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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 can allocate at those times:

Class Skill points
Jedi Guardian Jedi Sentinel Jedi Consular Soldier Scout Scoundrel Tech Specialist Combat Droid Expert Droid
Level 1 (1+INT) * 4 (3+INT) * 4 (2+INT) * 4
Level up 1+INT 3+INT 2+INT 1+INT 3+INT 4+INT 4+INT 1+INT 1+INT

Characters can always allocate at least four skill points at character generation, and at least one on level up:

Intelligence Skill points upon level up
Jedi Guardian Jedi Sentinel Jedi Consular Soldier Scout Scoundrel Tech Specialist Combat Droid Expert Droid
8-9 1 2 1 1 2 3 3 1 1
10-11 1 3 2 1 3 4 4 1 1
12-13 2 4 3 2 4 5 5 2 2
14-15 3 5 4 3 5 6 6 3 3
16-17 4 6 5 4 6 7 7 4 4
18 5 7 6 5 7 8 8 5 5

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 upon 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 Attribute modifier Skill points per rank
Jedi Guardian Jedi Sentinel Jedi Consular Soldier Scout Scoundrel Tech Specialist Combat Droid Expert Droid
Computer Intelligence 2 1 2 2 1 2 1 1 1
Demolitions Intelligence 1 2 2 1 1 1 1 1 2
Stealth Dexterity 2 1 2 2 2 1 2
Awareness Wisdom 1 1 1 1 1 1 1 1 1
Persuade Charisma 1 1 1 2 2 1 2
Repair Intelligence 2 2 1 2 1 2 1 1 1
Security Intelligence 2 1 2 2 2 1 1 1 1
Treat Injury Wisdom 1 1 1 1 1 2 2

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].

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 is required 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 grants experience equal to 10 * character level, while recovering a mine grants experience equal to 15 * character level. Recovering a friendly mine after leaving a map and returning to it grants experience equal to 10 * character level for Minor, Average and Strong mines, and 15 * character level for Deadly and Devastating mines.

Mines can also be set to open locks instead of bashing or Security. Unlike bashing this does not result in broken items, but unlike Security this does not grant any experience.

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.

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.

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 required to fully upgrade T3-M4.

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. Successful use of Security to open a lock grants experience equal to 5 * character 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: