I am sure that everyone here has their own, special character build that they love to use in the games.While I don't have a set one for TSL, there is a build that I always go for in KotOR 1, namely Scoundrel-Guardian, because of how ridiculously broken it is. Towards the mid and late game, you become a Rogue, Warrior and Mage all in one pack.NOTE: this is for a max Light Side (from the stats) playthrough, because BioWare loves all LS players.Starting attributes are:16 STR, 14 DEX, 14 CON, 14 INT, 10 WIS and 8 CHA.' Hang on a minute, why are you picking 16 STR for a -Scoundrel-?!' Pick either DEX or STR at 16 for your base build, I generally tend to go for STR to make my life easier. You want to get the other to 16 anyway as the first thing. Afterwards, feel free to invest into WIS.There are two reasons why Scoundrel is ridiculous:1) Sneak attack. This sucker turns the combat into a joke.
The sneak attack modifier (to your chance to hit and damage inflicted, depending on the feat level) is automatically activated by the game (when doing the dice roll and such) when one of these two situations occurs: the hostile NPC you're targeting is either stunned, isn't in combat with you yet or it's attacking someone else (not the party member you are controlling at the moment). You don't need stealth at all in either games.2) Speaking of skills!
Scoundrel is great because it's the only starting class that has 'Persuade' as a class skill. The unfortunate reality in KotOR 1 is that half the skills in the game are worthless. Walk over them (or use a worthless party member to defuse 'em) then Force Heal/Return to Hideout or the Ebon Hawk and transit back. Worthless, sneak attack is triggered without being in stealth mode. No conversation check and is used only for detecting mines. No point, no conversation check nor situations when you need security to do something, you don't even get EXP for using Security (unlike KotOR 2). Computer Use?
Debatable, you don't really need to bother with the (admittedly neat) electrical overload ability. Which means that the only skills worth getting are Persuade (and you need to invest in it per level so you don't get screwed by how it's calculated), Treat Injury and Repair (for HK-47's genie in a bottle stories before the Leviathan hits). What this means is that every time you find yourself at the level up screen with extra skill points to invest, hold on to them until the next level up screen.Now it's time to talk about some feat selection. Flurry is going to be your best friend in the entire game. Don't bother with Crit.
Strike or Power Attack. Also, always go for the feats that help you out with defensive modifiers (Conditioning tree, two feats into Toughness and the Lightsaber Proficiency-Finesse-Specialization tree). While implants are nifty, they aren't required.Force powers. There's the obligatory Force Cure-Heal. However, what you also want is the entirety of the Speed and Valor trees for buffs. The best Force Powers in KotOR 1 and 2 are the ones that give you (or the party) buffs, IMO.
Another Force Power tree that you need to have is either Stun (not Stun Droid) or Push, up to the individual. The remaining two points, feel free to invest in whatever (get Resistance-Immunity, that would be good).Item selection. I typically build my Lightsaber with the Opila+Solari+Heart of the Guardian crystals, and switch out the Solari with the Upari in the Rakatan Temple. Karakan Gauntlets, Adrenaline Stimulator, Qel Droma (and later Star Forge) robes and the Circlet of Saresh.And now to go into combat. Because you are a glass cannon (sort of) early on, you may want Carth to aggro the enemies while you come in from behind and let Sneak Attack do its job. Don't forget to always return to hideout/Ebon Hawk and then transit back to save on your healing items! (I end up with like 200 medpacs in total out of the three types by the last fight with Malak) But, anyway, here's why this is OP: your max Light Side points (100) alignment bonus for a Guardian is a flat +3 STR.
With Master Valor, you get another +5 STR. And your base STR should be 16, which means you get a +7 STR modifier by mid to late game. Karakan Gauntlets offer a +1 DEX and the Adrenaline Stimulator a +2, another +5 from Master Valor and you are at +24 DEX (another +7 modifier). So far we are a certified Rogue and Warrior. The Qel Droma robes give you a +2 WIS, which you add to your +10 (Circlet+Master Valor).
That's a +12 so far. When we add that to your eventual +12 WIS, you get +24 WIS. +27 WIS when you get the Star Forge robes.Because of the way sneak attack works, and your triple-class (essentially), you are going to make all the NPCs drop like flies, either because you use the Guardian special ability (the Force jump) that does extra damage (aside from the Sneak Attack modifier kicking in, because that NPC should still not be in combat by the time you can jump) or you stun the entire area and Sneak Attack kicks in once more.
With Master Speed + Master Flurry, you get 4 attacks per round. Combine that with your STR modifier and your lightsaber's stats.One last thing: you should focus Bastila, Juhani and Jolee on buff powers (you can give Jolee the Force Storm tree, though, as you will run out of useful buff powers to choose from eventually). From a gameplay/stat perspective, there is no reason to make a non-Jedi party, because the buffs provided are ridiculous.So, what are the builds that you use?
This is awesome Jango! Great for players looking to be more directed in their character builds.
Never knew this stuff myself.I found this really comprehensive by Reaper511 on the Bioware forums. He has the Scoundrel - Guardian build like this:5/15 SCOUNDREL/GUARDIAN:Vitality gained: 180Force gained: 60Skill Points: 47Feats: 11Powers: 16Pros: This setup gains more skill points than it would with a Soldier, as well as the specialty feats like Sneak Attack 3 and Scoundrel's luck.Cons: The Scoundrel will gimp this setup by 20 VP and 2 feats. And that's about it. No Repair, I almost forgot (of course, the Soldier/Guardian never had Repair either).Well this setup redeemed the Scoundrel class for me right as I was about to denounce it forever. Honestly, a hit of 20 VP and 2 feats is okay, especially considering that you get Critical Strike instead of the less versatile Power Attack, and Sneak Attack will add considerably to the Guardian's Combat effectiveness.
I would, however, suggest making this character a STR-based character, more than a DEX based character (like my previous suggested setups), that way you get an improved chance of stunning when you use Critical Strike, which would allow you to use the Sneak Attack. Additionally, the lowered Defense (thanks to reduced DEX) is offset by Scoundrel's luck. All in all, I really like the way this character falls into place, although I wish it had Repair.Suggested build:STR 16DEX 15CON 10INT 10WIS 12CHA 12+1 DEX, then 4 STRThoughts on how he sees it? My 'classic' main character (as in, the first one I used and the one I keep going back to) in both games doesn't have any real specific build. I keep all the attributes at decent levels, go for Comp.
Use/Demo/Repair/little bit of Persuade/some Treat Injury as my skills, make sure that I'm a dedicated dual-wielder, and go Consular - Master in K2 and Scout - whatever Dorak advises me (I've done all three) in K1, though my preferred Jedi class for the latter is Consular.I've done a number of other specific builds, focused on maximizing different aspects of the game, and used them in both games successfully (roleplaying is essential for these builds for me as well). The three I really remember are:1) Super dark side Soldier - Guardian/Guardian - Marauder. Start with STR 18, CON 17, CHA 9, everything else 8. At some point put an extra point into CHA just because, put one point into CON, and then STR and things that enhance it all the way. Powers aren't very important except for Master Speed.
Basically, this character is a damage machine. He deals obscene amounts of damage using a double-bladed saber, Power Attack, and Speed/Fury (his total strength was at least in the upper 30s by the end of K2) and with high CON and Toughness, is fairly durable as well. His personality is also quite simple: attack everything and be as cruel as possible. This character is for having fun by just smashing everything that gets in his way. He also defeated Malak in about 3 combat rounds.2) Neutral Scout - Consular/Consular only. I start with 16 WIS and CHA, 12 DEX, and 10 everything else.
Basically, this character is a master Force attacker: neutral allows me to pick and choose which powers I want from which side, while the high (and constantly increasing) WIS and CHA, combined with Force Focus, makes it very hard to resist my attacks. It was not until playing this character that I really learned how powerful Force Kill can be. I make this character a single-wielder and go for a different feel than the rest of my games by denying myself the Speed powers, using only Adrenal Alacrity to speed up and not getting extra attacks except from Flurry, making most of my strength in Force Powers.
Sims 4 skills cheat. Skills are Treat Injury and Awareness if I have extra points (Force Persuade is used without exception). Force powers are limited as much as possible to only aggressive powers, not using any to buff myself. Playing this character is quite interesting, as I'm denied my Force crutches of Speed and Heal/Drain Life, but am also a weak straight-up fighter. Roleplaying is also a very unique experience with this character, as the mentality I've given it is to always go for my own gain, but don't be evil if there's no good reason, and hate those who betray or target me (mainly Sith and, for the second game, Exchange) unabatedly.
My first build might have defeated Malak quickly, but with this one, Darth Sion is an absolute joke - I can just use Force Kill on him, over and over, until the fight finishes.3) Somewhat (but not exclusively) Dark Side Scoundrel - Sentinel/Scoundrel - Assassin (I in fact used the KSE to make myself a Scoundrel at the beginning of K2). Similar attribute set to the previous character, except with the focus on DEX and INT, and the extra points in CON. Dual wielder, but uses the Scoundrel's abilities to full advantage, maxing out in all class skills and leaving the other three to basically rot. This gave me a really different experience from normal, but still a fun one, as I spent lots of time sneaking around, figuring out the underhanded way to do things and, again, using the Scoundrel abilities to the fullest. This includes walking around in Stealth mode A LOT, picking off isolated targets with Sneak Attack, getting around guards and Security-ing doors open, and setting mines all around enemies to trap them, including putting them in the path of patrolling enemies.
Basically, I continued to kill as many enemies as possible, but with minimal combat, which I feel is the Scoundrel's intended playstyle. Biggest problem with this build in K1 was that there are not nearly enough mines in that game. This was also a unique experience in that I often tried to maximize defense, and got to feel what it was like to play with high levels of that. After I became a Jedi, this character's combat inferiority was offset and then some by the massive power of Sneak Attack - I would usually use Insanity on enemies and then use the bunch of extra damage I got to take them out really quickly. This build caused me to, for the first time, realize the usefulness of Sneak Attack and stop underestimating the Scoundrel as a capable class.That's what I've got.
In KotOR1 I'm a fan of scout-guardian with sniper-shot/critical, depending on if I'm playing ranged or 1 weapon melee at a 8/12 split for both.For TSL I tend toward Sentinel for everything but a dedicated force spammer (Consular for that). Then i chose my prestige class mainly on combat style/ alignment. So a DS gunner will be Marauder for stupefying damage and a LS single saber will be a Watchman for paladin grade defenses. I feel I should point out that I never use force lightning and I'm of the opinion that critical is better than flurry, DPS should sacrifice defense, and that wizards should not hit things, so my builds are not very newbie friendly. KotOR:I find myself going back to Scout/Consular again and again.I especially like 4/16 or 7/13.Attributes:Strength 10Dexterity 14Constitution 10 (or 12)Intelligence 14Wisdom 15 (or 14)Charisma 14Upon leveling up I either put all 5 into wisdom or 4 into wisdom and 1 into charisma.Feats:Flurry, critical strike, dueling, implant 3.Force powers:Force WaveForce StormHealDrain LifeMaster ValorMaster SpeedDominate MindIf taking 4/16, also add kill and break force.Skills:Always maxing out persuade and getting the repair treshold for HK, then dumping the rest into treat injury.
My consular is wise as. but runs into mines like a blind. I actually managed to lose to this once, when running into a mine (on hard) in Naga Sadow's tomb while injured.I usually play rather light side, because most dark side actions are just stupidly dickish, but don't pick all the good options either - yet I always manage to get LS mastery in the end.
Star Wars Knights of the Old Republic II: The Sith Lords - Lightsaber Location FAQ STAR WARS: KNIGHTS OF THE OLD REPUBLIC 2: THE SITH LORDSLocations of all Lightsabers/Lightsaber ComponentsBy BastillaLoveChildThe Lightsaber Location FAQThis FAQ is for the XBOX game Knights of the Old Republic 2 (KOTOR 2). Thisis a Star Wars-based RPG set five years after the events of KOTOR 1,approximately 4000 years before the events of the Star Wars movies.This FAQ will describe all of the locations in the game where you can earn alightsaber/lightsaber component.I have tried to avoid including any information that would spoil any majorelements of the gameplay story. However, out of necessity, some spoiler-basedinformation will be present. Be warned.For anyone who has played KOTOR 1 or KOTOR 2, you've learned that gaining yourfirst lightsaber is a noteworthy event.
In KOTOR 2, your first lightsabermust be built, using components which are found in your travels. Once youhave all of the parts, one of your party members will help you craftyour 'saber.As in the original KOTOR, there is a great deal of flexibility in the order ofthe planets you travel to, once you have completed Peragus and Telos. Whileyou can travel to any of the planets to start, I have found that starting withNar Shadaa is the easiest planet to start with if you want to get your firstlightsaber in the shortest amount of time possible. Additionally, Dantooineshould be one of your first planets as well, as there is a very specialcrystal which can be found in a cave.When crafting your first lightsaber, three components, plus a focusing crystal(which corresponds to a color crystal), are required.
For most of thelocations listed, you would gain one of these components if you have notcrafted your first 'saber. If you have crafted one, you will find alightsaber, or, where noted, a lightsaber upgrade component.As I've stated, the focus crystal is synonymous with a color crystal, i.e.,blue, gold, green, red, violet, cyan, silver, orange, bronze, or viridian.These crystals are usually not found as item drops.
The best place to findone, early in the game, is in one of the following areas (understanding thatmerchant inventories are largely randomized)-1.From the arms dealer on Telos Citadel Station, the 'unscrupulous'brother.2.From one of the two arms/equipment dealers in the main square of NarShadaa. The main square is near the Ebon Hawk, and is the area from which theRefugee Sector, Cantina, and Shuttle Docks can be accessed.3.From the salvager on Dantooine who sells Jedi relics, located outsidethe Academy approach area.Following are the locations, listed by planet -TELOS/TELOS CITADEL STATION -1.One part is earned from either the Ithorians or Czerka, depending onwho you decide to assist. The part is earned after you've helped them dealwith the Exchange.NAR SHADAA -1.From Lootra, located in the flophouse area of the Docks. The part canbe earned by killing him the first time you meet him, or by successfullyreuniting him with his wife, who is located in the Refugee Sector.2.NS (or other first planet): Part earned by defeating Visas, when shefirst appear to fight you on the Ebon Hawk.
If Nar Shadaa is your firstplanet, and your alignment is at least 25% light-side or dark-side, she willappear here.3.Vogga's side chamber. To access the area, you need to completeseveral side-quests. You'll need someone stealth-equipped to eavesdrop on twoaliens in the flophouse, to learn how to deal with the Kath Hounds.
![Wars Wars](/uploads/1/2/3/9/123950223/457561862.jpg)
After,you'll need to speak to the bartender in the Cantina to get the Juma Juice forthe Kath Hounds water. After, you'll need to speak to the Twilek in the bar,and agree to dance for Vogga. Once you've put Vogga to sleep by dancing,spike the Kath Hounds water urn with the Juma Juice, and use a character witha moderate security skill open the side chamber door.4.From Husef, in the Refugee Sector. The part is given once you'vehelped the Refugees in dealing with the Serocco and Exchange, and helpedreunite a mother with her daughter, being held by the Exchange.5.After meeting with the Jedi Master. This part is earned if any of theprevious were missed.DANTOOINE -1.Available for purchase from the salvager you rescue from the JediAcademy Sub-Levels. He will normally charge 1000-1300 credits for lightsaber,focus crystal, and upgrade component. If you do not have the credits, do notworry, he will hold the items for you on the surface, back with the rest ofthe salvage crew.2.In the Jedi Academy Sub-Levels, you will find two salvager corpses, ifyou spoke to all of the salvagers on the surface to activate a certain sub-quest.
The second corpse will have a will on their body, which you can tamperwith. If you alter the will, and then show it to Zherron (located in theKhoonda Administrative Building), you will receive a lightsaber, multiplecomponents, and some dark-side points.3.After meeting with the Jedi Master on the planet.ONDERON/DXUN -1.Earned after killing a Canook in the jungle. If you have a saber atthis point, you earn a type of upgrade crystal/component.2.Earned from Mandalore, after you have completed all of the sidequestsrequired to earn his assistance. These include: killing the rakkeg andgetting proof, dealing with the lost Mandalorian, helping the MandalorianScout in the jungle, completing all three parts of the tower repair work,opening the Mandalorian cache, and winning the Battle Circle.3.In Iziz, from Dhagon Ghent, earned after meeting him back at hisoffice.4.On Dxun, at the end of the tomb explored by the side party you send.5.In Iziz, on the Sky Ramp, dropped by one of the enemies.6.In Iziz, in the palace, in the room which resembles a bedroom locatedon the north end. The 'saber, or part, is in one of the secure plasteelcylinders, and requires a high security skill to open.KORRIBAN -1.Earned from the Jedi Master.2.Earned after completing the area located in the back of the ShyrackCave. Hint: check all containers before leaving this area, once all of theenemies have been defeated.FINAL PLANET -1.From one of the Sith, fought in the first interior area you come to.2.Earned after defeating one of the final boss characters.SPECIAL THANKSI'd like to thank Bioware and Obsidian, for crafting two of the finest RPG'savailable for XBOX, or any other platform for that matter.Special thanks also go out to IGN, for their excellent web-site, and to theIGN KOTOR Board. Great folks who love great games.
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In this GuidePage 1:Page 2:Page 3:Page 4:Page 5:Page 6:Page 7:Page 8:Star Wars Knights of the Old Republic 2 Tweak GuideAuthor: Last Modified: March 2007 Printable Version:IntroductionThe original Star Wars Knights of the Old Republic (KOTOR) was a special Star Wars-based game among the dozens of Star Wars-based games already out there. It was a Role Playing Game played with First Person Shooter graphics and flair.
![Kotor 2 sentinel weapon master build Kotor 2 sentinel weapon master build](https://static-cdn.jtvnw.net/s3_vods/06ff49c3385555a023ca_phunkmachine_34393377776_1218249760/thumb/thumb0-320x180.jpg)
While a few other games have done this in the past (e.g. Sacrifice), I had yet to see a truly popular game successfully undertake this most difficult of genres. KOTOR was a breath of fresh air – not too rigid in its RPG elements, yet still sufficiently broad enough to allow some satisfying role playing. At the same time it had great 3D graphics and sound, and enough special effects to be worthy of an top-notch FPS. All in all it was a great package.As with most KOTOR fans, I was somehow saddened when I completed the game, because I wanted more of the same. Well LucasArts heard the calls from fans, and commissioned a sequel to KOTOR, called Knights of the Old Republic 2: The Sith Lords.
While the first KOTOR was developed by BioWare, this second chapter is a product of Obsidian Entertainment. However the sequel is still based on the KOTOR Odyssey engine (which itself is based on Neverwinter Night's Aurora engine), and the gameplay and overall feel of the game remains much the same. In many ways, certain aspects of the game have improved. In particular you have greater choice in your responses, and your responses and actions have greater consequences than the original KOTOR. And of course there is a new storyline to play through. However in many other ways, unfortunately certain aspects of the game are now much worse. This is primarily the result of a rushed production schedule which has resulted in a game which has a (justifiably) unfinished feel to it.Many KOTOR 2 players are reporting a range of problems with the game, from the annoying to the serious.
Now I can't promise to solve all of your problems in this Knights of the Old Republic 2 Tweak Guide, but I can guarantee that it contains all the working tweaks and troubleshooting tips I could find to hopefully improve your KOTOR 2 playing experience.
Contents.Each of your character's skills has a number associated with it. This is the skill 'rank' and determines how good the character is with that skill. When using a skill to perform an action, the rank is compared against a (DC) number.
For example, to open a lock with a DC of 15, take your skill rank in + Wisdom modifier + d20 roll. Related Attribute: Computer Use allows a character to slice computer programs using disposable logic rams called computer spikes. A character might disable gun turrets or flood a patrol area, with more complicated tasks requiring more spikes. A high rank in this skill reduces the number of spikes required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers.Computer Use is a skill for the following:.Minimum rank 15 is is required to fully upgrade.Demolitions.
Related Attribute: Demolitions can be used to set, recover or disarm. Such devices range in difficulty from minor (10 to set) to devastating (DC30 to set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover the mine adds +10 to the DC. This skill cannot be used untrained.Demolitions is a skill for the following:.Difficulty Classes for setting, disabling or recovering mines are reduced by 5 on Easy but increased by 5 on Difficult. According to, DC increases to disarm and recover mines are cumulative rather than separate:MineEasyNormalDifficultSetDisableRecoverSetDisableRecoverSetDisableRecoverMinor5152030Average30202535Strong35253040Deadly40303545Devastating45354050Successfully setting, disabling or recovering mines requires that the sum of Demolitions skill rank and a d20 roll is equal to or greater than the DC. When not in 20 is always rolled, so minimum skill rank is DC - 20.A maximum of 15 mines can be set in any map.
While friendly mines can normally be recovered without a DC check, after leaving a map and returning to it any mines left behind can only be recovered after a successful DC check (although they remain friendly).Hostile mines must be detected by passing an check before they can be disabled or recovered. Disabling a mine grants equal to 10. character level, while recovering a mine grants experience equal to 15. character level. Recovering a friendly mine after leaving a map and returning to it grants experience equal to 10. character level for Minor, Average and Strong mines, and 15. character level for Deadly and Devastating mines.Mines can also be set to open locks instead of bashing.
Unlike bashing this does not result in broken items, but unlike Security this does not grant any experience.Stealth. Related Attribute: Stealth governs the use of camouflage devices to enter Stealth Mode. If a character equips such a device and activates Stealth Mode, opponents must make an check versus the character's Stealth skill or be unable to detect them, even if the character is in a direct line of sight. A character in Stealth Mode can set, disable and recover mines. Party members will not automatically enter combat while in this mode. Combat cancels Stealth Mode. Stealth Mode will not work without a camouflage unit.
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Units of higher quality grant a bonus to the skill. This skill cannot be used untrained.Stealth is a skill for the following:.Awareness.
Related Attribute: Awareness governs the ability of a character to spot objects or enemies hidden. If a successful check of this skill is made against the Stealth skill of an enemy or the of a, the enemy or object is noticed and becomes visible. Awareness is always active, but results are best while a character is moving slowly. Running imparts a -5 penalty to any checks of the skill.According to, Difficulty Classes for detecting mines are reduced by 5 on Easy but increased by 5 on Difficult.MineEasyNormalDifficultMinor51015Average101520Strong152025Deadly202530Devastating253035Successfully detecting hostile mines requires that the sum of Awareness skill rank and a d20 roll is equal to or greater than the DC. When not in 20 is always rolled, so minimum skill rank is DC - 20.Persuade. Related Attribute: Only the main player character can select this skill during level-up. Persuade options appear in dialogue when interesting or sensitive information is available that a character might otherwise be reluctant to reveal.
Kotor 2 Consular Weapon Master Build
When selected, rank in this skill is compared with how extreme the request is (Difficulty Class low, medium, or high, relative to player level). A guard might easily agree to increase a bounty, but convincing him to leave his post would be much harder.Persuade is a skill for the following:.Repair. Related Attribute: Repair allows a character to fix disabled mechanical devices like droids using disposable packages of parts. The number of part kits required increases with the difficulty of the repair. This skill reduces the number of parts required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers. This skill also modifies the amount of vitality points recovered when party member droids use repair kits, advanced repair kits, and construction kits on themselves to repair combat damage.Repair is a skill for the following:.Minimum rank 21 is required to fully upgrade.Security. Related Attribute: Security is used to access electronic locking devices.
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Once a character invests points in this skill, it becomes one of the default options on targeted doors and containers. Security spikes can grant a bonus to the skill, and any in inventory will also appear as a default option on targeted doors and containers. Characters with no points invested cannot attempt to use this skill.Security is a skill for the following:.According to, Difficulty Classes for locks are reduced by 5 on Easy but increased by 5 on Difficult. Successful use of Security to open a lock grants equal to 5. character level.Treat Injury.