Kotor scout skills 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* At level 1 a 10 int scout starts with 12 skill points. Either way, the STR modifer is still used to govern damage. It’s my go to starter class. And of course, you don't get Force Persuade until after Taris, which fucking blows. The only thing a Scout has going for is Repair as a class skill without using a Consular later. Also, starting with Flurry is a nice bonus for Scouts who are looking to complete that ability tree. Due to the difficulty of increasing skills for non-class skills, it is usually advised to take a class possessing the required skill. Aside from investing skill points or increasing Intelligence modifier, the Scout is the only starting class with repair and computers as class skills. 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 5th level Scout gets a selectable bonus feat. 2/18 maximizes force powers, 4/16 maximizes attack bonus with feats, 5/15 maximizes feats with force powers, and 7/13 and 8/12 maximize feats 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 has the Computer Use and Repair skill, which allows you to reduce Computer Spike 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* Number of skill points = base skill points by class + INT modifier. 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 gets a ton of skills to use and they get 3 skill points per level as their baseline, while In terms of scout vs soldier, think about what you want to get out of them. 1st Kotor Bay Sea Scout Group – Scout: Summary at end of page. Excess points will be saved for later level ups. Check the read-me for important installation information! If you're looking for a mod to give you a foot up on your game, check this one out. It is designed to help you start off stronger and become stronger at each level. I totally agree. Thanks to another user, there's in-depth, but very easy to read, information on every Skills. Dexterity, Intelligence, and Wisdom are the most important abilities of a scout. Sentinel can be attractive as a Jedi Class, primarily because of the Immunities. *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of 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 think people like scout because the skill checks are fun but you are right I could get through 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* She can maintain her Scout skills (Computer Use, Demolitions, Repair, Awareness, Treat Injury You can easily beat the game with x8/Consular 12. 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. The Scout is the most balanced build for Star Wars: Knights of the Old Republic. Scout/Guardian build . Feats: dueling and toughness. Menu. Scout is good, and work better as a 4/16 because of the tier 2 free implant feat they get at lvl 4. Free implant feats and flurry if you stop at level 4, plus more and better skills for what you want. 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). Attributes Strength - 18 Dexterity - 10 Constitution - 15 Intelligence - 8 Wisdom - 10 Charisma - 10 I'm not really sure if Wisdom should be 14 or Constitution should. Scout also happens to be the best starting class in the game for the free feats. What are the max starting points I should dump on each stat? STAR WARS™ Knights of the Old Republic™ If you want 5 and 2, you'll need int 14. *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II 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* She gets 5 skill points in total as a Scout and her converted class (3 from base class, 2 from Taking Scout to 4 (or 8, if saving isn't your thing) for Implant feats is another good path. Overall it’s great fun! Reply reply *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic In general, it seems that only a few skills have a lot of meaning in KOTOR 1 compared to KOTOR2. When you join Prague Explorer Scouts you have the option to be part of the award and aim to achieve it. Treat injury helps healing yourself. While it is only a scout or consular skill, repair is great to permanently buff HK-47. 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. That allows you to fully repair a certain party member at 8 INT without picking Gear Head. Force, Knight and Master valor will temporarily give you attribute points and casting valor before entering a persuade conversation will grant you additional persuade skill. I'm looking for nice Force Power lines that I can use. This feat allows them to instantly If you start as a scout I would suggest hold off until lvl 8 and become a guardian. I think I've played more Scout/Sentinel than any of the other combinations. TL;DR: Soldier is the best class for learning the game. Computer Use is a class skill for a Scout, Jedi Consular and both Droid classes. They share the class skill with Consular; since a Scoundrel actually gets more skill points than a Scout and because the quest is strictly post-dual-class, it may be prudent to do a Scoundrel/Consular. This will happen automatically during the story. There’s plenty of guides online to help you with that. e. Gameplay: Star Wars Knights of the Old RepublicMay God bless you all. Scout will get 4 more FP and one more force ability, 14 more skill points and better saving throws. A Scout/Consular with Intelligence of 10 will have plenty of skill Level 8 Scout This feat allows use of cybernetic implants, which can be purchased throughout the galaxy and have a variety of effects (modifying attack rolls, attribute scores, 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* and then add points to CHA on level 4 and 8. Also starting Wisdom at 16 and Charisma at 10 is wasteful. The loss of Persuade is pretty big and the major The Scoundrel is the Han Solo of KOTOR, offering a skill-focused package that is the safest shooting from range. He has little use for menial skills, as his ability to draw others to his cause offers him a multitude of specialists in technical areas. NOTE: This mod can be used for both Knights of the Old Republic and Knights of the Old Republic II: The Sith Lords. Scoundrels, Scouts get different class skills such as persuade and repair and computer use. All Jedi classes get a feat at level 15. I'm playing KOTOR for the first time, and I am going to play as a scout. 20 - -Able to pass all skill checks in the game without RNG reloading (good persuade). Jedi Guardians gain the Force Jump feat automatically. save 11 skill points by level 8 as a Scout, so that you can dump them into Persuade once concerting to a Jedi at character level 9/Jedi Guardian 1. I. Scout 5/Jedi Consular 15 Attributes (at level 20): Strength 16 Skills: Computer Use 1, Demolitions 1, Stealth 1, Awareness 23, *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* Also worth noting, different classes get different class skills. I know you can just take T3 along everywhere to handle it for you, but I always enjoyed doing it for myself rather than having to constantly switch to another party member. The Scout class is the best way to diversify the player character's skills efficiently and effectively in ways that Star Wars KotOR: I’m a level 3 Scout and I’m about to finish Taris and become a Jedi. Starting a Guardian in TSL now, and it's just not the same. Everything else is optional. KotOR's Scoundrel = Mass Effect's Engineer, because of the large emphasis on non-combat or technical skills. 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. Doggies eat 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 level 5 Scout / level 15 Guardian would get some extra skill points from being a scout, so you Scout is my favorite starting class, too, for all the reasons you listed. Open comment sort options *Knights of the Old Republic*, Obsidian Entertainment's 2004 What stats, skills and feats would you recommand? I would also love to repair the little droid if its possible. Only real reason to choose scout/guardian is saves and free feats. Skills(84): persuade 23 ranks (only after becoming a sentinel), repair 12 ranks, awareness 18 ranks, demolitions 15 ranks, computer use 3 ranks, security 3 ranks( cross class skill, cost you 6 points, helps with low level locks while 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* Scouts and Scoundrels gain skills much faster than Guardians/Consulars or ALL Jedi, respectively KotOR I Skill allocation for Jedi classes - an inference. 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. In combat, the Scoundrel makes up for its low Vitality and limited Feats with For Star Wars: Knights of the Old Republic on the PC, a GameFAQs message board topic titled "Is Scout/Guardian a good build for my first playthrough?". For increasing my Attributes in levels this is my plan Lv. 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 standard builds are 4/16 Scout and 5/15 Soldier. The drawback from doing a scoundrel/consular is that you'll get no sneak attack, so for the most part your melee ability STAR WARS™ Knights of the Old Republic™ - 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 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 did not talk about skills. Next most helpful is Awareness, Demolitions, Security, and Computer. 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* All it does is give you 1 or 2 extra skill points each level to invest in other skills and Go to kotor r/kotor • by but it's better than doing what I did and slogging through the game as a Scout with absolutely no internal consistency and struggling at every single point. Skills Lets say I intend to build a scout/guardian. Additionally, having good repair and computer use on the main character means you don't need to bring T3 and can Jedi Guardians battle against the forces of evil and the dark side. Here, they actually receive more feats than a soldier (if you count Implant ranks) in addition to having better saves and skills at the cost of 1 or 2 BAB, respectively. *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* be good on a scout as they have 1 less base skill gain per level than scoundrels or if you 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 gets 3 Skill points per level, Scoundrel gets 4 skill points per level, with an added 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* Skills: Demolitions 2 Persuade 20 Security 1 Treat Injury 20 (after Jedi) Computer Use and Repair are Cross-Class Skills for the Scoundrel, which means you need to be a Consular in order to max those skills when starting as a Scoundrel, whereas a Scout can max those skills no matter which Jedi class it pursues. You get Implant II granted at level 4, another feat of your choice at levels 5 and 7, and Implant III at level 8. One way to make good use of the Sentinel is to graft it onto a Soldier starting After you get to Dantooine, you unlock the ability to take Jedi levels, which are unilaterally better than non-Jedi levels. *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel 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* Would work very well. From the profiles drop-down menu on the top left, choose Star Wars: Knights Of The Old Republic or Star Wars: Knights Of The Old Republic 2. 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. Sentinel in KOTOR 2 had all but 2 skills as class skills, and even there, it let you pick the 'class skill' feat for both. 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 has the Computer Use and Repair skill, which allows you to reduce Computer Spike 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 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* As is, you've wasted a bunch of skill points. Hiya, I was playing Kotor again out of sheer boredom and i noticed that despite my scoundrel having +2 int modfier, i was not getting the amount i should be. Soldiers are terrible at Skills, gaining a 1+half-Int total, really doesn't let them work on many skills, while Scoundrels get a whopping 4+half-Int, and has Persuasion from the start, the only class to have it, while Scout has Repair. Persuade is handy for talking your way out of situations or getting better rewards. You also need to keep in mind that Scouts lose a base attack bonus at levels 1 and 5 but gain bonus Implant feats at 4 and 8. Level 1 [edit | edit source] Skills: Awareness +1; This ocular implant greatly increases visual acuity, allowing the user to better track enemy movement in combat. I understand that bioware stupidly made it give 0. Everyone else can take care of the rest. Scouts can access Specialzation via Advanced Combat Implant, but that prevents them from using the Cardio Power System for +4 CON and subsequently more health. Despite being released in Scout as a base class doesn't really add anything to the Sentinel package, mostly since Uncanny Dodge isn't a game-changing feat and skills aren't really all that important in KOTOR I. They get the same amount of feats (Soldier gets 2 more, but Scout gets 2 free Implant feats). 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 Scouts also really shine with a 4/16 or 5/15 level split. If skills are important to you, starting and leveling up as a Scout or Scoundrel has much more impact. In some cases it's even more beneficial to have more levels in your starting class, like if you choose a scoundrel you definately Given that a 2/18 Scout/Consular with 8 Intelligence would have only 5 fewer skill points (so you'd still be able to max out Persuade + Repair) wouldn't it make sense to change your character's starting Intelligence and reallocate the spare points to another stat? having 8 int means a -1 modifier on int-based skills (repair), which means I recommend 8 intelligence as a soldier and 10 as a scout or scoundrel unless you're intentionally going for a skill build with 14, never pick 12 or 18 intelligence. Consular does have both skills in this case. Thoughts on this build? *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* Skills (39 points): computer use - 7 By creating opportunities for young people to develop skills, get physically active, give service and experience adventure, the Award can play a critical role in their development. Check the description for details on a specific feat. 5 – 14 years) Explorer Scouts (14 – 18 years) As part of a leadership team, you will help plan, organise and deliver a balanced programme of activities, events and experiences, based around three main themes: outdoor and adventure, skills and world. Star Wars: Knights of the Old Republic; Is Scout/Guardian a good build for my first playthrough? I'm also a bit in the dark as far as skills and feats are concerned :L. I read that Persuade becomes a class skill for every Jedi class. For a light side Scout/Consular, 8/12 is already enough. I would generally recommend the Scout for the Flurry and Implant feats. Description: Scouts are explorers, trained to understand their surroundings and how to survive in them. So how to solve this? There's no feats to allow training Persuade as a class skill in KotoR 1 as there is in KotoR 2 unless I'm mistaken? The Scout starts with Implant 1, Flurry, and the often missed out aspect - the Repair skill to repair a specific party member. You can put four points into repair then 5/15 Scout/Sentinel Build Critique . Players typically choose between Guardian or Scout/Sentinel is the 'balanced' way to play. I’m not sure if I should level up my Scout before I officially choose the Jedi I want because of the bonus perk that comes with being a Scout: Implant level 3. Max persuade and 17 total for repair and you'll be able to do all main character restricted skill checks, put your leftover points where you want. The classes that get repair as a class skill are Scout and Consular. How many points should I allocate in each skill? Which feats should I start out with? 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. Marauder's entire thing is lightsabre combat, with unique feats that buff the lightsabre in combat. Scout - Jack of All Trades (I tend to pick this one personally, it gives more survivability then the scoundrel and better skills Scout- "An explorer most at home on the fringes of space" It also starts with repair as a class skill (although we'll get that later on anyway). Sentinel gets 3 skill A Scout/Consular with Intelligence of 10 will have plenty of skill points to raise Persuade and Repair sufficient to use them. Soldier gets 1 more AB, 8 more VP. Persuade is clearly the most common one, and treat injury is good on Taris or Scouts - Have average feat and skill progress and vitality per level falls within the middle. KotOR scout is clearly a pararell to engineer as the most tech-oriented class. Persuade will be low at start since Scout doesn't get it. I might add a special section a bit later on covering this. T3-M4. Home; Boards; News; Q&A; Community; Contribute; Games; 3DS; Android; Board/Card; iOS; PC; PlayStation 3; PlayStation 4; 4. the most feats and easiest attacks, but the fewest skill points (You won't be investing in Repair or Computer Use). Skills: 2 persuade, 5 repair. 16 - Strength Lv. This is my default build, and I think it was more important for Obsidian to get this right for KOTOR 2 due to skills being much more important (repairing HK, conversation checks, crafting). E. The allocation of skills for Soldier, Scout, and Scoundrel in KotOR I most likely follow the character creation skill table, and a preliminary look at Mission + Zaalbar did not change this assessment. *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and STAR WARS™ Knights of the Old Republic™ Soldier is a warrior with big DPS yet not many technical skills while scoundrel is more stealth-oriented, can open any doors, interact with computers, droids etc. So whatever build that includes Scout or Consular are going to be okay. I'm creating my Scout character. If you know how to do the Skill Point And while they're of lesser value in KotOR 1, there are skills to take into consideration. Using skills like Computer Use, Repair, Demolitions, earns you XP. Basically it is trading Flurry for Rapid Shot. 4 - Strength Lv. They also get more skills per intelligence modifier than Soldier. So theoretically I'll have more Persuade skill for less points, but it'll make some content on Taris unavailable? 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 Offensive Strategy 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* or skills (Scout) or in between (Scoundrel) in the early game to balance it when you become a 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* Build stays at scout 2 until forced to transition to jedi consular. Share Sort by: Best. The tie breaker is then the purpose of the Scoundrel vs the Scout. Fortunately skills aren't all that useful in KOTOR 1. It's character-driven, with a focus on allowing gamers to create and Skill: Soldier: Scout: Scoundrel 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* Persuade is a Cross-Class Skill for Scouts. Most of the skills look largely useless, but I definitely want to put enough skill points in to persuade everyone in the game, hack every computer, and repair every droid that isn't the party member who needs 17 repair points (not mentioned in the title because I ran out of characters). Scout 2 / Sentinel 18 receives 9 feats on level up. Save skill points for Persaude as a Scout, and you KOTOR 1 Skills Tier List KOTOR 1 Archived post. 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* Because Persuade is not a Scout skill, you probably have to save points every level until Currently playing KOTOR 1 as a Scout/Sentinel build. I read that Scout 5 / 15 Guardian is a great combo for this build. For KotOR II, you need the Finesse feat to use DEX for affecting the attack modifier. Flurry (free at character creation) *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 I personally think this is one of the best stats to start the game with. g. Skills are VERY important here and the free Stealth abilities for Watchman is a nice bonus for the lack of all trades character that is a master of none but can get out of any situation, no matter what. Max ranks for Cross-Class Skills are (level+3)/2 Other feats modify saving throws and skill checks during the game. They start with medium armor proficiency and the feats: rapid shot, flurry, and implant visit my board FAQ on the Xbox board for Knights of the Old Republic. *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 u/onderduiker can probably give a better explanation, but the gist is a combination of the following factors: . Mission. Soldier seems like the worst choice. Starting a new game in Kotor and planning on making a DS Scout/Consular (probably 5/15), but I'm confused about the value of certain attributes. Are you saving levels (not leveling all the way until after you become a Jedi)? IMO, scout gives you more. and also selects all three Implant feats by level 8, then a level 8 Scout, who's granted those feats, effectively has more selections: Knights of the Old Republic 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* Both Scoundrel and Scout get enough skill points to hit the relevant persuade and repair However, Jedi Guardians have slower feat and skill progressions than Scouts. 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 Scout/guardian, while superior in skills, is just a worse version of that. 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* You keep most of the skill proficiencies, but swap Repair for Demolitions. Scout's advantages – free implant feats and Computer Use / Repair as class skills – aren't as powerful as what you get from the other base classes, because there aren't that many computer/repair opportunities where you won't be able to bring in Mission or T3. 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). And some feats (POWER ATTACK) are used during combat. For KotOR I, lightsabers can use Dexterity (DEX) for the attack modifier if it is higher. *Knights of the Old Republic*, Obsidian 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 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* Sorry for the double post but I was thinking and I considerd doing this for my build. Scouts get the best skills and the Implant feat tree, but fewer hitpoints. Repair If Repair is a thing, then stating the obvious: only the Scout and Consular have Repair as a class skill. *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 Star Wars: Knights of the Old Republic on the Xbox, All-Skills Jedi Guide Guide by Skoobouy. CON 12 INT 10 WIS 12+5 CHA 14 Skills Persuade Repair Computer Use Feats Two-Weapon Fighting Flurry Toughness Weapon Focus: Saber? Jedi Defense? Powers Speed *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the The benefits of a scout/consular mostly come from the implant feat and maybe, depending on what you want, the extra hit points. 5 skill points per point of intelligence. Skills: Repair, Persuade (wait until Jedi), not sure what else Feats: Flurry, Two-Weapon Fighting, Toughness, not sure what else Powers: Speed, Healing, not sure I'll have enough level ups for anything else KotOR I StraregyWiki, with expainations of mechanics (what stats do, Trying to plan out a build, but I don't know how many skill points I'll need. The only skills that matter in KOTOR1 is Persuade and Repair, and Repair is only if you want to fix HK. Basic Class Attributes: 8 vitality/level, average skill progression, average feat progression I think board veterans will have better analyses, so I will chip in 2 aspects of character building for further analyses. Scout has some small benefits already in the mod builds--character startup changes lets you allocate feats better for your player character, anyway. Most skills are kind of redundant in K1, since there are 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* but recently I went single blade on a scout/sentinel lightsaber melee build and I have to say I Kotor 1: Scout/Consular Female who is DS until the revelation, then is scared into being LS. Hence For KotOR I, Soldier 7/Guardian 13 or Scout 8/Guardian 12 would be the most conducive for melee 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 Jedi Sentinel only gets one more skill point per level up than a Jedi Guardian (or Consular) with at least 10 Intelligence, and no more class skills. The game in no way forces you to save your levels for the Jedi class. who to upgrade with what skill etc. New comments cannot be posted and votes cannot be cast. (unlike in other games, extra skill points are gained at int bonus /2 so 14 int grants just 1 extra point, instead of giving 2, and 12 int doesn't These classes also get the best skills (Repair/Computer Use) if I recall correctly which is very handy. *Knights of the Old Republic*, Obsidian 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 entire reason to go into Scout from a min/max perspective is to get more feats. 16th level of Jedi Sentinel does not give you a bonus feat, but it does give you +1 base attack bonus (chance to hit), +1 to your Fortitude and Will saves, and a selected force power. NOTE: while a Dexterity, Intelligence, and Wisdom are the most important abilities of a scout. As the Guardian does not have Repair - that pretty much leaves Scout. Tips: Use a single ranged weapon to take advantage of 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* This build can complete all skill checks in the game and fully repair HK despite having Repair KOTOR LS Scout/Consular - please help this procrastinating perfectionist actually start the game! Also, the loads of skill points on level-up from being a Scout is pretty amazing - if you're a completist and want to be able to find everything in the game, this is your build. As a scout though, you'll probably have enough Feats are more important in KOTOR, Skills are far more important in KOTOR II. As for feats you're better off picking the last 2 levels of the attack skill you start with (flurry, power attack, or critical strike); duelling OR two-weapon fighting; implants 3 KotOR's Scout = Mass Effect's Infiltrator, because of the balance between combat and tech skills. General awareness will improve Assuming you save up on skill points as a Scout to dump them jnto Persuade as a Jedi, you just need 14 CHA (+2 bonus) and the Empathy feat for a +3 bonus to a maxed Persuade skill (level + 3). The Scout/Sentinel with 14 INT will have plenty of points to throw 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* Scouts don't intrinsically have more dialogue, and skills don't factor into that unless it is Repair for a single quest. 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 Beaver Scouts (6 – 8 years) Cub Scouts (8 – 10. If you have an even charisma stat Next time the Scout character can level-up, the Skill points would be around 500-1000. 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* or skill bonuses (at least in the Awareness breakdown vs Stealth: +26 in total from items), 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 should give you enough base skill points to max repair and get enough persuade points. Find and view all Scout including detailed information for Star Wars: KotOR on GameBanshee! You're not going to be swamped in skill points, but you'll have a fair amount to raise Computer Use, Awareness and Treat Injury to a decent amount each, plus a good solid chunk into The only skills of any real consequence are Persuade and Repair (Repair only matters if you want to fully repair HK-47). A separate comment inferring the skill order auto-allocated to Jedi classes in KotOR I. 5 years) Scouts (10. Most 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* Save 11 skill points as a Scout to increase Persuade once you are a Jedi. 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* Class: Scout 7/Consular 13. You're a soldier, so the only skill that costs 1 point for you is treat injury. #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* If you had 10 INT, you have 45 skill points to work with and no modifier to your skill levels 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* Hint: if Soldier or Scout, save skill points of level + 3 until you convert into a Jedi, then Persuade is a class skill for all Jedi classes. But the scout gets better skills, two implant feats, and uncanny dodge. Thinking of doing an Episode III Obi-Wan-style playthrough as Scout/Guardian levels 5/15. Although tasks requiring 1 computer spike never decrease in cost, tasks requiring more can have cost reduced to 0 . 12 - Strength Lv. Skill Point Glitch Transfering. While KotOR scoundrel firs infiltrator, as they're both Her five Scout skills are also handy for clearing various skill checks, especially on Dxun (the first visit, and then the raid on the Tomb of Freedom Nadd). 1 Scout-Sentinel (Skill points totals are based on a +2 Intelligence modifier) LV Feats Powers VP FP SP* AB Fort Ref 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* Skills But since you asked about skills, I will go straight into the key ones. . 8 - Strength Lv. So a Scout/Guardian can continue putting one point per level in Repair. Functionally no difference unless you want to repair HK fully in which case you pick Scout. 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* if you want to make your job real easy. They focus on combat training and masterful use of the lightsaber. If you want to be a consular I would suggest start as a soldier for the health and hold at no higher than lvl 5 before becoming a jedi. scout/sentinel Attributes S14-D14-C12-I10,W14,C14 should give you everything Other ways to increase your persuade skill is with the empathy feat witch will give you +1 persuade per feat level. If I remember right, in Knights, once you take one level of a class, all of its skills become a "class skill" for the rest of the game. 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. Worth pushing INT to 14 if you want a skills build, but that kind of build has little value compared to KOTOR II. *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming Is their a mod for KOTOR 1 that makes the Scout/Sentinel class better? because it's a skills class and KOTOR doesn't really have any use for skills. At this point, if you can level-up again, just FLU all the way to around the Level-70s, to use up those skill points, then finally do a RLU somewhere around there. For those starting with Scout, level 5 is the point where Scout gets an advantage in feats compared to the Soldier. Under the Sync and Refresh section, choose the drop-down next to Frame Rate Limiter and choose 60 FPS. why they . So you will have to live with not investing points into Persuade as a Scout and saving some points until you convert to a Jedi. (higher AC and sneak attack) and Scout (better saves and skills) make them at best sidegrades and 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* Skills are Persuade (save skill points as Scout, put in only when becoming a Jedi), Repair (get In kotor 1 skills aren't that important overall except for a few checks and companions can take care of most of them. KotOR I requires Persuade and Repair at minimum for full content clearance. Using the Advanced Stabilizer Gloves and the Adrenaline Stimulator, you would gain 5 additionnal dexterity for 30, have the same power DC, weapon specialization in all weapons but lightsabers and very good damage still. 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* That being said I do miss the 3 or 4 levels of Sneak Attack damage and getting the persuade 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 like Scout for the skills it provides. So, if you don't level up while on Taris, that's more Jedi levels you can have, which means more That means not having Persuade as a class skill and too few skill points to cop the cross-class skill penalty. 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. bqih wfvrn zuscf lwhxgzk ffqez rdcq ljewknx ppdupk zuxa chpg