Scroll down and select "Terror", then hit the "Add Template" button. Then, when creating a new creature sheet, go to the Templates tab. I put this line in the default homebrew file my_homebrew\my_templates.lst.įinally, when you load your sources, include the source for your homebrew content. Terror CR:0 BONUS:VAR|DarkvisionRange|60|TYPE=Base ABILITY:Special Ability|AUTOMATIC|Immunity to Fear Effects|Terror Creature ~ Fear Aura|Terror Creature ~ Negative Energy Absorption KIT:1|NE Fortunately, Darkvision is already defined for us, as well as the alignment kit (1) that changes the alignment (rather than requiring a prerequisite alignment): I put these 3 lines in the default homebrew file my_homebrew\my_abilities.lst. ASPECT:Immunity|Fear Effectsįear Aura KEY:Terror Creature ~ Fear Aura CATEGORY:Special Ability TYPE: DEFINE:TerrorFearAuraDC|0 DESC:20 Ft., as Fear spell, DC %1|TerrorFearAuraDC BONUS:VAR|TerrorFearAuraDC|10+(HD/2)+CHA Immunity to Fear Effects CATEGORY:Special Ability TYPE: DESC:You are immune to fear effects. Negative Energy Absorption KEY:Terror Creature ~ Negative Energy Absorption CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Heals 1 hit point for every 3 points of damage that negative energy attacks would otherwise deal a terror creature gets no saving throw against negative energy effects. Also note the tab separation before each capitalized keyword - that is intentional. In PCGen definition syntax, each gets its own line. The ability descriptions below are based on the wording of the Terror Creature template. The solution below is the one I implemented and tested.įirst, define the Terror creature's special abilities. The idea would be to run through all the pcgen files finding abilities, items, etc., extract the formula and rules for the numerical adjustments and then convert those to the foundry format.Disclaimer: There are probably multiple ways of defining abilities and templates in PCGen. I've got to convert that BONUS to something that looks like this in the associated trait we have in foundry (we're only missing these formulas): "changes": [ You gain a +2 trait bonus on Bluff checks, and Bluff is always considered a class skill for you. If you can find Gaedren, you're sure you can find evidence that ties him to the murder and can clear the accused's name. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage his reputation. Lamm's thugs killed the fisherman before he could recant his testimony. You managed to trick the fisherman into revealing the truth with your skilled tongue and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer-a local crimelord named Gaedren Lamm. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn't immediate. PREMULT:1,ĭESC:A family member, perhaps a father or brother, was accused of murder. But maybe there are better ways with existing pcgen tools.įor example, here is a trait we don't have in Foundry yet pulled from a. lst files that extracts this info and then converts to the foundry data formats, for example. lst files and translating those to similar attributes in Foundry. I'm primarily interested in the BONUS and TEMPBONUS formulas in the. And character imports aren't what we're interested in (although that would eventually be nice and handy). We've handled the licensing already, so that isn't the issue.
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