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Star Wars Knights of the Old Republic:
"GCH-Jedi" Guide
by Erik Fasterius, erik.fasterius@telia.com
Copyright 2004 Erik Fasterius
===========================================
---------------------
0.0 TABLE OF CONTENTS
---------------------
1.0 INTRODUCTION
Who am I, what this guide is, and so on...
2.0 GOAL
What we're trying to create here!
3.0 CLASSES
The bread n' butter of any character.
3.1 Starting Classes
3.2 Jedi Classes
3.3 What we want
4.0 ATTRIBUTES
Second most important part of any character.
4.1 Recommended Attributes
4.2 Recommended changes for a more unique character
5.0 FEATS
What makes each character so special!
5.1 Must-Have Feats
5.2 Other nice Feats to have
5.3 Feats to avoid
5.4 Free Feats
5.5 Recommended Feats
5.6 Take what Feat at which level?
6.0 SKILLS
The least important part of this sort of character...
6.1 Must-Have Skills
6.2 Skills to avoid
6.3 Recommended Skills
6.4 Take what Skill at which level?
7.0 FORCE POWERS
What would a Jedi be without The Force?
7.1 Must-Have Force Powers
7.2 Other nice Force Powers to have
7.3 Force Powers to avoid
7.4 Recommended Force Powers
7.5 Take what Force Power at which level?
8.0 EQUIPMENT
The stuff you need to succeed!
9.0 MISC
All the stuff that doesn't fit in anywhere else...
9.1 GCH-Jedi Philosophy
9.2 What weapons until I get my Lightsaber?
9.3 Lightsaber Crystal Combinations
10.0 COMBAT
How you use this character to the best of it's abilities
10.1 Ranged
10.2 Melee
10.3 Droids
10.4 Beasts
10.5 Dark Jedi
10.6 General Combat Tactics
11.0 PARTY
Your friends, allies and those close to you...
11.1 Recommended (Light Side)
11.2 Recommended (Dark Side)
12.0 SOLO
Ever tried to Solo the game? Here's how you do it...
12.1 Character Creation
12.2 Force
12.3 Tactics
13.0 CREDITS, VERSION HISTORY, ETC
Everything else, mostly boring stuff...
13.1 Credit where Credit is due
13.2 Version History
13.3 Who can use this guide
13.4 Special Thanks
----------------
1.0 INTRODUCTION
----------------
I am Erik Fasterius, a guy from Sweden who tend to spend too much time with my
computer. This will be my first guide, so please bear with me for mistakes and
anything else that's bad in general. As I said, I'm from Sweden, and english
isn't my first language. Please don't get mad at me for spelling and/or grammar
mistakes!
I welcome you to send me an e-mail and correct my mistake(s), and I'll
try to integrate them into this guide as soon as I can. I also welcome critic,
but that would have to be CONSTRUCTIVE critic. What I mean is, don't send me a
mail telling me that and that part was bad, without telling me WHY it was bad.
Those mails will simply be ignored and blocked. You can find my e-mail adress
at the top of this guide. Spamming and such will be blocked instantly. By the
way, the constructive critic goes for both directions: don't just say something
was good, say WHY it was good!
Before I start the guide, I would like to point out that I will use smilies in
this guide when i want to show that I'm joking, being sarcastic or just feels
that a smilie would fit in nicely at a certain point. I'm doing this because
I don't have the skills required to joke in writing clear enough so that everyone
understands that it is a joke and not for real.
What is this guide then? It's an attempt from my side to enlighten you with my
experience from a certain game - Star Wars: Knight of the Old Republic. There
are already many really good guides for this game, and I didn't really think
there was something I could contribute with. However, after having read all the
guides and played the game a couple of times, I actually come up with something
that I can contribute with. All the strategy around the other characterguides
seem to circle around that Jedi Guardians are fighters and the Jedi Consulars
are casters and nothing else. I am NOT accusing anyone for a bad strategy or
bad guide, on the contrary, they're really good. I might also have interpreted
the guides wrong, saying that someone wrote something other than he/she really
wrote. If I do this, I humbly apologize, and beg for forgiveness. I'm simply
adding my own experience to yours, and I see things from a different angle.
Do Jedi Guardians REALLY have to be ONLY fighters? Sure, they can use some
Force Powers, but they don't really have the Force Points required to last a
complete fight...
Since this is my guide, it contains my own thoughts as to how the game should
be played, what Feats to choose, etc... There are many things that you might
think is wrong in this guide, for example what Force Powers or Feats to
choose. I suggest you check out some other guides for some other people's
opinions on a sertain topic, so you don't get my opinions ONLY! I've heard
that my own thoughts and opinions can sometimes be quite dangerous! =D
---------
2.0 GOALS
---------
What would you say if i told you there were a Jedi that had the Vitality of a
Guardian and Force Points of a Consular? True? False? Nevertheless, the goal of
this guide is to create that Jedi. Is it even possible? Yes, but that Jedi will
have slightly less Force Points (FP) than a full-fledged Jedi Consular. It will,
however, be far superior to a Jedi Consular in means of Vitality Points (VP) and
Feats. Our Jedi will always have less FPs than a pure Consular. But consider the
fact that a Jedi Consular have far too much FPs to make them run out in a heated
battle. At the end of a battle a Consular might have lost about 0-80% of their
FP total, depending on the length and difficulty of the battle. Our Jedi will
lose about 0-100% of their FP total, also depending on the length and difficulty
of the battle. A Jedi Consular almost never runs out of FPs, but they're not to
rely on in means of fighting. Our Jedi WILL sometimes run out of FPs, but is FAR
superior in battle and CAN be relied on. Remember, you can ALWAYS wait a minute
or two for your FPs to recharge after battle.
Again, I'm NOT trying to say that the Jedi Consular is a waste of time, I'm just
trying to show you a new way of making one... I call it the "GuardianConsular-
Hybrid-Jedi" - GCH-Jedi. Yes, a bad name and i know it. I welcome new names
and might even use one of them if they're better than GCH-Jedi (many probably
are) =P
-----------
3.0 CLASSES
-----------
You've probably already guessed that we're going to use the Soldier and Jedi
Guardian as our classes. I will, however, go through the different classes and
describe why I think they're bad/good for this sort of character.
3.1 Starting Classes
--------------------
Scoundrel - Many Skill Points (SK), low VP, Sneak Attack and few Feats. The only
thing that this class offers our GCH-Jedi is the Sneak Attack bonus.
You don't need Skills to complete the game, more on this in the
Skills Section. Will and Fortitute saves suffer.
Scout - Average SKs, mediocre VPs and average Feats. No Sneak Attack, but
the "Implants lv1-2-3" are nice bonus Feats. Very nice saves though.
Still not quite what we're looking for.
Soldier - Very low SKs, High VP and fast Feats progression. Ahhh, this is what
we want. Since Skills aren't important, we can live with the few SKs
the Soldier have. The high VP amount is important, as are the Feats.
Reflex and Will saves hurt a bit, but we'll fix that in the
Attributes Section.
The far superior amount of VPs and Feats the Soldier have is exactly what we're
looking for. Yes, the Soldier isn't perfect, but you'll soon see that most of
it's weaknesses can be fixed either by Attributes or the Jedi class...
Claude Arm pointed out a few good things about using the Scout as first class
instead of the Soldier. Here are the things that you gain or lose by using the
Scout as a Starting Class:
- 2 Base Attack Bonus (BAB)
- 1 Feat
- 10 VP
- Heavy Armor Proficiency
+ 3 Reflex Save
+ 3 Will Save
+ 16 SKs
+ Implants Level 1 and 2
+ Uncanny Dodge 1
I haven't used this yet, it might be worth trying though. The SKs are useful
for repair (more story with HK-47) and for those that HATE mines and want to get
more Awareness and Demolitions. The - 1 Feat actually cancels out itself if you
plan on using Implants, since you then get two Implants for free. This could
be interpreted as +2 Feats, with the Uncanny Dodge as well. This character will,
however, have slightly less VPs. A minor problem, and it's you're choice ultimately.
This is a cool character to try out, just do as you would with a Soldier and
use the rest of my guide at your leisure...
3.2 Jedi Classes
----------------
Consular - Many FPs, low VP and very few Feats. We want those FPs, but not at
the cost of something so important as VPs or Feats. Reflex saves
are slightly hurt. Slow Skill progression, though it doesn't matter.
Very nice bonus Feats.
Sentinel - Average FPs, medium amount of VPs and slow Feats progression.
Average Skill progression. This class gives us nothing we want, it
is too much in the middle of everything. Will saves suffer slightly.
Quite good bonus Feats.
Guardian - Low FPs, Very high VPs and lots of Feats (in comparison to the other
Jedi Classes anyway =D). Very slow Skill progression. Precisely what
we want, if we ignore the few FPs for now, they can be fixed. Will
saves suffer slightly. Nice Bonus Feats.
We'll go with the Jedi Guardian, as you've already guessed. The only thing that
suffers is FPs, a very important part of any Jedi. That can and will be fixed.
The Jedi Guardian adds to the Soldier's already solid amount of VPs and Feats,
and helps fix the Reflex saves.
3.3 What we want
----------------
The Soldier and Jedi Guardian seems to be the solid choice. Aim for a level 5
Soldier / level 15 Jedi Guardian. Just don't level your Soldier any more when
it hits level 5, and save the experience. When you get your Jedi class, you
should be around level 8-9 from the experience you saved, that is level 3-4 Jedi
Guardian. What are our weaknesses then? One thing really, since we don't need
Skills (again, explained in the Skills Section): FPs. Didn't I say we would do
a character with FPs that go almost as high as a Consular's? Yes I did, didn't
I? Well, jump over to the Attributes Section and we'll see what we can do about
that...
Star Wars Knights of the Old Republic:
"GCH-Jedi" Guide
by Erik Fasterius, erik.fasterius@telia.com
Copyright 2004 Erik Fasterius
===========================================
---------------------
0.0 TABLE OF CONTENTS
---------------------
1.0 INTRODUCTION
Who am I, what this guide is, and so on...
2.0 GOAL
What we're trying to create here!
3.0 CLASSES
The bread n' butter of any character.
3.1 Starting Classes
3.2 Jedi Classes
3.3 What we want
4.0 ATTRIBUTES
Second most important part of any character.
4.1 Recommended Attributes
4.2 Recommended changes for a more unique character
5.0 FEATS
What makes each character so special!
5.1 Must-Have Feats
5.2 Other nice Feats to have
5.3 Feats to avoid
5.4 Free Feats
5.5 Recommended Feats
5.6 Take what Feat at which level?
6.0 SKILLS
The least important part of this sort of character...
6.1 Must-Have Skills
6.2 Skills to avoid
6.3 Recommended Skills
6.4 Take what Skill at which level?
7.0 FORCE POWERS
What would a Jedi be without The Force?
7.1 Must-Have Force Powers
7.2 Other nice Force Powers to have
7.3 Force Powers to avoid
7.4 Recommended Force Powers
7.5 Take what Force Power at which level?
8.0 EQUIPMENT
The stuff you need to succeed!
9.0 MISC
All the stuff that doesn't fit in anywhere else...
9.1 GCH-Jedi Philosophy
9.2 What weapons until I get my Lightsaber?
9.3 Lightsaber Crystal Combinations
10.0 COMBAT
How you use this character to the best of it's abilities
10.1 Ranged
10.2 Melee
10.3 Droids
10.4 Beasts
10.5 Dark Jedi
10.6 General Combat Tactics
11.0 PARTY
Your friends, allies and those close to you...
11.1 Recommended (Light Side)
11.2 Recommended (Dark Side)
12.0 SOLO
Ever tried to Solo the game? Here's how you do it...
12.1 Character Creation
12.2 Force
12.3 Tactics
13.0 CREDITS, VERSION HISTORY, ETC
Everything else, mostly boring stuff...
13.1 Credit where Credit is due
13.2 Version History
13.3 Who can use this guide
13.4 Special Thanks
----------------
1.0 INTRODUCTION
----------------
I am Erik Fasterius, a guy from Sweden who tend to spend too much time with my
computer. This will be my first guide, so please bear with me for mistakes and
anything else that's bad in general. As I said, I'm from Sweden, and english
isn't my first language. Please don't get mad at me for spelling and/or grammar
mistakes!
I welcome you to send me an e-mail and correct my mistake(s), and I'll
try to integrate them into this guide as soon as I can. I also welcome critic,
but that would have to be CONSTRUCTIVE critic. What I mean is, don't send me a
mail telling me that and that part was bad, without telling me WHY it was bad.
Those mails will simply be ignored and blocked. You can find my e-mail adress
at the top of this guide. Spamming and such will be blocked instantly. By the
way, the constructive critic goes for both directions: don't just say something
was good, say WHY it was good!
Before I start the guide, I would like to point out that I will use smilies in
this guide when i want to show that I'm joking, being sarcastic or just feels
that a smilie would fit in nicely at a certain point. I'm doing this because
I don't have the skills required to joke in writing clear enough so that everyone
understands that it is a joke and not for real.
What is this guide then? It's an attempt from my side to enlighten you with my
experience from a certain game - Star Wars: Knight of the Old Republic. There
are already many really good guides for this game, and I didn't really think
there was something I could contribute with. However, after having read all the
guides and played the game a couple of times, I actually come up with something
that I can contribute with. All the strategy around the other characterguides
seem to circle around that Jedi Guardians are fighters and the Jedi Consulars
are casters and nothing else. I am NOT accusing anyone for a bad strategy or
bad guide, on the contrary, they're really good. I might also have interpreted
the guides wrong, saying that someone wrote something other than he/she really
wrote. If I do this, I humbly apologize, and beg for forgiveness. I'm simply
adding my own experience to yours, and I see things from a different angle.
Do Jedi Guardians REALLY have to be ONLY fighters? Sure, they can use some
Force Powers, but they don't really have the Force Points required to last a
complete fight...
Since this is my guide, it contains my own thoughts as to how the game should
be played, what Feats to choose, etc... There are many things that you might
think is wrong in this guide, for example what Force Powers or Feats to
choose. I suggest you check out some other guides for some other people's
opinions on a sertain topic, so you don't get my opinions ONLY! I've heard
that my own thoughts and opinions can sometimes be quite dangerous! =D
---------
2.0 GOALS
---------
What would you say if i told you there were a Jedi that had the Vitality of a
Guardian and Force Points of a Consular? True? False? Nevertheless, the goal of
this guide is to create that Jedi. Is it even possible? Yes, but that Jedi will
have slightly less Force Points (FP) than a full-fledged Jedi Consular. It will,
however, be far superior to a Jedi Consular in means of Vitality Points (VP) and
Feats. Our Jedi will always have less FPs than a pure Consular. But consider the
fact that a Jedi Consular have far too much FPs to make them run out in a heated
battle. At the end of a battle a Consular might have lost about 0-80% of their
FP total, depending on the length and difficulty of the battle. Our Jedi will
lose about 0-100% of their FP total, also depending on the length and difficulty
of the battle. A Jedi Consular almost never runs out of FPs, but they're not to
rely on in means of fighting. Our Jedi WILL sometimes run out of FPs, but is FAR
superior in battle and CAN be relied on. Remember, you can ALWAYS wait a minute
or two for your FPs to recharge after battle.
Again, I'm NOT trying to say that the Jedi Consular is a waste of time, I'm just
trying to show you a new way of making one... I call it the "GuardianConsular-
Hybrid-Jedi" - GCH-Jedi. Yes, a bad name and i know it. I welcome new names
and might even use one of them if they're better than GCH-Jedi (many probably
are) =P
-----------
3.0 CLASSES
-----------
You've probably already guessed that we're going to use the Soldier and Jedi
Guardian as our classes. I will, however, go through the different classes and
describe why I think they're bad/good for this sort of character.
3.1 Starting Classes
--------------------
Scoundrel - Many Skill Points (SK), low VP, Sneak Attack and few Feats. The only
thing that this class offers our GCH-Jedi is the Sneak Attack bonus.
You don't need Skills to complete the game, more on this in the
Skills Section. Will and Fortitute saves suffer.
Scout - Average SKs, mediocre VPs and average Feats. No Sneak Attack, but
the "Implants lv1-2-3" are nice bonus Feats. Very nice saves though.
Still not quite what we're looking for.
Soldier - Very low SKs, High VP and fast Feats progression. Ahhh, this is what
we want. Since Skills aren't important, we can live with the few SKs
the Soldier have. The high VP amount is important, as are the Feats.
Reflex and Will saves hurt a bit, but we'll fix that in the
Attributes Section.
The far superior amount of VPs and Feats the Soldier have is exactly what we're
looking for. Yes, the Soldier isn't perfect, but you'll soon see that most of
it's weaknesses can be fixed either by Attributes or the Jedi class...
Claude Arm pointed out a few good things about using the Scout as first class
instead of the Soldier. Here are the things that you gain or lose by using the
Scout as a Starting Class:
- 2 Base Attack Bonus (BAB)
- 1 Feat
- 10 VP
- Heavy Armor Proficiency
+ 3 Reflex Save
+ 3 Will Save
+ 16 SKs
+ Implants Level 1 and 2
+ Uncanny Dodge 1
I haven't used this yet, it might be worth trying though. The SKs are useful
for repair (more story with HK-47) and for those that HATE mines and want to get
more Awareness and Demolitions. The - 1 Feat actually cancels out itself if you
plan on using Implants, since you then get two Implants for free. This could
be interpreted as +2 Feats, with the Uncanny Dodge as well. This character will,
however, have slightly less VPs. A minor problem, and it's you're choice ultimately.
This is a cool character to try out, just do as you would with a Soldier and
use the rest of my guide at your leisure...
3.2 Jedi Classes
----------------
Consular - Many FPs, low VP and very few Feats. We want those FPs, but not at
the cost of something so important as VPs or Feats. Reflex saves
are slightly hurt. Slow Skill progression, though it doesn't matter.
Very nice bonus Feats.
Sentinel - Average FPs, medium amount of VPs and slow Feats progression.
Average Skill progression. This class gives us nothing we want, it
is too much in the middle of everything. Will saves suffer slightly.
Quite good bonus Feats.
Guardian - Low FPs, Very high VPs and lots of Feats (in comparison to the other
Jedi Classes anyway =D). Very slow Skill progression. Precisely what
we want, if we ignore the few FPs for now, they can be fixed. Will
saves suffer slightly. Nice Bonus Feats.
We'll go with the Jedi Guardian, as you've already guessed. The only thing that
suffers is FPs, a very important part of any Jedi. That can and will be fixed.
The Jedi Guardian adds to the Soldier's already solid amount of VPs and Feats,
and helps fix the Reflex saves.
3.3 What we want
----------------
The Soldier and Jedi Guardian seems to be the solid choice. Aim for a level 5
Soldier / level 15 Jedi Guardian. Just don't level your Soldier any more when
it hits level 5, and save the experience. When you get your Jedi class, you
should be around level 8-9 from the experience you saved, that is level 3-4 Jedi
Guardian. What are our weaknesses then? One thing really, since we don't need
Skills (again, explained in the Skills Section): FPs. Didn't I say we would do
a character with FPs that go almost as high as a Consular's? Yes I did, didn't
I? Well, jump over to the Attributes Section and we'll see what we can do about
that...
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