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Some KOTOR questions (title changed)

Discussion in 'Star Wars: Knights of the Old Republic Series' started by chevalier, Mar 26, 2004.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Do the stat values affect your dialogue options?

    [ March 27, 2004, 20:34: Message edited by: chevalier ]
     
  2. Death Rabbit

    Death Rabbit Straight, no chaser Adored Veteran Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Not that I know of, it doesn't seem like it did. Charisma and your Persuade skill certainly effect your responses, but I don't believe a high Int, Wis or Cha give you extra options.

    I have only played through once so far, so I may be el-wrong-o.
     
  3. Oxymore Gems: 13/31
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    Since skills are associated with a stat, a high charisma should boost your persuade score, or at least better your persuade throws somewhere in the middle of all those painful calculations.

    Also, force powers and force points depend on wisdom, so using force-persuade dialog options might require a high Wis to bring a successfull outcome.
     
  4. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    And now some more questions. I'm interested in creating a character similar to my (in)famous paladin/wizard from IWD2

    http://www.sorcerers.net/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=14;t=001847#000000

    Basically, a couple of characteristic traits. Light Side to the extreme (LG paladin counterpart), won't use Dark Side powers.

    A cunning diplomat and tough bargainer, but sneak attack damage is not an option. On a metagaming note, I want good dialogue options and many of them.

    Mastermind. Probably 14 INT, WIS and CHA.

    Most probably won't use armour for force-related reasons, but is not into blaster rifles and such weapons. Definitely lightsword so soon as possible. Just one (duelling?) or double, but not really dual-wielding.

    Some useful skills won't hurt, but sneaking doesn't strike me as one of those.

    As always, I will end up with a thin-spread build compensated by cunning micromanagement ;)

    As for stats, I see them as:

    STR 14
    DEX 12
    CON 10
    INT 14
    WIS 14
    CHA 14

    Thoughts, anyone?

    Myself, I'd think about soldier/consular, or scout/sentinel. Perhaps soldier/sentinel even. Possibly scout/consular. Guardian or scoundrel don't seem to fit, but I'm open to suggestions.
     
  5. Malovae Gems: 18/31
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    This character is based on being a 'tough bargainer' and diplomat. Who is very melee orientated.

    Stats -

    Rogue (I know, you want to be a paladin but your class has no bearing on the game really until you become a Jedi, and Jedi's are Paladins in a way)

    Start:

    Str 12

    Dex 16 (You want a good AC so this being high is your best bet)

    Con 14 (Rogues get the least HP so this helps in the long run)

    Int 14 (This allows you to maintain a good ammount of skills when the PC is made into a Jedi)

    Wis 10 (The PC will not be overly powerful with the force but at least there are no disadvatages)

    Cha 10 (A +2 modifier is not that great and not too helpful with this character)

    The reasons for rogue is simple. They can choose Persuation from the start so it gives you the edge in diplomacy and negates the effect of low cha. They also get scoundrels luck which adds AC bonus which adds with the dex bonus giving a good AC even without armour. Finally, they get alot of skill points so your PC is versatile enough to disarm bombs, open doors and talk effectively.

    I only recommend levelling to level 6 as a rogue to get Improved scoundrels luck, then hang on until your a jedi. I managed to complete all the Taris quests as a lvl 4 rogue and as a lvl 2 fighter before and still managed to kill Bendak, etc.

    For the Jedi I would say, Sentinal. These get a bad press for some reason - but they get good hp, Force points and the most Skill points for the Jedi's from what I can tell. Their F. Powers come at a steady rate and there are not that many must haves to choose from for a Light side player. Because I melee, I chose Force Speed and Immunity and the only offensive ones were Force Push maxed and Destroy Droid.

    Double bladed light saber means that you get two attacks, but best of all they both use the same bonuses from the crystals rather than augmenting another saber with less powerful crystals.

    End Stats:
    Str - 13 (gauntlets from Korriban will boost this by 5 making a +4 bonus to hit and damage)

    Dex - 20 (can get a level 3 implant to make this 24 = +7 AC. Combined with Scoundrels luck and Jedi sense +10/11 bonus. If you were to take single weapon style this would be increased to a natural +13/14 AC bonus)

    Con - 14
    Int - 14
    Wis - 10
    Cha - 10

    The selections may not seem to fit the Paladin/wizard criteria, but when played it fits very well. I never had a prob;em with Force Points or a the selection I had available and best of all, the PC can persaude very well even from the start meaning you can be light side and rich. All in all, this was to fit the diplomat role more than anything and is fun to play. Hope this helps :)

    [ April 02, 2004, 19:24: Message edited by: Malovae ]
     
  6. Death Rabbit

    Death Rabbit Straight, no chaser Adored Veteran Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    @ Chev

    For what you want to go with, I don't see how you can avoid being a scout/guardian. For a few reasons.

    If you want to persue the path of a paladin/wizard, striking a balance between strong light side force powers and melee combat ability, you'll want to stay away from the Consular. The main reason being that there aren't that many light side powers to begin with, so maxing them all out as you gain levels will be easy since you're ignoring dark side powers. Furthermore, since there are no offensive light side powers, you won't really need the consular's high DC against the enemies' saving throws.

    So since you won't be an effective opponent with your force powers, your only alternative is to be a bad mamma-jamma with a light saber. Hence, the scout/guardian or soldier/guardian build. Put all your feats in melee fighting/dualing, power attack, flurry, etc. The stats I would recommend are as follows:

    STR - 12
    DEX - 14
    CON - 14
    INT - 12 (or 10, as you won't need many skills with this build)
    WIS - 14
    CHA - 12 (or 14 if you drop INT to 10)

    DEX is more important that strength to a Jedi because a light saber works off of weapon finesse. Plus, you get the added AC boost which, considering how you plan to be armored, is a must. Actually, with this build, you could probably feel free to wear heavier armors, since I believe only the Dark Side force powers are affected by your encumberment. I would personally aim for a dual-wield or saber staff fighting style, but considering the theme you're going for, a single-saber specialist seems more fitting. Kind of a "one knight and his trusty Excalibur" kind of thing.

    So there you have it. I think you're setting yourself up for a weak character who will stuggle in many areas, especially since the Dark Force powers (like Force Storm, Destroy Droid and Stasis Field) are easily the most effective weapons in the game. But I do know you and know you're more interested in the role playing aspect than anything. I'm sure you'll make it fun. Happy paladin-ing.
     
  7. Malovae Gems: 18/31
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    Destroy Droid and Stasis Field are light side powers.
     
  8. Death Rabbit

    Death Rabbit Straight, no chaser Adored Veteran Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Yes, Malovae - you're right. I did a little checking here and found out that there are actually 3 designations of force powers, universal force powers being the third. I guess I'd been thinking that any offensive powers were dark, and non-damaging were light side (the whoel red/blue thing in the selection screen I guess, and the structure from Jedi Knight 3). So I guess this debunks a little bit of what I just said above, although I would still go with it because I favor a melee-heavy character in this game. There are situations where you're screwed if you're too dependant on force powers.
     
  9. Malovae Gems: 18/31
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    The character I posted does well in melee as well, but no where near as good as a Guardian. Your starting class should only be based on what you want out of the game. For example - A soldier would have the ability to wear heavy armours and high hp's - a scout gets the option of high repair (useful for upgrading HK47), medium hp's, free uncanny dodge feats and maybe free implant feats - the Scoundrel gets high skill points, free sneak attack (not really relevant to Chev) and scoundrels luck feats.

    I'd always recommend Scoundrel as I use the skills alot and like high AC. But I also go for a melee approach so I always take a dual lightsaber, flurry, implants and toughness feats.
    Toughness at first levelup mixed with 14 Con gives the rogue starting hps of 9 which makes surviving a hell of alot easier even by level 6 (where I stop levelling up on Taris). Anyway, the whole reason I say Sentinal is for the extra skill points so a rogue/guardian would work well as well. :)
     
  10. Death Rabbit

    Death Rabbit Straight, no chaser Adored Veteran Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    The scoundrel/guardian is my favorite, too. He made the game almost too easy. Honestly, there were few battles in the game (once I got off Taris, anyway) that I found terribly challenging. Even Malak.
     
  11. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Thanks, guys, thanks. The character has been made and put in fight with:

    STR 14
    DEX 12
    CON 10
    INT 14
    WIS 14
    CHA 14

    At the moment, I'm making a fool of myself, running around with swords in a sci-fi setting :shake: :lol:

    ... a succesful fool, though ;)

    Skills: Computer use (7/9), Repair (6/8), Persuade (3/6), Treat Injury (7/10), Demolitions (6/8).

    Feats: Flurry (scout), Implants 1 (scout), Rapid Shot (scout), Duelling, Empathy, Toughness.

    And so I have 27 HP, 19 AC and deal some 4-13 damage at +5 to hit bonus.

    Persuade works fine for me at +6. Not as much as a scoundrel could max out (with 14 CHA and Empathy, that would be 10, which is twice what I have), but surely beyond most melee characters.

    I am very satisfied with the comments on my travels and knowledge of languages - this hits it, I think. That's what I like - travels and languages.

    As for the Jedi class, I am prone to follow their suggestion after they ask me their questions. That's the proper way, I think. After all, as Death Rabbit pointed out, it's roleplaying that I go for, so I bet I'll be better off with playing something adjusted to my playing style than a power-based build.

    The Sentinel would be a logical continuation of the Scout - and I'd be well off with its skills, some immunities and a healthy balance between the Force and physical power.

    The Consular wouldn't be bad. With a good Wisdom and Charisma, my Force powers are bound to be good in practice. With the Intelligence, I would get some more skill points than Consulars usually get.

    The Guardian, ultimately. Single class fighter is something I've never played in any RPG except once - in MM8 abd because the only human alternative was cleric ;) However, this one guy does still get some Force points and with good WIS and CHA, he wouldn't suck at it. Improved attack bonus progression would balance out the shortcomings of moderately sucky physical stats. Well, and there's the Force Jump and Weapon Specialisation in lightsabre and, after all, what is it all about? ;) Heheh.

    So, it's going to be fun and nice no matter the path it will ultimately follow.

    I only consider reconsidering my feat selection plans to accomodate dual-wielding. Especially if I end up Guardian, double-bladed lightsabre with Power Attack would sweep everything. Well, or at least Flurry if I don't have enough feats for that, which is very likely.

    The present choice is more fitting a Sentinel or Consular as it is a penalty-avoiding trick:

    Master Duelling: +3 to hit and +3 to defence

    Master Flurry: bonus melee attack, +1 to defence, -1 to attacks

    Result: +2 to hit and defence, one attack more. Bliss :D

    Still, Master Power Attack with Duelling would leave the AB at 0 and leave the +3 to defence untouched, while providing a +10 to damage. Bliss :shake:

    Thanks for all wonderful help :)
     
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