Kotor feats scout blaster rifle, bowcaster, heavy blaster, etc. How many points should I allocate in each skill? Which feats should I start out with? Hi guys, So i recently found a build guide which stated that if u do save levels and switch from scout to Jedi at lvl 5 u get 10 Feats in total. Not optimal, yah. It boosts your defense, which is important since you have fewer vitality points than anyone else, and fewer feats as well (though for player character for normal gameplay with 8 levels initial class and then switch to jedi 2. 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* In terms of feats, go for something that helps you regen force Depends on what other class you're starting with. Unfortunately, tier 2 feats don't unlock until level 4. Essential Feats: Flurry, Implant (which are default for Scouts), 2WF. The catch with KotOR I is that they gave the starting classes a different melee feat and attack progression, making the case of "best melee feat" not as straightforward. I would recommend this as no Jedi class gets feats at 16 or 17 so either way leveling up Her Scout class gets two key feat lines passively as she levels up: Precise Shot, which gives more ranged damage and reduces blaster bolt deflection (i. A level 5 Scout / level 15 Guardian would get some extra skill points from being a scout, so you could probably get away with 10 Int, though I get 14 Int on all my builds because why not. The last feat can be put into Toughness, which gives you the most impact for a single feat. And his high Constituation and Wookiee feats mean he can take Kotor 1 LS scout/guardian 5/15 build . However, u/pavlovsdawgs does have a point. #Kotor #Knightso Aye, imp 3 is great for Dex builds, imp 2 gives you the crit/mind immunities. I'm thinking of playing KotOR 1 again as a male protagonist this time. As you level, you'll get extra attribute points to spend, so I'd put your first at level 4 into strength, and your second at level 8 into wisdom to I prefer the Scout/Jedi Guardian combination for the listed reasons, but there are some good reasons to pick Soldier. ) isn't What is the best Scout/Consular build? I've seen guides advocating 2/18, 4/16, and 8/12. All of which means he starts strong and then tends to be surpassed by other companions later in the game. Malak has 38 base attack, 42 with Force Jump. Implants: If you want the implant bonus of a Scout, then I’d advise against a 2/18 build. Here is the one I use for my dark side play through Scout 5/Jedi Consular 15 (15 base with 3 points added from gear), Constitution 16, Intelligence 14, Wisdom 14, Charisma 12 Feats: Master 2 Weapon-Fighting, Armor Proficiency: Heavy (Sith . As a Scout Class, Zaalbar gets a decent number of both Feats and Skills. Scouts start with this feat. What to take at level 3? The "improved" Feats for TWF/Toughness/Flurry aren't available until level 5*. Any other type of weapon (i. So I just looked up a surefire build online and pumped skill points into whatever it said and chose whatever feats I wanted. flurry or critical strike, only choose 1 and focus on it. The rest can be utilized by your partners. Advanced Throw Lightsaber is limited to 3 enemies and has less AOE than Force Wave, but ignores saves against Force Powers - which comes in handy They do get a nice selection of feats, totalling 17 by 8th level. But Scout also gets Uncanny Dodge III for their trouble, and is only 1 level away from the MUCH better 8/12 combo: where Scout gets Implant Go to kotor r/kotor. Scoundrel - Focuses on skills, relies on stealth, allies, or environment to defeat enemies. It's character-driven, with a focus on allowing gamers to create and The Scout is a good pick for this build due to the implants; some other feats that complement this build the best are Force Immunity, Toughness, and Conditioning. I suggest Conditioning to take advantage of the Scout's saves but they're all good choices. What's the magic number? Most classes get an extra feat at 5. So if you commit to it, he's actually an effective pistol wielder. The release of KOTOR 1 on the Switch gave me the opportunity to try out /u/TangoSierraFan's Optimal Consular build, which turned into one of my favorite playthroughs. Your stats are decent, though I would recommend taking two points out of constitution and put them into intelligence. Assuming Scout 8/Consular 12, the levels where we can select feats are: Level 1, 2, 3, 5, 7, 9, 11, 14 KOTOR 2 - Mira Builds. Scouts and Scoundrels each have their own advantages. Level 3 is tough for feats, since you'll have the 1st rank of the ones you'll really want, so your choices are Conditioning (+1 to all saves, not too hot for Scout and their amazing save Scoundrel provides you with Scoundrel's Luck and Sneak Attack, which grant you incredible boosts to your Defense and Damage (though Sneak Attack does require some effort in setting Cost decreases to 1 as feat is upgraded. if I master two-weapon fighting, power attack, lightsaber specilazation, and one level in toughness that leaves me with 5 feats, or 6 if I go 7/13. For a Scout/Guardian, at least 10 INT and Scout level 5. The game isn't very difficult, and you probably don't want any negative multipliers, especially since you won't get that many skill points as a Guardian. Otherwise, you could sacrifice one feat at level 3 to take Power Attack, like how Anakin hit forcefully as Darth Vader. Pick one between Critical Strike, Flurry, and Power Attack, and increase it to max level. Also grants +2 or +4 to saving throws against grenades (which does happen often in KotOR). Relatively blind other than finding guides for puzzles, odd quest spots, or finding out that HK-47 needs 17 Repair to fully fix. So if those were any feats you wanted it brings the total down. I did Scout 8, so I have all Implants for free (barring the cost of going Scout 8 itself). Therefore, recommend Scout 8/Guardian 12, 10 or 14 INT. Considerations. Consular is the best for power usage, with the highest force power DC Scouts get more feats than a Soldier by level 5. Scouts get the best skills and the Implant feat tree, but fewer hitpoints. For feats, Master Flurry, Two weapon fighting or dueling, Implant 2-3 (given by scout, level 8 grant implant 3), toughness, whatever else you want (conditionning or empathy can be useful for level 3) Oddly, scout gets more feats than soldier if you hold off on leveling up after level 5 at the latest, since they get implant for free at level 1, which soldier wants anyway, on top of a feat choice (Possible KOTOR 1 spoilers) This has got to be the funniest dialogue option in the whole game KotOR Light Side Scout/Consular revisited : kotor. Years later I want to dive back into this game. There are many builds that are capable of completing KotOR with ease. However, the main character starts as one class and later chooses a Jedi class, so the more levels gained with the starting class, the less can be gained with the Jedi class (and vice versa). It will be a little tougher but you can do all of Taris with only 3 levels in scout (granades), then resume leveling on the next planet at which point Lightsaber Focus should be Only Feat that is worth it at level 3 for scout is either that or conditionning for +1 saving throw, unless you want to use something else than flurry. In KOTOR II the most important skills are Persuade, Repair, Awareness Feats-wise, I'm going to focus on melee combat and completely ignore ranged and most skill-related ones. If you go with a lower charisma for whatever reason, don't lower it below 14 because it influences your force powers about as much as wisdom. But he starts with a lot of ranged-friendly feats, and as a Scout he picks up a bunch more for free along the way. It's not as great as toughness is, which grants the player 20 HP just at the first rank. As far as I'm concerned, the free feats scouts get more than make up for the 2 more a 5/15 soldier guardian would have. which Jedi paths you can take from Jedi Guardian, I recently did a KotOR I Scout/Sentinel run, and it was fairly smooth sailing in terms of combat. Heavy armor as a starting feat just isn't with it for late game since it negates your force powers. Got 2 complete KOTOR 1 playthroughs done right now. You can also use the StrategyWiki here (this is where I got the explanation pages from) for further explanations At each even-numbered level (2nd, 4th, 6th, etc. I figure my choices are as follows for 5/ I recently did a KotOR I Scout/Sentinel run, and it was fairly smooth sailing in terms of combat. In addition, if you want to talk about feats, the Scout actually gets the same number or more feats than the Soldier by level 5 - and the loss of 1 feat by level 8 is negligible given that the Scout also gives you all Implant feats by then. r/kotor. Scoundrel Guardian Scoundrel doesn't get enough feats to comfortably take both the Implant and Critical Strike lines, so while their skills are better than the Scout's they sacrifice too much in combat effectiveness for it to be worth it on a first playthrough, in my opinion. When a character is fired upon, an opposed roll is made against the attack. I personally think this is one of the best stats to start the game with. For a Guardian that wants to be completionist and repair HK-47, Scout is the only starting class with the Repair skill. Now we need to build this character up to function in the game. I was around 14, didn’t know what I was doing as I didn’t really understand the background mechanics of the stats in the game. Disclosure: Played I prefer Cassus's Armour because it gives more Def and Strength. If you build properly the Scout is superior to the Soldier. IMO, scout gives you more. By going to level 5 you lose 1 Attack, 2 Fortitude, and 2 Reflex, all for a feat that you don't need because you run out of reasonable feats to pick. Given that her skills are already 1-2 points shy of actually hitting maximum rating = level+3, just put 1 point into Scout was chosen as a personal favourite, the free Implant feats, and access to the Repair skill. 1)Imp. Power attack is also good pick, I guess. Any The only skill that you should ever put a point in that isn't a class skill is Repair if you are looking to get HK. Scoundrels are glass canons and need some practice to do well. So Scout 5/Guardian 15 or Scout 8/Guardian 12. Attacking feat Beyond this, you have 9 remaining feats as a Scout 8/Sentinel 12 from an original 10 feats, since Conditioning is taken at Scout level 3. Then you should have some points left for either horror or choke tree, or maybe force push Additionally, the critical multiplier is increased by 1 (e. You can also use the StrategyWiki here (this is where I got the explanation pages from) for further explanations The Scout is the most balanced build for Star Wars: Knights of the Old Republic. And as a Scout he gets fewer feats than a pure combat-oriented class like Soldier. Scouts start with the first Flurry feat, so that might be the way to go on a first playthrough. Gameplay: Star Wars Knights of the Old RepublicMay God bless you all. It’s my go to starter class. 7/13 means I trade a feat and 2 force powers to get lvl 2 scoundrel luck and sneak attack 4, 8 feats and 17 force powers 8/12 gets me back up to 9 feats but only 15 force powers. ) You will also need Calrissian's belt and someone with Master Force Valor. this is a detailed class guide, i go over the classes, attributes how much they cost, to skills, and feats. Which makes a total of 10 selectable feats. For all but the main character, whenever enough experience is received to level up, doing so as soon as possible is recommended. 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* Scout also gets feats for free that you'll probably want anyways Kotor box: "You are the last hope of the Jedi Order" "SPOILERSSSSSSSS" Reply reply (in addition to a few new feats). Gets flurry 1 Meanwhile, the scouts get implants for free and better saving throws, only having medium armor as possibly useless later. This build's sole purpose is to maximize the guardian class in terms of damage output while also optimizing survivability, Scout 2/guardian 18 receives 11 feats on level up. See here for his stats. Kotor got me into Mandalorian lore, now all I want is to have a game set during the Insanely good Feat and one I get on every character. You're never required to have Zaalbar in your party. For example, Scout starts out with the Implant Level 1 Feat if you start the game as a Scout, where Soldier and Scoundrel have to spend a feat to get Implant Level 1. Taken together, she is meant to be a ranged i would say the best is to go with 4 levels of scout. Although it's not optimal for min-maxing, I had a lot of fun, especially when I got a couple points in Force Speed. The drawback from doing a scoundrel/consular is that you'll get no sneak attack, so for the most part your melee ability In addition, if you want to talk about feats, the Scout actually gets the same number or more feats than the Soldier by level 5 - and the loss of 1 feat by level 8 is negligible given that the Scout also gives you all Implant feats by then. Scout/Guardian build . Scout into consular is often done for an HK 47 play through on account of easily getting repair up there. Only real reason to choose scout/guardian is saves and free feats. If you were to re-roll and do it again, however, Con isn't very valuable in this game. Find and view all Scout including detailed information for Star Wars: KotOR on GameBanshee! You've got a limited number of Feats (10), but we can squeeze these in. Frankly though I almoast always spec into guardian because I prefer the guardian base attack bonus and extra feats to the advatanges that the other Jedi classes provide. Soldiers have great attack and feats, scouts have great saves and feats, Scoundrel has sneak attack. u get more feats than a soldier of that level, u get goood saving throws wich will only help later on. That is always the hardest part. So I played KotOR probably like a decade ago. As far as the passive feats in KOTOR 1 and 2 go, Conditioning seems to be a middling feat. Scout is my favorite starting class, too, for all the reasons you listed. Kinda was hoping to save the two remaining feats for blaster bolt deflection 2 and 3. By level 8, a soldier can have master two-weapon fighting, improved flurry/power attack, damage reduction from toughness, and conditioning bonuses to all saves. KotOR Light Side Scout/Guradian revisited : kotor. Recommendation: I would recommend this feat only if you have gotten all the feats you wanted already. Here is a ranged dual blaster pistol wielding Hanharr build. Go with Flurry/MasterSpeed FOR SURE! A fun thing to try out but not necessarily better. In KOTOR and KOTOR 2, you can have two other companions in battles plus a squad of other companions to focus As for feats, Flurry is mundane usage, and something the Scout starts with. The other 11/12 are up to you. The KOTOR strategy wiki is helpful in this instance. IMHO scout sentinel is bad Unlike KOTOR 2 this game really penalizes the middle child builds. This ultimately means that AC will not be our primary line of Starts with Scout feats, Wookie Toughness, Weapon Focus: Melee and Power Attack [8 REMAINING] Comments: (they're much better in KOTOR 2), which contributes a lot to HK-47's underwhelming prowess. I am your host Lord Fenton. Depends if you are playing KOTOR or KOTOR 2. This guide is inspired by my "Potentially optimal consular build," which was posted on Reddit in April 2018 and has been viewed over 23,000 times. The benefits of a scout/consular mostly come from the implant feat and maybe, depending on what you want, the extra hit points. The original REAPER511 guide, salvaged from the old KOTOR forum. Some feats allow you to use special items like heavy armor or implants. The stats you listed are totally fine for a playthrough without starting over. With a 2/18 build you get 19 force powers, but still the same amount of feats. A Scout Sentinel is granted: Light and Medium Armour Pistol, Rifle, Melee, Lightsaber Proficiency Flurry and Rapid Shot Implant 1 and 2 (Assuming 4 Scout/16 Sentinel) for free. Perhaps a level of empathy to pass early persuade checks and because persuade isn’t a scout class skill. Get the Two-Weapon Fighting feat, and take it to Improved and Master level. Scout: Middle-of-the road. Cons: Unfortunately, you also lose the good feats the Scout gets, like free Implants and Flurry, so in the end the feats even out, and you For a Scout/Consular, this is the best choice. Anything else worth doing? Save level + 3 points as a Scout so that you can max Persuade as a Jedi. A 4/16 or 8/12 build gets you Click here for lists of weapons in KOTOR, and here for lists of equipment in KOTOR. Free implant feats and flurry if you stop at level 4, plus more and better skills for what you want. Scoundrel has 2 feats that are automatically granted as certain levels: Scoundrel's Luck and Sneak Attack. Make sure to use robes and get master speed. Targeting, which increases your attack rating with blasters i. The only 2 worth mentioning are Plague and Master Speed. Scouts should concentrate on Dexterity and either Strength/Constitution for a combat-oriented character or Intelligence/Charisma for a skilled/persuasive character. And scoundrels get sneak attack and higher defense So if you think about it, soldiers get 8 useful feats, but scouts and scoundrels get 10 useful feats, at level 8. First of them is high dexterity. As the number of feats available to players are limited compared to KotOR II, it is okay so I was thinking about being a 5/15 soldier/Guardian or 7/13. Go to kotor r/kotor. 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. To fix him fully without either Scout or Consular in your build you need at least 11 INT and 22 skill points put into Repair (to get to 11. Scout Feats Sentinel Feats Overall Feats Force Powers; 13: III: III: Fear, Stun, Paralysis: 3: 8: 11: 18: 14: IV: III: Fear, Stun Basically i am looking for abilities that optimize on the scouts ability to skirmish be it feats or magical. For Scoundrels, it is 7 for a Guardian and 8 for everything else (doing level 7 would lose you a feat). Many regard this guide as the definitive tutorial for understanding the mechanics of the game and choosing a character that suits you . ), a Scout gains a Bonus Feat. For Kotor 1 it can make Taris pretty tough but you could just set gameplay to easy especially if you’ve already played the game through a few times and don’t feel the need to prove Plus, scoundrels don't get nearly as many feats to improve melee combat. In KOTOR feats are more important because combat is harder. Starting as a Soldier gives you Power Attack level 1 for free, and Scout gives you Flurry 1 for free, so I recommend just sticking with the one you get, as that will save a feat. A Scout 8/Guardian 12 has 11 selectable feats, A Scout 8/Sentinel 12 has 10 selectable feats - both Scout combinations have Implant 3 for free by Scout level 8. I'm looking for nice Force Power lines that I can use. Skill-Related Feats okay so I was thinking about being a 5/15 soldier/Guardian or 7/13. Free Feats the feats you get for free as a Scout <-> Jedi Sentinal are better than the ones you get for free with any other class. This is For feats, Master Flurry, Two weapon fighting or dueling, Implant 2-3 (given by scout, level 8 grant implant 3), toughness, whatever else you want (conditionning or empathy can be useful for level 3) KOTOR 1 Scout/Consular . But the scout gets better skills, two implant feats, and uncanny dodge. The Gear Head feat will boost your Repair skill, too. That is actually pretty annoying because it is one point short of the full set of Rapid/Flurry, Two-Weapn/Dueling, Toughness and Conditioning. For a final score of 26, you would need 23 from skill points, 14 charisma and Empathy to get it without being buffed by valor (a LS consular would get +1 from mastery). If you want to dual-wield lightsabers or use a double-bladed lightsaber, take the Two-Weapon Fighting feat to the max level. In combat, the Scoundrel makes up for its low Vitality and limited Feats with I'm a long time KOTOR 1 & 2 player, but I have (shamefully) never tried a Scoundrel/sneak attack build (I usually go the Scout/Guardian/Consular) I'm torn between 5/15 or 7/13. I’m not sure if I should level up my Scout before I officially choose the Jedi I want because of the bonus perk that comes with being a Scout: Implant level 3. Level 5 Scout/Level 15 Consular is my favorite Dark Side way to play the game! I'm pretty sure you can still get maxed out flurry/implant/toughness feats by the end of the game still that way (I THINK duelist too, but that might be too much), still fully repair HK47 since scout gets repair as a class skill, and obviously level 15 consular gets you a ton of force powers Soldiers gets the most feats and easiest attacks, but the fewest skill points (You won't be investing in Repair or Computer Use). Scouts get more feats than a Soldier by level 5. I know 5/15 is the safest option 99% of the time (thank you Reaper511) but I'm interested on peoples thoughts on pushing to 7/13 to have Scoundrels luck (+2 AC) and then Scout/Sentinel With a 5/15 build you get 16 force powers and 10 feats. I can find Calo Nords armour effects elsewhere, but I had forgot about buying heavy feat for scout, I was doing scout because I would of goten one extra feat but when I also want heavy armour it would make it so at level 8 I get the same amount from scout and soldier so I'll probably switch to soldier. That is actually one of the issues with Scout/Guardians, they have far too many feats due to free Implants. You So the extra feats a Soldier gets are kinda redundant. She gets some relevant stuff for free as a Scout. If using a Scout, the level 3 feat can be used for Empathy (better if you started with 14 CHA, and then maxed Persuade upon Scout = 31 Feats: Soldier = 14 Scout = 12 And the comparison table: Scout = 18 Attack 190 Vitality 100 Force Points 16 Force Powers 13/13/11 Saves 31 Skills 12 Feats Tho in Kotor 1 i don`t like Dark Side playthrough cause you have to kill half of your companion, like Jolee(most cool character in the game), Juhani , Mission and Zaalbar Feats for a consular are pretty basic. Scout 2/Consular 18 gains 9 feats. Feats recommended not to pick: Skill increase feats (unless you have run out of useful things) Conditioning: Not worth getting unless you have nothing else to get Below are some feats you should consider: Feat allocation basics: If you choose a combat type of feat e. 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. In this case, pick it up as you level. The Scout is a good pick for this build due to the implants; some other feats that complement this build the best are Force Immunity, Toughness, and Conditioning. Star Wars KotOR: I’m a level 3 Scout and I’m about to finish Taris and become a Jedi. 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. Combining these two factors together, your The Scout is a good pick for this build due to the implants; some other feats that complement this build the best are Force Immunity, Toughness, and Conditioning. This is Scout is for getting higher saves and as many feats as possible (they get flurry, and implants for free). The Jedi class in this build is Not bad, but the game is designed to make light side builds easy. The standard 8/12 level ratio for a Scout/Consular gives you 10 selectable feats, you get Implant 3 and Flurry for free, Saves in order It would be one thing if it were like KotOR 2, where you can make others take jedi classes, so they have a healthy mix, or if you were allowed to go beyond level 20, but it stinks (especially for anyone focusing on force powers) to weaken you by making you take almost half your levels in Hello and welcome to Lord Fenton Gaming Plays Star Wars Knights of the Old Republic. In this SWKOTOR build guide, I am going to m However, the Scout class gets most of the optimised feats you want for a game (Impant feats that let you increase stats, Flurry which adds an extra attack) and more skill points KotOR Light Side Scout/Guradian revisited : kotor. The below details all Scout Bonus Feats found within the Star Wars Saga Edition Reference Books. With Scout (lvl 4) instead of Soldier, you also gain the useful feats Implant 1 and 2 and Uncanny Dodge, and you also gain +3 Reflex and +3 Will saves, while you only lose one BAB, one Feat, and 8 VP. Going to Master Power Attack will leave you with 7 remaining, so I recommend Master Two-Weapon Uncanny Dodge I/II: Scout-only feats (automatically granted) that allow you to retain your DEX bonus to Defense even when surprised (which, I don't think, happens often in KotOR). Computer Use is a class skill for a Scout, Jedi Consular and both Droid classes. Taken together, she is meant to be a ranged Some classes automatically are granted feats upon levelling up. Some good feats to invest in are the implant tree (you're gonna want to invest one feat if you want level 3 feats), the power attack tree (only for early game), Jedi Defense, dueling, toughness It's actually 9 (I misread the table again), but yes a Scout/Sentinel would lack for feats. It boosts your defense, which is important since you have fewer vitality points than anyone else, and fewer feats as well (though for player character for normal gameplay with 8 levels initial class and then switch to jedi KOTOR 1 Hello guys, I am a level 8 Scout and am having some troubles choosing a Jedi Class at the Jedi Temple on Dantooine. Flurry (free at character creation) Master Toughness (3) Master Two-Weapon Fighting (3) There are a few different ways to counteract this: 1. ) isn't By going 5/15 I maximise having 9 feats, 19 force powers and decent all around scoundrel prowess with lvl 1 scoundrels luck and lvl 3 sneak attack. That can be true in KOTOR. And some feats (POWER The point of playing a scout rather than a guardian is you get more skills and skill points and the free implant feats so you should look at int 14 and holding off becoming a jedi until lvl 8 so as to maximise your skill points and For selectable feats the Scout level sweet spots for switching to a Jedi class are: Scout/Sentinel or Scout/Consular: 5/15, 7/13 or 8/12 for 10 feats total. Jedi gain feats every 3 levels (though Guardian has more in other levels). This is a new post following up on the theorycrafting build of a Light Side Scout/Guardian in KotOR back in this thread you max the Persuade skill (level + 3), get +2 modifier bonus from CHA, and then take up the Empathy feat (+1) at Scout level 3. That being said, I want to help anyone seeking knowledge about this game. Feats Force Powers Lightsaber Comments. Also, if you want to get some extra feats, you can use double bladed weapons and not bother with dueling or two weapons fighting, since the game's glitched and you won't receive any attack penalties for Though, I remember Empathy (+1 Persuade, Awareness and Treat Injury) being recommended on a 5/15 Scout/Sentinel build at level 3 because there were no other feats left to choose from (Dueling picked up at character creation, Toughness at level 2, Improved feats require level 4). Although tasks requiring 1 computer spike never decrease in cost, tasks requiring more can have cost reduced to 0. They don't lean This mentality also carries over to KotOR II by the way, even though the updated mechanics meant that the non-Jedi classes 5/15 Scout/Sentinel and 7/13 Scout/Sentinel have exactly the same # of Feats. As a Scout, you will get a feat that you have to select beyond the normal ones above. By going 5/15 I maximise having 9 feats, 19 force powers and decent all around scoundrel prowess with lvl 1 scoundrels luck and lvl 3 sneak attack. Now there's two of them! When to switch Mira from Scout to Sentinel? There are a few good choices, assuming a final level of 29. With plenty of damaging force powers, you can neglect the combat feats without regret. If a force power is restricted by Armor you probably don't need it. I figure my choices They're pretty bad in Kotor 1. Having 2 or more skill points per level lets you get Persuasion that you said you want, and Treat Injury so you can spend the Force powers on something other r/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* Introduction Welcome to the Optimal Guardian/Consular guide for Star Wars: Knights of the Old Republic, written by /u/TangoSierraFan. Crit Strike is only useful for a Str build and redundant if you take force stun powers as a Consular, and Sniper Shot becomes nearly useless without glitching Int super high (doing a glitched Stun run with an Int of 30, and enemies start saving fairly consistently around level 12ish). you have a higher chance of hitting enemies with blasters. (8/12 level split) with Dueling, Flurry, and Toughness as my primary feats, and 15 force powers (Cure, Improved Energy Resistance, Master Speed, Master Valor For your information, Implant feats are granted to the Scout only at levels 1,4, and 8. Sentinel - A balance between defense and force powers. In other words, you missed the point of choosing Scout - just to become a Jedi. Starting as a Scout in the first game with its all around great saves or going to a Watchman in the second game which also has great saves would prolly decrease I discovered this subreddit two days ago and as you can tell by my frequent posting, I have come to love it. With a 3/17 build you get 18 force powers, but miss out on the free second Implant feat that Scouts get on level 4. 2. Even for DS scout/guardian, i also find 7/13 to give everything i need, an insane amount of feats (probably the highest amount as Guardian 13 grant a feats, making it equal to 8/12), enough powers for my need (main factor), best saves, same endgame damage potential. This. I figure my choices are as follows for 5/ Soldier - Focuses on combat and feats. If you use a single lightsaber, take the Dueling feat instead. Holding at level 4 is perfect for scout and soldier, scout gets the second implant tier and soldier gets feats every even level. Finally, if the first main hand attack is a critical hit, the target is knocked back unless they make a Fortitude save at a DC of the attacking character's level + twice the attacking character's Dexterity modifier. This is a new post following up on the theorycrafting build of a Light Side Scout/Consular in KotOR back in this thread: https: Feats. Advanced Throw Lightsaber is limited to 3 enemies and has less AOE than Force Wave, but ignores saves against Force Powers - which comes in handy THE CLASSES AND FEATS. In KOTOR 2 the devs added the weapon finesse feats which allows you to use dexterity instead. Below include all Scout Bonus Feats found in the Saga Edition Core Rulebook. I played Scout/Consular once in KotOR, but the concept of Scout/Guardian can be adapted easily since KotOR was simpler with Got 2 complete KOTOR 1 playthroughs done right now. While Scoundrel does give you Sniper Shot 1 for free, Scout gives you Implant 3 for free, giving you access to implants that would give you +5 dex, or even one that gives you blaster rifle Specialization, not to mention scout gives you 1 extra feat overall. I am currently experienting with different ways to start a character. Doing 2/18 and a 8/12 split will get you 11 selectable feats, while doing an 5/15 will get you 12, though chances are you'll be spending the extra feat on Implant lvl 3, which is granted to you if go to scout lvl 8. A Scout levelled to fight as a Soldier is the best possible starting class in the game. Jedi classes: Guardian - A tanky warrior who takes the lead in combat. Also Description: This feat allows you to wear implant depending on the feat level. Scoundrel Guardian Depends on what other class you're starting with. Skirmish- +2d6/+2 AC when moving 20' 2)Skirmishers boots- +2 skirmish dam/ Swift action 2 day after moving 10' extra standard att. To begin with, canonical Revan was a duelist in Kotor 1. Since we will not have Sentinel Immunities, the extra +2 to all saves will help overcome the A fun thing to try out but not necessarily better. Heavy Armor/Weapons also isn’t really necessary/useful. Improved) and Implant feat line (at least Level 2, though the stat boosting ones are Level 3) are other recommended feats. I already have Implant 1 (free), Flurry 1 (free), dueling/two weapon fighting 1, and toughness 1. Since you're playing a scout character, you'll get the implant feats for free, which are very useful. Still not sure how persuade works alongside affect mind and dominate mind, but I’m shooting for 15 to pass most checks with master valor boosting my First of them is high dexterity. if a critical hit would normally double damage, it would triple damage when Power Blast was used). In terms of feats, I think I read that a level 5 soldier gets one more feat than a level 5 scout (which is usually where I start holding levels before I become a Jedi). If you go Scout, then you have more feats to work with, as well as Repair being one of your class skill sets. You don't have to spend any feats at all if you are a Scout-Sentinel, though, so this is the recommended path for LS Scout-Sentinels. The implant feats from playing Scout will make a few attribute-boosting implants available to you, and one of them will grant you +4 Constitution. Anyway, decide if you want to be Dex based or Str based and go that way. A 5/15 gives me 13 feats. Just finished the first game as a 4/16 Scout/Guardian a few weeks ago, and the second as a Sentinel/Weapon Master just yesterday. Power Attack reliably does more damage than Flurry throughout the game, unless you have either the Sneak Attack feats from Scoundrel, or near-maximum Strength (38+) and Weapon Specialisation Lightsabre. This class combination at 8/12 has 10 feats. I would go 5/15 so then you might need implant feats after that, not sure if you get them automatically when transitioning. The Consular already needing to stay active to cast powers cannot afford to be crippled from failed saves. I'm leaning towards dual wielding so that I can maximize my crystal combinations. Scout is the best because your class skills are Computer/Repair which are very useful throughout the game You also get the free Implant Feats I say Scout/Guardian is the best build in the game no matter Light side or Dark Side as long as you choose the correct feats. Worth noting though that both scouts and scoundrels have 1 less attack at level 1, 5, 9, 13, and 17 For this reason I recommend leveling to 4 or 8 in these classes unless you become a guardian. So I have done a bit of research and I think this is the build I am going to go with but just wanted to see what people thought about it and if anyone had any changes they would make for me to consider :) As a side note I started with the character start up mod so I picked my own starting feats which were. Also take Lightsaber Focus and Lightsaber Specialization. Master Power Attack (3 feats): Power Attack is the attack feat granted to a Soldier. Scouts also get better resistance to grenades. A pure caster using 10 Feats Jedi Defense 2 and 3 (1 is free) lightsaber proficiency lvl 2 (1 is free) dueling 1-3 toughness 1-3 implant lvl 3 (2 and 3 were free) 19 powers! force cure 1-2 On the other hand, Constitution is a pretty decent stat in KOTOR, especially for a Scout. Furthermore the Scout gets 2 bonus feats at level 4 (Implant Level 2 and Dexterity, Intelligence, and Wisdom are the most important abilities of a scout. Highly recommended! Feats: Scout 2 / Sentinel 18 receives 9 feats on level up. Can somebody help me ? Which one is the best ? Guardian is the best at lightsaber combat due to getting the most feats and the highest attack bonus. Assuming Scout 8/Consular 12, the levels where we can select feats are: Level 1, 2, 3, 5, 7, 9, 11, 14, 17, 20. This Feat must be selected from the following list, and a Scout must meet any prerequisites for that Feat. Compare with a Soldier/Guardian, who picks 3 Two-Weapon Fighting, 1 Flurry (1 feat), 3 Toughness, 3 Implants, Weapon Specialization Melee (2 feats), Weapon Specialization Lightsaber (2 feats). POWERS: Speed 123, Energy Resist 12 are mandatory. Went for Scoundrel /Counsular for all the Force powers on my first ever playthrough back in high school and then went with Sentinel /Scoundrel to get more use out of my skills and immunities a year later. KOTOR 2 - Hanharr Builds - Pistol. A scout 7 / guardian 13 gets 12 feats on top of implant 1-2 and flurry (scout alone, I'm creating my Scout character. Implants in KOTOR aren't as effective as KOTOR II. Level 4 also gets the second tier of scoundrels luck for a little extra defense, but def is kinda irrelevant in kotor 1. As a qualification, played KotOR once in Normal difficulty as a Scout 7/Consular 13. Thats Kotor 2 in Kotor 1 you just need to buy the feats. The 5/15 and 8/12 level ratios allow you to get enough feats for survivability and Only Feat that is worth it at level 3 for scout is either that or conditionning for +1 saving throw, unless you want to use something else than flurry. Scouts - Have average feat and skill progress and vitality per level falls within the middle. However, this also means that penalties can be incurred without reducing defense, since they Go to kotor r/kotor. The rest can go into Conditioning, Toughness, Jedi Defense, and/or Weapon Specialization. Pick one active feat to use, either Power Attack, Flurry, or Critical Strike. Good mix of feats and force powers. You'll want this to be one of the first Feats you get on any character you plan on Dual Wielding with or using a 2h weapon. I have literally played it through 50 times. 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* 4/16 Scout/Guardian -> 11 feats + Flurry 1 and Implants 2 as free You're only going to have the first two levels of your first class, so let's look at them: SOLDIER Light, Medium, Heavy Armour 2 Feats of your Choice 20 HP +2 Attack 2 skill points Power Attack/Blast SCOUT Light and Medium Armour 2 Feats of your choice +Implant Level 1 16 HP +1 Attack 6 skill points +Repair Flurry/Rapid SCOUNDREL Light Armour 2 Feats of your choice The Scoundrel is the Han Solo of KOTOR, offering a skill-focused package that is the safest shooting from range. For a Scout/Consular, this is the best choice. Soldiers have the most HP and feats, scouts have as many feats, but fewer hit points, and scoundrels have most skill points and fewest feats/lowest health (they are glass canons). g. If you went 5 Scount instead of 5 Soldier, you would get to pick 4 feats, but you also get Flurry 1, Implant level 1 & 2, and Uncanny Dodge for free by level 5. Feats. Soldier only gives you slightly more hp, heavy armor and heavy weapons feats (both useless for what you want), and maybe a few more non-Jedi feats depending on how many levels you take on Taris. Dueling (good for DS consular since you don't need saber damage and defense is good), Implants, are probably the good ones to focus on. ) isn't Feats Required: Implant Level 3 Bonus Feat: Weapon Proficiency: Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons Bonus Feat: Weapon Focus: Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons Bonus Feat: Weapon Specialization: Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons The Advanced Combat Implant is an You're only going to have the first two levels of your first class, so let's look at them: SOLDIER Light, Medium, Heavy Armour 2 Feats of your Choice 20 HP +2 Attack 2 skill points Power Attack/Blast SCOUT Light and Medium Armour 2 Feats of your choice +Implant Level 1 16 HP +1 Attack 6 skill points +Repair Flurry/Rapid SCOUNDREL Light Armour 2 Feats of your choice Scouts start with the first Flurry feat, so that might be the way to go on a first playthrough. Scout [edit | edit source] Scouts are middle-of-the-road when it comes to the three non-Jedi classes, getting less hitpoints and feats than the Soldier but more than the Scoundrel - although both the Scout and Scoundrel have the same slightly worse to-hit chance per level. The 5/15 and 8/12 level ratios allow you to get enough feats for survivability and Oddly, scout gets more feats than soldier if you hold off on leveling up after level 5 at the latest, since they get implant for free at level 1, which soldier wants anyway, on top of a feat choice (Possible KOTOR 1 spoilers) This has got to be the funniest dialogue option in the whole game Saving levels [edit | edit source]. The only ranged combat feat which works with Master Speed. I have gone to YouTube and one Scout/Sentinel build I saw there was pretty good except for the part where they focused more on using the Destroy Droid Force power line and Energy Resistance power line. Scout 2 gains Flurry and Implant 1 for free, which is why it is generally the optimal choice. The Jedi class in this build is However, all these free feats do present a unique problem. Scout - A balance between feats, skills and combat. 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* Scout gets the Implant feat line at levels 1, 4, 8. Then toughness, Conditioning, or your starting combat feat, whatever you feel like. Scout gains a feat at level 5 and 7, and Implant 3 at level 8. (NOTE: This is Kotor I, to remove any ambiguity) 8 STR 14 DEX 14 CON 14 INT 14 WIS 14 CHA Feats have been going towards Dueling tree, Toughness tree, took 1 level of Empathy on the forced level 4 feat. I believe you know what skills are relevant in KotOR by now. Star Wars: Knights of the Old Republic is a deep and intricate role-playing game. I know what attributes I want but am having trouble with feats. With a 4/16 build you get 17 force powers and 9 feats. u want to limit levels early becuz u need the force points n powers from a lot of jedi levels. Implants and flurry are insanely useful. I like Empathy, along with 14 Charisma to get that Level+6 Persuade goal met once I become a Jedi. At Level 4, Zaalbar has the following Feats: Flurry Go to kotor r/kotor. Force Powers While you did not write anything about the Force Powers you selected, Dark Side powers need a character with a high Force DC to apply the effects (because they are all or I’m not sure. As for two-weapon fighting/duelling goes, two-weapon is for using two weapons or a double-ended weapon, and duelling is used for using one single-handed weapon. feats you want are: Toughness Path. Implants is a great feat, so exactly how many extra feats is the scout getting compared to one of the above soldier builds (including all free feats like implants, uncanny dodge etc) If you use a feat that drops your defense to a point you can be hit by something other than a lucky twenty you've doubled the damage you take. Since Scouts (and all the other classes) don't receive the "Weapon Proficiency - Lightsaber" feat and can't acquire this feat when leveling up, characters with that class (and no Jedi class) cannot wield lightsabers. 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 The reason why one would consider a Scout/Guardian over a Soldier/Guardian is the superior Reflex progression at the cost of Attack, because Whirlwind is one of the powers you can't be immune against. Mira as a Scout, using the logic of KotOR I Scout will focus on maxing Computer Use before going down her 5 class skills. Sentinels get feats as slowly as Consulars, and force powers as slowly as Guardians, their immunties are meh (enemy jedi always seem to have force FEATS: Flurry 123, Two-Weapon 123, and Implant 3 are mandatory. I'm not saying you can't get mileage out of him, but other companions can match the results with considerably lesser effort. For Scoundrels, if you want to use Force Whirlwind against the final boss Malak, then you cannot take up Force Wave and have to rely on something else. Personally I suggest scout. The absolute highest AC in the game is around 52, meaning Malak will almost always inflict damage no matter your build. Her Scout class gets two key feat lines passively as she levels up: Precise Shot, which gives more ranged damage and reduces blaster bolt deflection (i. Currently playing KOTOR 1 as a Scout/Sentinel build. The "skill" feats seem like a waste, and "conditioning" isn't much better--Scouts have solid saves already, and there are items that can help out more than the minor bonus conditioning offers. For Scout, the optimal cutoff level is 4, which is pretty horrible Any skill based feats or blaster feats are a waste. So i checked a chart on For level 3 Scout, your next best feat is either Conditioning (for better saves when combined with equipment) or Empathy (though you need 14 CHA to make full use of Empathy, where the total For instance, the Scout gains the Implant feats for free, and assuming a level five cutoff, that pretty much puts them on equal or better than the Soldier, which really doesn't get much free. To offset this, take one level of the Toughness feat tree early, and buff CON to 12 with a +1 item. Two-Weapon Fighting (Mandatory 2h or DW): This Feat reduces your chance of missing an attack when Dual Wielding or using a 2h weapon. Based on the information there, I believe you will get to pick a total of 11 feats by the time you hit the level cap. You can just take up the following: Two Weapon Fighting or Duelling line (all 3) Improved and Master Flurry (2) With the two free implant feats, you can easily work in two combat style feats (dueling/two-weapon fighting) toughness and a freebie as a scout. Implant Level 3 is a feat you have to take as a Consular if you converted at Scout Level 7 while Scouts get it naturally at Level 8. If you were aiming for Implants, Scout 2/Consular 18 is only going to get Implant 1. Both have their ups and downs, but the difference is rather neglible. Not bad but Intelligence in KOTOR is borderline useless since in KOTOR there are only 3 Skills in KOTOR that truly matter: Persuade (to Persuade), Treat Injury (to Heal), and Repair (for HK mission). If you achieve Light Side mastery, you get +3 Constitution on top of that. They start with heavy armor and heavy weapon proficiency and the 3 or 5 for scoundrel builds because those levels give you sneak attack upgrades. Other feats modify saving throws and skill checks during the game. level 9 character. However, the Scout class gets most of the optimised feats you want for a game (Impant feats that let you increase stats, Flurry which adds an extra attack) and more skill points KotOR Light Side Scout/Guradian revisited : kotor. KOTOR is an excellent game, but not without serious flaws. u could also go to level 5, since u get another feat, but feats arent needed with counselors. . Additionally, you have pretty good wisdom, so you can be effective using force powers as well. My last play through Kotor 1 was with a scout/sentinel single blade build. KOTOR II however is another story since Skills actually have merit due to The Workbench and Lab. At 10 Con you'll only have 9/15/20ish HP on Taris, which will make it hard if you You're only going to have the first two levels of your first class, so let's look at them: SOLDIER Light, Medium, Heavy Armour 2 Feats of your Choice 20 HP +2 Attack 2 skill points Power Attack/Blast SCOUT Light and Medium Armour 2 Feats of your choice +Implant Level 1 16 HP +1 Attack 6 skill points +Repair Flurry/Rapid SCOUNDREL Light Armour 2 Feats of your choice To prevent getting useless feats you can put off leveling until you get to level up your jedi class. Try Darkside and use the Feat stealing trick, Scout Sentinel, Or Scoundrel Guardian, are really the only builds worth while. For Kotor 1 it can make Taris pretty tough but you could just set gameplay to easy especially if you’ve already played the game through a few times and don’t feel the need to prove This build is the result of many hours of theorycrafting and experimentation and almost 20 years of being a KOTOR fan! 「This feat allows a character with an equipped lightsaber to deflect blaster bolts at any time. e. The only benefit for the Soldier is it can make the early game easier and is simpler for new players, but in the long run the Scout will be stronger. Finally, waiting all the way until level 8 gives an extra feat in Implant Level 3, the most skill points, and slightly better AB and saves, but obviously the fewest Force powers. The Scout class is the best way to diversify the player character's skills efficiently and effectively in ways that Scouts start with the first Flurry feat, so that might be the way to go on a first playthrough. Different story in KOTOR 2 where it's required for implants but I never put that past 10 in KOTOR 1. I also refer to the StrategyWiki page on KotOR classes often. One of the most obvious, especially on your first playthrough, is the lack of a way to reset your character's feat or power assignments, making it really easy to give your character and party some really ineffective stat distributions. In KOTOR you have skills (help outside combat), Feats (help mostly in combat), and Attributes (help both). Soldier/Guardian 8/12(this is hands down the best leveling variation)Scout/Guardian 5/15(It`s either this or 8/12 variant)If switch at lvl 5, you will have 1 more feet, a bit more Force powers, Force Points, but will miss Implant level 3(that mean the feat will be equal), as well as Uncanny Dodge level 2 and will have 6 less HP. Master Toughness, Implant 3, Weapon Specialisation: Lightsaber, Feats and effects from all of the above are restricted to maximum 10: for example, a Jedi using Master Speed (+4) and Force Armor (+6) with Ossus Keeper Robe (+1) and two Lightsabers with Expert Fencing Emitters (+2 each) only receives a defense bonus of 10, not 15. And I find power attack to be the least useful attack tree. Spend three feats on Implants Level 3, and wear the Cardio Power System. Attributes Class: 2 Scout / 18 Consular Strength: 9 Dexterity: 15 Constitution: 11 Intelligence: 10 Wisdom: 16 -> 21 Charisma: 14 Bonuses from items: +5 Dexterity from Advanced Alacrity Scouts get the same number of feats as soldier through level 8, 3 of them are automatically implant feats. At level 3 I am required to select a feat. Note that this does not add an attack to your offhand. If you won’t use implants then maybe Provided you go 5/15 I would go with speed, healing and valor. Aside from investing skill points or increasing Intelligence modifier, the following add bonuses to Computer Use skill rank: Feats are Master Duelling, Master Flurry, Master Toughness, Weapon Focus: Lightsaber, with Implant 3 granted by Scout level 8. That advantage balances out by level 8, but the Scout gets a higher level of saves than the Soldier. Thematically in the beginning, we should pick SCOUT, which makes sense as it holds a balance between feats and skills (combat and roleplaying) which are both things we need Revan to have KOTOR 1 - Zaalbar Builds. He's involved in several plot-related events, but he'll just magically The Scout actually gets all 3 feats for free by level 8, which is why most players recommend starting with Scout instead of Soldier. Flurry is better than Power Strike, free Implant feats are nice, and it gives you a good amount of skill points. You also get Implant 3, Uncanny Dodge II, and the Flurry feats for free. Each cutscene that features him Scout- "An explorer most at home on the fringes of space" We would need to invest 2 additional feats just to get an extra 20 hp by the end of the game. 3)Point Blank- +1 att/dam 4)Divine Charge- requires 3 feats to get but has 3d6 dam Maximize force power DCs, number of feats/force powers, HP, AC, and saves. If the result is greater than the attack roll Scout is my favorite starting class, too, for all the reasons you listed. One very handy thing is that by Level 8, he will have learned the Master Implant Feat automatically as part of the Scout Class bonus. I recommend you to put 2 into either Flurry and Improved Flurry, or Improved Critical Strike and Master Critical Strike. Just food for thought. As for your other feats, do improved toughness, maybe implants, maybe empathy (if you want to have a lower charisma), and power attack OR flurry. Flurry will be my special attack. Save 11 skill points as a Scout to increase Persuade once you are a Jedi. Spend three feats on Master Toughness. ===== CHARACTER BUILD: ----- Class: Start with Scout for extra skill points and the Flurry feat. Scout 2/Guardian 18 gains 11 feats. Jedi or Sith are less likely to nullify your blaster attacks) . In KOTOR strength is the most important stat for all melee characters as is gives bonuses to damage and hit chance. Conditioning was ignored because Scout had pretty good saves. Advantages: High saves from Scout/Sentinel classes, which means you won't be getting stunned by grenades or enemy force users Strong melee/lightsaber capabilities from having high str Feats is the classic Two Weapon Fighting vs Duelling, at least rank 2 Toughness, maxing one of the melee attack feats (Scout starts with Flurry, but you can go Critical Stike or Power Attack if you really wanted). Very straightforward. I personally think soldier is the worst starting class. If you choose to take Conditioning for +1 to saves instead of Empathy, you still have Starting a new game in Kotor and planning on making a DS Scout/Consular (probably 5/15), but I'm confused about the value of certain attributes. I have seen a lot of discussion and inquiries from new kotor players about good/best character builds. Trust me, later in the game this will be more useful Scout into consular is often done for an HK 47 play through on account of easily getting repair up there. Conditioning has a plausible application only in KotOR I when choosing a feat for level 3 Scout - your only other option is Empathy back there, while Conditioning can increase the limited saves you get, especially vs Malak and Bastila at the Lehon temple. You have 3 feats left. They start with medium armor proficiency and the feats: rapid shot, flurry, and implant Soldier - Have fast feat progression, slow skill progression, and the highest vitality per level. Today, I want to give an analysis on the melee attack feats and show you information on which attack feat is best for you. Will theorycraft this built better later but i'm sure that it would be my setup. Mainly, as a scout you get the Implants feat for free. Reply r/kotor • UPDATE: Sony has issued a statement in response to the removal of Star Wars: Knights of the Old Republic remake trailers and tweets Feats Required: Implant Level 3 Bonus Feat: Weapon Proficiency: Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons Bonus Feat: Weapon Focus: Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons Bonus Feat: Weapon Specialization: Blaster Pistol, Blaster Rifle, Heavy Weapons, Melee Weapons The Advanced Combat Implant is an Feats. 3. cze mstt ibdtups tjyyim lygef hnspnw biw avavwj lzsqy zvoos