Light-side Jedi Assembly Guide

STAR WARS™ Knights of the Old Republic™4 · 152 ratings13k views453 favorites52 min readby RED MIGHTY MORPHIN POWER RANGERUpdated Aug 14, 2020View on Steam ↗

What this guide is all about

This is a brilliant game that I keep coming back to, and I often find myself crunching the same numbers to find out one thing: how to create the ultimate Jedi in KOTOR 1. I decided to just put it all here.

The goal of this guide is two-fold:
  • First, it is meant to inform what are the best builds for different types of LS playstyles.
  • Second, it is meant to provide justification as to why I believe these are the best builds.

I have also included a build that plays the entire game unarmed. You know, for KOTOR veterans who want a different twist on the game.

I am well aware that most people don't intend to play the game without a weapon. This guide thus is split into a few sections:

  • The basic justifications on why certain preferences are made. This will form the foundation upon which we will craft our builds on.
  • The Jedi Duelist, which focuses on using the lightsaber to deal damage.
  • The Jedi Wizard, which focuses on force powers to deal damage.
  • The Jedi Monk, a novelty build with the constraint that you cannot equip any weapon in the game.

All builds are designed to be solo'ed on the hardest difficulty.

This guide also has some spoilers (especially for the Jedi Monk part). Sorry!

It also assumes you have some basic knowledge of how to play the game.

This guide only covers LS-based builds (Explanation on why below).

This guide does not cover gunslinger build (although you can derive that from Jedi Wizard / Jedi Duelist depending on your preferred killing technique) or no-item runs (again, derivable from the general builds provided)

Most of the content here is based on data from https://strategywiki.org/wiki/Star_Wars:_Knights_of_the_Old_Republic. It is an incredible resource.

Note that this guide is not as comprehensive as I'd like it to be as it was left as a draft 3 months ago since date of publishing, but rather than let it go to waste in a draft, I decided to just clean up certain sections and then upload it as is.

For number crunching, I used an excel spreadsheet. Messy as it is, it contains all the information I used to evaluate weapons & builds in KOTOR. For builds, you want to scroll to the last few sheets.
https://drive.google.com/file/d/1SbWtruJCkMfMsZtuuxSUy5kHlvUjFi3Q/view?usp=sharing

Why the focus on LS?

Besides role-play reasons, LS have various bonuses over DS in KOTOR 1 that make them better over their DS counterparts:
  • LS Jedis get a lot more Force Points from bonuses to Wisdom, landing force powers is easier (very good for exploiting sneak attacks, which are offered by scoundrels) and buffs are cheaper to cast
  • Solari Crystal increases their damage against Dark Jedi by +(2-12) (average +7) in the late-game
  • Circlet of Saresh (+5 Wis) and Star Forge Robes (+5 Wis) gives LS Jedi +5 DC to their force powers and +5 wis modifier. Sick!

DS has the following benefits, however:
  • More money & exp (not really relevant if you focus on only equipping your jedi)
  • DS Jedi Guardians' +(1-8) (average +4.5) physical damage is very powerful throughout the game
  • DS Jedi Consulars can use DS force powers at very low cost

However, DS equipment is lacklustre:
  • Marka Ragnos' Gauntlets provides Weapon Focus: Lightsaber and Weapon Specialization: Lightsaber, effectively earning 2 feats (+1 Attack +2 Damage). However, these gloves are superceded by GenoHaradan Power Gloves which gives 4 Strength (+2 Attack +2 Damage), or Dominator Gauntlets which gives 5 Strength. As a Jedi Guardian you should have also already prioritized these feats as well.

  • Tulak Hord's Mask is rather useless; if you want stealth you can purchase the Stealth Field Reinforcement, and there's very little need for fire resistance in this game.

  • Darth Revan's Robes provides +4 Strength (+2 Attack +2 Damage). Not too bad, but the only good piece of equipment that they have.

Due to these differences:
  • A LS Jedi Guardian can more effectively land his force powers than his DS counterpart, allowing him to use sneak attacks and deal more damage than his DS counterpart. He is also able to buff himself more reliably and frequently.
  • Likewise, a LS Jedi Consular focused on using force powers is able to land his force powers more effectively than his DS counterpart and has a much larger Force Points pool (due to his significantly higher WIS) . This is very important in the final battle against Darth Malak. However, if you intend to use dark side force powers to dish out damage, I recommend only keeping your alignment at ~60-79 rather than maxing it out at 100 so that you can keep the cost penalty for dark side powers at +25% instead of +75%, while retaining access to LS equipment for the +5 WIS, although you'll have to skip on the +3 CHA bonus for maxed out alignment. My opinion is that if you're LS, just use Force Wave and save Kill for the really tough enemies.

For these reasons I believe LS Jedi generally have an easier time when playing the game. The only exception to this rule is the DS Guardian, who can be considered on par in terms of strength with the LS Guardian. I won't be building him, but imo it shouldn't be too hard to tweak the LS build to suit the DS Guardian; Jedi Guardian builds are quite straightforward.

How should I play DS?

You should definitely play DS on KOTOR at least once. While this guide doesn't outline how to do so, some builds / insight can be transferred to making a powerful DS character. A DS Jedi can consider using a Jedi Duelist build (Jedi Wizard would be quite difficult without the DC bonus offered on the LS side), using Scoundrel / Guardian or Scoundrel / Consular. The S/Consular will be quite interesting because force powers such as death field and force storm will become cheap to use, allowing the DS S/Consular to deal impressive amounts of single target and multiple target damage. I'd recommend dropping Force Breach for Death Field for example.

Which classes to pick?

Before we run through the builds, let's establish which classes, feats, force powers and equipment we should consider, and why the others should not be considered / are less effective choices.

Now KOTOR is easy enough that given enough experience and play-time, you should be able to
complete it with any build you wish. But we're not looking for a build that just scrapes by. We're looking to create the ultimate Jedi.

There are 3 starting classes, and 3 Jedi classes.

Starting classes: imo all 3 have their strengths that make each of them viable for consideration. In my personal opinion, Scoundrel is the best class.

Soldier:
  • + 10 HP per level
  • + 1 feat per level
  • + 1 attack per level (Worth considering for early-game and vs Darth Malak)
  • + All armor feats (Not really necessary as you'll usually wear Jedi robes)
  • + Starts with Power Attack

Scout:
  • + 8 HP per level
  • + Gets implants feats at lv 1, 4 and 8. This means 1 more feat over the soldier if you dual-class at any level from 1 to 5 (i.e. only continue levelling up after becoming jedi). However, that additional feat will usually be used on something like conditioning
  • + [Level*3/4] attack per level
  • + Medium Armor feat
  • + Good saves progression
  • + Starts with Flurry
  • + Repair as class skill (For HK-47, although I recommend Scoundrel/Consular if you want to fix him)
  • + Decent skill progression

Scoundrel:
  • + 6 HP per level
  • + Gets sneak attack at lv 1, 3, 5, 7. This means an additional 3.5, 7, 10.5 and 14 damage per sneak attack respectively.
  • + [Level*3/4] attack per level
  • + Starts with Critical Strike
  • + Persuade & Stealth as class skill, very good for Taris
  • + 2 Defence at lv 1 and 6
  • + Best skill progression
  • + No feats lost if dual-class at level 2

Scoundrel is easily the best class for 1 reason: Sneak Attack. When you attack an enemy using a blaster / melee weapon, if their side / back is facing you, you will deal additional damage per attack. This is also triggered when enemies are stunned, paralyzed or held by force whirlwind or force choke. It is also triggered if you Force Jump onto them as a Jedi Guardian.

Additionally, you get extra bonuses like persuade and stealth as a class skill, good skill progression and additional defence. Unless you want to specifically play as a Jedi Guardian that can fix HK-47 (i.e. Scout/Guardian), I highly recommend the Scoundrel for any LS build.

Jedi Classes: Jedi Guardian and Jedi Consular are two solid choices. I do not recommend the Jedi Sentinel.

Jedi Guardian:
  • + 1 Attack per level
  • + 10 HP per level
  • + Feat on multiples of 3 (lv 1, 3, 6, 9, 12, 15, 18)
  • + Additional feat at lv7 and lv13
  • + Unique access to Lightsaber Specialization
  • + Force Jump (Can trigger sneak attack and move around quicker)

Jedi Guardians are fantastic for their raw power: high attack, high health and unique access to Force Jump which allows them to sneak attack enemies from afar and move through the game lightning fast. They are also the only class with access to the lightsaber specialization feat (+2 Damage, translates to roughly +8 or +10 extra damage per round with Master Speed and offhand). In KOTOR 1 most enemies can be killed within 1-2 rounds of lightsaber combat by the Jedi Guardian, Malak included.

Jedi Sentinel:
  • + 3/4 Attack per level
  • + 8 HP per level
  • + Feat on multiples of 3 (lv 1, 3, 6, 9, 12, 15, 18)
  • + Best Skill Progression
  • + Immunity to Fear, Stun, Paralysis at lv 1, 6 and 12
  • + Con + 3 / Immunity: Poison for alignment bonus (horrid!)

Jedi Sentinel's bonus can be replaced with a Immunity: Mind-Affecting belt, simply because no Dark Jedi will cast Stasis on you. Skill progression is hardly necessary in KOTOR 1 and the Sentinel only unlocks Awareness + Persuade + Treat Injury, which makes his skill progression very limited without Scoundrel. His poor attack progression weakens his ability to deal lightsaber damage, and the lack of Force Focus means his force attacks are less likely to land than a consular. From a power-gamer perspective, this class is horrendous.

Jedi Consular:
  • + 3/4 Attack per level
  • + 6 HP per level
  • + Feat on multiples of 3 (lv 1, 3, 6, 9, 12, 15, 18)
  • + Most skills unlocked (Scoundrel + Consular unlocks all skills), including repair
  • + 1, 2, 4 DC to force powers at lv 1, 6, 12

Jedi Consular is a solid choice if you don't mind losing Force Jump, Attack and Lightsaber specialization. The high DC bonus means that your force powers will usually land and they are very effective even if you intend to play a lightsaber-centric character.

Note that these are just a general guidelines, but in most scenarios you'll want to favor one class over the other.

Which skills to pick?

Very useful:
Persuasion (Charisma): This gives you a lot of benefits in general and is very important for a LS character who cannot coerce people by force. imo worth maxing out such that it's your level + 6.

Necessary (for a solo run):
Awareness (Wisdom): Useful for detecting mines. You only need a maximum of 20. Usually you'll want 9 or 10 points in this skill, then supplement with Master Valor, Star Forge Robes, Circlet of Saresh.
  • Advanced Sensory Implant +10
  • Retinal Combat Implant +1
  • Random visors +4
  • Baragwin Stealth Unit +4
  • Master Valor +2-3
  • Star Forge Robes + Circlet of Saresh (+5)
  • Base Wisdom +2-3

Subjective:
Stealth (Dexterity): Useful in a solo-run. If invested into, will allow you to stealth through anything, even the Star Forge. Quite useful for a force-based character, because it allows you to conserve force points for Malak.

Repair (Intelligence): Useful only to repair HK-47 (minimum 17). Assuming you have 14 intelligence, you'll need a minimum of 12 points without intelligence implant, 11 with.
  • Calrissian Belt +3
  • Master Valor +2
  • Intelligence Implant from Hidden Bek Boss (+1)
  • Advanced Agent Interface +7 (requires you to save Tatooine for last and obtain HK-47 before leviathan, I don't recommend)

Treat Injury (Wisdom): Some people don't want to use healthpacks. Personally I find them very useful as they allow me to swap out Cure and Heal for other Force Powers. The team aspect of these FPs are overrated as you have to engage the toughest parts of the game solo anyway. Just 10 points into TI means you heal an additional 30 HP with Life Support Packs.

Unnecessary:
Computer Use (Intelligence): Can be supplemented with equipment and money
Security (Wisdom): Can be supplemented with equipment

Stealth Mechanics
A little section on stealth since some may not see the value of stealth. Stealth allows you to:
  • Get in some sneak attacks (very useful early-game on Taris)
  • Regenerate force points amidst enemies
  • Move to a better position / bypass combat entirely
You can stealth as long as you are not in combat mode (stop moving and check if you are brandishing your weapon):
  • You've not been hit for the last 6 seconds
  • You've disengaged combat for at least 6 seconds
Enemies will not try to attack you as long as:
  • You stealth while out of sight (e.g. far away or around the corner or behind an obstacle)
  • You stealth while they are stunned / held / paralyzed etc (i.e. Force Wave + Stealth works)
  • You succeed a stealth check every round of your Stealth + 1d20 against their Awareness + 1d20
Stealth is very useful for solo Taris (you can stealth through the Undercity and blow up the Sith Governor and Calo Nord with mines) and solo games in general provided it has sufficient investment.

Which feats to pick?

Feats to absolutely not pick:
Armor Proficiency feats (you're a jedi not a storm trooper)

Feats recommended not to pick:
Skill increase feats (unless you have run out of useful things)
Conditioning: Not worth getting unless you have nothing else to get

Below are some feats you should consider:

Feat allocation basics:
  • If you choose a combat type of feat e.g. flurry or critical strike, only choose 1 and focus on it.
  • Likewise for Dueling & Two-weapon fighting.

Toughness:
  • Level 1 and Level 3 gives +1 HP / Level, effectively a +2 CON without the save bonus
  • Level 2 is nice to have but not necessary
  • Not a high priority, get only if you don't have other things to get

Implants:
  • Level 2 unlocks immunity to critical hits, highly recommended to get at least level 2 because you definitely don't want to be killed in one hit by Malak
  • I don't recommend Level 3 unless you're a blaster build (Advanced Combat Implant) or Defence based build (Advanced Alacrity Implant)

Blasters:
  • Only Rapid Shot stacks with Force/Knight/Master Speed

Dueling or Two-weapon fighting

Dueling or Two-Weapon Fighting
My rule of thumb is usually:
  • Jedi Guardian: Two-Weapon Fighting (+1 Attack Per Round (APR))
  • Other Lightsaber-based characters: Two-Weapon Fighting
  • Force-based characters: Depends (See conclusion below). You'll usually build for defence, so Dueling.

You may argue otherwise and say everyone should use two-weapon fighting, or everyone should use Dueling.

Why use two-weapon fighting
Let's get the easier argument out of the way first. The reason why guardians should use two-weapon fighting is simple: you get a flat damage bonus. Let us assume that you start off with 95% weapon accuracy and you are penalized by your two-weapon fighting.

The numbers below are calculated by (1 * (95%*mainhand accuracy penalty)*APR + (1 * (95% - offhand accuracy penalty)) using a balanced weapon.



Cells highlighted in red indicates that if you use two-weapon fighting at that level with that APR (attacks per round), you basically experience a damage decrease instead of increase if you fight with 2 weapons.

Note that these statistics assume that every penalty accrued adds up (i.e. no excess Attack) and you start off at 95% accuracy (not factoring in Dueling accuracy). In practice, you should have plenty of excess Attack to make up for the penalty, hence you should experience greater damage per round (DPR) increases. As you can see, dueling only makes a significant difference in the early stages of the game, or if you don't invest fully into two-weapon fighting.

What about the end-game? Dueling or Two-weapon?

Let us consider the hardest enemy to hit: Darth Malak. He has a defense of 38. To hit at 95% (maximum) you'll need to get 36 (a roll of 1 is a critical miss, so you must get a roll of 2 or higher)

A Scoundrel 5 / Jedi Guardian 15 starting at 16 STR can get 38 STR (+14 modifier).
  • Gets 21 base strength (16 + 5 from level ups)
  • +5 from Dominator Gauntlets, +5 from Master Valor, +4 from Adrenal Strength Stim, +3 from alignment (+17). I omitted the belt because you'll likely want to get the Nerve-enhancer belt (immunity to mind affecting) or electrical capacitance (immunity to lightning) instead.

Totalling +14 Attack. Assume he uses Sapith (+3) + Solari (+4) with Mantle of the Force and a base of 18 Attack, as well as lightsaber proficiency (+1) he'll have 40 Attack, which is more than enough to hit Darth Malak.
Mainhand (40): 95% w/ basic attack, 95% with Power Attack Lv3 and 95% with Flurry Lv3.
Offhand (38): 95% w/ basic attack, 90% with Power Attack Lv3 and 95% with Flurry Lv3.

Realistically speaking you'll probably be using hyper-adrenal strength stim which will give you an extra 2 strength (+1 attack), so add an additional 5% if you're doing that.

What about non-Jedi Guardian classes?

The Guardian usually gets:
  • Extra Base Attack based on when you dual-class. Let [x/y] represent [Starting Class Level/Jedi Class Level]. Assuming both start as Scoundrel (Consular without sneak attacks is a waste) and dual class at the same level: [2/18], [3/17]: 5pt difference, [4/16], [5/15], [6/14], [7/13]: 4pt difference, [8/12]: 3pt difference. As you can see, the consular will usually lose 4-5 base attack.
  • The Guardian also gets +3 STR from alignment, which translates to +2 Attack if he built his stats optimally.

i.e. non-Jedi Guardians lose out on 7 attack.

But does it matter? Again, let us consider the hardest enemy to hit: Darth Malak.

Assuming we build a Scoundrel 5 / Jedi Consular 15 that levels strength. He starts at 16 STR can get 34 STR (+12 modifier).
  • Gets 20 base strength (16 + 4 from level ups)
  • +5 from Dominator Gauntlets, +5 from Master Valor, +4 from Adrenal Strength Stim (+14). I omitted the belt because you'll likely want to get the Nerve-enhancer belt (immunity to mind affecting) or electrical capacitance (immunity to lightning) instead. Using the hyper stim gives you +6 instead.

Totalling +12 Attack. Assume he uses Sapith (+3) + Solari (+4) with Mantle of the Force and a base of 15 Attack, as well as lightsaber proficiency (+1) he'll have 36 Attack, which means he'll need a minimum roll of 2 to hit Darth Malak.
Mainhand (36): 95% w/ basic attack, 80% with Power Attack Lv3 and 90% with Flurry Lv3.
Offhand (34): 85% w/ basic attack, 70% with Power Attack Lv3 and 80% with Flurry Lv3.

With a consular that doesn't level strength (i.e. STR mod of +10 instead), you'll get:
Mainhand (34): 85% w/ basic attack, 70% with Power Attack Lv3 and 80% with Flurry Lv3.
Offhand (32): 75% w/ basic attack, 60% with Power Attack Lv3 and 70% with Flurry Lv3.

Realistically, you'll probably be using hyper-adrenal strength stim which will give you an extra 2 strength (+1 attack), so add an additional 5% if you're doing that.

Let us make some calculations to compare the damage we'll get from Dueling and Two-weapon fighting, factoring only the accuracy and nothing else. We'll assume you have at least 3 APR (+2 from Master speed). Note that these numbers do not indicate whether Critical Strike, Flurry or Power Attack is better as they only factor in the accuracy. The numbers in the final row only serve as a basis for comparing Guardian with Consular variants.


More specifically, the values in the final row establish the average number of effective hits per round (based on the accuracy). Crit strike is significantly higher than flurry as it factors in the critical rate as well. Again, these numbers are not indicative of whether CS, F or PA are better; they merely serve to compare Guardian & Consular in terms of their lightsaber proficiency.

Of course, if we include the Echani battle stimulant, then the consular will be able to achieve hit-rates very similar to (if not equal) to the Guardian. The only difference will be the damage from STR and specialization.

Do these stats apply to the bulk of enemies you will fight?
Generally, no. The Guardian will be able to hit enemies more consistently at lower levels, but once both are equally levelled the Consular should have no problems achieving the same level of accuracy against most enemies (including Malak with stims). Damage-wise the Guardian will still be somewhat better.

Conclusion
We can conclude that even if you don't invest into strength but use strength/dexterity enhancing equipment, you will find that two-weapon fighting will still be better than dueling. The only reason to use dueling is if:
  • You don't have enough feats to invest into Master Two-weapon Fighting
  • You're playing a defence-centric build
  • You're using force powers to deal damage (i.e. defence-centric)
  • You want to look cool with only 1 lightsaber
  • You want an easier early-game and don't mind a weaker end-game

Critical Strike, Power Attack or Flurry?

Critical Strike, Flurry or Power Attack
This is a very old question that I ask myself every time I play this game and I see a lot of threads asking this question. Some threads provide decent info, some threads provide partial truth. I prefer to do the calculations myself and figure out the truth.

The problem is that figuring out which amongst CS, F or PA is the best is very difficult simply because there are so many factors:
  • The number of feats you have & your class will affect your weapon proficiency and specialization
  • The type of weapon will affect each type of attack differently, which means that what weapons you have access to will affect which is the best attack
  • Strength will affect each type of attack differently as well
  • Accuracy depends on your Attack, the target's defence and the type of attack, which in turn affects the attack's effectiveness
  • Some types of damage get multiplied by critical hits and some don't
  • Critical hits are doubly affected by accuracy due to the threat system

Honestly, there aren't many players who have decided to sit down and weigh each option at length; as a result, in-depth literature on this is quite sparse. To this end, I have crafted a spreadsheet that compares them in detail.

Regarding early-game, I'll only provide a basic comparison since there isn't much room for debate there:
  • Critical Strike is horrible for a solo build because the -5 to defense is going to hurt. But if you're running with a team, it is actually pretty decent considering there is no Attack penalty, so you can combine it with two-weapon fighting.
  • Power Attack is also quite strong because it doesn't incur defense penalties and has a lower attack penalty compared to flurry.
  • Flurry is pretty weak in the early-game, but considering its penalties it is actually better to just use flurry with 1 weapon (as opposed to basic attack with two-weapon fighting).

We'll compare the late-game variants in greater detail (right click and view image if it's too small), factoring in every single variable including accuracy and using the best equipment possible for the type of attack. We'll first describe the Guardian, then the Consular.

Let me be honest: there is no significant difference between the 3 options if you don't intend to use sneak attacks. The differences can be quite significant once you introduce sneak attacks (10 to 40 additional damage per round depending on weapon)

If you want to see the calculations for this portion see
https://drive.google.com/file/d/1SbWtruJCkMfMsZtuuxSUy5kHlvUjFi3Q/view?usp=sharing

There are several sheets that compare the styles with the weapon as the baseline.

Below I summarize the best results.

For the Guardian:
3. Power Attack is the weakest, regardless of whatever weapon you use or configuration.
2. Crit Attack is better than Flurry (and usually very slightly so) ONLY if:
  • Twin Saber (Mainhand Single Saber MotF + Sigil + Solari and Offhand Single Saber HotG + Krayt + Upari), not sneak attack
  • Mainhand MotF + Sigil + Solari and Offhand Baragwin Blade, not sneak attack
  • Mainhand HotG + Solari + Upari and Offhand Baragwin, not sneak attack
1. Flurry is usually the best option; it is hands down the best option with sneak attacks.

For best damage for the Guardian, you want to use Twin Baragwin Blades (See "Guardn TwinBarag" sheet). With sneak attacks and the level 3 weapon implant, you can score 277 damage per round with flurry against everything. Without sneak attacks you still deal 210.9 damage per round on average. The downside is you can't force jump with this setup (or deflect blaster shots for that matter) which makes it tremendously inconvenient.

For best damage for the Guardian with access to Force Jump, Mainhand HotG + Solari + Upari and Offhand Baragwin and take lightsaber specialization (this is labelled as "Guardn HotGBarag" in the sheets). Flurry deals 196.65 and 263.15 per round respectively for no sneak and sneak attacks against DS and non DS alike. Personally I think this is the best option.

If you want to focus on dealing damage to DS, you can use the Double Bladed MotF + Sigil + Solari to drop your damage against non-DS to 179 | 229 (non-sneak | sneak), but 214 | 264 (non-sneak | sneak) per round. Personally I don't think this is worth it unless you are willing to invest in having 2 double bladed lightsabers: one to destroy the Star Forge turrets in 1 hit and the other to slay Malak and even so it's not as convenient as the options above.

For the Consular:

The trends follow the Guardian's.
3. Power Attack is the weakest (especially with the Consular's poor base attack)
2. Again, crit strike seldom trumps flurry and even when it does, it does only by a few points
1. Flurry usually the best option, and definitely the best option with sneak attacks.

Given the consular's ability to land his/her force powers with inpunity, you'll always be landing sneak attacks with this guy. For this reason you'll want to use flurry if you are not starved for feats. Otherwise crit strike works just fine.

Given the consular's inability to perform Force Jump, his/her's most powerful option is just to roll with dual wielded Baragwin Blades (here we ignore the fact that the consular now cannot deflect blaster bolts, but that doesn't really matter if you got force powers). If you pushed yourself to scoundrel 7 for that 14 damage sneak attack you can pull off 200.88 | 265.98 (non-sneak | sneak) with flurry, if you only have 10.5 damage per sneak attack you can get 200.88 | 249.705 with flurry.



All this only considers damage; if you consider defence, flurry / power attack. If you consider the utility that critical strike offers in the way of stunning enemies, then obviously critical strike. If you consider the starting feat that your character comes with (technically saving 1 feat), then that is the best feat.

All feats are quite powerful in their own right, so choose as you wish. Of course in my builds described later I will choose the one which I believe is the best.

Which force powers to pick?

All force powers have their uses.. Well, almost.


All Jedi:

Barebones / absolute must have requirements:
Force Speed > Knight Speed (2)
Force Valor > Knight Valor > Master Valor (3)
Stun Droid (1)
You want Master Valor for the sick buffs regardless of what type of Jedi you are. Minimally knight speed for +4 defence and stun droid to be able to debilitate droids as the droids usually carry items that can stun you.

Must have against captive Jedi, choose at least 1 variant:
Force Suppression > Breach (2)
Wound > Choke (2)
Shock > Force Lightning (2)
Drain Life (1)
Throw Lightsaber (1) (I am not sure if you need Advanced)
Stun Droid > Disable Droid (2)

You want at least one of these options to disable / destroy the captive Jedi in the final boss battle.

Nice to have
Energy Resistance > Improved Energy Resistance (2)
Improved Energy Resistance means 15 damage resistance against energy weapons. This is a pretty significant damage reduction when stacked with critical hit immunity.

Must have at least 1 level in:
Force Resistance > Force Immunity (2)
Very useful against Dark Jedi, especially those that wield Kill.

Healing
Cure (1): Usually sufficient for most purposes, but imo just use medkits
Cure > Heal (2): To heal poison, just use antidote
Drain Life > Death Field (2): Impressive instant heal against many enemies

Jedi Physical Combatants:

Must have
Force Speed > Knight Speed (2) > Master Speed (3)
+2 APR is no joke, even for Jedi who don't specialize in physical combat.

Debilitating Powers
Force Push > Force Whirlwind (2): Vs Malak, good for early-game if you're building for stasis field.
Stun Droid > Disable Droid (2): Good for AOE stunning droids
Force Whirlwind is in my opinion optional for Jedi Guardians, but highly recommended for Jedi Consular duelists.

Horror, Insanity or Stasis Field
Fear > Horror: Very good early-game, for Guardians who don't have enough Force Powers
Fear > Horror > Insanity (3): Very good early-game
Stun > Stasis > Stasis Field (3): Better late-game
If using horror / insanity, make sure you have force whirlwind to deal with enemies immune to fear.

Jedi Offensive Force Power Users:
Only invest points into these trees if you are a Jedi Wizard

Offensive AOE power against living creatures:
Force Push > Force Whirlwind > Force Wave (avg 30 damage, 10 FP)
Drain Life > Death Field (avg 25 dmg, 25 - 35 FP)
Shock > Lightning > Storm (avg 35 dmg, 25 - 35 FP)
As a LS force user I'd recommend Force Wave as your AOE force power. The rest are not value for money.

Offensive Single target vs living creatures:
Wound > Choke > Kill (3)

Offensive power against droids:
Stun Droid > Disable > Destroy Droid (3)

Must have if using Force Powers against Malak
Force Suppression > Breach (2)

Subjective Force Powers:

Only useful against Malak
Slow > Affliction > Plague (3)

Only useful in no medkit run (in a party someone else e.g. Bastila can cast this)
Cure > Heal (2)

Mildly useful Force Powers:
Force Aura > Force Shield > Force Armor (3): Maximum 10 defence from armor and force powers, so this becomes useless in the end-game except for the save bonus (which is not necessary if you have Force Immunity). Only consider this for early-game, and only mildly useful.

Useless Force Powers:
Throw Lightsaber > Advanced Throw Lightsaber (2): Only good for killing captive jedi. Force Wave deals equal damage, stuns, affects more enemies at half the force point cost.

Affect Mind > Dominate Mind (2): Useless with the persuade skill.

Jedi Duelist (Scoundrel / Guardian)

Most effective builds tend to gravitate towards the use of lightsabers, simply because they dish out so much damage in so little time. As the name suggests this type of build focuses on hitting things with lightsabers. The reason why i didn't name this Jedi Guardian is because I categorise Jedi Consulars who predominantly use lightsabers as a method of damage under this type of build as well.

When I craft my build I consider the following:
  • Survival: The build should be able to survive without reloading i.e. even cheap shots can't kill this Jedi
  • Damage: As much damage as possible within limits.
  • Comfortable-ness: Able to play the game without too much issue

Of course, these are subjective. As you get better at the game, you may craft builds that you prefer. I believe that the builds I provide optimize these variables.

Scoundrel - Guardian
Scoundrel 5, Guardian 15
Reasoning: 5/15 instead of 7/13 so that I get 2 more Force Powers and 1 more Feat in exchange for 2 defence and +3.5 damage / sneak attack. We don't want 3/17 because a guardian can benefit more from the damage and doesn't need that many force powers / points.

Stats
STR 15 +4
DEX 14
CON13
INT 8
WIS 14 +1
CHA13

Bonuses:
STR: Genohardan Gloves +5, Master Valor +5, Guardian Alignment +3, Hyper-Adrenal +6 = 19
DEX, CON, INT, CHA: Master Valor +5
WIS: Master Valor +5, Star Forge Robes +5, Circlet +5 = +15


Reasoning: after min-maxing we have 1 additional point to allocate. I allocated this to dex for early-game utility. We don't want to focus too much on one stat so as not to compromise our saves.

A newer player may want to shift one point from CON to CHA so that the early game can go easier but sacrifice a bit of late-game HP.

Skill Progression:
Level 1: 1 Demolitions/1 Security/4 Stealth/4 Persuade/2 Awareness
Levels 2-6: 1 Stealth/1 Persuade/1 Awareness
Level 7: 1 Persuade/2 Awareness
Levels 8-20: 1 Persuade, put any extra into Treat Injury

Final Skill Allocation:
Total points 47
Demo 1
Persuade 22
Security 1
Stealth 6
Awareness 9
Remainder 8

Awareness can (and should) be actively bumped up with equipment throughout the game to detect land mines.

Notes:
  • If you want to repair HK-47, I recommend a Scoundrel / Consular as they get repair as a class skill. If you really want a guardian, then roll a Scout / Guardian for the repair class skill (not covered in this guide).
  • Stealth is useful for Taris if running solo, not so useful afterward. Don't invest too much.
  • 1 point to security so you can use it if needed (tbh not needed, can just bash stuff open in KOTOR 1).
  • As a LS Jedi you will often have to be diplomatic in your gameplay (and you will also find it very lucrative to be a good negotiator). One of scoundrel's strength is that they have persuade as a class skill; use it!

Feats
S1 1 Two-Weapon Fighting
S2 2 Toughness
S5 3 Improved Two-Weapon Fighting
G1 / 6 4 Improved Toughness
G3 / 8 5 Master Two-Weapon Fighting
G6 / 11 6 Flurry
G7 / 12 7 Improved Flurry
G9 / 14 8 Implant Level 1
G12/ 17 9 Implant Level 2
G13/ 18 10 Lightsaber Focus
G15/ 20 11 Lightsaber Specialization

Reasoning: Two-Weapon Fighting early-game so you don't compromise your defence (as compared to flurry). Implant level 2 for immunity to critical hits. Lightsaber focus + specialization for much needed additional damage.

In choosing force powers you can decide to build one of 2 powers for stunning enemies: insanity / stasis field. I prefer stasis field so that you can stun end-game enemies and you don't have a huge issue at the start since you are pretty good with the saber.
That said, if you're feeling the game is a little too tough at the start, go with the Insanity route instead.

Force Powers (Insanity)
6 1 2 Fear + Horror
7 2 3 Burst of Speed
8 3 4 Knight Speed
9 4 5 Energy Resistance
10 5 7 Improved Energy Resistance
11 6 8 Force Resistance
12 7 9 Force Valor
13 8 10 Stun Droid
14 9 12 Insanity
15 10 13 Master Speed
16 11 14 Disable Droid
17 12 15 Knight Valor
18 13 17 Master Valor
19 14 18 Force Immunity
20 15 19 Destroy Droid

Force Powers (Stasis)
G6 1 2 Stun + Burst of Speed
G7 2 3 Energy Resistance
G8 3 4 Force Resistance
G9 4 5 Knight Speed
G10 5 7 Improved Energy Resistance
G11 6 8 Stun Droid
G12 7 9 Stasis
G13 8 10 Force Valor
G14 9 12 Knight Valor
G15 10 13 Stasis Field
G16 11 14 Master Speed
G17 12 15 Disable Droid
G18 13 17 Master Valor
G19 14 18 Force Immunity
G20 15 19 Destroy Droid

Force Immunity is going to be super useful to ensure we don't get Killed or Whirlwinded. Disable Droid to ensure droids won't be able to stun you. Destroy Droid since we have an extra Force Power and idk what to spend it on. Notice I don't spend it on cure because it's a waste of points (in a team, others can cure you. Solo, you can use medkits which heal more).

Important End-game Equipment
Head: Circlet of Saresh (+5 WIS is sick)
Hands: Best strength enhancing gloves you can find at that point of the game (Dominator gloves)
Belt: Nerve-enhancing belt / lightning capacitor belt. I recommend the nerve-enhancing one.
Implant: Retinal Combat Implant (Combat Implant that prevents critical hits)
Body: Best robes you can find at that point of the game (Star Forge Robes)

End-game Weapon:
Double Bladed Lightsaber Mantle of the Force + Sigil + Solari.
Flurry: 179.55 Damage per round without sneak, 229.425 with sneak.
Flurry against DS: 214.4625 and 264.3375.

Alternatives weapon choices:
Mainhand HotG + Solari + Upari and Offhand Baragwin Blade
Use this if you want more power against non DS enemies. With destroy droid that won't be necessary though.
Format: damage per turn without sneak attacks | dmg per turn with sneak attacks
Both Non-DS and DS: 196.65 | 263.15

Mainhand MotF + Sigil + Solari and Offhand Baragwin Blade
Use this if you want higher damage when coupled with sneak attacks. The cost of an extra baragwin blade does not really justify the damage difference, so at that point it's really a visual preference; do you want to wield a double bladed saber or a saber + sword.
Format: damage per turn without sneak attacks | dmg per turn with sneak attacks
Non-DS: 182.02 | 248.52
DS: 211.28 | 277.78

You should be able to kill everything in 1-2 hits, 1 hit if you stun them first. Droids just blast with Destroy Droid + Flurry.

Jedi Duelist (Scoundrel / Consular)

The consular is very flexible due to the flexibility in which you can use his/her force powers. For one, you can use the consular as a duelist; that is, the main focus is still on guiding your lightsaber through your enemies; force powers merely play a more backseat (albeit vital) role of rendering your enemies immobile. In a way, this makes this playstyle almost akin to a Jedi Guardian, with the main difference being that you cannot Force Jump, but your Force Powers are much more likely to land, even on Darth Malak. This can make the duelist much more deadly than the Guardian when sneak attacks are at play.

If you're playing as a Jedi that uses blasters, you will also want this build as it allows you to make up for the damage shortfall using force powers. In addition, attack no longer matters since you have +10 attack from attacking enemies up close with the blaster (although obviously blasters deal much less damage than lightsabers in this game).

As a completionist you'll find that the Jedi Duelist (Scoundrel / Consular) is perfect, as they have repair as their class skill.

There are a few ways to build the duelist from a consular perspective; you can focus on strength (thereby reducing the effectiveness of your force powers slightly but making your attacks somewhat more comparable to that of a Guardian) or focus on wisdom / charisma. Personally, I prefer the Guardian for their force jump and significant attack and strength bonuses when it comes to lightsaber combat. That said, the strength of the consular is their access to a larger number of force powers and the ability to make sure their force powers stick (especially against key enemies like Malak), which make them especially deadly.

First, I'll get the skills out of the way:

Skills
Skills are consistent across all builds.
Level 1: 1 Demolitions/1 Security/4 Stealth/4 Persuade/2 Awareness
Levels 2-6: 1 Stealth/1 Persuade/1 Awareness
Level 7: 1 Persuade/2 Awareness
Levels 8-20: 1 Persuade, put any extra into Treat Injury / Repair
Redirect points from Treat Injury to Repair if you want to repair HK-47
Stealth is useful for Taris if running solo, not necessary afterward. Don't invest too much
1 point to security so you can use it if needed

Next, there are a variety of choices that can be made at this point; I will outline the breakpoints of decisions.
  • Balanced, Optimized or Berserker stats
  • S3/C17, S5/C15, S6/C14 or S7/C13
  • Force Power Selection: Insanity, Stasis, or Horror + Stasis

Stats
Whether to put points into WIS or STR depends on you. Choosing to divert 4 points from WIS to strength means you'll be exchanging 10% force power effectiveness (from 80 to 70% or 85% to 75% chance of Force Whirlwind) against Malak for +2 Attack and +2 damage per hit. However, that extra attack and damage is also valuable against Malak (it can result in a -30 damage per round difference even with stims). You can opt to drop 4 level up points into strength and 1 into WIS.
I am a strong advocate of 16 CHA (so that we can always max out persuade), but if you don't care about that you can just skip out on the CHA and put it into STR or something.

Berserker: Focus on STR
Optimal: 75% chance of landing force whirlwind on Malak
STR 16 +4
DEX 8 Increased dex to help in Taris; if you don't need it you can pump STR or CON
CON10
INT 10
WIS 14 +1 Increase likelihood of landing force powers, STR can use stims
CHA16 For 100% Persuasion success, CHA needs to be 16.
Lvl up: +4 STR, +1 WIS

Balanced: 70% chance of landing force whirlwind on Malak
STR 16 +4
DEX 8 Increased dex to help in Taris; if you don't need it you can pump STR or CON
CON14
INT 10
WIS 14 +1 Increase likelihood of landing force powers, STR can use stims
CHA14 For 100% Persuasion success, CHA needs to be 16.
Lvl up: +4 STR, +1 WIS

Stealth-based: 70% chance of landing force whirlwind on Malak
STR 16 +4
DEX 8 Increased dex to help in Taris; if you don't need it you can pump STR or CON
CON10
INT 14
WIS 14 +1 Increase likelihood of landing force powers, STR can use stims
CHA14 For 100% Persuasion success, CHA needs to be 16.
Basically an implementation of the intelligence alternative, this puts points into intelligence to give you enough skill points for stealth
Lvl up: +4 STR, +1 WIS

Duelist: Focus on WIS / CHA
Optimal: 85% chance of landing force whirlwind on Malak
STR 16
DEX 8 Increased dex to help in Taris; if you don't need it you can pump STR or CON
CON10
INT 10
WIS 14 +5 Increase likelihood of landing force powers, STR can use stims
CHA16 For 100% Persuasion success, CHA needs to be 16.
Lvl up: +5 to WIS

Balanced: 80% chance of landing force whirlwind on Malak
STR 14
DEX 12 Increased dex for Taris; if you don't need it you can pump STR, CHA or WIS
CON14 Scoundrel + Consular desperately needs health
INT 10 10 instead of 8 for extra points into treat injury. Put into dex if you don't need TI
WIS 14 +3 Increase likelihood of landing force powers. End on odd if LS
CHA14 +2 For 100% Persuasion success, CHA needs to be 16.
Lvl up: +2 to CHA, then +3 to WIS

Glass: 90% chance of landing force whirlwind on Malak
STR 14
DEX 8
CON10
INT 10
WIS 16 +5 Increase likelihood of landing force powers, STR can use stims
CHA16 For 100% Persuasion success, CHA needs to be 16.
Lvl up: +5 to WIS

Intelligence Alternative: You can divert the 2 CHA points all into INT so you get 14 INT (either take 10 INT or 14 INT; 12 INT isn't that great). Depending on when you dual class this usually translates to an additional 27 skill points from INT 10:
Format: level split: Skill pts @ INT 10 | Skill pts @ INT 12 | Skill pts @ INT 14
S3/C17: 41 | 45 | 68
S5/C15 47 | 51 | 74
S7/C13: 53 | 57 | 80

Bonuses:
STR: Genohardan Gloves +5, Master Valor +5, Hyper-Adrenal +6, CNS Strength Enhancer = +18
DEX, CON, INT: Master Valor +5
WIS: Master Valor +5, Star Forge Robes +5, Circlet +5 = +15
CHA: Master Valor +5, Consular Alignment +3 = +8

Note: I normally don't recommend the CNS Str enhancer, but considering the consular's ability to stun enemies before engaging, I think it's safe to use it.

When to dual class
Format: Skills (assuming 10 INT) | Feats | Force Powers
S3/C17: 41 | 8 | 22
S5/C15: 47 | 9 | 19
S6/C14: 50 | 8 | 18
S7/C13: 53 | 8 | 17

Arguments for each:
S3/C17: 41 skill pts, 7 per sneak attack, 22 force powers, 8 feats
S5/C15: 47 skill pts, 10.5 per sneak attack, 19 force powers, 9 feats
S6/C14: 50 skill pts, 10.5 per sneak attack, 18 force powers, +2 defence, 8 feats
S7/C13: 53 skill pts, 14 per sneak attack, 17 force powers, +2 defence, 8 feats

What kind of trade-offs you'd like to make really depends on your playstyle.

Jedi Duelist (Scoundrel / Consular) Part 2

Feats
9 Feats (S5/C15):
1 Two-Weapon Fighting
2 Flurry
3 Improved Two-Weapon Fighting
4 Master Two-Weapon Fighting
5 Improved Flurry (stopped at Improved as pushing this to Master only gives you +1 attack)
6 Toughness
7 Implant Level 1
8 Implant Level 2
9 Implant Level 3 (for Advanced Combat Implant with gives Weapon Specialization: Melee Weapons)

8 Feats:
1 Two-Weapon Fighting
2 Flurry
3 Improved Two-Weapon Fighting
4 Master Two-Weapon Fighting
5 Improved Flurry
6 Toughness (If you want higher damage, swap this out for Implant Level 3)
7 Implant Level 1
8 Implant Level 2

Force Powers
There is a lot of variety, so instead of outlining every single build, I'll outline the S3/C17 force power selection options, then based on your class level distributions recommend which force powers to remove.

There are a few guidelines:
1. Always stop at Force Whirlwind, we need it against Malak
2. Try to get Force Immunity (Force Resistance at least); it's super useful against enemy Jedi, especially the one in the Star Forge who has Kill
3. Force Breach useful against Malak
4. Some stuff like Master Speed, Master Valor etc are must haves
5. Minimally get Disable Droid, super useful against droids who can stun you without saves

S3/C17: You are spoilt for choice with 22 force powers. You can choose to either use Stasis Field (stronger endgame but somewhat harder early game), Horror / Insanity (easier early game but weaker endgame) or even Horror then Stasis. Although not outlined, you can easily swap out some force powers for force storm if you wish.

S3/C17 Stasis Field (Stronger Mid/Late-game stun potential)
Requires grinding to reach level 15 asap
Format: Lv | Consular | FP Count | Force Power

4 1 2 Stun + Burst of Speed
5 2 3 Force Valor
6 3 4 Force Push
7 4 5 Energy Resistance
8 5 7 Stun Droid + Disable Droid
9 6 8 Force Whirlwind
10 7 9 Improved Energy Resistance
11 8 10 Knight Speed
12 9 12 Knight Valor + Stasis
13 10 13 Drain Life
14 11 14 Force Resistance
15 12 15 Stasis Field
16 13 17 Master Speed + Master Valor
17 14 18 Destroy Droid
18 15 19 Death Field
19 16 20 Force Immunity
20 17 22 Force Suppression + Force Breach
For S5/C15: -3 Force Powers. Remove Drain Life, Death Field and one of the following: Destroy Droid / Improved Energy Resistance / Force Immunity
For S6/C14: -4 Force Powers. Remove Drain Life, Death Field and two of the following: Destroy Droid / Improved Energy Resistance / Force Immunity. Alternatively you can drop Force Suppression + Force Breach, but expect not to use force powers against Malak.
For S7/C13: -5 Force Powers. Remove Drain Life, Death Field and all of the following: Destroy Droid / Improved Energy Resistance / Force Immunity. I don't recommend Stasis build for the S7/C13.

S3/C17 Insanity (Easier Early-game)
Format: Lv | Consular | FP Count | Force Power

4 1 2 Fear + Burst of Speed
5 2 3 Force Push
6 3 4 Horror
7 4 5 Force Valor
8 5 7 Stun Droid + Energy Resistance
9 6 8 Improved Energy Resistance
10 7 9 Knight Speed
11 8 10 Force Resistance
12 9 12 Knight Valor + Insanity
13 10 13 Force Whirlwind
14 11 14 Disable Droid
15 12 15 Master Speed
16 13 17 Master Valor + Destroy Droid
17 14 18 Drain Life
18 15 19 Death Field
19 16 20 Force Immunity
20 17 22 Force Suppression + Force Breach
For S5/C15: -3 Force Powers. Remove Drain Life, Death Field and one of the following: Insanity / Destroy Droid / Improved Energy Resistance / Force Immunity
For S6/C14: -4 Force Powers. Remove Drain Life, Death Field and two of the following: Destroy Droid / Insanity / Improved Energy Resistance / Force Immunity. Alternatively you can drop Force Suppression + Force Breach, but expect not to use force powers against Malak.
For S7/C13: -5 Force Powers. Remove Drain Life, Death Field and 3 of the following: Destroy Droid / Insanity / Improved Energy Resistance / Force Immunity.

The Insanity route is recommended if you're tight on force powers because you can actually just stop at Horror (which is available from level 6!), allowing you to save 1 Force Power in exchange for a smaller AOE. The only issue is that fear does not affect some enemies in the end-game (as opposed to stasis).

S3/C17 Horror + Stasis Field (Strong early-mid-late game CC, no Force Immunity / Destroy Droid unless you swap out death field)
Actual Lv Consular FP Count
4 1 2 Fear + Burst of Speed
5 2 3 Force Push
6 3 4 Horror
7 4 5 Force Valor
8 5 7 Stun Droid + Energy Resistance
9 6 8 Improved Energy Resistance
10 7 9 Knight Speed
11 8 10 Force Resistance
12 9 12 Force Whirlwind + Stun
13 10 13 Disable Droid
14 11 14 Stasis
15 12 15 Stasis Field
16 13 17 Knight Valor + Master Speed
17 14 18 Drain Life
18 15 19 Death Field
19 16 20 Master Valor
20 17 22 Force Suppression + Force Breach
Alternatively swap out drain life & death field for force immunity and destroy droid (you may want to do that tbh)
I only recommend this for the S3/C17. All other class distribution variants should choose either Insanity or Stasis due to the limited number of force powers.

Important End-game Equipment
Head: Circlet of Saresh (+5 WIS is sick)
Hands: Best strength enhancing gloves you can find at that point of the game (Dominator gloves)
Belt: CNS Strength Enhancer / Nerve-enhancing belt / lightning capacitor belt. CNS Strength Enhancer is pretty good if you play your cards safe.
Implant: Retinal Combat Implant (Combat Implant that prevents critical hits)
Body: Best robes you can find at that point of the game (Star Forge Robes)

Weapons
I recommend dual wielded Baragwin Assault Blades for maximum damage potential. The exact values depend on how you build your character. Optimal values are 200.88 (without sneak attacks) and 265.98 (with sneak attacks).

Which is the best Jedi Duelist (Scoundrel / Consular) variant?
With so much variety it can be hard to choose which variant to build for. Below I outline 2 good options.

The absolute optimal choice in terms of damage: Berserker for stat distribution, S7/C13 for class distribution and S3/C17 with Insanity (Easier Early-game) for force power distribution (remove Drain Life, Death Field and 3 of Destroy Droid / Insanity / Improved Energy Resistance / Force Immunity), level points into strength. Absolutely insane damage on everything, with sneak attacks (265) and 75% chance of landing force whirlwind on Malak.

The recommended choice would be Balanced for stat distribution, S5/C15 for class distribution and S3/C17 Insanity (Easier Early-game) for force distribution (remove Drain Life, Death Field and Insanity). Level points into Wisdom. Damage is somewhat lower than the optimal choice but you get a 80% chance of landing force whirlwind on Malak and an easier game in general from start to end. If you don't mind something slightly less tanky and harder to use in terms of force powers but higher damage output, choose S7/C13 for the class distribution. You can also choose the Stasis line of force powers for a stronger disabling force power (at the cost of a harder mid-game and 1 less support force power)

Jedi Duelist variant: Completionist

Some builds are better than others at getting that "100%" at the game. For this game you'll need to be able to repair HK-47.

Unfortunately I now lack the insight to advise on what is the best way to go about doing this, since I'm writing this portion 3 months after. Instead I'll post a brief comment that I've written to myself on this matter:

To repair HK47: Scoundrel 5/Consular 15. 11 repair required + Calrissian (+3) + Master Valor (+2.5) + Memory Package Implant (+0.5, Betray Hidden Bek).

If I recall correctly, Consulars get Repair as a class skill. Combine this with the scoundrel's good skill point progression and you've got a character who can easily reach the repair requirement. This makes the Scoundrel / Consular a good combination for "completionists" who want to be able to repair HK-47. The reason why you don't want to get a Jedi Wizard is because they are normally S3/C17, whereas with the Jedi Duelist you have more freedom with when you want to dual class (e.g. in this case I suggested S5/C15, there's probably a build for that in the spreadsheet).

Jedi Wizard

As the name suggests, this build focuses on using force powers to defeat your enemies. You'll have your lightsaber and you'll want to use it when you need to conserve force points, but most of the time with this build you'll be using force powers to eliminate enemies. In my opinion if you're playing a consular, you want this playstyle as it is much more different from the Jedi Guardian (as opposed to the Jedi Duelist which is just the Consular's take on lightsaber combat).

The caveat here is that if you're playing with Force Powers you are going to want to hold off levelling your scoundrel. This build uses S3/C17 to maximize the number of Force Powers.

A constant nagging thought is that with the Jedi Wizard you won't have Force Whirlwind to deal with Malak. Malak can be incapacitated with plague & adhesive grenades, after which you can deal with him using Kill. Alternatively you can force wave him to death. Just make sure you have protection against lightning in some way (e.g. the belt) and watch out for his force jump.

There are 3 variants in which to distribute your stats:

Stats (Strength focus)
Level ups
STR 14
DEX 10 Increased dex to help in Taris; if you don't need it you can pump STR or CON
CON12 Full HP 120 120 240
INT 10 Life Support Heals 78 108
WIS 14 +5 Increase likelihood of landing force powers, STR can use stims
CHA16 For 100% Persuasion success, CHA needs to be 16.

Strength for this build is not a necessity but it would be quite useful in the early-game. You can redirect those points to DEX, CON, INT or WIS (see below):

Stats (Pure WIS + CHA)
Level ups
STR 10
DEX 10 Increased dex to help in Taris; if you don't need it you can pump STR or CON
CON12 Full HP 120 120 240
INT 10 Life Support Heals 78 108
WIS 16 +5 Increase likelihood of landing force powers, STR can use stims
CHA16 For 100% Persuasion success, CHA needs to be 16.
You can alternatively redirect points from STR to CON or DEX, although it is not necessary

Stats (Unarmed Warrior)
Level ups
STR 8
DEX 12 Increased dex to help in Taris; if you don't need it you can pump STR or CON
CON12 Full HP 120 120 240
INT 14 Life Support Heals 78 108
WIS 14 +5 Increase likelihood of landing force powers, STR can use stims
CHA16 For 100% Persuasion success, CHA needs to be 16.

Feats
1 Dueling
2 Flurry
3 Improved Dueling
4 Master Dueling
5 Improved Flurry
6 Implant Level 1
7 Implant Level 2
8 Toughness

Skills
Skills are consistent across all builds.
Level 1: 1 Demolitions/1 Security/4 Stealth/4 Persuade/2 Awareness
Levels 2-6: 1 Stealth/1 Persuade/1 Awareness
Level 7: 1 Persuade/2 Awareness
Levels 8-20: 1 Persuade, put any extra into Treat Injury / Repair
Redirect points from Treat Injury to Repair if you want to repair HK-47
Stealth is useful for Taris if running solo, not necessary afterward. Don't invest too much
1 point to security so you can use it if needed

Force Powers
You can choose Force Wave or Force Storm as your main offensive force power. I highly recommend Force Wave because Force Storm is extremely costly for a LS playthrough, even at 70-79 alignment.

S3/C17 Force Wave
Format: Actual Lv | Consular level | FP Count | Force Power
4 1 2 Force Push + Burst of Speed
5 2 3 Wound
6 3 4 Stun Droid
7 4 5 Force Resistance
8 5 7 Knight Speed + Energy Resistance
9 6 8 Force Whirlwind
10 7 9 Improved Energy Resistance
11 8 10 Choke
12 9 12 Force Valor + Kill
13 10 13 Disable Droid
14 11 14 Slow
15 12 15 Force Wave
16 13 17 Destroy Droid + Master Valor
17 14 18 Affliction
18 15 19 Force Immunity
19 16 20 Plague
20 17 22 Force Suppression + Force Breach

You have every important force power at your fingertips. Kill the rabble with waves of Force Wave, eliminate the toughest enemies with Kill. Darth Malak can be erased using a combination of Force Wave, Plague and Kill (mostly Kill after you inflicted Plague on him). You don't need insanity / stasis because force wave will leave your enemies stunned.

Jedi Wizard variant: Jedi Monk

You're probably thinking: there's no such thing as a Jedi Monk! The term Jedi can already be classified as a sort of monk!

True. But here, I coin the term Jedi Monk for Jedi who do not use lightsabers. Or blasters. Or melee weapons. That's right, these guys fight unarmed.

Okay before you continue reading.. big spoiler alert. You've been warned at the start of the guide, you're being warned again here, okay? (although to be fair, anyone wondering how to play the game without a weapon has probably already played the game at least once).

The role-play is simple: You were too powerful and had your memories wiped, but they worried that this was not sufficient; no, they had to instill in you the belief that you must fight without a weapon and they sealed all knowledge you had of the melee weapon, blaster and lightsaber (that said, explosives are allowed).

Now you're probably thinking: is it even possible to play the game like this? And the answer is yes.
Even better question: can you play the game comfortably? The answer is still yes. And can you do all that while playing as a hermit?

The answer is yes for all of them. You'll need some exp grinding from level 11 - 15, but all in all you'll still have a pretty comfortable game.

As a Jedi Monk you'll play unarmed, which means you'll rely heavily on items, skills and force powers. That doesn't mean you'll do without physical combat, because using the Scoundrel's Sneak Attack feat the Jedi Monk will still be able to deal a respectable amount of physical damage; in fact, he should sometimes prefer physical combat over force powers to conserve force points.

You can think of this build as a variant of the Jedi Wizard's unarmed warrior (which can effectively serve as a Jedi Monk build, but 7 sneak attack damage is really weak), but with a focus on maximizing defence. When force powers are ineffective, the Jedi Monk uses Stealth, as compared to the Jedi Wizard's reliance on the lightsaber.

To be honest, you can also tweak the build in Jedi Wizard to run a Jedi Monk that focuses more on Force Powers.

Stats
You can opt to choose the same stats as the Jedi Wizard, or the following stats which give you more dexterity. The guide assumes you use the stats below.

S6/C14
STR 10
DEX 14
CON 10
INT 14 Stealth 65
WIS 14 +5 Increase likelihood of landing force powers, STR can use stims
CHA 15 For 100% Persuasion success, CHA needs to be 16.
DC 46 Malak 31 Chance 75

Skills
Level 1: 1 Demolitions/1 Security/4 Stealth/4 Persuade/2 Awareness
Levels 2-6: 1 Stealth/1 Persuade/1 Awareness
Level 7: 1 Persuade/2 Awareness
Levels 8-20: 1 Persuade, put any extra into Treat Injury / Repair
Redirect points from Treat Injury to Repair if you want to repair HK-47
Stealth is useful for Taris if running solo, not necessary afterward. Don't invest too much
1 point to security so you can use it if needed

S6/C14 Jedi Monk (Stealth-based)
1 Flurry
2 Toughness
3 Improved Toughness
4 Implant Level 1
5 Master Toughness
6 Implant Level 2
7 Implant Level 3
8 Improved Caution

S6/C14 Jedi Magician / Monk
Actual Lv Consular FP Count
7 1 2 Force Push + Burst of Speed
8 2 3 Stun Droid
9 3 4 Force Whirlwind
10 4 5 Knight Speed
11 5 7 Wound + Choke
12 6 8 Kill
13 7 9 Force Valor
14 8 10 Knight Valor
15 9 12 Force Wave + Master Valor
16 10 13 Disable Droid
17 11 14 Master Speed
18 12 15 Destroy Droid
19 13 17 Force Suppression + Force Resistance
20 14 18 Force Breach
Adhesive Grenades to deal with Malak, then keep spamming Kill. Each Kill has a 40% chance of landing.

Other notes:
To survive Taris barehanded you'll need to rely on stealth. Use stealth to lay mines to kill the bosses on Taris (e.g. Sith governor)

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