KOTOR 2 - Melee Visas


Here is a DEX-based melee tank version of Visas. I originally created it to accompany a blaster-Jedi main character, so some of the choices (and notes) reflect that.

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

Character Level Class Level Attributes Skills Feats Force Powers
6 Sentinel 6 STR: 12 (+1)
WIS: 12 (+1)
CHA: 15 (+2)
INT: 10 (0)
CON: 12 (+1)
DEX: 18 (+4)
27 points
Persuade +0 (0)
Computer use +0 (0)
Stealth +9 (9)
Awareness +9 (9)
Repair +0 (0)
Security +0 (0)
Treat Injury +9 (9)
Demolitions +0 (0)
Two-Weapon Fighting (g)
Critical Strike (g)
Flurry (g)
Improved Flurry (g)
Jedi Sense (g)
Force Immunity - Fear (g)
Force Immunity - Stun (g)
Jedi Defense (g)
Weapon Focus: Lightsaber (g)
Unarmed Specialist I (g)
Unarmed Specialist II (g)
Proficiency: Blaster Pistol (g)
Proficiency: Lightsaber (g)
Proficiency: Melee Weapons (g)
Energy Resistance
Wound
Fear
Horror
Shock
Force Push
7 Sentinel 7 3 points
Stealth +1 (10)
Awareness +1 (10)
Treat Injury +1 (10)
Improved Two Weapon Fighting (s) Burst of Speed
8 Sentinel 8 CON +1, 13 (+1) 3 points
?
Force Aura
9 Sentinel 9 3 points
?
Master Two-Weapon Fighting (s) Knight Speed
10 Sentinel 10 3 points
?
Unarmed Specialist III (g) Heal
11 Sentinel 11 3 points
?
Determination (Shii Cho Form) (gr)
Force Shield
12 Sentinel 12 CON +1, 14 (+2) 3 points
?
Force Immunity - Paralysis (g)
Toughness (s)
Resilence (Soresu Form) (g)
Force Armor
13 Sentinel 13 3 points
?
Improved Toughness (s) Force Channel (g)
Improved Heal
14 Sentinel 14 3 points
?
Unarmed Specialist IV (g) Contention (Makashi Form) (g)
Stun Droid
15 Sentinel 15 3 points
?
Master Toughness (s) Master Speed
16 Sentinel 16 CON +1, 15 (+2) 3 points
?
Disable Droid
17 Sentinel 17 3 points
?
Destroy Droid
18 Sentinel 18 3 points
?
Unarmed Specialist V (g)
Master Flurry (s)
Master Heal
19 Sentinel 19 3 points
?
Finesse: Melee Weapons (s) Slow
20 Sentinel 20 CON +1, 16 (+3) 3 points
?
Affliction
21 Sentinel 21 3 points
?
Dual Strike (s) Plague
22 Sentinel 22 3 points
?
Unarmed Specialist VI (g) Choke
23 Sentinel 23 3 points
?
Kill
24 Sentinel 24 CON +1, 17 (+3) 3 points
?
Improved Dual Strike (s) Insanity
25 Sentinel 25 3 points
?
Master Dual Strike (s) Force Deflection
26 Sentinel 26 3 points
?
Unarmed Specialist VII (g) Force Redirection
27 Sentinel 27 3 points
?
Conditioning (s) Force Lightning
28 Sentinel 28 CON +1, 18 (+4) 3 points
?
Force Storm
29 Sentinel 29 3 points
?
Drain Life
30 Sentinel 30 3 points
?
Unarmed Specialist VIII (g)
Improved Conditioning (s)
Death Field

This main function of this version of Visas is really to not die. Meetra and Mira can primarily handle damage output. So I prioritized things that would help survivability, at the expense of both versatility and damage.

My main character took the full Energy Resistance line, which affects the whole party. So no need for Visas to take higher levels of it.

Despite this being a Light Side run, I gave Visas a lot of Dark Side powers. It seems to fit her backstory better, and she has the Charisma to handle using cross-alignment powers. Plus some of them are really useful for boss fights.

I probably should have taken Force Deflection and Force Redirection earlier than I did. The could be moved to sooner.

Because this is weapon-oriented run, I deferred the more caster-ish powers until later in the build. I could move them up if I find out I really need them.

I tried to build this version of Visas as a robe-wearing (for no DEX bonus limit), hard-to-hit melee fighter. It wasn't terrible, but she was still squishier than I'd hoped, at least until later levels. It didn't help that my main character was DEX based and therefore got dibbs on the best DEX gear, leaving my Visas forced to choose between mediocre DEX gear or decent STR gear until later in the game. In retrospect, I should probably have given her Light Armor Proficiency early for better survivability, then switched to a robe later in the game.