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


 * The attributes of your character apply bonuses or penalties to everything from combat to skill checks to Force powers. Check each attribute to see what aspects of game play it can affect.



At character generation each of the six physical attributes is at 8, with 30 points to allocate between them. Any attribute can be increased to a maximum of 18 at this time, but beyond 14 there are increased point costs:

Characters are awarded an additional attribute point every fourth level (4, 8, 12 and so on). These are not subject to the increased point costs which apply at character generation.

However, it is not the attribute itself which is important but its modifier, which equals [attribute/2] - 5:

Consequently it is normally a waste if an attribute is an odd number after all points and bonuses from equipment, stimulants, Force powers and any light side or dark side mastery is taken into account.

Strength

 * Strength measures physical power. A high Strength adds modifiers to melee damage and chance to hit, which is important for characters that use close-combat weapons (vibroblades, lightsabers).

Strength modifier (STR) adds to the following:
 * Attack with melee weapons
 * Attack with lightsabers
 * Damage with melee weapons and lightsabers
 * Critical Strike Difficulty Class

The damage bonus granted by a character's Strength modifier varies depending on the melee weapon(s) or lightsaber(s) equipped:

For example, a character with 20 Strength (STR +5) would be granted the following damage bonuses:
 * +7 [5*1.5] when equipping one melee weapon or lightsaber
 * +5 main hand and +2 [5/2] off hand when equipping two melee weapons or lightsabers
 * +7 main hand and +5 off hand when equipping a double-bladed melee weapon or lightsaber

Dexterity

 * Dexterity measures agility and reflexes. A high Dexterity adds modifiers to ranged attack rolls (blasters) and increases a character’s Defense, making them harder to hit.

Dexterity modifier (DEX) adds to the following:
 * Attack with ranged weapons (blaster pistols and blaster rifles)
 * Attack with melee weapons with Finesse: Melee Weapons when greater than Strength modifier
 * Attack with lightsabers with Finesse: Lightsabers when greater than Strength modifier
 * Defense
 * Reflex saves
 * Stealth bonus

Constitution

 * Constitution represents health and resiliency. A high Constitution adds modifiers to the vitality points gained at each level-up. Constitution also determines what types of implants the character can equip. This attribute is important for all classes.

Constitution modifier (CON) adds to the following:
 * Vitality points per level
 * Fortitude saves

Which implants a character can equip are also determined by that character's permanent Constitution (bonuses from other equipment, stimulants, Force powers and mastery not included).

Intelligence

 * Intelligence represents knowledge and reasoning. A high Intelligence adds modifiers to the number of points a character has to spend on essential skills.

Intelligence modifier (INT) adds to the following:
 * Skill points upon character generation
 * Skill points upon level up
 * Computer Use bonus
 * Demolitions bonus
 * Repair bonus
 * Sniper Shot Difficulty Class
 * Droid vitality repaired by repair kits

Skill points upon level up are determined by a character's permanent Intelligence modifier (bonuses from other equipment and Force powers not included). It is recommended to only allocate points to Intelligence upon character generation to maximize skill points available at that time, and upon level up:

Characters always receive at least one skill point upon level up:

Wisdom

 * Wisdom represents willpower and perception. A high Wisdom adds modifiers to Jedi Force Points and Force Power saving throws. The Force Powers of a Jedi with high Wisdom are also much harder to resist.

Wisdom modifier (WIS) adds to the following:
 * Force points per level
 * Will saves
 * Awareness bonus
 * Security bonus
 * Treat Injury bonus
 * Force power Difficulty Class
 * Vitality healed by medpacs and Heal
 * Defense with Battle Precognition (male main player character only)

Charisma

 * A high Charisma increasing the potency of a character’s Force Powers. It also reduces the penalty when using Force Powers of an opposing alignment (a light side character with a high Charisma can use dark side powers with less of a penalty), and a high Charisma also improves your companions’ chance to hit. Finally, Charisma influences a character’s Persuade skill.

Charisma modifier (CHA) adds to the following:
 * Persuade bonus
 * Force power Difficulty Class
 * Party attack rolls
 * Vitality healed by Heal

According to the Combat log, the Player Charisma Modifier is added to the attack rolls of party members. Whether by accident or design, this accumulates with each successive attack in a combat round:

A negative Charisma modifier will result in a penalty to party member attack rolls.

Charisma modifier can also reduce the Force point cost of Force powers of opposing alignment, as each CHA +1 reduces the adjustment by 5%:

For example, Heal is a light side power that normally costs 52 Force points for a dark side character with no positive Charisma modifier who has achieved mastery, since its base cost (30) is subject to an adjustment increasing it by 75% (+22). However, if that character has 20 Charisma (CHA +5), the adjustment is reduced by 25% (5*5%) to 50%, resulting in 45 (30+15) cost per use.