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Search results

  1. S

    Tinker Class

    I want to play the Tinker Class from Interjection Games. http://interjectiongames.com/pathfinder/classes.html Anyway, I am trying to figure out the best way to handle Inventions. They are kind of like the Alchemist's extracts, as they would be in a spellbook. That part seemed easy, just make...
  2. S

    Linking the levels in classes to other things

    I have thought of a few ways to make the "Full-Caster" classes a bit more fair in comparison to the others. One idea was to give the less-optimal classes to get an additional feat on the even levels (rounded down). Another idea was to have the XP requirement for the Full-Caster levels cost...
  3. S

    Using the Racial Cost elsewhere

    I am trying to make a mechanic that will apply its cost towards the Rewards from Hindrances. This way a more powerful race can be purchased at character creation (if you take sufficient Hindrances, that is). This is the code that I have come up with so far. Either my code is not good enough...
  4. S

    Downloadable Content: Earth and Sol system

    Will there be any setting content that can be imported into other settings? For example, many settings are variations on the Planet Earth (and sometimes other places in the solar system). Would it be possible to share the "basics" so that we can import it into our different settings and...
  5. S

    Guts = Spirit

    I cannot quite figure out how to make Guts begin with a base equal to the character's Spirit value. This is the "happy medium" for wanting it equal to Spirit (at least at first) and being able to use it as the Guts skill. A character with d8 Spirit will also start with d8 Guts for free...
  6. S

    Edge Upgrades and Visibility

    Is there a way to make an Edge be omitted from the print out after its improved version is taken? For example Frenzy and Improved Frenzy, Attractive and Very Attractive, etc.
  7. S

    Adding new tags

    Looking in the tags, there are only three Duplicate tags. each for a specific edge (Professional, Master, Expert). How might I add more? I have some edges that would do well to follow a similar pattern. It does not seem that I can simply add more to a 1st file; HL does not recognize "group"...
  8. S

    Derived Traits Hide/Unhide

    Making a Derived Trait is easy. We have several examples to choose from, the easiest being Charisma. There are some options like "Show as a General Trait", "Show as a Combat Trait", and "Show as a General Trait". These are simple true/false things that you set when plugging data into the...
  9. S

    Two Arcane Backgrounds

    Normally it is not possible to have more than one Arcane Background. For the most part, it would be confusing and/or annoying to track as it is. However, Super Powers from the Super Powers Companion is done differently from the other Arcane Backgrounds. It also has a different tab (it does...
  10. S

    PayPal

    I was wondering if an option to pay with PayPal could be added to the checkout process.
  11. S

    Rings with Multiple Proterties

    I am asking this because sometimes I overlook things. Is there a way to have a custom ring that just adds two or more rings to it? For example, a ring that is both a Ring of Protection +1 and a Ring of Force Shield. My wizard has a ring as an Arcane Bond, and I plan to enchant it beyond what...
  12. S

    Magus stacking with Wizard

    My one gripe with the Magus is that it does not stack well for a character that multi-classes with Wizard. I was thinking that the best way to do this would be to make a Magus Archetype that alters the spellcasting capability, such that it removes the ability from the Magus class, and instead...
  13. S

    Magic Weapons with Light?

    How do you select that your character's weapon can generate Light? I cannot figure out how to add it to the weapon. I did not see it as a special quality to add to a custom weapon. On page 468 of the Core Rulebook it says: Light Generation: Fully 30% of magic weapons shed light equivalent...
  14. S

    Mechanics that Bootstrap hidden things

    I have not tried this yet, but I was wondering how I might do the following: 1) Bootstrap a feat to every character that has a certain attribute (such as >= Strength 13). For example, let's say that I think that everybody with a Strength of 13 should get Power Attack for free, how would I do...
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    Windows 8.1 update

    The new Windows 8.1 update does not get along with Hero Lab. Unfortunately it resets whatever it is that Hero Lab uses to identify the computer. Just wanted to let everyone know so that if they have gaming this weekend they can avoid updating until after gaming so they don't have to wait a few...
  16. S

    Cmd

    OK, I can get the CMD to have a penalty. It shows up fine, but the Flat-footed value is not affected. I do not know how to make it affect the FL value. This value shows up on the display while making your character, where the summary says "CMD # / FL #". I suppose that if it does not show up on...
  17. S

    Halving all range increments

    All of the examples that I can find that modify a range increment are for specific weapons. How might I make it so that a drawback (or actually a flaw) can halve all of the range increments?
  18. S

    Arrays

    It is really easy to change the Experience table. However, it only goes to level 20. While this is fine for most games, it gets odd if you want to have a game go higher. I do not have fun counting my experience points. In my games, I just use 100 xp per level, to measure percentile levels...
  19. S

    Drawback gives skill penalty

    I can figure out how to give a skill bonus, but I am not sure how to get a penalty to apply. For a bonus, it is: ~ If we're disabled, just get out now doneif (tagis[Helper.FtDisable] <> 0) #applybonus[BonTrait, hero.childfound[skAcrobat], 1] The timing is...
  20. S

    Requiring a Drawback

    I want to make a Trait that requires either one of two particular Drawbacks. If it was just one, it would be easy (just use Pick-reqs). The problem is that I do not know what to call what I call drawback below. #hasdrawback[drDoubt] + #hasdrawback[drFamilyTi] <> 0
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