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It got old adding a level of monk or other class to wildshape forms. I just could not get anywhere with eval scripts. Those keep adding in the racial armor and stack all the unamored defenses I then thought ok why don't I let the program do all the hard work, I'll bootstrap the unarmored defense code of classes. I have the following classes done for unarmored defense; monk, barbarian, stone sorcerers, and the mystic Immortal disciple unarmored defense. I did not add the Dragon Sorcerer and the Dragonborn variant feat. It has been said the wild shape must have scales to handle Dragon Sorc and the like. I had to first correct the Stone Sorcerer Stone Durability. The eval script is not as good as letting the program calc the 13 + con AC. I did figure out how to do a conditional bootstrap. The adjustment is based on this as well minus the hp gain. I suppose a case can be made for adding that extra hp to wild shape but since Tough do not even apply to wild shape I left that off. custom.txt
The text was updated successfully, but these errors were encountered:
After reflection, the monk adjustment also need to add in unarmored strike so I bootstrap in the Martial Arts. I am not going to try to mod in the level based stuff like monk damage, My head hurt as it is. custom.txt
It got old adding a level of monk or other class to wildshape forms. I just could not get anywhere with eval scripts. Those keep adding in the racial armor and stack all the unamored defenses I then thought ok why don't I let the program do all the hard work, I'll bootstrap the unarmored defense code of classes. I have the following classes done for unarmored defense; monk, barbarian, stone sorcerers, and the mystic Immortal disciple unarmored defense. I did not add the Dragon Sorcerer and the Dragonborn variant feat. It has been said the wild shape must have scales to handle Dragon Sorc and the like. I had to first correct the Stone Sorcerer Stone Durability. The eval script is not as good as letting the program calc the 13 + con AC. I did figure out how to do a conditional bootstrap. The adjustment is based on this as well minus the hp gain. I suppose a case can be made for adding that extra hp to wild shape but since Tough do not even apply to wild shape I left that off.
custom.txt
The text was updated successfully, but these errors were encountered: