Starting a Scout - Guide for Star Wars: Knights of the Old Republic
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Okay, so here's my recomendations on starting a new Scout. Like all of my starting guides, this will allow for some slack for your particular play style. Portrait: Any, really. Just dont make it ugly... Attributes: These are just what I tend to use. You can switch them out any way you want, just keep them around the same region. Strength: 10 Dexterity: 12 Constitution: 10 Intelligence: 15 Wisdom: 15 Charisma: 13 Skills: As you would have guessed, these are just some that I like to use, but once again, you can shift them around to conform to your play style. Computer Use - 4 Demolitions - 4 Awareness - 4 Repair - 4 Treat Injury - 4 Note: You may not have enough S.P.(Skill Points), or you may have more than this, it all depends on your Intelligence score. If you find your self on the + or - side of things, I would suggest these: - side of things: Take away: Repair Treat Injury + side of things: Add: Stealth - 2 Persuade - 2 Feats: Now, once again, these are the best that I have found for my play style, but if you want to mix your punches a bit, then go right ahead, just try not to stray too far. Oh, and for your convenience, I have marked the ones you are DEFINITELY going to want to keep with a *, and automatic feats with a **(Feats that progress as you level up, wether you want them too or not). Note: As you only start with 1 feat, I am giving you the best for the first 4 levels. Level 1: Gear Head* Level 2: Dueling* Or Two Weapon Fighting* Level 3: Power Attack Critical Strike Power Blast Sniper Shot Toughness Conditioning Level 4: Improved Gear Head* Name: I don't care, as long as it isn't something fruity, like "Rainbow Child" or "Swaying Leaf" or whatever... This Guide may be photocopied, printed, faxed, or e-mailed to anyone for PERSONAL USE ONLY. David Judd © July 4, 2007