I'm working on creating adjustments for Wild Shape for a druid I'd like to play. I'm going through and creating one adjustment for each creature I plan on changing into, but I've ran into a couple problems.
First, the way I'm doing these adjustments is to use the following script to increase size:
The biggest problem I've found with doing this is that natural weapons are automatically progressed upon a damage die chart. The problem with this is that there's plenty of creatures that break the norm, and I'm running into the problem that I can't reliably tell Hero Lab to use a value other than the standard. In particular:
1) Bite. A Quickwood's (Beastiary 2) bite is 2d6, but no matter what I do, HL wants it to be 4d8. I've got it Bootstrapped to wBite with a tag of wMain, 2d6_104. Seeing this did not work, I tried adding this script:
This did not work either. I got around this problem by an ugly work-around - I bootstrapped the weapon as a Claw, changed it's livename to Bite, and used a script to add the bludgeoning type. For some reason, it allowed me to set the Claw damage to 2d6, but not the bite. I don't like this method at all, but at least it works.
2) The next troublesome creature was the Sargassum Fiend (Bestiary 3). This thing has two Slams and a Constrict at 2d8, but not matter what I do, I cannot get it to show 2d8 damage. I've tried the same things as above, but to no avail.
So my question is, am I missing something obvious here? Is there a way to increase a creature's size without changing natural weapon damage dice?
First, the way I'm doing these adjustments is to use the following script to increase size:
Code:
var sizemod as number
sizemod = 2
call SizeChange
The biggest problem I've found with doing this is that natural weapons are automatically progressed upon a damage die chart. The problem with this is that there's plenty of creatures that break the norm, and I'm running into the problem that I can't reliably tell Hero Lab to use a value other than the standard. In particular:
1) Bite. A Quickwood's (Beastiary 2) bite is 2d6, but no matter what I do, HL wants it to be 4d8. I've got it Bootstrapped to wBite with a tag of wMain, 2d6_104. Seeing this did not work, I tried adding this script:
Code:
Post-levels, Priority 1000
perform hero.findchild[BaseWep,"thingid.wBite"].setfocus
perform hero.child[wBite].assign[wMain.2d6_104]
perform hero.child[wBite].delete[Helper.DamageUp]
This did not work either. I got around this problem by an ugly work-around - I bootstrapped the weapon as a Claw, changed it's livename to Bite, and used a script to add the bludgeoning type. For some reason, it allowed me to set the Claw damage to 2d6, but not the bite. I don't like this method at all, but at least it works.
2) The next troublesome creature was the Sargassum Fiend (Bestiary 3). This thing has two Slams and a Constrict at 2d8, but not matter what I do, I cannot get it to show 2d8 damage. I've tried the same things as above, but to no avail.
So my question is, am I missing something obvious here? Is there a way to increase a creature's size without changing natural weapon damage dice?
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