Star Wars: Knights of the Old Republic/Classes

Scoundrel
Scoundrels get by largely on their sharp wit, using brains over brawn. While a scoundrel is more a lover, not a fighter, he generally possesses fast reflexes, a wealth of finely honed skills, and a lopsided grin that seems to win the trust of everyone he meets. A scoundrel gets 6 additional vitality points each level. He's slow to learn new feats but quick to improve his skills. The scoundrel's most important attributes are Intelligence, Dexterity, and Charisma.

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Class skills

 * Demolitions
 * Stealth
 * Awareness
 * Persuade
 * Security

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Starting feats
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 * Armor Proficiency: Light
 * Weapon Proficiency: Blaster Pistol
 * Weapon Proficiency: Blaster Rifle
 * Weapon Proficiency: Melee Weapons
 * Scoundrel's Luck
 * Sniper Shot
 * Critical Strike

Soldier
The meatheads of Knights of the Old Republic, soldiers tend 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. A soldier gains an additional 10 vitality points every level. She's slow to improve her skill set, but quick to learn new feats. The soldier's most important attributes are Dexterity, Constitution, and Strength.

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Class skills

 * Demolitions
 * Awareness
 * Treat Injury

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Starting feats
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 * Armor Proficiency: Light
 * Armor Proficiency: Medium
 * Armor Proficiency: Heavy
 * Weapon Proficiency: Blaster Pistol
 * Weapon Proficiency: Blaster Rifle
 * Weapon Proficiency: Heavy Weapons
 * Weapon Proficiency: Melee Weapons
 * Power Attack
 * Power Blast

Scout
Trained to be ever aware of his surroundings and how to survive in them, the scout is a bit of a jack-of-all-trades. He's the middle ground between soldier and scoundrel. Because of his extensive training, the scout can quickly adapt to almost any situation. Scouts earn an additional 8 vitality points per level. He learns feats and skills at an average rate. The scout's most important attributes are Dexterity, Intelligence, and Wisdom.

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Class skills

 * Computer Use
 * Demolitions
 * Awareness
 * Repair
 * Treat Injury

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Starting feats
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 * Armor Proficiency: Light
 * Armor Proficiency: Medium
 * Weapon Proficiency: Blaster Pistol
 * Weapon Proficiency: Blaster Rifle
 * Weapon Proficiency: Melee Weapons
 * Flurry
 * Rapid Shot

Jedi Guardian
A Jedi whose skills lie on the battlefield, the Jedi Guardian focuses the majority of her training on combat. The Guardian quickly excels at lightsaber combat and proves to be a most resilient foe. Since much of her training is devoted to her art, little time is spent developing her Force powers. Guardians gain 10 vitality points and 4 Force points per level.

Starting feats

 * Jedi Defense
 * Exotic Weapon Proficiency: Lightsaber

Jedi Consular
The Jedi Consular seeks to bring balance to the Galaxy, and to the Force. To that end, he spends his time in meditation, strengthening his connection to the Force and honing the Force powers. Consulars are not generally meant for frontline combat, but rather to use their force powers to offer support to their teammates. The Consular gains 6 vitality points and 8 Force points per level.

Starting feats

 * Jedi Defense
 * Exotic Weapon Proficiency: Lightsaber

Jedi Sentinel
Focusing on diplomacy and diversity of abilities, the Jedi Sentinel could be considered analogous to the Scout. The Sentinel combines the art of combat with skillful manipulation of the Force. She uses her unique view of the Force to help her defend mind and body from toxins and mind-altering Force powers. The Sentinel gains 8 vitality points and 6 Force points per level.

Starting feats

 * Jedi Defense
 * Exotic Weapon Proficiency: Lightsaber