (after acquiring "Cross Class Skill: Computer use", max out Computer use as well).
- Continue Putting all remaining points thereafter into all 4 of the above skills.

Additional Note on Skills:
When Kreia goes through the skill training exercise with you, it is a good idea to select your most powerful as "Persuade", and least as "Security". After putting a point into security, she will give you a boost to both. Even with 2 in Security, this should allow you to open 90% of locked things. Those you cannot open, a security tumbler should help you out.

Final Notes:
- It may be worth using your first 2 attribute points for Constitution, so you can use the best implants in the game, then going for Wisdom for all the rest.
- Another option is to put 14 in every attribute, other than strength (leave at 8), then use your first 2 (or 4) attribute points for Constitution and then going with Wisdom for all the rest. This actually works out the best option from all of the above variations in the long run, since your Con will be maxed at 18 for the best implants, and your force power DC will be high (thanks to more Charisma too).

Last edited 1 Apr 2014 at 14:51.

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By James (Jimbobslimbob) Compton