This guide will walk you through every step of building a Jedi Guardian that dominates in lightsaber combat.
Class
The Guardian starts with 4 Class Skills, which include Demolitions, Awareness, Persuade, and Treat Injury. It’s worth noting that Class Skills cost 1 Skill Point to increase, while Cross-Class Skills cost 2 Skill Points to increase. Of these, Persuade and Treat Injury are the most important Class Skills.
Jedi Guardians are the only Jedi class who can select Weapon Specialization: Lightsaber; Prestige classes can also select this feat.
Attributes
DEX: 12 – Dexterity measures agility and reflexes. A high Dexterity adds modifiers to ranged attack rolls (blasters) and increases a character’s Defense, making them harder to hit.
CON: 14 – Constitution represents health and resiliency. A high Constitution adds modifiers to the vitality points gained at each level-up. Constitution also determines what types of implants the character can equip. This attribute is important for all classes.
INT: 8 – Intelligence represents knowledge and reasoning. A high Intelligence adds modifiers to the number of points a character has to spend on essential skills.
WIS: 14 – Wisdom represents willpower and perception. A high Wisdom adds modifiers to Jedi Force Points and Force Power saving throws. The Force Powers of a Jedi with high Wisdom are also much harder to resist.
CHA: 12 – A high Charisma increasing the potency of a character’s Force Powers. It also reduces the penalty when using Force Powers of an opposing alignment (a light side character with a high Charisma can use dark side powers with less of a penalty), and a high Charisma also improves your companions’ chance to hit. Finally, Charisma influences a character’s Persuade skill.
Skills
Treat Injury improves the amount of damage healed when a medpac is used, adding the modified rank to the number of vitality points healed. Advanced medpacs and life support packs apply multipliers to the user’s skill, increasing the amount healed again.
Minimum rank 20 is needed for any character to receive 100% of an item’s chemical value when it’s broken down by that character using a lab station.
Feats
Master Flurry: This feat allows a character to make an extra melee attack during the round. This is made with the main hand when wielding a double-bladed weapon or two weapons.
Master Two-Weapon Fighting: This feat reduces the attack penalty of a character wielding a double-bladed weapon or two weapons (one in each hand). The normal penalties of -6 (main hand) / -10 (off hand) are reduced.
Weapon Specialization: Lightsaber: Adds a +2 damage bonus with lightsabers.
Superior Two-Weapon Fighting III: This feat reduces the attack penalty of a character wielding a double-bladed weapon or two weapons (one in each)
Superior Weapon Focus: Lightsaber III: Adds an additional +1 damage bonus with lightsabers (for a cumulative total of +4)
Powers
Master Force Barrier: This power shields the Jedi in the Force, absorbing the first points of damage from slashing, bludgeoning and piercing attacks. Damage over and above the first points is suffered as normal.
Master Valor: This powers adds a +5 bonus to all attributes and saving throws. This power affects the Jedi and all party members. The effect lasts for 20 seconds.
Master Speed: For the duration of the effect (36 seconds), movement speed is doubled. This power also gives you two extra attacks.
Master Battle Meditation: This power grants a bonus to attack rolls, damage, will saves and increases vitality points regeneration to the player’s entire party.
Force Armor: When this power is activated, the Jedi is temporarily granted a bonus to Defense and all saving throws. The effect lasts for 20 seconds.
Master Heal: This power heals all party members within a 15 meter radius. This power does not affect droids.
Prestige Class
For this build, you should choose Jedi Weapon Master for your prestige class.
As a Jedi Weapon Master, you will be mostly sacrificing their force usage for raw power. Weapon Master is a prestige class that favors physical combat, like lightsabers and other weapons such as vibroblade and blasters.
Jedi Weapon Masters are the only Jedi class that can select Superior Weapon Focus: Lightsaber and Superior Two-Weapon Fighting, but they cannot select Caution, Close Combat, Conditioning, Empathy, Gear Head or Stealth Run.
Equipment
Head: Circlet of Saresh – Adds +1 Wisdom
Hands: Ossluk’s Gloves – Adds +1 Constitution, +1 Dexterity, and +2 Strength
Body: Jal Shey Advisor Armor – Adds +3 to Defense, +4 Max Dexterity Bonus, +1 Persuade, +2 Charisma, and +1 Wisdom
Belt: Adrenaline Stimulator – Adds +4 to Fortitude, Reflex, and Will and +2 to Dexterity
Weapon: Double-Bladed Lightsaber – Damage: Energy, 2-24 (2d12), and Critical Threat: 20-20,x2
Lightsaber Upgrades
– Damage Bonus: +1-8 Energy
– Attack Modifier: +3
Power Crystal: Ultima-Pearl
– Damage Bonus: +2 Energy
– Massive Criticals: +1-6
– Attack Modifier: +3
Lens: Pontite Lens
– Damage Bonus: +2-12 Energy
– Attack Modifier: +1
Emitter: Expert Fencing Emitter
– Defense Bonus: +2
– Damage Bonus: +3 Energy
Energy Cell: Ultimate Diatium Energy Cell
– Damage Bonus: +5 Energy
Note: If you want, you can switch out one of the power crystals for the named crystal you find on Dantooine.
Lightsaber Forms
– Defense: -4
– Defense vs Current Target: +2
– Saves vs Force Powers: -4
– Attacks per round: +1
– Critical Hit Attack Modifier: +4
(Note that Defense bonuses are cumulative, so this form provides a net -2 Defense against your current target).
This is the final lightsaber form learned by a Jedi Guardian, Jedi Weapon Master or Sith Marauder.
Saves vs Force Powers penalty actually increases enemy Force power Difficulty Classes rather than decreasing saves.
(Note that the Critical Hit Attack Modifier increases the likelihood that a critical threat will result in extra damage). The only indication this has an effect in the Threat Breakdown is if there’s threat success with Attack < Defense (for example, threat success with Attack 40 vs Defense 44; without this Form, success would require at least Attack = Defense, or 44).
Maximum 6 attacks per round are possible with this form (+1), Flurry (+1), Master Speed or Fury (+2), and an off hand or double-bladed weapon (+1). Floating numbers on the screen may only display up to five at a time, but all six attacks (five main hand and one off hand) occur and are recorded in the Combat section of the Journal screen’s Messages Log.
And that wraps up our share on STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™: Ultimate Jedi Guardian Build. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Xandiipoo, who deserves all the credit. Happy gaming!