All information from Grefter's work.
Edit - I suppose I should mention how I got these statistics somewhere. These were the results of a play through only levelling up the joinables with the "Recommended" button, so the builds are pretty shit. Armour choices for Mission, Carth and Canderous were taken by the most they could get out of armour with their Dex. Kind of arbitrary I suppose, but it gave only one kind of armour used per person and left them with options. Uniquely used items got all their upgrades and everything, pistol users are kind of boned, but there are enough Mandalorian Heavy Blasters to go around, so they aren't that bad off.
Mission Vaio
Level 20 Scoundrel
Str 12 (+1)
Dex 22 (+5)
Con 12 (+1)
Int 14 (+2)
Wis 11 (0)
Cha 10 (0)
Saves
Fortitude 8
Reflex 19
Will 7
Vitality 140
Defense 32
Immunities: Poison and Mind-Effecting (Or Immunity to Critical Hits with Bothan Sensory Visor, lowers all saves by 1 to do so)
Damage: Mandalorian Heavy Pistol, 6 - 13 (4-11 Energy, +2 Physical) <- Default choice. Sith Assassin Pistol, 3 - 6 Energy (4 - 16 vs Droids, +1-10 Ion damage vs droids) <- if she wants a really really poor chance of hitting with stun, save is so low its a poor choice against most opponents Add 9 - 54 (!) damage if she can sneak attack
Attack Rating: +27 (+26 with Sith Assassin Pistol)
Critical hit info: Threat range 20-20 for x2 damage for Heavy Mandalorian Pistol, 19-20 for x2 with Sith Assassin Pistol, 17-20 and 16-20 respectively with Master Sniper Shot.
Feats
Armour Proficiency: Light
Weapon Proficiency: Blaster Pistol, Blaster Rifle, Melee Weapons (She comes equipped with a blaster and blasters really are her best option)
Caution (+1 Demolitions and Stealth skills)
Critical Strike (Double the critical threat range for Melee Weapons, Fortitude save DC 21 for stun for one turn if connects, -5 defence while using, useless)
Improved Gear Head (+2 Repair, Security and Computer Use skills)
Master Sniper Shot (Quadruple the critical threat range for Ranged Weapons, Fortitude save DC 22 for stun for one turn if connects, -5 defence while using) Maybe floating around 50% chance of working against really average opponents.
Sneak Attack IX (9D6 sneak attack, only applicable if she stuns the opponent in the DL, RPGMon you could more closely follow PnP DND rulings if others attack the target in a round perhaps)
Master Scoundrel's Luck (Passive +6 to defense)
Master Duelling (Passive +3 Attack and +3 Defense when using 1 handed weapon, only 2 handed weapons she can use are blaster rifles which she has no reason to).
Skills (all useless in DL, write up fodder, mostly included for completeness).
Computer Use 6
Demolitions 26
Stealth 30
Awareness 23
Persuade 0
Repair 4
Security 25
Treat Injury 11
Equipment
Advanced Bio-Stabiliser Mask - Immunity to Mind Effecting and Poison, +1 to all saves (Requires Light armour, this is why she gets it), alternately Bothan Sensory Visor - Immunity to Critical Hits and some skill boosts (Require Light armour also, in game this is a great item that comes at a rock bottom price of 150 credits, that is chump change at the start of the game)
Light Exoskeleton - Defense Bonus 8, Max Dex Bonus +5 (all up gaines +13 defense from the armour), +1 Dex and +2 Str. Alternatively can choose to use Echani Fiber Armour for 2 less defense and 1 lower Attack Rating to reduce Fire and Cold by 20 (halves most high end fire and cold damage you see in game, bypasses the vast majority of it, DL interpretation may vary).
Stealth Field Generator - Lets her enter stealth mode (Stealth is only available outside of combat, useless)
Mandalorian Heavy Pistol - 4 - 11 Energy damage, +2 Physical, +3 Attack, Balanced (only useful for dual wielders), Critical Threat 20-20 x2, Range 23m. Alternatively can choose Sith Assassin Pistol - 3 - 6 Energy Damage, +1 - 10 Ion damage vs Droids, +2 Attack, Balanced, Critical Threat 19-20 x2, Range 23m, On hit target must make a Fortitude save vs DC of 10 or be stunned for a round (10 is so easy to beat its not funny).
Notes: Her main strategy would be to try and stun the enemy and then murder them with that sneak attack damage over a few turns, has some serious trouble doing that though, a few lucky runs could keep the enemy stunned for a couple of rounds though, she could make a suprisingly alright light.
Carth Onasi
Level 20 Soldier
Str 20 (+5) (Yes the default build is stupid)
Dex 16 (+2) (capped off by armour, again note the stupid default build)
Con 15 (+2) (12 (+1) with other armour)
Int 13 (+1)
Wis 10 (0)
Cha 12 (+1)
Saves
Fortitude 19 (17 with other Helm)
Reflex 14 (12 with other Helm)
Will 11 (9 with other Helm)
Vitality 280 (260 with other armour)
Defense 25 (22 with armour)
Immunities: Mind Effecting (Fire, Cold, Sonic, Poison and Mind Effecting with Optional Armour or Poison with alternate Helmet, losing 2 on all saves for changing helmet)
Damage: 2 Mandalorian Heavy Pistols, 2 attacks of 8 - 15 damage (6 - 11 Energy, +2 Physical, +2 energy from Weapon Specialisation), 2 attacks of 18 - 25 with Master Power shot
Attack Rating: +25 for one and +23 for second attack. +22 and +20 for Power Shot
Critical Hit info: 20-20 x2, 18 - 20 with Improved Sniper Shot
Feats
Improved Two Weapon Fighting (lets him use 2 weapons and be able to hit something)
Armour Proficiencies: Light, Medium and Heavy (opts for Medium armour as he has the Dex for it to be worth bothering with Dex Bonus armour, but not high enough to use Light armour effectively)
Weapon Specialisation: Blaster Pistol (Gives +1 attack rating and 2 damage with blasters)
Weapon Proficiency: Blaster Rifle, Heavy Weapons and Melee weapons (obviously uses blasters)
Master Conditioning (+3 to all his saves)
Improved Power Attack (Adds +8 damage with a loss of - 3 attack rating for melee attacks, uselss, default build is stupid)
Master Power Blast (Adds +10 damage with a loss of -3 attack rating for all ranged attack, should probably use this all the time)
Master Rapid Shot (Gives an extra attack with main weapon at the cost of 3 defense and 1 attack rating for all attacks, Power Shot is probably more useful)
Improved Sniper Shot (Triple the critical threat range for Ranged Weapons, Fortitude save DC 20 for stun for one turn if connects, -5 defence while using) Chance of stunning isn't that bad with 2 attacks a turn, still I would say save of 20 is less than 50% chance of working fairly often.
Master Toughness (+2 Vitality per level and reduces attack damage by 2, basically means he has slightly above average defense)
Skills (all useless in DL, write up fodder, mostly included for completeness).
Computer Use 1
Demolitions 0
Stealth 0
Awareness 3
Persuade 1
Repair 2
Security 1
Treat Injury 20
Equipment
Stabilizer Mask - Immunity to Mind Effecting and +2 saves. Or Breath Mask - Immunity to Poison (has a really odd graphic, looks like a small space ship has landed on his nose). Both Require Medium Armour
Heavy Exoskeleton - Defense Bonus 13, +2 Dex Bonus (overall 15 Defense boost from armour) +3 Str and +3 Con. Alternative Environmental Bastion Armour - Defense Bonus 9, + 3 Dex Bonus (12 Defence Boost), 100% Immunity to Fire, Cold and Sonic, Immunity to Mind Effecting and Poison. This lets Carth own some lamo mages for free.
2 Mandalorion Heavy Pistols 4 - 11 Energy damage, +2 Physical, +3 Attack, Balanced (reduces penalty for his main hand while dual weilding), Critical Threat 20-20 x2, Range 23m.
Notes: Yeah he shoots stuff. Can kill off a few cheap element mages with his cheesey armour. Also has decently consistent damage for this game considering a bit of his damage comes from Power Shot.
Canderous Ordo
Level 20 Soldier
Str 20 (+5) (Yes the default build is stupid)
Dex 12 (0) (capped off by armour, again note the stupid default build)
Con 14 (+2)
Int 10 (0)
Wis 14 (+2)
Cha 10 (0)
Saves
Fortitude 17
Reflex 10
Will 11
Vitality 280
Defense 24 (23 with alternate)
Immunities: Mind Effecting (Mind Effecting and Critical Hits with alternate Armour, can lose standard Mind Effecting immunity with alternate helmet).
Damage: Baragwin Heavy Repeating Blaster 9 - 48 damage (3 - 22 Energy, +4 - 24 Fire, +2 energy from Weapon Specialisation) Alternatively Baragwin Assault Gun 8 - 40 damage (3 - 20 Energy, +3 - 18 Sonic, + 2 Energy from Weapon Specialisation), really only if the enemy is a fire resistant or something. 2 attacks with Rapid Shot
Attack Rating: +25 or +27 Alternate weapon, +24 or +26 with Rapid shot
Critical Hit info: 20-20 x2, 18 - 20 with Improved Sniper Shot
Feats
Armour Proficiencies: Light, Medium and Heavy (Heavy is Canderous through and through).
Weapon Specialisation: Heavy Weapons (Gives +1 attack rating and 2 damage with Heavy Weapons)
Weapon Proficiency: Blaster Pistol, Blaster Rifle, and Melee weapons (obviously uses Heavy Weapon)
Master Conditioning (+3 to all his saves)
Master Power Attack (Adds +10 damage with a loss of - 3 attack rating for melee attacks, uselss, default build is stupid)
Master Power Blast (Adds +10 damage with a loss of -3 attack rating for all ranged attacks, much better for Carth than Canderous)
Master Rapid Shot (Gives an extra attack with main weapon at the cost of 3 defense and 1 attack rating for all attacks, this is the way to go with that damaging a weapon)
Improved Sniper Shot (Triple the critical threat range for Ranged Weapons, Fortitude save DC 20 for stun for one turn if connects, -5 defence while using) Still crappy.
Master Toughness (+2 Vitality per level and reduces attack damage by 2, basically means he has slightly above average defense)
Skills (all useless in DL, write up fodder, mostly included for completeness).
Computer Use 0
Demolitions 2
Stealth 0
Awareness 2
Persuade 0
Repair 0
Security 0
Treat Injury 23
Equipment
Sith Mask - Immunity to Mind Effecting, Bonus Feat: Weapon Focus Light Sabre, Regenerate Force Points: 1. Only helmet to require Heavy armour proficiency, only use it the Immunity to Mind Effecting. Alternately can use Tulak Hord's Mask for an extra 10 fire damage threshold (only reduces minor fire damage, stacks with other amour though) Edit - Tulak Hord's Mask requires Dark Side, as the only darkside joinable hwo can wear helmets he gets this
Cassus Fett's Battle Armour - Defence Bonus 14, reduces Cold, Fire and Sonic by 10, +1 Str. Alternatively Calo Nord's Battle Armour - Defence Bonus 12, +1 Dex Bonus, Reduces Cold, Fire and Sonic by 10, Immunity to Mind Effecting and Critical Hits. 10 damage reduction only stops minor damage really, but every little bit adds up.
Baragwin Heavy Repeating Blaster - 3 - 22 Energy Damage, +4 - 24 Fire Damage, +3 Attack, Range 28m, Critical Threat Range 20 - 20 x2. Alternative Baragwin Assault Gun - 3 - 20 Energy damage, +3 - 18 Sonic Damage, +5 attack, Range 28m, Critical Threat Range 20 - 20 x2.
Notes - He also shoots stuff, much nicer possible damage than Carth really. He also Regenerates 4 HP a round, so that adds to his longevity a little.
Zaalbar Teh Wookiee!
Level 20 Scout
Str 20 (+5)
Dex 17 (+3) or 22 (+6)
Con 20 (+5) or 24 (+7)
Int 10 (0)
Wis 12 (+1)
Cha 8 (-1)
Saves
Fortitude 17 or 19
Reflex 15 or 18
Will 13
Vitality 300 or 340 (!)
Defense 13 or 16
Immunities: None or Mind effecting and Poison or Critical Hits
Damage: 2 Baragwin Assault Blades, 2 attacks of 11 - 41 or 13 - 43 (2 - 12 Physical, +2 - 12 Energy, +2 -12 Sonic, +5 Physical from Strength bonus, and possible + 2 physical from Weapon Specialisation). + 1 attack with Master Flurry.
Attack Rating: +24 with both hands, +23 using Flurry.
Critical Hit Info: 17 - 20 x2. 13 - 20 with Master Critical Strike.
Feats
Master Two Weapon Fighting (Using 2 weapons has no drawbacks pretty much)
Weapon Proficiency: Blaster Pistol and Blaster Rifle (can use them, but won't)
Weapon Focus: Melee Weapons (+1 attack Bonus with melee weapons)
Master Critical Strike(Quadruple the critical threat range for Melee Weapons, Fortitude save DC 25 for stun for one turn if connects, -5 defence while using) With 2 attacks using this is not a bad idea, fairly high chance of stunny plenty of people thanks to having 2 attacks with it. If you nerf status it blows though.
Master Flurry (Gives an extra attack with main weapon at the cost of 1 defense and 1 attack rating for all attacks, this is the way to go if he isn't trying to stun people repeatedly)
Implant Level 3 (lets him equip Implants, that is why he is so variable in comparison to everyone else)
Improved Power Attack (Adds +8 damage with a loss of - 3 attack rating for melee attacks, not really good)
Rapid Shot (Gives an extra attack with main weapon at the cost of 4 defense and 4 attack rating for all attacks he can make an extra ranged attack, useless, comes with his class be default, nothing wrong with him having this)
Uncanny Dodge (+4 defence VS Grenades and does not lose Dex bonus when suprised, IE does nothing)
Wookiee Toughness (+2 Vitality per level and reduces attack damage by 2, basically means he has slightly above average defense)
Skills (all useless in DL, write up fodder, mostly included for completeness).
Computer Use 23
Demolitions 23
Stealth 0
Awareness 7
Persuade -1
Repair 12
Security 0
Treat Injury 6
Equipment
2 Baragwin Assault Blades - 2 - 12 Physical, +2 - 12 Energy, +2 -12 Sonic, Critical Threat Range 17 - 20 x2, Attack +5
Here is a list of the implants Zalbaar can choose from (only one at a time)
Navardan Regenerator - Regenerate 2 HP a turn
Retinal Combat Implant - Immune to Critical Hits, +1 awareness
Advanced Alacrity Implant - +5 Dex
Advanced Bio-Stabliser Implant - Immunity to Mind Effecting and Poison
Advanced Combat Implant - Weapon Specialisation in pretty much everything, only useful for Melee Weapons though
Cardio Power System - +4 Con
Notes - He is a nice variable meat grinder really. Can't evade a brick that is lying on the ground, but chews through things with physical attacks and is pretty tankish.
HK-47
Level 20 Combat Droid
Str 16 (+3)
Dex 18 (+4) (+4 Dex from upgrades is insane)
Con 14 (+2)
Int 14 (+2)
Wis 12 (+1)
Cha 10 (0)
Saves
Fortitude 14
Reflex 10
Will 7
Vitality 288
Defense 35
Immunities: All status effects except for special droid stunning, almost identical to Phantasy Star Droid immunity, treating them exactly the same is a fairly logical way to go (only real difference is there is no ID in KotOR)
Damage: 6 – 30 (3 – 18 Ion, +1 – 10 physical, +2 Ion from Specialisation, +1 – 12 extra Ion to droids for a total of 8 – 42 vs droids) with Baragwin Ion-X weapon or 7 – 28 (5 – 36 Physical + 2 physical from specialization) with Baragwin Disruptor-X weapon.
Attack Rating: +31 or +27
Critical Hit info: 19-20 x2, 16 - 20 with Improved Sniper Shot
Feats
BONUS FEAT: Weapon Specialisation: Blaster Rifle and blasters(Gives +1 attack rating and 2 damage with blaster rifles and blasters, naturally has Blaster Rifle focus though, so uses them)
Weapon Proficiency: Heavy Weapons (obviously uses blaster rifles)
Power Blast (Adds +5 damage with a loss of -3 attack rating for all ranged attack, probably not worth using, stunning is a better strategy for him)
Rapid Shot (Gives an extra attack with main weapon at the cost of 3 defense and 4 attack rating for all attacks, Power Shot is probably more useful)
Master Sniper Shot (Quadruple the critical threat range for Ranged Weapons, Fortitude save DC 22 for stun for one turn if connects, -5 defence while using) Probably the best way for him to go, stun is sub par, but will get more bang for his buck over time with that than power shot.
Toughness (+1 Vitality per level)
Droid Upgrade Class 3 (lets him use his equipment, its mainly a way for limiting droids in the early game)
Battle Droid Logic Upgrade (+6 Defence)
Skills (all useless in DL, write up fodder, mostly included for completeness).
Computer Use 13
Demolitions 7
Stealth 0
Awareness 6
Persuade 0
Repair 25
Security 0
Treat Injury 1
Equipment
Baragwin Ion-X Weapon – 3-18 Ion, +1-10 Physical, +2-12 vs Droids, Range 28m, Critical 19-20 x2, +6 attack.
Baragwin Disruptor-X Weapon – 5 – 26 Physical, range 28m, Critical 19-20 x2, +2 attack
Superior Targetting Computer - Gives Weapon specialization for blaster pistols and rifles.
Composite Heavy Plating – Defence bonus: 13
Baragwin Shield Generator – grants 20 energy damage reduction for 200 seconds or until it takes up 20 damage (Not to useful depending on how little damage it does and how little in the DL is really energy damage, but it’s the only item like that which fits in that slot and has unlimited uses)
Can choose two of these three
Baragwin Shield Disruptor – 20 Ion damage (In game its mostly just used to do damage to things that have shields up, normally a waste of time to, still its ITD consistent damage)
Baragwin Flame Thrower – 30 Fire damage, DC 15 reflex save for half damage (so I would say it only hits for full about a quarter of the time). Things lower than level 7 are struck with fear for half a turn, effectively stop for half a turn, pretty much useless in the DL.
Baragwin Stun Ray – Target makes DC 15 Fortitude save or be stunned for on and a half turns, only hit about a quarter of the time to average saves, useless since HK has a better chance to stun with Master Sniper Shot, only advantage this has is it can’t miss.
Notes – He also regenerates 2 HP a turn, not that big a deal in the DL, but yeah its there, gets him into Godlike like Serge’s 7 HP regen!!!1111!1. Besides that he shoots stuff to. It should also be noted that his stats have a few things calculated rather than taken straight from the game since the default builds are really really shitty and I couldn’t get the force power I needed to boost my stats up high enough to upgrade him before the time frame for upgrade has passed.
T3-M4
Level 20 Expert Droid
Str 10 (0)
Dex 20 (+5)
Con 14 (+2)
Int 20 (+5)
Wis 10 (0)
Cha 10 (0)
Saves
Fortitude 8
Reflex 17
Will 6
Vitality 200
Defense 34
Immunities: All status effects except for special droid stunning, almost identical to Phantasy Star IV Droid immunity, treating them exactly the same is a fairly logical way to go (only real difference is there is no ID in KotOR)
Damage: 2 Mandalorian Heavy Pistols, 2 attacks of 8 - 15 damage (6 - 11 Energy, +2 Physical, +2 energy from Weapon Specialisation).
Attack Rating: +22 and +20
Critical Hit info: 20-20 x2
Feats
BONUS FEAT: Weapon Specialisation: Blaster Pistols (Gives +1 attack rating and 2 damage with Blasters)
Improved Two Weapon Fighting (lets him use 2 weapons alright)
Master Gear Head (+3 Repair, Security and Computer Use)
Master Caution (+3 Demolitions and Stealth)
Toughness (+1 Vitality per level)
Droid Upgrade Class 3 (lets him use his equipment, its mainly a way for limiting droids in the early game)
Battle Droid Logic Upgrade (+6 Defence)
Blaster Integratio (Lets it use Blasters, it’s an Astromech, so yeah, normally wouldn’t eve be able to use a weapon)
Skills (all useless in DL, write up fodder, mostly included for completeness).
Computer Use 31
Demolitions 17
Stealth 0
Awareness 3
Persuade 0
Repair 31
Security 26
Treat Injury 0
Equipment
2 Mandalorion Heavy Pistols 4 - 11 Energy damage, +2 Physical, +3 Attack, Balanced (reduces penalty for his main hand while dual weilding), Critical Threat 20-20 x2, Range 23m.
Superior Targetting Computer - Gives Weapon specialization for blaster pistols and rifles.
Composite Heavy Plating – Defence bonus: 13
Baragwin Shield Generator – grants 20 energy damage reduction for 200 seconds or until it takes up 20 damage (Not to useful depending on how little damage it does and how little in the DL is really energy damage, but it’s the only item like that which fits in that slot and has unlimited uses)
Can choose two of these three
Baragwin Shield Disruptor – 20 Ion damage (In game its mostly just used to do damage to things that have shields up, normally a waste of time to, still its ITD consistent damage)
Baragwin Flame Thrower – 30 Fire damage, DC 15 reflex save for half damage (so I would say it only hits for full about a quarter of the time). Things lower than level 7 are struck with fear for half a turn, effectively stop for half a turn, pretty much useless in the DL.
Baragwin Stun Ray – Target makes DC 15 Fortitude save or be stunned for on and a half turns, only hit about a quarter of the time to average saves, useless since HK has a better chance to stun with Master Sniper Shot, only advantage this has is it can’t miss.
Notes – He sort of stops having automatically recommended feats by the end of the game, so I had to pick 3 by myself, on the other hand his feat selection is HIGHLY limited, so I had the choice between 2 ranks in the two weapon fighting tree and 1 rank in the toughness tree of all 3 in the toughness tree. In game I chose 3 ranks in Toughness, but on second thought decided the 2 weapon fighting would be more appropriate for the DL. Only really big difference is that it bumps his damage up from puny bait to light bait really. T3 is a utility character in game, so performs really poorly in the DL, atleast Mission has Sneak attacks to help her, this guy has NOTHING going for him.
Jolee Bindo
Level 20 Jedi Consular
Str 12 (+1)
Dex 16 (+3)
Con 12 (+1)
Int 12 (+1)
Wis 19 (+4)
Cha 15 (+2)
Saves
Fortitude 14 (16 after Master Valour)
Reflex 13 (15 after Master Valour)
Will 17 (20 after Master Valour)
Vitality 140
Force Power 280
Defense 24 (36 with all buffs)
(Vit and FP bosted by Master Valour, to short a duration to really be worth using to boost them though)
Immunities: None right off the bat, Poison and Disease from Force powers
Damage: Light Saber, 1 attack of 3 – 17 damage (Can add 2 more attacks) (2 – 16 energy, +1 energy from Strength). (Can boost to 5 – 19 with Master Valour with another +2 Strength bonus).
Attack Rating: +20 (+22 with Master Valour from further Dexterity bonus)
Critical Hit info: 19-20 x2
Feats
Improved Empathy (+2 Persuade and Treat Injury)
Conditioning (+1 to all Saving throws)
Weapon Proficiency Blaster Pistol, Melee Weapons and Light Saber (Duh, Jedi. Not to mention gets free weapon finesse style thing with Light Saber and Blaster bolt deflection)
Master Jedi Defense (+6 Blaster deflection, so rolls D20 vs enemy attack with a +6 bonus to block ranged attacks, beat it by 10 to reflect it, probably never happening in the DL, deflection might work well against inaccurate ranged fighters, which there is probably all of 2. Could be boosted by Dexterity, but seriously, who cares?).
Master Sense (+6 defense)
Improved Duelling (+2 defense and Attack rating when using 1 handed weapon, not dual wielding so yeah).
Skills (all useless in DL, write up fodder, mostly included for completeness).
Computer Use 15
Demolitions 0
Stealth 0
Awareness 11
Persuade 4
Repair 1
Security 0
Treat Injury 10
Equipment
Light Saber – 2-16 Energy damage, Critical Threat 19-20 x2. (It is green for anyone interested)
Jedi Master Robe - +3 defense bonus, woooooooooooooooooooooo!
Force Powers
Heal (25 FP) – Heals 36 damage to self and allies in a 15m radius (usually gets your whole party), cures Poison. (42 after Master Valour)
Force Armour (15 FP) - +6 Defense for 5 turns.
Master Speed (20 FP) - +4 Defense, +2 attacks per round and double movement speed for 9 turns (this move freaking rocks, its draw back in game is you can’t wear armour to cast it, only Jedi Robes, mostly only applies to the Main, other Jedi can only wear robes. Limits your character to a high Dex build if you want defense).
Master Valour (20 FP) - +5 to all stats, Immune to Poison, lasts for 5 turns effects whole party(Note worthy stuff boosted is noted, not really worth it unless going to spam force powers).
Force Immunity (20 FP) - Enemy force users roll D20 + their level vs DC 35 or Force Power fails to do anything to Jolee, Lasts 15 Turns (Essentially opponents spells have a 1/4 chance of working on him, VERY good move in a duel, pretty tossy in game, enemy Jedi are kind of shitty with their powers).
Improved Energy Resist (10 FP) - Boosts sonic, fire, cold and electrical resist by 15 points (about half crappy damage, 1/4 of anything substantial, also covers all non-physical or energy elements in game), Immune to Poison and Disease, lasts for 30 turns effects whole party(interpretation stuff like most other damage resist in KotOR, lasts ages though).
Affect Mind (Does nothing, ever).
Stasis field (20 FP) - Stun/paralyze for 3 turns, Fortitude save vs DC 35 (41 after Master Valour), successful save slows opponent for 3 turns, does not work on droids. 15m radius, would probably hit a whole team in RPG Mon (Slowing in game does bugger all, makes you walk instead of run, so half movement speed, godly skill in game, not so good here).
Destroy Droid (10 FP) – Stuns droids Fortitude save VS DC 35 (41 after Master Valour), also deals 20 – 120 (electrical I guess) damage. Save for half damage (think it stops the stunning to), only works on droids naturally, 6m radius, can normally hit 2 or 3 droids at a time in game, would say ST in RPG Mon (not that KotOR will be used in that and the chances of someone using 2 droids is pretty low).
Force Whirlwind (10 FP) – Holds enemy for 3 turns and does 20 damage a turn, Reflex save DC 35 (41 with Master Valour), doesn’t work on droids with shield generators up. (Yeah this would be his money skill, 60 damage over 3 turns is pretty good and he can hack away or buff up while it is in effect. Not so crash hot in game, Force Wave and Stasis field are better there for crowd control).
Advanced Throw Light Saber (20 FP) – 10 - 60 damage ranged attack, bounces to different targets in some tiny radius, really only ST in most circumstances it could possibly be applied to (guessing its energy damage, Shitty in game, shitty in almost all dueling situations, huzzah for shit all round. Note that EVERY damned joinable character gets the junk skill).
Notes – Well he is the best dueller in the cast so far, hell he would probably even break light and has more than one trick! He could probably be pushing Heavy even. 75% immunity to magic is nice and he has not bad evasion to boot. Decent saves = nice magic resist in my book and when it comes down to it Master Speed lets him swing that saber better than most of the fighters do for damage anyway, so makes a nice Fighter/Mage style. Also note how insane that DC is, almost never fails, would even work on the final boss.
Juhani (Odd, I couldn’t find her last name anywhere, but I am sure she says it some time).
Level 20 Jedi Guardian
Str 17 (+3)
Dex 16 (+3)
Con 14 (+2)
Int 14 (+2)
Wis 12 (+1)
Cha 13 (+1)
Saves
Fortitude 15
Reflex 16
Will 11
Vitality 260
Force Power 120
Defense 23
Immunities: None
Damage: Light Saber, 1 attack of 7 – 21 damage (Can add 2 more attacks) (2 – 16 energy, +3 energy from Strength, +2 more energy from Specialisation). 15 – 29 with Power attack, hurts lots with Master Speed.
Attack Rating: +25 or +22 with Power attack.
Critical Hit info: 19-20 x2
Feats
Caution (+1 Demolitions and Stealth)
Critical Strike (Bah to low level to care about)
Conditioning (+1 to all saves)
Improved Power Attack (+8 damage for – 3 Attack rating? Fair trade for her)
Weapon Proficiency – Blaster and Melee (Jedi, duh)
Weapon Specialization – Light Saber (Give +1 attack rating and +2 damage)
Jedi Defense (Standard version of blaster deflection, really useless without improving it in the DL)
Toughness (+1 Vitality/Level, free 20 HP isn’t to bad, that point in Caution here would have given her some damage reduction, pity)
Force Camouflague (OMG lets her enter stealth without a stealth field! USELESS both in the DL and in game!)
Master Force Jump (She jumps at the enemy and gains a +4 bonus to damage and AR for that first attack, I think it is junk in game, but it has some fans, I would say she can’t use it in the DL unless she goes first and is only available for that first attack, cannot be used with Power Attack or Critical Strike.
Master Sense (+6 defense)
Duelling (+1 defense and Attack rating when using 1 handed weapon, not dual wielding so yeah).
Skills (all useless in DL, write up fodder, mostly included for completeness).
Computer Use 2
Demolitions 0
Stealth 15
Awareness 22
Persuade 1
Repair 2
Security 0
Treat Injury 24
Equipment
Light Saber – 2-16 Energy damage, Critical Threat 19-20 x2. (It is blue for anyone interested)
Jedi Master Robe - +3 defense bonus, woooooooooooooooooooooo!
Force Powers
Heal (21 FP) – Heals 32 damage to self and allies in a 15m radius (usually gets your whole party), cures Poison.
Force Armour (13 FP) - +6 Defense for 5 turns.
Master Speed (20 FP) - +4 Defense, +2 attacks per round and double movement speed for 9 turns (this move freaking rocks, its draw back in game is you can’t wear armour to cast it, only Jedi Robes, mostly only applies to the Main, other Jedi can only wear robes. Limits your character to a high Dex build if you want defense).
Force Valour (17 FP) - +2 to all stats, lasts for 5 turns (Low level this is not worth the effort).
Energy Resist (10 FP) - Boosts sonic, fire, cold and electrical resist by 15 points (about half crappy damage, 1/4 of anything substantial, also covers all non-physical or energy elements in game), lasts for 30 turns (interpretation stuff like most other damage resist in KotOR, lasts ages though).
Affect Mind (Does nothing, ever).
Stasis field (17 FP) - Stun/paralyze for 3 turns, Fortitude save vs DC 27, successful save slows opponent for 3 turns, does not work on droids (Slowing in game does bugger all, makes you walk instead of run, so half movement speed, godly skill in game, not so good here).
Destroy Droid (9 FP) – Stuns droids Fortitude save VS DC 27, also deals 20 – 120 (electrical I guess) damage. Save for half damage (think it stops the stunning to), only works on droids naturally.
Slow (19 FP) – Target has movement halved and -2 Defense, Attack rating and reflex saves, Will save DC 27 to avoid, lasts 7-8 turns.
Force Whirlwind (10 FP) – Holds enemy for 3 turns and does 20 damage a turn, Reflex save DC 27, doesn’t work on droids with shield generators up. (Again, probably be her opening move).
Advanced Throw Light Saber (20 FP) – 10 - 60 damage ranged attack (guessing its energy damage, Shitty in game, shitty in almost all dueling situations, huzzah for shit all round. Note that EVERY damned joinable character gets the junk skill).
Notes – Fighter version of Jolee with more health and no way of owning mages. Possibly Middle thanks to her buffs, her status effects are floating slightly above 50% probably, maybe pushing 75% for average opponents, but against good opponents they would not cut it at all. She shreds stuff with that physical, but she is no Heavy.