Star Wars: Knights of the Old Republic/Skills

Skills keep track of your character's ability to perform certain, primarily non-combat, tasks. Each skill is tied to an attribute that can apply positive or negative modifiers to the use of the skill. Skills are purchased with skill points earned at every level.

Intelligence modifier (IM) resulting from points invested at character generation and upon level-up determine how many skill points a class can invest at those times:

Characters always receive at least one skill point upon 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. Upon becoming a Jedi, the main player character retains the class skills of the earlier class and gains those of the Jedi class. Class skills cost one point to raise one rank, while cross-class skills cost two points to raise one rank:

Scoundrels who become Jedi Consulars will have all skills as class skills. 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].

[[Image:KotOR Skill Computer Use.png]] Computer Use
Related Attribute: Intelligence

Computer Use allows a character to slice computer programs using disposable logic rams called computer spikes. A character might disable gun turrets or flood a patrol area, with more complicated tasks requiring more spikes. A high rank in this skill reduces the number of spikes required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers.

Computer Use is a class skill for the following:
 * Scout
 * Jedi Consular
 * Combat Droid
 * Expert Droid

Aside from investing skill points or increasing Intelligence modifier, the following apply bonuses to Computer Use skill rank:


 * Droid

[[Image:KotOR Skill Demolitions.png]] Demolitions
Related Attribute: Intelligence

Demolitions can be used to set, recover or disarm mines. Such devices are either of low (DC15 to set), medium (DC20 to set) or high difficulty (DC25 to set). Attempting to disarm the mine adds +5 to the DC. Attempting to recover the mine adds +10 to the DC. This skill cannot be used untrained.

Demolitions is a class skill for the following:
 * Soldier
 * Scout
 * Scoundrel
 * Jedi Consular
 * Combat Droid

According to the Messages - Feedback window, the increases to Difficulty Class to disarm and recover mines are cumulative rather than separate:

Hostile mines must be detected by passing an Awareness check before they can be disabled or recovered. Friendly mines can be recovered without a Difficulty Class check.

Successfully disabling or recovering hostile mines requires that the sum of the character's Demolitions skill rank and a d20 roll is equal to or greater than Difficulty Class. When not engaged in combat a 20 is always rolled, so minimum skill rank required is 20 less than Difficulty Class.

Aside from investing skill points or increasing Intelligence modifier, the following apply bonuses to Demolitions skill rank:


 * Droid

[[Image:KotOR Skill Stealth.png]] Stealth
Related Attribute: Dexterity

Stealth governs the use of camouflage devices to enter Stealth Mode. If a character equips such a device and activates Stealth Mode, opponents must make an Awareness check versus the character's Stealth skill or be unable to detect them, even if the character is in direct line of sight. A character in Stealth Mode can set, disable and recover mines, use computers and repair droids, and open doors or containers. Party members will not automatically enter combat while in this mode. Combat cancels Stealth Mode. Stealth Mode will not work without a camouflage unit. Units of higher quality grant a bonus to the skill.

Stealth is only a class skill for the following:
 * Scoundrel

This skill cannot be used untrained.

Aside from investing skill points or increasing Dexterity modifier, the following apply bonuses to Stealth skill rank:

[[Image:KotOR Skill Awareness.png]] Awareness
Related Attribute: Wisdom

Awareness governs the ability of a character to spot objects or enemies hidden by Stealth. If a successful check of this skill is made against the Stealth skill of an enemy or the DC of a mine, the enemy or object is noticed and becomes visible. Awareness is always active, but results are best while a character is moving slowly. Running imparts a -5 penalty to any checks of the skill.

Awareness is a class skill for the following:
 * Soldier
 * Scout
 * Scoundrel
 * Jedi Guardian
 * Jedi Sentinel
 * Jedi Consular
 * Combat Droid

According to the Messages - Feedback window, the Difficulty Class to detect a mine is equivalent to that required to recover it using Demolitions:

Successfully detecting hostile mines requires that the sum of the character's Awareness skill rank and a d20 roll is equal to or greater than Difficulty Class. When not engaged in combat a 20 is always rolled, so minimum skill rank required is 20 less than Difficulty Class.

Aside from investing skill points or increasing Wisdom modifier, the following apply bonuses to Awareness skill rank:


 * Droid

[[Image:KotOR Skill Persuade.png]] Persuade
Related Attribute: Charisma

Only the main player character can select this skill during level-up. Persuade options appear in dialogue when interesting or sensitive information is available that a character might otherwise be reluctant to reveal. When selected, rank in this skill is compared with how extreme the request is (Difficulty Class low, medium, or high, relative to player level). A guard might easily agree to increase a bounty, but convincing him to leave his post would be much harder.

Persuade is a class skill for the following:
 * Scoundrel
 * Jedi Guardian
 * Jedi Sentinel
 * Jedi Consular

Aside from investing skill points or increasing Charisma modifier, the following apply bonuses to Persuade skill rank:

[[Image:KotOR Skill Repair.png]] Repair
Related Attribute: Intelligence

Repair allows a character to fix disabled mechanical devices like droids using disposable packages of parts. The number of part kits required increases with the difficulty of the repair. This skill reduces the number of parts required by 1 (to a minimum of 1) for every 4 points total, including attribute score modifiers. This skill also modifies the amount of vitality points recovered when party member droids use repair kits, advanced repair kits, and construction kits on themselves to repair combat damage.

Repair is a class skill for the following:
 * Scout
 * Jedi Consular
 * Combat Droid
 * Expert Droid

Aside from investing skill points or increasing Intelligence modifier, the following apply bonuses to Repair skill rank:

[[Image:KotOR Skill Security.png]] Security
Related Attribute: Wisdom

Security is used to access electronic locking devices. Once a character invests points in this skill, it becomes one one of the default options on targeted doors and containers. Security spikes can grant a bonus to the skill, and any in inventory will also appear as a default option on targeted doors and containers. Characters with no points invested cannot attempt to use this skill.

Security is a class skill for the following:
 * Scoundrel
 * Combat Droid
 * Expert Droid

Aside from investing skill points or increasing Wisdom modifier, the following apply bonuses to Security skill rank:


 * Droid

[[Image:KotOR Skill Treat Injury.png]] Treat Injury
Related Attribute: Wisdom

Treat Injury improves the amount of damage healed when a medpac is used, adding the modified rank to the number of vitality points healed. Advanced medpacs and life support packs apply multipliers to the user's skill, increasing the amount healed again.

Treat Injury is a class skill for the following:
 * Soldier
 * Scout
 * Jedi Guardian
 * Jedi Sentinel
 * Jedi Consular

Aside from investing skill points or increasing Wisdom modifier, the following apply bonuses to Treat Injury skill rank: