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risner
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Join Date: Jun 2010
Posts: 623

Old February 18th, 2011, 06:31 PM
Issues:

1) Rosewood Armor (Adventures Armory) bootstraps a weapon "Armor Spikes (Rosewood)" but this weapon doesn't show up when the armor is worn in the weapon list.

2) Lucerne hammer (APG) has Reach, shows it has Reach in the ? pop up, but when printed it only says Brace. This might be a truncation problem.

3) Bellis Log Roller (Andoran, Spirit of Liberty) says "CMB when attempting to resist trip attacks" and I wonder if they meant CMD? If so, it doesn't apply the bonus to CMD vs Trip.

4) Missing "special" languages from Seeker of Secrets p25 (the whole book is PFS allowed.) Anyone (including Mathis) is welcome to use.
Code:
  <thing id="lCovertGes" name="Covert Communique Gestures" description="The Pathfinder Society possesses a number of secret gestures, shorthand codes, and slang terms specific to the association. These furtive communications can vary wildly from region to region, with some being specific to certain venture-captains or initiate instructors under whom a particularPathfinder has studied.\n\nGestures: Pathfinders have a variety of gestures used to communicate silently in dangerous situations, or subtly across a crowded room. Though rarely as versatile as a naturally evolved sign language, these gestures can prove invaluable, and every Pathfinder picks up a handful during training, most relating to combat, directions, and hazards, often varying with the cohort of initiates to which a given Pathfinder belonged. Even when two Pathfinders’ signs differ significantly, certain gestures common to all who’ve studied in the Grand Lodge can go a long way toward establishing that an inquisitive stranger is in fact a fellow member of the Pathfinder Society.\n\nAppears in Seeker of Secrets p25" compset="Language" summary="Secret Pathfinder Society Gestures.">
    <usesource source="CSSeekerSe"/>
    <tag group="Helper" tag="SecretLang"/>
    </thing>
  <thing id="lCovertSla" name="Covert Communique Slang" description="The Pathfinder Society possesses a number of secret gestures, shorthand codes, and slang terms specific to the association. These furtive communications can vary wildly from region to region, with some being specific to certain venture-captains or initiate instructors under whom a particularPathfinder has studied.\n\nSlang: When speaking among themselves, Pathfinders\nsometimes use slang to keep the details of their conversations private. Pathfinders from the same homeland might employ local terms or pidgin versions of various languages, but almost all Pathfinders are capable of communicating in the slang of Grand Lodge initiates. Pathfinders using initiate slang gain a +2 bonus to Bluff checks to transmit secret messages to other Pathfinders and a +2 bonus to Sense Motive checks to discern a secret message from a Pathfinder using Bluff.\n\nAppears in Seeker of Secrets p25" compset="Language" summary="Secret Pathfinder Society Slang.">
    <usesource source="CSSeekerSe"/>
    <tag group="Helper" tag="SecretLang"/>
    </thing>
  <thing id="lCovertCip" name="Covert Communique Cipher" description="The Pathfinder Society possesses a number of secret gestures, shorthand codes, and slang terms specific to the association. These furtive communications can vary wildly from region to region, with some being specific to certain venture-captains or initiate instructors under whom a particularPathfinder has studied.\n\nCiphers: Pathfinders often\nuse cryptic shorthand or full- on codes and ciphers to take notes in the field, protect their discoveries from competing agents, leave messages and warnings, or otherwise convey written words without being entirely open to non-Pathfinders. Some of these are simple letter-substitution ciphers or obscure languages written backward, while others are keyed to specific code words that change at regular intervals (often with the date of a journal entry), making them almost\nimpossible for anyone other than the owner to crack.\n\nAppears in Seeker of Secrets p25" compset="Language" summary="Secret Pathfinder Society Cipher.">
    <usesource source="CSSeekerSe"/>
    <tag group="Helper" tag="SecretLang"/>
    </thing>
5) Dawnflower/Sacred is pretty easily fixed by having Dawnflower look for a live Sacred Conduit, here is code that I going to use in local edits for players to not get confused. Anyone is welcome to use it
Code:
  <thing id="trDawn" name="Dawnflower Initiate (fixed)" description="{b}You must be from the listed region to select this trait:{/b} Osirion\n\nWell-versed in the text of The Birth of Light and Truth, you have taken the words of Sarenrae’s teachings to heart. The Cult of the Dawnflower’s introduction to Osirion from the East is pivotal to the philosophies and character that now ingrain Osirion’s people. You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you." compset="Trait" summary="You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you." replaces="trW1DawnIn" uniqueness="unique">
    <comment>Wayfinder#1 pg2</comment>
    <fieldval field="usrCandid1" value="thingid.wScimitar|thingid.cClrChan|thingid.skKnowRel"/>
    <usesource source="PathLegacy" parent="PathSRD" name="Legacy of Fire"/>
    <usesource source="Wayfinder1" parent="UserParent" name="Wayfinder #1"/>
    <tag group="trCategory" tag="Regional" name="Regional" abbrev="Regional"/>
    <tag group="ChooseSrc1" tag="Thing" name="All Things" abbrev="All Things"/>
    <tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
    <tag group="SpecType" tag="Skill" name="Skill Modifiers" abbrev="Skill Modifiers"/>
    <eval phase="PreLevel" priority="5000" index="2"><![CDATA[~Pre-Levels 5,000
      ~ If we've not chosen anything, get out
      doneif (field[usrChosen1].ischosen = 0)

~If scimitar selected make the character proficient
if (field[usrChosen1].chosen.pulltags[thingid.wScimitar] = 1) then
      foreach pick in hero where "IsWeapon.wScimitar"
        perform eachpick.assign[Broadcast.WepProf]
      nexteach
endif
~If Know(Religion) selected make it a class skill
if (field[usrChosen1].chosen.pulltags[thingid.skKnowRel] = 1) then
   #makeclassskill[skKnowRel]
endif
~If Channel Energy selected give it a +1 to the DC
if (field[usrChosen1].chosen.pulltags[thingid.cClrChan] = 1) then
      if (hero.childlives[trSacrCond] = 0) then
           #dc[xChannel] += 1
           ~also add to the DC of our help
           #dc[fComUnHelp] += 1
           #dc[fTurUnHelp] += 1
      endif
endif]]></eval>
    <eval phase="PreAttr" priority="5000">~Pre-Attributes 5,000
#skillbonus[skKnowRel] += 1
~#makeclassskill[skAppraise]</eval>
    </thing>
risner is offline   #61 Reply With Quote
risner
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Posts: 623

Old February 18th, 2011, 06:53 PM
6) Cloak of the Crusader is fixed to allow Arazni (thanks) but it doesn't check to see if equipped before adding the Natural AC. It is equipped in the character, but I might have it unequipped ;-)
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risner
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Old February 18th, 2011, 08:21 PM
7) Hmm, I tried to add Armor Spikes to the Rosewood Armor by editing the existing armor. When I did, the "Set" button was there to set the price, but the area that would show the pp/gp/sp/cp section/value doesn't exist. Clicking "Set" produces four:
"Attempt to access transaction pick from script when no transaction context exists."
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risner
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Old February 18th, 2011, 10:44 PM
Sorry for the spam of issues, I built 3 characters today (for me and others) and ran into all kind of issues.

8) It seems I have screwed up my journals. I have them entered in order on the program (one goes one direction, the other goes the other direction) and they look find (and have the correct dates) in the program. But when I print out the sheet, they seem to be randomly arranged and I can't seem to determine the order. I tried to manually shift the order in the .por file but there must be something other than "first appearance in file" that dictates the order?
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egg_green
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Join Date: Aug 2007
Posts: 103

Old February 19th, 2011, 11:47 AM
This was mentioned in a post back in September, but I thought I'd bring it up again in case you missed it. The description for the spell "Crafter's Curse", from the APG, is incorrect. It reads, "Subject gains +5 on next Craft check." The spell should give a -5 penalty on the next Craft check.

Thanks!
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shieldknight
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Join Date: Oct 2010
Posts: 26

Old February 19th, 2011, 05:22 PM
When I select the Street Performer Archetype, it limits the number of times per day that I can add the Streetwise ability. According to the APG, there is no limit to the number of times per day this can be used. It should just be a hard modifier that is always applied.

Thanks
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risner
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Old February 19th, 2011, 09:31 PM
9) Pale Green Ioun Flawed also adds a morale bonus to attacks and this isn't counted in CMB.
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Maidhc O Casain
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Location: Jonesboro, AR (USA)
Posts: 858

Old February 20th, 2011, 08:36 AM
Quote:
Originally Posted by Mathias View Post
In the description of the Animal Type (Bestiary, pg. 306), it says "Proficient with no armor unless trained for war."

Rather than restricting it to light armor proficiency, I've interpreted this as meaning that the Combat Training trick (from animal handling) grants light, medium, and heavy armor proficiencies.

Otherwise, the riding dog as listed in the bestiary would not be proficient with the scale barding it's pictured in (admittedly, an illustration shouldn't be relied upon for this sort of thing). I haven't seen anything else that suggests a war-trained animal should need to purchase additional armor proficiencies. As 2 HD creatures, if they receive light armor proficiency free from combat training, the riding dog and horse don't have the feat slots available to purchase both medium and heavy armor proficiencies. So how do you get a mount in full plate barding?

If anyone's seen any errata or official answers that support this or refute it, I'm happy to alter my interpretation of the rules.
Apologies if this has been covered - I used my feeble search-fu to try and find it but didn't see another mention.

According to Jason Buhlman in the (FAQ, Combat Training does not grant armor proficiency. I made a Druid with a tiger companion and noticed that HL is still granting all of the armor proficiencies with the Combat Riding trick - any chance of this getting fixed in the next update?

Quote:
Originally Posted by Jason Buhlman
Does training an animal using Handle Animal to be Combat Trained (pg 98 in the Core Rulebook) grant it Light Armor Proficiency?

No, using Handle Animal to train an animal, or mount, in this way does not grant it a free bonus feat. It is not unreasonable, however to assume that an animal specifically designed to be ridden (such as a horse or dog) could be purchased with Light Armor Proficiency as one of its feats (swapping out Endurance or Skill Focus respectively) for the same cost. (JMB, 10/21/10)

–Jason Bulmahn (10/21/10)
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ShadowChemosh
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Old February 20th, 2011, 10:56 AM
Quote:
Originally Posted by Mowgli View Post
According to Jason Buhlman in the (FAQ, Combat Training does not grant armor proficiency.
I created a community add-on months ago that makes this change. Just download from d20pfsrd from the zMisc folder. Its called PFRPG_AnimalCompanionArmorRAW.user and just drop it in your Data\Pathfinder folder and your done.

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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overdark
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Old February 20th, 2011, 11:35 AM
Hellknight Smite chaos doesn't add the bonus to attack (from Wisdom), it adds in the bonus to damage (including double when that is activated). Shouldn't it have an entry under 'Tracked Resources' as well?
-EDIT- Hellknight armor abilities now work with created custom/magic armor. Awesome!!
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