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thedarkelf007
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Old August 7th, 2012, 07:43 PM
Quote:
Originally Posted by Aaron View Post
Looks like I messed up the Int boosting items last time (Sorry! Brain fart!), so I've got that fixed now for the next release.

The Wayfinder issue is something I will look at when I do my next catch-up for the bug thread (certainly not this next release, unfortunately).
The other wayfinders have similar issues, special powers that become inactive if stones are placed in them.

Also some stones also provide special powers (which I currently use the personal tab to add to the character)

Not sure if your going to implements seeker of secrets wayfinder enhancements.

Also for the int boost items, are the skill ranks and the skill points for a higher attribute separate or the same.

i.e. +2 headband increase int by 2 giving +1 skill point per level as a permanent increase to intelligence after 24 hrs, plus providing 1 rank per level in selected skill?
- can this be optional if its not how it actually works?

Working on - SW RPG d6 or add this source Update Souce and SW RPG FFG and More FFG SW not working yet
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thedarkelf007 is offline   #111
unforgivn
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Join Date: Dec 2010
Posts: 62

Old August 8th, 2012, 07:20 AM
I didn't see any hits on this subject when I searched, so apologies if it's already been brought up.

When creating an archaeologist bard in HL I don't get the option to add any of the ninja tricks as his rogue talents. They show up fine as rogue talents for a straight rogue, but they aren't present at all for the archaeologist. The Ki Pool talent shows up properly for both, though.
unforgivn is offline   #112
Aaron
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Old August 8th, 2012, 10:41 AM
Quote:
Originally Posted by thedarkelf007 View Post
The other wayfinders have similar issues, special powers that become inactive if stones are placed in them.

Also some stones also provide special powers (which I currently use the personal tab to add to the character)

Not sure if your going to implements seeker of secrets wayfinder enhancements.

Also for the int boost items, are the skill ranks and the skill points for a higher attribute separate or the same.

i.e. +2 headband increase int by 2 giving +1 skill point per level as a permanent increase to intelligence after 24 hrs, plus providing 1 rank per level in selected skill?
- can this be optional if its not how it actually works?
We've no plans to implement the wayfinder enhancements variant rule at this time, sorry. I'd recommend you handle that with adjustments.

They are the same, when you wear in the Int increasing Item for 24 hours, you then gain 1 rank per level in the selected skill. If you want to make an item work differently in your game you can pretty easily modify the eval script to add the same number of skill points, then have it replace the base item. If you want to get into how this would be done, we can discuss that in a different thread.
Aaron is offline   #113
casiel
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Join Date: Aug 2012
Posts: 5

Old August 8th, 2012, 02:05 PM
Quote:
Originally Posted by ShadowChemosh View Post
Because a White Haired Witch at level 10 has access to Rogue Tricks. So its correctly telling you that until level 10 you don't have access to Rogue Tricks.

P.S. - This archetype removes all hexes so it shouldn't be showing hexes.
Ah OK, thanks for clarifying!
casiel is offline   #114
lothar_wolf
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Old August 10th, 2012, 01:50 AM
I think I have reported this before and it is still an error. A mate has a dagger specialist. When he checks deadly aim and point blank as active, the attack bonus and damage bonus is applied to both melee and thrown (ranged).
The bonus should only apply to ranged.
lothar_wolf is offline   #115
Unseelie
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Join Date: Jul 2009
Location: Saratoga, CA
Posts: 257

Old August 11th, 2012, 11:18 PM
There's a conflict between the Bestiary 2 and Advanced Race Guide versions of the Oread. I went back and made sure that everything else is disabled. Oread seems to work fine with only one enabled.

Quote:
Code:
Attempt to access non-live child pick 'manDrag' from script
Location: 'eval' script for Thing 'fcFtrOread' (Eval Script '#1') near line 4
- - -
Attempt to access non-live pick via script fails for pick 'manDrag'
Location: 'eval' script for Thing 'fcFtrOread' (Eval Script '#1') near line 4
- - -
Attempt to access non-live child pick 'manDrag' from script
Location: 'eval' script for Thing 'fcFtrOread' (Eval Script '#1') near line 4
- - -
Attempt to access non-live pick via script fails for pick 'manDrag'
Location: 'eval' script for Thing 'fcFtrOread' (Eval Script '#1') near line 4
Unseelie is offline   #116
Maidhc O Casain
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Join Date: Nov 2009
Location: Jonesboro, AR (USA)
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Old August 12th, 2012, 07:35 AM
Looks like the Wayang race is missing the "Lurker" racial trait (+2 Perception and Stealth)
Maidhc O Casain is offline   #117
Phyxion
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Join Date: Mar 2012
Posts: 27

Old August 12th, 2012, 08:47 AM
HL appears to be calculating DR incorrectly for the Ultimate Combat variant rules of Armor as DR.

Quoting the SRD:
For instance, when fighting a skeleton with DR 5/bludgeoning and DR 4/armor (+2 for armor, +2 for natural armor ), the skeleton's DR/armor reduces 9 points of damage from non-bludgeoning attacks, and 4 damage from bludgeoning weapon attacks.

When I build an NPC human skeleton in HeroLab, it only shows DR 4. The innate DR 5/Bludgeoning is not stacking like it should under the variant rule. I did check on the Basics tab just to see if it was listed multiple times in the varying combos (DR against normal attacks, against bludgeoning attacks, large creature, etc) but no, it's only there once.

Also, the save DC of spells is tied to whatever stat grants bonus spells for the class. I built a class that does not get bonus spells per day (using a MP-style system), and the save DCs are all way low. This really should be separated, since I didn't see a way to adjust save DCs by themselves (ie, on the Adjust or InPlay tab).

Thanks

Last edited by Phyxion; August 12th, 2012 at 08:48 AM. Reason: readability
Phyxion is offline   #118
Bobson
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Join Date: Sep 2011
Posts: 36

Old August 12th, 2012, 10:14 AM
Quote:
Originally Posted by Phyxion View Post
This really should be separated, since I didn't see a way to adjust save DCs by themselves (ie, on the Adjust or InPlay tab).
Just a thought: There's feats which boost the save DCs of spells - can you give the class an ability that does that?
Bobson is offline   #119
ShadowChemosh
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Old August 12th, 2012, 10:22 AM
Quote:
Originally Posted by Phyxion View Post
This really should be separated, since I didn't see a way to adjust save DCs by themselves (ie, on the Adjust or InPlay tab).
Go to the "Adjust" tab and click on "Other Adjustments" then look for "Saving Throw or Saving Throw, All". These will give a generic "Bonus" or "Penalty" to saves.

If you need a specific Named type of bonus/penalty you can use my "Adjustments addon" to do that.

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ShadowChemosh is offline   #120
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