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Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858
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Not sure if this is a bug or an unavoidable aspect of the program. When I change one of my custom class specials and test it, all of the class levels already applied to the hero lose many of the choices applied to them.
For example, in the custom Ranger we've been working on, I change the Fast Movement class special. Levels two, three and four go red, the HP for those levels are set to zero, the class abilities (combat style, bonus feat and favored enemy) are set to zero and he loses his previously detailed animal companion), and his choice of class from his 'Finding Haleen' trait is deleted. This is a two minute fix at his current level, but I can see it being a pretty big deal if one is making a higher level character and needs to change a custom . . . Last edited by Maidhc O Casain; November 24th, 2009 at 03:50 AM. |
#41 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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#42 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Quote:
I can't find a mention of Blindsense 0'. Blindsense 60' is present at 20th level. All the races' heights and weights haven't been converted over from the d20 versions yet. |
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#43 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Quote:
I've done my best to give information to the user through the ? next to each editor entry as to what sort of information belongs in that field. |
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#44 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Quote:
If you're trying to build a replacement for the class your current character is using, may I recommend you do your testing on a new character, instead? Once you're done, then load the real character. |
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#45 |
Senior Member
Join Date: Nov 2009
Location: Jonesboro, AR (USA)
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Ah, and since changing a class special is changing the class it actually has to delete and re-add the entire class . . . I get it.
So my current understanding is if I load the character I've already made after I've tested/saved the changes the old levels won't be deleted. |
#46 |
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Join Date: Sep 2009
Posts: 55
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#47 |
Junior Member
Join Date: Sep 2009
Posts: 26
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minor error
spells and powers list Flaming Sphere as 2d6 damage it should be Flaming Sphere School evocation [fire]; Level druid 2, sorcerer/wizard 2 Casting Time 1 standard action Components V, S, M/DF (tallow, brimstone, and powdered iron) Range medium (100 ft. + 10 ft./level) Effect 5-ft.-diameter sphere Saving Throw Reflex negates; Spell Resistance yes A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range. |
#48 |
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Join Date: Mar 2009
Posts: 16
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I believe that if you have at least 1 level of the appropriate class, the minimum "appropriate class" modifier is +1. So at 1st thru 3rd level, the modifier is +1, than at 4th-5th, the modifier is +2, and so on. I don't have the PF book in front of me, however, so I'm going off memory.
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#49 |
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Lone Wolf Staff
Join Date: May 2005
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#50 |
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