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Cold Rider conversion

bolieride

Member
I am going to run Carnival of Tears in my Kingmaker campaign.
I thought what a great way to learn the editor and the nuts and bolts of HL, I would put the NPC/Creature in a user set.
I have read most of the documentation, and being a systems analyst/programmer, a lot of it made sense. But I am struggling with some things.
I am using the conversion of the cold rider found here: http://www.d20pfsrd.com/bestiary/fan-conversions/paizo-adventure-paths/gamemastery-modules/carnival-of-tears/cold-rider

First is the quicksilver glaive. It is a "special ability" but also a weapon. I tried creating it under "racial special" and could not find a way to put in the stats. When I created it under "weapon
, magic" I hit a similar problem, no place to put in the icy burst stats.

A similar problem with the Cerulian Antlers. Again, I put it under "racial special," as I did with all the special abilities. But I cannot equip it, nor have its melee stats show in the combat stat block.

The third thing, that I am sure is obvious, but due to staring at it far too long, is how to put in the DC's for the spell like abilities.

I have looked through some of the other content for HL out in d20pfsrd and have not been successful in figuring it out.
I know there is lot more I can do with eval scripts; however, the documentation doesn't always cover the "why," it just says what you can do. My left brain must understand the whys before I can apply it to an actual situation.
 
First is the quicksilver glaive. It is a "special ability" but also a weapon. I tried creating it under "racial special" and could not find a way to put in the stats. When I created it under "weapon, magic" I hit a similar problem, no place to put in the icy burst stats.
If you are talking about "plus icy burst plus 1 Dex" that is just text it has no impact on the character. Just like how a +1 Flaming Sword in HL does not add +1d6 fire.

The best way is to simply create your new weapon and give it a name "quicksilver glaive (plus icy burst plus 1 Dex)". If your not happy with it showing in the Selection list with that name then instead call it "quicksliver glaive" and in the evail script you can do the following:
Code:
field[livename].text = field[thingname].text & "(plus icy burst plus 1 Dex)"
Now the extra info only shows when the weapon is on a character.


A similar problem with the Cerulian Antlers. Again, I put it under "racial special," as I did with all the special abilities. But I cannot equip it, nor have its melee stats show in the combat stat block.
Add a Antler (think their is a natural attack called that or add a Gore) to the Race. You can then on the bootstrap of the natural attack set a field for livename.cerulean antlers. As the race now gets the Improved Grapple you can bootstrap that to the race also.

The third thing, that I am sure is obvious, but due to staring at it far too long, is how to put in the DC's for the spell like abilities.
Umm its a little different for each "Thing" for setting DCs. So where did you setup these Spell-Like abilities at? Though you can set it in a eval script as many Things have a field[aDC].value field (or it could be field[abDC].value actually).. Sorry not near HL.To double check you can add the Thing to a character and then Right click on the "?" to get a list of choices. Take the one called something like "View Field names".

If you don't see that you have to go to the develop menu, make sure the first option, "Enable Data File Debugging" is checked. This way you can start seeing the name of the fields on Things and their values. Really helpful. Plus this lets you do a Ctrl-R which does a quick reload of the data set. Also very helpful when making changes.
 
Thank you for the help! Sorry I am just now responding, you know how work can get!!
I have the quicksilver glaive now working, I took your advice on how to add it. And I also pulled up other similar magical weapons to see how to add the glaive stats to it.
The antlers are now working as well. Although, the stats don't 100% match.

So two problems down!
I added the spell like abilities on the race screen after clicking the "spell like abilities" button. One thing that confused me was the multiple options of the small spell, for example, Chill metal has two (spChilMet3 and spChilMet2.) How do I know which to choose?
Anyway, when I am in that screen I set up how many times a day, which is cool.
When I go to add a boot strap of the DC, I do not see any question button that gives me a list of field values.
Should I define these spell like abilities on a different tab and then pull them in?
 
When choosing what level to assign a spell-like ability, according to the Bestiary, use this order (pg 304):

A monster's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a Sorcerer/Wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.

So in this case, the Druid version at 2nd level (the other version must be for some obscure domain, bloodline, patron, etc. that grants chill metal as a 3rd level spell).
 
Great, thanks!
I also realize that it is giving me the dc's on the other abilities. The problem was, I was trying to create all of the details instead of letting HL do it's thing.
So I am back on track!
I am sure I will have more questions later!
Thank you both for your help!!
 
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