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Hunchback ?? From council of thieves AP

bodrin

Well-known member
Hunchback (Ex) Millech’s hunched and twisted back forces him
to walk with a clumsy, shuffling gait. This reduces his land
speed by 10 feet and imparts a –2 penalty on Reflex saves and
Initiative checks.

Either I can't see it or it's not in the datafiles but has anyone found this ability when making an NPC?

If not, Mathias I don't suppose you'd have any idea where this could be located.

I've thopught about making a custom Ability but then i'd have to bootstrap it to something in order for it to show on the character which could ultimately end up being removed.

Thanks in advance bodrin!:D
 
That is the kind of thing i would use permenant adjustments for. That was basically designed for permenant character specific adjustments like this.

just create 3 permenant adjustments(at the bottom of the personal tab), and put Hunchback as the source.
 
you could also make it a Special ability, which it seems to be given the (EX). that way you could use the same special ability again if you like. It would require a little coding by you know how to do that so it should be a problem.
 
you could also make it a Special ability, which it seems to be given the (EX). that way you could use the same special ability again if you like. It would require a little coding by you know how to do that so it should be a problem.

I'm toying with the idea of making it a Trait / Disadvantage that bootstraps the Ability that way it will apply the adjustments and show as a special ability. I just have to find code examples of reducing the base speed, I haven't done much with the speed scripts!

That is the kind of thing i would use permenant adjustments for. That was basically designed for permenant character specific adjustments like this.

just create 3 permenant adjustments(at the bottom of the personal tab), and put Hunchback as the source.

That's what I have ATM but it's inelegant, I like one thing that works not multiple instances.
 
Why not a single adjustment that applies all three changes - you can use the speed adjustment to look up how to alter speed. Since there are no restirctions on adjustments, the way there are for traits or flaws, you're not interfering with the mechanisms that are already there.

Or, create it as a racial ability as chiefweasel said, then create an adjustment that bootstraps that ability - with that route, it'll show up on the printout and the special tab.
 
Why not a single adjustment that applies all three changes - you can use the speed adjustment to look up how to alter speed. Since there are no restirctions on adjustments, the way there are for traits or flaws, you're not interfering with the mechanisms that are already there.

Or, create it as a racial ability as chiefweasel said, then create an adjustment that bootstraps that ability - with that route, it'll show up on the printout and the special tab.

I like the latter option, it would be similar to the trait method I mentioned without added script baggage! Bootstrap ahoy!
 
It was surprisingly easy to implement, one adjustment three effects. Made a normal ability then bootstrapped to the adjustment, run 3 scripts.

Hunchback? Done!!!

However bootstrapping a Class Ability to an adjustment creates linkage errors. Which are a pain in the rear.
 
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