Kotor companion tweaks 1.0.0

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A few character adjustments to better fit the classes and default skillset/gear they have.

 

Carth: dual-wielding ranged soldier
    - Removed: Power Attack
    - Added: Rapid Shot
    - Removed: Specialization: Blaster Pistol
        To ensure he only has 1 lvl 4 feat in Improved Two-Weapon Fighting
    - Removed: 1 point in Repair -> 0 Repair
    - Added: 2 points in Demolition -> 2 Demolition
        A soldier with 1 point each in cross-class skills is just weird
        The point in Security makes sense to some degree, as he's the commanding officer on the Endar Spire

Mission: ranged/melee scoundrel hybrid
    As every other companion has pretty clear-cut use-cases Mission will therefore become a true hybrid to spice things up, but
    even then playing a backstabbing scoundrel is way too awkward in Kotor
    - Removed: 2 INT points -> 12 INT
    - Removed: 2 DEX points -> 14 DEX
    - Added: 4 STR -> 14 STR
    - Added 1 WIS -> 12 WIS
        Mission is a smart girl
    Being a rogue and having Scoundrel's Luck + Sneak Attack has to be offset by not adjusting HP and CON

Zaalbar: face-tank melee
    - Removed: Improved Power Attack, as scouts don't get a feat at lvl 4

Bastilla: Jedi Sentinel
    - Removed: Proficiency: Blaster Pistol
        It always struck me as odd that Kotor Jedis have blaster training
    - Removed: 2 DEX -> 16 DEX
    - Added: 2 STR -> 14 STR
    - Removed: 3 CHA -> 12 CHA
    - Added: 2 CON -> 14 CON
        As a force/melee hybrid she should actually have the stats for it

Jolee: Jedi Consular
    - Removed: Proficiency: Blaster Pistol
    - Removed: 2 DEX -> 14 DEX
    - Removed: 1 WIS -> 14 WIS
    - Removed: 1 CHA -> 14 CHA
        Too many overall points by default, and as a consular his focus should be the force

Juhani: Jedi Guardian
    - Removed: Proficiency: Blaster Pistol
    - Added: Flurry
        More choices for melee
    - Removed: 2 WIS -> 10 WIS
    - Removed: 1 CHA -> 12 CHA
    - Removed: 2 INT -> 12 INT
    - Added: 3 STR -> 16 STR
        A melee build with force on the side

Canderous: yet another ranged soldier
    - Removed: Power Attack
    - Removed: 2 WIS -> 12
    - Removed: 1 STR -> 14 STR
    - Addded: 3 DEX -> 15 DEX

HK-47: ranged meatbag assassin
    - Added: Rapid Shot
        He was 1 feat short for being a lvl 6 combat droid
    - Removed: 4 STR -> 12 STR
    - Added: 2 DEX -> 16 DEX
    - Added: 2 CON -> 12 CON

 

Compatibility:

- As far as I understand it tweaking character stats without touching anything else should be pretty compatible with everything

- I reckon it should work just fine with K1R, but as I did a test playthrough with the community patch instead of K1R I flagged it as no just to be safe

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Redoing this in a hopefully-more-constructive manner...

Several of your changes seem odd and not entirely well-conceived, and not as logical as you might think.

In general, the removal of feats and reduction of skills seems ill-advised for two reasons. One is that most of the non-droid party members are hilariously underleveled compared to where they should be in-universe (Carth, Canderous, and Jolee are the worst offenders here - the former two are both war veterans, and Jolee is a freaking Jedi Master) to keep them from being overpowered - their feats and skills and powers (where applicable) give them at least some semblance of the abilities they ought to have. Another is that giving them feats at levels before a player character of the same class would get them helps them pull their weight more instead of being too underpowered compared to you.

Moving on to character-specific stuff...

* Getting rid of Carth and Canderous' Power Attack feats just plain doesn't make sense, at least as far as I can see. They may be nominally gun specialists, but they're still Soldier-class and would thus have the same skill diversity in their basic training - Power Attack is a starting feat for Soldiers. So it's not even consistent with your reason for stripping Zaalbar of his Improved Power Attack (that is, consistency with player feat progression). From a gameplay perspective, there's also the fact that removing their Power Attack feats doesn't serve the many players who write off blaster weapons and thus prefer to develop characters as melee fighters wherever allowed.
* Re: Carth's cross-class skills. In-universe, Carth is a veteran and an officer, so having a more diverse skill set is logical. Out-of-universe, those skills serve to ensure some key bases are covered in the early parts of Taris, where Carth is the only party member you have.
* Re: Mission's stats. This is the one that particularly stood out to me as a bad idea. Nerfing Mission's Intelligence score actually hurts her a fair bit. In-universe, she's supposed to be smart (something you yourself acknowledge) because of her experience as a street urchin. Gameplay-wise, a KotOR Scoundrel isn't quite like a D&D rogue; one of the KotOR Scoundrel class's primary strengths is actually their use of skills. Intelligence is therefore a crucial stat for them, because it's the governing stat for how many skill points a character gets. By nerfing Mission's Int you impair her ability to pay points into those skills and therefore a lot of her utility.
* Re: Jolee's stats. Jolee Bindo is a seasoned Jedi Master and his focus is the Force... so by my reckoning he should have the points he does in the two stats that govern Force Powers. You accuse it of being "too many points overall" but A. see point about characters being underleveled compared to where they should be in-universe and B. It helps him keep pace with the player character (who gets bonus Force points per level compared to companions) Oh, and being a Consular means his focus is also diplomacy (where Charisma is important) - that's actually where the class name comes from. Finally... Have you not noticed Jolee's charm? He clearly deserves a high Cha score! :P
* Re: Juhani. Jedi Guardians may be more focused on combat than the deeper mysteries of the Force, but that combat focus still includes using the Force in combat. And Jedi in general are meant to have a higher baseline Wisdom. So dropping her Wisdom score below the bonus line? Doesn't seem like the greatest idea. And in fact penalizes her in battle a little.

Removing the Blaster Proficiency feat from the Jedi companions, that part makes sense. Although from a gameplay perspective there might be a reason they have it - the only ranged attacks in the game are "assorted blasters" and "Throw Lightsaber". That or they're Kyle Katarn-style Jedi. ;)

Not all the stat changes are bad in my book, though. For instance, I definitely agree with removing Strength points from HK-47 and giving him Dex points instead - high strength may be logical for him, but in his case there's no way to make it useful; guns are all he's allowed wield.

Anything I didn't mention I'm either neutral on or consider a plus.

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