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Set specific AC

Daemonfey

Well-known member
I am recreating the "roseblood sprite" monster from the "Conquest of Bloodsworn Vale" - Pathfinder Module.
These sprites have the ability to turn into rose bushes. Just about only text, so no problem there, but here it comes:

While in the form of a rosebush, they have a fixed AC of 6! Is there any way to do his, while the ability is activated?

Help would be appreciated!
 
You could create an adjustment for the monster, but you would need to activate it when the creature is in play.

If you want the information on the monster sheet, you can create a Racial Special item for it and attach it to the monster in the editor. That way it will show up in the Special tab.
 
Thanks, I have done that. Still, I would be happier if I knew any solution to script this, like:

"If this ability is activated, strip the character of any armor, loose Dex-Bonus to AC and get a -4 penalty to armor class" - this should result in an AC of 6...

I thought, maybe the wildshape class feature had a script similar to that, but as I see, it is not "scripted" at all...
 
if I knew any solution to script this, like:

"If this ability is activated, strip the character of any armor, loose Dex-Bonus to AC and get a -4 penalty to armor class" - this should result in an AC of 6...
There is a 3 part tutorial on making a Cloak that gives AC bonus. Its not exactly what you need but it will point you in the direction of writing eval scripts against AC and how to see the fields and values of AC.

Part 1 Creating a Cloak. You maybe able to skip this video.

Part 2 Eval Scripts and Fields part one. This begins the lessons on eval scripts which is the more advanced part of the HL editor. I also begin to show where to find useful information about the different Things and fields in the HL.

Part 3 Eval Scripts and Fields part two. This finishes up the lessons of writing a new eval script that is capable of adding a +1 dodge bonus to AC.
 
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