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Sabermaster's Guide to the Sentinel
First off we'll want to Start with Statistic's useful for a Jedi Sentinel. As a Sentinel you'll rely on both your Combat abilities and that of your Skills and Force Abilities. To this end it's best to get one thing straight your going to need to pick a path for yourself to get the most out of your Sentinel do you want to focus more on Combat Abilities while still having greater access to skills and Force Abilities, or do you want your Scout to focus more on his Force Abilities letting his Combat abilities fall to the wayside. Don't try to go the Jack-of-All-trades master of none route, or all you'll be doing is spreading yourself too thin later in the game. That said let's look at what your stats should be for each. Dexterity, Dexterity is one of the more important Attributes in the game, it determines your defense, adds a bonus to your Reflex save if high enough, and if wielding a Lightsaber, and it's higher then your Strength is used to determine your Attack bonus, as well offering a bonus to your Stealth Skill. That said it's a good idea to have a High Dex. Moving from Dexterity, Charisma is also important to a Sentinel as it offers a bonus to some of your Force Abilities, and the Persuade Skill, from there we move to Wisdom which effect's your Force Abilities. So with all that said at Creation your stats should look something like this.
Strength 12, Dexterity 18, Con 12, Intelligence 10, Wisdom 12, Charisma 15 Also you gain a Stat increase at every Fourth Level. In my personal view you should dump these into Dexterity, and Charisma, starting first with Dex, then Cha, and repeating as you go.
Now onto Skills: In my personal opinion Persuade is probably the best skill for the player character in the game and Skill Points should be pumped into it each level, regardless of class, as a Scout and then Sentinel you gain 6 Skill points per round so once you've maxed out Persuade for that level your free to do what ever you wish with those remaining Skill Points. Though I would put them into Repair personally.
Now then let's looking at the best starting class to lead into the Jedi Sentinel. The Scout.
Scout
Per Level: 8Vp, 6Sp
Class Skills:
Computer
Demolitions
Awareness
Repair
Treat Injury
Base Attack Bonus
Level 1: +0
Level 2: +1
Level 3: +2
Level 4: +3
Level 5: +3
Level 6: +4
Level 7: +5
Level 8: +6
Level 9: +6
Level 10: +7
Level 11: +8
Level 12: +9
Level 13: +9
Level 14: +10
Level 15: +11
Level 16: +12
Level 17: +12
Level 18: +13
Level 19: +14
Level 20: +15
Saving Throws
The First number is Level, the Second is Fortitude, the third Reflex, the Fourth is Will.
Level 1: +2 +2 +2
Level 2: +3 +3 +3
Level 3: +3 +3 +3
Level 4: +4 +4 +4
Level 5: +4 +4 +4
Level 6: +5 +5 +5
Level 7: +5 +5 +5
Level 8: +6 +6 +6
Level 9: +6 +6 +6
Level 10: +7 +7 +7
Level 11: +7 +7 +7
Level 12: +8 +8 +8
Level 13: +8 +8 +8
Level 14: +9 +9 +9
Level 15: +9 +9 +9
Level 16: +10 +10 +10
Level 17: +10 +10 +10
Level 18: +11 +11 +11
Level 19: +11 +11 +11
Level 20: +12 +12 +12
Feat Progression: 1, 2, 3, 5, 7, 9, 11, 13, 15, 17, 19
Starting Feats:
Armor Proficiency (Light, Medium)
Weapon Proficiency (Blaster, Blaster Rifle, Melee)
Flurry 1
Implant 1
Rapid Shot 1
Special Feats:
Level 1: Implant Level 1
Level 4: Implant Level 2, Uncanny Dodge 1
Level 7: Uncanny Dodge 2
Level 8: Implant Level 3
Implant Level +1, +2, +3
Description: This allows you to use implants. Implants have a range of diff effects; some improve DEX, some tweak your CON, some give flexibility, and others prevent you from becoming poisoned. Scouts start with this feat. The 3rd path allows you to access the finest implants in the adventure, such as the cardio power system (up to +4 CON) but the initial path is good enough to give you a variety.
Side Note: If you don't acquire Implant Level 3 by the time you become a Sentinel it's worth spending a Feat to acquire it, in order to access the highest level of Implant's.
Uncanny Dodge: Allows a Scout to retains his Dexterity bonus to Defense (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Class Description: Scouts are the wanderers, the dreamers and the curious, where others may seek the simple goal of home and family, the scout seeks grand vistas on unexplored worlds or the beauty of an uncharted nebula. Give a scout a ship, some fuel and a half remembered tale of mystery beyond the frontier and he's happy.
In Star Wars: Knights Of The Old Republic scouts may prove to be the middle ground between Soldier and Scoundrel with both their hit points and skill points falling squarely in the middle. Since a scout spends so much time away from civilization, they have to do almost everything on their own and their feats and skills lend themselves well to lone survival. The downside to the scout is that it is a fairly generalized class, you may find yourself with too few hit points for a major engagement or too few skill points to bypass or circumvent a major engagement. When the opportunity arises to walk down the path of the Force, a scout would be well served to take on the role of a Jedi Sentinel as traveling far and keeping ones eyes open for trouble is a natural thing for them.
The average scout would generally be found wielding a blaster pistol, one can never tell what lies in the unknown regions and it's always best to be prepared. To this effect, scouts often also carry heavy blaster pistols or blaster rifles just in case the natives are particularly nasty.
From Scout we move to Jedi Sentinel
Jedi Sentinel
Per Level: 8Vp, 6Fp, 6Sp
Base Attack Bonus
Level 1: +0
Level 2: +1
Level 3: +2
Level 4: +3
Level 5: +3
Level 6: +4
Level 7: +5
Level 8: +6
Level 9: +6
Level 10: +7
Level 11: +8
Level 12: +9
Level 13: +9
Level 14: +10
Level 15: +11
Level 16: +12
Level 17: +12
Level 18: +13
Level 19: +14
Level 20: +15
Saving Throws:
The first number is Fortitude, the second Reflex, the third is Will.
Level 1: +2 +2 +2
Level 2: +3 +3 +3
Level 3: +3 +3 +3
Level 4: +4 +4 +4
Level 5: +4 +4 +4
Level 6: +5 +5 +5
Level 7: +5 +5 +5
Level 8: +6 +6 +6
Level 9: +6 +6 +6
Level 10: +7 +7 +7
Level 11: +7 +7 +7
Level 12: +8 +8 +8
Level 13: +8 +8 +8
Level 14: +9 +9 +9
Level 15: +9 +9 +9
Level 16: +10 +10 +10
Level 17: +10 +10 +10
Level 18: +11 +11 +11
Level 19: +11 +11 +11
Level 20: +12 +12 +12
Feat Progression: 1, 3, 6, 9, 12, 15, 18
Starting Feats:
Jedi Defense
Melee weapons Proficiency
Blaster pistols Proficiency
Lightsaber Proficiency
Special Class Feats:
Level 1: Force Immunity: Fear
Level 6: Force Immunity: Stun
Level 12: Force Immunity: Paralysis
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 Immunity Fear, Stun, and Paralysis
Description: Your character becomes immune to Force abilities that cause these status effects on you mean, Stasis Field, and the like will not work upon your character
Class Description: Fulfilling the role of investigator and spy, the Jedi Sentinel is the primary information-gathering tool of the Jedi council. Equally adept at combat, persuasion and stealth, the Jedi Sentinel is the most likely to infiltrate places of darkness though how he is affected by what he sees is a mystery to all but him.
In Star Wars: Knights Of The Old Republic, the Jedi Sentinel is probably the most diverse of the 3 Jedi classes. Holding a wide variety of skills from combat, diplomacy, stealth and guile, they are adept at sneaking passed opponents, or if tainted by the dark side, misdirecting an enemy at a critical time allowing the Sentinel to stick a lightsaber between his ribs. The Jedi Sentinel gains the most skill points per level of all the Jedi classes and coupled with The Force, this makes them a formidable force indeed, a force which is not always clean from the taint of the Dark Side.
The Jedi Sentinel's primary weapon is the Lightsaber although some may argue that guile, stealth or persuasion are more potent weapons. Sentinels often find that combat is an unavoidable consequence of being somewhere where others don't want them so most are well trained in the combative arts.
Let's start with Feats that are most important to a Jedi Sentinel:
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 Best Feats in the game, if not the best 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. And as you more then likely started as a Scout, you begin with this for free. So take it up the next two steps.
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. But if followed the Scout then Sentinel path this Feat becomes less important as you already have the best Saving throws in the game, so the Feats are better spent elsewhere.
Empathy: Regular, Improved, Master
Description: This feat is only useful for the player character and should not be given to anyone else. It increases the bonus when attempting persuasion, awareness, or treat injury. Only access this feat if your player character is focusing on these skills. It is not worth taking to full progression.
Reason Why: Probably the most useful Feat Tree for a Jedi Consular. For the Sentinel this can be almost as useful. This will allow you to make the most out of your Dialog with NPC's due to the bonus it allows to the skill's listed above. It's worth taking this at least once as a Sentinel, but I would advise against maxing it out.
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, and the benefit's are a tad negligible one of the best Set of Feats in the game after Flurry this adds a +3 bonus to your attack rolls at when maxed out. 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.
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, which you more then likely will be.
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.
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 if you want, but as a Sentinel you may find your limited feats are better spent elsewhere.
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.
Reason Why: This is simple if your using Twin or Double Bladed 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.
Caution: +1, +2, +3
Description: This automatically grants an addition to your escape bonus when dealing with demolitions and stealth, leading to higher ratings in these abilities.
Reason Why: Useful to a Jedi Sentinel as your it increases your Stealth and Demolition's ability allowing you to sneak in and lay a Trap and Sneak back out. It's worth considering taking a Rank in this, but the Feats maybe better used elsewhere.
Gear Head: +1, +2, +3
Description: At a basic level this give a +1 bonus (and higher at the 2nd and 3rd levels) to security, repair, and computer use. It is useful for those focused on these skills or members of your party that you want to have bonuses in these skills.
Reason Why: Useful for the bonuses it gives you to it gives you in the Repair Skill.
Toughness (regular, improved, master)
Description: This feat grants you an extra point of +1 vitality. At improved level, you'll also receive -2 to damage taken. At master level, you'll receive another +1 vitality. There are more impressive feats to allocate points to than this.
Reason Why: As a Jedi Sentinel you have higher VP then the Consular, but less then the Guardian, so by taking Toughness you clear that Gap between Sentinel and Soldier so maybe consider taking this at least once, though I find it to be a waste of a Feat.
Force Abilities: As a Jedi Consular you have great access to Force abilities and if you wanted to could probably dabble in them all. I'm going to go over the one's I feel that will be most useful to you in my view. I'll start with Force Abilities most useful to the Light Side, then Force Abilities most useful to the Dark Side.
Burst of Speed, Knight Speed, Master speed - Universal
"YYYYYYYYYYYYEEEEEAAAAA" -Jedi Master Yoda.
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: The best Universal Force Power in the game. It's to even non-Combat oriented Jedi, you'll want to at least Grab Burst of Speed at an early level. Then grab Knight Speed, and Master Speed as soon as possible after. Max this out at a later level as soon possible. A Jedi Guardian with Flurry, Maxed out Two weapon Fighting skill tree, and this maxed out at later level's will do a Whopping five attack's. It should also be noted that a Duelist will do Four attack's per round with a +3 bonus to each.
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: Not as useful to a Guardian, as a Sentinel it'd might a good idea to grab Cure, then Heal only after you have Master Speed, Force Armor, and Force Valor. Max it out if possible.
Affect, Dominate Mind - Universal
"These aren't the Droid's your looking for." - Obi-wan Kenobi
Description: Obi-wan Kenobi. 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 without resorting to violence.
Reason Why: Useful if someone's not being forth coming with information, but as your Persuade level should be very high, don't take it beyond Affect Mind.
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. 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: As a Jedi your limited to Light Armor at best as armor heavier then light affect your Force Abilities it's best to max this out as soon as possible.
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: Do I need to explain this? Max it out as soon as you possible can.
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: Worth maxing out later on. This won't be as useful to you at the beginning but when you do start Facing other Jedi, it can and should be taking advantage of. Worth taking only after you have Master Speed, Affect Mind, Force Armor, and Force Valor.
Stun, Stasis, Stasis Field - Light Side
Description: These powers render one or more enemies helpless and can change the tide of battle by allowing your party to take on one opponent without fear of attack by his comrades. Stasis field affects enemies standing near your target, allowing you to incapacitate several foes in one round; but cannot be cast while wearing armor. Dark side character can achieve the same effect at a lower force point cost with fear, horror, and insanity. None of this power affects droids.
Reason Why: This will become more useful as you start encounter groups, as stunning your enemies will give your party an edge in battle as they won't be able to fight back. Worth maxing out, but not at the cost of other abilities.
Stun Droid, Disable, Destroy - Light Side
Description: At least one of the Jedi in your party should be able to cast power from this line. They not only render droids temporarily immobile, they also (once disable and destroy have been obtained) inflict damage. These powers are also available while wearing armor.
Reason Why: This'll be useful, but I don't really see a need to take it beyond Disable. So max it out only if you feel the need, but it'd probably be better to have one of your other Jedi do so instead.
Force Push, Whirlwind, and Wave- Universal
Make like Qui-gon while saving the Queen.
Description: A very effective set of powers; any alignment can use it and it can be cast with armor on. The great advantage of this attack is that it inflicts damage, incapacitates briefly, and hits multiple enemies. 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: This is very useful used in conjunction with Stun, Stasis, Stasis field, use Stun, Stasis, or Stasis Field, on a group of Enemies then follow it up with Force Push, Whirlwind, or Wave. Worth Maxing out.
Force suppression, Breach-Universal
Description: Not essential powers, but useful if you're up against difficult dark Jedi. These give you force based bonuses. Only 1 character can perfect them, and the armor restriction is a bind because it merely removes an enemies force valor or master speed powers. Possible give this to Bastila!
Reason Why: Only take this if you don't give it to another Jedi.
Throw Lightsaber, Advanced Throw lightsaber- Universal
Description: The Kyle Katarn Classic, 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 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 and as you don't have Force Jump it's useful to Throw this and then close in on them. It's a good idea to consider maxing this out.
Most useful to a Dark Sider
Wound, Choke, Kill - Dark side
"Apology accepted Captain Needa" - Darth Vader
Description: Dark side Jedi should ignore stun power and go for wound, choke or kill. These are useful because 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: Make like Darth Vader. This'll be useful for taking out enemies weaker then yourself at later levels. But the ability to Stun them is extremely useful as well. Max it out.
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: Weaken your enemies while making yourself Stronger. Useful for healing yourself as well, at the cost of your enemies' life. Max it out.
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 finish them. Similar to stun but for dark side Jedi only.
Reason Why: This is useful for Stunning groups of enemies especially used in Conjunction with Force Shock, Lightning, Storm.
Shock, Force Lightning, Force Storm - Dark Side
So be it Jedi - The Emperor.
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 attacking in the game.
Reason Why: Make like the Emperor or Count Dooku. Fry enemies from afar, make Luke Skywalker cry like a Bitch. Incredibly useful due to the sheer damage abilities it offer's. A very deadly combination is to use this in Conjunction with Fear, Horror, and Insanity, then hit them with Drain Life, or Death Field, then follow it up with Force Shock, Stun, or Storm. Max it out.
Affect, Dominate Mind - Universal
"These aren't the Droid's your looking for." - Obi-wan Kenobi
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 without resorting to violence.
Reason Why: Useful if someone's not being forth coming with information, but as your Persuade level should be very high, don't take it beyond Affect Mind.
Slow, Affliction, Plague - Dark Side
Description: This is a useful power for a single Jedi to use in your party (but not the Jedi who is utilizing stun). Used to create a less dangerous enemy, it drops your foe's attributes and poisons them at higher levels. The enemy is weakened but still fighting at greatly reduced effectiveness. Don't give this to light side Jedi; plague is not, so don't advance the power to third level if you're planning on wearing more than Jedi robes.
Reason Why: Honestly I would avoid this until later levels, and not bother maxing it out until I had everything else I wanted first.
What to take at First level: for Light Siders and Dark Siders
As a First level Scout take Flurry 2 as your first feat, try to finish upgrading it, then take Dueling, or Two weapon Fighting, if you decide to save take Implant level 3 at some point as a Sentinel. As a Sentinel finish off Dueling or Two Weapon Fighting then move from there, for Force Abilities a Lightsider should grab Burst of Speed, and Force Armor, then at Second level grab Affect Mind, or Force Valor then go from there. Though you should definitely max out the Force Speed powers, Valor and the Force Armor Powers. A Darksider should take Force Shock, and Force Speed, then Force Choke, or Drain Life.
Notable Lightsaber Crystal Combinations
Dragon Pearl + Solari Crystal + Any Color Crystal: The Dragon Pearl adds a +3 bonus to your attack, as well as a +2 Bonus to damage. The Solari adding a +3 Bonus to Attack, as well as +3 Bonus to Damage, in addition to that the Solari offer's an additional +1d8 damage against Dark Siders. Combined they create a Saber with a +6 bonus to attack, with a +5 bonus to damage, as well as an additional +1d8 damage against Darksider's. One of the most power Saber combination in the game.
Nextor + Opila + any Color Crystal: The Nextor increases your Critical threat range from 19-20, to 17-20, the Opila adds the Massive Critical enhancement's allowing your Criticals to do an additional +2d6. Combined they create a Saber with a Critical Threat Range of 17-20, with an additional +2d6 to a Critical hit's Damage.
Firkrann + Luxum + any Color Crystal: The Firkrann Crystal offers +2 bonus to attack, as well as a +2d6 damage bonus to Droids, The Luxum Crystal offers a +2 bonus to attack, as well as a +1d6 damage bonus to droids. Combined they create a Saber that has a +4 bonus to hit, and does 3d6 damage against Droids.
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 + Solari + any Color Crystal: The Upari crystal offer's a +3 bonus to hit, as well as a +1d8 bonus to damage, The Solari add's +3 Bonus to Attack, as well as +3 Bonus to Damage, in addition to that the Solari offer's an additional +1d8 damage against Dark Siders. Combined they create a Saber with a +6 bonus to Attack, with a +1d8 bonus to damage. But the most amazing thing about this Saber is it will do +2d8 against Darksider's making it one of the most power Lightsaber's in the game.
May the Force be with you.
Submitted By: Sabermaster