Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Now that the Type and Subtype mechanics have been added to the Pathfinder files, let me explain how to switch your races over to the new mechanics.
The second option in the editor panel for races (and monster classes, and animal companion races) is now the creature's type. Select the correct type for your race. The next option is subtype - you can select any number of subtypes. If your race doesn't have racial HD, skip to my next post - the rest of this only applies to races with Hit Dice. Scroll down a bit to "Base Attack Bonus" - if your creature's BAB follows the standard progression for its type (I have never seen an exception to this), just delete the "Base Attack Bonus" - it will now be calculated from the Type and Hit Dice. If your creature is a humanoid with hit dice, you should figure out what its good save is (according to the type description, Humanoids will have 1 good save and 2 poor saves) - this should be easy to do - look at the save bonuses listed here - one will be better than the other two. If that save is Reflex, you don't need to select a "Good Save" - Reflex is listed as the default for Humanoids, so Hero Lab will apply that if you don't tell it otherwise. Then, go to the three save bonus fields, and delete their contents. There can be times when the save bonus here is not what would be calculated from the type and hit dice - these fields are also used to enter the general save bonus for Halflings and Svirfneblin. Make sure there isn't supposed to be a bonus like that before you delete all the save bonuses. Outsiders are the other Type that has variable good saves - in this case two of them, defaulting to Reflex and Will. Next is Hit Die size. Like "Base Attack Bonus", I'm not aware of any races that don't use their Type's HD size, so delete the contents of "Override Hit Dice # Sides". Skill points are the same. Delete the "Override Skill Points" option. For class skills, you'll want to check the list of class skills that your Type should be getting in the Bestiary, pgs 306-310. You can delete any skills that are in that list from the list of class skills for your Race (although it won't hurt anything to double them up, if you don't want to take the time). The following types grant simple weapon proficiency: Aberrant, Dragon, Fey, Humanoid, Monstrous Humanoid, Outsider, Undead. The Outsider type also grants Martial Weapon proficiency. You can delete those from the "Weapon/Armor Groups", although no problems will be created by leaving them in. At this point, save and use "Test Now!" to apply your changes. Back in Hero Lab, add this race, and inspect things - make sure you haven't missed anything. |
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Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Special Abilities
Now, on the Background tab, you'll see the listing of type and subtypes for the creature. Look through the list of things granted, which will be at the top of the information when you move your mouse over the ?. If the type or subtype has a "Special Abilities:" section, then look at the abilities that are listed - those are being granted by the type. Like the weapon proficiencies, there's no need to duplicate them on the race as well, but there also won't be any problems if you leave them alone. If the special ability is one that needs to have a value set, for example, the swim speed that's supposed to be granted by the Aquatic type, you won't see that on the list of effects from the type. That's because the swim speed varies so much from creature to creature that it's better left up to the individual races to set their own swim speeds. |
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