Character Generation
Before you begin your adventure, you will need to create the character that will become your alter ego in the world of Knights of the Old Republic 2. Those of you who are familiar with previous BioWare RPGs, such as Neverwinter Nights, will feel right at home with the character creation process, since it strongly resembles the D&D character creation that we all know and love.
Quick Character vs. Custom Character
If you wish to simply jump into the game with a minimum amount of hassle, youll want to create a Quick Character. This option lets the game decide your characters attributes and results in a well-balanced, if somewhat generic character. Youll still be allowed to select your characters sex, class, in-game portrait, and name.
If youre used to pre-made characters, such as are found in most console RPGs, by all means select a Quick Character and jump directly into the game; theyre not handicapped at all when compared to a Custom Character. On the other hand, selecting the Custom Character option will give you access to a much broader array of customizations and allow you to select your player characters (or PC for short) attributes, skills, and Feats, in addition to the cosmetic choices required of Quick Characters.
Classes
If you played through KOTOR1, then youll be pleased to know that in KOTOR2, your character will start the game as a Jedi; no need to level up as a Scoundrel, Scout, or Soldier before you finally unlock your Force Powers. (Your party members will still level up as members of these classes, unless they are or become Jedi.) At the beginning of the game, then, youll be asked to choose between one of three classes.
Jedi Guardian
The Jedi Guardians are those Jedi who arent afraid to take out their lightsaber when the situation demands it. They shouldnt be thought of as warriors, since "wars not make one great," after all. Indeed, the life of a Jedi Guardian should be dedicated to peace, the minimization of bloodshed, and serene meditation on the meaning of the Jedi Code.
Kidding, of course. Guardians are meant to kill, kill, kill; thats what theyre good for, and thats what youll be able to do with relative ease if you choose to upgrade your character to this class. Guardians are not as strong in the Force as the other Jedi classes, but are much more powerful when it comes to wielding a lightsaber, and are more physically resilient as well. A Guardian is roughly analogous to a Soldier.
The Jedi Guardians class-specific Feat is Force Jump, which is a combat-oriented Feat that allows a Jedi to cover massive amounts of ground and deliver a powerful blow when combat begins. The Jedi Guardian is also the only class that is allowed to obtain Lightsaber Specialization, which gives each lightsaber attack +2 damage.
Vitality: +10 per Level
Force Points: +4 per level
Feat Progression: Levels 1, 3, 6, 7, 9, 12, 13, 15, 18
Skill points progression: (2 + Intelligence Modifier) / 2
Jedi Sentinal
The Sentinel class is supposedly a balanced, diplomatic class, involved in settling conflicts between parties and arbitrating grievances through negotiations. Given the nature of KOTOR, though, most of a Jedi Sentinels negotiations will be of the aggressive variety, but not to worry; Sentinels are quite adept at handling themselves in combat.
The Jedi Sentinels unique Feat is probably the most useful of the three: as a Sentinel increases in level, he or she will become increasingly resistant to Mind-Affecting attacks, such as attacks that cause fear, or stun your character. Without spoiling the game overmuch, this turns out to be much less useful in KOTOR2 than it was in KOTOR1, but can still come in handy in certain spots.
In all, Sentinals are a great, balanced choice for players that want to engage in melee combat while still retaining enough Force Powers to use them when appropriate.
Vitality: +8 per Level
Force Points: +6 per level
Feat Progression: Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19
Skill points progression: (4 + Intelligence Modifier) / 2
Jedi Consular
Jedi Consulars seem to fit into the mold of the "crazy old wizard," since they are much more adept at channeling the Force than are the other two classes. They dont gain any special Force Powers when compared to the other two classes, but do gain Force Powers at a slightly more rapid pace than do Guardians and Sentinels, and will have a deeper pool of Force Points to draw upon when they need to unleash their Powers in combat. They spend less time training for physical combat, however, and so are not going to be as appropriate as front-line combat troops. A good example of a Jedi Consular, albeit a dark side example, is the cronish Emperor Palpatine from Return of the Jedi.
The Consulars unique Jedi Feat is Force Focus, which lends a bonus to the DC of their Force Power attacks. Since this is a passive Feat, it is always active, and will help your characters stun or incapacitate their opponents.
In addition to the normal Force Power thats gained at every level-up, Consulars also gain an additional Force Power at levels 5, 9, 13, and 17.
Vitality: +6 per Level
Force Points: +8 per level
Feat Progression: Levels 1, 3, 6, 9, 12, 15, 18, 21
First level Skill points: (4 + Intelligence Modifier) * 4
Skill points progression: (2 + Intelligence Modifier) / 2
Star Wars: KOTOR II
- Role-Playing
- Release: Feb 15, 2005 »
- Classification Board: Parental Guidance




