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Replacing (Racial) Hit Dice with Class Levels

pippin_nl

Well-known member
Hi,

Is it possible to use a feat, template or an adjustment to the race to remove racial hit dice for each class level you add?

So suppose I have a 10 HD monster and I would add a level of rogue, I would like the end result to be a 9 HD monster with 1 level of rogue.

Would there be another way to grant all the class abilities from a class and also replace rHDSides (e.g. D6 for a wizard) to a monster?

Something that did not work at (final phase/10.000):

var hd as number
~ hd = hero.tagcount[Hero.HitDice]
hd = field[rHitDice].value

var cl1 as number
cl1 = field[xAllLev].value

field[tHitDice].value -= cl1 - hd
field[tCR].value -= cl1 - hd
 
For something like this you want VERY EARLY not late. At final timing everything has already been calculated.

Here is an adjustment script I have that removes Hit Dice First/100:
Code:
~ If we're not enabled, get out now
doneif (field[pIsOn].value <> 1)

~set our focus to the hero's race
perform hero.findchild[BaseRace].setfocus
doneif (state.isfocus = 0)

~ Remove Race Hit Dice 
focus.field[rHitDice].value += field[pAdjust].value
~ Make sure we never go to Negative Hit Dice!
focus.field[rHitDice].value = maximum(focus.field[rHitDice].value,0)
Most of this you can use but you will want to change out the field[pAdjust].value that is already negative to count Classes instead. Though I know the Classes.? tag are placed early on a character I don't know if they are present at First/100 so you may have to up the timing a little.

Basically something like this:
Code:
~ set our focus to the hero's race
perform hero.findchild[BaseRace].setfocus
doneif (state.isfocus = 0)

~ Remove Race Hit Dice equal to number of classes taken
focus.field[rHitDice].value -= hero.tagcount[Classes.?]
~ Make sure we never go to Negative Hit Dice!
focus.field[rHitDice].value = maximum(focus.field[rHitDice].value,0)

I am off to dinner with the family so don't have time to test the above but it should help point you in the right direction. :)
 
Thank you. I have not yet found a timing where both rHitDice and hero.tagcount[Classes.?] are active. Is it possible to use a counter if the right timing does not exist?
 
Thank you. I have not yet found a timing where both rHitDice and hero.tagcount[Classes.?] are active. Is it possible to use a counter if the right timing does not exist?
In that case you may as well use the first script example as it can be pasted right into an Adjustment. Then the adjustment has a counter built in which is field[pAdjust].value. Test Now and use. :)
 
Does the top script not add hit dice if you put in a positive value, it does in my case? I might also have found the reason I did not get it to work, the monster I was applying it too has two races and only one with rHitDice, but thanks as always!!!
 
Does the top script not add hit dice if you put in a positive value, it does in my case? I might also have found the reason I did not get it to work, the monster I was applying it too has two races and only one with rHitDice, but thanks as always!!!
Most likely it can add. What I did was set the adjustment to have a Max value of 0 and a Minimum value of -99 on the incrementor. Meaning only a negative values could be entered.

How can a hero have two races? As far as I am aware that is not possible as the Background Tab only allows the selection of a single race. So I don't understand your statement about a monster have two races...
 
Most likely it can add. What I did was set the adjustment to have a Max value of 0 and a Minimum value of -99 on the incrementor. Meaning only a negative values could be entered.

How can a hero have two races? As far as I am aware that is not possible as the Background Tab only allows the selection of a single race. So I don't understand your statement about a monster have two races...

Because I built a race rDemonX and bootstrapped that to all the various demon races I built; so rManeX has a bootstrap rDemonX; does that not count as two races? Would there have been a better way?
 
Having 2 races on the same hero is going to cause some serious problems.

I'd build a single race, and let it select the secondary race as a racial custom special (like an ethnicity).
 
Having 2 races on the same hero is going to cause some serious problems.

I'd build a single race, and let it select the secondary race as a racial custom special (like an ethnicity).
Yea exactly what Aaron said. This is the same as how a Tielfing can be from different types of Demons. You select Tiefling and then select the type as a "Racial Custom Ability".

Then have the Racial Custom Ability do any of the changes to the BaseRace for you.
 
Alternately, you could also use a configureable, in the case that you wanted to use racial custom specials for something else. I believe the Half-Demon template does something similar to what you're shooting for. The template adds a configurable which allows you to select a demon parentage that modifies your stats and whatnot
 
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