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... Attributes & Stats :DDDST:
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The physical and mental abilities of your character. There are two numbers
for each stat, the raw score and the modifier. The raw score starts at 8
for each stat, which means the modifier for each stat begins at -1.
modifier = (raw stat - 10) / 2
The modifier is what we really care about, as that gets added to everything.
Your stats at the beginning of the game are just that, the beginning. They
get raised by you every 4 levels starting at level 4. Equipable items can
also raise your stats, and items/force powers can boost your stats
temporarily. Also, your companions can help you raise your stats, especially
HK-47.
When you get a "bonus" from a stat, it uses the modifier. So, someone with
an 18 DEX gets a +4 to his stealth.
You get 30 points to spend on stats. However, as your stat gets higher, it
takes more points to raise the stat as indicated below. 18 is the limit at
level 1.
Stat Costs:
8 - 14 <-> 1 point = 1 stat point increase
15- 16 <-> 2 points = 1 stat point increase
17- 18 <-> 3 points = 1 stat point increase
Note: Stat increases from level ups (at level 4, 8, 12, etc.) are not
weighted. You can raise from 17 to 18 with one point then. But you
must spend all your points at the beginning of the game. No saving
them for the better rates later.
Because higher raw scores are really point intensive, it isn't recommended
that you go higher than 16 at level one. And if I did take a 16 (and I do)
I would only take one, and keep the points for other things. You'll have
higher total stats if you avoid really high numbers in any one thing.
Here are the stats:
Strength
Affects only melee/lightsaber damage as well as ability to hit with
same. That is all it affects. A must-have for light-side characters as
they have very few damaging force powers (none if you aren't fighting
droids). I'd recommend starting with 15. Then at level 4 put another
point here.
If you use Two Weapon fighting, your full STR modifier is used to
determine damage on your main hand, but only half your STR modifier
is used for the offhand attack. However, if you use a Double-bladed
weapon, you get one and a half times your STR modifier on the main hand
and half on the offhand.
Dexterity
Increases your Defense, ability to hit with ranged weapons (you can use
your Dexterity in melee/lightsaber if you take a Feat to do so) and
bonus to Reflex saves. Finally adds a bonus to your Stealth skill.
Dexterity is useful, yes, but you don't need it. You're going to take
hits, and a +1 or +2 bonus to defense isn't worth putting the points
here. Besides, the best defense of all is killing them before they
even hit you. I'd go with a 10 here.
Constitution
Gives a bonus to Vitality for every level you have, as well as a
bonus to your Fortitude save. Also, new in KoTOR2, Constitution,
rather than feats, determine what type of Implants you can get. To get
the best implants you need an 18 Constitution. I'd start with a 14.
You should get this to 18 by the end, by you can get most of the
increase through companion dialogues.
Note: If your Constitution is boosted by an item to 18 or more, you
are still limited by your ACTUAL Constitution score with
regard to what implants you can get. Oh well.
Intelligence
Bonus to many skills: Computer Use, Demolitions, Repair, Security as
well as a bonus to the number of skill points you start with and get
at each level. Also, there are dialogue options in the game that will
only trigger with a higher intelligence. Unlike Constitution, you don't
gain skill points retroactively when your Intelligence goes up, giving
you more of an incentive to take Intelligence early. Finally there are
fewer items that raise Intelligence than any other stat, thus, I would
take a 16 here.
Note: You do not gain more skill points/level with a BOOSTED INT, it
only uses your ACTUAL INT.
Dialogue options, however, will appear no matter how you got
your smarts.
No matter how low your INT, you will always gain 1 skill point
per level
Wisdom
Bonus to Will Saves, Defense (if you get Handmaiden to train you),
skills (Awareness, Treat Injury) and your Force Powers will be more
difficult to resist. Additionally, there are dialogue options that only
appear with a high Wisdom. At low levels, your Force Powers can really
use the boost, however, at high levels, your Force Powers generally get
more of a boost from levels than anything else. So, I'd skip it, and
take a 10 here.
Male characters can learn a special feat from the Handmaiden allowing
them to add their WIS BONUS to their DEF.
Charisma
Bonus to Force Powers (the same as Wisdom, and they stack), improves
abilities with opposite aligned force powers (reduces cost), bonus to
skill (Persuasion) and probably dialogue options, but I can't prove it.
Decent to have, but again, you don't need it as much as you need other
things at level one. I'd take a 10 here as well.
Counterpoint: Charisma also adds a significant bonus to your allies
"To Hit" rating, about twice your Charisma modifier. Also it reduces the
costs in casting Force Powers opposed to your own alignment. Useful if
you want a Light Sided Consular who can use Force Lightning.
In-Game Upgrades
Throughout the course of the game, there are opportunities to get
free increases to your Attributes:
+1 WIS - T3's final upgrade
+1 CON, +1 WIS - Hanharr's upgrades
So, if you followed my advice, you now have:
STR > 15 > +2
DEX > 10 > 0
CON > 14 > +2
INT > 16 > +3 (or 14 INT)
WIS > 10 > 0 (or 12 WIS)
CHA > 10 > 0 (or 12 CHA)
A straight up fighter should do...
STR > 17 > +3
DEX > 12 > +1
CON > 17 > +3
INT > 8 > -1
WIS > 8 > -1
CHA > 8 > -1
Put one point into CON early, then STR the rest of the way. Of course,
you'll never be skilled, and your force powers will be easy to resist.
With this character, I would avoid those Force Powers that are affected
by armor, take the Armor Proficiency: Heavy, and just focus on hitting
things with a Lightsaber.
A Consular might try: Or:
STR > 12 > +1 STR > 8 > -1
DEX > 12 > +1 DEX > 14 > +2
CON > 14 > +2 CON > 14 > +2
INT > 14 > +2 INT > 14 > +2
WIS > 14 > +2 WIS > 14 > +2
CHA > 12 > +1 CHA > 14 > +2
Consulars need WIS and CHA. These help their Force Powers, and add to
their Force Points.
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