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Steev42
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Join Date: Nov 2010
Posts: 70

Old November 26th, 2010, 09:32 AM
Quote:
Originally Posted by Mathias View Post
Steev42, a note about Expeditious retreat - the speed bonus is actually an enhancement bonus, so instead of adding a flat value:

Code:
 
#applybonus[BonEnhance, hero.child[Speed], field[pAdjust].value]
(or this - there's a specific macro for enhancement bonuses):

Code:
 
#enhancement[hero.child[Speed], field]pAdjust].value]
In the editor, select the help menu, "Help on Using the Editor", then find the "Reference Information" link in the page that pops up - that's where this sort of thing is discussed.

Thank you both for adding these spells.
That's nifty. I'll keep that in mind.

I didn't see one, however, for size bonuses when I was looking at that page, and following the same trend didn't seem to work. Is this one missing?
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Mathias
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Old November 26th, 2010, 02:34 PM
Take a look at the Enlarge Person spell that's in there for how to alter the hero's size, since hero size has implications for weapon/equipment sizes.

The "Size Modifier", if that's what you're talking about, always stacks, so they might as well be wrapped up into [Bonus] or [Penalty], and can be added with simple addition.

The reference information page of the manual that I mentioned has the list of available fields for this sort of thing.

Last edited by Mathias; November 26th, 2010 at 02:36 PM.
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Steev42
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Posts: 70

Old November 26th, 2010, 03:03 PM
Respectfully, I disagree. Page 208 of the core rules states that with the exception of dodge, circumstance, and racial, only the best bonus of a given type applies. Spells like Enlarge Person, the * Shape spells, and Animal Growth (the one I was working on when I came across this) call out that the target gets a size bonus/penalty to various statistics.

I'm cool with doing it with just generic bonus/penalty, but I don't think Enlarge Person, Beast Shape II, and Elemental Body IV are meant to stack.
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bodrin
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Old November 26th, 2010, 03:33 PM
I have to agree with Steev42 also, named bonuses or penalties don't stack only unnamed stack. The larger modifier be it bonus or penalty applies.
So a Size modifier of Large doesn't stack with a huge to make a Gargantuan modifier.
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ShadowChemosh
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Old November 26th, 2010, 07:37 PM
Spell: Divine Vessel: Axiomatic aspect
-Going to break this spell up into 4 pieces.
Code:
  <thing id="pDevVesAxi" name="Divine Vessel: Axiomatic aspect" description="You accept otherworldly energies into your body and transform. Your height doubles and your weight increases by a factor of eight. Your features shift into those of a cold and alien being of logic, a creature of primal chaos, an angelic presence, or a fiendish monster, as chosen by you. You gain a +6 size bonus to Strength and Constitution, a +3 natural armor bonus, darkvision 60 ft., and SR of 12 + your caster level{I}(Use Counter to set your CL){/i}. These modifiers replace the normal modifiers for increasing your size. The size modifier for AC, attacks, CMB, and CMD changes as appropriate for your new size category. This spell doesn’t change your base speed. Determine space and reach as appropriate for your new size.\n\nIf insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see page 175 of the Core Rulebook for rules on breaking objects). If you fail, you are constrained without harm by the materials enclosing you--the spell cannot crush you by increasing your size.\n\nAll equipment you wear or carry is similarly enlarged by this spell. Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.\n\n{B}Axiomatic aspect:{/b} You gain the following abilities: an additional +2 bonus to Strength, DR 10/chaotic, resist cold 10, electricity 10, and fire 10, a +4 bonus on saves against poison, low-light vision, and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered lawful-aligned for the purpose of overcoming damage resistance." compset="InPlay">
    <fieldval field="pDuration" value="1 round/level (D)"/>
    <fieldval field="pMinimum" value="16"/>
    <fieldval field="pMaximum" value="20"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <bootstrap thing="xDamRsElec"></bootstrap>
    <bootstrap thing="xFly">
      <autotag group="Maneuver" tag="Good"/>
      </bootstrap>
    <bootstrap thing="wSlam">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      <autotag group="wMain" tag="1d4_4"/>
      <autotag group="Helper" tag="NatSizeDmg"/>
      <autotag group="Value" tag="2"/>
      </bootstrap>
    <bootstrap thing="xDamRdChao"></bootstrap>
    <bootstrap thing="xDamRsFire"></bootstrap>
    <bootstrap thing="xDamRsCold"></bootstrap>
    <bootstrap thing="xSplRs"></bootstrap>
    <bootstrap thing="raLowLight">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <bootstrap thing="raDarkVis">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <eval phase="First" priority="20000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Apply DR 10/chaotic to the hero
#applydr[xDamRdChao,10]
~ Apply Energy Resistance
#applyresist[xDamRsCold, 10]
#applyresist[xDamRsFire, 10]
#applyresist[xDamRsElec, 10]
~ Apply Spell Resistance
field[abValue].value = 12 + field[pAdjust].value
#applysr[field[abValue].value]

~ Add to size - must come after race and template size set
herofield[tSize].value += 1

~ Increase the size of all our equipment by 1 apart from 
~ unarmed strike, which changes automatically
foreach pick in hero from MyGear where "!wCategory.Unarmed"
   eachpick.field[gSizeMod].value += 1
nexteach

~change the size of our natural weapons
foreach pick in hero from BaseNatWep where "!Helper.NatSizeDmg"
   perform eachpick.assign[Helper.DamageUp]
nexteach
      
~ Bonus to Str and Con
hero.child[aSTR].field[Bonus].value += 8
hero.child[aCON].field[Bonus].value += 6
~ Increase Natural AC by 3
hero.child[ArmorClass].field[tACNatural].value += 3
~ Give Fly speed
#applyvalue[xFly, 60]]]></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.
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ShadowChemosh
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Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old November 28th, 2010, 12:11 PM
Spell: Divine Vessel: Celestial aspect
-Going to break this spell up into 4 pieces.
Code:
  <thing id="pDivVesCel" name="Divine Vessel: Celestial aspect" description="You accept otherworldly energies into your body and transform. Your height doubles and your weight increases by a factor of eight. Your features shift into those of a cold and alien being of logic, a creature of primal chaos, an angelic presence, or a fiendish monster, as chosen by you. You gain a +6 size bonus to Strength and Constitution, a +3 natural armor bonus, darkvision 60 ft., and SR of 12 + your caster level{I}(Use Counter to set your CL){/i}. These modifiers replace the normal modifiers for increasing your size. The size modifier for AC, attacks, CMB, and CMD changes as appropriate for your new size category. This spell doesn’t change your base speed. Determine space and reach as appropriate for your new size.\n\nIf insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see page 175 of the Core Rulebook for rules on breaking objects). If you fail, you are constrained without harm by the materials enclosing you--the spell cannot crush you by increasing your size.\n\nAll equipment you wear or carry is similarly enlarged by this spell. Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.\n\n{B}Celestial aspect:{/b} You gain the following abilities: a +2 bonus to Dexterity, damage reduction 10/evil, resist acid 10, cold 10, and electricity 10, a +4 bonus on saves against poison, low-light vision, and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming damage resistance." compset="InPlay">
    <fieldval field="pDuration" value="1 round/level (D)"/>
    <fieldval field="pMinimum" value="16"/>
    <fieldval field="pMaximum" value="20"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <bootstrap thing="xDamRsElec"></bootstrap>
    <bootstrap thing="xFly">
      <autotag group="Maneuver" tag="Good"/>
      </bootstrap>
    <bootstrap thing="wSlam">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      <autotag group="wMain" tag="1d4_4"/>
      <autotag group="Helper" tag="NatSizeDmg"/>
      <autotag group="Value" tag="2"/>
      </bootstrap>
    <bootstrap thing="xDamRdEvil"></bootstrap>
    <bootstrap thing="xDamRsAcid"></bootstrap>
    <bootstrap thing="xDamRsCold"></bootstrap>
    <bootstrap thing="xSplRs"></bootstrap>
    <bootstrap thing="raLowLight">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <bootstrap thing="raDarkVis">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <eval phase="First" priority="20000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Apply DR 10/evil to the hero
#applydr[xDamRdEvil,10]
~ Apply Energy Resistance
#applyresist[xDamRsCold, 10]
#applyresist[xDamRsAcid, 10]
#applyresist[xDamRsElec, 10]
~ Apply Spell Resistance
field[abValue].value = 12 + field[pAdjust].value
#applysr[field[abValue].value]

~ Add to size - must come after race and template size set
herofield[tSize].value += 1

~ Increase the size of all our equipment by 1 apart from 
~ unarmed strike, which changes automatically
foreach pick in hero from MyGear where "!wCategory.Unarmed"
   eachpick.field[gSizeMod].value += 1
nexteach

~change the size of our natural weapons
foreach pick in hero from BaseNatWep where "!Helper.NatSizeDmg"
   perform eachpick.assign[Helper.DamageUp]
nexteach
      
~ Bonus to Str, Con and Dex
hero.child[aSTR].field[Bonus].value += 6
hero.child[aCON].field[Bonus].value += 6
hero.child[aDEX].field[Bonus].value += 2
~ Increase Natural AC by 3
hero.child[ArmorClass].field[tACNatural].value += 3
~ Give Fly speed
#applyvalue[xFly, 60]]]></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.
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ShadowChemosh
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Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old November 28th, 2010, 12:18 PM
Spell: Divine Vessel: Fiendish aspect
-Going to break this spell up into 4 pieces.
Code:
  <thing id="pDivVesFie" name="Divine Vessel: Fiendish aspect" description="You accept otherworldly energies into your body and transform. Your height doubles and your weight increases by a factor of eight. Your features shift into those of a cold and alien being of logic, a creature of primal chaos, an angelic presence, or a fiendish monster, as chosen by you. You gain a +6 size bonus to Strength and Constitution, a +3 natural armor bonus, darkvision 60 ft., and SR of 12 + your caster level{I}(Use Counter to set your CL){/i}. These modifiers replace the normal modifiers for increasing your size. The size modifier for AC, attacks, CMB, and CMD changes as appropriate for your new size category. This spell doesn’t change your base speed. Determine space and reach as appropriate for your new size.\n\nIf insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see page 175 of the Core Rulebook for rules on breaking objects). If you fail, you are constrained without harm by the materials enclosing you--the spell cannot crush you by increasing your size.\n\nAll equipment you wear or carry is similarly enlarged by this spell. Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.\n\n{B}Fiendish aspect:{/b} You gain the following abilities: an additional +2 bonus to Strength, damage reduction 10/good, resist acid 10, cold 10, and fire 10, a +4 bonus on saves against poison, see in darkness, and a fly speed of 60 feet (good maneuverability). You gain 2 claw attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered evil-aligned for the purpose of overcoming damage resistance." compset="InPlay">
    <fieldval field="pDuration" value="1 round/level (D)"/>
    <fieldval field="pMinimum" value="16"/>
    <fieldval field="pMaximum" value="20"/>
    <usesource source="APG"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <bootstrap thing="xDamRsFire"></bootstrap>
    <bootstrap thing="xFly">
      <autotag group="Maneuver" tag="Good"/>
      </bootstrap>
    <bootstrap thing="wClaw">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      <autotag group="wMain" tag="1d4_4"/>
      <autotag group="Helper" tag="NatSizeDmg"/>
      <autotag group="Value" tag="2"/>
      </bootstrap>
    <bootstrap thing="xDamRdGood"></bootstrap>
    <bootstrap thing="xDamRsAcid"></bootstrap>
    <bootstrap thing="xDamRsCold"></bootstrap>
    <bootstrap thing="xSplRs"></bootstrap>
    <bootstrap thing="raSeeDark">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <bootstrap thing="raDarkVis">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <eval phase="First" priority="20000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Apply DR 10/good to the hero
#applydr[xDamRdGood,10]
~ Apply Energy Resistance
#applyresist[xDamRsCold, 10]
#applyresist[xDamRsAcid, 10]
#applyresist[xDamRsFire, 10]
~ Apply Spell Resistance
field[abValue].value = 12 + field[pAdjust].value
#applysr[field[abValue].value]

~ Add to size - must come after race and template size set
herofield[tSize].value += 1

~ Increase the size of all our equipment by 1 apart from 
~ unarmed strike, which changes automatically
foreach pick in hero from MyGear where "!wCategory.Unarmed"
   eachpick.field[gSizeMod].value += 1
nexteach

~change the size of our natural weapons
foreach pick in hero from BaseNatWep where "!Helper.NatSizeDmg"
   perform eachpick.assign[Helper.DamageUp]
nexteach
      
~ Bonus to Str and Con
hero.child[aSTR].field[Bonus].value += 8
hero.child[aCON].field[Bonus].value += 6
~ Increase Natural AC by 3
hero.child[ArmorClass].field[tACNatural].value += 3
~ Give Fly speed
#applyvalue[xFly, 60]]]></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.
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Mathias
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Join Date: May 2005
Posts: 13,213

Old December 1st, 2010, 08:57 AM
I needed a Holy Aura adjustment, so that'll be in the next update, along with Cloak of Chaos, Shield of Law, and Unholy Aura.
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Maidhc O Casain
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Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858

Old December 1st, 2010, 09:27 AM
I know it's easy to implement via temporary adjustments, but would you consider adding Resistance to the list? My players use it all the time and it just seems like it should be there for the sake of completeness.
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ShadowChemosh
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Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729

Old December 3rd, 2010, 10:39 PM
Spell: Animal Growth
-Only works now if your an animal.
Code:
  <thing id="pAnimalGro" name="Animal Growth" description="The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal’s size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity.\n\nThe creature’s existing natural armor bonus increases by 2. The size change also affects the animal’s modifier to AC, attack rolls, and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.\n\nAll equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.\n\nAny enlarged item that leaves the enlarged creature’s possession instantly returns to its normal size.\n\nThe spell gives no means of command over an enlarged animal.\n\nMultiple magical effects that increase size do not stack." compset="InPlay">
    <fieldval field="pDuration" value="1 min./level"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <tag group="Helper" tag="NoIncr"/>
    <eval phase="First" priority="20000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ If we are already size collosal, get out now
doneif (herofield[tSize].value = 4)

~ Add to size - must come after race and template size set
herofield[tSize].value += 1

~ Increase the size of all our equipment by 1 apart from 
~ unarmed strike, which changes automatically
foreach pick in hero from MyGear where "!wCategory.Unarmed"
   eachpick.field[gSizeMod].value += 1
nexteach

~change the size of our natural weapons
foreach pick in hero from BaseNatWep where "!Helper.NatSizeDmg"
   perform eachpick.assign[Helper.DamageUp]
nexteach
      
~ Bonus to Str and Con
hero.child[aSTR].field[Bonus].value += 8
hero.child[aCON].field[Bonus].value += 4
hero.child[aCON].field[Penalty].value -= 2
~ Increase Natural AC by 2
hero.child[ArmorClass].field[tACNatural].value += 2]]></eval>
    <exprreq message="This spell only affects an animal."><![CDATA[#hastype[tpAnimal] <> 0]]></exprreq>
    <exprreq message="This spell only affects animals of size gargantuan or smaller."><![CDATA[herofield[tSize].value < 4]]></exprreq>
    </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; December 5th, 2010 at 10:25 PM.
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