Star Wars Knights of the Old Republic II: The Sith Lords/Skills

Intelligence modifier (INT) resulting from points allocated at character generation and on level up determines how many skill points a class is granted at those times:


 * Character generation


 * Level up

Characters are always granted at least four skill points at character generation, and at least one on level up:

All points do not have to be invested at character generation or level up, so they can be saved for a future level up. 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. Class skills cost one point to raise one rank, while cross-class skills cost two points to raise one rank:

feats can change a cross-class skill to a class skill. Points can be invested in class skills to maximum rank equal to level + 3, while they can only be invested in cross-class skills to maximum rank equal to [ (level + 3) / 2].

If you select Auto Level Up or Recommended, skills are given the following priority when investing points:

However, unlike at character generation, class skills take priority over cross-class skills: for example, for an Expert Droid like, Awareness is prioritized over Demolitions until he has the Class Skill: Demolitions feat.

Computer Use
Computer Use is a class skill for the following:

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Minimum rank 15 is needed for your main character to fully upgrade ../T3-M4/.

Demolitions
Demolitions is a class skill for the following:

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Difficulty Classes for setting, disabling or recovering mines are reduced by 5 on Easy but increased by 5 on Difficult. According to, DC increases to disarm and recover mines are cumulative rather than separate:

Successfully setting, disabling or recovering mines requires that the sum of Demolitions skill rank and a d20 roll is equal to or greater than the DC. When not in combat 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.

A maximum of 15 mines can be set in any map. While friendly mines can normally be recovered without a DC check, after leaving a map and returning to it any mines left behind can only be recovered after a successful DC check (although they remain friendly).

Hostile mines must be detected by passing an check before they can be disabled or recovered. Disabling a mine always grants experience equal to 10 * user level, while that granted for recovering a mine depends on its strength and user level:

Frag, Plasma and can also be used to blast locks instead of bashing or : unlike bashing this doesn't result in broken items (although it seems broken items are only added to inventory rather than replacing items in it), but unlike Security it doesn't grant any experience. However, according to attempts only succeed if 20 + (Demolitions rank / 2) + mine strength equals or exceeds lock DC:

Strong and Deadly mines have the same strength. Lock DC decreases by 5 on Easy and increases by 5 on Difficult, so minimum rank for success decreases or increases by 10.

The only Devastating mines that can be disabled or recovered are actually Deadly mines in all but name so, unless you want to recover your own Devastating mines after leaving then returning to an area, your party only needs to be able to disable or recover Deadly mines. Your main character only solos some areas containing Average mines, which can also be triggered using a power.

Stealth
Stealth is a class skill for the following:

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The power granted to a Jedi Watchman or Sith Assassin enables the use of Stealth without a.

To use Stealth while in a party, Solo Mode must be turned on as well. Movement speed in Stealth Mode is normally even slower than walking, and cannot be increased with any or  stimulant, or any  power. However, movement speed is unaffected by Stealth Mode once the feat is selected.

An Awareness check is made on first entering enemy awareness range, and every 20 seconds thereafter unless Stealth skill rank decreases (due to removing equipment with Stealth or Dexterity bonuses, a buff expiring or a debuff taking effect): however, if undetected then the next check is still 20 seconds after the previous one. The details of these checks are only recorded in when the party leader is successfully detected, which requires Awareness Breakdown > Stealth Breakdown:

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When multiple enemies are in range, each makes a separate Awareness roll against a single Stealth roll.

Standing still modifier 5 is added to both Breakdowns even while moving (even with Stealth Run), but if an enemy is running then it's replaced with run modifier -5 in the Awareness Breakdown.

Enemies are less likely to detect you the greater the distance between you, if you are behind them in their rear arc, or they are engaged in combat. However, to guarantee you remain undetected normally requires Stealth skill rank ≥ Awareness skill rank + 9. Otherwise, the maximum chance of being detected is normally as follows:

For example, if Stealth = Awareness then the chance of detection when face-to-face is 22.5% (45/200), but with distance modifier -4 (effectively Stealth = Awareness + 4) it's only 7.5% (15/200). The table below should help illustrate how the probabilities above were derived:

However, sometimes detection can still succeed when Awareness Breakdown is less than Stealth Breakdown, even though the values in each Breakdown all sum as expected. It can happen sometimes when a distance modifier is added, although its magnitude doesn't correspond to the discrepancy. The reason for this is unknown.

Although Stealth Mode doesn't prevent computer use or droid repair, doing so cancels it in the same way as entering dialog.

Awareness
Awareness is a class skill for all classes.

According to, Difficulty Classes for detecting mines are reduced by 5 on Easy but increased by 5 on Difficult.

Successfully detecting hostile mines requires that the sum of Awareness skill rank and a d20 roll is equal to or greater than the DC. When not in combat 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.

Although running imparts a -5 penalty (maximum roll 15), this isn't an issue if you stop briefly every 30 meters or so: for example, pause upon turning a corner, reaching a junction or entering a room (if opening a door hasn't already obliged you to do so).

The only Devastating mines that need to be detected are actually Deadly mines in all but name, so your party only needs to be able to detect those. Your main character only solos some areas containing Average mines.

Persuade
Persuade is a class skill for the following:

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 * ../Prestige classes/

Minimum rank 27 is required to pass every persuade check in the game.

Repair
Repair is a class skill for the following:

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Minimum rank 21 is needed for your main character to fully upgrade ../T3-M4/.

Minimum rank 20 is needed for your main character to receive 100% of an item's component value when it's broken down by any character using a workbench.

Security
Security is a class skill for the following:

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According to, Difficulty Classes for locks are reduced by 5 on Easy but increased by 5 on Difficult. Successfully opening a lock requires that the sum of Security skill rank and a d20 roll is equal to or greater than the DC. When not in combat 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.

Successful use of Security to open a lock normally grants experience equal to 5 * user level. However, more difficult locks have DCs based on main character level, and successfully opening these grants experience equal to 10 * user level:

Treat Injury
Treat Injury is a class skill for the following:

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 * ../Prestige classes/
 * ../Prestige classes/

Minimum rank 20 is needed for any character to receive 100% of an item's chemical value when it's broken down by that character using a lab station.