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Council of Thieves Woes

Kadaan

New member
I got this a little late in the game and am attempting to add the 3rd book of CoT: What Lies in Dust. I'm running into two Issues thus far, though I'll be asking if I run into anything else. If you are playing CoT or planning on it DO NOT READ THIS! As there will be spoilers abounds.

First Issue: Adding the Skeleton and Negative Energy Charged Creature templates to a Triceratops. The Skeleton does something wonky and puts the Charisma at 10 and keeps it there, I can't figure out how it's doing it, nor can I figure out how to override it. I don't think any of the abilities it has are based on charisma so it largely doesn't matter but I'd like to figure out how to work the program properly.

Second Issue: The Morrowfall. This item has multiple abilities at different tiers. IE a series of spells are available 'at will' a series at 3/day and a series at 1/day. I tried making it in the Wondrous Items but couldn't figure out how to more than one spell into the thing while keeping the charges separate. I want to be able to track all of the abilities in the In Play category I can make 5 different items for the 5 abilities but that seems silly.

I'll continue to populate this post with more issues as they come up! Thanks for reading and possibly helping!
 
I'd be interested in what people come up with as well. I'm running CoT and my group is just about ready to go into Delvehaven.
 
The charisma hard set to 10 is as it should be, according to the template in the beastiary:

Abilities: A skeleton’s Dexterity increases by +2. It has no Constitution or Intelligence score, and its Wisdom and Charisma scores change to 10.

To add spell like abilities to the wonderous item, click on the "Castable Spells" button in the editor, choose the spells. Then type their charges in the field, and select the frequency of use in the drop down menu.
 
If your curious, the code to force Charisma and Wisdom to 10 is in an eval script on the Skeleton Template.

~ Force our Wisdom to 10 and our Charisma to 10
hero.child[aWIS].field[aNormForce].value = 10
hero.child[aCHA].field[aNormForce].value = 10

If you wanted to house rule it away, you can make a copy of the template, remove that, and have it replace the old version.
 
I realize the skeleton template puts the charisma to a standard 10, but in the CoT book they applied the Negative Energy template on the creature after it was a skeleton, and increased his Cha. And thank you!
 
The negative energy template needs a note that it increases the CHA of skeleton types - if you take a look at the skeletal champion, you can see how you do that.
 
Having done the Kingmaker Adventure Path, i would recommend you just create a new monster. Piazo does some odd things with its monsters in the AP so they dont reallt fit well into the PF system. its best just to create the monster a seperate file, then you can play with it any way you need to.
 
One of my players is playing an Oracle who has a thing for creating undead, it would be a shame not to allow him to create the Negative energy creature (through an item that one of the vampires created the triceratops with), I could just hand him the rules for creating one but, as I'm going to have to contend with his minions within Hero Labs, I want to make the template. I'll find some way to share it as I'm sure I'll be pulling my hair out for a few hours creating it and there's no reason anyone else should go through that pain if they can avoid it.
 
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