I was just wondering if there was an adjustment to change the Type (humanoid, construct, etc.) of a creature. Was just trying to figure out how to make the adjustment.
|
Quote:
I have had some ideas on how to handle this but nothing I have had time to implement. Basically you would need a new chooser table to allow the selected Types to become live on a character. The same type of way you would add a "feat" to a character. :) |
Probably could do this with a template easily enough, if you're looking for a quick and dirty method with plenty of examples to look at.
|
Quick request.. if possible.
I think an adjustment to change the weight of something would be great. You would select the item you want to change, and then select either new weight or +- what you wanted. I know you can change your ability to carry things, and not many people actually track weight limits. This came up with I took my pirate halfling bard/gunslinger and wanted to put on a clockwork arm wondrous item. (So he can carry a specific gun from Skull and Shackles). Not only did the 25 lbs of the wondrous item not go down for a small creature (vs normal medium), but in game I only replaced my hand, not the entire arm. It would be great to change the weight (with DM approval of course). Just a thought. I don't know a ton about the innerworkings of Hero Lab, but it does not sound like something that would be too hard. I know you are super busy Shadow, so if its low on the queue I totally understand. Just sounds like a good Adjustment. Thanks! |
Quote:
The next release will be "soon"... :) |
Quote:
|
Quote:
|
Quote:
|
The release of the new "Pathfinder Pack" version 1.8 is out!
v1.8 May 25, 2017 Bug Fixes
|
Couple of Pack Highlights...
1) Mythic Psionics including the overmind path is available. Psionics Augmented 7th Path book is in the Pack! Great work Quintain & Roadie. 2) **READ ME** The "Dual Disciple" Psion archetype has been enhanced to better support multiple disciplines. After adding a second discipline you will be required to make one Primary and one Secondary. If you have an existing character with the "Dual Disciple" Psion archetype your secondary discipline will be "removed" when you open the character. You will need to re-select the secondary discipline. 3) Two new conferred adjustments will help the Rogue/Magus characters. -Combat: Sneak Attack Effects gives a dropdown of special attacks that can be applied to sneak attack on the In-Play tab. Plus gives a activation button that can be used to help remind yourself which effect is active. -Magus: Arcane Pool gives new options on the In-Play tab for the magus class allowing the ability to select any weapon (magic or non-magic) and enchant it. This means you can apply +1 to +5 magic bonus and special magical properties like flaming. 4) Authoring note. Two Psionic classes special abilities (Psion Disciplines and Psychic Warrior Path) have been moved to their own editor tabs. This allows others to more easily add in these classes special abilities. |
Thanks SC and all
|
I am having some small issues with the newest pack (I do not want to sound ungrateful, you guys do a great job with these! :D )
1. Aegis Customization pre-reqs: My character has Extra Arms, Lesser and Extra Arms and now has Extra Arms, Greater, but it is giving a validation error under Extra Arms, Greater that he does not have Extra Arms, Lesser. He just got Extra Arms, Greater from leveling so this may or may not have been an issue before the most recent update. I do know that some of the other pre-req issues were fixed in this update. 2. Gift Blade Archetype: My character had the Gifted Blade Archetype before the pack and now it is gone. I tried turning the "Free Gifted Blade for soulknives" option on and off and either way I was not able to add back the Gifted Blade Archetype. It is not listed under the list of options in Archetypes. It lists: Armored Blade, Cutthroat, Deadly Fist, Feral Heart, Nimble Blade, Shielded Blade, Soulbolt, and War Soul, but no Gifted Blade. My assumption is that some of the coding with the new change may have taken it off the list of options to take as a standard Archetype instead of a free Archetype. |
Quote:
Quote:
Quote:
In testing if I turn on "Free Gifted Blade for soulknives" the "High Psionics Gifted Blade" archetype appears. You sure this does not work for you right now? I understand its not suppose to work this way but it's an easy work around for now so your character works. I may put out a fix during the week as this is sort of major... :( |
Quote:
Quote:
I am using the Class Ability: Values adjustment to set Psychic Strike down to 0 dice. |
It looks like 1st the eval scripts for the latest change to the FGG Fire As She Bears User has a second eval script embedded in it -- I can't correct, as the editor says the file cannot be written when I try.
|
Quote:
|
Quote:
|
Another issue with the Gifted Blade archetype, and this existed prior to 1.8, was that at 5th level the known powers were 1 instead of 2.
This issue is exclusive to level 5. |
Quote:
|
Wayfinder Bestiary - Any plans to add it?
Wayfinder Bestiary? I'd love to have this as an option in Herolab.
|
v1.8 Bug Report (ShadowChemosh's Adjustments)
(First off, Shadow, thanks for adding the occult class Concentration skills!) Concentration: Kineticist is showing an incorrect value. I have a Level 2 Kineticist with +4 CON mod. The Concentration skill is showing Total Bonus +7 = +0 Ranks +6 (untyped). A quick look over the character doesn't suggest to me anything that should be generating the extra +1, either in feats/traits or racial mods. Another Kineticist I have is Level 1, with a +5 CON. It shows Total Bonus +11 = 0 Ranks +6 (untyped). The only thing I have on it which should modify Concentration is a trait granting a situational bonus which does appear as expected above the normal roll information. As a minor note, showing the class levels & stat mod as +6 (untyped) is inconsistent with other versions of the Concentraton skill which show the final value as the 'Total Bonus' with no other notes. I did check, however, and the 'Untyped' modifier is correctly changing according to level & stat mods. --- Further investigating, I created a new Kineticist. I bumped him immediately to level 3 and put in a 16 CON; at this point, the calculation appeared to be correct. However, I then put in a trait [Quantum Universit Graduate (Nex)], which should add a conditional +2 when casting an arcane spell (just for the situational mod; I realize that Kineticist's aren't arcane), and the Concentration changed to +2 Situational, +8 Total Bonus, +6 Untyped. I then added Combat Casting. The situational mod appears, but the skill is otherwise unchanged at +8 Total with +6 untyped. Adding another level went as expected, +9/+7. Adding Arcane Temper (a flat +1 Trait bonus to Concentration) modifies the Total Bonus, but not the Untyped (+10/+7). I hope the extra info helps with debugging. :) |
The easist way to track stuff like this down is a copy of your .por file. Can you send it to me at "my forum user id" at yahoo dot com. Thanks!
|
Quote:
|
Shadow, can you add a "Class Ability, Reduce Trackable" adjustment that reduces the number of uses per day a class ability can be used?
I tried the "Class: Values" adjustment and it would not reduce the usages per day on any of the five values. In this specific case, I want to take a Brawler's Martial Flexibility Class Ability and reduce the daily usages, without affecting the effective brawler level for activation time. Thanks :) |
Quote:
|
Quote:
|
Is there an existing adjustment that allows you to take a two-handed weapon (such as a quarterstaff) and set it to not add 150% Str mod (such as when you flurry with it?)
There are a lot of adjustments that are close to this that I found, but none that actually do this. |
Quote:
|
Looks like the first part of the Path of War errata (for everything but maneuvers) has been released. For the purpose of Hero Lab stuff it's mostly text changes, but there's also some changes to ranges, calculations (for example, Deadly Agility just being a straight replacement for Str including 1.5x damage for 2h weapons), and most bothersome to adjust, a bunch of class features that now specifically run off "initiation modifier" rather than a specific stat (as initiation modifier can be changed by archetypes).
|
Quote:
|
@SC When are you planning to release another update to your Community files? :)
|
Quote:
Thought maybe this week but having "production" issues at my real job site that is sucking up my time. So best I can say is "soon".... :( |
The HaveSpell feature needs to be modified to take into account classes that use spell lists defined by other classes (e.g Arcanist -> Sorcerer/Wizard).
|
Community Pack v1.8 Bug Report (FGG - Tome of Horrors)
The Jade Colossus, a 32 HD Construct, is showing up in Encounter Builder as CR 1/2. According to d20pfsrd.com, it should be CR 16. |
Quote:
It appears that the CR has not been set in the file. |
Quote:
|
The release of the new "Pathfinder Pack" version 1.9 is out!
This version has some fixes to resolve a couple major issues for those using Psionics. Thanks for those that reported the issue! :) v1.9 June 18, 2017 Bug Fixes
|
Glad to have contributed, will send more adds to the Monk your way as I make them ;)
There is a bug I haven't figured out yet, when taking Unfettered Kata, for some reason the BAB Bonuses are being applied to Unarmed Strike twice. So a first level is getting a listing of "+2" as their BAB on Unarmed. I thought maybe it was due to having "Fighting Style: Monk" as an Edge also, but even without that Edge it's occurring. |
Thank you SC!!!
|
Quote:
Will have to look into this. Don't know off the top of my head... |
All times are GMT -8. The time now is 04:26 PM. |
Powered by vBulletin® - Copyright ©2000 - 2024, vBulletin Solutions, Inc.
wolflair.com copyright ©1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.