Lone Wolf Development Forums  

Go Back   Lone Wolf Development Forums > Hero Lab Forums > HL - Pathfinder Roleplaying Game
Register FAQ Community Today's Posts Search

Notices

Reply
 
Thread Tools Display Modes
Diego
Junior Member
 
Join Date: Aug 2012
Posts: 18

Old April 11th, 2015, 10:36 PM
I am trying to make a arcane duelist bard, but apparently the 5th level bonded weapon ability isn't implemented in Hero Lab.

I am doing something wrong or really that ability isn't implemented for some reason?

Searching the forum hasn't got me anything useful.
Diego is offline   #1 Reply With Quote
charlieluce
Senior Member
 
Join Date: Jul 2008
Posts: 1,321

Old April 12th, 2015, 09:05 AM
When I try it, the ability appears in the Special and In-Play tabs.

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
charlieluce is offline   #2 Reply With Quote
Diego
Junior Member
 
Join Date: Aug 2012
Posts: 18

Old April 12th, 2015, 02:43 PM
But as a bonded item it has other properties, and should be chosen in the abilities.

Finding it in the in play section a bit reductive.
Diego is offline   #3 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old April 12th, 2015, 03:37 PM
Quote:
Originally Posted by Diego View Post
But as a bonded item it has other properties, and should be chosen in the abilities.

Finding it in the in play section a bit reductive.
What "other" properties are you expecting? It allows you to cast one extra spell per day and the "item" can be enchanted as if you have Craft Arms and Armor feat. So not sure what what you need to choose. The one extra spell per day displays on the In-Play tab.....

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.
ShadowChemosh is offline   #4 Reply With Quote
Diego
Junior Member
 
Join Date: Aug 2012
Posts: 18

Old April 12th, 2015, 09:04 PM
Quote:
Originally Posted by ShadowChemosh View Post
What "other" properties are you expecting? It allows you to cast one extra spell per day and the "item" can be enchanted as if you have Craft Arms and Armor feat. So not sure what what you need to choose. The one extra spell per day displays on the In-Play tab.....
Quote:
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Quote:
Arcane Bond (Ex): At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one addition spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.
A bit more than "it allow you to cast an extra spell and enchant it".
The HL developers feel that is necessary to have a bonded object as a specific item if you are a wizard. The bard feature don't change anything about how it work (beside allowing the bard to cast his spells using the weapon for the somatic components) so it seem logic to have it treated as a wizard bonded object,

In particular "If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly." change the bard abilities in a big way.

Last edited by Diego; April 12th, 2015 at 09:07 PM.
Diego is offline   #5 Reply With Quote
Aaron
Senior Member
 
Join Date: Oct 2011
Posts: 6,793

Old April 13th, 2015, 07:30 AM
So you're thinking that the description of the bard ability should append the information from the base wizard version it references? In that case, please report it as a bug, should be pretty easy to fix.
Aaron is offline   #6 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old April 13th, 2015, 10:22 AM
@Diego please remember if you find anything you question your best bet is to report it as a BUG HERE to get a response from LW.


Quote:
Originally Posted by Diego View Post
A bit more than "it allow you to cast an extra spell and enchant it".
The HL developers feel that is necessary to have a bonded object as a specific item if you are a wizard. The bard feature don't change anything about how it work (beside allowing the bard to cast his spells using the weapon for the somatic components) so it seem logic to have it treated as a wizard bonded object,
Really? Lets take a look....

Quote:
Originally Posted by Diego View Post
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
No choice the Bard always gets a weapon so nothing to do here.

Quote:
Originally Posted by Diego View Post
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
So you can easily add the MW Weapon to your character, on the Weapons tab, please note that items can not be added through scripts. So nothing here for HL software to do.

Quote:
Originally Posted by Diego View Post
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
So this is tracked correctly on the In-Play tab as mentioned. So here we are good.

Quote:
Originally Posted by Diego View Post
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
Crafting magic items is really done in the story and with your DM. So once you work that out you simply go to the "Weapons" tab and add the magic properties to your already MW weapon. So nothing here for HL to do. If you need to pay for this you can do so on the "Journal" tab by putting in a negative value.

Quote:
Originally Posted by Diego View Post
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
HL does not currently track HP for items. If you need to Pay to replace the item then you can simply do this on the "Journal" tab by putting in a negative value.

Maybe what Aaron said is correct that you are just looking for more of the above text in the ability? Otherwise I am not understanding still what you think should be in coded in HL? I ask this because your first post uses the wording of "isn't implemented" which is the wording HL uses when an ability is not scripted/coded to work.

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.
ShadowChemosh is offline   #7 Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -8. The time now is 06:03 PM.


Powered by vBulletin® - Copyright ©2000 - 2024, vBulletin Solutions, Inc.
wolflair.com copyright ©1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.