Kotor scout skills guide Sep 22, 2022 · The Scoundrel is the Han Solo of KOTOR, offering a skill-focused package that is the safest shooting from range. This is where it gets dicey as it depends on alginment. Star Wars: Knights of the Old Republic can be a tough game to understand if it is your first time playing through it. KotOR Light Side Scout/Consular revisited : kotor. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Scout/Sentinel is the 'balanced' way to play. #Kotor #Knightso A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Scout/guardian, while superior in skills, is just a worse version of that. May 22, 2022 · The Scout is the most balanced build for Star Wars: Knights of the Old Republic. Your main character starts as one class but must choose a Jedi class to continue once on Dantooine. If you have any questions, feel free to ask. Apr 6, 2019 · Defense bonus has a ceiling of 6 at level 12, when Master Scoundrel's Luck is granted. Skills: computer use total of 10, repair total of 17, persuade maxed at all levels once you become a consular, after all the above are satisfied all excess points to treat injury. I will also note that the majority of powers required to make a Jedi Guardian effective is restricted by armour, therefore you need to be wearing Jedi Robes to use these powers. As for level distribution, I suggest 5/15 or 8/12 for Scout/Guardian due to the number of feats available to you. 1 Light Side 3. For all but the main character, whenever enough experience is received to level up, doing so as soon as possible is recommended. May 27, 2024 · Demolitions is a class skill for a Soldier, Scout, Scoundrel, Jedi Consular and Combat Droid. Starting attributes (not sure where to put points later): STR 12, DEX 12, CON 14… Jan 11, 2017 · KOTOR is an excellent game, but not without serious flaws. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Jul 17, 2003 · For Star Wars: Knights of the Old Republic on the Xbox, GameFAQs has 49 guides and walkthroughs. Persuade and repair are the most important skills to have for your PC, so dump every skill point you receive into those two skills. Gear. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Jan 9, 2023 · Star Wars: Knights of the Old Republic (or KOTOR if you don't want to say the long title) is widely regarded as the best Star Wars game for very good reason. Jedi gain feats every 3 levels (though Guardian has more in other levels). You can legit take the same build advice from the guy above and play a Scout instead if you want to be the skill guy; Scout gets a ton of skills to use and they get 3 skill points per level as their baseline, while Soldier gets like 3 skills max and only has 1 skill point per level as their baseline. Jan 6, 2025 · The Jedi knows that if diplomacy fails, combat must be swift and decisive. Scoundrels I'm the maker of that build guide. Tips: Use a single ranged weapon to take advantage of dexterity and stay out of danger. I tried i believe on my first 2 playthroughs (maybe just the first one) your way, basically focusing on things like combat, constituion, and strength and relying on my teammates skills, but in the end I still really wasn't able to do a lot of the stuff a lot of the ways I wanted to do them. Computer use saves you spikes and repair saves Jun 18, 2019 · Class: 2 Scout / 18 Consular Strength: 9 Dexterity: 15 Constitution: 11 Intelligence: 10 Wisdom: 16 -> 21 Charisma: 14 Bonuses from items: +5 Dexterity from Advanced Alacrity Implant (5th Star Map, 22,000 credits, Yavin) As someone who normally plays Scout, there are a couple ways to handle it. This is the only time I'd recommend a skill-based feat, simply because Conditioning is "meh" at best for a Scout, and with the Sentinel immunities coming soonish, I'd rather save a few skill points that I can either invest in Repair or use for Persuasion once I get muh lightsaber. As before, you should be picking the scout class as your first subclass, allowing you to have plenty of skill points to play with combined with the guardian Jedi class, focusing on lightsaber offensive ability. Finally, note that "class" skills (i. 2 Dark Side CHAPTER IV: CLASS COMBINATIONS 4. Fortunately skills aren't all that useful in KOTOR 1. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Description: Scouts are explorers, trained to understand their surroundings and how to survive in them. 14 INT allows you to add +2 modifier to Repair and Computer USe, while giving 1 more skill point per level (KotOR I only gives more points every 4 INT instead of the correct every 2 INT in KotOR II). their skills are nifty and repair is always somthing i invest in so i can lugg around HK-47 and have high strength, medium wis/char and 8-10 all the rest, using force til its gone then dual wielding sabers is probably my most played build. Jan 9, 2023 · Star Wars: Knights of the Old Republic (or KOTOR if you don't want to say the long title) is widely regarded as the best Star Wars game for very good reason. Nov 1, 2021 · Saving levels [edit | edit source]. Trust me the sneak attack works everywhere in the game and it triggers on any debilitated targets such as from Insanity, on the fights that matters Force Immunity is always casted first so you have a ton of time to simply walk to their back for a 1 shot sneak attack, i really can't think of a single encounter that you cannot 1 shot as a jedi except for the I'm looking for some feedback and help for filling in the holes. Power Attack reliably does more damage than Flurry throughout the game, unless you have either the Sneak Attack feats from Scoundrel, or near-maximum Strength (38+) and Weapon Specialisation Lightsabre. Don't be surprise if i add or modify a few things later on to improve it. Feats: dueling and toughness. those that take 1 point to raise, and can be raised up to your level + 3). This will happen automatically during the story. The goal is to give new players some direction in building the Taking Scout to 4 (or 8, if saving isn't your thing) for Implant feats is another good path. I thought maybe this stats would be good: STR: 16 DEX: 14 CON: 14 INT: 8 WIS: 12 CHA: 12 Star Wars: Knights of the Old Republic is a deep and intricate role-playing game. Skills are Persuade (save skill points as Scout, put in only when becoming a Jedi), Repair (get to 17 including INT and any bonuses from Force Valour), with any remaining points into your choice of Computer Use, Awareness, and Treat Injury. NOTE: while a scout ONLY spend skill points on computer use and repair; save the rest for once you train as a Jedi. Postulation of a KotOR Light Side Scout/Sentinel Build - recapping Saves and Immunities : kotor I thought it might be fun to have a thread where we can share and discuss what we think are our ULTIMATE character builds for KOTOR 1. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake*. In combat, the Scoundrel makes up for its low Vitality and limited Feats with Kotor 1 Beginner's Guide. STR - 12, DEX - 12, CON - 10, INT - 14, WIS - 15, CHA - 14 Revan's stats would be all 20, he would have every feat, and all the skills at 100 A post… Sry, gonna have to disagree here. 0 by Garrett Gallegos: JPaterson's guide is more thorough, but Garrett Gallegos's guide has all the information on the GenoHarradan equipment *** Table of Contents CHAPTER I: SKILL GOALS CHAPTER II: EQUIPMENT CHAPTER III: ATTRIBUTES 3. In kotor 1 skills aren't that important overall except for a few checks and companions can take care of most of them. Basic Class Attributes: 8 vitality/level, average skill progression, average feat progression Jan 12, 2022 · Since skill use isn't necessary to complete the game and all but Persuade can normally be delegated to your party anyway, leaving Intelligence at 8 is perfectly feasible (although 10 grants a Scout or Scoundrel four more skill points at character generation, and a Scout, Scoundrel or Jedi Sentinel one more per level up), and more than 14 is If not wanting to betray Gadon, spend 1 extra point in repair for a total of 13 skill ranks. Soldier seems like the worst choice. Free implant feats and flurry if you stop at level 4, plus more and better skills for what you want. This will lower persuade and not hit the 19 breakpoint required for 75% success on hard checks. Choose your Jedi class accordingly. Minus inherent proficiency with heavy weapons and heavy armor. Scout gains a feat at level 5 and 7, and Implant 3 at level 8. She already has enough INT and skill points for the skills she already has (Demolitions, Computer Use, Repair, Awareness, Treat Injury) - so just invest 1 point into each of her 5 skills to keep them up. Excess points will be saved for later level ups. Repair, Computer Use, and Persuade are really the only skills worth a great deal of effort. Scoundrels then go Consular and put their extra points into repair, while Scouts can go any class (though I recommend Guardian) and put their excess points into Persuade. One of the most obvious, especially on your first playthrough, is the lack of a way to reset your character's feat or power assignments, making it really easy to give your character and party some really ineffective stat distributions. Jun 22, 2010 · Star Wars Knights of the Old Republic. Some may argue that Treat Injury has merit, and while it does help a bit, I just think that there are enough Medpacs in the game that the small boost to healing is insignificant (especially once you become a Jedi). When an opponent at range is targeted with a standard lightsaber melee attack, this feat allows Guardians to make a quick series of jumps and rolls to close distance almost instantly. 1, 22KB, 2006. FEATS: Flurry 123, Two-Weapon 123, and Implant 3 are mandatory. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* For Scout based Jedi, you can refer to the 3 guides I have wrote up. Though HK-47 is not the most optimal party member for combat, he is the most optimal for enjoying the game. The Lightsaber Master Build. The drawback from doing a scoundrel/consular is that you'll get no sneak attack, so for the most part your melee ability will be pretty poor compared to other builds. This will help you with HK-47 repairs and reducing computer spike costs later. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Welcome to our Star Wars: Knights of the Old Republic strategy guides section! Simply click any of the links within the navigation bar to the right and you will be brought to the respective area. In terms of scout vs soldier, think about what you want to get out of them. A good build, but not as uber as the first four. Sentinel 12 gets all the useful immunities we need. the Jedi Guardian also has the Jedi Sense feat, which increases your defence as you level up, making up for any loss in defence from wearing robes. e. Acknowledgments to Onderduiker who had dedicated much detail in clarifying gameplay mechanics and answering various questions within the thread. What stats, skills and feats would you recommand? I would also love to repair the little droid if its possible. Sep 2, 2022 · This build is the result of many hours of theorycrafting and experimentation and almost 20 years of being a KOTOR fan! Objective: Create the most powerful character build possible, capable of any challenge including solo runs on Impossible difficulty A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Nov 29, 2024 · Star Wars: Knights of the Old Republic is known for being a very complete game with tons of Skills and Feats that players can unlock as they progress through the story. Also starting Wisdom at 16 and Charisma at 10 is wasteful. Have fun! Oct 8, 2017 · The point of playing a scout rather than a guardian is you get more skills and skill points and the free implant feats so you should look at int 14 and holding off becoming a jedi until lvl 8 so as to maximise your skill points and pick up the third level implant feat. Another excellent Kotor build is the scout and guardian build. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* The revisited Light Side Scout/Consular KotOR build is here: KotOR Light Side Scout/Consular revisited : kotor I have decided to post an edited build based on the feedback from that thread. The Scout class is the best way to diversify the player character's skills efficiently and effectively in ways that Mar 18, 2013 · Scout/Guardian I start as a Scout: STR: 15 + 3 DEX: 14 + 2 CON: 12 INT: 12 WIS: 13 CHA: 11 This gets me a decent balance of skills, feats, and force powers, while I focus on melee combat. Developed by BioWare in 2005, one of the titans of modern RPG titles, Kotor takes place 4,000 years before the events of the Star Wars films, during a time when the Sith plagued the galaxy Apr 12, 2005 · The following four: _ Toughness [+1 VP/level] _ Improved Flurry (lvl 4) [Extra melee attack/rd, Attack -2, DC -2] _ Weapon Focus- Melee [Attack +1] _ Weapon Focus- Lightsaber [Attack +1] Choose remainder from the following: _ Conditioning [Saving All+1] _ Improved Toughness (lvl 4) [-2 damage per each hit you take] _ Master Toughness (lvl 8 Yeah you'd think so but actually it takes a +2 modifier to give +1 skill points (and +4 to get 2 additional points, etc). A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Jan 25, 2021 · Besides role-play reasons, LS have various bonuses over DS in KOTOR 1 that make them better over their DS counterparts: LS Jedis get a lot more Force Points from bonuses to Wisdom, landing force powers is easier (very good for exploiting sneak attacks, which are offered by scoundrels) and buffs are cheaper to cast Aug 7, 2022 · All points do not have to be invested at character generation or level up, so they can be saved for a future level up. Scout is my favorite starting class, too, for all the reasons you listed. As far as INT and skills go, 10 INT will give you 4 extra points at creation and 1 extra point per scout level up. Skills: 2 persuade, 5 repair. This post is meant to compile all the info needed for creating the best builds for all play styles. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* After you get to Dantooine, you unlock the ability to take Jedi levels, which are unilaterally better than non-Jedi levels. KotOR Light Side Scout/Guradian revisited : kotor. According to Feedback, the increases to Difficulty Class to disarm and recover mines are cumulative rather than separate: Hostile mines must be detected by passing an Awareness check before they can be disabled or recovered. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Nov 18, 2003 · For a brief explanation on EVERY one of the class combinations, visit my board FAQ on the Xbox board for Knights of the Old Republic. After becoming a different class, a character’s skill points on level up are determined by the new class, but the class skills of the earlier class are retained and those of the new class are gained. Marauder's entire thing is lightsabre combat, with unique feats that buff the lightsabre in combat. Thanks to another user, there's in-depth, but very easy to read, information on every class (Soldier-Guardian, Scout-Consular, Sentinel-Guardian, Sentinel-Consular, etc. In that scenario, take Strength over dex since lightsabres scale with strength - the finesse feats don't add the dex mod to damage the way the Strength mod is added normally This guide details how to build and play the optimal jedi consular or guardian, including passing all persuade checks and maximizing HK-47 with the repair skill, which unlocks all of his story dialogue. General awareness will improve as well. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* For a more detailed breakdwon, this is the page showing all the statistics of the level and class combinations: Star Wars: Knights of the Old Republic/Experience — StrategyWiki, the video game walkthrough and strategy guide wiki A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* The other skill often recommended for roleplay reasons is Repair; there is a droid party member that can be upgraded through the use of Repair, and a total of 17 (base skill plus Intelligence modifier plus any bonuses from feats, equipment, and force powers) is needed to fully Repair this character. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* I prefer the Scout/Jedi Guardian combination for the listed reasons, but there are some good reasons to pick Soldier. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Jun 4, 2024 · Skills: Awareness +1 This ocular implant greatly increases visual acuity, allowing the user to better track enemy movement in combat. Currently playing as a level 4 scout (goal is to become a Jedi consular) and want to prioritize persuade and repair skills. Force Powers. However, the main character starts as one class and later chooses a Jedi class, so the more levels gained with the starting class, the less can be gained with the Jedi class (and vice versa). It’s my go to starter class. Jolee for healing and valor makes things a million times easier if you go dark side but it will work with and against anything so long as you have just enough wis/char to make horror work and breach/kill/plague work against malak by the end. Keep in mind that what is “ULTIMATE” will always be based on subjective preferences and that there will be many different takes on what that means (most dominant, most fun, most canononical, etc). 1. Jun 26, 2021 · 3. 1: Scout As mentionned on the front page, if only the gear choice with attributes, skills, feat and powers interests you, just go to part 3 - Build Summary right away as the whole guide is much more in depth. Developed by BioWare in 2005, one of the titans of modern RPG titles, Kotor takes place 4,000 years before the events of the Star Wars films, during a time when the Sith plagued the galaxy Why would you want to be a Scout/Sentinel over Soldier/Guardian and Scoundrel/Consular? In the original game, you wouldn't. All-Skills Jedi Guide Guide by Skoobouy. Persuade is clearly the most common one, and treat injury is good on Taris or if you don't want to spend the force points to force heal. ). Our great community, please make a list of everything you know about making strong and fun builds - everything from Blaster pistols to dual-wield Sabers. The benefits of a scout/consular mostly come from the implant feat and maybe, depending on what you want, the extra hit points. I read that Scout 5 / 15 Guardian is a great combo for this build. Guardian gains 1 point per level with either 8 or 10 INT. Scouts also receive the best save progression, a decent skill progression and some great class skills, like Computer Use and Repair. Despite being released in A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A Scout/Consular with Intelligence of 10 will have plenty of skill points to raise Persuade and Repair sufficient to use them. The only two skills that really matter are repair and persuade. If you converted at Scout 13, then Sentinel 16 gets 17 powers which amply covers the recommendations above. If you're not going to do a build with a lot of skills, then Persuade and Treat Injury are the skills to go with. Are you saving levels (not leveling all the way until after you become a Jedi)? IMO, scout gives you more. I personally think this is one of the best stats to start the game with. You keep most of the skill proficiencies, but swap Repair for Demolitions. But the scout gets better skills, two implant feats, and uncanny dodge. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Level 2 scoundrels are gimped, they don't unlock the best sneak attack ranks for the Jedi class, and they're squishy Scout is good, and work better as a 4/16 because of the tier 2 free implant feat they get at lvl 4. Since your charisma is slightly low at only +1 modifier, I'd take a level of the Empathy feat tree to give a bonus to your persuade, awareness, and treat injury skills. I'm going to assume you're playing without mods, which is the more difficult path as Scout and its later-game counterpart had some odd choices made for it in Kotor 1 that Kotor 2 did differently to the classes' benefit. On each level up, I am… Jun 16, 2019 · Scout/Sentinel: The thinking man's class, this setup lets you run rampant with skills, and also provides ways to paralyze your foes and then finish them with your lightsaber. This guide is designed to hopefully shed some light on how the game works and what Feats, Powers and items are good and worth keeping and which are not. Gameplay: Star Wars Knights of the Old RepublicMay God bless you all. v. for your starting class are still "class" skills even if they're cross-class for your Jedi class. Persuasion comes naturally to all Jedi classes. This makes scout the most versatile of the starting class as it is good with any jedi class while scoundrel shine on a specific setup. Everyone else can take care of the rest. Only putting points into those skills will let you unlock everything that matters. then you cannot beat a scout when it comes to feats. Scout/Sentinel are skill-oriented classes, and skills don't mean shit in KOTOR. Implant: cardio power system. Unfortunately, KOTOR 1 has a rather low level cap (20), meaning that every level you take in your base (worse) class is a level you can't take in your Jedi (better) class. scout/sentinel Attributes S14-D14-C12-I10 Spoiler Guide Link: DS Scoundrel7/Guardian13 Following my 2 previous posts (Bandon, Malak), i decided to add to my LS build guide what i believe to be the optimal DS version of the Guardian, dealing the most insane amount of damage (if you want to see three digits damage numbers, this is the build for you). Scoundrel Guardian shines becomes it has the highest possible DPS and can easily clear out most of the games enemies in one hit by just using a debilitating force power then sneak attacking. In terms of feats, I think I read that a level 5 soldier gets one more feat than a level 5 scout (which is usually where I start holding levels before I become a Jedi). It's character-driven, with a focus on allowing gamers to create and Build stays at scout 2 until forced to transition to jedi consular. You could start Wisdom and Charisma both at 14 for the same number of points at character creation and come out with a higher Difficulty Class for offensive Jul 26, 2006 · :) Item Guide by JPaterson; Item Guide 1. Only real reason to choose scout/guardian is saves and free feats. IMO 2 extra points to DEX are better than 7/8 skill points but it's up to you. Everything you ever need to do you can either have a companion take care of, bash op For a headstart, we are using Scout 8/Sentinel 12 as the basis for the following reasons: The save combination is the highest out of the level combinations possible Scout 8 gets the Implant 3 feat for free, in case we need to use implants to make up for things. You're gonna be decent at most skill checks, decent at combat, and decent at using the force (but with a low-ish DC that'll make it tougher to get offensive or debilitative powers to stick). For the two important skills for maximum/all content, which are repair and persuade, only 2 classes have access to both as class skills: Scout/any jedi class or any starter class/consular. To avoid this, keep persuade at 1 skill rank until becoming a jedi (persuade is a cross-class skill and costs more for scouts, but not jedi). This post is for all Kotor 1 players - new and old. Dexterity, Intelligence, and Wisdom are the most important abilities of a scout. dvj veb jecb fckvdkl lbdr wlmhi dvgyowq tzbjb ldfhqs hmynjjpf