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Liber Vampyr book

Ah, my bad, I did not.

I took a quick look and yea, that is kind of what I was going to do for the classes. But let me finish the feats before I get to the class stuff.

Rule Issue Question

1) Does the revenant template gain a cruomancer level, every level, regardless of the class?

2) Are the feat type Ex or Sp? The pdf doesn't say.

BTW - It's a good idea to start the unique id with something like "NNW". There is so much other material out there, that you might run into some load errors.
 
Template: A revenant has one cruomancer level for every racial Hit Dice (if any), plus any amount gained from (vampire class levels) her class levels (if any). The minimum cruomancer level for a revenant is 1. so if the class dont give a level then they dont get any, means i was doing it wrong, only the classes in this book

Blood points: the revenant has a blood point pool which can hold a maximum number of
blood points equal to 1 + the number of racial Hit Dice she possesses (minimum 1). For every two class levels of noncruomancy classes that the revenant possesses, the maximum number of blood points that she can have in her blood point pool increases by 1.

I would say that the feats are Supernatural

yea i was just trying to rember how i had things set up to maybe help ya out a little
 
i made a miss stake, the template does not get any Cruomancer levels for any class except the following classes: revenant bloodletter, infilitrator, and occultist.

Template: A revenant has one cruomancer level for every racial Hit Dice (if any), plus any amount gained from her class levels (if any)(revenant bloodletter, infilitrator, and occultist class levels). The minimum cruomancer level for a revenant is 1.
 
So I grabbed a copy of this PDF as it is a free download HERE from the company.

I get the impression that the direction for the Cruomancer is not right. So after looking at the existing .user file I see you have gone with a Custom.NNWCruoman tag to represent levels which is good. Its implementation seems strange. My question is why did the creation logic go on a "Tracker"?

So Cruomancer is a supplemental rule in the book that is NOT part of any Single Class or ability. Cruomancer is a score that is part of a whole character not a single Class or Thing. Its gained when a character has a revenant template, taking the Novice Cruomancer feat, or otherwise gaining a blood point pool in some way.

Then specific Things (Feats and Class Specials) can "increase" the above Cruomancer level.

This to me should be setup as a generic "Ability". This Ability would be set to unique and it would contain the Level in the abValue field. It would contain the base logic of "For every two class levels that a cruomancer possesses of non-cruomancer classes, his cruomancer level increases by 1". Then this Ability can be bootstrapped to each class, template, feat, or anything that gives the base Cruomancer levels.

The reason it can be bootstraped to "everything" is that its setup as "Unique" so only one instance will ever exist on the hero no matter how many Things add it.

So attached to this post is such a Ability that counts the number of non-Revenant classes and Revenant classes. It assigns the final value into abValue and its livename so it can be displayed on the Specials Tab. We also then assign a equal number of Custom.NNWCruoman tags to the hero. This allows feats and abilities to easily count the number of levels after Post-Levels/20000:
Code:
hero.tagcount[Custom.NNWCruoman] >= 7
Would go on a feat pre-req to require 7 levels in Cruomancer.

Then I coded up a generic "Cruomancy" class special that you will bootstrap to all three classes. It will correctly assign a new tag Custom.NNWCruoCls that is used in the calculation of the new Cruomancer Level Ability. This is included in the attached .user file also.

Hopefully this helps. I will leave the Blood Points to you guys. :)
 

Attachments

Ok, I added the ability, but I can't get it to reflect the level. At the moment I have the original tracker and the new ability bootstrapped to the feat and the race special for testing.

The reason I have the scripts on the tracker is because it can assign the tags as the tracker is increased. Once I got to the new classes, I planned to add a new tag and a "if" part in the script to reflect the change in advancement.

I'll keep trying to figure out how to get the new ability to work and then change the feats and scripts.

Edt - Ok I didn't see the class special, that helps. The script should work on the feat if I change xTotalLev to whatever it is for racial hit dice and half levels.

BTW - Thank you!
 

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hey ShadowChemosh thnks for helping, the cruomancer level is only gotten if you have one of the following:

Revenant Bloodletter class, Revenant Infilitrator class, or Revenant Occultist class, for each level in those classes you get one Cruomancer level add to your total, you get blood points added as per the class, and you get the Revenant temaplate.

if you take the Revenant template you get one Cruomancer Level for each Race Hit Dice you have minium of one and none for any class levels unless they are one of the above classes. you also get a blood point pool which can hold a maximum number of blood points equal to 1 + the number of racial Hit Dice shepossesses (minimum 1). For every two class levels of noncruomancy classes that the revenant possesses, the maximum
number of blood points that she can have in her blood point pool increases by 1.

the feat allows you to get one cruomancer level per 2 hit dice you have, and a blood point total that equals your cruomancer levels.

From what i can tell the template trumps any thing you get from the feat but adds to any thing you get from the above fore meantioned classes.
 
FYI - my computer crashed and it'll be back up in a day or so. I'll check back in once I am squared away.
 
Well it took all day, but I got it back up and running. It will still be awhile before I can get back to the file. Feel free to work on it if yall want. The one posted was the last thing I did before the crash.
 
Hey Shadow, ok I really like the ability idea, but I can't get it to work correctly on the feat and template. I guess I don't understand the script on the ability. Could be from spending 4 days getting my computer back online, lol.

Anyways, I can't change any feats, scripts or do anything else until we can fix the levels.
 
Hey Shadow, ok I really like the ability idea, but I can't get it to work correctly on the feat and template. I guess I don't understand the script on the ability. Could be from spending 4 days getting my computer back online, lol.

Anyways, I can't change any feats, scripts or do anything else until we can fix the levels.
Ok can you post or email me the latest .user file.

I will put an actual example together for you. Plus karrel said something about the Template needs to be adjusted also. So if you get me the latest version I will put something together.
 
btw this was what i was told on necromancers of the northwest forums when the new book came out. just so you guys can feel alittle better about doing this book.

Ariggs - Oops! Glad you like the new version (we certainly think it was an improvement), but sorry about the HeroLab files. Good luck. If you do manage to put it together, definitely let us know, so we can spread the word.
 
Cool, ok I messed around with the levels for race hit dice, and I got nothing. So that will just have to wait until Shadow can do that.
I think the issue is when I add the rHitDice they produce a Class.Race tag which is also calculated with the Class.? in the script.

But I did change the pre-reqs on the feats to look for tag count and not the tracker, that works fine. I also got the Nosferatu template done.
 

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Ok, I think I have everything working. The ability counts full race hit dice and 1/2 of any class level. There is only a handful of the rev classes. So I'll script in the extra level tag to make up the level difference.

So take a look and see if there are any bugs ATM and let me know.
 

Attachments

Ok, I think I have everything working. The ability counts full race hit dice and 1/2 of any class level. There is only a handful of the rev classes. So I'll script in the extra level tag to make up the level difference.

So take a look and see if there are any bugs ATM and let me know.
So now we have two different branches of the software? I have the levels fixed, blood points re-written, all feats Changed, and other misc fixes to feats.

When I am done I will post. You can merge in what you find helpful. :)
 
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