Senior Member
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Hi all -
From Arcana Evolved from Monte Cook there were modifications to Unearthed Arcana's Paragon races. Some did a Dwarf Paragon conversion. I need help with the Evolved Human - and modified as below. Our EH is d8 HD, grants a choice of 6 skills and 4+INT skill points /lvl. It also grants all simple weapons, and light armor, as well as a choice of one martial weapon. It is a 3 level class. Fort and Will are good saves. Each level it grants +1 ability and 1 bonus feat. For spell casters, it's BAB+0/+1/+2 but grants +1 to existing spellcasting class. For combat classes, it grants +1BAB/+2/+3. I think the granting of +BAB or spellcasting classes are the changes from Arcana Evolved's EH, but I don't have that book so I can't be sure. I have no clue as to how to code this. I looked at the Dwarf Paragon and was going to make two classes - one EH(s) (spellcasters) and one EH(c) (combat) and go from that. But as it's all Latin to me, I haven't the slightest clue. Any help would be much appreciated. Thanks, Theocrat Issak Theocrat Issak Las Vegas Lodge Gaming Agent PFSTheocrat@gmail.com |
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Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Got a little time and sleep so will give yea a hand here.
Quote:
Bonus feat are configured on the class tab under the Bonus Feats Per Level. Its an array you enter into with 0 being 1st level. So in this case at Row 0 put a 1, in Row 1 put in a 2, in Row 2 put in a 3. This gives a bonus feat at each level. Then you just have to select in Bonus Feats Allowed button which feats can be selected. Under that you can check mark if you want those feats to Ignore Pre-Requisites if you wish. The +1 to an ability I assume the player picks? If so you will need a new Class Special which will then be Bootstraps to the Class. Their is your favorite word again. This means to Attached one Thing to another so that when the Class gets added so will the Thing that is bootstrapped. In this case you want to use the Class Special Abilities to attach it so you can set what level to have the ability become active. So under Racial Specials you can copy the Human Thing that gives a +2 bonus to ability score. So in the Racial Special do a New(Copy) of "+2 to One Ability Score(raAttr2Sel)". This will pretty much give you the script. The only difference is we want to check to see if a Class Special is active not a racial ability. So simply change the script to as follows: Code:
~Pre-Attribures 5,000 ~ If we're not shown, just get out now doneif (tagis[Helper.ShowSpec] = 0) if (field[usrChosen1].ischosen <> 0) then field[usrChosen1].chosen.field[aStartMod].value += 1 endif Now that that is created on the Class tab click the blue button Class Special Abilities and add the new Class Special(cExh1Abil) three times setting the Gain at Lvl to be 1,2,3 for the class specials. Now at each level the player will be able to pick which ability score gets +1. Quote:
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