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Monteparnas
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Join Date: Jan 2017
Posts: 68

Old January 25th, 2021, 11:29 PM
First of all I must thank Sendric for the thread and all the help. I'll try to attach my file.

Some stuff on this file is pure homebrew, but I made the Blackspawn Stalker from MM IV and I'm working in the Gestalt classes.

The Blackspawn Stalker is working fine. The only issue here is that its Web is showing (8/day) twice in the same line for no apparent reason. Maybe I have missed some wrong info from a Special Ability being copied from other source, but I checked it once, so there is a fair chance that there is no other issue.

If someone knows how I can make HL calculate its Spit Acid damage and show in the Specials (HD/2 in d6), it would be nice, as would its attack bonus (it is a Ranged Touch instead of a line area, for reasons).

On the Gestalt project I ran into some variable issues. To make it viable I'm creating the Variants in a way that adapting them is as easy as possible, and not only will this make my work easier, I included a guide to make the user's work as easy as possible. I think it is good, but I would like comments on the guides.

My most general issue is that I don't know how to make the added abilities to appear in the references for Special inside the class tab, that grey star and the 'Special Abilities' buttom. For the Barbarian this is the only standing issue.

Also I don't know how to make the added class count for pre-requisites verification. For most this is only an issue when picking Variants, but the Fighter needs this to pick the specific feats and the Sorcery have several feats that work this way, too. Maybe the Monk for Stunning Fist, IDK. Adding the tag Classes.Fighter didn't worked, though maybe it will for the Sorcerer.

Like that but minor I'm stuck with adding Variants on top of the added class. Putting aside the validation error, adding Variants do add the new abilities and non-base bonuses, but does not remove the abilities they should. I don't know how deep is this rabbit hole, though.

Getting rid of the pre-requisites for the Monk's feats also eluded me, and so I couldn't test if their level requirement is working either, although I don't think so. I couldn't add an Ex-member box through the variant, if someone can help with this (although I personally don't use the rule almost never as DM).

Casters are a problem, but I did found a convoluted way around the second spell tab issue. For now it is based on a lot of effort: add a special class with no abilities, just the full spellcasting progression of the desired class, a single level of it, get rid of the excess Hit Points and Skill Points through Adjustment and reduce the ECL with a Template with this sole effect. It doesn't adjust for the actual extra HD, though. I would like a way to code as much as possible of those changes directly in the special class and code some way to reduce Total HD, so the HL won't give feats and ability increases out of synch.

You may have some interest in the few other stuff in the file. There is a gestalt-like adaptation for Maho spellcasting from Oriental Adventures meant to recreate some aspects of the Rokugan setting as it is in its native L5R K&R System. There is a couple magic items made for a version of Sun Wukong more in line with its depiction in the original Journey to the West. And there is a Wereweasel (Dire Weasel).

No luck with attaching the file, though, so it will have to be through another means.
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