Thread: Druid Wild Shapes (for 5E)
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February 14th, 2019, 22:19 #71
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February 15th, 2019, 01:33 #72
- Join Date
- Jun 2018
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- 112
Anything you need help with minty?
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February 15th, 2019, 01:34 #73
- Join Date
- Jun 2018
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- 112
Damned, that graphic is epic!
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February 15th, 2019, 02:14 #74
That cartoon is great, thanks damned.
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February 15th, 2019, 02:21 #75
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February 15th, 2019, 02:24 #76
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February 15th, 2019, 16:22 #77Discord for my Games: https://discord.gg/4xD6AKu
My Current Campaigns: Lilly's Dumpster Fire of Doom & A Lazy Sunday with Lilly
If you want to help me out with subscriptions/mods/resources you can donate to my Paypal.me
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February 21st, 2019, 01:54 #78
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- Oct 2017
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This is so helpful!!!! Thank you so much!!!
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February 22nd, 2019, 08:52 #79
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- Dec 2018
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- England, UK
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Hi Minty23185Fresh,
This extension is superb. Have tested it a few times and all is good.
The campaign my small group are about to run includes a custom character class Morph (taken from the 'A Touch Of Class' supplement from EN World EN5ider). Characters of this class are shapeshifting specialists and have the Shapeshift Class Feature. This functions in the same way as the Druid Wild Shape with a few minor differences ( for example - max CR at different levels are higher than the Druid).
I was hoping to use your extension to make creating the shapeshifted character easier. However, it doesn't work and reports back 'Only works with Druid Class' or words to that effect.
Can you let me know if there are any key words or phrases within the Druid Class that the extension needs to see? I might then be able to modify my custom class accordingly.
Thanks in advance for any help you can provide.
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February 22nd, 2019, 20:43 #80
For the class, the extension is looking for the class name. It must be “Druid”. The class name appears up in header or title bar, at the top of the class editor dialog.
The extension also rejects all NPCs other than “Beasts” and the four elementals (air, fire, earth and water). The NPC type (available in the NPC editor dialogue) must be either “Beast” or “Elemental”, and if it’s “elemental” the name must be one of the four (“Air Elemental”, ...). I can’t remember if it’s case sensitive. Use whatever case is already being used in the dialogue.
It is interesting that you should mention this... I’ve been thinking about adding support for custom overrides. NPC types, class types, class level requirements, etc. (Class level restrictions are not supported now, but will be when I implement the “magic” damage type at level 6 that ffugita requested.) I won’t get around to the custom overrides for at least a month though, too many other thing yet to do. So that won’t help you in the immediate future.
Thanks for the compliments. If you have other questions, just ask.
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