KOTOR 2 - Mira Builds


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

The playthrough I originally wrote this for used a blaster-Jedi main character with pretty severe Force Power restrictions. So some of the notes are thoughts were done with that in mind and might not apply to other playthroughs.

Good Mira build guide. Basically, build her the same way as I do the main character, delay turning her into a Jedi. She gets some relevant stuff for free as a Scout. 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. Important: this table shows what I actually get to pick for her, not what I would get to pick for a Scout starting at level 1. She is level 6 when I get her, and already has a bunch of stuff picked.

First Sentinel Level Targeting Precise Shot Sentinel Immunities Scout Feats Sentinel Feats Overall Feats Force Powers
13 III III Fear, Stun, Paralysis 3 8 11 18
14 IV III Fear, Stun, Paralysis 4 8 12 17
17 IV IV Fear, Stun, Paralysis 5 7 12 14
18 V IV Fear, Stun, Paralysis 6 6 12 13
21 V V Fear, Stun 7 5 12 10
22 VI V Fear, Stun 8 5 13 9

The longer I wait, the more feats she gets, but not by much. Switching later gives me more ranks of Targeting and Precise Shot from Scout, so that I don't have to use any of my selected feats on them. Waiting until 21 means I give up Paralysis immunity. Not sure how often that would actually matter. Switching early gives extra Force Powers.

Summary of how to build Mira for the playthrough I created this build for: Scout Class Skills: Computer Use, Demolitions, Repair, Treat Injury
Sentinel Class Skills: Computer Use, Stealth, Awareness, Security, Treat Injury

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

Character Level Class Level Attributes Skills Feats Force Powers
6 Scout 6 STR: 10 (0)
WIS: 11 (0)
CHA: 10 (0)
INT: 14 (+2)
CON: 12 (+1)
DEX: 16 (+3)
39 points
Persuade +0 (0)
Computer use +8 (8)
Stealth +0 (0)
Awareness +8 (8)
Repair +8 (8)
Security +2 (2)
Treat Injury +5 (5)
Demolitions +8 (8)
Caution (g)
Critical Strike (g)
Rapid Shot (g)
Sniper Shot (g)
Uncanny Dodge I (g)
Dueling (g)
Evasion (g)
Target I (g)
Targeting II (g)
Close Combat (g)
Precise Shot I (g)
Point Guard (g)
Proficiency: Light Armor
Proficiency: Blaster Pistol (g)
Proficiency: Blaster Rifle (g)
Proficiency: Melee Weapons (g)
Proficiency: Wrist Mounted Rockets (g)
7 Scout 7 5 points
?
Uncanny Dodge II (g)
Improved Rapid Shot (s)
8 Scout 8 DEX +1, 17 (+3) 5 points
Precise Shot II (g)
9 Scout 9 5 points
Demolitions +1 (12)
Awareness +1 (12)
Computer Use +1 (12)
Repair +2 (11)
Targeting III (g)
Improved Close Combat (s)
10 Scout 10 5 points
?
11 Scout 11 5 points
?
Master Rapid Shot (s)
12 Scout 12 DEX +1, 18 (+4) 5 points
?
Precise Shot III (g)
13 Scout 13 5 points
?
Targeting IV (g)
Weapon Focus: Blaster Pistol (s)
14 Scout 14 5 points
?
15 Scout 15 5 points
?
Two Weapon Fighting (s)
16 Scout 16 DEX +1, 19 (+4) 5 points
?
Precise Shot IV (g)
17 Sentinel 1 5 points
?
Proficiency: Lightsaber (g)
Jedi Defense (g)
Jedi Sense (g)
Force Immunity: Fear (g)
Improved Two Weapon Fighting (s)
Burst of Speed
Heal
18 Sentinel 2 5 points
?
Unarmed Specialist I (g)
Force Sensitive (g)
Knight Speed
19 Sentinel 3 5 points
?
Master Two Weapon Fighting (s) Master Speed
20 Sentinel 4 DEX +1, 20 (+5) 5 points
?
Improved Heal
21 Sentinel 5 5 points
?
Master Heal
22 Sentinel 6 5 points
?
Force Immunity: Stun
Unarmed Specialist II
? (s)
Force Deflection
23 Sentinel 7 5 points
?
Precise Shot V (s) Force Redirection
24 Sentinel 8 CON +1, 13 (+1) 5 points
?
?
25 Sentinel 9 5 points
?
? (s) ?
26 Sentinel 10 5 points
?
Unarmed Specialist III (g) ?
27 Sentinel 11 5 points
?
?
28 Sentinel 12 CON +1, 14 (+2) 5 points
?
Force Immunity: Paralysis (g)
? (s)
?
29 Sentinel 13 5 points
?
? (s) ?
30 Sentinel 14 5 points
?
Unarmed Specialist IV (g) ?

My main character usually takes the Valor line, which affects party members. So not much point in Mira taking it. But if the main character is not, Mira might consider it.

The Heal line also affects party members, but that one seems useful for everyone to take. It tends to get used a lot in long fights, when characters may be running out of Force Power.

Mira's additional Force Powers and Feats can be taken situationally.

I added a couple of bumps to CON at the end for better implants, but that could be DEX if preferred.

Depending on the planned companion mix, it might make sense to take "Class Skill: Security" very early on, and bump other feats accordingly.