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(Revised while removing Persuade information from first game which doesn't seem to apply to second)
(Corrected mine recovery XP, added Prestige classes, other minor changes)
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{{Header Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords}}
{{Header Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords}}
{{floatingtoc|left}}
{{floatingtoc|left}}
; 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 Classes|Difficulty Check]] (DC) number. For example, to open a lock with a DC of 15, take your skill rank in {{s|Skills|Security}} + <s>Wisdom</s> {{s|Attributes|Intelligence}} modifier + d20 roll. If the total is 15 or greater, the lock is opened.
{| {{prettytable|notwide=1}}
! 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 Classes|Difficulty Check]] (DC) number. For example, to open a lock with a DC of 15, take your skill rank in {{s|Skills|Security}} + <s>Wisdom</s> {{s|Attributes|Intelligence}} modifier + d20 roll. If the total is 15 or greater, the lock is opened.
|}


Intelligence modifier (INT) resulting from points allocated at [[../Character generation|character generation]] and on [[../Experience#Level up|level up]] determines how many skill points a [[../Classes|class]] can allocate at those times:
Intelligence modifier (INT) resulting from points allocated at [[../Character generation|character generation]] and on [[../Experience#Level up|level up]] determines how many skill points a [[../Classes|class]] is granted at those times:
 
; Character generation


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
|- valign=top
!width=25%| Class
!rowspan=2| Class
!width=25%| {{s|Classes|Jedi Guardian}}
!colspan=9| Skill points
!width=25%| {{s|Classes|Jedi Sentinel}}
|-
!width=25%| {{s|Classes|Jedi Consular}}
!width=10%| {{s|Classes|Jedi Guardian}}
!width=10%| {{s|Classes|Jedi Sentinel}}
!width=10%| {{s|Classes|Jedi Consular}}
!width=10%| {{s|Classes|Soldier}}
!width=10%| {{s|Classes|Scout}}
!width=10%| {{s|Classes|Scoundrel}}
!width=10%| {{s|Classes|Tech Specialist}}
!width=10%| {{s|Classes|Combat Droid}}
!width=10%| {{s|Classes|Expert Droid}}
|-
|-
! Level 1
! Skill points
| (1+INT) * 4
| (1+INT) * 4
| (3+INT) * 4
| (3+INT) * 4
| (2+INT) * 4
| (2+INT) * 4
|colspan=6 {{N/a|}}
|}
 
; Level up
 
{| {{prettytable}}
!colspan=5| Skill points
|-
!colspan=2| 1 + INT
!width=20%| 2 + INT
!width=20%| 3 + INT
!width=20%| 4 + INT
|-
|-
! Level up
|width=20%|
| 1+INT
* Jedi Guardian
| 3+INT
* {{s|Classes|Soldier}}
| 2+INT
* {{s|Classes|Combat Droid}}
| 1+INT
|width=20%|
| 3+INT
* {{s|Classes|Expert Droid}}
| 4+INT
* {{s|Prestige classes|Jedi Weapon Master}}
| 4+INT
* {{s|Prestige classes|Sith Marauder}}
| 1+INT
|
| 1+INT
* Jedi Consular
* {{s|Prestige classes|Jedi Master}}
* {{s|Prestige classes|Sith Lord}}
|
* Jedi Sentinel
* {{s|Classes|Scout}}
* {{s|Prestige classes|Jedi Watchman}}
* {{s|Prestige classes|Sith Assassin}}
|
* {{s|Classes|Scoundrel}}
* {{s|Classes|Tech Specialist}}
|}
|}


Characters can always allocate at least four skill points at character generation, and at least one on level up:
Characters are always granted at least four skill points at character generation, and at least one on level up:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
|- valign=top
!rowspan=2 width=20%| Minimum<br>Intelligence
!rowspan=2| Intelligence
!colspan=4| Skill points
!colspan=9| Skill points upon level up
|-
|-
!width=10%| Jedi Guardian
!width=20%| 1 + INT
!width=10%| Jedi Sentinel
!width=20%| 2 + INT
!width=10%| Jedi Consular
!width=20%| 3 + INT
!width=10%| Soldier
!width=20%| 4 + INT
!width=10%| Scout
!width=10%| Scoundrel
!width=10%| Tech Specialist
!width=10%| Combat Droid
!width=10%| Expert Droid
|-
|-
! 8-9
! 8
| 1 || 2 || 1 || 1 || 2 || 3 || 3 || 1 || 1
| {{N/a|1}} || {{N/a|1}} || 2 || {{yes2|3}}
|-
|-
! 10-11
! 10
| 1 || 3 || 2 || 1 || 3 || 4 || 4 || 1 || 1
| {{N/a|1}} || 2 || {{yes2|3}} ||bgcolor=d0d5f1| 4
|-
|-
! 12-13
! 12
| 2 || 4 || 3 || 2 || 4 || 5 || 5 || 2 || 2
| 2 || {{yes2|3}} ||bgcolor=d0d5f1| 4 || {{yes|5}}
|-
|-
! 14-15
! 14
| 3 || 5 || 4 || 3 || 5 || 6 || 6 || 3 || 3
| {{yes2|3}} ||bgcolor=d0d5f1| 4 || {{yes|5}} ||bgcolor=ffff99| 6
|-
|-
! 16-17
! 16
| 4 || 6 || 5 || 4 || 6 || 7 || 7 || 4 || 4
|bgcolor=d0d5f1| 4 || {{yes|5}} ||bgcolor=ffff99| 6 || {{no2|7}}
|-
|-
! 18
! 18
| 5 || 7 || 6 || 5 || 7 || 8 || 8 || 5 || 5
| {{yes|5}} ||bgcolor=ffff99| 6 || {{no2|7}} || {{no|8}}
|}
|}


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:
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:


{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
|- valign=top
!width=20%| Skill
!width=9% rowspan=2| Skill
!width=10%| [[../Skills#Computer Use|Computer]]
!width=9% rowspan=2| Attribute modifier
!width=10%| [[../Skills#Demolitions|Demo]]
!colspan=9| Skill points per rank
!width=10%| {{s|Skills|Stealth}}
!width=10%| [[../Skills#Awareness|Aware]]
!width=10%| {{s|Skills|Persuade}}
!width=10%| {{s|Skills|Repair}}
!width=10%| {{s|Skills|Security}}
!width=10%| [[../Skills#Treat Injury|Treat]]
|-
! [[../Attributes|Attribute]] modifier
! [[../Attributes#Intelligence|Intel]]
! Intel
! {{s|Attributes|Dexterity}}
! {{s|Attributes|Wisdom}}
! {{s|Attributes|Charisma}}
! Intel
! Intel
! Wisdom
|-
! Jedi Guardian
| {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{no|2}} || {{yes|1}}
|-
! Jedi Sentinel
| {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}}
|-
! Jedi Consular
| {{no|2}} || {{no|2}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}}
|-
! Soldier
| {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{no|2}} || {{no|2}} || {{no|2}} || {{yes|1}}
|-
|-
!width=9%| Jedi Guardian
! Scout
!width=9%| Jedi Sentinel
| {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}}
!width=9%| Jedi Consular
!width=10%| Soldier
!width=9%| Scout
!width=9%| Scoundrel
!width=9%| Tech Specialist
!width=9%| Combat Droid
!width=9%| Expert Droid
|-
|-
! [[../Skills#Computer Use|Computer]]
! Scoundrel
! Intelligence
| {{no|2}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{no|2}}
| {{no|2}}
| {{yes|1}}
| {{no|2}}
| {{no|2}}
| {{yes|1}}
| {{no|2}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
|-
|-
! {{s|Skills|Demolitions}}
! Tech Specialist
! Intelligence
| {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{no|2}}
| {{yes|1}}
| {{no|2}}
| {{no|2}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{no|2}}
|-
|-
! {{s|Skills|Stealth}}
! Combat Droid
! {{s|Attributes|Dexterity}}
| {{yes|1}} || {{yes|1}} || {{N/a|}} || {{yes|1}} || {{N/a|}} || {{yes|1}} || {{yes|1}} || {{N/a|}}
| {{no|2}}
|-
| {{yes|1}}
! Expert Droid
| {{no|2}}
| {{yes|1}} || {{no|2}} || {{N/a|}} || {{yes|1}} || {{N/a|}} || {{yes|1}} || {{yes|1}} || {{N/a|}}
| {{no|2}}
|-
| {{no|2}}
! Weapon Master
| {{yes|1}}
| {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{no|2}} || {{yes|1}}
| {{no|2}}
| {{N/a|}}
| {{N/a|}}
|-
|-
! {{s|Skills|Awareness}}
! Jedi Watchman
! {{s|Attributes|Wisdom}}
| {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
|-
|-
! {{s|Skills|Persuade}}
! Jedi Master
! {{s|Attributes|Charisma}}
| {{no|2}} || {{no|2}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{no|2}}
| {{no|2}}
| {{yes|1}}
| {{no|2}}
| {{N/a|}}
| {{N/a|}}
|-
|-
! {{s|Skills|Repair}}
! Sith Marauder
! Intelligence
| {{no|2}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{no|2}} || {{yes|1}}
| {{no|2}}
| {{no|2}}
| {{yes|1}}
| {{no|2}}
| {{yes|1}}
| {{no|2}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
|-
|-
! {{s|Skills|Security}}
! Sith Assassin
! Intelligence
| {{yes|1}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}} || {{no|2}}
| {{no|2}}
| {{yes|1}}
| {{no|2}}
| {{no|2}}
| {{no|2}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
|-
|-
! {{s|Skills|Treat Injury}}
! Sith Lord
! Wisdom
| {{no|2}} || {{no|2}} || {{no|2}} || {{yes|1}} || {{yes|1}} || {{yes|1}} || {{no|2}} || {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{yes|1}}
| {{no|2}}
| {{no|2}}
| {{N/a|}}
| {{N/a|}}
|}
|}


{{s|Feats|Class Skill}} [[../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].
{{s|Feats|Class Skill}} [[../Feats|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==
==Computer Use==
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Computer Use is a [[../Classes|class]] skill for the following:
Computer Use is a [[../Classes|class]] skill for the following:


{{col|3|begin}}
* {{s|Classes|Jedi Sentinel}}
* {{s|Classes|Jedi Sentinel}}
* {{s|Classes|Scout}}
* {{s|Classes|Scout}}
{{col|3}}
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Combat Droid}}
* {{s|Classes|Droid}}s
* {{s|Classes|Expert Droid}}
{{col|3}}
* {{s|Prestige classes|Jedi Watchman}}
* {{s|Prestige classes|Sith Assassin}}
{{col|3|end}}


Minimum rank 15 is is required to fully upgrade [[../T3-M4/]].
Minimum rank 15 is is required to fully upgrade [[../T3-M4/]].
Line 217: Line 185:
Demolitions is a [[../Classes|class]] skill for the following:
Demolitions is a [[../Classes|class]] skill for the following:


{{col|3|begin}}
* {{s|Classes|Jedi Guardian}}
* {{s|Classes|Jedi Guardian}}
* {{s|Classes|Soldier}}
* {{s|Classes|Soldier}}
* {{s|Classes|Scout}}
* {{s|Classes|Scout}}
{{col|3}}
* {{s|Classes|Scoundrel}}
* {{s|Classes|Scoundrel}}
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Combat Droid}}
* {{s|Classes|Combat Droid}}
{{col|3}}
* {{s|Prestige classes|Jedi Weapon Master}}
* {{s|Prestige classes|Sith Marauder}}
* {{s|Prestige classes|Sith Assassin}}
{{col|3|end}}


Difficulty Classes for setting, disabling or recovering mines are reduced by 5 on Easy but increased by 5 on Difficult. According to {{s|Getting Started|Feedback}}, DC increases to disarm and recover mines are cumulative rather than separate:
Difficulty Classes for setting, disabling or recovering mines are reduced by 5 on Easy but increased by 5 on Difficult. According to {{s|Getting Started|Feedback}}, DC increases to disarm and recover mines are cumulative rather than separate:
Line 274: Line 249:
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).
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 {{s|Skills|Awareness}} check before they can be disabled or recovered. Disabling a mine grants [[../Experience|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 for Minor, Average and Strong mines, and 15 * character level for Deadly and Devastating mines.
Hostile mines must be detected by passing an {{s|Skills|Awareness}} check before they can be disabled or recovered. Disabling a mine always grants [[../Experience|experience]] equal to 10 * character level, while that granted for recovering a mine depends on its strength and character level:
 
{| {{prettytable|text center=1}}
!width=10% rowspan=2| XP * clvl
!colspan=5| Character level
|-
!width=18%| Minor
!width=18%| Average
!width=18%| Strong
!width=18%| Deadly
!width=18%| Devastating
|-
! 15
| 1-5 || 1-10 || 1-15 || 1-20 || 1-25
|-
! 10
| > 5 || > 10 || > 15 || > 20 || > 25
|}


Mines can also be set to open locks instead of bashing or {{s|Skills|Security}}. Unlike bashing this does not result in broken items, but unlike Security this does not grant any experience.
Mines can also be set to open locks instead of bashing or {{s|Skills|Security}}. Unlike bashing this does not result in broken items, but unlike Security this does not grant any experience.
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Stealth is a [[../Classes|class]] skill for the following:
Stealth is a [[../Classes|class]] skill for the following:


{{col|4|begin}}
* {{s|Classes|Jedi Sentinel}}
* {{s|Classes|Jedi Sentinel}}
{{col|4}}
* {{s|Classes|Scoundrel}}
* {{s|Classes|Scoundrel}}
{{col|4}}
* {{s|Prestige classes|Jedi Watchman}}
{{col|4}}
* {{s|Prestige classes|Sith Assassin}}
{{col|4|end}}


==Awareness==
==Awareness==
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; Awareness governs the ability of a character to spot objects or enemies hidden by {{s|Skills|Stealth}}. If a successful check of this skill is made against the Stealth skill of an enemy or the [[../Difficulty Classes|DC]] of a [[../Mines|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 governs the ability of a character to spot objects or enemies hidden by {{s|Skills|Stealth}}. If a successful check of this skill is made against the Stealth skill of an enemy or the [[../Difficulty Classes|DC]] of a [[../Mines|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 [[../Classes|class]] skill for all classes.


According to {{s|Getting Started|Feedback}}, Difficulty Classes for detecting mines are reduced by 5 on Easy but increased by 5 on Difficult.  
According to {{s|Getting Started|Feedback}}, Difficulty Classes for detecting mines are reduced by 5 on Easy but increased by 5 on Difficult.  
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Persuade is a [[../Classes|class]] skill for the following:
Persuade is a [[../Classes|class]] skill for the following:


* {{s|Classes|Jedi Guardian}}
{{col|3|begin}}
* {{s|Classes|Jedi Sentinel}}
* {{s|Classes|Jedi}}
* {{s|Classes|Jedi Consular}}
{{col|3}}
* {{s|Classes|Scoundrel}}
* {{s|Classes|Scoundrel}}
{{col|3}}
* [[../Prestige classes/]]
{{col|3|end}}


==Repair==
==Repair==
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Repair is a [[../Classes|class]] skill for the following:
Repair is a [[../Classes|class]] skill for the following:


{{col|3|begin}}
* {{s|Classes|Jedi Consular}}
* {{s|Classes|Jedi Consular}}
* {{s|Classes|Scout}}
* {{s|Classes|Scout}}
{{col|3}}
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Combat Droid}}
* {{s|Classes|Droid}}s
* {{s|Classes|Expert Droid}}
{{col|3}}
* {{s|Prestige classes|Jedi Master}}
* {{s|Prestige classes|Sith Lord}}
{{col|3|end}}


Minimum rank 21 is required to fully upgrade [[../T3-M4/]].
Minimum rank 21 is required to fully upgrade [[../T3-M4/]].
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Security is a [[../Classes|class]] skill for the following:
Security is a [[../Classes|class]] skill for the following:


{{col|3|begin}}
* {{s|Classes|Jedi Sentinel}}
* {{s|Classes|Jedi Sentinel}}
* {{s|Classes|Scoundrel}}
* {{s|Classes|Scoundrel}}
{{col|3}}
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Tech Specialist}}
* {{s|Classes|Combat Droid}}
* {{s|Classes|Droid}}s
* {{s|Classes|Expert Droid}}
{{col|3}}
* {{s|Prestige classes|Jedi Watchman}}
* {{s|Prestige classes|Sith Assassin}}
{{col|3|end}}


According to {{s|Getting Started|Feedback}}, 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|experience]] equal to 5 * character level.
According to {{s|Getting Started|Feedback}}, 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|experience]] equal to 5 * character level.
Line 380: Line 394:
Treat Injury is a [[../Classes|class]] skill for the following:
Treat Injury is a [[../Classes|class]] skill for the following:


* {{s|Classes|Jedi Guardian}}
{{col|3|begin}}
* {{s|Classes|Jedi Sentinel}}
* {{s|Classes|Jedi}}
* {{s|Classes|Jedi Consular}}
* {{s|Classes|Soldier}}
* {{s|Classes|Soldier}}
{{col|3}}
* {{s|Classes|Scout}}
* {{s|Classes|Scout}}
* {{s|Prestige classes|Jedi}} [[../Prestige classes/]]
{{col|3}}
* {{s|Prestige classes|Sith Marauder}}
* {{s|Prestige classes|Sith Lord}}
{{col|3|end}}


{{Footer Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords|prevpage=Attributes|nextpage=Feats}}
{{Footer Nav|game=Star Wars Knights of the Old Republic II: The Sith Lords|prevpage=Attributes|nextpage=Feats}}

Revision as of 21:07, 18 July 2019

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 Security + Wisdom Intelligence 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 is granted at those times:

Character generation
Class Jedi Guardian Jedi Sentinel Jedi Consular
Skill points (1+INT) * 4 (3+INT) * 4 (2+INT) * 4
Level up
Skill points
1 + INT 2 + INT 3 + INT 4 + INT

Characters are always granted at least four skill points at character generation, and at least one on level up:

Minimum
Intelligence
Skill points
1 + INT 2 + INT 3 + INT 4 + INT
8 1 1 2 3
10 1 2 3 4
12 2 3 4 5
14 3 4 5 6
16 4 5 6 7
18 5 6 7 8

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:

Skill Computer Demo Stealth Aware Persuade Repair Security Treat
Attribute modifier Intel Intel Dexterity Wisdom Charisma Intel Intel Wisdom
Jedi Guardian 2 1 2 1 1 2 2 1
Jedi Sentinel 1 2 1 1 1 2 1 1
Jedi Consular 2 2 2 1 1 1 2 1
Soldier 2 1 2 1 2 2 2 1
Scout 1 1 2 1 2 1 2 1
Scoundrel 2 1 1 1 1 2 1 2
Tech Specialist 1 1 2 1 2 1 1 2
Combat Droid 1 1 1 1 1
Expert Droid 1 2 1 1 1
Weapon Master 2 1 2 1 1 2 2 1
Jedi Watchman 1 2 1 1 1 2 1 1
Jedi Master 2 2 2 1 1 1 2 1
Sith Marauder 2 1 2 1 1 2 2 1
Sith Assassin 1 1 1 1 1 2 1 2
Sith Lord 2 2 2 1 1 1 2 1

Class Skill 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:
Intelligence
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:

Minimum rank 15 is is required to fully upgrade T3-M4.

Demolitions

Related Attribute:
Intelligence
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:

Difficulty Classes for setting, disabling or recovering mines are reduced by 5 on Easy but increased by 5 on Difficult. According to Feedback, DC increases to disarm and recover mines are cumulative rather than separate:

Mine Easy Normal Difficult
Set Disable Recover Set Disable Recover Set Disable Recover
Minor 5 10 20 10 15 25 15 20 30
Average 10 15 25 15 20 30 20 25 35
Strong 15 20 30 20 25 35 25 30 40
Deadly 20 25 35 25 30 40 30 35 45
Devastating 25 30 40 30 35 45 35 40 50

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 Awareness check before they can be disabled or recovered. Disabling a mine always grants experience equal to 10 * character level, while that granted for recovering a mine depends on its strength and character level:

XP * clvl Character level
Minor Average Strong Deadly Devastating
15 1-5 1-10 1-15 1-20 1-25
10 > 5 > 10 > 15 > 20 > 25

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

Stealth

Related Attribute:
Dexterity
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 Awareness 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:

Awareness

Related Attribute:
Wisdom
Awareness governs the ability of a character to spot objects or enemies hidden by Stealth. 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 Feedback, Difficulty Classes for detecting mines are reduced by 5 on Easy but increased by 5 on Difficult.

Mine Easy Normal Difficult
Minor 5 10 15
Average 10 15 20
Strong 15 20 25
Deadly 20 25 30
Devastating 25 30 35

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:
Charisma
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:

Repair

Related Attribute:
Intelligence
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:

Minimum rank 21 is required to fully upgrade T3-M4.

Security

Related Attribute:
Intelligence
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:

According to Feedback, 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:
Wisdom
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: