Junior Member
Join Date: Mar 2016
Posts: 7
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I want to create a custom race and I have used the editor before and I think I can muddle through that and create what I need, but I see there is an option to use the Bestiary Monster Creation when you select a race for a character. I am not familiar with this. Can I create a race through it and then select it from other new portfolios?
Can I also send a file to others if they want to use the race I created with the Bestiary Monster Creation? -Peter |
#1 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Quote:
Pretty much the same as above. Once you save the base creature as a .por file you could send it to someone else. As long as they have the ARG they could open and use it. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
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#2 |
Junior Member
Join Date: Mar 2016
Posts: 7
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Thanks. I already started doing it from the editor to see how it goes. I want this race to be natural sorcerers. Is there a way to give them +1 caster level for Sorcerers or give them sorcerer spell level per hit die?
-Peter |
#3 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,215
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Have you taken a look at existing races that are racial spellcasters, to see how they do it? Rakshasa, Driders, and Naga come to mind off the top of my head.
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#4 |
Junior Member
Join Date: Mar 2016
Posts: 7
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I see how they do it but it isn't exactly what I am trying to do. I would like to do one of two things:
1. Just give the race a +1 caster level if they take a spell casting class (preferably just for sorcerer). 2. or give them sorcerer caster levels equal to their current class level. In the race editor, I see that I can give them sorcerer caster level equal to their hit die, but that seems to only be for the race hit die, and is not tied to class level. -Peter |
#5 |
Senior Member
Join Date: Mar 2013
Location: Leeds UK
Posts: 250
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Part of the problem here is that you are intefering with game balance. I would be very cautious about using such a house rule on a custom race.
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#6 |
Junior Member
Join Date: Mar 2016
Posts: 7
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I understand your point. This is an NPC only race, the main bad guys for the PCs to fight. Ultimately what I want to do is create a race similar to humans but have a natural affinity for magic, specifically that they are natural sorcerers. My low end adjustment is to give them some daily spells (like a drow) and then give them +1 caster level if they are a sorcerer.
If anyone has other suggestions then I would be happy to hear them. -Peter |
#7 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,215
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Okay, so you want to deviate a lot from the way existing races work for racial spellcasting. That's going to take relatively advanced scripting.
In the Develop menu, turn on enable data file debugging. Then add a race with racial spellcasting, and then, again in Develop, floating info windows, choose show selection fields, and then choose the race you're testing in that selection list. Now, look through those fields, and identify the ones that seem to be connected to the racial spellcasting. You're especially looking for the "Magic Level". Then, develop...floating info windows...show selection tasks, and again, look for Magic Level. Now, create a character with your new race, and add some non-sorcerer levels. Compare that character's Magic Level with the value you want it to be. You're going to write a script that comes in slightly after that script that's handling the magic level, and increase the magic level to what you want it to be. |
#8 |
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