Lone Wolf Development Forums  

Go Back   Lone Wolf Development Forums > Hero Lab Forums > HL - Pathfinder Roleplaying Game

Notices

Reply
 
Thread Tools Display Modes
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old November 4th, 2010, 09:07 PM
Spell: Bloodhound
Code:
  <thing id="pS2Bloodho" name="Bloodhound" description="You gain the scent special quality, including the ability to track by scent. You receive a +8 competence bonus on Perception checks involving smell and a +4 competence bonus on Survival checks to track using scent. You take a -4 penalty on saving throws against odor-related effects such as the stench ability and {I}stinking cloud{/i}. A creature under the effects of {I}bloodhound{/i} can detect poison by scent with a DC 20 Perception check." compset="InPlay">
    <fieldval field="pDuration" value="1 hour/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Helper" tag="NoIncr"/>
    <bootstrap thing="xDogTrack">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    </thing>
Spell: Bomber's Eye
Code:
  <thing id="pS2BombEye" name="Bomber’s Eye" description="This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons." compset="InPlay">
    <fieldval field="pDuration" value="1 round/level"/>
    <fieldval field="pMinimum" value="1"/>
    <fieldval field="pMaximum" value="1"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PreLevel" priority="5000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Modify all the thrown weapons
foreach pick in hero from BaseWep where "wCategory.RangeThrow"
  ~ give a +1 Insight bonus on attack rolls
    eachpick.field[wAttBonus].value += field[pAdjust].value
  ~Increase Range Increment by 10feet
  eachpick.field[wRangeInc].value += 10
nexteach]]></eval>
    </thing>

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.

Last edited by ShadowChemosh; November 5th, 2010 at 10:48 PM. Reason: Forgot the bootstrap ContainerReq for pIsOn
ShadowChemosh is offline   #21 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old November 5th, 2010, 10:44 PM
Spell: Bristle
Code:
  <thing id="pS2Bristle" name="Bristle" description="You give a creature the ability to redirect a portion of its innate toughness away from its own defense and toward the amount of damage it deals with natural attacks. Each round, as a swift action at the start of its turn, the creature can choose to reduce some or all of its natural armor bonus to AC and gain an enhancement bonus on all damage rolls for natural attacks equal to that amount. The reduction to natural armor, and thus the enhancement bonus on damage rolls, cannot exceed 1 point per 3 caster levels, to a maximum penalty/bonus of -5/+5 at 15th level. A creature cannot reduce its natural armor bonus to less than 0 with this spell. All attacks directed against the creature use its adjusted AC until the start of its next turn, at which time it can choose to modify its AC again or keep it at its current level. Creatures make this decision without any need for conscious thought or reflection; even creatures with no Intelligence score can benefit from this spell, although they always opt for the maximum possible reduction and bonus, regardless of any tactical advantage they might lose." compset="InPlay">
    <fieldval field="pMinimum" value="0"/>
    <fieldval field="pMaximum" value="5"/>
    <fieldval field="pDuration" value="1 min/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="Final" priority="10000"><![CDATA[~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ Only take the minimum between the Adjust value or the Natural AC
field[abValue].value = minimum(field[pAdjust].value,hero.child[ArmorClass].field[tACNatural].value)

~ Add/Subtrack to our natural armor class
hero.child[ArmorClass].field[tACNatural].value -= field[abValue].value

~ Modify all natural attack damage
foreach pick in hero from BaseWep where "wGroup.Natural"
  ~ give a +1 Enhancment bonus on damage
    eachpick.field[wDamBonus].value += field[abValue].value
nexteach]]></eval>
    </thing>

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.
ShadowChemosh is offline   #22 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old November 7th, 2010, 10:07 PM
Spell: Challenge Evil
Code:
  <thing id="pS2ChalEvi" name="Challenge Evil" description="You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. At the end of its turn, if the target has not made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends." compset="InPlay">
    <fieldval field="pDuration" value="1 min/level"/>
    <fieldval field="pMinimum" value="2"/>
    <fieldval field="pMaximum" value="2"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PreLevel" priority="5000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Modify all melee attacks
foreach pick in hero from BaseWep where "wCategory.Melee"
  ~ All melee attacks are at +2 sacred bonus to hit
  eachpick.field[wAttBonus].value += field[pAdjust].value
nexteach]]></eval>
    </thing>

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.
ShadowChemosh is offline   #23 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old November 8th, 2010, 07:52 PM
Spell: Chameleon Stride
Code:
  <thing id="pS2ChamStr" name="Chameleon Stride" description="You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance)." compset="InPlay">
    <fieldval field="pDuration" value="1 min/level"/>
    <fieldval field="pMinimum" value="4"/>
    <fieldval field="pMaximum" value="4"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PreLevel" priority="5000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~Give bonus to stealth skill
#skillbonus[skStealth] += field[pAdjust].value]]></eval>
    </thing>

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.
ShadowChemosh is offline   #24 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old November 16th, 2010, 08:30 PM
Spell: Coward’s Lament
Code:
  <thing id="pS2CowaLam" name="Coward’s Lament" description="You compel an opponent to face you in combat, or suffer for its cowardice. Each round that the target fails to attack you in melee, it receives a cumulative -1 penalty to its Armor Class, attack rolls, and saving throws (maximum penalty -5). Each round at the end of its turn, the target may attempt a Will saving throw to prevent the penalties from increasing for that round. All penalties reset to zero when the target attacks you in melee, but increase again if it stops attacking. If the target is prevented from attacking you by physical restraint, magic, or impassable terrain, the penalties do not increase. If you move away from the target, the spell ends." compset="InPlay">
    <fieldval field="pMinimum" value="-5"/>
    <fieldval field="pMaximum" value="0"/>
    <fieldval field="pDuration" value="1 round/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a penalty to all saves
hero.child[svFort].field[Penalty].value += field[pAdjust].value
hero.child[svRef].field[Penalty].value += field[pAdjust].value
hero.child[svWill].field[Penalty].value += field[pAdjust].value

~ Give a penalty to AC
hero.child[ArmorClass].field[Penalty].value += field[pAdjust].value

~ Give a penalty to hit to all weapons
hero.child[Attack].field[Penalty].value += field[pAdjust].value]]></eval>
    </thing>

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.

Last edited by ShadowChemosh; November 24th, 2010 at 09:31 PM. Reason: Fixed how I was applying bonus to Attack rolls
ShadowChemosh is offline   #25 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old November 17th, 2010, 11:24 PM
Spells: Crafter's Curse; Crafter's Fortune
Code:
  <thing id="pS2CraftCu" name="Crafter’s Curse" description="The target of {I}crafter’s curse{/i} takes a -5 penalty on all Craft skill checks while the spell lasts." compset="InPlay">
    <fieldval field="pMinimum" value="-5"/>
    <fieldval field="pMaximum" value="-5"/>
    <fieldval field="pDuration" value="1 day/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PostLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a penalty to all Craft Skills
foreach pick in hero from BaseSkill where "Helper.SkCatCraft"
    eachpick.field[Penalty].value += field[pAdjust].value
nexteach]]></eval>
    </thing>
  <thing id="pS2CraftFo" name="Crafter’s Fortune" description="The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check." compset="InPlay">
    <fieldval field="pMinimum" value="5"/>
    <fieldval field="pMaximum" value="5"/>
    <fieldval field="pDuration" value="1 day/level"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PostLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a Luck bonus to all Craft Skills
foreach pick in hero from BaseSkill where "Helper.SkCatCraft"
    #applybonus[BonLuck,eachpick,field[pAdjust].value]
nexteach]]></eval>
    </thing>

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.
ShadowChemosh is offline   #26 Reply With Quote
Mathias
Senior Member
Lone Wolf Staff
 
Join Date: May 2005
Posts: 13,207

Old November 18th, 2010, 08:30 AM
All of ShadowChemosh's contributions up to Chameleon Stride (everything before 11/15) are incorporated into the new update.
Mathias is offline   #27 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old November 19th, 2010, 01:15 PM
Spell: Prayer
-These are two that originally done by huntercc I did a few small tweaks and changed them to match the new standards for actual spells. Their are two versions of the same spell one to apply if you are an ally and one if you are a foe.
Code:
  <thing id="pPrayerAll" name="Prayer: Ally" description="You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls." compset="InPlay">
    <fieldval field="pMinimum" value="1"/>
    <fieldval field="pMaximum" value="1"/>
    <fieldval field="pDuration" value="1 round/level"/>
    <tag group="Helper" tag="AdjSpell"/>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a Luck Bonus to all weapons
#applybonus[BonLuck,hero.child[Attack],field[pAdjust].value]
hero.child[Damage].field[tDamBonus].value += field[pAdjust].value

~Give bonus to saves
#applybonus[BonLuck, hero.child[svFort], field[pAdjust].value]
#applybonus[BonLuck, hero.child[svRef], field[pAdjust].value]
#applybonus[BonLuck, hero.child[svWill], field[pAdjust].value]

~Give bonus to all skills
#applybonus[BonLuck, hero.child[AllSkills], field[pAdjust].value]]]></eval>
    </thing>
  <thing id="pPrayerFoe" name="Prayer: Foe" description="You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls." compset="InPlay">
    <fieldval field="pMinimum" value="-1"/>
    <fieldval field="pMaximum" value="-1"/>
    <fieldval field="pDuration" value="1 round/level"/>
    <tag group="Helper" tag="AdjSpell"/>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a Penalty to all weapons
hero.child[Attack].field[Penalty].value += field[pAdjust].value
hero.child[Damage].field[tDamBonus].value += field[pAdjust].value

~ Give penalty to all saves
hero.child[svFort].field[Penalty].value += field[pAdjust].value
hero.child[svRef].field[Penalty].value += field[pAdjust].value
hero.child[svWill].field[Penalty].value += field[pAdjust].value

~ Give penalty to all skills
hero.child[AllSkills].field[Penalty].value += field[pAdjust].value]]></eval>
    </thing>

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.

Last edited by ShadowChemosh; November 24th, 2010 at 09:31 PM. Reason: Fixed how I was applying bonus/penalty to Attack rolls.
ShadowChemosh is offline   #28 Reply With Quote
ShadowChemosh
Senior Member
Volunteer Data File Contributor
 
Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old November 21st, 2010, 09:19 AM
Spell: Bless
-Needed this for my own games currently so figured I should add it quick.
Code:
  <thing id="pBless" name="Bless" description="Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.\n\nBless counters and dispels bane." compset="InPlay">
    <fieldval field="pMinimum" value="1"/>
    <fieldval field="pMaximum" value="1"/>
    <fieldval field="pDuration" value="1 min./level"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Give a MORALE bonus to hit to all weapons
#applybonus[BonMorale,hero.child[Attack],field[pAdjust].value]]]></eval>
    </thing>

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.

Last edited by ShadowChemosh; November 24th, 2010 at 09:33 PM. Reason: Fixed how I was applying bonus to attack rolls.
ShadowChemosh is offline   #29 Reply With Quote
Steev42
Member
 
Join Date: Nov 2010
Posts: 70

Old November 23rd, 2010, 04:01 AM
Well, I did it for myself, so I may as well share.

Code:
  <thing id="pExpRet" name="Expeditious Retreat" description="Your speed increases by 30 ft." compset="InPlay">
    <fieldval field="pMinimum" value="30"/>
    <fieldval field="pMaximum" value="30"/>
    <fieldval field="pDuration" value="1 minute/level (D)"/>
    <tag group="Helper" tag="AdjSpell"/>
    <tag group="Helper" tag="NoIncr"/>
    <tag group="Helper" tag="AdjNoPlus"/>
    <eval phase="First" priority="1000"><![CDATA[
      ~ If we're not enabled, get out now
      doneif (field[pIsOn].value = 0)

      ~ Add to speed
      hero.child[Speed].field[Bonus].value += 30]]></eval>
    </thing>
Steev42 is offline   #30 Reply With Quote
Reply

Thread Tools
Display Modes

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 Jump


All times are GMT -8. The time now is 06:57 AM.


Powered by vBulletin® - Copyright ©2000 - 2024, vBulletin Solutions, Inc.
wolflair.com copyright ©1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.