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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.

Intelligence modifier (IM) resulting from points invested at character generation and upon level up determine how many skill points a class can invest at those times:

Class Skill points
Soldier Scout Scoundrel Guardian Sentinel Consular Combat Droid Expert Droid
Generation (1 + IM) * 4 (3 + IM) * 4 (4 + IM) * 4 (1 + IM) * 4 (2 + IM) * 4 (1 + IM) * 4 (1 + IM) * 4 (2 + IM) * 4
Level up 1 + [IM / 2] 3 + [IM / 2] 4 + [IM / 2] 1 + [IM / 2] 2 + [IM / 2] 1 + [IM / 2] 1 + [IM / 2] 2 + [IM / 2]

The only classes that can normally be selected at character generation are Soldier, Scout and Scoundrel. Characters always receive at least one skill point upon level up:

Intelligence Skill points upon level up
Soldier Scout Scoundrel Guardian Sentinel Consular Combat Droid Expert Droid
8-9 1 2 3 1 1 1 1 1
10-13 1 3 4 1 2 1 1 2
14-17 2 4 5 2 3 2 2 3
18-21 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, main player character skill points upon level up are determined by Jedi class, but they retain the class skills of their earlier class and gain those of the Jedi class. Class skills cost one point to raise one rank, while cross-class skills cost two points to raise one rank:

Skill Attribute modifier Skill points per rank
Soldier Scout Scoundrel Guardian Sentinel Consular Combat Droid Expert Droid
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 Scoundrels who become Jedi Consulars will have 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 23 23 23 23 23 23 28 29 30 31 32 33 34 33 35 37 39 41 43 45
10 23 23 23 23 23 23 23 33 35 37 39 41 43 45 38 41 44 47 50 53 56
12 27 27 27 27 27 27 27 37 39 41 43 45 47 49 42 45 48 51 54 57 60
14 50 50 50 50 50 50 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 23 23 23 23 23 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

KotOR Icon Computer Use.png Computer Use[edit]

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:

Although tasks requiring 1 computer spike never decrease in cost, tasks requiring more can have their cost reduced to 0 spikes.

Aside from investing skill points or increasing Intelligence modifier, the following apply bonuses to Computer Use skill rank:

Source Bonus Description
Feat +1 Gear Head
+2 Improved Gear Head
+3 Master Gear Head
Head +2 Interface Band
Light head +4 Interface Visor
+7 Advanced Agent Interface
Hands +4 Infiltrator Gauntlets
Belt +3 Calrissian's Utility Belt
Droid
Source Bonus Description
Utility (Class 1) +2 Computer Probe
Utility (Class 2) +4 Advanced Computer Tool
Utility (Class 3) +6 Universal Computer Interface
+7 Advanced Droid Interface

KotOR Icon Demolitions.png Demolitions[edit]

Related Attribute:
Intelligence
Demolitions can be used to set, recover or disarm mines. Such devices are either of low (DC15 to set), medium (DC20 to set) or high difficulty (DC25 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:

According to Feedback, the increases to Difficulty Class to disarm and recover mines are cumulative rather than separate:

Description Minor Average Deadly
Set 15 20 25
Disable 20 25 30
Recover 30 35 40

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 engaged in combat a 20 is always rolled, so minimum skill rank required is 20 less than Difficulty Class.

Aside from investing skill points or increasing Intelligence modifier, the following apply bonuses to Demolitions skill rank:

Source Bonus Description
Feat +1 Caution
+2 Improved Caution
+3 Master Caution
Head +2 Interface Band
+2 GenoHaradan Visor
+2 Bothan Perception Visor
+3 Bothan Sensory Visor
Light head +1 Motion Detection Goggles
+4 Interface Visor
+7 Advanced Agent Interface
Hands +2 Stabiliser Gauntlets
+6 Verpine Bond Gauntlets
Belt +3 Calrissian's Utility Belt
Droid
Source Bonus Description
Utility (Class 3) +7 Advanced Droid Interface
Sensor (Class 1) +2 Sensor Probe
Sensor (Class 2) +4 Verpine Demolitions Probe

KotOR Icon Stealth.png Stealth[edit]

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 direct line of sight. A character in Stealth Mode can set, disable and recover mines, use computers and repair droids, and open doors or containers. 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.


Stealth is only a class skill for the following:

This skill cannot be used untrained.

Aside from investing skill points or increasing Dexterity modifier, the following apply bonuses to Stealth skill rank:

Source Bonus Description
Feat +1 Caution
+2 Improved Caution
+3 Master Caution
Light head +8 Stealth Field Reinforcement
Dark Side head +2 Tulak Hord's Mask
Light armor +4 GenoHaradan Mesh Armor
+4 Baragwin Shadow Armor
+8 Baragwin Shadow Armor (upgraded)
Belt +2 Sound Dampening Stealth Unit
+4 Advanced Stealth Unit
+6 Eriadu Stealth Unit
+8 GenoHaradan Stealth Unit
+10 Baragwin Stealth Unit

KotOR Icon Awareness.png Awareness[edit]

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 the following:

According to the Feedback, the Difficulty Class to detect a mine is as follows:

Description Minor Average Deadly
Detect 20 30 40

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 engaged in combat a 20 is always rolled, so minimum skill rank required is 20 less than Difficulty Class.

Aside from investing skill points or increasing Wisdom modifier, the following apply bonuses to Awareness skill rank:

Source Bonus Description
Feat +1 Empathy
+2 Improved Empathy
+3 Master Empathy
Implant Level 2 +1 Retinal Combat Implant
Implant Level 3 +10 Advanced Sensory Implant
Head +2 Verpine Headband
+2 Aural Amplifier
+3 Bothan Perception Visor
+4 Advanced Aural Amplifier
+4 GenoHaradan Visor
+4 Bothan Sensory Visor
Light head +2 Motion Detection Goggles
+4 Light-Scan Visor
+7 Advanced Agent Interface
Belt +4 Baragwin Stealth Unit
Droid
Source Bonus Description
Utility (Class 3) +7 Advanced Droid Interface
Sensor (Class 1) +2 Droid Motion Sensors Type 1
Sensor (Class 2) +4 Droid Motion Sensors Type 2
Sensor (Class 3) +6 Droid Motion Sensors Type 3

KotOR Icon Persuade.png Persuade[edit]

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:

Most Persuade checks in the game are divided between three categories: Easy, Medium and Hard. 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
Easy Medium Hard 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
<= 0.25 40% 0% 0% 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
> 0.25 50% 25% 0% 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7
> 0.50 75% 50% 25% 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 13
> 0.75 100% 100% 75% 6 7 7 8 9 10 10 11 12 13 13 14 15 16 16 17 18 19 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. For more detail, read the Help with Persuasion topic.

Aside from investing skill points or increasing Charisma modifier, the following apply bonuses to Persuade skill rank:

Source Bonus Description
Feat +1 Empathy
+2 Improved Empathy
+3 Master Empathy

KotOR Icon Repair.png Repair[edit]

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:

Although reactivating a droid always costs 1 part, all other repairs can have their cost reduced to 0 parts. No repair costs more than 6 parts so all repairs cost 1 part at rank 20, while all repairs cost 0 parts at rank 36.

Minimum rank 17 is required to fully upgrade HK-47.

Aside from investing skill points or increasing Intelligence modifier, the following apply bonuses to Repair skill rank:

Source Bonus Description
Feat +1 Gear Head
+2 Improved Gear Head
+3 Master Gear Head
Light head +7 Advanced Agent Interface
Belt +3 Calrissian's Utility Belt

KotOR Icon Security.png Security[edit]

Related Attribute:
Wisdom
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:

Aside from investing skill points or increasing Wisdom modifier, the following apply bonuses to Security skill rank:

Source Bonus Description
Feat +1 Gear Head
+2 Improved Gear Head
+3 Master Gear Head
Head +2 Interface Band
+2 Bothan Perception Visor
+3 Bothan Sensory Visor
Light head +1 Motion Detection Goggles
+4 Interface Visor
+7 Advanced Agent Interface
Hands +4 Infiltrator Gauntlets
Belt +3 Calrissian's Utility Belt
Droid
Source Bonus Description
Utility (Class 1) +2 Security Interface Tool
Utility (Class 2) +4 Security Decryption Interface
Utility (Class 3) +6 Security Domination Interface
+7 Advanced Droid Interface

KotOR Icon Treat Injury.png Treat Injury[edit]

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:

Aside from investing skill points or increasing Wisdom modifier, the following apply bonuses to Treat Injury skill rank:

Source Bonus Description
Feat +1 Empathy
+2 Improved Empathy
+3 Master Empathy
Light head +10 Medical Interface Visor