![]() ![]() If a Consular you don't get enough feats to be making cross class skills into class skills so just develop whatever class skills seem useful - persuade and treat injury are never bad choices. ![]() ![]() How, you might ask It will start your character off at 18 for each skill, and 4 for each attribute. If a Guardian you don't get many skill points so stick to demolitions, persuade and treat injury. It is designed to help you start off stronger and become stronger at each level. I normally play Sentinel, starting INT 14, take demolitions and repair as class skills for my first two feats and develop everything except stealth to a decent level. It really depends on your character's class. If no TSLRCM breakdown rate is based on your characters repair skill. If you are using TSLRCM the breakdown of items at a workbench is based on the repair skill of the character using the workbench (higher repair = more components, repair 20 gives 100% recovery). Persuade opens up additional dialogue choices and the other characters can't do that one. You don't need any skills to get through the game, most of the time the other characters can do things for you. The Jedi Sentinel gains the most skill points per level of all the Jedi. To give you an early game example of how much different these classes are, before any Intelligence modifiers Soldiers begin with 4 Skill Points, Scouts get 12. HK47's back story in Kotor is amusing - if you have that kind of sense of humour. In Star Wars: Knights Of The Old Republic scouts may prove to be the middle. ![]()
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