Star Wars: Knights of the Old Republic/Body

The following require no, but they still cannot be equipped by non-humans.

Although the description may display Max Bonus like armor, according to  this restriction does not actually apply. Hence Dexterity modifiers greater than +8 are still added to in their entirety.

Clothing
These are simple garments that protect little more than the modesty of the wearer.

There are eight other variants of clothing used by non-player characters. None restrict the bonus from.

Sith Armor

 * Bonus: 2
 * Max Bonus: +8

This full body armor could be used to fool people into thinking the wearer was one of the Sith.

This is a quest item acquired in the of Taris, required to enter the. It must be surrendered to Gadon Thek in the to enter the, but while equipped by anyone in upper and lower Taris it can affect dialog with other characters.

Sand People Clothing

 * Max Bonus: +8

These are the intricate robes of a Sand People warrior. They seem to be in good condition, and might allow a wearer to superficially appear to be a member of the Sand People species.

This is a quest item acquired from the remains of ranged Elite Warriors in the of Tatooine, or Sand People Warriors guarding the exit to. It's required to enter the : Zaalbar must be removed from your party and all meatbag organic members must use it (this also stops you from being ambushed in the Dune Sea and Sand People Territory, and other Sand People present won't attack unless you try to speak to them).

Using this clothing can affect interactions with Tanis and the mining team in the Dune Sea, but it's normally removed upon entering the enclave, or returning to  or.