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lothar_wolf
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Join Date: Sep 2010
Location: Australia
Posts: 25

Old January 29th, 2012, 02:56 AM
This has been bugging me for ages! There is a rule mechanics fault. You can only have one trait of each type. Currently you can take multiple regional traits. This fault is present when a character takes addition trait feat.
lothar_wolf is offline   #271
lothar_wolf
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Join Date: Sep 2010
Location: Australia
Posts: 25

Old January 29th, 2012, 04:06 AM
I need to also add that the trait Absalom hotspur does not add +1 to initiative as it is supposed to.
lothar_wolf is offline   #272
Aldaron
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Join Date: Dec 2007
Posts: 139

Old January 29th, 2012, 05:02 AM
Quote:
Originally Posted by dartnet View Post
The Fox in not available as a familiar.
I got around this by using the editor to make a copy of the Fox in my custom game file, and then checking the "Familiar" check box for the race. There's probably a way of modifying the XML file for the "real" Fox, but I'm not familiar enough to go messing about with it.
Aldaron is offline   #273
harmor
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Join Date: May 2011
Posts: 133

Old January 29th, 2012, 03:56 PM
Inscribe Magical Tatoo feat doesn't seem to be categorized as an Item Creation Feat:



Also, because its not categorized as a Item Creation feat its not shown in the Wizard's bonus feat list:



Should it?
harmor is offline   #274
Dwhelm
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Join Date: Jan 2012
Posts: 5

Old January 29th, 2012, 04:32 PM
Two things.

Doesn't "Improved Damage" stack with "Improved Natural attack"?

And shouldn't I be able to put two claw evolutions on a quadraped since it comes with two sets of limbs(legs)?

Thanks for your help.
Dwhelm is offline   #275
harmor
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Join Date: May 2011
Posts: 133

Old January 29th, 2012, 06:52 PM
Looks like a Bead of Force should have a craft cost of 1,500gp, not 3,000gp



and Belt of Dwarvenkind should have a craft cost of 7,450gp, not 14,900gp.



and Boots of Levitation should have a craft cost of 3,750gp, not 7,500gp.



and Boots of the Winterlands should have a craft cost of 1,250gp, not 2,500gp.



ok...looks like there are a bunch so I'll just list them now instead of screenshooting them to prove it:
  • Boots, Winged should be 8,000gp to craft instead of 16,000gp
  • Bottle of Air should be 3,625gp to craft instead of 7,250gp
  • Chime of Opening should be 1,500gp to craft instead of 3,000gp
  • Goggles of Night should be 6,000gp to craft instead of 12,000gp

Last edited by harmor; January 29th, 2012 at 08:39 PM.
harmor is offline   #276
harmor
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Join Date: May 2011
Posts: 133

Old January 29th, 2012, 09:02 PM
Icon of the Midwife has visible "& #150;" that should be a "–" in its description.

Last edited by harmor; January 29th, 2012 at 09:11 PM.
harmor is offline   #277
Dwhelm
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Join Date: Jan 2012
Posts: 5

Old January 30th, 2012, 02:34 PM
Quote:
Originally Posted by Dwhelm View Post
Two things.

Doesn't "Improved Damage" stack with "Improved Natural attack"?

And shouldn't I be able to put two claw evolutions on a quadraped since it comes with two sets of limbs(legs)?

Thanks for your help.
Also it looks like energy attack with acid doesn't show up in the weapons tab. I'm I missing something?

By the way this is all on the summoners eidolon tab.
Dwhelm is offline   #278
Belafon
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Join Date: Oct 2010
Posts: 38

Old January 30th, 2012, 05:28 PM
Quote:
Originally Posted by Dwhelm View Post
Two things.

Doesn't "Improved Damage" stack with "Improved Natural attack"?
My interpretation is that they should. They are two different things even thought they do the same thing. Nothing specifically calls out that those two things do not stack. The Improved Damage Evolution also says "Select one natural attack form and increase the damage die type by one step." If you have multiple attacks of the same form (like claws) it should apply to all of them, not just one pair of claws. So... Bug Report!
Quote:
And shouldn't I be able to put two claw evolutions on a quadraped since it comes with two sets of limbs(legs)?
No. Note the bold from the PRD:
Quote:
Claws (Ex): An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.
You can, however, add a set of arms and then take the claws evolution a second time.

Last edited by Belafon; January 30th, 2012 at 05:32 PM.
Belafon is offline   #279
W3r3w0lf
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Join Date: Sep 2011
Posts: 4

Old January 30th, 2012, 06:34 PM
I recently tried to make a masterwork meteor hammer, and hero labs isnt showing an option to get the AC bonus for using the weapon in fortress mode. It shows the shield AC option if the weapon is just a vanilla Meteor Hammer, but it doesn't for masterwork or magical.
W3r3w0lf is offline   #280
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