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Intelligent Plant

Twowolves

Member
I'm trying to make a unique monster that is only described in Rise of the Runelords, an intelligent, colossal 26 HD yellow musk creeper. Problem is, it's supposed to have a 20 intelligence, and the base creeper is mindless. Nothing I have tried can change this. Is there a relatively easy way of making this monster?
 
You will need to run a script to remove the "tag" on Intelligence that makes it disabled.

For an example script look in the "Pathfinder Basic Pack" has an adjustment called "Ability Score (Restore)" that should help you make your own script.

You would run the script directly on your new Race with the same timing but instead of a chooser you would go directly to intelligence:
Code:
perform hero.child[aINT].
 
Yeah....

Thanks. I don't think it is worth digging into the editor and trying to learn how to make this happen. I'll either handwave it if it ever comes up or do it on paper. WAY easier for me.

Thanks anyway.
 
Yeah....

Thanks. I don't think it is worth digging into the editor and trying to learn how to make this happen. I'll either handwave it if it ever comes up or do it on paper. WAY easier for me.

Thanks anyway.
So why not just load the basic pack and use the adjustment as is?
 
I'm not sure I'm following you. All I've done is open a blank portfolio and add a yellow musk creeper into the encounter builder, check "customize" and then fail to remove the null intelligence score.
 
So why not just load the basic pack and use the adjustment as is?

I have the Basic Pack; but if I load a Yellow Musk Zombie, activate the Basic Pack Adjustments, and add an adjustment for Ability Score (Restore) under the Personal tab choosing Intelligence, it doesn't seem to do anything.
 
I'm not sure I'm following you. All I've done is open a blank portfolio and add a yellow musk creeper into the encounter builder, check "customize" and then fail to remove the null intelligence score.
I am not getting what I said you didn't follow. You said you wanted to restore the ability score. I said you could write a script based on a Adjustment in the Basic Pack.

You said you "don't" want to write a script. I then said "why not just use the adjustment as is".

Where is the confusion? :confused: :confused:
 
I have the Basic Pack; but if I load a Yellow Musk Zombie, activate the Basic Pack Adjustments, and add an adjustment for Ability Score (Restore) under the Personal tab choosing Intelligence, it doesn't seem to do anything.
That looks to be a bug. They changed the timing of the Helper.NoScore is being applied. This will be fixed in the next release or feel free to change the adjustments timing to Pre-Attribute/10000 and it will work.
 
I see.

The only reason I don't just ignore it is that without an Intelligence score, the creature can't have feats or the extra skill points. Like I said, don't worry about it.
 
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