Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Quote:
Unless some "crazy" new logic was added to HL this can not be done. HL only understands your current level it has no idea when you actually "took" a feat or ability. 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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#31 |
Junior Member
Join Date: Aug 2013
Location: SE Lower Michigan, USA
Posts: 3
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The free spells tracking seems to include the (3 + Int mod) free 1st level spells at 1st level, except the number seems to increase as the character's Int increases from the ability score increases every four levels. Shouldn't it only count the starting Int mod?
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#32 |
Member
Join Date: Apr 2016
Posts: 30
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Bug Report -
Unchained Auto Bonus Progression sources When applying an Armor Attunement bonus to clothing (non-armor), the Enhancement bonus is applied directly to Armor Class, which falsifies your Touch AC. I am currently using this code to work around the issue: Code:
if (hero.child[ArmorClass].field[BonEnhance].value >= 1) then hero.child[ArmorClass].field[tACTouch].value -= hero.child[ArmorClass].field[BonEnhance].value endif |
#33 |
Junior Member
Join Date: Mar 2014
Posts: 3
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Quote:
I noticed the same thing. Also when I equipped a +4 intelligence headband it wanted to give me 2 more free spells. I'm pretty sure it isn't supposed to work that way. Or am I wrong? Is this a bug? |
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#34 |
Senior Member
Join Date: Aug 2013
Location: Alabama
Posts: 254
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#35 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Our understanding is that because all permanent increases to attributes are retroactive you do get extra starting spells. Think about it, you get extra starting languages, extra skill points for previous levels, why would spells be any different?
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#36 |
Senior Member
Join Date: Jul 2008
Posts: 1,321
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Since the rule states that "The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook", does Hero Lab enforce the level of new spells added?
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 |
#37 |
Senior Member
Join Date: Apr 2012
Location: London, England
Posts: 176
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Is the skill points per level adjustment part of the community pack or part of herolab? I've submitted a bug report that skill points per level can't be overridden form Eldritch Scoundrel - but thought i'd raise it here in case it's part of the Pack.
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#38 |
Senior Member
Join Date: Apr 2012
Location: London, England
Posts: 176
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posted in the wrong thread, sorry
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#39 |
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