KOTOR 2 - Bao-Dur Builds


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

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Bao-Dur begins as a Tech Specialist and can switch to a Jedi Guardian

Bao-Dur can't wear robes, which hampers him as a traditional Jedi. He is often put in armor and used in melee (he works okay as either unarmed or weapon-based). These builds therefore tend to prioritize Force Powers that are not restricted by armor.

Or just crank his INT way up, focus on crafting, and use him as little as possible otherwise.

His remote, once upgraded, will heal droid companions.

Some Bao-Dur thoughts here.
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Notes:
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Bao-Dur progression details per level (g = granted, s = selected)

Character Level Class Level Attributes Skills Feats Force Powers
6 Tech Specialist 6 STR: 14 (+2)
WIS: 14 (+2)
CHA: 10 (0)
INT: 15 (+2)
CON: 14 (+2)
DEX: 10 (0)
49 points
Persuade +0 (0)
Computer use +9 (9)
Stealth +1 (1)
Awareness +8 (8)
Repair +9 (9)
Security +9 (9)
Treat Injury +4 (4)
Demolitions +9 (9)
Proficiency: Light Armor
Proficiency: Medium Armor
Proficiency: Blaster Pistol
Proficiency: Blaster Rifle
Proficiency: Melee Weapons
Critical Strike (g)
Flurry (g)
Conditioning (g)
Power Attack (g)
>Unarmed Specialist I
Unarmed Specialist II
Gear Head (g)
Improved Gear Head (g)
Shield Breaker
7 Tech Specialist 7 6 points
Computer Use +1 (10)
Awareness +2 (10)
Repair +1 (10)
Security +1 (10)
Demolitions +1 (10)
Repulsor Strike (g)
8 Tech Specialist 8 INT +1, 16 (+3) 7 points
Computer Use +1 (11)
Awareness +1 (11)
Repair +1 (11)
Security +1 (11)
Demolitions +1 (11)
bank 2 point
Class Skill: Treat Injury (s)
9 Tech Specialist 9 7 points
Computer Use +1 (12)
Awareness +1 (12)
Repair +1 (12)
Security +1 (12)
Treat Injury +4 (8)
Demolitions +1 (12)
10 Tech Specialist 10 7 points
Computer Use +1 (13)
Awareness +1 (13)
Repair +1 (13)
Security +1 (13)
Treat Injury +2 (10)
Demolitions +1 (13)
Unarmed Specialist III (g)
11 Tech Specialist 11 7 points
Computer Use +1 (14)
Awareness +1 (14)
Repair +1 (14)
Security +1 (14)
Treat Injury +2 (12)
Demolitions +1 (14)
Class Skill: Stealth (s)
12 Tech Specialist 12 INT +1, 17 (+3) 7 points
Computer Use +1 (15)
Awareness +1 (15)
Repair +1 (15)
Security +1 (15)
Treat Injury +2 (14)
Demolitions +1 (15)
13 Tech Specialist 13 7 points
Computer Use +1 (16)
Awareness +1 (16)
Repair +1 (16)
Security +1 (16)
Treat Injury +2 (16)
Demolitions +1 (16)
14 Tech Specialist 14 7 points
Computer Use +1 (17)
Stealth +1 (2)
Awareness +1 (17)
Repair +1 (17)
Security +1 (17)
Treat Injury +1 (17)
Demolitions +1 (17)
Unarmed Specialist IV (g)
Master Gear Head (s)
15 Tech Specialist 15 7 points
Computer Use +1 (18)
Stealth +1 (3)
Awareness +1 (18)
Repair +1 (18)
Security +1 (18)
Treat Injury +1 (18)
Demolitions +1 (18)
16 Tech Specialist 16 INT +1, 18 (+4) 8 points
Computer Use +1 (19)
Stealth +2 (5)
Awareness +1 (19)
Repair +1 (19)
Security +1 (19)
Treat Injury +1 (19)
Demolitions +1 (19)
17 Tech Specialist 17 8 points
Computer Use +1 (20)
Stealth +2 (7)
Awareness +1 (20)
Repair +1 (20)
Security +1 (20)
Treat Injury +1 (20)
Demolitions +1 (20)
Caution (s)
18 Tech Specialist 18 7 points
Computer Use +1 (21)
Stealth +2 (9)
Awareness +1 (21)
Repair +1 (21)
Security +1 (21)
Treat Injury +1 (21)
Demolitions +1 (21)
Unarmed Specialist V (g)
19 Tech Specialist 19 8 points
Computer Use +1 (22)
Stealth +2 (11)
Awareness +1 (22)
Repair +1 (22)
Security +1 (22)
Treat Injury +1 (22)
Demolitions +1 (22)
Gravitronic Strike (g)
20 Tech Specialist 20 INT +1, 19 (+4) 8 points
Computer Use +1 (23)
Stealth +2 (13)
Awareness +1 (23)
Repair +1 (23)
Security +1 (23)
Treat Injury +1 (23)
Demolitions +1 (23)
Improved Caution (s)
21 Tech Specialist 21 8 points
Computer Use +1 (24)
Stealth +2 (15)
Awareness +1 (24)
Repair +1 (24)
Security +1 (24)
Treat Injury +1 (24)
Demolitions +1 (24)
22 Tech Specialist 22 8 points
Computer Use +1 (25)
Stealth +2 (17)
Awareness +1 (25)
Repair +1 (25)
Security +1 (25)
Treat Injury +1 (25)
Demolitions +1 (25)
Unarmed Specialist VI (g)
23 Tech Specialist 23 8 points
Computer Use +1 (26)
Stealth +2 (19)
Awareness +1 (26)
Repair +1 (26)
Security +1 (26)
Treat Injury +1 (26)
Demolitions +1 (26)
Master Caution (s)
24 Tech Specialist 24 INT +1, 20 (+5) 9 points
Computer Use +1 (27)
Stealth +3 (22)
Awareness +1 (27)
Repair +1 (27)
Security +1 (27)
Treat Injury +1 (27)
Demolitions +1 (27)
25 Tech Specialist 25 9 points
Computer Use +1 (28)
Stealth +3 (25)
Awareness +1 (28)
Repair +1 (28)
Security +1 (28)
Treat Injury +1 (28)
Demolitions +1 (28)
26 Tech Specialist 26 9 points
Computer Use +1 (29)
Stealth +3 (28)
Awareness +1 (29)
Repair +1 (29)
Security +1 (29)
Treat Injury +1 (29)
Demolitions +1 (29)
Unarmed Specialist VII (g)
? (s)
27 Tech Specialist 27 9 points
Computer Use +1 (30)
Stealth +2 (30)
Awareness +1 (30)
Repair +1 (30)
Security +1 (30)
Treat Injury +1 (30)
Demolitions +1 (30)
bank +1 (1)
28 Tech Specialist 28 INT +1, 21 (+5) 9 points
Computer Use +1 (31)
Stealth +1 (31)
Awareness +1 (31)
Repair +1 (31)
Security +1 (31)
Treat Injury +1 (31)
Demolitions +1 (31)
bank +1 (2)
29 Tech Specialist 29 9 points
Computer Use +1 (32)
Stealth +1 (32)
Awareness +1 (32)
Repair +1 (32)
Security +1 (32)
Treat Injury +1 (32)
Demolitions +1 (32)
bank +1 (3)
30 Jedi Guardian 1 7 points
?
LOL LOL

This Bao-Dur is crafting-focused. He probably never leaves the ship, except to run directly to a workbench or lab station.

When his INT bumps to a new even number, he gets the extra skill point on that level up (I confirmed this in-game).

The skill bumps from skil-related feats (like Gear Head) do not count against the cap, but are bonuses on top of it

This build is really overkill. With gear boosts to skills and attributes, plus Master Valor from a party member, he can craft the best items without taking skills nearly as high as the final values shown here. In fact, by the end he's banking points because he doesn't have anywhere to put them. So he could become a Jedi earlier. That'd just be for story purposes, as he'll probably rarely leave the ship except to craft stuff. Converting him would require him to join the party for a bit, just for influence opportunities so that he can be converted.

I confirmed this build during a playthrough, but I did not check at what level he was actually able to craft the best stuff using just Master Valor (so that he doesn't depend on random gear drops). I should do that sometime, to see how early I can make him a Jedi without sacrificing anything.