KOTOR 2 - Kreia Builds


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

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Kreia begins as and remains a Jedi Consular.

Because of Kreia's special Force Chain ability, many beneficial powers she activates affect the main character as well. Here is a full list:
This naturally leads to Kreia being a buff bot in the early to mid parts of the game.

Consular Class Skills: Awareness, Repair, Treat Injury

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Notes:
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Kreia progression details per level (g = granted, s = selected)

Character Level Class Level Attributes Skills Feats Force Powers
3 Consular 3 STR: 10 (+0)
WIS: 16 (+3)
CHA: 12 (+1)
INT: 14 (+2)
CON: 16 (+3)
DEX: 16 (+3)
17 points
Persuade +5 (5)
Computer use +0 (0)
Stealth +5 (5)
Awareness +6 (6)
Repair +0 (0)
Security +0 (0)
Treat Injury +6 (6)
Demolitions +0 (0)
Dueling (g)
Finesse: Melee Weapons (g)
Class Skill: Stealth (g)
Mentor (g)
Force Chain (g)
Jedi Defense (g)
Jedi Sense (g)
Force Sensitive (g)
Proficiency: Blaster Pistol (g)
Proficiency: Lightsaber (g)
Proficiency: Melee Weapons (g)
Burst of Speed
Energy Resistance
Force Camouflage
Fear
Force Push
4 Consular 4 WIS +1, 17 (+3) 4 points
?
Force Valor
5 Consular 5 4 points
?
Force Aura
6 Consular 6 4 points
?
Unarmed Specialist II (g)
Improved Force Focus (g)
Regenerate Force Points (s)
Heal
Force Shield
7 Consular 7 4 points
?
Battle Meditation
8 Consular 8 WIS +1, 18 (+4) 4 points
?
Force Barrier
9 Consular 9 4 points
?
Toughness (s) Knight Speed
Improved Energy Resistance
10 Consular 10 4 points
?
Unarmed Specialist III (g)
Force Resistance
11 Consular 11 4 points
?
Determination (Shii-Cho Form) (g)
Improved Force Barrier (s)
12 Consular 12 WIS +1, 19 (+4) 4 points
?
Master Force Focus (g)
Improved Toughness (s)
Force Channel (g)
Improved Heal
Improved Battle Meditation
13 Consular 13 4 points
?
Contention (Makashi Form) (g)
Knight Valor
14 Consular 14 4 points
?
Unarmed Specialist IV (g)
Resilence (Soresu Form) (g)
Horror
15 Consular 15 4 points
?
Master Toughness (s) Master Speed
Force Immunity
16 Consular 16 WIS +1, 20 (+5) 4 points
?
Force Armor
17 Consular 17 4 points
?
Master Energy Resistance
18 Consular 18 4 points
?
Unarmed Specialist V (g)
Improved Dueling (s)
Master Heal
Master Battle Meditation
19 Consular 19 4 points
?
Master Force Barrier
20 Consular 20 WIS +1, 21 (+5) 4 points
?
Master Valor
21 Consular 21 4 points
?
Master Dueling (s) Insanity
Wound
22 Consular 22 4 points
?
Unarmed Specialist VI (g)
Choke
23 Consular 23 4 points
?
Kill
24 Consular 24 WIS +1, 22 (+6) 4 points
?
Conditioning (s) Slow
Drain Life
25 Consular 25 4 points
?
Death Field
26 Consular 26 4 points
?
Unarmed Specialist VII (g)
Affliction
27 Consular 27 4 points
?
Improved Conditioning (s) Plague
Drain Force
28 Consular 28 WIS +1, 23 (+6) 4 points
?
Improved Drain Force
29 Consular 29 4 points
?
Force Whirlwind
30 Consular 30 4 points
?
Unarmed Specialist VIII (g)
Master Conditioning
Master Drain Force
Force Wave

This Kreia is a caster, with a mix of powers. Early in the build, she prioritizes Light or Neutral powers that will help the main character, either via Force Chain, or because they affect the whole party. Later in the build, she picks up various Dark Side powers that affect opponents. Feats emphasize survivability, and assume she will rarely use a weapon. Or at least, not expect to do much with it, giving her a blaster so she tends to stay out of melee range be a good idea.

Taking this many buffs is a little silly, and this build would probably be more useful by instead taking some of the more attack-oriented powers earlier. But for role-playing purposes, in the early and mid game, Kreia seems more inclined to have the main character take the lead than to do things herself, while in the late game she acts more directly. This build fits that pattern.