KOTOR 2 - Handmaiden Builds


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

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Notes:

A few notes on unarmed combat, especially as it applies to Handmaiden:
Handmaiden is woefully low on skills, and bumping INT would detract from more important attributes. Just have to deal with it. I tend to push Awareness to the max useful value, as she's a melee specialist and therefore likely to be in front. Then I tend to push Treat Injury. This assumes someone else will handle Demolitions. If that were not the case for a particular playthrough, she could alternate Awareness and Demolitions, but that would make her not so great at either.

On becoming a Guardian (and when): as mentioned above, if you are planning to use Handmaiden for unarmed combat, it is better to switch her to a Guardian either immediately (take no additional Soldier levels) or late (take Soldier to at least level 18, and maybe further). The Unarmed Specialist feat line is absolutely critical to being an effective unarmed combatant, so gimping it would make for a weak Handmaiden.

There's a complication: you can only switch her to Guardian after defeating her in three duels. And the duels are gated by the main character's class level. You can do the first immediately, but you have to be level 14 for the second and level 18 for the third. (You also need sufficient influence, but you can pretty easily do that by level 18.)

This means that if you want to switch her early in her level progression, so that she gets lots of Jedi levels, then you have to keep her as a level 6 Soldier until pretty far into the game, thereby making her a lot less useful as a companion for a long time. The payoff is that when you do finally switch her, she gains a ton of Jedi levels all at once. Oh, another benefit is that the duels are a lot easier because, relative to the main character, she's underleveled. But it means either going a long time without using her, or using her as a very weak Soldier.

Alternatively, you can level her as a Soldier normally, gaining levels as the main character does, and switch late. But then you don't get as many Jedi levels. And the duels are harder, which may matter for some main character builds.

All of that is just to progress sufficient far into the Unarmed Specialist feat line. If you're planning for her to use melee weapons (as a Soldier) or a lightsaber (as a Guardian) then none of that matters. Switch her whenever you like.

Regarding attributes, I tend to bump CON to 16. It could be pushed to 18 for better implants, at the expense of some STR. A few good implants for this build that are usable at CON 16:
Pushing CON to 18 would allow using the Physical Boost D-Package, which has STR +3, CON +3, and DEX +3. So you'd give up two points of STR, but compared to the Physical Boost System you'd get one back via the implant, plus an extra point of CON. Whether you like that tradeoff (or think any of the other D-Packages are worth it) is up to you.

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Handmaiden Builds:

Unarmed Soldier Handmaiden
Unarmed Jedi Handmaiden