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


 * Each of your character's skills has a number associated with it. This is the skill 'rank' and determines how good the character is with that skill. When using a skill to perform an action, the rank is compared against a Difficulty Check (DC) number. For example, to open a lock with a DC of 15, take your skill rank in + Wisdom  modifier + d20 roll. If the total is 15 or greater, the lock is opened.

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

Characters can always allocate 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 upon 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].

Computer Use

 * Related Attribute :


 * 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.

At least 21 Computer Use is needed to fully upgrade.

Demolitions

 * Related Attribute :


 * Demolitions can be used to set, recover or disarm mines. Such devices range in difficulty from minor (DC10 to set) to devastating (DC30 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.

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 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 grants experience equal to 10 * character level, while recovering a mine grants experience equal to 15 * character level. Recovering a friendly mine after leaving a map and returning to it grants experience equal to 10 * character level.

Mines can also be set to open locks instead of bashing or. Unlike bashing this does not result in broken items, but unlike Security this does not grant any experience.

Stealth

 * Related Attribute :


 * 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 check versus the character's Stealth skill or be unable to detect them, even if the character is in a direct line of sight. A character in Stealth Mode can set, disable and recover mines. 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. This skill cannot be used untrained.

Awareness

 * Related Attribute :


 * Awareness governs the ability of a character to spot objects or enemies hidden by . 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.

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 is DC - 20.

Persuade

 * Related Attribute :


 * 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.

Repair

 * Related Attribute :


 * 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.

At least 21 Repair is needed to fully upgrade.

Security

 * Related Attribute :


 * Security is used to access electronic locking devices. Once a character invests points in this skill, it becomes 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.

According to, Difficulty Classes for locks are reduced by 5 on Easy but increased by 5 on Difficult. Successful use of Security to open a lock grants experience equal to 5 * character level.

Treat Injury

 * Related Attribute :


 * 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.