Kotor scout guardian build reddit I think for consular it's better to start with scoundrel. Yes, this was a build I made, and it has some alternative focuses. Scout/Sentinel is the 'balanced' way to play. 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). Pick Guardian or Sentinel. You can even use dual sabers if the off-hand is a support or stat based build. A scout 7 / guardian 13 gets 12 feats on top of implant 1-2 and flurry (scout alone, counting free feats and flurry, grant 8 + Uncanny dodge 2 while soldier would have 7). 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. A scoundrel/consular get 8 and has to allocate everything (unless you really want that heavy armor feat). Scout 5/Guardian 15 gives you 12 feats i. But jumping guardian/weapon master with two lightsabers is also fun and stun/crit sentinel is very good too. So personally, for a beginner build, I would say soldier-guardian or scout-sentinel. I also hate the setup required for both Critical Strike and Sneak Attack, while Scouts can just spec into attacking with Flurry, and they get the benefit of higher saving throws, though those don't matter that much. You still get 10 feats total, which is enough to get master two weapon fighting/dueling, a mastered attack feat, and still have left 4-5 over for weapon focus/specialization and toughness/implants. I might add a special section a bit later on covering this. 7/13 is the sweet spot as it allows 2 extra much needed powers (17 total) at the cost of 1 feat (8 vs 9 for a 8/12 build), still allowing maximum sneak attack power I'm playing as a scoundrel and wanna become guardian. The game isn't difficult enough for it to matter, but still. e. Guardian is a bit underwhelming in k1. Sentinel with the combat specialisation (weapon master/marauder) as u/dark_council_elite pointed out is a very balanced build and is somewhat similar to a Scout/Guardian build. Specifically following the 4/16 Scout/Guardian. The common level saving strat for Scouts is usually 4/5. This Google site will be the guide's permanent home. Single saber works, but double saber is my favourite for a scout+sentinel. Taking Scout to 4 (or 8, if saving isn't your thing) for Implant feats is another good path. And if you have a decent amount in Char/Wis you can save most things anyway. Any Guardian build (especially darkside ones that don't have any wisdom gear) benefit from being given a higher base wisdom/charisma than you would give a Consulars build since they don't get Force Focus like Consulars do, which is basically 8 free points of Wisdom/charisma towards your power difficulty class. I calculated that I will only get 10 feats. It struggles to find a consistent means to land Sneak Attacks once battle is drawn, and there are few convenient means of healing, defense, or disabling enemies (par 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* Scouts don't intrinsically have more dialogue, and skills don't factor into that unless it is Repair for a single quest. 136K subscribers in the kotor community. 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* 11 votes, 11 comments. true. 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. (Scout starts with con implant which allows you to use odd con start and +1 it at lv4) With flurry you can use any weapon too. Save 11 skill points as a Scout to increase Persuade once you are a Jedi. Persuade is affected by Charisma (CHA). 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 need help to make my Jedi guardian a perfect build with charisma, wisdom, strength and dexterity and intelligence. My main reason for never playing this class combo is that its main draw for me would have been Jump + Sneak Attack, but you can't Jump + Sneak Attack if the enemy is already locked onto you Defensive Soldier/Guardian build The soldier is the best melee option but he nor the scout have the defense of the scoundrel so what would my DEX need to be to come close to having the scoundrels defense, I'm thinking 16 or 18 but I am not so sure. For context on the feats needed 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). The only 2 worth mentioning are Plague and Master Speed. Keep in mind that what is “ULTIMATE” will always be based on subjective preferences and that there will be many different takes on what that means (most dominant, most fun, most canononical, etc). I personally prefer Dueling, as you get bonuses to your attack AND defense with it, and if you’re going with a Soldier/Guardian build, you won’t need the extra lightsaber to one-shot literally everything in the game (and yes, I mean literally everything), as long 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* Class. KotOR Light Side Scout/Guradian revisited : kotor. Plenty to unpack, will need a full response when I have the time. But I don know whether or not conditioning is a useful perk or not. There's something about keeping the enemies stunned while I hammer them with Force powers that's a lot of fun. 137K subscribers in the kotor community. Disclaimer: I really like playing Scoundrel/Guardians because Force Jump Sneak Attacks are fun. Also because the game is already fairly easy it should make for a more interesting play through with the option to further increase difficulty by reducing either Scout/Guardia: Dominator Gauntlets, Qel Deoma robes,Navardan Regenorator, Brejik's belt and armband, any other armband, Circlet of Saresh, and A full size lightsaber with mantle of the force,opila,and solari/short saber on the other with heart of the guardian,sigil, and krayt dragon pearl. You sacrifice a small amount “to hit” even with it mastered, but it is a really good feat. What should it look like? I wanted to hear you opinion and help for my Scout/Guardian build. 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* 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* 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've played this build quite a few times, and IMO the amount of feats lost is overstated, at least when it comes to the final build. I'm having trouble finding much info on builds in this sub. 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. It’ll be 4 scout and 16 guardian. Would work very well. Treat Injury is also fairly meaningless. What is a good jedi class for a Scout in Kotor 1 im using double vibroblades right now and plan on using 2 lightsabers but in my first playthrough i liked using force powers alot. Jolee for healing and valor makes things a million times easier if you go dark side but it will work with and against anything so long as you have just enough wis/char to make horror work and breach/kill/plague work against malak by the end. 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* Now that you have seen the explanation behind a Consular, you can now review this and retrace the logic behind building a Light Side Consular: KotOR Light Side Scout/Consular revisited : kotor. Computer use saves you spikes and repair saves Scout pretty much works as a good base for any build, especially if you're sticking to the standard 5/15 split. Hi all, I want to make a 7/13 LS Sco/Guard build, and need a hand working out starting stats. Choose your Jedi class accordingly. 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. With those stats, go sentinel. Build breakdown: Attributes: 15s-14d-10c-14i-12w-12c, all level up on strength for +5. If you're still in the planning stages, it's probably better to go 5 Scout instead of 8, you get the same number of feats, but more health, force points and powers, and attack bonus. Because of how much better they are,I have quite a few Dark Side powers like Force Choke,Lightning and Insanity. Not bad, but the game is designed to make light side builds easy. Sep 14, 2024 · My favorite build is Scout 5 / Consular 15. I'm playing KOTOR for the first time. I intend to play dark side and basically want to focus all my attention to being as powerful as possible in melee. Force Powers. In my experience, game is pretty much finishable for any decent character. Gives you the force ability of a consular without the squishiness. If you're not going to do a build with a lot of skills, then Persuade and Treat Injury are the skills to go with. Easy Kotor build with good persuade? i am trying to find a good build that can take the persuade options, but they all seem to focus on combat and ignore charisma and perusade. one more selectable feat, while keeping the rest of what you need. The original guide had information spread between Reddit and the imgur album and was kind of clunky. The goal is to give new players some direction in building the Why would you want to be a Scout/Sentinel over Soldier/Guardian and Scoundrel/Consular? In the original game, you wouldn't. level 9 character. Which Jedi class should I combine my Scout with? For Scout based Jedi, you can refer to the 3 guides I have wrote up. Getting two of the Implant feats for free, starting with Flurry, always having access to Repair for HK-47 AND having the best of all three saving throws, what's not to love? 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* 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 thought it might be fun to have a thread where we can share and discuss what we think are our ULTIMATE character builds for KOTOR 1. I want to play as a powerful meele jedi that deals a lot of damage and fights a lot close combat. That leaves me with only 4 more feats. Wow, I never thought of it this way. It is now spoiler free as well. Prioritize just about anything over intelligence (read the stat descriptions). KotOR Light Side Scout/Consular revisited : kotor. 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* Posted by u/[Deleted Account] - 30 votes and 6 comments I don't recommend sitting at level 2 until post-Taris either. Thoughts on this build? *Knights of the Old Republic*, Obsidian To be honest, my 4/16 Scout/Guardian was most of the time consisted of dual-wield lightsabers, Force Jump once, use normal attack then use Master Flurry (rinse and repeat), Heal after battle (if my health got down to at least %75), use Master Speed and Valor in some situations and take a save in Malak fight every time he went to use Drain Life on captured Jedi. Try Darkside and use the Feat stealing trick, Scout Sentinel, Or Scoundrel Guardian, are really the only builds worth while. Basically it is trading Flurry for Rapid Shot. I made a video about my strongest build here (spoiler link), which is a scoundrel7/consular13, i don't think any build can touch this one for endgame power and how easy it is right from the beginning. 2/18 on a scoundrel isn't worth it at all as the strong points of the scoundrel class is to benefit from it's unique granted feats to synergies with the jedi class to perform constant sneak attacks and being hard to hit. Scout/Guardian (same as Scout/Consular) If you want KotOR I Scout -> Jedi builds, check for the posts under my profile - I posted postulations/guides in building A lot of people are saying counselor but they honestly aren’t that good against the final boss without a lot of strategy. 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. They share the class skill with Consular; since a Scoundrel actually gets more skill points than a Scout and because the quest is strictly post-dual-class, it may be prudent to do a Scoundrel/Consular. Scout 6/Guardian 14 w/ starting stats of 16 Thinking of doing an Episode III Obi-Wan-style playthrough as Scout/Guardian levels 5/15. Assuming you save up on skill points as a Scout to dump them jnto Persuade as a Jedi, you just need 14 CHA (+2 bonus) and the Empathy feat for a +3 bonus to a maxed Persuade skill (level + 3). Playing a scout guardian build that I finally figured out. I never tried combinations like in Kotor 1 (i mean starting as a guardian and then switching to jedi master, or vice versa), it seemed unnecessary to me. Using the Advanced Stabilizer Gloves and the Adrenaline Stimulator, you would gain 5 additionnal dexterity for 30, have the same power DC, weapon specialization in all weapons but lightsabers and very good damage still. IMO 2 extra points to DEX are better than 7/8 skill points but it's up to you. Plus it’s the same force power progression for guardian and sentinel, counselor’s get more force points and slightly more force powers at the cost of feats and skills. See full list on hackernoon. In general, this build is great for one turn of explosive damage, and any DS guardian is a fearsome melee combatant. It's the levelling and having to deal with having so few feats I am struggling with, I either find myself going 5/15 , 7/13 or 8/12. Postulation of a KotOR Light Side Scout/Sentinel Build - recapping Saves and Immunities Scout 5/guardian 15 is my preferred DS melee build. Given Persuade is very very important but is a cross class skill for a while till I go Guardian, should I still put points into it in the meanwhile or wait till the Guardian levels to actually start dropping points in? 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* Technically, 2-handed is better. Only real reason to choose scout/guardian is saves and free feats. 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* 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* 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* Get the Reddit app Scan this QR code to download the app now A STR 18 / DEX 14 / CON 14 / INT 10 / WIS 8 / CHA 8 Scout/Guardian build is used by both the 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* 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* Part of the reason for choosing soldier guardian instead of scout guardian is mostly because I've never really seen a build for it and was having fun being able to theory craft it. Because of this,I wield a purple lightsaber and red lightsaber because those were the colours Darth Revan used and because those wielding the purple saber can rely on both light and dark side of the force in combat like Mace Windu. This is for character builds, NOT settlement builds and NOT for mods. Scout is a good, well rounded starting class, with a good balance of useful skills and feats. Fortunately skills aren't all that useful in KOTOR 1. I've seen posts for a Count Dooku build for Kotor 2 but I'm trying to build a good duelist build for a Dark Side playthrough and my favorite dark side character is Dooku so my build idea was a Scoundrel Guardian since Dooku is charismatic and wielded a blue Saber in his Jedi days, my stats starting out would be: But since you asked for KotOR I Vader aka Anakin Skywalker can be built as Scout 8/Guardian 12. 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* 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* 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). But defence really doesn't matter in KOTOR for various reasons. Sentinel is by its nature a more defensive class so a High DEX build makes more sense. Str 16, dex 10, con 14,int 10, wis 14, cha 12; all level ups to str Feats: master 2 wpn fighting, master flurry, master toughness, focus and spec lightsaber, conditioning, implant 3 There is not as it is subjective, however the two top builds would be LS Scoundrel 7/Consular 13 and DS Scout/Guardian either 2/18 or 7/18 for sure. Level 2 scoundrels are gimped, they don't unlock the best sneak attack ranks for the Jedi class, and they're squishy Scout is good, and work better as a 4/16 because of the tier 2 free implant feat they get at lvl 4. First level up went into con and the next 4 are going into str. Strength-focused builds also favour Flurry, which the Scout starts with and the Soldier does not. Most of 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* 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* 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* This will be my first full play through, so no spoilers please. Now add in the CNS Strength Enhancer (STR +2, DEX results in much lower DPS than STR, but with higher Defence. It’s worth it to go to 7 with a scoundrel/Guardian build because you get +4 defense from scoundrel’s luck at 6 (letting you start with 8 dexterity and dump those points into strength) and sneak attack IV at level 7, which combines with force jump to make the most devastating attack in the game. This build's Force DC is going to be crap, so it's only going to be able to disable trash enemies, which die just as easily to non-sneaky Guardian builds. This build will make you efficient throughout the game, pass every Persuade check, repair HK-47 and beat the final boss. Showcasing my latest build, the DS Scoundrel 7/Guardian 13, an extremely efficient build that can access all content and complete all skill checks. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old… Oh my. Mostly done is 4/16 or 5/15 splits (so 4 levels of scout and 16 levels of sentinal for example). I definitely want max 18 Str to start, and also want to fully repair HK and make most persuade checks. Either Consular or Guardian is a lot of fun to play. DO NOT TAKE RANGED FEATS OR SKILL FEATS, even if you prioritize Dex and use blasters early on (lightsabers use either Dex or Str). FEATS: Flurry 123, Two-Weapon 123, and Implant 3 are mandatory. 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* Welcome to Fallout 4 Builds. 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. I could have used Death Field on the captives but the goal was to show Malak who's the real boss. 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 Scout -> Guardian, mostly just because it plays a lot more smoothly in the earlygame. 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. 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* Spoiler Guide Link: DS Scoundrel7/Guardian13 Following my 2 previous posts (Bandon, Malak), i decided to add to my LS build guide what i believe to be the optimal DS version of the Guardian, dealing the most insane amount of damage (if you want to see three digits damage numbers, this is the build for you). 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* 373 votes, 24 comments. Guardian is the pure lightsaber combatant, while Sentinel is more well-rounded and versatile. Thanks again for the answer! 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* LS Scout 2 / Consular 18 build@turning Malak to Light Side. 8 Scout 12 Guardian is excellent, and if you really want more Jedi levels go to 5 Scout 15 Guardian. It is important to point out however that only Guardians get the Force Jump feat. I'm planning on saving 1 level so scoundrel 7 guardian 13. I always go Soldier with Guardian or Consular. As you are running Scout/Guardian, you may want to invest in Repair to 13 to fully repair HK47. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian… There isn't too many enemies that you need immunity for. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old Republic*, Obsidian… 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* Hi! I got myself KOTOR 1 on the Switch and am looking over skills. Repair, Computer Use, Awareness, and Persuade will be the skills to take up. In Kotor 1, a lot of great light side powers aren't restricted by armor, so you can create a strong cleric-type build that can disable and heal while also having strong defenses. Personally I find solider 4/guardian 16 best, you’ll have plenty of force points to spend on your abilities and the slight increase in save DC doesn’t really matter from counselor. Everyone else can take care of the rest. Soldier 5 / Guardian 15 is also very fun. 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. Bane can be approximated by Soldier 8/Guardian 12. I wanna try out the "powerful melee character build" for my last K1 run before K2. 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. Any guide that recommends this practice wholeheartedly is generally thought of as outdated now. Scout 2 > Jedi Guardian 18 Scout for the starting perks and skill points Guardian got Force Jump, Lightsaber specialization and more feats on level up. 643 votes, 98 comments. So Scout 5/Guardian 15 or Scout 8/Guardian 12. Yeah some people may go Scout 8 but those people aren't attempting to save levels. I would say that either Scout/Guardian or Scout/Consular would be a great choice for your first game. In K1, start the game as a Soldier or Scout. Soldier seems like the worst choice. Mainly for Implant 3 granted at Scout level 8 (well, the suit) and the Repair skill native to Scout. 4 Scout/16 Jedi Guardian nets you two feats and +3 Reflex and +3 Will compared to the Soldier build, at the cost of 1 BAB and 8 VP, and Weapon Specialisation: Melee (which can be obtained through an Implant). You can have a build of 5 14s and 1 8, which I'd advise putting in Dexterity for the most well rounded build. Honestly your wisdom and charisma seem pretty high for a soldier/guardian build but if it's what you want then you should continue with it! The way I start my soldier/guardian character is: Strength 16-18, dexterity 12-14, constitution 14-16, intelligence 10-12, wisdom 8-10, charisma 8-10. I'd played KOTOR when it first comes to ios, building with DS Solder 8 / Guardian 12. Like in Kotor 1 I will only play as Soldier/Consular or Scout/Guardian bc they just seem to fit so much to me. In Kotor there's a level cap at 20, so most people try to "split" levels so they can get more jedi levels. The rest can go into Conditioning, Toughness, Jedi Defense, and/or Weapon Specialization. I am sure someone has ran the numbers what you need to block every attack, but it was never an issue in the ~40 runs I have done. They'd also come out with a higher attack rating and 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* 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* 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* 109 votes, 21 comments. Why? Because a Scout 5/ Guardian 15 gets to pick 12 feats (2 impant ranks for free) as well as 3 more powers than if they didn't save levels at all. Guardian gains 1 point per level with either 8 or 10 INT. Everything you ever need to do you can either have a companion take care of, bash op 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* 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* 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* 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* 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 played through the game again and had the opportunity to improve the consular build, and created a fully optimized guardian build in the same style. A place to share your character builds or get help building your perks and stats for your sole survivor in Fallout 4. So for instance, you need to have 11 skill points saved as a level 8 Scout, so that you can dump in 11 + 1 = 12 points into Persuade when you become a Scout 8/Guardian 1 i. Scout/Guardian is a great build, the question is how much Scout you choose. If a force power is restricted by Armor you probably don't need it. Scout 4/Giardian 16 and Scout 8/Guardian 12 have the same total number of selectable feats at 11, but Scout 4/Guardian 16 misses out on getting Implant 3 in the process. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old… Sentinel is a great class. Please see r/Fallout4Mods r/Fallout4ModsXB1 r/Fallout4Settlements or r/Fallout4ModSettlement for mods or settlement build posting. I am not sure what class I want to be, maybe Scout/Guardian. You get immunity to fear which is great in KOTOR because that means Sith can't stun you and get in free hits. . I'm just wondering if people tend to prefer a scout/guardian or soldier/guardian. I know there's no restriction on prestige class choice I'm just pretty OCD about these things. What are the best ones to take considering that I'm doing strength build and taking two weapon fighting and lvl 3 implants. 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. Therefore, recommend Scout 8/Guardian 12, 10 or 14 INT. 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* 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* This. Reply reply Scout/guardian, while superior in skills, is just a worse version of that. Just got 2 questions, I can't copy the attributes listed on the build right at character creation. Guardian and Sentinel have about the same feat progression and sentinel get immunity to fear and stuff. What shall I take? Posted by u/Damisu - 2 votes and 2 comments 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* 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* high strength, medium wis/char and 8-10 all the rest, using force til its gone then dual wielding sabers is probably my most played build. com Jun 6, 2008 · Which do you find is a more effective build for a Guardian? Boosting his STR (therefore damage) or DEX (defense and a few skills)? Or do you mix and match, leveling both up along the way? This is my general plan of the character: Scout (Lv 8)/Jedi Guardian (Lv 12) Starting Stats: Str 10 Dex 15 Con 12 Int 14 Wis 14 Cha 12 All level up stat boosts go to Dex, with natural max You can also definitely go lighter on Wisdom, your desired build doesn't seem too force power focused. 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 haven't played this scoundrel consular style yet but I am trying to plan a build that I will find fun to play, maximising melee damage with sneak attack and force powers to buff and immobilise. Scout/Sentinel are skill-oriented classes, and skills don't mean shit in KOTOR. Scout also has better Saves. My only other options for lvl 3 that I care for is empathy or heavy armor 3. Thanks. They're both fine builds. It may not have any fancy sneak attack or free implant feats, but it tears through the galaxy. My go-to build is technically a caster build, 7/13 light scoundrel/consular with a focus on dex so I can use fear+sneak attack+master speed and mow everyone down with the OP blaster from Yavin. This is where it gets dicey as it depends on alginment. Any advice? Thank you. 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* 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* For a Scout/Guardian, at least 10 INT and Scout level 5. 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* TLDR: Scout 4/Guardian or Consular 16. A subreddit for fans of BioWare's classic 2003 RPG Star Wars: *Knights of the Old… I like to play a scout/consular 8/12 with attributes heavily invested in wisdom and charisma. lzxmjz mxpyuu xygrej vehai tail tjtr sayct wjogp tpwj qstmrbxz