KOTOR 1 - Juhani Builds


This file details some considerations to make for a Juhani build, and may eventually contain a few Juhani builds from different playthroughs. We'll see how far I take it.

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Juhani is a Jedi Guardian.

She has good DEX (16), but unimpressive STR (13). Her stats are very balanced, with the lowest being a WIS 12 and the highest (other than DEX) being a tie between CON and INT at 14.

Juhani is completely optional. She has the dubious distinction of being the only companion that you can kill instead of having her join your team. (You can kill others, but you have to at least get to know them first...) Her companion quest is notoriously buggy, and can destroy the ability for other companions to trigger their quests. She is therefore often neglected, or saved until the end game. If you don't kill her before she joins your team, she'll be part of your group for one specific area of the late game (long after the companion quest bug matters). Jolee will also be in the party for that area.

Building Juhani is a bit of a conundrum. Her initial feats suggest melee, and given that she's a Guardian, that's probably best. But do you embrace her DEX? Do you pump STR? Should she focus her few feats on survibility or damage? Should her Force Powers focus on direct damage, buffs, debuffs, stuns, or debuffs? Juhani isn't necessarily the best at any of this, but she can be effective at whatever she's built for, and is an opportunity to do a different lightsaber melee build than just "hit really hard".

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Juhani's progression details per level (g = granted, s = selected)

Character Level Class Level Attributes Skills Feats Force Powers
6 Guardian 6 STR: 13 (+1)
WIS: 12 (+1)
CHA: 13 (+1)
INT: 14 (+2)
CON: 14 (+2)
DEX: 16 (+3)
21 points
Persuade +0 (0)
Computer use +0 (0)
Stealth +5 (5)
Awareness +8 (8)
Repair +0 (0)
Security +0 (0)
Treat Injury +8 (8)
Demolitions +0 (0)
Power Attack (g)
Toughness (g)
Conditioning (g)
Force Camouflage (g)
Force Jump (g)
Improved Force Jump (g)
Jedi Sense (g)
Knight Sense (g)
Jedi Defense (g)
Weapon Proficiency: Blaster Pistol (g)
Weapon Proficiency: Melee Weapons (g)
Weapon Proficiency: Lightsaber (g)
Stun (g)
Force Push (g)
Slow (g)
Force Aura (g)
Affect Mind (g)
Throw Lightsaber (g)
Burst of Speed (g)
Energy Resistance (g)
7 Guardian 7 2 points
?
Improved Toughness (s) Force Shield
8 Guardian 8 STR +1, 14 (+2) 2 points
?
Affliction
9 Guardian 9 2 points
?
Dueling (s) Knight Speed
10 Guardian 10 2 points
?
Improved Energy Resistance
11 Guardian 11 2 points
?
Force Whirlwind
12 Guardian 12 DEX +1, 17 (+3) 2 points
?
Master Sense (g)
Master Force Jump (g)
Improved Dueling (s)
Force Armor
13 Guardian 13 2 points
?
Master Dueling (s) Plague
14 Guardian 14 2 points
?
Stasis
15 Guardian 15 2 points
?
Master Toughness (s) Master Speed
16 Guardian 16 DEX +1, 18 (+4) 2 points
?
Stasis Field
17 Guardian 17 2 points
?
Force Resistance
18 Guardian 18 2 points
?
Improved Conditioning (s) Force Immunity
19 Guardian 19 2 points
?
Force Suppression
20 Guardian 20 DEX +1, 19 (+4) 2 points
?
Force Breach

This is a melee-focused build. It prioritizes survivability, but includes some damage output.

I pushed STR for the first bump, to get it to an even number (and the associated bonus), then bumped DEX for the rest. This ends DEX on an odd value, but I'm assuming that by the late game, between gear and a Jedi with Master Valor, the even/odd thing matters less. Her DEX will benefit her lightsaber attack rolls, but not damage rolls (lightsabers in KOTOR 1 automatically use the higher of STR or DEX bonus for attack roll).

I didn't specify skills. Class skills are: Awareness, and Treat Injury. (Well, technically Persuade, but only the main character can take that.) I'm assuming most people will just bump Awareness and Treat Injury. But given her Force Camouflage ability, maybe there's an argument for taking some Stealth, even though it is cross-class. Few people seem to use Stealth all that much, but if you happen to enjoy it, you don't suffer much by pulling a few points from the other two skills.

You only get to select 6 feats for Juhani. That's really not much - you can complete only two of the standard three-rank feat lines. For this version of Juhani, I chose the Dueling line and then continued the Toughness/Conditioning lines that were already started. That means I didn't advance her special attack. I took Improved Toughness before starting the Dueling line, for the damage reduction. But feel free to reorder those if you prefer.

She'll wear robes, to make best use of her DEX bonus. And she doesn't have the proficiency for armor anyway. She'll benefit from +DEX gear.

This Juhani will wield a single saber, and not be great at dealing damage with it. Her role is mostly to not die, while other party members do the killing.

Force powers are focused on resistances and debuffs, both with the goal of increasing survivability. As this Juhani is designed to be used with a group, the build mostly skips powers that other Jedi could use for the benefit of the group (notably the Valor and Cure lines). It does take the second Energy Resistance, which is party-oriented, mostly because she already has the first. I'm assuming this Juhani will have a high Treat Injury skill and will tend to use medpacks from inventory for healing. But you could take Cure in place of Improved Energy Resistance if you prefer.