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KOTOR: True Scoundrel Guide
Version 1.3
"Hokey religions and ancient weapons are no match for a good blaster at your
side."
-Han Solo
How right you are Han. Time and time again, I read misinformed FAQs about how
weak ranged fighters become as the game progresses; lightsaber this, and
lightsaber that. Anyone can simply refute these claims, but I am here to prove
it. I have successfully run through this game as a dual wielding, blaster
pistol Jedi, with more success than any other build I have previously used. If
gunning down Dark Jedi with one round of attacking appeals to you, please read
on; for the rest of you: the Sith are holding dueling lessons on Korriban. The
ultimate goal of this guide is for you to end up with a powerful, dual wielding
blaster pistol, light sided, Jedi Counselor, scoundrel.
This is by no means a complete KOTOR guide. I have simply become fed up with
the lack of 'saber-less' guides, for the lack of a better term. I am going to
assume you have played through KOTOR before and are familiar enough with it that
I can skip over many of the basics. Lastly, this document contains spoilers; do
not read any further if the thought of accidentally reading a spoiler will cause
you to become agitated and/or sad.
Table of Contents
1. Character Stats
1.1 Strength
1.2 Dexterity
1.3 Constitution
1.4 Intelligence
1.5 Wisdom
1.6 Charisma
2. Starting Class
3. Skills
4. Feats
4.1 Two Weapon Fighting
4.2 Rapid Shot
4.3 Blaster Pistol Weapon Proficiency
4.4 Implants
5. Jedi Class
6. Force Alignment
7. Force Powers
7.1 Force Heal
7.2 Stasis Field
7.3 Force Speed
7.4 Force Valor
7.5 Affect Mind
7.6 Force Breach
7.7 Force Armor
7.8 Destroy Droid
8. Allies
8.1 Jolee Bindo
8.2 Juhanni
8.3 Bastilla
8.4 Mission
8.5 Zalbaar
8.6 HK-47
8.7 Others
9. Leveling
10. Equipment
10.1 Implants
10.2 Headgear
10.3 Left Arm
10.4 Left Hand
10.5 Body
10.6 Right Arm
10.7 Right Hand
10.8 Belt
11. Final Results/Thoughts
12. Thanks
1. Character Stats
As we all know, stats can make or break a character. Knowing what the various
stats do, and where to place your stat points are of paramount importance.
Please read the following carefully.
1.1 Strength.
Strength adds to your to-hit and melee weapon damage. Since we are using
pistols, we can ignore this stat. Either leave it at base 10, so you don't incur
a penalty, or put it to 8 so you may use those two points elsewhere. I
recommend 8 points.
1.2 Dexterity.
Dexterity adds to your to-hit and ranged weapon damage, as well as adding to
your defense rating. This is the 'money' stat, for not only does it help us hit
and damage opponents with our ranged weapons, it also adds to our defense. I
recommend 16 points for starting.
1.3 Constitution.
This stat determines how many hit points your character receives per level.
Since we will be a ranged attacker, we will be out of danger for a good portion
of the game. I recommend 10 points as a base for this stat. There's no
reason to incur a negative penalty in this stat by placing it at 8; by the same
token any more than 10 can be considered overkill for normal difficulty. With
all of the enhancements your character will receive from items and force powers,
I find that your ending HP is quite sufficient with this amount of stat points.
1.4 Intelligence.
Widely regarded as a waste of stat points. Intelligence raises the amount of
skill points you receive. Since all skill points are relatively useless, we
will leave this at a base of 10, as to not incur a negative penalty.
1.5 Wisdom.
Wisdom raises the amount of force points you receive as well as determines how
effective you are at using and resisting force powers. This is the other
'money' stat for this build. We need to be able to effectively use our force
powers on the enemy without them being resisted as well have the ability to
avoid the enemies force powers. Think of wisdom as force dexterity. I
recommend putting 16 points into this stat. Combined with items, you should be
able to resist most of the dark Jedis' attempts to strike you down with force
powers, while dealing out a beating yourself.
1.6 Charisma.
Charisma determines how amiable you are; how well you interact with others.
The higher your charisma, the better you'll be at being able to persuade. There
are plenty of persuade options in the game, none of which are truly critical.
In addition to being correlated with your persuasion skills, charisma also adds
to the amount of force points your character will have; and to a lesser extent,
the power in which you use the force. Charisma does not have as profound an
effect on your force abilities as wisdom, but the effects are evident,
nonetheless. For example; the more points you put into charisma, the more force
points you'll have available to you for casting force abilities. In addition,
the power in which you use those abilities, will be greater than if your
charisma was lower. I recommend putting 12 points into this stat initially,
and boosting it with various equipment throughout the game.
Note: if you plan on having your character only use the treat injury skill
(described below in greater detail; section 3), you could drop your
intelligence to 8; then using those skill points in charisma, boosting it to
12. If dexterity or wisdom is more of a concern to you, you could also use
those two points to raise them a point, to 17.
My starting stats looked like this:
STR: 8
DEX: 16
CON: 10
INT: 10
WIS: 16
CHA: 14
Every subsequent stat point you receive should go into getting both your
dexterity and wisdom to 20. Because of all the +dexterity equipment you can get
throughout the game, I recommend getting your wisdom up to 20 before your
dexterity.
2. Starting Class
As you've read, we will be choosing the Scoundrel as our non-Jedi class. Why
choose the scoundrel class? Sneak Attack, good reader, sneak attack. As you
progress as a scoundrel, you will receive the feat, sneak attack. Sneak
attacks allows you to do extra damage to stunned or unfocused opponents. Master
sneak attack(level 3) adds 3-18 damage to each successful attack, which may not
seem like much at first. Keep in mind, however, that we will be using skills
and enhancements that will allow us to attack multiple times per attack round.
Along with sneak attack, we also receive Scoundrel's Luck, which increases our
defensive rating. Since our character will not have a lot of hit points, we'll
take all the defense we can get.
3. Skills
As a scoundrel, we get more skills than the other classes. Unfortunately, not
many of these skills are worth while. I recommend that you max Treat Injury at
every level. The higher your proficiency in treat injury, the more health
you'll gain from medical packs.
With your leftover points, you should do one of two things. Add the points to
Persuade, which if you get high enough, could allow you to put your charisma
stat down to 8. With those two extra points you've saved, you could then move
the points into something more useful, like wisdom, dexterity, or constitution.
You could also, add the points into Repair. The main reason for doing so is
that you may be able to unlock the functions of HK-47 when you purchase him.
Make the choice after determining if you're going to use HK-47 as one of your
main NPC allies or not.
All other skills can be performed masterfully by your allies.
4. Feats
As a scoundrel, we get the fewest feats of the bunch, so we have to make them
count. I will list the feats you should consider getting, in order of
importance, highest to lowest.
4.1 Two Weapon Fighting.
Maxing this skill will greatly reduce the penalty of wielding your dual pistols.
Without this skill, you are penalized -6 for your chance to hit with your main
weapon, and a -10 for your chance to hit with your secondary weapon. When
maxed, this skill will reduce that penalty down to a -2 per hand. A must have
for this build.
4.2 Rapid Shot.
Rapid shot allows you to engage in an extra attack per round at the cost of
defense and chance to hit. At the maximum level you lose 1 defensive point and
1 to-hit point. Well worth the penalties for that extra attack.
4.3 Blaster Pistol Weapon Proficiency.
You need level one to use blaster pistols, but scoundrels already start with
this feat. At the maximum level, this feat adds +1 to your to-hit and a +2 on
top of your damage dealt.
4.4 Implants.
Depending on the level invested, will allow you to use level 1, 2, or 3
implants; which in turn can grant bonuses such as mind-immunity and +dexterity.
5. Jedi Class
The Jedi Counselor will be our class of choice for two reasons. The first
reason is that we get an extra four force abilities as we progress, compared to
the other Jedi classes. The second reason is that we obtain Force Focus. At
master level, force focus gives us a +6 bonus in both dealing and defending
against force powers.
6. Force Alignment
I have only gone through this build as a master light-sided Jedi, and I believe
this is the best alignment for this build. I'm positive that it can be done as
dark-sided, but the force powers that accompany a light-sided Jedi are much more
aesthetically pleasing to this build. After all, we're supposed to be a blaster
wielding scoundrel that shoots his way out of a fight, not a dark counselor who
prefers to use the force to do his dirty work. I suppose one could remain
neutral in alignment, but I don't honestly believe that there are any dark-sided
powers to use that warrant the penalty of being aligned as neutral. The choice
is yours, but I will only out line light-side force powers in the next section.
7. Force Powers
As a light-sided force user, you will use these powers to enhance your fighting
and defending abilities to their upper tiers. I will list the more optional
force powers toward the bottom. As always, it is your preference as to which
ones you'd like to get.
7.1 Force Heal.
Heals you and your party members. This force power also nullifies any poisoning
you or your party members may have. Use this instead of medical packs whenever
possible. This will help you to save money and stock pile the medical packs,
which you will most likely need on the Star Forge.
7.2 Stasis Field.
At master level, this power has the chance to stun groups of enemies for 12
Version 1.3
"Hokey religions and ancient weapons are no match for a good blaster at your
side."
-Han Solo
How right you are Han. Time and time again, I read misinformed FAQs about how
weak ranged fighters become as the game progresses; lightsaber this, and
lightsaber that. Anyone can simply refute these claims, but I am here to prove
it. I have successfully run through this game as a dual wielding, blaster
pistol Jedi, with more success than any other build I have previously used. If
gunning down Dark Jedi with one round of attacking appeals to you, please read
on; for the rest of you: the Sith are holding dueling lessons on Korriban. The
ultimate goal of this guide is for you to end up with a powerful, dual wielding
blaster pistol, light sided, Jedi Counselor, scoundrel.
This is by no means a complete KOTOR guide. I have simply become fed up with
the lack of 'saber-less' guides, for the lack of a better term. I am going to
assume you have played through KOTOR before and are familiar enough with it that
I can skip over many of the basics. Lastly, this document contains spoilers; do
not read any further if the thought of accidentally reading a spoiler will cause
you to become agitated and/or sad.
Table of Contents
1. Character Stats
1.1 Strength
1.2 Dexterity
1.3 Constitution
1.4 Intelligence
1.5 Wisdom
1.6 Charisma
2. Starting Class
3. Skills
4. Feats
4.1 Two Weapon Fighting
4.2 Rapid Shot
4.3 Blaster Pistol Weapon Proficiency
4.4 Implants
5. Jedi Class
6. Force Alignment
7. Force Powers
7.1 Force Heal
7.2 Stasis Field
7.3 Force Speed
7.4 Force Valor
7.5 Affect Mind
7.6 Force Breach
7.7 Force Armor
7.8 Destroy Droid
8. Allies
8.1 Jolee Bindo
8.2 Juhanni
8.3 Bastilla
8.4 Mission
8.5 Zalbaar
8.6 HK-47
8.7 Others
9. Leveling
10. Equipment
10.1 Implants
10.2 Headgear
10.3 Left Arm
10.4 Left Hand
10.5 Body
10.6 Right Arm
10.7 Right Hand
10.8 Belt
11. Final Results/Thoughts
12. Thanks
1. Character Stats
As we all know, stats can make or break a character. Knowing what the various
stats do, and where to place your stat points are of paramount importance.
Please read the following carefully.
1.1 Strength.
Strength adds to your to-hit and melee weapon damage. Since we are using
pistols, we can ignore this stat. Either leave it at base 10, so you don't incur
a penalty, or put it to 8 so you may use those two points elsewhere. I
recommend 8 points.
1.2 Dexterity.
Dexterity adds to your to-hit and ranged weapon damage, as well as adding to
your defense rating. This is the 'money' stat, for not only does it help us hit
and damage opponents with our ranged weapons, it also adds to our defense. I
recommend 16 points for starting.
1.3 Constitution.
This stat determines how many hit points your character receives per level.
Since we will be a ranged attacker, we will be out of danger for a good portion
of the game. I recommend 10 points as a base for this stat. There's no
reason to incur a negative penalty in this stat by placing it at 8; by the same
token any more than 10 can be considered overkill for normal difficulty. With
all of the enhancements your character will receive from items and force powers,
I find that your ending HP is quite sufficient with this amount of stat points.
1.4 Intelligence.
Widely regarded as a waste of stat points. Intelligence raises the amount of
skill points you receive. Since all skill points are relatively useless, we
will leave this at a base of 10, as to not incur a negative penalty.
1.5 Wisdom.
Wisdom raises the amount of force points you receive as well as determines how
effective you are at using and resisting force powers. This is the other
'money' stat for this build. We need to be able to effectively use our force
powers on the enemy without them being resisted as well have the ability to
avoid the enemies force powers. Think of wisdom as force dexterity. I
recommend putting 16 points into this stat. Combined with items, you should be
able to resist most of the dark Jedis' attempts to strike you down with force
powers, while dealing out a beating yourself.
1.6 Charisma.
Charisma determines how amiable you are; how well you interact with others.
The higher your charisma, the better you'll be at being able to persuade. There
are plenty of persuade options in the game, none of which are truly critical.
In addition to being correlated with your persuasion skills, charisma also adds
to the amount of force points your character will have; and to a lesser extent,
the power in which you use the force. Charisma does not have as profound an
effect on your force abilities as wisdom, but the effects are evident,
nonetheless. For example; the more points you put into charisma, the more force
points you'll have available to you for casting force abilities. In addition,
the power in which you use those abilities, will be greater than if your
charisma was lower. I recommend putting 12 points into this stat initially,
and boosting it with various equipment throughout the game.
Note: if you plan on having your character only use the treat injury skill
(described below in greater detail; section 3), you could drop your
intelligence to 8; then using those skill points in charisma, boosting it to
12. If dexterity or wisdom is more of a concern to you, you could also use
those two points to raise them a point, to 17.
My starting stats looked like this:
STR: 8
DEX: 16
CON: 10
INT: 10
WIS: 16
CHA: 14
Every subsequent stat point you receive should go into getting both your
dexterity and wisdom to 20. Because of all the +dexterity equipment you can get
throughout the game, I recommend getting your wisdom up to 20 before your
dexterity.
2. Starting Class
As you've read, we will be choosing the Scoundrel as our non-Jedi class. Why
choose the scoundrel class? Sneak Attack, good reader, sneak attack. As you
progress as a scoundrel, you will receive the feat, sneak attack. Sneak
attacks allows you to do extra damage to stunned or unfocused opponents. Master
sneak attack(level 3) adds 3-18 damage to each successful attack, which may not
seem like much at first. Keep in mind, however, that we will be using skills
and enhancements that will allow us to attack multiple times per attack round.
Along with sneak attack, we also receive Scoundrel's Luck, which increases our
defensive rating. Since our character will not have a lot of hit points, we'll
take all the defense we can get.
3. Skills
As a scoundrel, we get more skills than the other classes. Unfortunately, not
many of these skills are worth while. I recommend that you max Treat Injury at
every level. The higher your proficiency in treat injury, the more health
you'll gain from medical packs.
With your leftover points, you should do one of two things. Add the points to
Persuade, which if you get high enough, could allow you to put your charisma
stat down to 8. With those two extra points you've saved, you could then move
the points into something more useful, like wisdom, dexterity, or constitution.
You could also, add the points into Repair. The main reason for doing so is
that you may be able to unlock the functions of HK-47 when you purchase him.
Make the choice after determining if you're going to use HK-47 as one of your
main NPC allies or not.
All other skills can be performed masterfully by your allies.
4. Feats
As a scoundrel, we get the fewest feats of the bunch, so we have to make them
count. I will list the feats you should consider getting, in order of
importance, highest to lowest.
4.1 Two Weapon Fighting.
Maxing this skill will greatly reduce the penalty of wielding your dual pistols.
Without this skill, you are penalized -6 for your chance to hit with your main
weapon, and a -10 for your chance to hit with your secondary weapon. When
maxed, this skill will reduce that penalty down to a -2 per hand. A must have
for this build.
4.2 Rapid Shot.
Rapid shot allows you to engage in an extra attack per round at the cost of
defense and chance to hit. At the maximum level you lose 1 defensive point and
1 to-hit point. Well worth the penalties for that extra attack.
4.3 Blaster Pistol Weapon Proficiency.
You need level one to use blaster pistols, but scoundrels already start with
this feat. At the maximum level, this feat adds +1 to your to-hit and a +2 on
top of your damage dealt.
4.4 Implants.
Depending on the level invested, will allow you to use level 1, 2, or 3
implants; which in turn can grant bonuses such as mind-immunity and +dexterity.
5. Jedi Class
The Jedi Counselor will be our class of choice for two reasons. The first
reason is that we get an extra four force abilities as we progress, compared to
the other Jedi classes. The second reason is that we obtain Force Focus. At
master level, force focus gives us a +6 bonus in both dealing and defending
against force powers.
6. Force Alignment
I have only gone through this build as a master light-sided Jedi, and I believe
this is the best alignment for this build. I'm positive that it can be done as
dark-sided, but the force powers that accompany a light-sided Jedi are much more
aesthetically pleasing to this build. After all, we're supposed to be a blaster
wielding scoundrel that shoots his way out of a fight, not a dark counselor who
prefers to use the force to do his dirty work. I suppose one could remain
neutral in alignment, but I don't honestly believe that there are any dark-sided
powers to use that warrant the penalty of being aligned as neutral. The choice
is yours, but I will only out line light-side force powers in the next section.
7. Force Powers
As a light-sided force user, you will use these powers to enhance your fighting
and defending abilities to their upper tiers. I will list the more optional
force powers toward the bottom. As always, it is your preference as to which
ones you'd like to get.
7.1 Force Heal.
Heals you and your party members. This force power also nullifies any poisoning
you or your party members may have. Use this instead of medical packs whenever
possible. This will help you to save money and stock pile the medical packs,
which you will most likely need on the Star Forge.
7.2 Stasis Field.
At master level, this power has the chance to stun groups of enemies for 12
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