darthbdaman 83 Posted April 18, 2025 View File Sentinel Sneak Attack with Multiclassing (TSL) Overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Watchmen and Assassins from Sentinels to continue increasing their Sneak Attack. Description The Sentinel class corresponds to the Scoundrel, having the most skill points, affinity for Stealth and Security (at least in TSL), and the Sneak Attack feat line... they don't get Sneak Attack Feats? Well then what do they get... Other mods have added Sneak Attack to Sentinels before, however, if a Sentinel character became a Jedi Watchman, they would gain very little benefit from the progression, despite being the most natural choice, as their Sneak Attack die would already be higher than any that they could be granted from the Watchman class. This mod overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Jedi Watchmen or Sith Assassins from Sentinels (as well as Sentinels from Scoundrels for companions) to continue increasing their Sneak Attack. The original Sneak Attack feats are no longer granted when leveling up. Instead, new dummy versions have been added to the feat interface to tell you when you will get a new Sneak Attack die. Scoundrels gain a new Sneak attack die every 2 levels, starting at level 1 (1,3,5,7,etc.), while Sentinels gain a new die every 4 levels, starting at level 1 (1,5,9,13,17). Jedi Watchmen and Sith Assassins have both had their Sneak Attack progression reduced, to avoid Sentinel becoming redundant due to getting all 10 Sneak Attack ranks from one class. Watchmen now gain a new die every 4 levels, starting at level 1 (1,5,9,13,etc.), the same as Sentinels, while Sith Assassin gain a new die every 3 levels, starting at level 1 (1,4,7,10,etc.). Both classes (as well as Sentinels) will also continue gaining ranks above level 20, instead of ceasing progression as Watchmen did in the original game. Multiclass characters will add all of their dice from these classes together when calculating their final Sneak Attack rank. For example, a Level 15 Jedi Sentinel/Level 17 Jedi Watchman would have 4 ranks from Jedi Sentinel, and 5 ranks from Jedi Watchman, giving them a total Sneak Attack level of 9. The maximum possible Sneak Attack rank remains 10, and this cannot be changed. This mod also includes a workaround for a vanilla bug, where Bao-dur and Handmaiden would stop gaining ranks in Unarmed Specialist when the multiclassed into Jedi, until their Jedi level surpassed their original level. They will now be given their appropriate level of feat, if their character level meets the requirement. This will not be visible on the level up screen, but should be immediately granted, after they finish leveling up. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with TSLRCM. Fully compatible with Multifire and Autofire and Superior Feats. Fully compatible with Improved AI (v1.2.3 or higher). You must install Improved AI AFTER all of my mods, and let its k_ai_master.ncs file replace mine. Recommended Mods TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0 Submitter darthbdaman Submitted 04/18/2025 Category Mods TSLRCM Compatible Yes Quote Share this post Link to post Share on other sites
domikonis 1 Posted January 19 "Jedi Watchmen and Sith Assassins have both had their Sneak Attack progression reduced, to avoid Sentinel becoming redundant due to getting all 10 Sneak Attack ranks from one class." I don't understand the rationale behind this whatsoever. Level 30 is where most players finish the game, which means you already couldn't get all 10 sneak attack levels even from being an Assassin because you'd need level 19 (character level 34!), making it impossible. And Watchman topped out at VII at the same level. It NEVER even had the capacity to make Sentinel redundant... The whole point of this mod should be that Sentinel can be used to facilitate maxing out sneak attack at all. If the Vanilla splits are kept for Watchman/Assassin you'd get SA X at level, 31 and 26 respectively. 31 is still high but it's possible to reach with great effort for a particularly adept Watchman. The more aggressive Assassin maxes it out at 26. Scoundrels get it already at 19, being fair because of being a weaker class. Vanilla you're usually ending the game at 5 and 8 respectively. With your changes, it's functionally trading Watchman/Assassin's utility to Sentinel, and making a Sentinel>Watchman even weaker... If you're coming from Guardian or Consular it's now only possible to get SA 4 instead of potentially 6, in exchange for Sentinel being able to grant 4 levels of SA to the other 2 prestige classes, which is basically useless... That all being said, I just don't understand where you think the Sentinel would somehow become redundant without this change. This mod would be better with the vanilla splits. 1 Quote Share this post Link to post Share on other sites
darthbdaman 83 Posted 15 hours ago Couldn't disagree more. Its absolutely possible to get to level 34 with TSLRCM, which would give assassin full Sneak Attack in vanilla. More to the point, even if they only got to 8 or 9, that still means taking the first 15 levels as a sentinel is substantially less beneficial in the long run if you are going Watchman or Assassin, then it would be if you are going for the other Prestige Classes. You can certainly argue the long run doesn't matter, but I personally think most people who design character builds do build around the final point, even if that isn't actually optimal. There's satisfaction from maximizing the utility of all you choices at the final moment, which is very core to rpg progression. I also think nerfing the Watchman/Assassin is good thing. Even weaker is an odd thing to say about by far the best prestige classes. They get the most skills, which are actually important in K2, and due to the sneak attack feats, are far and away the best at combat. Sneak attack is immensely powerful as an ability. Without BaB differentiation, there is no reason to pick the other options. With this mod, some mix and match can make sense still, as you can get 4 sneak attack levels from sentinel to add to the other prestige classes, while you no longer are choosing between some damage and extra feats access, some more force powers, and 7 or 10 SNEAK ATTACK RANKS. You are now choosing between up to 6 Sneak Attack ranks at max level and the other options, which still isn't a good trade. Watchmen and Assassin are still the best prestige classes imo. I strongly dislike the idea of Assassin's capping out there Sneak Attack at level 26, especially as Watchmen will start to catch-up and pass them at level 31, as you pointed out. This can already happen with this mod if you some get into the high 30s, but I've left it alone as that doesn't happen by default. If I did not make the change to Watchmen/Assassin progression, the problem with vanilla would persist, where Watchmen/Assassin is by far the best prestige class choice, but now you would be losing out on some of the perceived value of taking Sentinel in the long term (even if objectively there isn't any real difference from vanilla, save getting the feats earlier). I think it is very positive that you can't max out Sneak Attack without being a Sentinel to start off with. That was the whole point of making the progression changes to Watchman/Assassin in the first place. The real problem with this mod is that it makes sentinel the only real choice of base class, without any other changes like restoring BaB, but that was basically true in vanilla already. Quote Share this post Link to post Share on other sites