Jedi Consular – Star Wars: KOTOR II

This guide provides a strategy and explanation for using the Jedi Consular class in Star Wars: KOTOR II.


General Strategy including Watchman and Master


I like being the Jedi Consulars and the Scoundrels, and with the introduction of yet another equivalent type of character, the Jedi Watchman, I like being them as well. It is impulsive, I like being able to use a wide variety of force powers without worrying about force point costs, and if you do consider this half alternative to the Jedi Consular approach:

Originally, when you make your starting character, for the attributes give him/her 15 wisdom, 15 strength, and 14 or 15 charisma. As you upgrade, provide points for strength wisdom and Charisma only, keeping a majority on strength. Also, for the skills give the character only 1 point for computer, security, repair, stealth, and demolitions, leaving the rest for persuade, awareness, and treat injury for the remainder of the game (ignore computer use, security, repair, stealth, and demolitions for all other upgrades). Make your treat injury twice as strong as awareness and persuade, and keep this ratio the entire game.

Normally, and as suggested by the game, you pay more attention to intelligence and dexterity instead of strength. Also, as a Consular or Scoundrel type character, you use computer, security, demolitions, and repair skills for benefit over all areas. However for the strategy I am about to explain, you do not do either of these. In the game, several other characters present themselves with skills in computer use, security, demolitions, and repair that will always surpass yours unless you concentrate on one of those skills solely, which from my experience is unwise. Kreia always suggests you not rely on your friends at all, but for the best results, it is always the best decision to exploit their strengths. Improving those skills would be a waste because as long as you have Bao-Dur (who is much better than T3) available, you will never need them, and in the instance that you cannot switch out Bao-Dur, like during situations where you will fight a lord or master or boss of some sort, his skills will be mainly unneeded. Even if you need his skills and cannot obtain him, with 1 skill point on all of the skills, you can quickly switch out implants, visors, gloves, armor, and utility belts to help boos your points to a level higher than you really need for those situations anyway.

As for explaining the un-consular/scoundrel like attributes, consider this: you are a Jedi, and your only needed strong points are the force and your lightsaber. Intelligence boosts your skills, and if you follow my model to the letter, you will not need very many skill points, and thus not much intelligence. As for Dexterity, you are a Consular/Scoundrel; your defense is nothing anyways. Also, dexterity boosts ranged attacks, like those of a blaster, which, as soon as you get your lightsaber, will all be used as garage sale items for chump change anyways. To cover for this lack of dexterity, if female, give her one of the Zeison Sha light armors (which do not restrict force powers), and add modifications as desired, or if male, give him a descent master robe and your characters defense will be sufficient. For constitution, remember that you’re a Consular/Scoundrel, and you are weak in vitality anyways, so many points won’t be needed.

As for Charisma, Wisdom, and Strength; Charisma and Wisdom make your force points very strong, hard to resist and more effective. Charisma also adds modifiers to your party allowing them to make up for your now obvious weaknesses in defense and overall skill. For the ultimate oddball, your strength should be high, as high as you can manage without sacrificing too much wisdom or charisma. For your gloves, keep something that boosts strength, like the Sith power gauntlets, or even better and when you get them, the Sith Power Gauntlets. Do your best to add as many, and as high of modifiers to your strength, charisma, and wisdom using your equipment as you can.

The advantage of all of this is for offensive success. Your strength and force powers are so powerful in battle, that every sith lord goes down in 2 or 3 flurry attack alone without any force upgrades, and with your force powers goes down in 2 strikes, and sometimes 1. If you take life threatening damage, master heal, and the fact that 50% of all your skill points went to treat injury, will cause you and your party will be healed to 100% in 2 or 3 uses (or in a dark side game just you). I concentrated as much as I could on strength because with my cyan double-bladed lightsaber with damage upgrades only (my personal crystal included) and my Dominator Gauntlets I defeated Darth Traya within 10 minutes using improved flurry, battle meditation and master heal.

And to sum everything up: A consular relies on the force and their skills to win rather than brute strength. Because so many characters are presented to you with extremely high skill modifiers, going the path of high skills and intelligence is pointless because a quick switch of secondary characters out does your personal characters abilities in an instant. This leaves your consular character with its force and nothing else, which will never win you the game. Because you wield a lightsaber, which is a range less melee weapon, strength is the best option for boosting it. If you do just that; that leaves you with the following situation: You are a Jedi with massively powerful and abundant force opportunities, with a massively powerful lightsaber and your party is a party of extreme skill in many areas. This I found to be successful at the end, despite my “lower” level.

Submitted By: P.A.W.

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Kelson Wonda
Kelson Wonda
Articles: 1987
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