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E-Tools: Implementing PrCs
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<blockquote data-quote="Therigwin" data-source="post: 311872" data-attributes="member: 6679"><p>Well, I did it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p><p>I added the shifter prestige class from Master of the Wild.</p><p></p><p>Thanks for the help Feaelin! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>I had a problem with info Class Requirements.</p><p>There was no way to do the pre req of spell caster level or the polymorph self, wild shape. so this is what I did.</p><p></p><p>I created a new feat called Shifter PreReq.</p><p>I made it a special feat and then went into the info Feat Class Prereq Table and added entries for Wizard, Druid, Sorceror, and Ranger. I set it the appropiate level where they get 3rd level spells and wild shape / polymorph. </p><p></p><p>Now the next step I guess is I could add it as a class feature to all those pre-existing classes, but I think I will just make my players spend a feat. That way I can make sure they actually selected the polymorph spell for their spell list. And I don't mind if this feat shows up on the DM tab. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>Oh, here is a stat block for ya (using Eric Noah's new stat block sheet)</p><p>Aera: Female Elf, High Drd5/Shifter2; Medium Humanoid ; HD 5d8+5 (Druid), 2d8+2 (Shifter); hp 49; Init +3; Spd 30; AC 19; Atk +4 base melee, +7 base ranged; +5 (1d6+1, +1 Scimitar); SQ: Elven traits (Ex), Immunity: Sleep (Ex), Low-light vision (Ex); Class Features: Druid: Secret Language: Druidic, Spells, Druidic armor, Druidic weapons, Animal Companion, Nature Sense, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape (1x/day); Shifter: Greater WS (Small or Medium, humanoid shape), Greater Wild Shape (1x/day), Greater WS (animal, monstous humanoid shp); Racial Features: +2 Will bonus to Enchantment spells; AL N; SV Fort +8, Ref +7, Will +6; STR 10, DEX 16, CON 12, INT 12, WIS 15, CHA 8.</p><p>Possessions:</p><p>Weapons: +1 Scimitar.</p><p>Armor: +2 Leather.</p><p>Shields: Darkwood Shield.</p><p>Skills: </p><p>Animal Empathy +9, Concentration +9, Disguise +7, Knowledge (nature) +9, Listen +7, Search +3, Spellcraft +8, Spot +6, Wilderness Lore +9. </p><p>Feats: </p><p>Alertness, Endurance, Multiattack, Shifter Pre Req.</p><p>Spells Known (Drd 5/4/3/1): 0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st - Animal Friendship, Calm Animals, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Invisibility to Animals, Magic Fang, Obscuring Mist, Pass without Trace, Shillelagh, Summon Nature's Ally I; 2nd - Animal Messenger, Animal Trance, Barkskin, Charm Person or Animal, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Heat Metal, Hold Animal, Lesser Restoration, Produce Flame, Resist Elements, Soften Earth and Stone, Speak with Animals, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape; 3rd - Call Lightning, Contagion, Cure Moderate Wounds, Diminish Plants, Dominate Animal, Greater Magic Fang, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Elements, Remove Disease, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing.</p><p>Spells Prepared (Drd 5/4/3/1): 0 - Detect Poison, Guidance, Light x2, Resistance; 1st - Calm Animals, Cure Light Wounds, Entangle, Faerie Fire; 2nd - Charm Person or Animal, Delay Poison, Resist Elements; 3rd - Speak with Plants.</p><p>Animal, Wolf: None Animal, Wolf ; CR 1;Medium Animal ; HD 2d8+4 (Animal); hp 13; Init +2; Spd 30, 50; AC 14; Atk +2 base melee, +3 base ranged; +3(1d6+1, Bite);SA: Trip (Ex); SQ: Scent (Ex); AL N; SV Fort +2, Ref +2, Will +1; STR 13, DEX 15, CON 14, INT 1, WIS 12, CHA 6.</p><p>Skills: Hide+3, Listen+6, Move Silently+4, Spot+4. </p><p>Feats: Weapon Finesse.</p></blockquote><p></p>
[QUOTE="Therigwin, post: 311872, member: 6679"] Well, I did it. :D I added the shifter prestige class from Master of the Wild. Thanks for the help Feaelin! :) I had a problem with info Class Requirements. There was no way to do the pre req of spell caster level or the polymorph self, wild shape. so this is what I did. I created a new feat called Shifter PreReq. I made it a special feat and then went into the info Feat Class Prereq Table and added entries for Wizard, Druid, Sorceror, and Ranger. I set it the appropiate level where they get 3rd level spells and wild shape / polymorph. Now the next step I guess is I could add it as a class feature to all those pre-existing classes, but I think I will just make my players spend a feat. That way I can make sure they actually selected the polymorph spell for their spell list. And I don't mind if this feat shows up on the DM tab. :) Oh, here is a stat block for ya (using Eric Noah's new stat block sheet) Aera: Female Elf, High Drd5/Shifter2; Medium Humanoid ; HD 5d8+5 (Druid), 2d8+2 (Shifter); hp 49; Init +3; Spd 30; AC 19; Atk +4 base melee, +7 base ranged; +5 (1d6+1, +1 Scimitar); SQ: Elven traits (Ex), Immunity: Sleep (Ex), Low-light vision (Ex); Class Features: Druid: Secret Language: Druidic, Spells, Druidic armor, Druidic weapons, Animal Companion, Nature Sense, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape (1x/day); Shifter: Greater WS (Small or Medium, humanoid shape), Greater Wild Shape (1x/day), Greater WS (animal, monstous humanoid shp); Racial Features: +2 Will bonus to Enchantment spells; AL N; SV Fort +8, Ref +7, Will +6; STR 10, DEX 16, CON 12, INT 12, WIS 15, CHA 8. Possessions: Weapons: +1 Scimitar. Armor: +2 Leather. Shields: Darkwood Shield. Skills: Animal Empathy +9, Concentration +9, Disguise +7, Knowledge (nature) +9, Listen +7, Search +3, Spellcraft +8, Spot +6, Wilderness Lore +9. Feats: Alertness, Endurance, Multiattack, Shifter Pre Req. Spells Known (Drd 5/4/3/1): 0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st - Animal Friendship, Calm Animals, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Invisibility to Animals, Magic Fang, Obscuring Mist, Pass without Trace, Shillelagh, Summon Nature's Ally I; 2nd - Animal Messenger, Animal Trance, Barkskin, Charm Person or Animal, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Heat Metal, Hold Animal, Lesser Restoration, Produce Flame, Resist Elements, Soften Earth and Stone, Speak with Animals, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape; 3rd - Call Lightning, Contagion, Cure Moderate Wounds, Diminish Plants, Dominate Animal, Greater Magic Fang, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Elements, Remove Disease, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing. Spells Prepared (Drd 5/4/3/1): 0 - Detect Poison, Guidance, Light x2, Resistance; 1st - Calm Animals, Cure Light Wounds, Entangle, Faerie Fire; 2nd - Charm Person or Animal, Delay Poison, Resist Elements; 3rd - Speak with Plants. Animal, Wolf: None Animal, Wolf ; CR 1;Medium Animal ; HD 2d8+4 (Animal); hp 13; Init +2; Spd 30, 50; AC 14; Atk +2 base melee, +3 base ranged; +3(1d6+1, Bite);SA: Trip (Ex); SQ: Scent (Ex); AL N; SV Fort +2, Ref +2, Will +1; STR 13, DEX 15, CON 14, INT 1, WIS 12, CHA 6. Skills: Hide+3, Listen+6, Move Silently+4, Spot+4. Feats: Weapon Finesse. [/QUOTE]
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