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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 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].

If you select Auto Level Up or Recommended, skills are given the following priority when investing points:

Jedi Guardian Jedi Sentinel Jedi Consular Soldier Scout Scoundrel Tech Specialist Combat Droid Expert Droid
Treat Injury Stealth Persuade Treat Injury Computer Stealth Repair Repair Repair
Demolitions Computer Treat Injury Awareness Demolitions Demolitions Treat Injury Awareness Computer
Awareness Persuade Repair Demolitions Repair Security Awareness Computer Security
Persuade Awareness Awareness Repair Awareness Awareness Computer Security Demolitions
Stealth Security Computer Security Treat Injury Treat Injury Demolitions Demolitions Awareness
Repair Treat Injury Stealth Computer Security Repair Stealth
Security Demolitions Security Stealth Stealth Computer Security
Computer Repair Demolitions Persuade Persuade Persuade

However, unlike at character generation, class skills take priority over cross-class skills: for example, for an Expert Droid like T3-M4, Awareness is prioritized over Demolitions until he has the Class Skill: Demolitions feat.

Weapon Master Jedi Watchman Jedi Master Sith Marauder Sith Assassin Sith Lord
Stealth Persuade Treat Injury Stealth Persuade
Demolitions Computer Use Repair Demolitions Demolitions Repair
Persuade Persuade Treat Injury Persuade Persuade Treat Injury
Awareness Awareness Awareness Awareness Awareness Awareness
Stealth Security Computer Use Stealth Security Computer Use
Repair Treat Injury Stealth Repair Computer Use Stealth
Security Demolitions Security Security Treat Injury Security
Computer Use Repair Demolitions Computer Use Repair Demolitions

Computer Use[edit]

KotORII Skill Computer Use.png
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 needed for your main character to fully upgrade T3-M4.

Demolitions[edit]

KotORII Skill Demolitions.png
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 * user level, while that granted for recovering a mine depends on its strength and user level:

XP * level User 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 doesn't result in broken items, but unlike Security it doesn't grant any experience.

The only Devastating mines that can be disabled or recovered are actually Deadly mines in all but name so, unless you want to recover your own Devastating mines after leaving then returning to an area, your party only needs to be able to disable or recover Deadly mines. Your main character only solos some areas containing Average mines, which can also be triggered using a Stun Droid power.

Stealth[edit]

KotORII Skill Stealth.png
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[edit]

KotORII Skill Awareness.png
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. Although running imparts a -5 penalty (maximum roll 15), this isn't an issue if you stop briefly every 30 meters or so: for example, pause upon turning a corner, reaching a junction or entering a room (if opening a door hasn't already obliged you to do so).

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.

Persuade[edit]

KotORII Skill Persuade.png
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[edit]

KotORII Skill Repair.png
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 needed for your main character to fully upgrade T3-M4.

Minimum rank 20 is needed for your main character to receive 100% of an item's component value when it's broken down by any character using a workbench.

Security[edit]

KotORII Skill Security.png
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. 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 20 is always rolled, so minimum skill rank is DC - 20.

Successful use of Security to open a lock normally grants 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:

Combat Difficulty Easy Normal Difficulty
Difficulty Class 23 + main level 28 + main level 33 + main level
Minimum rank 3 + main level 8 + main level 13 + main level

Treat Injury[edit]

KotORII Skill Treat Injury.png
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:

Minimum rank 20 is needed for any character to receive 100% of an item's chemical value when it's broken down by that character using a lab station.