Optimal Consular
Build goals
Bring the jedi class "online" as soon as possible, and maximize force powers as soon as they become available; builds that go above level 2 in the base class must wait longer and receive fewer force powers.
Defeat the final boss with the consular as easily as possible.
Max out HK-47 with repair.
Pass all persuade checks.
Maximize force power difficulty class, number of feats/force powers, hit points, defense, and saves.
Considerations
Every item that boosts wisdom is light side only, which means the optimal consular/force user is light side. However, dark side powers can still be used.
Additionally, the only charisma boost in the game is exclusive to light side consulars.
The final boss will almost always hit no matter your defense. However, defense is still important during the final stages of the game.
By using force breach to remove his buffs and plague to lower his saves, the final boss can be hit by force kill for half his hit points. The fight can be ended in just a few rounds.
The final boss's fortitude save is 39-58, which can be lowered to 33-52 with plague. This build has a force power difficulty class of 49, meaning you have a 50-80% chance of afflicting him with force kill.
This build is also fully capable of simply dueling the final boss in melee and winning.
Weakness
This build holds the main character at level 2 until they unlock the jedi consular class. This can make the early game difficult and tedious at times.
Is this build really optimal?
This build optimizes the number of feats, force powers, vitality, force points, defense, and offensive capabilities of the consular class. Every feat and power is important to the build, and changing the leveling path would remove critical feats and powers, or lower the optimization of the build's stats.
There are many builds that are capable of completing KotOR with ease. This build's sole purpose is to maximize the consular class to the fullest extent. I welcome any input on improvements that can be made.
Build highlights
Maximized wisdom and charisma for highest force power difficulty class.
Optimized dexterity for highest hit chance and defense possible.
Scout 2/consular 18 for maximizing number of force powers and feats.
Ability to pass all persuade and HK-47 repair checks.
16 starting charisma for passing all persuade checks on Taris.
+5 blaster bolt deflection for late game.
Screenshot includes all end-game buffs for final fight:
Master valor, master speed, improved energy resistance.
Light side mastery.
Hyper-adrenal strength, alacrity, stamina, and Echani battle stimulant.
Starting stats
9 strength becomes an even number with master valor.
Focus on dexterity over strength. Dexterity ensures high defense for survivability, and applies to hit chance with lightsabers. Use ranged weapons on Taris.
11 constitution, like strength, becomes an even number with master valor.
8 intelligence provides enough skill points to hit persuade and repair breakpoints.
Wisdom and charisma treated at equal priority for maximized force power difficulty class and force points.
16 charisma ensures ability to pass early persuade checks on Taris.
Bonus attributes at level 4/8/12/16 spent on charisma.
Bonus attribute at level 20 spent on wisdom.
Level 2 on Taris
Build stays at scout 2 until forced to transition to jedi consular. This will happen automatically during the story.
Skills: 2 persuade, 5 repair. Excess points will be saved for later level ups.
Feats: dueling and toughness.
Tips:
Use a single ranged weapon to take advantage of dexterity and stay out of danger.
Rely on party members and allow them to tank damage.
See staying at level 2 for further advice.
Items
Advanced Alacrity Implant: +5 dexterity (Yavin).
Circlet of Saresh: +5 wisdom (Lower Shadowlands, Kashyyyk).
Advanced Stabilizer Gloves: +3 dexterity, +5 blaster bolt deflection (Yavin).
(Spoiler) Robes: +5 wisdom, +2 saves, +5 defense (Replicator Bin, Deck 2, final level of game).
Brejik's Arm Band: resist 5 slashing (Swoop Platform, Taris).
Verpine Prototype Shield (optional): 200 damage absorption (various locations).
Nerve Amplifier Belt: immunity to mind-affecting (Eastern Dune Sea, Tatooine), only necessary for final boss, otherwise use:
Baragwin Stealth Unit: +3 dexterity, +4 awareness, +10 stealth (Yavin).
Lightsaber
Single-bladed lightsaber.
Focus on +attack and damage vs. dark side.
Mantle of theĀ Force color crystal (Yavin).
Sapith crystal: +3 attack, +4 energy damage (Temple, final planet of the game).
Solari crystal: +4 attack, +2-12 damage vs. dark side, +1-8 energy damage (Tomb of Naga Sadow, Korriban).
Skills: repair
13 skill ranks spent on level up.
Spend all points in repair until reaching 13 ranks, then the rest in persuade.
Meets minimum 17 repair skill to fully repair and upgrade HK-47.
+3 repair from Calrissian's Utility Belt (Crattis Yurkal, Jedi Enclave, Dantooine).
+5 intelligence (+2 repair) from master force valor.
Special case: you can gain +1 intelligence (+1 repair) from Memory Package, but this requires betraying Gadon Thek on Taris. If you betray Gadon, keep the Memory Package and equip it when making repair checks, then spend 12 skill ranks in repair instead of 13.
Skills: persuade
Up to 13 skill ranks spent on level up.
The goal is to hit at least 13 total ranks (guaranteeing a 25% success rate on hard persuade checks).
Once you attain 13 total ranks, you can continue to 19 (guaranteeing a 75% success rate on hard persuade checks), or put the points elsewhere.
16 starting charisma (+3 persuade)
+5 charisma (+2 persuade) from master force valor.
Unreliable bonus: +3 charisma (+2 persuade) from consular light side mastery.
It is hypothetically possible to attain a charisma bonus of +9 (see "Build Highlights" above), meaning you can technically get by with only 4 skill ranks spent on level up (resulting in a total of 13 ranks and a 25% chance of success on hard checks). However, this value is unreliable in the sense that you may not always have +3 charisma from light side mastery, meaning it may be possible to fail some hard checks toward the end of the game. To guarantee a chance of success at all times requires 6 skill ranks (with a charisma bonus of +7 and a total of 13 ranks).
Feats
Scout 2/consular 18 receives 9 feats on level up.
Gets flurry 1 and implant 1 for free at character creation.
Toughness 3 for maximized hit points.
Dueling 3 for increased attack and maximized defense.
Implant 3 for stat flexibility.
Lightsaber focus for bonus attack.
Offensive force powers
Affect/dominate mind should be prioritized first to unlock dialogue options.
Kill (force choke) for damaging and disabling strong, single enemies.
Plague (slow) for debuffing strong, single enemies.
Force storm for clearing groups.
Drain life plays a critical role during the final fight.
Force breach (suppression) purges buffs from enemy jedi.
Buffs and defensive powers
Cure for general healing, kept at first level. While this may seem redundant since the build also takes drain life, cure provides safety and versatility because it can be used between fights and does not rely on having organic targets nearby.
Master speed for maximized defense, bonus attacks, and fast movement.
Master valor should be prioritized first after affect/dominate mind. It plays an integral part in boosting attributes and therefore skill checks (persuade, repair), while providing huge benefits in combat.
If you would like to grab offensive powers first, you can use a party member to pick up the valor line and cast it on your behalf.
Improved energy resistance lasts 120 seconds and completely trivializes enemies with blasters, lightsabers, or electric damage.