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Bloodwolf
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Old May 6th, 2015, 12:31 PM
If I get any new races put together and working where would you want it sent to be checked out and included in future updates?
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Sendric
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Old May 7th, 2015, 05:30 AM
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Originally Posted by Bloodwolf View Post
If I get any new races put together and working where would you want it sent to be checked out and included in future updates?
I assume you are the one who sent me the Rutterkin, yes? If so, then I guess you found your answer.
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Bloodwolf
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Old May 7th, 2015, 06:29 AM
Yep that was me. I found the earlier post where you gave someone the address to send stuff. And now I'm working on another demon from the codex. I have an adventure that uses these and I'm working on having them be main stays in the adventure plus several others from the book. Hopefully within the next week or so I will send the others that I plan on using to you.
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Bloodwolf
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Old May 7th, 2015, 07:34 AM
I'm running into a bit of a problem with my next one, Juvenile Nabassu. I've changed the bootstrap for racial skill bonuses but I'm still getting a bonus on another skill.

I copied the demon, babau as my based that I'm modifying. The babau has racial skill bonuses in hide, listen move silently, and search.

In the bootstrap the value is written: +8 to Hide, Listen, Move Silently, and Search.

I changed it to: +10 to Listen, and Spot.

But it is not giving me the +10 to Listen and is giving a +10 to Hide. It has taken the bonuses from Move Silently and Search. What have I forgotten or didn't change?

And I also need to check the rutterkin to see if I messed that up there too.
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Bloodwolf
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Old May 7th, 2015, 07:36 AM
Never mind, I didn't change it in the eval scripts. Fixing it now.
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Bloodwolf
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Old May 7th, 2015, 08:12 AM
I'm finding that there is several skills that are not working out to match the book for the Juvenile Nassabu. In the book under senses it shows Listen +10, Spot +10 but when I give them those bonuses I can't get the skill points to work out. I had to drop the skill points per level to 6 from 8 to scrub off extra points. It still left 4 points extra so I had to drop the +10 to +8 and burn off those last 4 points.

And for some reason Tumble is 2 points higher than it should be so I had to give it a +2 bonus in the eval script.

If I don't put in the +10 bonus for Listen and Spot then the normal 8 skill points per level works out. So I'm not sure if the bonus in the book should be on top of the numbers given in the skill section of the monster?
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Bloodwolf
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Old May 7th, 2015, 08:14 AM
Is there anyway to use the languages given in the setup?
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Sendric
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Old May 7th, 2015, 11:36 AM
Quote:
Originally Posted by Bloodwolf View Post
I'm finding that there is several skills that are not working out to match the book for the Juvenile Nassabu. In the book under senses it shows Listen +10, Spot +10 but when I give them those bonuses I can't get the skill points to work out. I had to drop the skill points per level to 6 from 8 to scrub off extra points. It still left 4 points extra so I had to drop the +10 to +8 and burn off those last 4 points.

And for some reason Tumble is 2 points higher than it should be so I had to give it a +2 bonus in the eval script.

If I don't put in the +10 bonus for Listen and Spot then the normal 8 skill points per level works out. So I'm not sure if the bonus in the book should be on top of the numbers given in the skill section of the monster?
Yea, the skills given in the books don't always match up right with what they are supposed to be. In future releases, I intend to have monster races only add the bonuses they are supposed to get. Then, with some help, I will make .por file that contain the monsters as seen in the books that can be ported into the encounter builder.
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Sendric
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Old May 7th, 2015, 11:37 AM
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Originally Posted by Bloodwolf View Post
Is there anyway to use the languages given in the setup?
You can bootstrap languages to races. Is that what you mean?
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Bloodwolf
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Old May 7th, 2015, 12:32 PM
I know I can give bonus languages by bootstraping but this is above the normal languages offered by a high intelligence. I'm wondering if there is a way to force pick languages or if I'll just have to leave it for the players to pick the languages but only highlight specific languages for them to pick? I'm thinking this is a hardwired thing in the base programming.
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