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Jedi Consulars become less effective in combat, relying heavily on their mastery of the force. Jedi Sentinels evenly balance their non-combat skills, their decent fighting ability, their usage of force powers, and their trust in the force to protect them from harm. Jedi Guardians use the force to supplement their impressive skill in combat.
In other words, the fact that my LS Guardian/Weaponmaster was able to spam force lightning all day long near the end of the game got silly fast.
The included files make the following changes:
Jedi Consulars now have 4 VP/level, a 1/2 BAB (gain +1 to hit every other level), 12 FP/level, and 2 SP/level.
Jedi Sentinels now have 8 VP/level, 3/4 BAB (+3 to hit for every 4 levels), 6 FP/level, 4 SP/level.
Jedi Guardians now have 10 VP/level, full BAB (+1 hit/level), 3 FP/level and 1 SP/level.
Jedi Masters and Sith Lords now have 4 VP/level, 3/4 BAB, and 14 FP/level.
Jedi Watchmen and Sith Assassins now have 8 VP/level, 3/4 BAB, 6 FP/level, and 4 SP/level.
Jedi Weaponmasters and Sith Marauders now have 10 VP/level, full BAB, 4 FP/level and 1 SP/level.
Tech Specialists now have 8 VP/level, 3/4 BAB, and 4 SP/level.
Scouts now have 8 VP/level, 3/4 BAB, and 3 SP/level.
Scoundrels now have 6 VP/level, 3/4 BAB, and 4 SP/level.
Expert droids now have 8 VP/level, 3/4 BAB, and 1 SP/level.
Jedi Guardians now gain an extra feat at levels 7 and 13.
Combat droids now gain an extra feat at levels 7 and 15.
Tech Specialists and Scouts gain +2 AC/8 levels (+2 at level 1, +4 at level 8, etc).
Jedi Sentinels now have the best saves for fort, reflex, and willpower (+2/all at level 1 ---> +27/all at level 49)
Hard mode now means you now take twice as much damage, rather than 1.5 as much.
Jedi Consulars gain a bonus power at levels 7 and 14.
Jedi Guardians only gain one power at level 1 now.
Create a file named "Override" in your KOTOR2 directory and add each file you want to the folder. For this mod, it's strongly recommended that you add classes.2da, featgain.2da, cls_st_jedi_s.2da at the very least: the class balance will go pretty wonky otherwise. The overrides from Rebalance and Crazy Rebalance are perfectly useable together except when a Rebalance mod would overwrite a Crazy Rebalance mod: the Crazy Rebalance mod must be used in that case.
This mod was made possible with the use of the excellent KOTOR Tool, avilable at http://kotortool.home.comcast.net/index.html
E-mail comments, suggestions, and bug reports to aurora_jenkins-AT-hotmail.com