Custom Ancestries
Hey everyone,
When creating custom ancestries, how does one add things like custom heritages, available languages, and innate abilities like Dark Vision? All I seem to be able to add are boosts, flaws, and ancestry feats. Also, is it possible to add more than one trait; for example, could I add "humanoid" and "serpentfolk"? Thanks. |
Hmm, for the moment, go to Permanent Added Abilities and you can add abilities there. Same thing with Permanent Adjustments to add traits. I've flagged this for us to look into further when we get a chance.
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What you've suggested is essentially what I ended up doing, though it's a bit clunky. I've created a custom feat as a placeholder for my ancestry heritage (and granted the character a free general feat to select it). Is there a way to add subtext (in addition to description text) to custom feats so you can set what displays beneath the feat's title in the "Special Abilities" section of the Character sheet? As of now, only the title is shown, which means I have to click on the feat to see what it does. Also, is there a way to set starting languages? I see ways to allow what languages are valid choices for the character, but not how to give a character a specific language (to simulate the fact the custom ancestry automatically knows x or y language right from the start)? Thanks. |
Yeah I hear you there. Definitely something we want to take a look at. As for summary text (the text that displays under the name), I don't think there is currently, but that's another thing I'll bring up. Might be something we can do.
There's an adjustment for Language Slots, to add (or subtract) the number you have available. Just use that to bump up by 1, and add it normally. Languages are one of the things I've noted for us to discuss for custom ancestries. |
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Also, the ability to create custom feats with mechanics you can activate/deactivate (such as bonuses or penalties to skills, checks, and saves) or custom feats that grant additional custom actions/reactions would be fantastic as well. Thanks, Daniel! |
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