Half of the fun of Knights of the Old Republic is developing your party members in your own individual way, and I encourage you to do so. Nonetheless, I am providing development guides for every playable character as I have figured out ways to develop a very powerful party, and if you're the type of person, like me, who enjoys a Dungeons & Dragons type battle system; then even if you don't follow the guides, they may hopefully at least provide interesting reading and food for thought...
Zaalbar starts at Level 4 with the following Attributes:
At Level 20 I have Zaalbar with the following base Attributes:
I then equip the following:
Gordulan Reaction System, Sith Power Gauntlets, Nerve Amplifier Belt, Bacca's Ceremonial Blade.
The Gordulan Reaction System raises his Dexterity +4 to 18, while the Sith Power Gauntlets help give Zaalbar a huge Strength of 26 total.
As a Scout Class, Zaalbar gets a decent number of both Feats and Skills. One very handy thing is that by Level 20, he will have learned the Master Implant Feat automatically as part of the Scout Class bonus.
At Level 4, Zaalbar has the following Feats:
I give Zaalbar the following Feats at Level 20:
A Zaalbar developed this way has a very high Attack Rating (chance to hit) because of: his high Strength stat (and high Dexterity stat?); because he has the Master Dueling feat with just the one Melee weapon equipped; and Bacca's Blade also adds another +4 to Attack Rating...
This Zaalbar also has a very high Damage Rating because of: his high Strength stat; because he has the Master Dueling feat with just the one Melee weapon equipped; and Bacca's Blade deals 6-16 Physical Damage, plus 4 Energy Damage, plus 2-12 Damage vs Droids. Master Power Attack adds another 10 to Damage Rating (when in use), which overcompensates for lowering Attack Rating by 3 (when in use).
Click here for lists of weapons in KOTOR, and here for lists of equipment in KOTOR.
At Level 4, Zaalbar has the following Skills:
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