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 modifier + d20 roll. If the total is 15 or greater, the lock is opened. |
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Intelligence modifier (INT) resulting from points invested at character generation and on level up determine how many skill points a class is granted at those times:
- Character generation
Class | Soldier | Scout | Scoundrel |
---|---|---|---|
Skill points | (1 + INT) * 4 | (3 + INT) * 4 | (4 + INT) * 4 |
- Level up
Class | Soldier | Scout | Scoundrel | Jedi | Droid | |||
---|---|---|---|---|---|---|---|---|
Guardian | Sentinel | Consular | Combat | Expert | ||||
Skill points | 1 + [INT / 2] | 3 + [INT / 2] | 4 + [INT / 2] | 1 + [INT / 2] | 2 + [INT / 2] | 1 + [INT / 2] | 1 + [INT / 2] | 2 + [INT / 2] |
Characters are always granted at least four skill points at character generation, and at least one on level up:
Minimum Intelligence | Soldier | Scout | Scoundrel | Jedi | Droid | |||
---|---|---|---|---|---|---|---|---|
Guardian | Sentinel | Consular | Combat | Expert | ||||
8 | 1 | 2 | 3 | 1 | 1 | 1 | 1 | 1 |
10 | 1 | 3 | 4 | 1 | 2 | 1 | 1 | 2 |
14 | 2 | 4 | 5 | 2 | 3 | 2 | 2 | 3 |
18 | 3 | 5 | 6 | 3 | 4 | 3 | 3 | 4 |
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 Jedi, your main character's skill points on level up are determined by Jedi class, but the class skills of the earlier class are retained and those of the Jedi class are gained. Class skills cost one point to raise one rank, while cross-class skills cost two points to raise one rank:
Skill | Attribute modifier | Soldier | Scout | Scoundrel | Jedi | Droid | |||
---|---|---|---|---|---|---|---|---|---|
Guardian | Sentinel | Consular | Combat | Expert | |||||
Computer | Intelligence | 2 | 1 | 2 | 2 | 2 | 1 | 1 | 1 |
Demolitions | Intelligence | 1 | 1 | 1 | 2 | 2 | 1 | 1 | 2 |
Stealth | Dexterity | 2 | 2 | 1 | 2 | 2 | 2 | ||
Awareness | Wisdom | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 |
Persuade | Charisma | 2 | 2 | 1 | 1 | 1 | 1 | ||
Repair | Intelligence | 2 | 1 | 2 | 2 | 2 | 1 | 1 | 1 |
Security | Wisdom | 2 | 2 | 1 | 2 | 2 | 2 | 1 | 1 |
Treat Injury | Wisdom | 1 | 1 | 2 | 1 | 1 | 1 |
Hence a Scoundrel who becomes a Jedi Consular has all skills as class skills. 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].
Total skill points main player characters can invest by level 20 depend on Intelligence, starting class, Jedi class and the level at which they become a Jedi:
- Level 20 Jedi Guardian or Jedi Consular
Intelligence | Soldier level | Scout level | Scoundrel level | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 3 | 4 | 5 | 6 | 7 | 8 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
8 | 23 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 33 | 35 | 37 | 39 | 41 | 43 | 45 | ||||||
10 | 23 | 33 | 35 | 37 | 39 | 41 | 43 | 45 | 38 | 41 | 44 | 47 | 50 | 53 | 56 | ||||||
12 | 27 | 37 | 39 | 41 | 43 | 45 | 47 | 49 | 42 | 45 | 48 | 51 | 54 | 57 | 60 | ||||||
14 | 50 | 60 | 62 | 64 | 66 | 68 | 70 | 72 | 65 | 68 | 71 | 74 | 77 | 80 | 83 |
- Level 20 Jedi Sentinel
Intelligence | Soldier level | Scout level | Scoundrel level | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 3 | 4 | 5 | 6 | 7 | 8 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
8 | 23 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 33 | 35 | 37 | 39 | 41 | 43 | 45 | ||||||
10 | 41 | 40 | 39 | 38 | 37 | 36 | 35 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 56 | 58 | 60 | 62 | 64 | 66 | 68 |
12 | 45 | 44 | 43 | 42 | 41 | 40 | 39 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 60 | 62 | 64 | 66 | 68 | 70 | 72 |
14 | 68 | 67 | 66 | 65 | 64 | 63 | 62 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 83 | 85 | 87 | 89 | 91 | 93 | 95 |
Computer Use[edit | edit source]
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Computer Use is a class skill for a Scout, Jedi Consular and both Droid classes.
Although tasks requiring 1 computer spike never decrease in cost, tasks requiring more can have cost reduced to 0.
Aside from investing skill points or increasing Intelligence modifier, the following add bonuses to Computer Use skill rank:
- Organic
Source | Description | Computer |
---|---|---|
Feats | Gear Head | +1 |
Improved Gear Head | +2 | |
Master Gear Head | +3 | |
Head | Interface Band | +2 |
Interface Visor ![]() |
+4 | |
Advanced Agent Interface ![]() ![]() |
+7 | |
Hands | Infiltrator Gloves | +4 |
Belts | Calrissian's Utility Belt | +3 |
- Droid
Source | Description | Computer |
---|---|---|
Utilities | Computer Probe ![]() |
+2 |
Advanced Computer Tool ![]() |
+4 | |
Universal Computer Interface ![]() |
+6 | |
Advanced Droid Interface ![]() ![]() |
+7 |
Demolitions[edit | edit source]
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Demolitions is a class skill for a Soldier, Scout, Scoundrel, Jedi Consular and Combat Droid.
According to Feedback, the increases to Difficulty Class to disarm and recover mines are cumulative rather than separate:
Description | Minor | Average | Deadly |
---|---|---|---|
Set | 15 (-5) | 20 (0) | 25 (5) |
Disable | 20 (0) | 25 (5) | 30 (10) |
Recover | 30 (10) | 35 (15) | 40 (20) |
Hostile mines must be detected by passing an Awareness check before they can be disabled or recovered. Friendly mines can be recovered without a Difficulty Class check.
Successfully disabling or recovering hostile mines requires that the sum of the character's Demolitions skill rank and a d20 roll is equal to or greater than Difficulty Class. When not in combat 20 is always rolled, so minimum skill rank (in brackets) is DC - 20.
Aside from investing skill points or increasing Intelligence modifier, the following add bonuses to Demolitions skill rank:
- Organic
Source | Description | Demolitions |
---|---|---|
Feats | Caution | +1 |
Improved Caution | +2 | |
Master Caution | +3 | |
Head | Motion Detection Goggles ![]() |
+1 |
Interface Band | +2 | |
GenoHaradan Visor ![]() |
+2 | |
Bothan Perception Visor | +2 | |
Bothan Sensory Visor | +3 | |
Demolitions Sensor | +4 | |
Interface Visor ![]() |
+4 | |
Advanced Agent Interface ![]() ![]() |
+7 | |
Hands | Stabilizer Gauntlets | +2 |
Verpine Bond Gauntlets | +6 | |
Belts | Calrissian's Utility Belt | +3 |
- Droid
Source | Description | Demolitions |
---|---|---|
Feats | Caution | +1 |
Improved Caution | +2 | |
Master Caution | +3 | |
Utilities | Advanced Droid Interface ![]() |
+7 |
Sensors | Sensor Probe ![]() |
+2 |
Verpine Demolitions Probe ![]() |
+4 |
Stealth[edit | edit source]
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Stealth is only a class skill for a Scoundrel, and cannot be used untrained.
To use Stealth while in a party, Solo Mode must be turned on as well. Movement speed in Stealth Mode is even slower than walking, and cannot be increased with any Adrenal Alacrity or Hyper-adrenal Alacrity stimulant, or any Burst of Speed power.
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 Feedback when the party leader is successfully detected, which requires Awareness Breakdown > Stealth Breakdown:
Awareness Breakdown | Value |
---|---|
roll | 1-20 (1d20) |
awareness skill rank | # |
standing still modifier | 5 |
distance modifier | -(1-4) |
rear arc modifier | -5 |
combat modifier | -10 |
Stealth Breakdown | Value |
---|---|
roll | 11-20 (1d10 + 10) |
stealth skill rank | # |
standing still modifier | 5 |
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, but can be removed by running (you cannot run in Stealth Mode, but doing so immediately before entering it may remove this modifier from the Stealth 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:
Stealth = Awareness | - 20 | - 19 | - 18 | - 17 | - 16 | - 15 | - 14 | - 13 | - 12 | - 11 |
---|---|---|---|---|---|---|---|---|---|---|
Detection chance | 100% | 99.5% | 98.5% | 97% | 95% | 92.5% | 89.5% | 86% | 82% | 77.5% |
Stealth = Awareness | - 10 | - 9 | - 8 | - 7 | - 6 | - 5 | - 4 | - 3 | - 2 | - 1 |
---|---|---|---|---|---|---|---|---|---|---|
Detection chance | 72.5% | 67.5% | 62.5% | 57.5% | 52.5% | 47.5% | 42.5% | 37.5% | 32.5% | 27.5% |
Stealth = Awareness | + 0 | + 1 | + 2 | + 3 | + 4 | + 5 | + 6 | + 7 | + 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:
Stealth roll | Awareness roll | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
11 | ||||||||||||||||||||
12 | Detected if Stealth = Awareness | |||||||||||||||||||
13 | ||||||||||||||||||||
14 | ||||||||||||||||||||
15 | Not detected if Stealth = Awareness | |||||||||||||||||||
16 | ||||||||||||||||||||
17 | ||||||||||||||||||||
18 | Not detected if Stealth = Awareness - 10 | |||||||||||||||||||
19 | ||||||||||||||||||||
20 |
Although Stealth Mode doesn't prevent computer use or droid repair, doing so cancels it in the same way as entering dialog.
Aside from investing skill points or increasing Dexterity modifier, the following add bonuses to Stealth skill rank:
Source | Description | Stealth |
---|---|---|
Feats | Caution | +1 |
Improved Caution | +2 | |
Master Caution | +3 | |
Head | Tulak Hord's Mask ![]() |
+2 |
Stealth Field Reinforcement ![]() |
+8 | |
Light armor ![]() |
GenoHaradan Mesh Armor ![]() |
+4 |
Baragwin Shadow Armor ![]() |
+4 | |
Baragwin Shadow Armor ![]() |
+8 |
Source | Description | Stealth |
---|---|---|
Belts | Sound Dampening Stealth Unit | +2 |
Advanced Stealth Unit | +4 | |
Eriadu Stealth Unit | +6 | |
GenoHaradan Stealth Unit ![]() |
+8 | |
Baragwin Stealth Unit ![]() |
+10 |
Awareness[edit | edit source]
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Awareness is a class skill for all classes except an Expert Droid.
Awareness isn't needed to detect any enemies, so its sole purpose is detecting mines. According to Feedback, the Difficulty Class to detect a mine is as follows:
Description | Minor | Average | Deadly |
---|---|---|---|
Detect | 20 (0) | 30 (10) | 40 (20) |
Successfully detecting hostile mines requires that the sum of the character's Awareness skill rank and a d20 roll is equal to or greater than Difficulty Class. When not in combat multiple detection attempts are rolled every second, practically ensuring a roll of 20 in short order, so minimum skill rank (in brackets) is DC - 20.
Aside from investing skill points or increasing Wisdom modifier, the following add bonuses to Awareness skill rank:
- Organic
Source | Description | Awareness |
---|---|---|
Feats | Empathy | +1 |
Improved Empathy | +2 | |
Master Empathy | +3 | |
Implants | Retinal Combat Implant ![]() |
+1 |
Advanced Sensory Implant ![]() ![]() |
+10 | |
Head | Verpine Headband | +2 |
Aural Amplifier | +2 | |
Motion Detection Goggles ![]() |
+2 | |
Bothan Perception Visor | +3 | |
Advanced Aural Amplifier | +4 | |
GenoHaradan Visor ![]() |
+4 | |
Bothan Sensory Visor | +4 | |
Light-Scan Visor ![]() |
+4 | |
Advanced Agent Interface ![]() ![]() |
+7 | |
Demolitions Sensor | +8 | |
Belts | Baragwin Stealth Unit ![]() |
+4 |
- Droid
Source | Description | Awareness |
---|---|---|
Utilities | Advanced Droid Interface ![]() ![]() |
+7 |
Sensors | Droid Motion Sensors Type 1 ![]() |
+2 |
Droid Motion Sensors Type 2 ![]() |
+4 | |
Droid Motion Sensors Type 3 ![]() |
+6 |
Persuade[edit | edit source]
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Persuade is a class skill for a Scoundrel and all Jedi classes.
Although some Persuade checks always succeed and others always fail, most are divided between three categories: low, medium and high. Success rate is determined by category and the ratio between total Persuade skill rank and player level:
- Ratio = rank / (level + 5)
Minimum ranks required to reach particular success rate thresholds are listed below:
Ratio | Success rate | Level | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Low | Mid | High | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
≤ 0.25 | 40% | 0% | 0% | < 2 | < 3 | < 4 | < 5 | < 6 | < 7 | |||||||||||||
> 0.25 | 50% | 25% | 0% | 2 | 3 | 4 | 5 | 6 | 7 | |||||||||||||
> 0.50 | 75% | 50% | 25% | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | |||||||||
> 0.75 | 100% | 100% | 75% | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | |||||
> 1.00 | 100% | 100% | 100% | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 |
So rank 13 ensures there is always some chance of success while rank 26 ensures 100% success rate, both regardless of category or level. However, at level 20 there is no difference in success rates between rank 13 and rank 18, or between rank 19 and 25.
Aside from investing skill points or increasing Charisma modifier, the following add bonuses to Persuade skill rank:
Repair[edit | edit source]
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Repair is a class skill for a Scout, Jedi Consular and both Droid classes.
Although reactivating a droid always costs 1 part, all other repairs can actually have cost reduced to 0. No repair costs more than 6 parts so all repairs cost 1 part at rank 20, and none at rank 36.
Repair | Parts at minimum rank | XP * user level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
< 4 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | ||
Reactivate the droid | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 |
Optimize droid's weaponry | 4 | 3 | 2 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 15 |
Optimize droid's targeting systems | 4 | 3 | 2 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 15 |
Activate droid's shields | 5 | 4 | 3 | 2 | 1 | 1 | 1 | 1 | 0 | 0 | 15 |
Engage droid in patrol mode | 6 | 5 | 4 | 3 | 2 | 1 | 1 | 1 | 1 | 0 | 20 |
Total | 20 | 16 | 12 | 8 | 6 | 5 | 5 | 3 | 2 | 1 | 65 |
Minimum rank 17 is required to fully repair HK-47.
Aside from investing skill points or increasing Intelligence modifier, the following add bonuses to Repair skill rank:
Source | Description | Repair |
---|---|---|
Feats | Gear Head | +1 |
Improved Gear Head | +2 | |
Master Gear Head | +3 | |
Head | Advanced Agent Interface ![]() ![]() |
+7 |
Belts | Calrissian's Utility Belt | +3 |
Security[edit | edit source]
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Security is a class skill for a Scoundrel and both Droid classes.
Aside from investing skill points or increasing Wisdom modifier, the following add bonuses to Security skill rank:
- Organic
Source | Description | Security |
---|---|---|
Feats | Gear Head | +1 |
Improved Gear Head | +2 | |
Master Gear Head | +3 | |
Head | Motion Detection Goggles ![]() |
+1 |
Interface Band | +2 | |
Bothan Perception Visor | +2 | |
Bothan Sensory Visor | +3 | |
Interface Visor ![]() |
+4 | |
Advanced Agent Interface ![]() ![]() |
+7 | |
Hands | Infiltrator Gloves | +4 |
Belts | Calrissian's Utility Belt | +3 |
Utility items | Security Spike (Xbox only) | +5 |
Security Spike Tunneler (Xbox only) | +10 |
- Droid
Source | Description | Security |
---|---|---|
Feats | Gear Head | +1 |
Improved Gear Head | +2 | |
Master Gear Head | +3 | |
Utilities | Security Interface Tool ![]() |
+2 |
Security Decryption Interface ![]() |
+4 | |
Security Domination Interface ![]() |
+6 | |
Advanced Droid Interface ![]() ![]() |
+7 | |
Utility items | Security Spike (Xbox only) | +5 |
Security Spike Tunneler (Xbox only) | +10 |
Treat Injury[edit | edit source]
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Treat Injury is a class skill for a Soldier, Scout and all Jedi classes.
Aside from investing skill points or increasing Wisdom modifier, the following add bonuses to Treat Injury skill rank:
Source | Description | Treat Injury |
---|---|---|
Feats | Empathy | +1 |
Improved Empathy | +2 | |
Master Empathy | +3 | |
Head | Medical Interface Visor ![]() ![]() |
+10 |