I have encountered a problem with my character and I need an informed and hopefully justifiedanswer on some things. Please refrain from commenting if you're just going to say something like, "Well, X worked for me so I prefer X. Y is good too, so just go with whatever you want" :laugh:. Lol that's not what I'm looking for here... I'm asking for the reasoning too, or in other words the numbers that go along with it, if possible.
First of all, I can't decide whether to switch from soldier to Jedi at level 4 or level 5. This seems like an almost unanswerable dilemma. Some people say 4, others say 5, yet they always leave out other details.
Usually, people choose 4 or 5 depending on the feats they want (you get different amounts depending on which level you choose to switch at). I know this. I understand it. I can make a partial decision based on that. Also keep in mind I am using the PC version of KotoR, and it is unaffected by the party XP bug, so don't bother bringing that into consideration.
However, what I am still unsure of this:
Does the level you hold at (4 or 5 in this case), determine ANYTHING else? I mean, it seems pretty odd to me that no one ever mentions if it effects BAB (base attack bonus), or saving throws.
I don't fully understand how multi-class BAB works and I need confirmation. I did a bit of research, and from what I understand, your BAB is the sum of each class's BAB. So in other words, if I was going a soldier/guardian (at 5/15), I'll have a +5 BAB in my level 5 soldier, and a +15 BAB on my guardian. 5 + 15 = 20, so my BAB would be +20, correct? And when I say +20, I mean +20 and the added attacks and bonuses that go with a +20 BAB at level 20. So, a guardian guide I read says that at level 20 your BAB is +20, +15, +9, +5 (each number representing the bonus you get on each attack that round).
SO I NEED TO KNOW if I'm adding properly here, and no one ever clarifies this: it's 5 BAB + 15 BAB, determined by each class's BAB, right? Instead of adding together the BABs from each class to the level 20 total? In other words, as far as I know, the INCORRECT way to add these numbers is 20 BAB + 5 BAB (level 20 BAB plus the level 5 BAB from your soldier class). Am I right to think that this is the incorrect way? Please, I need confirmation on which is right.
Then come saving throws! Do they get affected in the same way? Do you simply add each classes together? Could I please get an example of how you would determine a level 20 soldier/guardian's saving throw OR BAB at 5/15 (or at 4/16, if one prefers)?
This is really irritating me, and I need to know the details here so I can create my character accordingly!! I'm looking for a good single saber combat oriented build. I don't care so much for the force powers, I'm tailoring my character towards a melee combat focus, and if it turns out that 4/16 build gives me better BAB/saves, I'll go with that. If a 5/15 gives me one extra feat, it doesn't seem worth it to me at the moment. In the end, the question is this:
What would a melee soldier/guardian benefit more from; extra feats, or (potentially, until I'm proven wrong) extra BAB/saving throws? Why?
Complicated question for BAB and leveling
- darkrauser
- Posts: 26
- Joined: Thu Jun 22, 2006 9:25 pm
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BAB: You are correct. They are added together from both classes. Remember, your total character level may be 20 (at end game), but your individual classes are something less than 20 (such as 5/15).
Saving Throws: It's the same here. You just add the saving throws from both classes together.
Example:
5 Soldier = +5 BAB
15 Jedi Guardian = +15 BAB
So at level 20, it's simply +20 BAB
Both Soldier and Jedi Guardian have the same BAB progression, so the final BAB will be the same regardless of which combination you choose. This is not always the case for other class combinations.
Saving Throws:
5 Soldier = 4/1/1
15 Jedi Guardian = 9/9/7
So at level 20, it is 13/10/8. You can repeat this exercise with 4/16 to get 14/11/8.
The deciding difference between 4/16 and 5/15:
4/16 - +1 force power. (16 total)
5/15 - +1 feat. (13 total)
Other class combinations have their own differences, but it mainly comes down to more feats (especially class specific feats like Sneak Attack or Uncanny Dodge) versus more force powers. In the end it's your choice, because I think any combination is capable of beating the game. Saving throws and BAB are usually not that important at level 20, but extra feats and force powers can make a difference.
Saving Throws: It's the same here. You just add the saving throws from both classes together.
Example:
5 Soldier = +5 BAB
15 Jedi Guardian = +15 BAB
So at level 20, it's simply +20 BAB
Both Soldier and Jedi Guardian have the same BAB progression, so the final BAB will be the same regardless of which combination you choose. This is not always the case for other class combinations.
Saving Throws:
5 Soldier = 4/1/1
15 Jedi Guardian = 9/9/7
So at level 20, it is 13/10/8. You can repeat this exercise with 4/16 to get 14/11/8.
The deciding difference between 4/16 and 5/15:
4/16 - +1 force power. (16 total)
5/15 - +1 feat. (13 total)
Other class combinations have their own differences, but it mainly comes down to more feats (especially class specific feats like Sneak Attack or Uncanny Dodge) versus more force powers. In the end it's your choice, because I think any combination is capable of beating the game. Saving throws and BAB are usually not that important at level 20, but extra feats and force powers can make a difference.
You seem to be under the impression that high BAB gives extra attacks. This isn't the case in KotOR. You got one basic attack, ever.
It doesn't directly answer your question, but I'd consider Scout 4/ Guardian 16. 1 less BAB, better saving throws (I don't know the difference by heart), slightly less HP, better skill list (matter for when you become Guardian), and basicly, one extra feat, since you get Implant 1 & 2 for free. There's no reason not to take those anyway. There's also Uncanny Dodge. Plus, you start out with Flurry 1, which is better than Power Attack in the end. (If your attack does enough damage.)
It doesn't directly answer your question, but I'd consider Scout 4/ Guardian 16. 1 less BAB, better saving throws (I don't know the difference by heart), slightly less HP, better skill list (matter for when you become Guardian), and basicly, one extra feat, since you get Implant 1 & 2 for free. There's no reason not to take those anyway. There's also Uncanny Dodge. Plus, you start out with Flurry 1, which is better than Power Attack in the end. (If your attack does enough damage.)