Star Wars: Knights of the Old Republic/Difficulty Classes

Explanation of d20 system and Difficulty Classes (DCs)

Feats
Critical Strikes and Sniper Shots

Awareness
Detecting mines

Demolitions
Disabling, recovering and setting mines

Repair
Upgrading HK-47

Security
Unlocking doors

Stealth
Enemy Awareness breakdown

On Hit
On Hit properties only apply their effects upon a successful attack roll to a single target, but these effects can be reduced or even negated if a saving throw is equal to or greater than Difficulty Class.

KotOR Force power Affliction.png Attribute Damage Dexterity
Targets have their Dexterity attribute reduced by 1 for 30 seconds unless they make a Reflex save at DC 14. This effect stacks, and is a property of the following:

KotOR Force power Horror.png Horror
Targets have 100% chance to be debilitated with fear for 3 seconds unless they make a Fortitude save at the DC. This effect can also be negated by an Immunity: Mind Affecting item or a Jedi Sentinel's Force Immunity: Fear feat, and is a property of the following:

KotOR Force power Kill.png Instant Death
Targets are killed instantly unless they make a Fortitude save at DC 100, which is impossible without cheating: do not put yourself in a position where you can get hit! This is a property of the following:

KotOR Force power Stasis.png Paralyze
Targets have a chance to be paralyzed unless they make a Reflex save at the DC. This effect can also be negated by a level > 11 Jedi Sentinel's Force Immunity: Paralysis feat, and is a property of the following:

KotOR Force power Plague.png Poison
Targets suffer damage or weakness unless a Fortitude save is made at the DC. Damage is suffered every 3 seconds for 30 seconds, while weakness results in the temporary but increasing loss of the six physical attributes for 36 seconds.

Both damage and weakness can also be negated by Immunity: Poison or neutralized afterwards by an Antidote Kit or the Force power Heal, while damage can also be significantly reduced or even negated by the Improved Toughness and Wookiee Toughness feats. These effects are properties of the following:


 * Damage


 * Weakness

KotOR Force power Slow.png Slowed
Targets have a chance to be slowed for 9 seconds unless they make a Reflex save at the DC. This is a property of the following:

KotOR Force power Stun.png Stun
Targets have a chance to be stunned unless they make a Will save at the DC. This effect can also be negated by an Immunity: Mind Affecting item or a level > 5 Jedi Sentinel's Force Immunity: Stun feat, and is a property of the following:

Mines
A successful saving throw results in no effect for flash and gas mines, but only halves damage of frag and plasma mines.


 * Flash mines can also be countered by an Immunity: Mind Affecting item or a level > 5 Jedi Sentinel's Force Immunity: Stun feat.


 * Gas mines can also be countered by Immunity: Poison or neutralized afterwards by an Antidote Kit or the Force power Heal, while damage can also be significantly reduced or even negated by the Improved Toughness and Wookiee Toughness feats.

Grenades
A level 4-6 Scout's Uncanny Dodge feat reduces grenade DCs by 2, while a level > 6 Scout's Uncanny Dodge 2 feat reduces them by 4. A successful saving throw halves damage (rounded down) and results in no secondary effect for all but Thermal Detonators.


 * Concussion Grenades can also be countered by an Immunity: Mind Affecting item or a level > 5 Jedi Sentinel's Force Immunity: Stun feat.


 * CryoBan Grenades can also be countered by a level > 11 Jedi Sentinel's Force Immunity: Paralysis feat.


 * Poison Grenades can also be countered by Immunity: Poison or neutralized afterwards by an Antidote Kit or the Force power Heal, while damage can also be significantly reduced or even negated by the Improved Toughness and Wookiee Toughness feats.