KOTOR 2 - 2020 Playthrough Notes
WARNING: the following contains heavy spoilers about KOTOR II. Do not read it if you haven't played the game yet.
AUTHOR'S NOTE: these are loose notes from my 2020 playthrough. They are very poorly organized, as they were only ever intended for my own personal use.
ANOTHER WARNING: you saw that there were going to be spoilers, right? If you haven't played the game, stop reading now.
Names:
- Meetra
- Exile
- General
Personality:
- Loyal
- Comfortable with leadership
- Strategic planner. Good at playing the long game. Can accept temporary defeat for ultimate victory.
- Willing to accept risk
- Persistent
- Patient
- Perceptive
- Hard to rattle
- Versatile
- Dedicated to the light, but willing to make sacrifices, even big ones, if needed
- Not greedy or materialistic, but practical. Not afraid to negotiate, especially with those with plenty
- Good at undercover work, sees nothing wrong with deception for a good cause
- Sees Revan as her true mentor and teacher. Undyingly loyal to him.
- Spent a lot of time with Revan, so some of his personality may have rubbed off on her
- After Malachor V, she feels like she has a lot to make up for, so she's easy to guilt into things, and also just generally likes to help people when she can.
Other:
- strong in the Force, but relies on lightsaber for combat
- charismatic, maybe not as much as Revan but inspires great loyalty in her followers
- athletic, quick, and nimble but not especially physically strong
- clever, intelligent but not a genius
- unremarkable natural constitution, but expert as using Force to increase endurance
- prolly wiser than Revan, after all she didn't go running off alone to face the Sith. But then again, she did go after Revan alone. Maybe that indicates she'll take risks to help others, and that sometimes overrides her good judgement?
And just for roleplaying:
- prefers a single saber, even though dual-wielding would probably be mathematically better.
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My Plan:
STR 10
DEX 14
CON 14
INT 14
WIS 14
CHA 12
Put points gained at level-up into CON (to get natural 16, for implants) or DEX (for combat). It probably makes more powergaming sense to switch CHA and STR, but higher CHA makes more roleplaying sense.
Immediately cross-class my two non-class skills (first Demolition then Repair), as soon as I can get the feats, and level up skills as evenly as possible. If it becomes obvious I care more about some than others, then I can adjust as I go.
Best prestige classes are Weapon Master (better melee combat) or Watchman (better skills). Weapon Master is restricted from taking several skill-enhancing feats, so I can't make up for the lack of skills vi feats. One of the Weapon Master benefits is a special set of two-weapon fighting feats, but because I'm doing single-saber, I miss out on that. Watchman does get improved melee, but only as Sneak Attack. That works against stunned opponents, so I could focus on stunning powers and stunning lightsaber crystals to maximize Sneak Attack.
No level cap (well, 50 but that's unattainable) makes it hard to say how many feats/powers I get. Assuming I make it to level 22 (I could realistically get as high as 30, but guessing low to be safe), I get:
Feats: 8 as Sentinel, 5 as Weapons Master or 4 as Watchman
I will automatically get:
Sentinal:
- Weapon Proficiency: Pistol
- Weapon Proficiency: Rifle
- Weapon Proficiency: Melee
- Weapon Proficiency: Lightsaber
- Armor Proficiency: Light
- Flurry
- Power Attack
- Critical Strike
- Rapid Shot
- Power Blast
- Sniper Shot
- War Veteran (+25 Vitality)
- Jedi Defense
- Jedi Sense
- Force Sensitive (+40 Force Points)
As a Weapons Master, I automatically get:
- Greater Prestige Sense
- Deflect
- Increased Melee Damage I
As a Watchman, I automatically get:
- Greater Prestige Sense
- Sneak Attack I, II and III
My first 10 feats should be (not in this order, necessarily)
- Class Skill: Demolition
- Class Skill: Repair
- Finesse: Lightsaber
- Dueling
- Improved Dueling
- Master Dueling
- Improved Flurry
- Master Flurry
- Weapon Focus: Lightsaber
- Weapon Specialization: Lightsaber
Select the remainder depending on how the game is going.
Force Powers: 24 available through either Weapons Master or Watchman level 7
I automatically get:
- Precognition
- Beast Trick
- Breath Control
- Force Enlightenment
Watchman additionally gets:
- Force Camouflage
- Improved Force Camouflage
(Instead of additional Force powers, Weapon Master gets bonuses to Blaster Bolt Deflection, which doesn't count as a Force power, but kinda is)
My first Force powers should be (some of these have level reqt's, so take as available, and in whatever order seems best):
- Affect Mind
- Dominate Mind
- Burst of Speed
- Knight Speed (level 9)
- Master Speed (level 15)
- Force Push
- Force Whirlwind (level 9)
- Force Wave (level 15)
- Heal
- Improved Heal (level 12)
- Master Heal (level 18)
- Throw Lightsaber
- Advanced Throw Lightsaber
Then pick 7 more situationally. Some candidates:
- Force Jump
- Battle Meditation
- Energy Resistance (+ Master and Improved) Helps against blasters and lightsabers
- Force Aura (+ Shield and Armor)
- Force Valor (+ Knight and Master)
- Stun Droid (+ Disable and Destroy)
- Stun (this line make groups of easy mobs quicker and easier, but bosses will save)
- Stasis (level 9)
- Stasis Field (level 15)
I went with Watchman.