Senior Member
Join Date: Jan 2011
Location: Quebec, QC, Canada
Posts: 464
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Thanks again for the Racial adjustment... amazingly fast!
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#281 |
Junior Member
Join Date: Sep 2012
Posts: 1
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Someone mentioned the bestiary to the 1st AP of Shattered Star was available? Where can I see it?
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#282 |
Senior Member
Volunteer Data File Contributor
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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Quote:
Its in the "Community Bestiary". 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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#283 |
Member
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I can confirm. I had to make a couple of tweaks to the .ZIP file that contains the .POR files. The one that springs to mind is the very first encounter in the game (trying to avoid spoilers here) where the beasties have 6 hp but have 9 in the POR. Easy fix. Other than that have been going through the PORs in prep for the game, which is tomorrow, and it's pretty awesome. You guys and gals (I assume) do the rest of us one hell of a service and I know I appreciate it deeply.
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#284 |
Senior Member
Join Date: Nov 2011
Location: South Riding, VA
Posts: 841
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Oops. Thanks for the catch Cullyn. (I entered the max hp for the critters instead of the average hp) I fixed it and will send it on to ShadowChemosh for inclusion in the next update.
FYI, there are some cases where what is in the book does not line up with what HL generates. I try to keep it as close to the book as I can, but sometimes I make a judgement that what is printed has an error (for example a creature having the wrong number of skill ranks that are allowed for its HD is one I have run into from time to time). In these cases I go with what HL generates. |
#285 |
Member
Join Date: Nov 2010
Posts: 70
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So, I'm making up all the NPC's for Wake of the Watcher, as they don't seem to be in the downloadable .por files. I've come up with two issues, one related to the files, and one to HeroLab itself.
First, I'm using frumple's version of the Divine Guardian template, as it seemed to be the better of the two that were available (the other gave all of the abilities regardless of base creature's level). However, it only gives Knock 1/day, not 3/day as it should. Not a big deal, but I could see it causing issues for others. Secondly, I've never used HL on the GM's side before to make monster encounters, particularly those imported from existing modules. Is there an easy way that I'm just currently being blind to for adjusting a bestiary monster's skills/feats/languages that are preselected? It seems that they're locked in place once I select the creature--so (for example) that same Divine Guardian has to use 'Personal' tab adjustments to reduce skill totals and increase skill points to get to the right totals. Is this right, or am I missing something there? |
#286 |
Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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If you select it all the standard skills / feats will be reset allowing you to adjust the base creature to your hearts content! Dormio Forte Somnio Community Created Resources : Data Package Repositories : d20pfsrd Custom Character Sheets Community Server Setup (Packs) Hero Lab Help- Video Tutorials and Pathfinder FAQ Created by the community for the community
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#287 |
Senior Member
Volunteer Data File Contributor
Join Date: May 2010
Location: Mountlake Terrace, Washington
Posts: 407
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With the new upgrade I had to delete a community file (PFRPG_Tome_of_Horrors_frumple) otherwise it would just load in recovery mode. Now that I've done that, I'm getting an error:
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#288 |
Junior Member
Join Date: Nov 2009
Posts: 19
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Quote:
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#289 |
Senior Member
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For the tome of horrors error, it gives you the filename and line that's causing the problems.
Comment out: <thing id="xImmRust" Making sure you comment out the entire 'thing' definition for xImmRust. Working fine for me with that one change. BoomerET |
#290 |
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