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

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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}}
{{floatingtoc|left}}
{| {{prettytable|notwide=1}}
{| {{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.
! 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.
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{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=11.1%| Jedi Guardian
!width=11%| Jedi Guardian
!width=11.1%| Jedi Sentinel
!width=11%| Jedi Sentinel
!width=11.1%| Jedi Consular
!width=11%| Jedi Consular
!width=11.1%| Soldier
!width=11%| Soldier
!width=11.1%| Scout
!width=12%| Scout
!width=11.1%| Scoundrel
!width=11%| Scoundrel
!width=11.1%| Tech Specialist
!width=11%| Tech Specialist
!width=11.1%| Combat Droid
!width=11%| Combat Droid
!width=11.1%| Expert Droid
!width=11%| Expert Droid
|- {{yes}}
|- class=table-yes
| Treat Injury || Stealth || Persuade
| Treat Injury || Stealth || Persuade
| Treat Injury || Computer || Stealth
| Treat Injury || Computer || Stealth
| Repair || Repair || Repair
| Repair || Repair || Repair
|- {{yes}}
|- class=table-yes
| Demolitions || Computer || Treat Injury
| Demolitions || Computer || Treat Injury
| Awareness || Demolitions || Demolitions
| Awareness || Demolitions || Demolitions
| {{no|Treat Injury}} || Awareness || Computer
| {{no|Treat Injury}} || Awareness || Computer
|- {{yes}}
|- class=table-yes
| Awareness || Persuade || Repair
| Awareness || Persuade || Repair
| Demolitions || Repair || Security
| Demolitions || Repair || Security
| Awareness || Computer || Security
| Awareness || Computer || Security
|- {{yes}}
|- class=table-yes
| Persuade || Awareness || Awareness
| Persuade || Awareness || Awareness
| {{no|Repair}} || Awareness || Awareness
| {{no|Repair}} || Awareness || Awareness
| Computer || Security || {{no|Demolitions}}
| Computer || Security || {{no|Demolitions}}
|- {{yes}}
|- class=table-yes
| {{no|Stealth}} || Security || {{no|Computer}}
| {{no|Stealth}} || Security || {{no|Computer}}
| {{no|Security}} || Treat Injury || {{no|Treat Injury}}
| {{no|Security}} || Treat Injury || {{no|Treat Injury}}
| Demolitions || Demolitions || Awareness
| Demolitions || Demolitions || Awareness
|- {{no}}
|- class=table-no
| Repair || {{yes|Treat Injury}} || Stealth
| Repair || {{yes|Treat Injury}} || Stealth
| Computer || Security || Repair
| Computer || Security || Repair
| Stealth ||rowspan=3 {{N/a|}}  ||rowspan=3 {{N/a|}}
| Stealth ||rowspan=3 {{N/a|}}  ||rowspan=3 {{N/a|}}
|- {{no}}
|- class=table-no
| Security || Demolitions || Security
| Security || Demolitions || Security
| Stealth || Stealth || Computer
| Stealth || Stealth || Computer
| {{yes|Security}}  
| {{yes|Security}}  
|- {{no}}
|- class=table-no
| Computer || Repair || Demolitions
| Computer || Repair || Demolitions
| {{N/a|Persuade}} || {{N/a|Persuade}} || {{N/a|Persuade}}
| {{N/a|Persuade}} || {{N/a|Persuade}} || {{N/a|Persuade}}
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{| {{prettytable|text center=1}}
{| {{prettytable|text center=1}}
!width=16.7%| Weapon Master
!width=17%| Weapon Master
!width=16.7%| Jedi Watchman
!width=16%| Jedi Watchman
!width=16.7%| Jedi Master
!width=17%| Jedi Master
!width=16.7%| Sith Marauder
!width=17%| Sith Marauder
!width=16.7%| Sith Assassin
!width=16%| Sith Assassin
!width=16.7%| Sith Lord
!width=17%| Sith Lord
|- {{yes}}
|- class=table-yes
| {{N/a|}} || Stealth || Persuade
| {{N/a|}} || Stealth || Persuade
| Treat Injury || Stealth || Persuade
| Treat Injury || Stealth || Persuade
|- {{yes}}
|- class=table-yes
| Demolitions || Computer Use || Repair
| Demolitions || Computer Use || Repair
| Demolitions || Demolitions || Repair
| Demolitions || Demolitions || Repair
|- {{yes}}
|- class=table-yes
| Persuade || Persuade || Treat Injury
| Persuade || Persuade || Treat Injury
| Persuade || Persuade || Treat Injury
| Persuade || Persuade || Treat Injury
|- {{yes}}
|- class=table-yes
| Awareness || Awareness || Awareness
| Awareness || Awareness || Awareness
| Awareness || Awareness || Awareness
| Awareness || Awareness || Awareness
|- {{no}}
|- class=table-no
| Stealth || {{yes|Security}} || Computer Use
| Stealth || {{yes|Security}} || Computer Use
| Stealth || {{yes|Security}} || Computer Use
| Stealth || {{yes|Security}} || Computer Use
|- {{no}}
|- class=table-no
| Repair || {{yes|Treat Injury}} || Stealth
| Repair || {{yes|Treat Injury}} || Stealth
| Repair || {{yes|Computer Use}} || Stealth
| Repair || {{yes|Computer Use}} || Stealth
|- {{no}}
|- class=table-no
| Security || Demolitions || Security
| Security || Demolitions || Security
| Security || Treat Injury || Security
| Security || Treat Injury || Security
|- {{no}}
|- class=table-no
| Computer Use || Repair || Demolitions
| Computer Use || Repair || Demolitions
| Computer Use || Repair || Demolitions
| Computer Use || Repair || Demolitions
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{{col|3|end}}
{{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|Gameplay|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:


{| {{prettytable|style=background:#ffff99|text center=1}}
{| {{prettytable|style=background:#ffff99|text center=1}}
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|}
|}


[[../Mines#Frag mines|Frag]], [[../Mines#Plasma mines|Plasma]] and {{s|Mines|Sonic mines}} can also be used to blast locks instead of bashing or {{s|Skills|Security}}: unlike bashing this doesn't result in broken items (although it seems broken items are only ''added'' to inventory rather than ''replacing'' items in it), but unlike Security it doesn't grant any experience. However, according to {{s|Gameplay|Feedback}} attempts only succeed if 20 + (Demolitions rank / 2) + mine strength equals or exceeds lock DC:
[[../Mines#Frag mines|Frag]], [[../Mines#Plasma mines|Plasma]] and {{s|Mines|Sonic mines}} can also be used to blast locks instead of bashing or {{s|Skills|Security}}: unlike bashing this doesn't result in broken items (although it seems broken items are only ''added'' to inventory rather than ''replacing'' items in it), but unlike Security it doesn't grant any experience. However, according to {{s|Getting Started|Feedback}} attempts only succeed if 20 + (Demolitions rank / 2) + mine strength equals or exceeds lock DC:


{| {{prettytable|style=background:#ffff99|text center=1}}
{| {{prettytable|style=background:#ffff99|text center=1}}
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* {{s|Prestige classes|Sith Assassin}}
* {{s|Prestige classes|Sith Assassin}}
{{col|4|end}}
{{col|4|end}}
The {{s|Force powers|Force Camouflage}} power granted to a Jedi Watchman or Sith Assassin enables the use of Stealth without a {{s|Belts|Stealth Field Generator}}.
To use Stealth while in a party, Solo Mode must be turned on as well. Movement speed in Stealth Mode is normally even slower than walking, and cannot be increased with any {{s|Useable|Adrenal Alacrity}} or {{s|Useable|Hyper-adrenal Alacrity}} stimulant, or any {{s|Force powers|Burst of Speed}} power. However, movement speed is unaffected by Stealth Mode once the {{s|Feats|Stealth Run}} feat is selected.
An Awareness check is made on first entering enemy awareness range, and every 20 seconds thereafter unless Stealth skill rank decreases (due to removing equipment with Stealth or Dexterity bonuses, a buff expiring or a debuff taking effect): however, if undetected then the next check is still 20 seconds after the previous one. The details of these checks are only recorded in {{s|Gameplay|Feedback}} when the party leader is successfully detected, which requires Awareness Breakdown > Stealth Breakdown:
{{col|2|begin}}
{| {{prettytable|text center=1}}
!width=64%| Awareness Breakdown
!width=36%| Value
|- {{yes}}
| roll || 1-20 (1d20)
|- {{yes}}
| awareness skill rank || #
|- {{yes}}
| standing still modifier || 5
|- {{no}}
| distance modifier || -(1-4)
|- {{no}}
| run modifier || -5
|- {{no}}
| rear arc modifier || -10
|- {{no}}
| combat modifier || -10
|}
{{col|2}}
{| {{prettytable|text center=1}}
!width=64%| Stealth Breakdown
!width=36%| Value
|- {{yes}}
| roll || 11-20 (1d10 + 10)
|- {{yes}}
| stealth skill rank || #
|- {{yes}}
| standing still modifier || 5
|}
{{col|2|end}}
When multiple enemies are in range, each makes a separate Awareness roll against a single Stealth roll.
Standing still modifier 5 is added to both Breakdowns even while moving (even with Stealth Run), but if an enemy is running then it's replaced with run modifier -5 in the Awareness Breakdown.
Enemies are less likely to detect you the greater the distance between you, if you are behind them in their rear arc, or they are engaged in combat. However, to ''guarantee'' you remain undetected normally requires Stealth skill rank ≥ Awareness skill rank + 9. Otherwise, the maximum chance of being detected is normally as follows:
{| {{prettytable|text center=1}}
!width=20%| Stealth = Awareness
!width=8%| - 20
!width=8%| - 19
!width=8%| - 18
!width=8%| - 17
!width=8%| - 16
!width=8%| - 15
!width=8%| - 14
!width=8%| - 13
!width=8%| - 12
!width=8%| - 11
|-
! Detection chance
| 100% || 99.5% || 98.5% || 97% || 95% || 92.5% || 89.5% || 86% || 82% || 77.5%
|}
{| {{prettytable|text center=1}}
!width=20%| Stealth = Awareness
!width=8%| - 10
!width=8%| - 9
!width=8%| - 8
!width=8%| - 7
!width=8%| - 6
!width=8%| - 5
!width=8%| - 4
!width=8%| - 3
!width=8%| - 2
!width=8%| - 1
|-
! Detection chance
| 72.5% || 67.5% || 62.5% || 57.5% || 52.5% || 47.5% || 42.5% || 37.5% || 32.5% || 27.5%
|}
{| {{prettytable|text center=1}}
!width=20%| Stealth = Awareness
!width=8%| + 0
!width=8%| + 1
!width=8%| + 2
!width=8%| + 3
!width=8%| + 4
!width=8%| + 5
!width=8%| + 6
!width=8%| + 7
!width=8%| + 8
!width=8%| + 9
|-
! Detection chance
| 22.5% || 18% || 14% || 10.5% || 7.5% || 5% || 3% || 1.5% || 0.5% || 0%
|}
For example, if Stealth = Awareness then the chance of detection when face-to-face is 22.5% (45/200), but with distance modifier -4 (effectively Stealth = Awareness + 4) it's only 7.5% (15/200). The table below should help illustrate how the probabilities above were derived:
{| {{prettytable|style=background:#ffff99|text center=1}}
!rowspan=2 width=10%| Stealth roll
!colspan=20| Awareness roll
|-
!width=4.5%| 1
!width=4.5%| 2
!width=4.5%| 3
!width=4.5%| 4
!width=4.5%| 5
!width=4.5%| 6
!width=4.5%| 7
!width=4.5%| 8
!width=4.5%| 9
!width=4.5%| 10
!width=4.5%| 11
!width=4.5%| 12
!width=4.5%| 13
!width=4.5%| 14
!width=4.5%| 15
!width=4.5%| 16
!width=4.5%| 17
!width=4.5%| 18
!width=4.5%| 19
!width=4.5%| 20
|-
! 11
| {{yes|}}
|colspan=10|
|colspan=9 {{no|}}
|-
! 12
|colspan=2 {{yes|}}
|colspan=10|
|colspan=8 {{no|Detected if Stealth <nowiki>=</nowiki> Awareness}}
|-
! 13
|colspan=3 {{yes|}}
|colspan=10|
|colspan=7 {{no|}}
|-
! 14
|colspan=4 {{yes|}}
|colspan=10|
|colspan=6 {{no|}}
|-
! 15
|colspan=5 {{yes|}}
|colspan=10| Not detected if Stealth = Awareness
|colspan=5 {{no|}}
|-
! 16
|colspan=6 {{yes|}}
|colspan=10|
|colspan=4 {{no|}}
|-
! 17
|colspan=7 {{yes|}}
|colspan=10|
|colspan=3 {{no|}}
|-
! 18
|colspan=8 {{yes|Not detected if Stealth <nowiki>=</nowiki> Awareness - 10}}
|colspan=10|
|colspan=2 {{no|}}
|-
! 19
|colspan=9 {{yes|}}
|colspan=10|
| {{no|}}
|-
! 20
|colspan=10 {{yes|}}
|colspan=10|
|}
However, sometimes detection can still succeed when Awareness Breakdown is '''less than''' Stealth Breakdown, even though the values in each Breakdown all sum as expected. It can happen sometimes when a distance modifier is added, although its magnitude doesn't correspond to the discrepancy. The reason for this is unknown.
Although Stealth Mode doesn't prevent computer use or droid repair, doing so cancels it in the same way as entering dialog.


==Awareness==
==Awareness==
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Awareness is a [[../Classes|class]] skill for all classes.
Awareness is a [[../Classes|class]] skill for all classes.


According to {{s|Gameplay|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.  


{| {{prettytable|notwide=1|style=background:#ffff99|text center=1}} width=40%
{| {{prettytable|notwide=1|style=background:#ffff99|text center=1}} width=40%
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The only Devastating mines that need to be detected are actually Deadly mines in all but name, so your party only needs to be able to detect those. Your main character only solos some areas containing Average mines.
The only Devastating mines that need to be detected are actually Deadly mines in all but name, so your party only needs to be able to detect those. Your main character only solos some areas containing Average mines.
Awareness is also used in dialogue checks to get additional information about the motives etc. of characters.


==Persuade==
==Persuade==
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{{col|3|end}}
{{col|3|end}}


Minimum rank 27 is required to pass every persuade check in the game.
Minimum rank 21 is required to pass every persuade check in the game.


==Repair==
==Repair==
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{{col|3|end}}
{{col|3|end}}


According to {{s|Gameplay|Feedback}}, Difficulty Classes for locks are reduced by 5 on Easy but increased by 5 on Difficult. Successfully opening a lock requires that the sum of Security skill rank and a d20 roll is equal to or greater than the DC. When not in [[../Combat|combat]] 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.
According to {{s|Getting Started|Feedback}}, Difficulty Classes for locks are reduced by 5 on Easy but increased by 5 on Difficult. Successfully opening a lock requires that the sum of Security skill rank and a d20 roll is equal to or greater than the DC. When not in [[../Combat|combat]] 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.


Successful use of Security to open a lock normally grants [[../Experience|experience]] equal to 5 * user level. However, more difficult locks have DCs based on main character level, and successfully opening these grants experience equal to 10 * user level:
Successful use of Security to open a lock normally grants [[../Experience|experience]] equal to 5 * user level. However, more difficult locks have DCs based on main character level, and successfully opening these grants experience equal to 10 * user level:
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