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Adding a new proficiency type...

Lizard

Member
I am running a game which includes firearms. I want a 'Firearm proficiency' feat (easy to add) and the ability to enter guns which are of proficiency type 'Firearm'. That last one is tricksy, at least to me, for I am a n00b. Advice? (I also want fighters and the like to gain 'Firearm proficiency (all)' by default...I assume I just make it a bonus feat for Fighters.)
 
Lizard wrote:
>
>
> I am running a game which includes firearms. I want a 'Firearm
> proficiency' feat (easy to add) and the ability to enter guns which are
> of proficiency type 'Firearm'. That last one is tricksy, at least to me,
> for I am a n00b. Advice? (I also want fighters and the like to gain
> 'Firearm proficiency (all)' by default...I assume I just make it a bonus
> feat for Fighters.)


Hmm, that's an interesting problem that I hadn't considered. Right now
you'll have to do it in a bit of a roundabout way, but here's how.


Firstly, to make the Fighter get the proficiency by default, you'll have
to make a new class that "replaces" the fighter - basically a copy of
the Fighter class, that uses a bootstrap to add the extra proficiency.
You should be able to find information on how to do this in the
authoring kit documentation.

Then, for your Firearms weapons, you'll have to add a pre-requisite that
checks for the presence of the "Firearms Proficiency" feat (you can find
out how to do that in the d20 editor manual).

You'll also need to add an eval script that checks for the presence of
the "Firearms Proficiency" feat and, if it's found, adds the
"Helper.Proficient" tag to the weapon to make the attack bonus add up
properly. Then just make the weapon an Exotic weapon, and everything
should work.

The editor documentation should help you put most of the above together
- let me know if you have any questions about specific bits of it.

Hope this helps,

--
Colen McAlister, colen@wolflair.com
Chief Engineer, Lone Wolf Development
 
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