Kotor scout guardian str or dex. For a Scout/Guardian, at least 10 INT and Scout level 5.

Kotor scout guardian str or dex. Fortunately skills aren't all that useful in KOTOR 1.

Kotor scout guardian str or dex. Unless you want a fully armored build, you don’t need to go higher than 10 but even that is more than you need. DEX is better than STR for a Scout, but if you want to use a sword on the firdt planet STR is fine. STR: 16 + 2 AP = 18 DEX: 12 + 2 AP = 14 CON: 13 INT: 10 *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars Thanks for the great response!! So to narrow this down a bit - I want the jump :) thats why i went guardian. Scoundrel Guardian shines becomes it has the highest possible DPS and can easily clear out most of the games enemies in one hit by just using a debilitating force power then sneak attacking. The point of playing a scout rather than a guardian is you get more skills and skill points and the free implant feats so you should look at int 14 and holding off becoming a jedi until lvl 8 so as to maximise your skill points and 8 STR 16 DEX 14 CON So a Scout/Guardian can continue putting one point per level in Repair. I am assuming you don't care about CHA. If you are going high strength I usually go scout 5 / guardian 15 with the stats: 16 STR 10 DEX 14 CON 14 INT 10 WIS 12 CHA Then some con and either str or dex maxed out. the Jedi Guardian also has the Jedi Sense feat, which increases your defence as you level up, making up for any loss in defence from wearing robes. If you prefer a DEX based Revan, then swap STR and DEX (i. DEX results in much lower DPS than STR, but with higher Defence. I will also note that the majority of powers required to make a Jedi Guardian effective is restricted by armour, therefore you need to be wearing Jedi Robes to use these powers. For most builds I go: Str: 8-10 Dex: 14-17 Con: 10-12 Int: 10-14* Wis: 10-14 Cha: 12-14 *depending on your starter class. Sep 2, 2022 · This build is the result of many hours of theorycrafting and experimentation and almost 20 years of being a KOTOR fan! Objective: Create the most powerful character build possible, capable of any challenge including solo runs on Impossible difficulty Force Powers. Save 11 skill points as a Scout to increase Persuade once you are a Jedi. Jan 9, 2023 · Star Wars: Knights of the Old Republic (or KOTOR if you don't want to say the long title) is widely regarded as the best Star Wars game for very good reason. All of them are 5/15 Scout/Guardian Builds: STR - 18 + 5 DEX - 8 CON - 10 INT - 8 WIS - 14 CHA - 14 AND STR - 8 DEX - 18 +5 CON - 10 INT - 8 WIS - 14 CHA - 14 As for feats and powers, I was thinking of the following: Feats: Dueling 1-3 Implant 3 Conditioning 1 Weapon Focus: Saber 2-3 Flurry 2-3 Critical Strike 1-3 Powers: Cure 1-2 Speed 1-3 I'm sorry, I really like Dex a lot. It does have great benefits & I do prefer it over Str for a number of builds. Only real reason to choose scout/guardian is saves and free feats. Neither would the other Jedi classes with Saves that high. So you can start with a higher STR than DEX on character creation. Not too shabby! It is never worth raising both STR and DEX in Kotor 1. STR 15 +4 DEX 14 CON13 INT 8 WIS 14 +1 CHA13 Alright I'm new to this game (but not d&d) Anyways I'm planning on making a Jedi guardian build with stats roughly: STR 15 DEX 12 CON 14 INT 8 WIS 14 CHA 14 or STR 15 DEX 12 CON 12 INT 8 WIS 15 CHA 14 Anyways I plan on taking 4 levels of scout first. Adding on for KotOR II. By doing that, when you have Knight speed on dantooine you have basically hit the break point in game where just about everything will be one shot. STR 15 DEX 14 CON 14 INT 10 WIS 14 CHA 12 12 Feats Dueling 3 Flurry 3 Implants 3 Conditioning 3 Toughness 3 16 Powers Master Speed Force Immunity Master Valor Force Wave Not sure about other 3 I want to use dueling for roleplaying reason. For a Scout/Guardian, at least 10 INT and Scout level 5. Take Scout for Implant, Flurry, and Repair. Simple enough, but an often ignored fact is lightsabers don't pick sides. Reply reply Jun 16, 2019 · Scout/Guardian Scout Level 02 Guardian Level 18 Str- 12 Dex-14 Con- 12 Int-10 Wis-15 Cha- 14 This is my go to set up. More STR less INT. Oh my. . Persuade is clearly the most common one, and treat injury is good on Taris or if you don't want to spend the force points to force heal. 13 WIS/CHA*. Have you thought about dropping INT to 10 and raising STR to 14? You could also raise STR to 12 and CON As I've said in various other threads, I personally prefer to skip DEX all together and put the points into STR on lightsaber heavy builds (which Guardians are-- use WIS for Force Power builds). I however do recommended starting with 14 in STR, INT and CHA. Jun 17, 2022 · New players looking to get started building the best Guardian in Star Wars: KOTOR 2 should check out this guide to help get the ball rolling. You don’t need more than 8 or 10 int depending on how much you want to min max. IN short you need both high STR and DEX. Saving more levels for Guardian works out better for HP, FP and force picks, and going deeper jn Scout helps with skills, so if you do keep Scout that long, you might as well put some more points in Int so you have an easier time repairing a certain party droid and get more opportunities for bonus XP for hacking and repairs. but always favor STR. Computer use saves you spikes and repair saves A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* In the first game, you're restricted to maximum 42-43 Dexterity (DEX +16) with Master Valor (+5) and a Hyper-adrenal Alacrity stimulant (+6) active, which restricts you to maximum 49 Defense with Master Speed and Force Aura, Shield or Armor, and Master Dueling (base 10 + dex mod 16 + class 10 + feats and effects mod 10 + feat 3). Assuming Karakan Gauntlets, you will find it easier to reach the required saves late game. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* You shouldn’t have any problems without the armor proficiency-fest. dex and con. This is the basic information. No, since K1 automatically switches over to use DEX as attack modifier. The starting class also affects the Snea A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Apr 12, 2005 · Scout (4)/Consular (16) Statistics- With the recommended Attributes and Class levels, your character can have the following statistics at character level 20 (max): VP (8 norm + 2 CON + 1 Toughness) x 4 Scout lvls = 44 (6 norm + 2 CON + 1 Toughness) x 16 Consular lvls = 144 Total = 188 VP FP 40 Force Sensitive + ((8 norm + 9 WIS + 2 CHA) x 16 A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* I recently made a Scoundrel/Guardian, maybe the most fun I've had with a character in the first game. < > 17 Strength at character generation and 5 on level ups would then result in 42 (STR +16) in total at level 20, although most of the time you won't use stimulants (or will only use Adrenal Strength), and as a dark side character you might not use Master Valor as often (although for the vast majority of the game you can, and should, have another Jedi in your party to use it instead). alone to get lots of skill points you can later put in persuade, computer, and demolitions to Jul 18, 2008 · It was determined that a DEX based build would be more effective, as either DEX or STR is used for BAB with a lightsaber, and while STR adds to damage, DEX helps Defense and Reflex saves (and is therefore more valuable). Str is a waste of time for Jedi classes because lightsabers can also use Dex for hit chance. I can find Calo Nords armour effects elsewhere, but I had forgot about buying heavy feat for scout, I was doing scout because I would of goten one extra feat but when I also want heavy armour it would make it so at level 8 I get the same amount from scout and soldier so I'll probably switch to soldier. For a guardian you want high strength, constitution, and maybe Dexterity. But defence really doesn't matter in KOTOR for various reasons. Want to range go DEX. Use every STR increasing item (i. DEX (or STR), CON, and INT at 14. get the STR gloves, get the DEX implant, STR robes and belt or maybe get the DeX belt if your str is always very high. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* I prefer Cassus's Armour because it gives more Def and Strength. Hey I think I'm going to try a 5/15 Scout Guardian something like this. Compared to KotOR II, the guardian is more specialised and boosts STR. For the Exile, it is the Jedi Watchman (+3 CON at light side mastery and Sith Assassin prestige class (+3 DEX at dark side mastery) that get Sneak Attack. I would, however, change your WIS and CHA to 14/12, or 12/14 since you still only receive a +1 modifier for 13, and if you are playing as a guardian you won’t want to increase them any more (focus on str) I'm creating a new Kotor 1 character as I messed up my last one (didn't put any points into dex or str at all) Planning on playing a scout/guardian. But, I'm going to use a line from another poster I read at some point, "Str kills. Essential Equipment: Saresh's Circlet from Kashyyk (+5 wis, 1st planet, light side only) Qel-Droma Robe from Korriban (+2 wis, 2nd planet, light side only) CNS Strength Enhancer from Dantooine (+str, +saves) 18 STR 8 or 10 DEX 8 or 10 CON 8 INT Everything else in WIS/CHA DEX and CON are fairly pointless once you become a Jedi (Energy Resitance and deflecting Blaster Bolts and you'll be killing stuff ridiculously fast), and you can just grenade your way through the Arena A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* There can be some benefits to wisdom/cha (mainly role playing), but imo a soldier/Guardian build is best done with 18 STR on start up and either 8 or 10 Wis/cha. Sep 22, 2013 · STR vs DEX: STR control the attack and damage of melee as well as the critical strike difficulty class, DEX controls attack of ranged as well as defense, reflex saving throws and stealth skill. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Starting a new game in Kotor and planning on making a DS Scout/Consular (probably 5/15), but I'm confused about the value of certain attributes. Want to Melee, go STR. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Jan 25, 2021 · STAR WARS™ Knights of the Old Republic™ (i. *Knights of the Old Republic*, Obsidian Entertainment's 2004 Yeah you'd think so but actually it takes a +2 modifier to give +1 skill points (and +4 to get 2 additional points, etc). You are too hung up on the level 05 thing Once you let that go it opens up the best Set up. Leave int. Which makes the KotOR Sentinel awkward all over again. First, when you make your Scout, str. WIS is good if you plan to be a Jedi "Mage". But your damage is still based on STR. gear and implants are diverse. Then finally put the rest into DEX/INT. This is where it gets dicey as it depends on alginment. With a high Dexterity, you're hard to hit, and Sneak Attack plus a double weapon plus Master Flurry and Master Speed means you're doing about 225 damage a round near the end of the game. The drawback from doing a scoundrel/consular is that you'll get no sneak attack, so for the most part your melee ability will be pretty poor compared to other builds. You're gonna be decent at most skill checks, decent at combat, and decent at using the force (but with a low-ish DC that'll make it tougher to get offensive or debilitative powers to stick). Developed by BioWare in 2005, one of the titans of modern RPG titles, Kotor takes place 4,000 years before the events of the Star Wars films, during a time when the Sith plagued the galaxy Assuming LS Scout 5/ consular 15, male ( mullet guy) Str 10, dex 10, con 12, int 14, wis 15, cha 15; all level ups to wis, cha will be 18 with LS mastery Scout 4/Guardian 16. Scout/Guardian), I highly recommend the Scoundrel for any LS build. *if not using Master Valor (which I don't suggest), take 14 WIS/CHA and 15 STR. I am thinking 4/16 and originally was going to use str but the dodging from dex sounded nice, and thought it may help tanaris if i was using guns while i'm squishy (since im saving levels at 4) after that I am probably going to be using 2 light sabers! You also do not need to start with 16 STR as there are plenty of STR boosts to go around - and it contradicts your aim of improving STR and WIS when you start with a low WIS. I suppose if you wanted to use the dominator gloves at some point, a single point in str isn't terrible. e. For a light side guardian, its better to focus on STR and CON, completely ignore CHR and WIS since you'll mostly be using defensive powers (Master Valor, Improved Energy Resistance and Master Speed are must). So Scout 5/Guardian 15 or Scout 8/Guardian 12. Mar 18, 2013 · Scout/Guardian I start as a Scout: STR: 15 + 3 DEX: 14 + 2 CON: 12 INT: 12 WIS: 13 CHA: 11 This gets me a decent balance of skills, feats, and force powers, while I focus on melee combat. Then put extra into STR since you’re a guardian. 10 STR and 14 DEX) and emphasise DEX gear (Adrenaline Stimulator Belt, Karakan Gauntlets/Advanced Stimulator Gloves, Advanced Alacrity Implant). 10 and you can max both repair and persuade (if waiting til Jedi) I believe. But for preliminary responses From what you said, the Scout 8/Guardian 12 with CON 14 has Fortitude Save of 26 + 2 from Master Valour's CON boost = 28. 5/15 Scout/Guardian STR 15, DEX 12, CON 14, INT 8, WIS 14, CHA 14 Repair 12, Persuade 17, Security 1 Reply reply *Knights of the Old Republic*, Obsidian Oct 8, 2017 · Str and dex are easiest to raise with gear so I generally go str 12, dex 12, con 14, int 14, wis 14 and cha 12. Thanks. But if you aren't going with an str build, those gloves are probably better off on a str built character, like juhani. 14 CON for VP/fortitude save. If you're playing dark side you probably won't need charisma or persuade because you can usually scare it put of people, but light side might want some. soldier build. Suggest this attribute spread instead at character creation: 14 STR 12 DEX 14 CON 14 INT 14 WIS 10 CHA; add all to STR on level up. Canderous is not a very good companion for any jedi. Most… Scout/Sentinel: could go 5/15 or 7/13, starting 14 str/con/int/wis/cha, 8 dex. Fortunately skills aren't all that useful in KOTOR 1. Scout/Sentinel is the 'balanced' way to play. I like the scout guardian combination but I have not ever made a dexterity based version. Yeah. all at 14, i. Master Speed +Master Furry the whole game With 2 Lightsabers. KOTOR 1 STR-14 DEX-14 CON-12 INT-10 WIS-14 CHA-14 *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars ATTRIBUTES: I suggest 16 STR + all 5 level ups. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* Build help- Scout/Guardian . Start with TWF (if going two weapons) tree, then toughness (only two levels necessary), then flurry. The game isn't difficult enough for it to matter, but still. Therefore, recommend Scout 8/Guardian 12, 10 or 14 INT. Jan 9, 2016 · For Kotor 1 I am thinking of going with Scout\Guardian,Scout\Consular,Soldier\Guardian or Soldier\Consular I looking to be able to do as much of the game as possible and have as many paths as possible excluding mutually exclusive stuff like Light or Dark Side restricted stuff since I will definitely be playing light side in both. " The point being a high Str, just kills the enemy quicker than a high Dex. Dex kills eventually. Plenty to unpack, will need a full response when I have the time. Now add in the CNS Strength Enhancer (STR +2, With the +1 STR gloves from the Sith Governor on Taris, the +1 DEX implant from the Black Vulkar base (and +1 DEX at level 4), you hit 14 STR (+2 Melee damage) and 18 DEX (+4 AC and +4 to hit with lightsabers) by Dantooine. , Dominator Gauntlets and CNS Strength Enhancer). A level 8 Scout who becomes either a level 12 Jedi Guardian or Sentinel has Fortitude 14, Reflex 14 and Will 12, and becoming a level 12 Jedi Consular results in Fortitude 14, Reflex 12 and Will 14. Would recommend saving some skill points for persuade. Good luck and have If you have master valor (+5 to all attribute), it is recommended that you keep your attribute as odd number. Could probably balance out con and dex for saves. SO i hope that helps you guys. The sneak buffed force jump was op, and when the rest of the pack gets stunned with horror, you keep the edge in the fight. Add the +2 STR belt, and you're looking at 16 STR and 18 DEX well before you reach the first Star Map. Pick one (STR is typically better) and stick with it. Jun 6, 2008 · the -16 con drops their health down massively as well. A lot of good armors on Taris are light armor. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian Entertainment's 2004 sequel *Star Wars: Knights of the Old Republic II: The Sith Lords*, and the upcoming *Knights of the Old Republic: Remake* The benefits of a scout/consular mostly come from the implant feat and maybe, depending on what you want, the extra hit points. Scout/guardian, while superior in skills, is just a worse version of that. Treat Injury is also fairly meaningless. Both options I suggest you bump INT to 14 simply because scout and scoundrel both benefit from skills in their own way (Scout being able to repair HK it you want to do that, and Scoundrel for Persuade). In the first game Dexterity modifier is never added to Attack with melee weapons, and it's only added with lightsabers when greater than Strength. You can't easily increase Persuade until you become a Jedi so you might want to increase CHA. mlg rwuj ezvwmq umwxb grrs yoqmh oydtogchq qowbllc crirscfl mfeg



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