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Its a bit complex but yes. I had to do that for the SGG Dragonrider actually. If you look at the dragonrider class in the SGG package you see I made the dragon a minion and it boostrapped the extra hit dice Thing. Then I think if I remember correctly I either pushed tags to the minion or I referenced a "level" Thing located on the Master.I'm working on a class that gets a companion. It's an Infernal Companion. It's table is not the same as a familiar, animal companion, or eidolon. Is there a way for me to enter this?
Correct it's a minion you add on the Other tab. Then as you level the Dragon auto gains hit dice. You saw that right?So I tried making a Dragonrider to analyze how it worked and I came across an issue, it appears the dragonrider doesn't actually have a companion. I wanted to see how you handled the full BAB and different Hit Dice
On the "Race" tab the steeds have a huge number of bootstraps. They are all bootstrapping "cBonusHD" Thing. Then about 20 of them have a bootstrap condition First/500 like:Nope, but I do now. I'm just not sure where the auto adding the hit dice is coming from.
fieldval:anCompLev >= 2
~ Set animal companion level based off the Steed Class ability
~ this is so the bootstrap Bonus HD work correctly.
field[anCompLev].value += master.hero.child[cDrrSteed].field[abValue].value
Excellent call though on what I did.Heebidy jeebidy. What he said.