Junior Member
Join Date: Sep 2019
Posts: 28
|
Quote:
|
|
#11 |
Senior Member
Join Date: Sep 2018
Posts: 305
|
Quote:
but you're right, stand-ins have some major limitations when it comes to special abilities. currently you can assign them Feats, but not spells or class abilities. for now i track any special abilities (like the Caustic Wolf's acid immunity and Howl) by writing them out in the Notes section of the stand-in, but i agree it's not ideal. Last edited by dacoobob; February 17th, 2020 at 11:22 AM. |
|
#12 |
Junior Member
Join Date: Sep 2019
Posts: 28
|
Quote:
|
|
#13 |
Junior Member
Join Date: Jan 2011
Posts: 16
|
OK, so I need to know if I am doing something dumb or there's just something missing here. This is my first time trying the campaign stuff, decided to give it a go with a patron and a few Apprentice accounts.
I am setting up for Age of Ashes, creating scripts for easy encounter deployment. I dig in and look around, it looks straightforward enough - add a fire mephit, etc. Then I get to the first encounter with an actual NPC. Cool, I will import him in from the Age of Ashes module I bought. He's not there. Ugh. Fair enough, he's a level 2 human fighter. I go "Add NPC/Monster", and Human is not in the race list. Ugh again. So, I try a stand-in PC, and there's no way to add gear so the attacks work but I can't roll damage. Ugh a third time. So I guess I am expected to reverse engineer a basic stat block all the way into a real PC for every class-based NPC in the campaign, from blocks that for high level NPCs can take hours to do? There's really no other way? |
#14 |
Junior Member
Join Date: Sep 2019
Posts: 28
|
Instead of reverse engineering look at the screen shots I provided in an earlier post on this forum. You can use a custom ancestry and set things like hp and speed with that. Then use the overrides to set the other stats and abilities. I've recently discovered that you can use the custom boons to create custom abilities if they aren't available through the overrides. It's much easier than trying to reverse engineer everything.
|
#15 |
Junior Member
Join Date: Jan 2011
Posts: 16
|
Quote:
|
|
#16 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
|
A key part of the problem here is that the official PF2 rules for NPC creation are only releasing today from Paizo (as part of the Gamemastery Guide). We'll have that book available (and the NPC/monster rules) next Wednesday.
Along with the GMG release next week, we'll also be including some new capabilities that are not tied to the purchase of any add-ons. This should allow you to readily enter the assorted NPCs and monsters from Age of Ashes. We had wanted to get all that stuff released today, but it's a little behind due to the crunch getting everything into place for group licensing. In the interim, the approach suggested by @Sjmarshall is probably your best bet. |
#17 |
Senior Member
Join Date: Sep 2018
Posts: 305
|
Quote:
|
|
#18 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 8,232
|
This is where we got ourselves into trouble in the past, so I'm not gonna give any estimates, as much as I would like to. What I can do, though, is very definitely confirm that adding the GM content is on the roadmap. And there's another very cool feature that dovetails closely with GM content, but I'm not yet sure which of the two will be implemented first.
|
#19 |
Junior Member
Join Date: Jan 2011
Posts: 16
|
That's great news!
As an aside to my earlier post, it's pretty obvious that the NPCs in this first adventure were made using pre-release rules. There's no way to "legally" generate them as PCs without fudging things via custom modifiers and adding feats and backgrounds that won't affect their combat oriented abilities (such as adding weapon familiarity to fill out the ancestry trait slot, even though they aren't using any weapons that benefit from it). In other words, I don't envy the person who has to go through and make these guys for said GM content pack, but I will gladly pay you for one so I don't have to. |
#20 |
|
|