Member
Join Date: Aug 2018
Posts: 29
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I can't seem to find a way to satisfy the specialist wizard spell list requirement. I added 11 cantrips with at least one abjuration cantrip. And I added 9 first-level spells with at least one being abjuration. But the app still reports that I need to add more spells, but if I do it reports that I need to remove a spell.
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#61 |
Senior Member
Join Date: Aug 2008
Posts: 302
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From what I see, the spellbook has the Arcane bit and the School bonus bit, but the school is adding the same as the regular Arcane section. I added the one spell from the Diviner selection on mine, then chose the rest from the arcane selection, it is seemed to work, except Diviner still wants me to choose the rest of the spells I had already choosen with the arcane selection.
Hope that makes sense. |
#62 |
Senior Member
Join Date: Jun 2016
Posts: 205
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#63 |
Senior Member
Join Date: Aug 2008
Posts: 302
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After the update, the spellbook on my character is fixed, and I have no errors now. Seems they removed/combined with arcane the specialist schools having a separate entry for the spellbook.
It also has me preparing an extra spell for the cantrips, is that right? Thanks, LW, for the update. |
#64 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Quote:
From the PDF: ARCANE SCHOOLS If you choose to specialize in an arcane school, you gain an extra spell slot for each level of spell you can cast. You can prepare only spells of your chosen arcane school in these extra slots. In addition, you can prepare an extra cantrip of your chosen school. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
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#65 |
Senior Member
Join Date: Jun 2016
Posts: 205
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OP updated.
Cleared out the clutter as well. Decided no need to show the old bugs. Thanks DEV team for the hard work! Clearly using the industrial strength can of RAID. |
#66 |
Senior Member
Join Date: Jul 2008
Posts: 1,321
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Alchemy/Alchemist Bugs:
If non-Weapon Alchemy Items are purchased, they are always treated as Equipped. (Reported) The Alchemist Class has no support for daily preparation of Alchemical Items. This no doubt ties in to not having proper support for Alchemical Formula Books. (Reported) The Alchemist Class has no support for the Quick Alchemy class feature, no shock I suppose. (Mentioned in the above report) The Alchemist Class has no support for the Empowered Bombs class feature. (I didn't bother to report this one) Currently Running: Pathfinder Second Edition Currently Playing: Pathfinder First Edition, Star Trek Adventures Former HL Games: D&D 4e & 5e, Mutants & Masterminds 2E & 3E, Savage Worlds |
#67 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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This appears to be a opps as it was not finished and no note about it not being implemented added. This is a real bug that should be reported so that it can be fixed. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
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#68 |
Senior Member
Join Date: Jul 2008
Posts: 1,321
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How many times do I need to repeat the qualifier "Non-weapon"? The issue doesn't come up with Bombs.
Currently Running: Pathfinder Second Edition Currently Playing: Pathfinder First Edition, Star Trek Adventures Former HL Games: D&D 4e & 5e, Mutants & Masterminds 2E & 3E, Savage Worlds |
#69 |
Senior Member
Join Date: Jul 2008
Posts: 1,321
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The Alchemist class, as it stands, has not been implemented. The fact that you can kludge around this does not change that.
During daily preparation, the Alchemist can make half-batches of any of the items in their formula book, without material cost but at a Resonance cost. These items are "real" but temporary; they lose potency at the end of a day (analogous to how a Wizard prepares spells). As it stands, there is no distinction in HLO between the temporary alchemical items the character can produce every day and any ones that the character produces by regular crafting, purchases, or finds; since any temporary items not used during the day "go away" and must be replaced (with the same or different items) during the next preparation, this is another cumbersome kludge the players has to find a workaround for. An Alchemist's formula book should be treated like a Wizard's spellbook, because that's basically what it is. This includes knowing what levels of formulas the character can add to the book, and prompting them to add their free ones when they level up. Alchemists should have a preparation panel where they select their temporary items for the day, with a persistent +/- counter so that it's both easy to maintain a standard loadout and easy to change it when desired. When the player clicks "Done", the temporary items should be added to the character and the proper amount of Resonance be deducted. The temporary items should be clearly distinguished from permanent items on the character, and they should be removed from the character when "Rest and Prepare" is clicked (which should probably bring up the new day's preparation panel). As an aside, there really ought to be an easy way to expend Bombs on the Play screen. With the amount of stuff an Alchemist carries it could potentially make a difference in Encumbered status during play. For Quick Alchemy, since there is no requirement that the item briefly produced be one that the Alchemist currently has as part of daily preparation, craft, purchase, or treasure, it would be nice if the formula book popped up and the item could be selected so that the specifications were there in front of the player (and of course take care of the Resonance deduction); given that those items only last briefly, a pop-up is probably best. Currently Running: Pathfinder Second Edition Currently Playing: Pathfinder First Edition, Star Trek Adventures Former HL Games: D&D 4e & 5e, Mutants & Masterminds 2E & 3E, Savage Worlds |
#70 |
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