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

 * 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.

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

 * 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.

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 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:

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

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

 * 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.

Stealth is a class skill for the following:

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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.

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 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

 * 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.

Persuade is a class skill for the following:

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 * ../Prestige classes/

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.

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

 * 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.

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 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

 * 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.

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.