Lone Wolf Development Forums (Drop Dead Studios) Spheres of Power: Official Support Thread
 Register FAQ Members List Search Today's Posts Mark Forums Read

 Notices Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528. If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com. - The Lone Wolf Development Team

Senior Member

Join Date: Feb 2015
Posts: 638

August 19th, 2016, 08:19 AM
No, he's right. His Tradition feats are being counted against his normal feat count as well.

I've added this to my to-do list for 1.10. In the meantime, I recommend using an Adjustment to clear your feat-count errors.

Last edited by TheIronGolem; August 19th, 2016 at 08:26 AM.
#141
Senior Member

Join Date: Mar 2013
Location: Melbourne, Australia
Posts: 742

August 19th, 2016, 05:28 PM
Apologies! I wasn't looking closely at the screenshot and it was the end of a very busy week. Sleep makes it easier to see things this morning that should have been obvious yesterday.
#142
runnetib
Junior Member

Join Date: Nov 2011
Posts: 26

August 19th, 2016, 09:22 PM
Quote:
 Originally Posted by EldritchWeaver Well, the CL 0 is treated as CL 1, so there is a minimum 1. It just doesn't help you in this scenario.
I was figuring 10 +(minimum 1)+ wis 3= 14. If the minimum 1 is present, why wouldn't it be helping me and making it 14?
#143
Senior Member

Join Date: Feb 2015
Posts: 638

August 19th, 2016, 09:30 PM
The CL 0 does round up to 1, but then it gets divided in half for calculating save DC, and it's that fraction that gets rounded down to zero (because fractions always round down in Pathfinder unless otherwise stated).

If the DC bonus had a minimum of 1, then a character would have the same save DC on his sphere effects at CL 3 that he had at CL 0/1. I think we can agree that would be pretty strange.
#144
TheIronGolem
Senior Member

Join Date: Feb 2015
Posts: 638

August 27th, 2016, 06:31 PM
Quote:
Originally Posted by chaoscowboy
I've converted a certain evil cleric of Norgorber to spheres of power and despite clearly being negative energy channeling, he gains access to the life sphere instead of the death sphere. The class feature is called necromantic focus I believe.
Quote:
 Originally Posted by TheIronGolem Reproduced. You should be able to fix this by temporarily removing your deity and changing your alignment to Neutral, then you should be able to pick Positive/Cure or Negative/Inflict which in turn will set your Life/Death choice. I'll try to make this smarter in the next update so that it auto-detects this instead of relying on a selector that may be hidden.
Just finished looking further into this one. Basically, the positive/negative selector overrides your alignment and deity, even when it's hidden. This applies to the Channel Energy feature from the core files, not to anything SoP-related.

To see what I'm talking about, try creating a vanilla (non-sphere) cleric of neutral alignment and set them to channel negative energy. Then change their alignment to Good and give them a Good deity. You'll see that your Good cleric still channels negative energy as though they were Evil. It works the same way in reverse; you can wind up with an Evil cleric who channels positive energy.

So I'm really powerless to do anything about this, because by definition Necromantic Focus has to look at your channeling choice in order to decide which sphere to bootstrap.

But there's an upside too, in that this means you have an easy (if not intuitive) way to support non-standard channeling.
#145
Senior Member

Join Date: Dec 2014
Posts: 124

September 3rd, 2016, 08:41 AM
How do you create a staff or wand? I can't seem to find the correct option.
#146
Senior Member

Join Date: Feb 2015
Posts: 638

September 3rd, 2016, 10:09 AM
Staves and Wands are in the Magic Items section, just like any standard staff or wand. They're listed as "sphere staff" and "sphere wand", respectively.
#147
Senior Member

Join Date: Dec 2014
Posts: 124

September 3rd, 2016, 10:18 AM
Thanks, found them!
#148
Senior Member

Join Date: Feb 2015
Posts: 638

September 4th, 2016, 04:09 PM
Update Time!

Core Package Version 1.10 - Released 09/04/2016
• Classes
• Hedgewitch Spiritualist Tradition: Fixed error causing bonus combat feats to be counted against the character's standard feat count
• Feats
• Sphere Focus can now be bootstrapped with a SoPSphere.? tag to make it automatically apply to the sphere named in the tag, similar to the Target.? tags on feats like Weapon Focus.
• Basic Magical Training now disables itself and bootstraps Extra Magic Talent if a spherecasting class is present
• Counterspell feats now require MSB instead of caster level, as per latest errata
• Spheres
• Added "Blast Type Groups" from the Destroyer's Handbook. Blast Type Groups are now used for the Energy Focus drawback and the Favored Element ability, even if you do not possess the Destroyer's Handbook.
• Blast Type talents are now activated abilities, instead of being selected by the Destructive Blast ability. This allows for multiple blast types to be activated (such as through the Admixture talent)
• Extended Range now throws an error if taken more than twice
• Monastic Soul: Now bootstraps Protected Soul instead of Limited Protection, as per latest errata
• Prepared Casting: Fixed a bug that sometimes caused HL to incorrectly claim the hero had allocated too many points to a particular sphere
• Prepared Casting: Fixed a bug causing points assigned to a sphere to be "stolen" by other trackers tagged with the same sphere (such as Fount of Life with the Life sphere)
• Fixed the custom class specials that grant Fate talents (they had been flagged with the Creation sphere)
• Fixed some range-extending talents that were making their changes too late to be reflected in the talent description text
• Data File Authoring
• Added editor controls for easier creation of Blast Type talents
• Added the "Race Talent Setup" tab to the editor. This is similar to the Class Talent Setup, but is intended for the creation of races that grant spherecasting abilities that scale with racial HD. To add racial spherecasting abilities to a race, bootstrap a Race Talent Setup along with abSoPCast.
• Misc.
• Added a "Sphere Handbooks" source group; each handbook's source will appear here once you own the appropriate data package.

Expanded Options Version 1.1 - Released 09/04/2016
• Fixed some Witch Patrons that were missing the sphere tags that cause them to grant bonus talents

Also, starting with the NEXT round of updates, HL should now detect when updates are available and let you know at startup, like it does with other packages. The reason it hadn't done so in the past is because of some mismatched ID's I put in the .xml files that direct the updates and the .hl files they point to. Thanks to ShadowChemosh for helping me figure that out.
#149
Senior Member

Join Date: Feb 2015
Posts: 638

September 11th, 2016, 11:03 AM
Version 1.11 has just been posted. No new content to speak of in this one, it's just a compatibility update for the Destroyer's Handbook (which I have handed off to DDS, so look for that soon!).

The Geomancer's Handbook is now in development.
#150

 Thread Tools Display Modes Linear Mode

 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 Rules
 Forum Jump User Control Panel Private Messages Subscriptions Who's Online Search Forums Forums Home Lone Wolf Development Web Site Announcements Realm Works Forums     Realm Works Discussion         Realm Works in Action         Realm Works Feature Requests     Realm Works in Action     Realm Works Feature Requests Hero Lab Online Forums     Hero Lab Online Discussion     HLO - Pathfinder 2nd Edition     HLO - Starfinder     HLO - Shadowrun Hero Lab Forums     HL - Pathfinder Roleplaying Game     HL - D&D 5th Edition SRD     HL - Shadowrun     HL - Mutants & Masterminds     HL - d20 System     HL - World of Darkness     HL - Call of Cthulhu     HL - 4th Edition     HL - Savage Worlds     HL - Cortex System     HL - Authoring Kit     HL - User Projects     HL - Alternity (user-created)     Hero Lab Discussion Army Builder Forums     Army Builder Army Builder Data Files     Babylon 5: A Call to Arms     Battlefleet Gothic     Blood Bowl     Black Powder, Bolt Action, Hail Caesar, Judge Dredd, and Pike & Shotte     Confrontation - English     Kings of War (2nd Edition)     Lord of the Rings (Tabletop)     Mordheim     Necromunda     Starship Troopers     Star Wars: X-Wing and Armada Miniatures Game     The 9th Age     Warhammer Ancient Battles     Warhammer 40,000     Warhammer Fantasy 8th Ed.     Warhammer Historical: The Great War     Warhammer Fantasy 3rd Ed.     Warlord     Warmachine & Hordes     Warmaster Card Vault Forums     Card Vault Card Vault Data Files     MLB Showdown     Lord of the Rings CCG     .hack//ENEMY     Vs. System     Yu-Gi-Oh!     D&D Miniatures

All times are GMT -8. The time now is 05:54 AM.

 -- Default Style -- Majestic Contact Us - Lone Wolf Development Forums - Archive - Top