anti0matter Posted June 27, 2014 Share Posted June 27, 2014 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 More sharing options...
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