Newbie here, so forgive me if this is an obvious question.
How, exactly, does your Wisdom modifier affect your Force points? The manual only says:
"A high Wisdom adds modifiers to Jedi Force powers...."
That's not very helpful. What kind of modifiers?
Thanks.
How exactly does Wis affect Force points?
- Joshua Randall
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- Stilgar
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I know your wisdom modifier (10wis=0 12wis=1 14wis=2 etc.) is added to your will saves (against mindaffecting) and certain skill DC's.
But I dont know how many points you gain in your forcepool.
Why not check, get an wisdom modifying item, equip/unequip it and see how many points you gain
And welcome to the forum
But I dont know how many points you gain in your forcepool.
Why not check, get an wisdom modifying item, equip/unequip it and see how many points you gain
And welcome to the forum
I do not have the touch, nor do I have the power.
- Joshua Randall
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I think I figured it out!
Armisael is right about Wisdom, but you also gain one Force Point per level for each +1 Charisma modifier. Observe the following NPCs and their starting stats:
Bastila starts with 27 Force Points (FP)
Jedi Sentinel 3 = 18 FP
Wis 12 (+1) x Level = 1 * 3 = 3 FP
Cha 15 (+2) x Level = 2 * 3 = 6 FP
18 + 3 + 6 = 27 FP
Juhani starts with 36 Force Points (FP)
Jedi Guardian 6 = 24 FP
Wis 12 (+1) x Level = 1 * 6 = 6 FP
Cha 13 (+1) x Level = 1 * 6 = 6 FP
24 + 6 + 6 = 36 FP
Jolee starts with 72 Force Points (FP)
Jedi Consular 6 = 48 FP
Wis 15 (+2) x Level = 2 * 6 = 12 FP
Cha 15 (+2) x Level = 2 * 6 = 12 FP
48 + 12 + 12 = 72 FP
Eureka!
One implication of this is that it may make sense to improve these NPC's odd-numbered Charisma attributes immediately (at 4th level for Bastila and at 8th level for Juhani and Jolee). Effectively, doing so will grant each NPC more FP equal to their level. Of course you can get the same outcome by increasing their Wisdom, but in the case of Bastila and Juhani they are two attribute increases away from the next Wis bonus increment.
Armisael is right about Wisdom, but you also gain one Force Point per level for each +1 Charisma modifier. Observe the following NPCs and their starting stats:
Bastila starts with 27 Force Points (FP)
Jedi Sentinel 3 = 18 FP
Wis 12 (+1) x Level = 1 * 3 = 3 FP
Cha 15 (+2) x Level = 2 * 3 = 6 FP
18 + 3 + 6 = 27 FP
Juhani starts with 36 Force Points (FP)
Jedi Guardian 6 = 24 FP
Wis 12 (+1) x Level = 1 * 6 = 6 FP
Cha 13 (+1) x Level = 1 * 6 = 6 FP
24 + 6 + 6 = 36 FP
Jolee starts with 72 Force Points (FP)
Jedi Consular 6 = 48 FP
Wis 15 (+2) x Level = 2 * 6 = 12 FP
Cha 15 (+2) x Level = 2 * 6 = 12 FP
48 + 12 + 12 = 72 FP
Eureka!
One implication of this is that it may make sense to improve these NPC's odd-numbered Charisma attributes immediately (at 4th level for Bastila and at 8th level for Juhani and Jolee). Effectively, doing so will grant each NPC more FP equal to their level. Of course you can get the same outcome by increasing their Wisdom, but in the case of Bastila and Juhani they are two attribute increases away from the next Wis bonus increment.
- Joshua Randall
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I like Persuade.
Playing as a Soldier with Wis 15 / Cha 14, I have put all available skill points into Persuade, even though it's a cross-class skill. That way I can get some decent reactions even before gaining Affect Mind as a Jedi.
I still wouldn't make my main PC's Charisma higher than 14, though. It's just not worth it.
Playing as a Soldier with Wis 15 / Cha 14, I have put all available skill points into Persuade, even though it's a cross-class skill. That way I can get some decent reactions even before gaining Affect Mind as a Jedi.
I still wouldn't make my main PC's Charisma higher than 14, though. It's just not worth it.
I like persuade too, but an extra point of persuade isn't worth those 2 ability points spent on charisma. You don't have that many ability points to throw around.
Edit: knew I was forgetting something... your wisdom bonus is also tacked on to your treat injury skill, which is arguably of more practical use than persuade. (And awareness and security too, if those concern you.)
Edit: knew I was forgetting something... your wisdom bonus is also tacked on to your treat injury skill, which is arguably of more practical use than persuade. (And awareness and security too, if those concern you.)
- Joshua Randall
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Call me an iconoclast, but I don't invest much into Treat Injury early in the game. (Pre-Dantooine.) At the Endar / Taris stages, none of the enemies is too tough, and there is ample free healing -- transit back to your hideout, visit Zelka Forn, or talk to the Outcast Healer in the Undercity.
Plus, you wind up swimming in medpacks. You can easily accumulate 30+ (normal) medpacks just on Taris.
You're right, though, that Wisdom is far more important than Charisma in the long run, for Will saves if nothing else.
It's too bad Jedi don't get the Divine Grace-style ability that D&D Paladins do: add your Cha bonus to all saves. That would be sweet.
Plus, you wind up swimming in medpacks. You can easily accumulate 30+ (normal) medpacks just on Taris.
You're right, though, that Wisdom is far more important than Charisma in the long run, for Will saves if nothing else.
It's too bad Jedi don't get the Divine Grace-style ability that D&D Paladins do: add your Cha bonus to all saves. That would be sweet.