• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Spelljammer in Pathfinder

Neanderthals

Hey guys I know it's been a long time since I've posted anything, but I've been having a little problem with my health and since the fiasco of my laptop from HP and repair shop that had been hostage for more than a month or so.

I've been using Hero Lab a lot on my spelljammer game I'm trying make a Neanderthal and 1 of the traits is Hardy; Neanderthals begin play with +6 hit points.
 
Hey guys I know it's been a long time since I've posted anything, but I've been having a little problem with my health and since the fiasco of my laptop from HP and repair shop that had been hostage for more than a month or so.

I've been using Hero Lab a lot on my spelljammer game I'm trying make a Neanderthal and 1 of the traits is Hardy; Neanderthals begin play with +6 hit points.

Um, sorry, but what are you asking for help with?
 
I'm trying to make a racial ability, that gives the Neanderthal a +6 hitpoints regardless of class in beginning of game.
 
That's what I'm using at the moment I changed it from + 3 hitpoints to +6 hitpoints, But the problem is, it keeps adding one after the third level. How can I eliminate that script?
 
That's what I'm using at the moment I changed it from + 3 hitpoints to +6 hitpoints, But the problem is, it keeps adding one after the third level. How can I eliminate that script?

At Post-Levels/5000
Code:
      ~ If we are using the wounds and vigor variant we need to adjust for that
      if (hero.tagis[source.UCWound] <> 0) then
        ~ our bonus is our hit dice
        field[abValue].value += herofield[tHitDice].value
      else
        ~ our bonus is our hit dice or 3, whichever is higher
        field[abValue].value += maximum(herofield[tHitDice].value, 3)
        endif

Hrm, perhaps toughness wasn't the best one to use. I didn't realize it had all this extra code.

What you want to do is change all of the above code to:

Code:
  field[abValue].value += 6
 
I tried to replace. The code that you gave me. With the other ones. But it didn't do anything, do I replace the whole cold a part of it. Because what I did this to replace the whole 2 panels. With the toughness script. It gave me. The same. As having the toughness feat. I'm trying to listen to your instructions, but it's hard to understand which want me to do. I am so sorry. If I keep bothering you guys.
 
At Post-Levels/5000


~ If we are using the wounds and vigor variant we need to adjust for that
if (hero.tagis[source.UCWound] <> 0) then
~ our bonus is our hit dice
field[abValue].value += herofield[tHitDice].value
else
~ our bonus is our hit dice or 3, whichever is higher
field[abValue].value += maximum(herofield[tHitDice].value, 3)
endif


____________________________________________________________________

At Post-Levels/15000



~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~ If we are using the wounds and vigor variant we need to adjust for that
if (hero.tagis[source.UCWound] <> 0) then
~ add that bonus to our wounds total
container.child[Wounds].field[wndFeat].value += field[abValue].value
else
~ add that bonus to our hit points
container.child[Totals].field[tBonusHP].value += field[abValue].value
endif
 
As you guys rock since I came up to hospital I been doing a lot of character creations and one of them where the weredirewolf/Neanderthal and it would to success would you guys help. Now I am working on a shapechanger the problem is that I need a character to change form back and forth. Can you guys give me a hand?
 
Bionoid

What's up guys thank you again for the last help. It really helped a lot. Now I have a problem I'm trying to make a shapechanger that is not a werewolf. But has the ability to go back and forth in form. I'm about to make two separate characters that represent the one character. It really sucks but what can I do. Now these are the stats that I need to get done.

To Creating a Bionoid

"Bionoid" is a template that can be added to any non-orc humanoid creature. The character's type changes to "shapechanger". Bionoids are characters who have a symbiont form, which shows itself during peroids of possible physical stress. When a character is in bionoid form they are large-sized creatures, and have seperate statisics than their "normal" form. The bionoid form does not grant any additional skills or feats.

Hit Dice: As base character or plus 4d8+8 (26 hp) as bionoid.

Initiative: As base character or plus enhanced Dex modifier as bionoid.

Speed: As base character or 120 ft. as bionoid.

AC: As base character +3 natural armor or +10 (-1 size, +2 Dex, +9 natural armor) as bionoid. The +3 of their normal form does not stack with the +10 of their bionoid form.

Attacks: As base character. In bionoid form they gain the following attacks (bonuses are added to the base character's): 2 claws +6 (+3 4HD shapechanger, +4 Str, -1 size) melee, 2 stomps +1 melee (as primary attack -5), 2 forearm blades +1 melee (as primary attack -5); or Huge halberd +6 melee (+3 4HD shapechanger, +4 Str bonus, -1 size)

Damage:
As base character or claw 1d6+Str, kick 1d8+1/2 Str, forearm blades 1d6+1/2 Str; or Huge halberd 2d6+1 1/2 Str bonus as bionoid

Special Attacks: Augmented Criticals, Crush, Energy Blast

Special Qualities: All-around Vision, Crystal Eye

Saves: As base character or modified by improved stats (Fort +2, Ref +2, Will +0) as bionoid.

Abilities: As base character or Str +8, Dex +4, Con +4, Cha -2 as bionoid.

Skills: As base character or +8 bonus to Jump checks (+4 racial bonus, +4 for improved Str) and +4 racial bonus to Search and Spot checks as bionoid.

Advancement: By character class. Favored class becomes fighter.

Bionoids are symbiotic creatures, one being a magical, organic essence, called the eye, the other being a host, generally an elf, half-elf, or human (the eye can only bond to a humanoid being, but can never bond to an orc). In "combat" form they are 10 ft. tall muscular creatures with iridescent exoskeletons, and hard claw-like blades protruding backwards from both forearms and the head. Their fingers and toes are clawed and slighty elongated. In humanoid form, bionoids are thin, well-muscled, and fairly tall. They are generally calm and contemplative. Although these creatures were instilled with an instinctive urge for combat without quarter, they are essentially good beings who constantly strive to control the powers of their implanted nature.
Combat

In battle, the bionoids' true nature becomes apparent. Such intense environtments cause the eye to emerge (a free action), which brings about a physical change in the host's body. This new form is the bionoid proper, and engineered weapon of deadly ability. Due to their high speed, bionoids combine a run with a leaping attack that brings them into close range with their opponent. While in close combat they can strike at multiple foes, using a fluid, dance-like pattern of attack that comes naturally. They first attack with two clawed fists, quickly followed by the razor sharp blades along each forearm. Each foot has sharp claws and heel spurs, which are used with surprising agility.

Augmented Criticals (Ex): The forearm blades of a Bionoid are very sharp. A bionoid threatens a critical hit on a natural attack roll of 19-20, doing double damage on a successful critical hit. This bonus stacks with the Improved Critical feat (bringing the threat range up to 17-20), but not with magic used to achieve improved criticals.

Crush (Ex): If a bionoid makes a successful attack with a claw, it can grab its victim—which must be medium-sized or smaller—and make a free grapple check that does not provoke an attack of opportunity. If the bionoid wins the grapple check, it crushes it's victim, dealing 2d8+Str points of damage per round until the victim breaks the hold or the bionoid lets go. If the bionoid attempts a grab, it can't use any of its remaining attacks (forearm blades or heel spikes) during that round, and cannot make any other attacks while crushing.

Energy Discharge (Su): The bionoid's most powerful attack is a spell-like effect similar to a fireball. The bionoid can open up twin dorsal plates on its chest, exposing two highly charged membranes. This takes a standard action, and causes 2d4 points of damage to the bionoid. These membranes release a 30ft cone-shaped discharge of bio-energy, which causes 6d6 points of damage to all within range. A Reflex save against this attack (DC 10 + 1/2 the bionoids' hit dice + bionoid's Con modifier) reduces this damage to half. Those immune to either fire or electricity take half damage, and can save for none (those immune to both energy forms are immune to this attack). Fire and electricity resistances are only half as effective in terms of damage negation (i.e. fire resistance 10 only reduces damage from this attack by 5). The damage to the bionoid means this attack is a last resort. The warrior must rest for a full day after such a discharge before using it again.

All-around Vision (Ex): Bionoids' symmetrically placed eyes allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Bionoids cannot be flanked.

Crystal Eye (Ex): The bionoid's one weakness is the eye. The eye is hidden inside the skull of the character until "called", at which time it emerges from the center of the bionoid's forehead. If crushed, irrevocable death for the eye and the bionoid ensues. The eye is a Fine object, has a hardness of 10, 30 hit points and a break DC of 30. Resolve attacks on the eye as attempts to strike an object that is worn (see Player's Handbook page 135), which provokes an attack of opportunity. A successful attack of opportunity thwarts the attack on the eye. The eye has an AC of 18 (for size) plus the appropriate bonuses, and has the same immunities as an object.


How can I switch from the base character to the bionoid in the same way the werewolf can switch from hybrid form to animal form, back to humanoid form. For me it will be easy I just have two forms, the humanoid form and the bionoid form. I will appreciate any help.
 
Guyver

You should use the orc to make a dark guyver

That sounds cool but it spelljamming lore the elves were the ones who designed the bionoids a.k.a. Guyver and made it almost impossible for the orcs or goblin kin to use, but like I said before that idea is cool and I will probably implemented into my game it makes a good story-line. But first things first how can I make the template similar to the werewolf template and have a checkbox for transforming. Any ideas ;)
 
Last edited:
Okay guys so I got the stats to change with checking a check box, but now I am having problems with the speed modification. I placed an eval script:

eval value=”4” phase=”Final Phase” priority=”10000”
Code:
~  Add a 120 foot Enhancement Bonus to our speed
hero.child[Speed].field[tSpeed].value =  
maximum(hero.child [Speed].field[tSpeed].value, 120)

My problem is that this is applying the speed onto the Hero before checking the box. Not sure what I am doing wrong. Please assist. Thank you.
 
Last edited:
What's the rest of your script?

You haven't shown us the part of the script that's testing for whether the checkbox is checked or not.
 
This is the script that we made for the racial special ability "Change Forms". I made a tag "Custom.SjBionoid" to correlate with the scrip. Everything is working except fr the speed adjustment.

Phase: first Priority: 50 Index: 1
Code:
    ~ Only one of our checkboxes can be active at once
     if (field[abilActive].value <> 0) then
       perform assign[Helper.ChgDisab2]
       perform hero.assign[Custom.SjBionoid]
    endif

Before I check the box it says 30/120 but I don't want to see the 120 on the base speed before I checked the box.

I'm also having problem with the natural armor class, added hit dice, natural attacks and special abilities.

I know I have to take care one thing at a time but that's my aim. Thanks for the help.
 
Last edited:
When I look at the werewolf template descriptor changed to animal form, looks very simple but I do not understand.


Code:
      ~ Set up our changing statistics
      var v_animsize as number
      var v_animnat as number
      var v_animspd as number

      if (hero.childlives[tmBestWeWo] <> 0) then
        ~ Size of the animal - small = -1, medium = 0, large = 1
        v_animsize = 1

        ~ Animal natural armor class bonus
        v_animnat = 3

        ~ Animal speed
        v_animspd = 50
      else
        ~ Size of the animal - small = -1, medium = 0, large = 1
        v_sorry aboutanimsize = 0

        ~ Animal natural armor class bonus
        v_animnat = 2

        ~ Animal speed
        v_animspd = 50
        endif

      ~ Make all changes appropriately
      call LycanForm

Why does this script works I have no idea.:confused:
 
Code:
    ~ Only one of our checkboxes can be active at once
      if (field[abilActive].value <> 0) then
        perform assign[Helper.ChgDisab2]
        perform hero.assign[Custom.SjBionoid]
     endif
You've got two scripts, each with important pieces of the equation, but you haven't put them together. Notice how this script tests the abilActive field, in order to see if the user has turned on the ability? Your other script needs to do the same thing, or it will always apply its change to speed.

So,
Code:
if (field[abilActive].value <> 0) then
  ~ Add a 120 foot Enhancement Bonus to our speed
  hero.child[Speed].field[tSpeed].value = maximum(hero.child[Speed].field[tSpeed].value, 120)
  endif
 
Hello Mathis,
I've been working with Nel on this issue and tried that solution you gave us. It works, but it always gives us: Attempt to access field 'anilActive' that does not exist for thing 'tmBionoid3' Location:'eval' script for Thing 'tmBionoid3' (Eval Script '#3') near line 1.

Thank you for your help
 
Hello Mathis,
I've been working with Nel on this issue and tried that solution you gave us. It works, but it always gives us: Attempt to access field 'anilActive' that does not exist for thing 'tmBionoid3' Location:'eval' script for Thing 'tmBionoid3' (Eval Script '#3') near line 1.

Thank you for your help

Seems like you've put your eval script directly on the template, which doesn't have an activation field. I'd create a racial special, bootstrap that to the template, and put the eval script on the racial special.
 
Back
Top