Jump to content

Home

Kotor 2 Class Mod - Big


anti0matter

Recommended Posts

Hello Everyone. I know its been a long time since Kotor 2 came out, but I have a pretty cool idea (I think) for Kotor 2. My idea is big. To summarize: I want to add 3 prestige classes to the jedi and sith, while modifying the original 3 for each. I have ideas for a bunch of force powers, feats, and forms but I don't know if everything I want to accomplish would be possible. I also cannot do this by myself, so once again I am reaching out to the modding community. Would anyone be interested in this project? I could absolutley take an active role in coordinating a group if multiple people volunteered to help out.

 

A list of 30 new force powers to facilitate and balance out the classes.

 

Show spoiler
(hidden content - requires Javascript to show)

List of force powers I want to include in my mod with descriptions of abilities. I can be pm'd for official descriptions

for in game if needed.

 

Throw Weapon> ADV Throw weapon> Kinetic Combat==========================================================================

 

Allow Throw weapon/adv throw weapon to be able to throw melee weapons.

 

KINETIC COMBAT [N]

 

Cost: 20

Wields a weapon in the alternate weapon slot through the force. single handed melee only.

Treated as another round (eg: knight speed) but user does not lose dueling/two-weapon fighting bonuses.

 

 

Push > Wave > Repulse===================================================================================================

 

FORCE REPULSE [N]

current force wave

 

FORCE WAVE [N]

Cost: 20

Pushes foes back 5m in front of the user. same DC as the push line.

 

 

Grip > Lift > Whirlwind==================================================================================================

 

FORCE GRIP [N]

Cost: 20

stuns the foe for 10 seconds or until damage is done to it. DC 5 + attacker level + WIS mod + CHA mod. Saved by

will for no effect

 

FORCE LIFT [N]

Cost: 20

Stuns the foe until damage is done to it. same DC vs will same as grip

 

FORCE WHIRLWIND - no changes to power.

 

Deflection > Redirection > Absorption====================================================================================

 

FORCE ABSORPTION [N]

Passive

When you save vs a force power you take no damage and instead gain force equal to the damage that would be dealt.

 

Force Weapon > Improved > Master=========================================================================================

 

FORCE WEAPON [N]

Cost: 15

grants your weapon or unarmed attack Damage: +3 Force. Also you gain Attack bonus equal to your WIS modifier.

 

IMPROVED FORCE WEAPON [N]

Cost: 15

grants your weapon or unarmed attack Damage: +6 Force. Also you gain Attack bonus equal to your WIS modifier.

 

MASTER FORCE WEAPON [N]

Cost: 15

grants your weapon or unarmed attack Damage: +10 Force. Also you gain Attack bonus equal to your WIS modifier.

 

Shatterpoint > Improved > Master=========================================================================================

 

SHATTERPOINT [N]

Cost: 40

The Jedi finds the weakest point in his target, reducing the targets armor by 2 and saves by 1. A successful

Fortitude save vs a DC of 5 + Attacker level + WIS mod + CHA mod will nullify the effect.

 

SHATTERPOINT [N]

Cost: 40

The Jedi finds the weakest point in his target, reducing the targets armor by 4 and saves by 2. A successful

Fortitude save vs a DC of 5 + Attacker level + WIS mod + CHA mod will nullify the effect.

 

SHATTERPOINT [N]

Cost: 40

The Jedi finds the weakest point in his target, reducing the targets armor by 6 and saves by 3. A successful

Fortitude save vs a DC of 5 + Attacker level + WIS mod + CHA mod will nullify the effect.

 

Force Protection > Improved > Master=====================================================================================

 

FORCE PROTECTION [LS]

Cost: 30

Grants the party Damage Resistance: Universal 5/- Lasts 60 seconds.

 

IMPROVED FORCE PROTECTION [LS]

Cost: 30

Grants the party Damage Resistance: Universal 10/- Lasts 60 seconds.

 

MASTER FORCE PROTECTION [LS]

Cost: 30

Grants the party Damage Resistance: Universal 15/- Lasts 60 seconds.

 

Centering > Improved > Master============================================================================================

 

CENTERING [LS]

Cost: 50

The Jedi enters a state of extreme focus. Grants the Jedi +2 STR, + 1 Vitality per level, and + 1 to saves.

The Jedi is immune to paralysis and stasis effects.

 

IMPROVED CENTERING [LS]

Cost: 50

The Jedi enters a state of extreme focus. Grants the Jedi +4 STR, + 2 Vitality per level, and + 2 to saves.

The Jedi is immune to paralysis and stasis effects. Lasts 45 seconds.

 

MASTER CENTERING [LS]

Cost: 50

The Jedi enters a state of extreme focus. Grants the Jedi +6 STR, + 3 Vitality per level, and + 3 to saves.

The Jedi is immune to paralysis and stasis effects. Lasts 60 seconds.

 

Drain life > Drain Essense > Death Field=================================================================================

 

DRAIN LIFE - unchanged

 

DRAIN ESSENSE

Cost same as Drain life

In addition to having the same effects as drain life, Drain essence Reduces its target's CON by 1 for 15 seconds.

Effect can only be applied twice on one target. (if too complicated just do 2 and no stacking).

 

DEATH FIELD

Cost unchanged

In addition to its original effect, reduces all target's CON by 1 for 15 seconds. Can stack 4 times. (read above if

too complicated).

 

Create Sithspawn > Improved > Master=====================================================================================

 

CREATE SITHSPAWN

Cost: 50

The Sith uses the force and organic compounds around to create a Sithspawn with weak attributes.

( maybe red rakgoul for spawn?) (1-4 damage) (2 health per level).

 

IMPROVED CREATE SITHSPAWN

Cost: 50

The Sith uses the force and organic compounds around to create a Sithspawn with moderate attributes.

(3-12 damage) (3 health per level).

 

MASTER CREATE SITHSPAWN

Cost: 50

The Sith uses the force and organic compounds around to create a Sithspawn with strong attributes.

(5-20 damage) (4 health per level).

 

Dark Healing> Improved > Master========================================================================================

 

DARK HEALING

Cost: 30 FP

The Sith uses dark energies to grant the target 5 + user level + WIS mod + CHA mod vitality points which last

for 6 seconds. This applies a penalty of -1 to CON. The penalty lasts for 15 seconds and can stack up to 4 times.

(like a battle stim)

 

IMPROVED DARK HEALING

Cost: 30 FP

The Sith uses dark energies to grant the target 5 + user level + WIS mod + CHA mod vitality points which last

for 9 seconds. This applies a penalty of -1 to CON. The penalty lasts for 12 seconds and can stack up to 4 times.

 

MASTER DARK HEALING

Cost: 30 FP

The Sith uses dark energies to grant the target 5 + 2*(user level) + WIS mod + CHA mod vitality points which last

for 12 seconds. This applies a penalty of -1 to CON. The penalty lasts for 9 seconds and can stack up to 4 times.

 

Ignore Pain > Improved > Master=========================================================================================

 

IGNORE PAIN

Cost: 50

The sith channels his hatred to shrugg off any attempt to harm him. Reduces damage by 50% for 9 seconds but

lowers CON by 2 for 30 Seconds. The penalty will stack indefinately.

 

IMPROVED IGNORE PAIN

Cost: 50

The sith channels his hatred to shrugg off any attempt to harm him. Reduces damage by 60% for 12 seconds but

lowers CON by 2 for 24 Seconds. The penalty will stack indefinately.

 

MASTER IGNORE PAIN

Cost: 50

The sith channels his hatred to shrugg off any attempt to harm him. Reduces damage by 70% for 15 seconds but

lowers CON by 2 for 18 Seconds. The penalty will stack indefinately.

 

 

List of Feats and saber/force forms I want to add for the overhaul

 

Show spoiler
(hidden content - requires Javascript to show)

Feats and Forms I want to add/modify in game with description of effects.

 

 

 

Implants I = allows for implants that needed CON 14 or less to be used.

 

Implants II = allows for implants that needed CON 16 or less to be used.

 

Implants III = allows for implants that needed CON 18 or less to be used.

 

 

 

Superior Dueling 1 = Grants 1 AB and 1 DB

 

Superior Dueling 2 = Grants 2 AB and 2 DB

 

Superior Dueling 3 = Grants 3 AB and 3 DB

 

 

 

Make Jedi Sense > Presitge Sense > Greater Prestige Sense into a feat chain.

with all prestige classes gaining Prestige sense on first level.

 

 

 

Saberist = Grants 1 Critical threat range and 10% chance to gain an extra attack round every attack

Weapon Master Specific.

 

 

 

Watchman Finesse/Stalker's Tactics = Grants AB equal to your WIS modifier

 

 

 

Battle Precognition/Assassin's Training = Grants DB equal to your WIS modifier

 

 

 

Force Resistance: Dark side I = Grants 10% immunity to Dark side damage

 

Force Resistance: Dark side II = Grants 20% immunity to Dark side damage

 

Force Resistance: Dark side III = Grants 30% immunity to Dark side damage

 

 

 

Force Resistance: Light side I = Grants 10% immunity to Light side damage

 

Force Resistance: Light side II = Grants 20% immunity to Light side damage

 

Force Resistance: Light side III = Grants 30% immunity to Light side damage

 

 

 

Force Mastery I = Force Valor, Battle Meditation, Inspire Followers, Crush Opposition, and Force Scream

have their buff and debuff durations doubled.

 

Force Mastery II = Force Repulse, Forcequake, and Force Storm deal double damage to vitality.

 

Force Mastery III = Force Weapon adds Damage: X Force (X is WIS modifier), Kinetic Combat Draws 3 of the weapon

in your alternate weapon slot, and Force Body Vitality costs are reduced to 0.

 

 

Healer's Presence I = Grants the party + 1 Regeneration, will save, and DB

 

Healer's Presence II = Grants the party + 2 Regeneration, will save, and DB

 

Healer's Presence III = Grants the party + 3 Regeneration, will save, and DB

 

 

 

Alchemist's Presence I = Grants the party (including spawn) + 1 Regeneration and attack bonus. Can control 1 Spawn.

 

Alchemist's Presence I = Grants the party (including spawn) + 2 Regeneration and attack bonus. Can control 2 Spawn.

 

Alchemist's Presence I = Grants the party (including spawn) + 3 Regeneration and attack bonus. Can control 3 Spawn.

 

 

 

Lightsaber Forms

 

Shi-Cho

+ 2 AB

+ 2 DB

 

Niman

+ 1 AB

+ 1 DB

+ 1 Hit: Force powers

+ 1 Saves: Force Powers

 

Makashi

Unchanged

 

Shien

50% chance to deal damage on a parry/dodge

+ 2 DB

+ 2 AB

+ 2 BBD

Critical Threat range -2

 

Ataru

+ 1 Critical Multiplier

+ 1 Critical Threat Range

- 4 DB, + 2 vs Target

- 4 Saves vs Force Powers

 

Soresu

Immunity: Universal 15/-

+ 3 DB vs Target

+ 3 Saves: all vs Target

+ 3 BBD

Limited to 1 attack per round

 

Juyo

+ 1 Attack per round

+ 3 AB

- 4 DB, + 2 vs Target

- 4 Saves vs Force Powers

 

 

 

Force Forms

 

Force Affinity

Force Regenerates Through Combat

+ 1 Force Regeneration

+ 1 Hit: Force Powers

+ 1 Saves: Force Powers

 

Force Ward

Redirect 40% of damage received to force points

Take 10% increased damage

 

Force Channel

Increases Duration of Force powers by 50%

Force costs increased by 15%

 

Force Potency

Increases Damage of Force powers by 30%

Force Costs increased by 15%

 

Force Phase

50% chance to stealth during a parry or save

+ (current Level/10) to (current Level) damage on sneak attacks

 

Force Energize

Applies bonuses to entire party

Health Regenerates through combat

+ 1 Health Regeneration

 

The progression and given feats/powers for each class - starting and prestige

 

Show spoiler
(hidden content - requires Javascript to show)

Modified Classes

 

==STARTING CLASSE==

 

--Jedi Knight/Sith Warrior--

Feat Progression 1:2

Powers Progression 1:2

Starting Feats

Armor proficiency: light

Armor proficiency: medium

Weapon proficiency: lightsaber

Weapon proficiency: melee weapons

Weapon proficiency: blaster pistol

Jedi Sense

Jedi Defense

Force Jump

Critical Strike

Shi-Cho Form/Niman/Force Affinity (level 1,5,9)

 

 

--Jedi Sentinel/Sith Hunter--

Feat Progression 2:5

Powers Progression 2:3

Starting Feats

Armor proficiency: light

Weapon proficiency: lightsaber

Weapon proficiency: melee weapons

Weapon proficiency: blaster pistol

Jedi sense

Jedi defense

Force Immunity: Fear

Power Attack

Niman Form/Shi-cho/Force Affinity (level 1,5,9)

 

 

--Jedi Consular/Sith Inquisitor--

Feat Progression 1:3

Powers Progression 1:1

Starting Feats

Weapon proficiency: lightsaber

Weapon proficiency: melee weapons

Weapon proficiency: blaster pistol

Jedi sense

Jedi defense

Force focus

Flurry

Force Affinity/Niman/Shi-cho (level 1,5,9)

 

 

==PRESTIGE CLASSES: JEDI==

 

--Jedi Guardian--

Feat Progression 1:2

Powers Progression 1:2

Powers/Feats:

Armor Proficiency: Heavy

Weapon focus: lightsaber

Prestige Sense

Deflect

Inner strength (level 1,7,13)

Force Aura/Shield/Armor (level 1,7,13)

Shien, Ataru, Soresu (jedi masters) or (level 1,7,13)

 

 

--Jedi Weapon-Master--

Feat Progression 1:2

Powers Progression 1:2

Powers/Feats

Armor Proficiency: Medium

Weapon Focus: lightsaber

Prestige Sense

Saberist

Increase Melee Damage (level 1,7,13)

Centering/Improved/Master (level 1,7,13)

Ataru, Shien, Juyo (jedi masters) or (level 1,7,13)

 

 

--Jedi Watchman--

Feat Progression 2:5

Powers Progression 2:3

Feats Gained

Armor Proficiency: medium

Weapon focus: lightsaber

Prestige Sense

Watchman Finesse

Force Immunity: Darkside 1/2/3 (level 1,7,13)

Force Shatterpoint/Improved/Master (level 1,7,13)

Ataru, Shien, Makashi (jedi masters) or (level 1,7,13)

 

 

--Jedi Shadow--

Feat Progression 2:5

Powers Progression 2:3

Feats Gained

Armor Proficiency: light

Weapon Focus: lightsbaer

Prestige Sense

Battle Procognition

Sneak attack 1-10 (levels 1,3,5,7,9,11,13,15,17,19)

Force Camouflage/Improved/Master (levels 1,7,13)

Stealth run

Force Channel, Force Ward, Force Phase (jedi Masters) or (level 1,7,13)

 

 

--Jedi Master--

Feat Progression 1:3

Powers Progression 1:1

Feats Gained

Weapon focus: lightsaber

Prestige Sense

Regenerate Force points

Force Mastery: 1-3 (level 1,7,13)

Inspire Followers 1-5 (level 1,4,7,10,13)

Force Channel/Force Ward/Force Potency(jedi Masters) or (level 1,7,13)

 

 

--Jedi Healer--

Feat Progression 1:3

Powers Progression 1:1

Feats Gained

Weapon focus: lightsaber

Prestige Sense

Regenerate Vitality points

Healer’s Presence 1-3 (level 1,7,13)

Force Protection 1-3 (level 1,7,13)

Force Ward/Force Channel/Force Energize (jedi Masters) or (level 1,7,13)

 

 

==PRESTIGE CLASSES: JEDI==

 

--Sith Juggernaut--

Feat Progression 1:2

Powers Progression 1:2

Powers/Feats:

Armor Proficiency: Heavy

Weapon focus: lightsaber

Prestige Sense

Deflect

Indomitable (level 1,7,13)

Ignore Pain/Improved/Master (level 1,7,13)

Shien, Ataru, Soresu (jedi masters) or (level 1,7,13)

 

 

--Sith Marauder--

Feat Progression 1:2

Powers Progression 1:2

Powers/Feats

Armor Proficiency: Medium

Weapon Focus: lightsaber

Prestige Sense

Saberist

Increase Combat Damage (level 1,7,13)

Centering/Improved/Master (level 1,7,13)

Ataru, Shien, Juyo (jedi masters) or (level 1,7,13)

 

 

--Sith Stalker--

Feat Progression 2:5

Powers Progression 2:3

Feats Gained

Armor Proficiency: medium

Weapon focus: lightsaber

Stalker's Tactics

Force Immunity: Darkside 1/2/3 (level 1,7,13)

Force Shatterpoint/Improved/Master (level 1,7,13)

Ataru, Shien, Makashi (jedi masters) or (level 1,7,13)

 

 

--Sith Assassin--

Feat Progression 2:5

Powers Progression 2:3

Feats Gained

Armor Proficiency: light

Weapon Focus: lightsbaer

Prestige Sense

Assassin's Training

Sneak attack 1-10 (levels 1,3,5,7,9,11,13,15,17,19)

Force Camouflage/Improved/Master (levels 1,7,13)

Stealth run

Force Channel, Force Ward, Force Phase (jedi Masters) or (level 1,7,13)

 

--Sith Lord--

Feat Progression 1:3

Powers Progression 1:1

Feats Gained

Weapon focus: lightsaber

Prestige Sense

Regenerate Force points

Force Mastery: 1-3 (level 1,7,13)

Crush Opposition 1-5 (level 1,4,7,10,13)

Force Channel/Force Ward/Force Potency(jedi Masters) or (level 1,7,13)

 

 

--Sith Alchemist--

Feat Progression 1:3

Powers Progression 1:1

Feats Gained

Weapon focus: lightsaber

Prestige Sense

Regenerate Vitality points

Alchemist's Presence 1-3 (level 1,7,13)

Create Sithspawn 1-3 (level 1,7,13)

Force Ward/Force Channel/Force Energize (jedi Masters) or (level 1,7,13)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...