Star Wars: Knights of the Old Republic/Classes

Soldier
Soldiers are the meatheads of Knights of the Old Republic, tending to rely on brute strength to accomplish the task at hand. Soldiers make excellent combatants, but they also tend to lack technical aptitude, and their tough and gruff demeanor makes them rather uncharismatic folk. The Soldier's most important attributes are Strength, Dexterity and Constitution.


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Scout
Scouts are trained to be ever aware of their surroundings and how to survive in them; Scouts are jacks-of-all-trades, the middle ground between Soldier and Scoundrel. Because of their extensive training, Scouts can quickly adapt to almost any situation. The scout's most important attributes are Dexterity, Intelligence and Wisdom.


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Scoundrel
Scoundrels get by largely on their sharp wit, using brains over brawn. While Scoundrels are more lovers than fighters, they generally possess fast reflexes, a wealth of finely-honed skills, and a lopsided grin that seems to win the trust of everyone they meet. The Scoundrel's most important attributes are Dexterity, Intelligence and Charisma.

Defense bonus has a ceiling of +6 at level 12, when Master Scoundrel's Luck is granted.


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Jedi
As your maximum character level is 20, the more levels you gain in your starting class, the fewer levels there are left to gain in a Jedi class. It is possible to successfully get to the point of advancing in your Jedi class on Dantooine without any leveling up above level 2 in your basic class (a single level-up is obligatory on the Endar Spire level), therefore you can save up to 18 levels for your Jedi class advancement.

Jedi Guardian
Jedi whose skills lie on the battlefield, Jedi Guardians focus the majority of their training on combat. Guardians quickly excel at lightsaber combat and prove to be a most resilient foe. Since much of their training is devoted to their art, little time is spent developing their Force powers.

Defense bonus has a ceiling of +6 at level 12, when Master Sense is granted.


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Guardians are the only Jedi class who can select Weapon Specialization: Lightsaber.


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Jedi Sentinel
Focusing on diplomacy and diversity of abilities, Jedi Sentinels could be considered analogous to Scouts. Jedi Sentinels combine the art of combat with skillful manipulation of the Force. They use their unique view of the Force to help them defend mind and body from toxins and mind-altering Force powers.

Defense bonus has a ceiling of +6 at level 12, when Master Sense is granted.


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Jedi Consular
Jedi Consulars seek to bring balance to the Galaxy, and to the Force. To that end, they spend their time in meditation, strengthening their connection to the Force and honing the Force powers. Jedi Consulars are not generally meant for frontline combat, but rather to use their force powers to offer support to their teammates.

Defense bonus has a ceiling of +6 at level 12, when Master Sense is granted.


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Expert Droid
Expert droids often find themselves working espionage, security, and slicing. Well suited to a wide array of tasks, a droid like this is an invaluable asset to its owner.

Defense bonus has a ceiling of +6 at level 12, when Battle Droid Logic Upgrade is granted.


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Combat Droid
Combat droids are programmed for everything from frontline fighting to covert assassination. Highly competent and highly lethal, a combat droid often proves a force to be reckoned with.

Defense bonus has a ceiling of +6 at level 12, when Battle Droid Logic Upgrade is granted.


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Minion
Minion is a non-player character class.


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