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{| {{prettytable|text center=1}} | {| {{prettytable|text center=1}} | ||
!rowspan=2 width= | !rowspan=2 width=13%| {{s|Classes|Soldier}} | ||
!rowspan=2 width=12 | !rowspan=2 width=12%| {{s|Classes|Scout}} | ||
!rowspan=2 width= | !rowspan=2 width=13%| {{s|Classes|Scoundrel}} | ||
!colspan=3| {{s|Classes|Jedi}} | !colspan=3| {{s|Classes|Jedi}} | ||
!colspan=2| {{s|Classes|Droid}} | !colspan=2| {{s|Classes|Droid}} | ||
|- | |- | ||
!width=12 | !width=12%| [[../Classes#Jedi Guardian|Guardian]] | ||
!width=12 | !width=12%| [[../Classes#Jedi Sentinel|Sentinel]] | ||
!width= | !width=13%| [[../Classes#Jedi Consular|Consular]] | ||
!width=12 | !width=12%| [[../Classes#Combat Droid|Combat]] | ||
!width= | !width=13%| [[../Classes#Expert Droid|Expert]] | ||
|- | |- | ||
| Strength | | Strength | ||
Line 71: | Line 71: | ||
|} | |} | ||
Consequently it's normally a waste if an attribute is an odd number after all points and bonuses from [[../Items#Equipment|equipment]], [[../Stimulants|stimulants]], [[../Force powers/]] and any light or dark [[../Alignment#Mastery|mastery]] is taken into account. However, these | Consequently it's normally a waste if an attribute is an odd number after all points and bonuses from [[../Items#Equipment|equipment]], [[../Stimulants|stimulants]], [[../Force powers/]] and any light or dark [[../Alignment#Mastery|mastery]] is taken into account. However, these attributes bonuses are restricted to +20 maximum, which means main player characters can have maximum 43 (modifier +16) for any attribute without using [[../Cheats|cheats]] (although in practice, this can only be achieved with Strength, Dexterity or Constitution). | ||
==Strength== | ==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: | Strength modifier (STR) adds to the following: | ||
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* {{s|Feats|Critical Strike}} Difficulty Class | * {{s|Feats|Critical Strike}} Difficulty Class | ||
Strength is the primary attribute of melee attackers and offensive lightsaber users, particularly those using Critical Strike; pure ranged attackers and Force users have little or no use for it, so it can even be left at 8 | Strength is the primary attribute of melee attackers and offensive lightsaber users, particularly those using Critical Strike; pure ranged attackers and Force users have little or no use for it, so it can even be left at 8 upon [[../Character generation|character generation]]. | ||
Strength bonuses are granted by the following: | Strength bonuses are granted by the following: | ||
{| {{prettytable|text center=1}} | {| {{prettytable|text center=1}} | ||
!width= | !width=30%| Source | ||
!width= | !width=14%| Strength | ||
!width= | !width=56%| Description | ||
|- | |- | ||
!rowspan=3| [[../Force powers/]] | !rowspan=3| [[../Force powers/]] | ||
| +2 | |||
| {{s|Force powers|Force Valor}} | | {{s|Force powers|Force Valor}} | ||
|- | |- | ||
| +3 | |||
| Knight Valor | | Knight Valor | ||
|- | |- | ||
| +5 | |||
| Master Valor | | Master Valor | ||
|- | |- | ||
!rowspan=2| [[../Stimulants/]] | !rowspan=2| [[../Stimulants/]] | ||
| +4 | |||
| {{s|Stimulants|Adrenal Strength}} | | {{s|Stimulants|Adrenal Strength}} | ||
|- | |- | ||
| +6 | |||
| {{s|Stimulants|Hyper-adrenal Strength}} | | {{s|Stimulants|Hyper-adrenal Strength}} | ||
|- | |- | ||
! {{s|Alignment|Mastery}} | ! {{s|Alignment|Mastery}} | ||
| +3 | |||
| Main character {{s|Classes|Jedi Guardian}} {{KotOR/Restricted|Light}} | | Main character {{s|Classes|Jedi Guardian}} {{KotOR/Restricted|Light}} | ||
|- | |- | ||
!rowspan=5| [[../Hands/]] | !rowspan=5| [[../Hands/]] | ||
| +1 | |||
| {{s|Hands|Strength Gauntlets}} | | {{s|Hands|Strength Gauntlets}} | ||
|- | |- | ||
| +2 | |||
| {{s|Hands|Eriadu Strength Amplifier}} | | {{s|Hands|Eriadu Strength Amplifier}} | ||
|- | |- | ||
| +3 | |||
| {{s|Hands|Sith Power Gauntlets}} | | {{s|Hands|Sith Power Gauntlets}} | ||
|- | |- | ||
| +4 | |||
| {{s|Hands|GenoHaradan Power Gloves}} {{KotOR/Points|Dark}} | | {{s|Hands|GenoHaradan Power Gloves}} {{KotOR/Points|Dark}} | ||
|- | |- | ||
| +5 | |||
| {{s|Hands|Dominator Gauntlets}} | | {{s|Hands|Dominator Gauntlets}} | ||
|- | |- | ||
! [[../Robes/]] {{KotOR/Feat|Jedi Defense||T|P}} | ! [[../Robes/]] {{KotOR/Feat|Jedi Defense||T|P}} | ||
| +4 | |||
| {{s|Robes|Darth Revan's Robes}} {{KotOR/Restricted|Dark}} | | {{s|Robes|Darth Revan's Robes}} {{KotOR/Restricted|Dark}} | ||
|- | |- | ||
!rowspan=2| [[../Light armor/]] {{KotOR/Armor|Light|T|P}} | !rowspan=2| [[../Light armor/]] {{KotOR/Armor|Light|T|P}} | ||
| +1 | |||
| {{s|Light armor|Light Exoskeleton}} {{KotOR/World|Yavin Station}} | | {{s|Light armor|Light Exoskeleton}} {{KotOR/World|Yavin Station}} | ||
|- | |- | ||
| +2 | |||
| Light Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}} | | Light Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}} | ||
|- | |- | ||
!rowspan=4| [[../Medium armor/]] {{KotOR/Armor|Medium|T|P}} | !rowspan=4| [[../Medium armor/]] {{KotOR/Armor|Medium|T|P}} | ||
| +1 | |||
| {{s|Medium armor|Powered Light Battle Armor}} | | {{s|Medium armor|Powered Light Battle Armor}} | ||
|- | |||
| +1 | | +1 | ||
| {{s|Medium armor|Jamoh Hogra's Battle Armor}} | | {{s|Medium armor|Jamoh Hogra's Battle Armor}} | ||
|- | |- | ||
| +2 | |||
| {{s|Medium armor|Heavy Exoskeleton}} {{KotOR/World|Yavin Station}} | | {{s|Medium armor|Heavy Exoskeleton}} {{KotOR/World|Yavin Station}} | ||
|- | |- | ||
| +3 | |||
| Heavy Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}} | | Heavy Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}} | ||
|- | |- | ||
! [[../Heavy armor | ! [[../Heavy armor/]] {{KotOR/Armor|Heavy|T|P}} | ||
| +1 | |||
| {{s|Heavy armor|Powered Battle Armor}} | | {{s|Heavy armor|Powered Battle Armor}} | ||
|- | |- | ||
!rowspan=2| [[../Belts/]] | !rowspan=2| [[../Belts/]] | ||
| +1 | |||
| {{s|Belts|Power Belt}} {{KotOR/Points|Dark}} | | {{s|Belts|Power Belt}} {{KotOR/Points|Dark}} | ||
|- | |- | ||
| +2 | |||
| {{s|Belts|CNS Strength Enhancer}} | | {{s|Belts|CNS Strength Enhancer}} | ||
|} | |} | ||
Maximum Strength: +24 for an armored Jedi Guardian main character with light mastery, or +22 for a dark Jedi: in both cases, this would be restricted to +20 (STR +10). | Maximum Strength: +24 for an armored Jedi Guardian main character with light side mastery, or +22 for a dark Jedi: in both cases, this would be restricted to +20 (STR +10). | ||
==Dexterity== | ==Dexterity== | ||
'''Dexterity measures agility and reflexes. A high Dexterity adds modifiers to ranged attack rolls (blasters, grenades) and increases a character's Defense rating, making them harder to hit.''' | |||
Dexterity modifier (DEX) adds to the following: | Dexterity modifier (DEX) adds to the following: | ||
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|- | |- | ||
!width=25%| Armor | !width=25%| Armor | ||
|width=12 | |width=12%| [[../Light armor#Armor 4|4]] | ||
|width= | |width=13%| [[../Light armor#Armor 5|5]] | ||
|width=12 | |width=12%| [[../Medium armor#Armor 6|6]] | ||
|width= | |width=13%| [[../Medium armor#Armor 7|7]] | ||
|width=12 | |width=12%| [[../Heavy armor#Armor 8|8]] | ||
|width= | |width=13%| [[../Heavy armor#Armor 9|9]] | ||
|- | |- | ||
! Max Dexterity Bonus | ! Max Dexterity Bonus | ||
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| 20 || 18 || 16 || 14 || 12 || 10 | | 20 || 18 || 16 || 14 || 12 || 10 | ||
|} | |} | ||
{{s|Combat|Feats and effects}} mod is restricted to maximum Defense bonus 10 and the sum of Armor and Max Dexterity Bonus is always 9, so maximum Defense bonus 19 can be granted with ''any'' armor (although the [[../Force powers/]] required to maximize feats and effects are restricted by armor, so they'd need to be used ''before'' equipping it and engaging in combat). | {{s|Combat|Feats and effects}} mod is restricted to maximum Defense bonus 10 and the sum of Armor and Max Dexterity Bonus is always 9, so maximum Defense bonus 19 can be granted with ''any'' armor (although the [[../Force powers/]] required to maximize feats and effects are restricted by armor, so they'd need to be used ''before'' equipping it and engaging in combat). | ||
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Dexterity bonuses are granted by the following: | Dexterity bonuses are granted by the following: | ||
{| {{prettytable|text center=1}} | {| {{prettytable|text center=1}} | ||
!width= | !width=30%| Source | ||
!width= | !width=14%| Dexterity | ||
!width= | !width=56%| Description | ||
|- | |- | ||
!rowspan=3| Force powers | !rowspan=3| [[../Force powers/]] | ||
| +2 | |||
| {{s|Force powers|Force Valor}} | | {{s|Force powers|Force Valor}} | ||
|- | |- | ||
| +3 | |||
| Knight Valor | | Knight Valor | ||
|- | |- | ||
| +5 | |||
| Master Valor | | Master Valor | ||
|- | |- | ||
!rowspan=2| [[../Stimulants/]] | !rowspan=2| [[../Stimulants/]] | ||
| +4 | |||
| {{s|Stimulants|Adrenal Alacrity}} | | {{s|Stimulants|Adrenal Alacrity}} | ||
|- | |- | ||
| +6 | |||
| {{s|Stimulants|Hyper-adrenal Alacrity}} | | {{s|Stimulants|Hyper-adrenal Alacrity}} | ||
|- | |- | ||
!rowspan=5| [[../Implants/]] | !rowspan=5| [[../Implants/]] | ||
| +1 | |||
| {{s|Implants|Response Package}} {{KotOR/Feat|Implant|Implant Level 1|T|P}} | | {{s|Implants|Response Package}} {{KotOR/Feat|Implant|Implant Level 1|T|P}} | ||
|- | |- | ||
| +2 | |||
| {{s|Implants|Advanced Sensory Implant}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} {{KotOR/World|Yavin Station}} | | {{s|Implants|Advanced Sensory Implant}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} {{KotOR/World|Yavin Station}} | ||
|- | |- | ||
| +3 | |||
| {{s|Implants|Cyber Reaction System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} | | {{s|Implants|Cyber Reaction System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} | ||
|- | |- | ||
| +4 | |||
| {{s|Implants|Gordulan Reaction System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} | | {{s|Implants|Gordulan Reaction System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} | ||
|- | |- | ||
| +5 | |||
| {{s|Implants|Advanced Alacrity Implant}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} {{KotOR/World|Yavin Station}} | | {{s|Implants|Advanced Alacrity Implant}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} {{KotOR/World|Yavin Station}} | ||
|- | |- | ||
!rowspan=2| [[../Head/]] | !rowspan=2| [[../Head/]] | ||
| +1 | |||
| {{s|Head|Verpine Ocular Enhancer}} {{KotOR/Armor|Light|T|P}} | | {{s|Head|Verpine Ocular Enhancer}} {{KotOR/Armor|Light|T|P}} | ||
|- | |- | ||
| +2 | |||
| {{s|Head|Combat Sensor}} | | {{s|Head|Combat Sensor}} | ||
|- | |- | ||
!rowspan=4| [[../Hands/]] | !rowspan=4| [[../Hands/]] | ||
| +1 | |||
| {{s|Hands|Brejik's Gloves}} | | {{s|Hands|Brejik's Gloves}} | ||
|- | |||
| +1 | | +1 | ||
| {{s|Hands|Infiltrator Gloves}} | |||
|- | |- | ||
| +1 | | +1 | ||
| {{s|Hands|Karakan Gauntlets}} | | {{s|Hands|Karakan Gauntlets}} | ||
|- | |- | ||
| +3 | |||
| {{s|Hands|Advanced Stabilizer Gloves}} {{KotOR/World|Yavin Station}} | | {{s|Hands|Advanced Stabilizer Gloves}} {{KotOR/World|Yavin Station}} | ||
|- | |- | ||
!rowspan=2| [[../Light armor/]] {{KotOR/Armor|Light|T|P}} | !rowspan=2| [[../Light armor/]] {{KotOR/Armor|Light|T|P}} | ||
| +1 | |||
| {{s|Light armor|Light Exoskeleton}} {{KotOR/World|Yavin Station}} | | {{s|Light armor|Light Exoskeleton}} {{KotOR/World|Yavin Station}} | ||
|- | |- | ||
| +3 | |||
| {{s|Light armor|GenoHaradan Mesh Armor}} {{KotOR/Points|Dark}} | | {{s|Light armor|GenoHaradan Mesh Armor}} {{KotOR/Points|Dark}} | ||
|- | |- | ||
! Lightsabers | ! [[../Lightsabers/]] {{KotOR/Weapon|Proficiency|Lightsaber|T|P}} | ||
| +1 | |||
| {{s|Upgrade items|Crystal, Jenruax}} {{KotOR/Upgrade|Mantle of the Force}} {{KotOR/World|Yavin Station}} | | {{s|Upgrade items|Crystal, Jenruax}} {{KotOR/Upgrade|Mantle of the Force}} {{KotOR/World|Yavin Station}} | ||
|- | |- | ||
!rowspan=2| [[../Belts/]] | !rowspan=2| [[../Belts/]] | ||
| +2 | |||
| {{s|Belts|Adrenaline Stimulator}} | | {{s|Belts|Adrenaline Stimulator}} | ||
|- | |- | ||
| +3 | |||
| {{s|Belts|Baragwin Stealth Unit}} {{KotOR/World|Yavin Station}} | | {{s|Belts|Baragwin Stealth Unit}} {{KotOR/World|Yavin Station}} | ||
|- | |- | ||
!rowspan=2| [[../HK-47/]] | !rowspan=2| [[../HK-47/]] | ||
| +2 | |||
| {{s|HK-47|First}} repair | | {{s|HK-47|First}} repair | ||
|- | |||
| +2 | | +2 | ||
| {{s|HK-47|Fourth}} repair | | {{s|HK-47|Fourth}} repair | ||
|} | |} | ||
Maximum Dexterity: +28 for an armored Jedi using a lightsaber, although this would be restricted to +20 (DEX +10) with Max Dexterity Bonus: +(0-5) added to Defense while armored. | Maximum Dexterity: +28 for an armored Jedi using a lightsaber, although this would be restricted to +20 (DEX +10) with Max Dexterity Bonus: +(0-5) added to Defense while armored. | ||
==Constitution== | ==Constitution== | ||
'''Constitution represents health and resiliency. A high Constitution adds modifiers to the vitality points gained at each level up. This is important for everyone, but essential for soldiers and Jedi guardians.''' | |||
Constitution modifier (CON) adds to the following: | Constitution modifier (CON) adds to the following: | ||
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Constitution bonuses are granted by the following: | Constitution bonuses are granted by the following: | ||
{| {{prettytable|text center=1}} | {| {{prettytable|text center=1}} | ||
!width= | !width=30%| Source | ||
!width= | !width=14%| Constitution | ||
!width= | !width=56%| Description | ||
|- | |- | ||
!rowspan=3| [[../Force powers/]] | !rowspan=3| [[../Force powers/]] | ||
| +2 | |||
| {{s|Force powers|Force Valor}} | | {{s|Force powers|Force Valor}} | ||
|- | |- | ||
| +3 | |||
| Knight Valor | | Knight Valor | ||
|- | |- | ||
| +5 | |||
| Master Valor | | Master Valor | ||
|- | |- | ||
!rowspan=2| [[../Stimulants/]] | !rowspan=2| [[../Stimulants/]] | ||
| +4 | |||
| {{s|Stimulants|Adrenal Stamina}} | | {{s|Stimulants|Adrenal Stamina}} | ||
|- | |- | ||
| +6 | |||
| {{s|Stimulants|Hyper-adrenal Stamina}} | | {{s|Stimulants|Hyper-adrenal Stamina}} | ||
|- | |- | ||
! {{s|Alignment|Mastery}} | ! {{s|Alignment|Mastery}} | ||
| +3 | |||
| Main character {{s|Classes|Jedi Sentinel}} {{KotOR/Restricted|Light}} | | Main character {{s|Classes|Jedi Sentinel}} {{KotOR/Restricted|Light}} | ||
|- | |- | ||
!rowspan=4| [[../Implants/]] | !rowspan=4| [[../Implants/]] | ||
| +1 | |||
| {{s|Implants|Cardio Package}} {{KotOR/Feat|Implant|Implant Level 1|T|P}} | | {{s|Implants|Cardio Package}} {{KotOR/Feat|Implant|Implant Level 1|T|P}} | ||
|- | |- | ||
| +2 | |||
| {{s|Implants|Bavakar Cardio Package}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} | | {{s|Implants|Bavakar Cardio Package}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} | ||
|- | |- | ||
| +3 | |||
| {{s|Implants|Beemon Package}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} | | {{s|Implants|Beemon Package}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} | ||
|- | |- | ||
| +4 | |||
| {{s|Implants|Cardio Power System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} | | {{s|Implants|Cardio Power System}} {{KotOR/Feat|Implant|Implant Level 3|T|P}} | ||
|- | |- | ||
!rowspan=2| [[../Medium armor/]] {{KotOR/Armor|Medium|T|P}} | !rowspan=2| [[../Medium armor/]] {{KotOR/Armor|Medium|T|P}} | ||
| +1 | |||
| {{s|Medium armor|Heavy Exoskeleton}} {{KotOR/World|Yavin Station}} | | {{s|Medium armor|Heavy Exoskeleton}} {{KotOR/World|Yavin Station}} | ||
|- | |- | ||
| +3 | |||
| Heavy Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}} | | Heavy Exoskeleton {{KotOR/Upgrade|Armor Reinforcement}} | ||
|} | |} | ||
Maximum Constitution: +21 for an armored Jedi Sentinel main character with light mastery, although this would be restricted to +20 (CON +10). | Maximum Constitution: +21 for an armored Jedi Sentinel main character with light side mastery, although this would be restricted to +20 (CON +10). | ||
==Intelligence== | ==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: | Intelligence modifier (INT) adds to the following: | ||
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* {{s|Classes|Droid}} [[../Combat#Vitality|vitality]] repaired by [[../Medical items#Repair kits|repair kits]] | * {{s|Classes|Droid}} [[../Combat#Vitality|vitality]] repaired by [[../Medical items#Repair kits|repair kits]] | ||
It's recommended to only invest points in Intelligence at character generation to maximize skill points granted at that time, and | It's recommended to only invest points in Intelligence at character generation to maximize skill points granted at that time, and upon {{s|Experience|Level Up}}: | ||
; Character generation | ; Character generation | ||
Line 434: | Line 378: | ||
|- | |- | ||
! Skill points | ! Skill points | ||
| (1 + INT) * 4 | | (1+INT) * 4 | ||
| (3+INT) * 4 | |||
| (4+INT) * 4 | |||
|} | |} | ||
Line 444: | Line 388: | ||
!colspan=5| Skill points | !colspan=5| Skill points | ||
|- | |- | ||
!colspan=2| 1 + [INT / 2] | !colspan=2| 1 + [INT/2] | ||
!width=20%| 2 + [INT / 2] | !width=20%| 2 + [INT/2] | ||
!width=20%| 3 + [INT / 2] | !width=20%| 3 + [INT/2] | ||
!width=20%| 4 + [INT / 2] | !width=20%| 4 + [INT/2] | ||
|- | |- | ||
|width=20%| | |width=20%| | ||
Line 455: | Line 399: | ||
* {{s|Classes|Jedi Consular}} | * {{s|Classes|Jedi Consular}} | ||
* {{s|Classes|Combat Droid}} | * {{s|Classes|Combat Droid}} | ||
| | |||
* {{s|Classes|Jedi Sentinel}} | * {{s|Classes|Jedi Sentinel}} | ||
* {{s|Classes|Expert Droid | * {{s|Classes|Expert Droid}} | ||
| | |||
* Scout | * Scout | ||
| | |||
* Scoundrel | * Scoundrel | ||
|} | |} | ||
Line 470: | Line 414: | ||
!colspan=4| Skill points | !colspan=4| Skill points | ||
|- | |- | ||
!width=20%| 1 + [INT / 2] | !width=20%| 1 + [INT/2] | ||
!width=20%| 2 + [INT / 2] | !width=20%| 2 + [INT/2] | ||
!width=20%| 3 + [INT / 2] | !width=20%| 3 + [INT/2] | ||
!width=20%| 4 + [INT / 2] | !width=20%| 4 + [INT/2] | ||
|- | |- | ||
! 8 | ! 8 | ||
| 1 || 1 || {{yes2|2}} || {{yes|3}} | | {{N/a|1}} || {{N/a|1}} || {{yes2|2}} || {{yes|3}} | ||
|- | |- | ||
! 10 | ! 10 | ||
| 1 || {{yes2|2}} || {{yes|3}} ||bgcolor=ffff99| 4 | | {{N/a|1}} || {{yes2|2}} || {{yes|3}} ||bgcolor=ffff99| 4 | ||
|- | |- | ||
! 14 | ! 14 | ||
Line 492: | Line 436: | ||
Intelligence bonuses are only granted by the following: | Intelligence bonuses are only granted by the following: | ||
{| {{prettytable|text center=1}} | {| {{prettytable|text center=1}} | ||
!width= | !width=30%| Source | ||
!width= | !width=14%| Intelligence | ||
!width= | !width=56%| Description | ||
|- | |- | ||
!rowspan=3| [[../Force powers/]] | !rowspan=3| [[../Force powers/]] | ||
| +2 | |||
| {{s|Force powers|Force Valor}} | | {{s|Force powers|Force Valor}} | ||
|- | |- | ||
| +3 | |||
| Knight Valor | | Knight Valor | ||
|- | |- | ||
| +5 | |||
| Master Valor | | Master Valor | ||
|- | |- | ||
! [[../Implants/]] | ! [[../Implants/]] | ||
| +1 | |||
| Memory Package {{KotOR/Feat|Implant|Implant Level 1|T|P}} {{KotOR/Points|Dark}} | | Memory Package {{KotOR/Feat|Implant|Implant Level 1|T|P}} {{KotOR/Points|Dark}} | ||
|} | |} | ||
Maximum Intelligence: +6 (INT +3), to be added to point investment. | |||
==Wisdom== | ==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: | Wisdom modifier (WIS) adds to the following: | ||
Line 544: | Line 473: | ||
Wisdom bonuses are only granted by the following: | Wisdom bonuses are only granted by the following: | ||
{| {{prettytable|text center=1}} | {| {{prettytable|text center=1}} | ||
!width= | !width=30%| Source | ||
!width= | !width=14%| Wisdom | ||
!width= | !width=56%| Description | ||
|- | |- | ||
!rowspan=3| Force powers | !rowspan=3| Force powers | ||
| +2 | |||
| {{s|Force powers|Force Valor}} | | {{s|Force powers|Force Valor}} | ||
|- | |- | ||
| +3 | |||
| Knight Valor | | Knight Valor | ||
|- | |- | ||
| +5 | |||
| Master Valor | | Master Valor | ||
|- | |- | ||
! [[../Head/]] | ! [[../Head/]] | ||
| +5 | |||
| {{s|Head|Circlet of Saresh}} {{KotOR/Restricted|Light}} | | {{s|Head|Circlet of Saresh}} {{KotOR/Restricted|Light}} | ||
|- | |- | ||
!rowspan=2| [[../Robes/]] | !rowspan=2| [[../Robes/]] | ||
| +2 | |||
| {{s|Robes|Qel-Droma Robes}} {{KotOR/Restricted|Light}} | | {{s|Robes|Qel-Droma Robes}} {{KotOR/Restricted|Light}} | ||
|- | |- | ||
| +5 | |||
| {{s|Robes|Star Forge Robes}} {{KotOR/Restricted|Light}} | | {{s|Robes|Star Forge Robes}} {{KotOR/Restricted|Light}} | ||
|} | |} | ||
Maximum Wisdom: +15 (WIS +(7-8), depending on point investment) for a light Jedi, to be added to point investment. | Maximum Wisdom: +15 (WIS +(7-8), depending on point investment) for a light side Jedi, to be added to point investment. | ||
==Charisma== | ==Charisma== | ||
'''Charisma represents personality and the ability to lead. A high Charisma adds modifiers to Force-related feats and powers that are very important to all the Jedi classes. It is also central to any persuasive talker.''' | |||
Charisma modifier (CHA) adds to the following: | Charisma modifier (CHA) adds to the following: | ||
Line 595: | Line 512: | ||
* {{s|Combat|Vitality}} healed by {{s|Force powers|Cure}} or Heal | * {{s|Combat|Vitality}} healed by {{s|Force powers|Cure}} or Heal | ||
Charisma is a secondary attribute for Force users. Otherwise, only a main character should invest points to be persuasive: once Persuade is a class skill after starting as a {{s|Classes|Scoundrel}} or becoming a {{s|Classes|Jedi}}, if maximum skill points are invested (character level + 3) then 16 Charisma (CHA +3) is the maximum ever required for 100% success of all easy, medium ''and'' hard Persuade checks | Charisma is a secondary attribute for Force users. Otherwise, only a main character should invest points to be persuasive: once Persuade is a class skill after starting as a {{s|Classes|Scoundrel}} or becoming a {{s|Classes|Jedi}}, if maximum skill points are invested (character level + 3) then 16 Charisma (CHA +3) is the maximum ever required for 100% success of all easy, medium ''and'' hard Persuade checks (although that can be reduced by 2 for every {{s|Feats|Empathy}} feat, and reduced to 12 (level < 4) or 10 (levels 4-7) for a Scoundrel on Taris or even left at 8 for a character level > 7 Scoundrel or Jedi if 75% success of hard checks is acceptable). | ||
Charisma bonuses are only granted by the following: | Charisma bonuses are only granted by the following: | ||
{| {{prettytable|text center=1}} | {| {{prettytable|text center=1}} | ||
!width= | !width=30%| Source | ||
!width= | !width=14%| Charisma | ||
!width= | !width=56%| Description | ||
|- | |- | ||
!rowspan=3| Force powers | !rowspan=3| Force powers | ||
| +2 | | +2 | ||
| {{s|Force powers|Force Valor}} | |||
|- | |- | ||
| +3 | |||
| Knight Valor | | Knight Valor | ||
|- | |- | ||
| +5 | |||
| Master Valor | | Master Valor | ||
|- | |- | ||
! {{s|Alignment|Mastery}} | ! {{s|Alignment|Mastery}} | ||
| +3 | |||
| Main character {{s|Classes|Jedi Consular}} {{KotOR/Restricted|Light}} | | Main character {{s|Classes|Jedi Consular}} {{KotOR/Restricted|Light}} | ||
|} | |} | ||
Maximum Charisma: +8 (CHA +4) for a Jedi Consular main character with light mastery, to be added to point investment. | Maximum Charisma: +8 (CHA +4) for a Jedi Consular main character with light side mastery, to be added to point investment. | ||
{{Footer Nav|game=Star Wars: Knights of the Old Republic|prevpage=Classes|nextpage=Skills}} | {{Footer Nav|game=Star Wars: Knights of the Old Republic|prevpage=Classes|nextpage=Skills}} |