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Jedi Guardian
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Sabermaster's Guide to the Guardian

First off we'll want to Start with Statistic's. As a Jedi Guardian you'll rely on your Combat abilities more then your Force abilities, though they should not be overlooked. With this being side your Combat are directly effected by your Strength, and Dexterity. The reason for this is simple enough honestly. Strength measure how strong physically you are, allowing you to attack with mighty blows, and lay your foe low. Dexterity measure's how agile and quick you are, allowing you to dodge blows aimed at you more easily, and to move out of harms way quickly. That said these should be your highest Stats. From their go to Charisma as this effect how well you get along with other people, also it should be noted that Wisdom effect's your force abilities. So that said at Creation your stats should probably look something like this: Strength: 15, Dexterity: 15, Constitution: 10, Intelligence: 13, Wisdom: 10, and Charisma: 14. Also you gain a Stat increase at every Fourth Level. In my personal view you should dump these into Strength and Dexterity, starting with Strength, then Dexterity, then repeat.

Also you're going to want to acquire an item to help increase your intelligence at some point. The 2 SP you gain per level isn't that great, hence the 13 in Intelligence. This will give you a Int Mod, allowing you to increase the Skill Points you gain per level. And any item that enhances your Int will help with this. It's a good idea to put your Skill points into Persuade, Repair Droid, and Treat Injury.

Now then let's looking at the best starting class to lead into the Jedi Guardian. The Soldier.

Soldier

Per Level: 10hp, 2sp

Base Attack Bonus:
The first number is the Level; the second is the Base attack bonus, for each attack per level.
1 +1
2 +2
3 +3
4 +4
5 +5
6 +6 +1
7 +7 +2
8 +8 +3
9 +9 +4
10 +10 +5
11 +11 +6 +1
12 +12 +7 +2
13 +13 +8 +3
14 +14 +9 +4
15 +15 +10 +5
16 +16 +11 +5 +1
17 +17 +12 +6 +2
18 +18 +13 +7 +3
19 +19 +14 +8 +4
20 +20 +15 +9 +5

Saving Throws:
The First number is Level, the Second is Fortitude, the third Reflex, the Fourth is Will
1 +2 +0 +0
2 +3 +0 +0
3 +3 +1 +1
4 +4 +1 +1
5 +4 +1 +1
6 +5 +2 +2
7 +5 +2 +2
8 +6 +2 +2
9 +6 +3 +2
10 +7 +3 +3
11 +7 +3 +3
12 +8 +4 +4
13 +8 +4 +4
14 +9 +4 +4
15 +9 +5 +5
16 +10 +5 +5
17 +10 +5 +5
18 +11 +6 +6
19 +11 +6 +6
20 +12 +6 +6

Feat Progression: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 20

Starting Feats:
  • Melee weapons Proficiency
  • Blaster pistols Proficiency
  • Blaster rifles Proficiency
  • Heavy weapons Proficiency
  • Melee weapons Proficiency
  • Armor Proficiency (light)
  • Armor Proficiency (medium)
  • Armor Proficiency (heavy)
  • Power Blast
  • Power Attack


  • Class Skills:
    Demolitions
    Awareness
    Treat Injury

    Class Description: Soldiers are the first and last line of defense against the evils of the galaxy. Conversely, they also serve in the armies of the great evils of the galaxy. Wherever there is war, there are soldiers fighting and dying, whether it be for a higher cause or just for the pay at the end of the week.

    In Star Wars: Knights Of The Old Republic the soldier will likely be the first choice of character for a great many people. They get quite a lot of feats for free at creation and a great number thereafter, a bonus soldier feat every second level. These feats are extremely useful even if they are almost exclusively weaponry and combat oriented. In addition to this, they are by far the best at combat out of all the starting classes and will serve to keep the novitiate alive and kicking for longer. The downside to the soldier is that it is a fairly specialized class, they get the fewest skills per level of all the others and most of the non-combat skills are not as easy to come by. When the opportunity arises to walk down the path of the Force, a soldier's most natural path would be that of the Jedi Guardian as they share a great many traits.

    The arsenal of the average soldier would include blaster pistols, blaster rifles and vibroblades. There would be some soldiers who focus on nothing beyond the standard blaster rifle and become an outstanding marksman, others may choose pistols and become akin to the old west gunslingers and some even stranger may eschew ranged weapons entirely and be at their most deadly when up close and personal. In short, there are nearly as many styles as there are soldiers and any one of them could be deadly.

    Now then as we look at the Soldier above we see one thing. Feats. Feats are the most important aspect of a Soldier they gain one every level, and more then any other character class in the game. For the Budding Jedi Guardian this is incredible useful as it allows you to try and get a few things out of the way first. For one thing it should give you a chance to max out the Dueling or Two Weapon fighting tree's before you reach Jedi, this my friends is a good thing because it'll make you better with your Lightsaber when you do get. Regardless A chart of the Soldiers Feat progression can be seen here: Soldier - 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, 20

    Now then one word of warning is to avoid wasting your Feat's on Ranged weaponry, while useful at start when you do reach Jedi Guardian your going to want to use your Lightsaber to full effect. Better to focus on Melee Feat's like Dueling, Critical Strike, Two Weapon Fighting, or Flurry, and a word of warning avoid the Power Attack tree as the benefits it offer's isn't worth the cost.

    From Soldier we move hopefully to Jedi Guardian, Let's look at the Jedi Guardian.

    Jedi Guardian:

    Guardian: 10hp, 4fp, 2sp

    Base Attack Bonus:
    The first number is the Level; the second is the Base attack bonus, for each attack per level.
    Level 1: +1
    Level 2: +2
    Level 3: +3
    Level 4: +4
    Level 5: +5
    Level 6: +6 +1
    Level 7: +7 +2
    Level 8: +8 +3
    Level 9: +9 +4
    Level 10: +10 +5
    Level 11: +11 +6 +1
    Level 12: +12 +7 +2
    Level 13: +13 +8 +3
    Level 14: +14 +9 +4
    Level 15: +15 +10 +5
    Level 16: +16 +11 +5 +1
    Level 17: +17 +12 +6 +2
    Level 18: +18 +13 +7 +3
    Level 19: +19 +14 +8 +4
    Level 20: +20 +15 +9 +5

    Saving Throws:
    The three numbers in order are Fortitude, Reflex, and Will
    Level 1: +2 +2 +0
    Level 2: +3 +2 +0
    Level 3: +3 +3 +1
    Level 4: +4 +4 +1
    Level 5: +4 +4 +1
    Level 6: +5 +5 +2
    Level 7: +5 +5 +2
    Level 8: +6 +6 +2
    Level 9: +6 +6 +2
    Level 10: +7 +7 +3
    Level 11: +7 +7 +3
    Level 12: +8 +8 +4
    Level 13: +8 +8 +4
    Level 14: +9 +9 +4
    Level 15: +9 +9 +5
    Level 16: +10 +10 +5
    Level 17: +10 +10 +5
    Level 18: +11 +11 +6
    Level 19: +11 +11 +6
    Level 20: +12 +12 +6

    Feat Progression: 1, 3, 6, 7, 9, 12, 13, 15, 18

    Starting Feats:
  • Jedi Defense
  • Melee weapons Proficiency
  • Blaster pistols Proficiency
  • Lightsaber Proficiency


  • Special Feats:
    Level 1: Jedi Sense
    Level 6: Knight Sense
    Level 12: Master Sense
    Level 1: Force Jump
    Level 6: Advanced Force Jump
    Level 12: Master Force Jump

    Jedi Sense (Regular, Improved, Master)
    Description: This enhances a Jedi's defense bonus by 2, 4, or 6 points. It is extremely useful for unarmored Jedi. All Jedi's gain this Special Feat as they level. All Jedi gain this as they level.

    Force Jump
    The Jedi knows that if diplomacy fails, combat must be swift and decisive. When an opponent at range is targeted with a melee attack, this feat allows Guardians to make a quick series of jumps and rolls to close the distance almost instantly. This feat is automatic when targeting opponents with a melee attack from more than 10 meters away. Only a Jedi Guardian gains this Feat as they level.

    Class Description: Though a great many were killed or corrupted in the recent Mandalorian wars and the current war against the sith, the Jedi Guardians are still the line that stands between the Republic and chaos. Though they are rare, fallen Jedi Guardians harnessing the power of the dark side of the Force are an immense danger to any who may oppose them.

    In Star Wars: Knights Of The Old Republic, a Jedi Guardian must exercise considerable care, the age is a violent one and the dark side is an ever-present temptation. The Jedi Guardian begins as a member of a different class and does not embrace their burgeoning Force sensitivity until later in the story. The Jedi Guardian suffers comparable setbacks to the soldier, fewer skill points per level and more limited feats than other force sensitive classes. This, like the soldier, is balanced by making the Jedi Guardian arguably the most lethal class in the game with feats geared towards combat and evasion. The Jedi Guardian, as a being of action as much as reason, is often the easiest seduced by the lure of the Dark Side and must remain ever vigilant lest the dark tendril coil around his heart much as it did to Revan and Malak during the Mandalorian Wars.

    The primary weapon of the Jedi Guardian is of course the Lightsaber. Capable of as much defense as offence, the saber is an excellent tool for the skill of the Jedi. There are many Jedi who embrace disparate styles of fighting, most favoring the single lightsaber and it's varying styles. There are, however the unusual who choose to wield a lightsaber in each hand for a relentless and unpredictable attack and there are those even rarer that employ the deadly double bladed lightsaber for a balanced and rapid offence.

    The first, and most important thing we should talk about concerning the Jedi Guardian is his Lightsaber. A Guardian lives or dies by his Lightsaber, and how skilled with it he is or not. With his Lightsaber in his hands, or hands if you decide to go the Dual, or Double headed lightsaber, the right feats, and the proper Force Power's a Jedi Guardian becomes a very, very deadly being. Now then let's look at a of the Jedi Guardian's feat progression: 1, 3, 6, 7, 9, 12, 13, 15, 18

    A Guardian gain's less Feats then a Soldier, but they make up for it by Gaining 2 Force Power's at 1st level, and one at every level there after. Now then let's move on to the Feat's and Force Power, which will be most useful to you as a Jedi Guardian.

    Let's start with Feats that are most important to a Jedi Guardian:

    Flurry - Regular, Improved, Master
    Description: This is one of the most important feats for melee characters. Although it lowers your character's defense it allows them to make an extra attack every round. The defense penalty goes down as you increase the level. With character's, that already have 2 attacks, it adds an additional first attack with minimal penalties. Place your preferred weapon in your leading hand so it can strike twice a round, instead of once.
    Reason why: One of the more useful Feats in the game this increases the number of attack's you do per round, at the cost of lowering your defense not truly a big thing if you fool the advice presented here, and an extra attack, is an extra attack is an extra attack. It gives you a chance to do more damage to an enemy. More Damage good. Max this out as soon as the opportunity presents itself.

    Critical Strike - Regular, Improved, Master
    Description: This improves your chances of inflicting a melee critical strike on an enemy. This wound dishes out double damage and depending on the weapon, an additional 2-12 damage. With the feat, this also allows a chance of stunning the target. This is a useful melee feat and should be given only to those you wish to push into close combat fighting. The second and third path of this feat triples or quadruples the critical strike range (chance of doing double damage)
    Reason why: Arguably one of the most important if not the most important Feat for a Jedi Guardian this increases the Damage of your lightsaber and on top of that if you do score a Critical hit, Doubles it, and as a Lightsaber Critical hit does x3 Damage if you score at Master level this is very deadly. Max this out as soon as possible.

    Conditioning +1, +2, +3
    Description: This gives a +1, +2, and +3 to all saving throws. Increases changes of avoiding damage and other negative effects. Give this to everyone.
    Reason Why: If offer's an increase of your Saving throw's, and a chance of less Damage being done to yourself. Which is always useful.

    Lightsaber - +1, +2, +3
    Description: Make's you more Skilled with your Lightsaber, adding a Bonus to your Attack rolls.
    Reason why: You get better with your Lightsaber, if that's not reason enough, though it's expensive at the cost of three Feats, and the benefit's are a tad negligible. Only take this to third if you maxed out everything else. One thing to note is if you master the Dueling Feat tree and then this you'll gain an Impressive +6 bonus to your Attack rolls, which is stackable with your Base Attack Bonus, but I would wait until you had everything else. Side note: In the case of a the Two Weapon fighting Feat tree this can help off set the -2 Penalty you suffer. So you may want to consider taking this instead of Jedi Defense.

    Jedi Defense - Regular, Improved, Master
    Description: This impressive feat allows you to deflect incoming blaster bolts; when encountering names with this weapon type, its useful for Jedi only, a great feat to utilize if you are without armor.
    Reason why: Ever see Star War's this is the classic bounce the Blaster bolt back at the enemy feat. And as your more then liking not going to be wearing armor heavier then light it increase your defense, this is useful if your foe is using blaster's, and hell it's just plain cool. Try to max this out if possible.

    Dueling - Regular, Improved, Master.
    Description: This Feat grants you a +1 bonus to attack and def in combat (+2 and 3 at higher levels,) you'll do double or triple the damage if you wield two weapons, or one double handled weapon, and then follow the feats associated with these weapons.
    Reason why: If you decide to go the Single Lightsaber approach, this is much more useful then Lightsaber (+1, +2, +3) As it increase both your Attack and you're Defense. Though I should point out that once this is taking, and if you have the Feats remaining if you grab Lightsaber 1, 2, 3 the two of them combined will become a very nice +6 bonus to attack which stacks on top of the BAB you gain normally as you level. Take this to Max as soon as possible.

    or

    Two Weapon Fighting - Regular, improved, master
    Description: This is a useful line of feats for almost any character, because if you equip two weapons without this feat, you'll suffer a penalty when your try to hit your Opponent. Having this feat allows 2 weapons to be wielded without penalty, deals more damage, and enables a wider range of damage type effects (such as firing a normal blaster in one hand and an ion blaster in the other). Double bladed weapons (such as the double lightsaber) require this feat, but the user suffers a heavy penalty without it as well. Characters who focus on heavy weapons or rifles don't need to worry about this, but everyone else except Jolee if you aren't using him for combat), should use this.
    Reason Why: This is simple if your using Twin or Double weapon's take this to max as absolutely soon as possible as the Penalty to using two weapon's or a Double weapon is extremely high with out it, if you want to use Two Weapon's take this to max as soon as possible.

    Now onto Force Powers: We'll start off with the one's most important to a Guardian then move on to one's that should be considered after these are Maxed out.

    Force Aura, Shield, Armor - Light side
    Description: A good power for Jedi who can't wear armor, Jedi should ascend to the force armor power, except Juhani. Bastila and Jolee should try this power. This is useful when going into combat, although it isn't worth the expenditure if you're dark side-take the hit. Excellent to cast before combat or during a long drawn-out fight!
    Reason Why: Almost self-explanatory but I'll go into a bit more Detail. As a Jedi you're not going to be wearing armor much heavier then light, if you wear anything heavier your Force powers will suffer as a result. Hence the reason for taking this ability, this will become incredibly useful at later levels and should be one of the First Force Power's you choose. Max it out without fail.

    Burst of Speed, Knight Speed, Master speed- Universal
    Description: This is a great power for any Jedi type, as it isn't restricted by type. However, you cannot cast this in armor. This power allows you to run quickly (thus covering previously explored areas with ease) and also adds to defense and attacks at higher levels (knight +1. Master +2) at master level, your two extra attacks are akin to having an extra character! Any Jedi (except those wearing armor) should utilize it. Excellent to cast before combat or during a long drawn-out fight.
    Reason Why: I hope I don't really have to explain this to you beyond the description, But if adds greatly to your Defense, and your attack's at latter levels. A Jedi Guardian with Flurry, Maxed out Two weapon Fighting skill tree, and this maxed out at later level's will do a Whopping Eight attack's.

    "I looked at Jango Fett on the sand in the Geonosian arena. A perfect combination of weapons, skills, and the will to use them: an interlocking crystal of killer. The Force hinted a shatterpoint, and I left a headless corpse on the sand. The deadliest man in the galaxy. Now: just dead." - Mace Windu, Jedi Guardian.
    Major Side Note: Not to be left out a High level Jedi Guardian with Maxed out Dueling, Lightsaber +1, +2, +3, Flurry, and this will do an almost as impressive Seven Attacks, with a +6 bonus to each, just Something to consider.

    Force Valor, Knight, Master- Light side
    Description: Less useful to those of the dark side but still gives a major benefit, increasing all attributes and saving throws. To the light side Jedi, the benefits are incredible and the effects are felt through the party. Knight and Master levels give the party poison immunity, while Master adds +5 to main attributes. This is the key power for any light side Jedi. Excellent to cast before combat or during a long drawn out-fight.
    Reason Why: I shouldn't have to explain this beyond Max this out as soon as possible. And to be perfectly clear Max this out at later levels.

    Some Advice to using this Three Force Power's to their utmost effect:
    While you may be tempted to jump right into Combat with your Guardian it's a Better idea to pause the game, and cast Force Aura, Shield, Armor, then Force Valor, at any level, and then Burst of Speed, Knight or Master. As this will buff you Guardian perfectly allowing him to do a great deal more damage then if he just jumped right in.

    Now that those are taking care of let's move onto Force powers that while not as Vital as those above will still be incredibly useful to a Jedi Guardian.

    Force Push, Whirlwind, and Wave - Universal
    Description: The great advantage of this attack is that it inflicts damage, incapacitates briefly, and hits multiple times. 1 or more Jedi should employ this. For those that follow the light side this is a must. However even dark side Jedi should employ this.
    Reason Why: Useful for tossing your enemy around, and it fills the roll nicely as a Ranged weapon.

    Throw Lightsaber, Advanced Throw Lightsaber- Universal
    Description: This is straightforward and can inflict up to 60 pts of damage (20th level Jedi inflicts 10-60 pts of damage) the advanced throw is preferred but if you don't start with this power don't acquire it. Reasonable if used with armor and as effective or damaging as other attacks but usually your Jedi will be attacking in melee combat to greater effect or staying out of range to use more damaging force powers.
    Reason Why: Semi-useful and it's a nice surprise if your opponent is using a blaster, and firing away at you. It's a Kyle Katarn classic.

    Affect mind, Dominate Mind
    These aren't the Droid's you're looking for.
    Description: Only available to the player character, this allows you to disrupt the thought patterns of those you are conversing with and allows for new dialog options. Don't use this if you are fighting your way through the game instead of employing diplomacy. However, this power provides shortcuts and opportunities to increase rewards for some quests. More essential for a dark side player, as you can be more menacing w/o resorting to violence.
    Reason Why: Useful to you as a Jedi Guardian if your having trouble accomplishing a Goal needed for a Side Quest, and need a bit of persuasion to accomplish a goal, or access a new dialog. Only take Affect Mind though, as your Force Abilities are better spent in other places.

    Cure, Heal - Light Side
    Description: every Jedi should have at least Cure, and possible heal because it also cures poison. However, if your player character is moving to the dark side, ignore this power you'll be more concerned with smiting everything in your path. This is a fine ability to have if you are stranded away from other party members. When you have characters with this power, sell those med-packs.
    Reason Why: Useful if your other party member's are down and out. But don't take it beyond Cure. It's a better idea to have Bastila take this, and then Heal.

    Force Resistance, Immunity- Universal
    Description: Don't use this until you start fighting dark Jedi later in your adventure. For Jedi without/ armor, this is another useful way of defending themselves. Because you can't cast this with armor, give this to Bastila and Jolee. This power has its uses against Jedi foes only.
    Reason why: I can see this becoming useful at later level's but only if Bastila, or Jolee are down for the count, the abilities are better spent elsewhere, and having them cast in on you at the beginning of a battle is a better idea.

    Dark side version: So you've decided to join the Dark side have you? Well I can show you the way so to speak.

    Let's start with Feats that are most important to a Dark Jedi Guardian:

    The feats that are important to a Dark side Jedi Guardian are almost exactly the same as that of a Light side one with one major difference.

    Two Weapon Fighting - Regular, Improved, Master
    Description: This is a useful line of feats for almost any character, because if you equip two weapons without this feat, you'll suffer a penalty when you try to hit your Opponent. Having this feat allows 2 weapons to be wielded w/o penalty, deals more damage, and enables a wider range of damage type effects (such as firing a normal blaster in one hand and an ion blaster in the other). Double bladed weapons (such as the double lightsaber) require this feat, but the user suffers a heavy penalty, too. Characters who focus on heavy weapons or rifles don't need to worry about this, but everyone else except Jolee if you aren't using him for combat), should use this.
    Reason Why: This is simple if your using Twin or Double weapon's take this to max as absolutely soon as possible as the Penalty to using two weapon's or a Double weapon is extremely high with out it, if you want to use Two Weapon's take this to max as soon as possible. As a Dark side Jedi Guardian you're going to want to go for this. Used in Conjunction with Maxed out Force Speed, and Flurry you'll have Eight Attack's per round, and as you don't have access to Force Aura, Shield, or Armor, and Force Valor, Knight Valor, or Master Valor your going to want to go full out offensive.

    Now onto Force Powers: We'll start off with the one's most important to a Dark side Jedi Guardian then move on to one's that should be considered after these are Maxed out.

    Wound, Choke, Kill - Dark side:
    "Apology accepted Captain Needa." -Darth Vader
    Description: One of the more important feats, these are useful b/c this offensive attack stuns and damages the opponent. It can only affect one person at a time when you master the kill path you will defeat any opponents you succeed in attacking if their health is at 1/2 level or less, allowing you (for example) to strike down a foe to 1/2 health with regular combat, then allow your Jedi to finish them. Make sure Jolee and your player character has this. You can cast this with armor, making it the most useful offensive power.
    Reason Why: Ever seen the Original Trilogy. Basically this allows you to make like Darth Vader, and since you can't get Force Aura, Shield, or Armor as a Dark Jedi it's better to go all out offensive, and max this out as soon as possible.

    Burst of Speed, Knight Speed, Master speed - Universal
    Description: This is a great power for any Jedi type, as it isn't restricted by type. However, you cannot cast this in armor. This power allows you to run quickly (thus covering previously explored areas with ease) and also adds to defense and attacks at higher levels (knight +1. Master +2) at master level, your two extra attacks are akin to having an extra character! Any Jedi (except those wearing armor) should utilize it. Excellent to cast before combat or during a long drawn-out fight.
    Reason Why: I hope I don't really have to explain this to you beyond the description, But if adds greatly to your Defense, and your attack's at latter levels. A Jedi Guardian with Flurry, Maxed out Two weapon Fighting skill tree, and this maxed out at later level's will do a Whopping Eight attack's.

    Drain Life, Death field - Dark Side
    Description: This is a preferred power: it damages your foes and heals you. This is popular with dark Jedi. A good alternative to force lightning, use this when you're low on health and confronted by enemies. Death field turns the tables on a weakened character and a healthy foe. Give this to a dark side player character, and possibly Jolee.
    Reason why: You Don't have access to Force Valor, Knight Valor, or Master Valor, so this is worth maxing out, It should allow you significantly weaken your enemies at later levels, and it makes them weaker and you stronger. Which is what the Dark side is all about.

    Now that those are taking care of let's move onto Force powers that while not as Vital as those above will still be incredibly useful to a Jedi Guardian.

    Shock, Force Lightning, Force Storm - Dark side)
    "So be it….Jeeeedi." Emperor Palpatine
    Description: This is a favorite among Jedi masters. It is straightforward and dispatches enemies without laying a finger on them. At second and 3rd levels, it damages group of creatures at once, regardless of type. Use this as a sure fire tactic to success. Jolee and your dark side character should try this. You cannot cast it in armor, so employ it with Jedi who stand at the rear with ranged power attacks. Force storm is the most power Jedi attack in the game.
    Reason Why: Pure Damage. Make like Count Dooku or the Emperor and fry them where they stand, at later level's this will be insanely useful and should be used in conjunction with Death Field. Max this out as soon as possible.

    Now that those are taking care of let's move onto Force powers that while not as Vital as those above will still be incredibly useful to a Jedi Guardian.

    Throw Lightsaber, Advanced Throw lightsaber- Universal
    Description: This is straightforward and can inflict up to 60 pts of damage (20th level Jedi inflicts 10-60 pts of damage) the adv throw is preferred but if you don't start with this power don't acquire it. Reasonable if used with armor and as effective or damaging as other attacks but usually your Jedi will be attacking in melee combat to greater effect or staying gat range to use more damaging force powers Reason Why: Semi-useful and it's a nice surprise if your opponent is using a blaster, and firing away at you.

    Affect mind, Dominate Mind - Universal
    Description: These aren't the Droid's you're looking for. Only available to the player character, this allows you to disrupt the thought patterns of those you are conversing with and allows for new dialog options. Don't use this if you are fighting your way through the game instead of employing diplomacy. However, this power provides shortcuts and opportunities to increase rewards for some quests. More essential for a dark side player, as you can be more menacing w/o resorting to violence.
    Reason Why: Useful to you as a Jedi Guardian if your having trouble accomplishing a Goal needed for a Side Quest, and need a bit of persuasion to accomplish a goal. As a Dark sider it's worth maxing this out as your can afford it and it'll be incredible useful as you progress through the game.

    Force Resistance, Immunity- Universal
    Description: Don't use this until you start fighting dark Jedi later in your adventure. For Jedi without/ armor, this is another useful way of defending themselves. Because you can't cast this with armor, give this to Bastila and Jolee. This power has its uses against Jedi foes only. Reason why. I can see this becoming useful at later level's but only if Bastila, or Jolee are down for the count, the abilities are better spent.
    elsewhere, and having them cast in on you at the beginning of a battle is a better idea.

    Fear, Horror, Insanity- Dark side
    Description: This is yet another way of weakening, but not damaging a foe. When enemies cower in fear, they act as if they are stunned. This isn't essential, and only one Jedi in your party (ideally the player character) should use this. Employ this to slow an enemy and have your non-Jedi party member's finish them, Similar to stun but for dark side Jedi only.
    Reason why: I can see this being useful when used in conjunction with Death Field, and Force Lighting. Use Fear, Horror, or Insanity first, then Death Field, and follow it up with Force Shock, Lighting or Storm. If everything goes as planned you should stun, the enemy, drain life from them, then blow them to hell with Lighting. Max this out if possible, but it's not essential.

    First Level Suggestions:

    As a First level Soldier. Take Dueling or Two Weapon fighting depending on which style you wish to use, then Critical Strike, and try to Max these out with your Soldier levels. It would also be best if you ignored the Blaster Feat's entirely as they'll be wasted Feats when you hit Jedi Guardian. But if that's not possible take Flurry next level. You want to have Dueling or Two Weapon Fighting, Critical Strike, and Flurry maxed out as soon as possible no exceptions.

    As a First Level Jedi Guardian: Take Force Aura, Force Speed at First level, then at Second take Force Valor, max these out as soon as possible and once that's done take the other feats as you see fit. You want to have Force Aura, Force Shield, Force Armor, Force Valor, Knight Valor, Master Valor, and Burst of Speed, Knight Speed, and Master Speed maxed out as soon as possible.

    Darksider:
    As a First level Soldier. Take Two Weapon fighting, then Critical Strike, and try to make these out with your Soldier levels. It would also be best if you ignored the Blaster Feat's entirely as they'll be wasted Feats when you hit Jedi Guardian. But if that's not possible take Flurry next level. You want to have Two Weapon Fighting, Critical Strike, and Flurry maxed out as soon as possible no exceptions.

    As a First Level Jedi Guardian: Take Force Speed, and Force Choke at First level, then at Second Level grab Force Shock max these out as soon as possible and once that's done take the other feats as you see fit. You want to have Wound, Choke, Kill, Burst of Speed, Knight Speed, Master Speed and Force Shock, Force Lightning, Force Storm maxed out as soon as possible. Then from there proceed as you see fit.

    Kay that's it hope you find this useful, was a lot of fun to type it up. Fear leads to anger, anger leads to hate, hate leads to suffering, suffering leads to power.

    Lightsaber Crystal Combinations

    This is a new section. I thought I would go over what I consider the good Crystal combinations for a Jedi Guardian's Lightsaber.

    Dragon Pearl + Opila Crystal + Any Color Crystal: The Krayt Dragon Pearl adds +2 Damage to your Attack, and adds +3 to your attack roll, the Opila Crystal adds the massive Critical enhancement. This is possible the best combo for a Single Lightsaber user.
    The Reason why: If you max out Dueling you get a +3 Bonus to your attack rolls, add a maxed out Lightsaber 1, 2, 3, and the Bonus becomes +6, add the Dragon Pearl and it becomes +9, then if max out Flurry and Master Speed that becomes Seven Attacks with a +9 Bonus to each.

    Sigil + Opila + Any Color Crystal: A Sigil Crystal adds 1d6 to the damage your Saber does. The Opila Crystal offer's the Massive Critical enhancement adding +2d6 if you Score a Critical Hit.

    Bonder + Opila + Any Color Crystal: a Bonder Crystal has a chance of stunning your Foe with a successful hit, a Opila Crystals adds the Massive Critical enhancement, offering a chance to live your enemy stun, and then badly hurt if you score a Critical.

    Upari + Sigil + Any Color Crystal: An Upari crystal offer's a +5 Enhancement, while adding an additional 1d6 damage bonus.

    Kay that's it hope you find this useful, was a lot of fun to type it up.

    May the Force be with you.

    Submitted By: Sabermaster