Member
Join Date: Oct 2014
Posts: 37
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I'm trying to write a feat that will allow the masterwork quality and weapon enchantments (enhancement bonuses and named enchantments) to apply to improvised weapons.
Any pointers on what I'd have to look at to figure this out? |
#1 |
Senior Member
Join Date: Mar 2013
Location: Greater London, UK
Posts: 2,623
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Is it a crafting feat?
It looks like it would mostly just be a textual description of the ability. |
#2 |
Member
Join Date: Oct 2014
Posts: 37
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No, I want to try to create a feat that will allow me, on the weapons tab, to add "Improvised Weapon" as a selection to the "Create Custom/Magic Weapon" option on the weapons tab, and add masterwork/enchantments to it.
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#3 |
Senior Member
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Join Date: Jan 2010
Location: Chicago, IL (USA)
Posts: 10,729
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When making a custom weapon one of the powers you can add is "improvised" which converts any weapon into a improvised weapon.
Or if you install the community Pathfinder Pack and turn on "ShadowChemosh's Equipment" you will find a base weapon called "improvised" that can be enchanted or made MW. 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. |
#4 |
Member
Join Date: Oct 2014
Posts: 37
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Sorry... I left out a key phrase, I realized. I recognize that I can add the improvised quality or choose the base "improvised weapon" option and that the controls allow me to add other things to them, but that results in validation errors, "Improvised weapons cannot be masterwork/magical" (as it should, as this is normally not allowed in pathfinder).
There's a character who specializes in improvised weapons, and I want to create a feat that allows him to make them masterwork and magical (physically I can already do this) without the validation errors (so that's all the feat would need to do: change it so for any character possessing the feat, it does not cause a validation error to add magic to an improvised weapon). |
#5 |
Senior Member
Join Date: Feb 2015
Posts: 676
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Honestly, your best bet is probably to just ignore the validation errors. The validation is being performed by code that isn't accessible to us end users, and we don't really have a way of suppressing it programmatically.
You could also try making a copy of the Improvised "power" and messing around with it. I'm not in front of my HL box, but I'd guess it works by applying a tag to the weapon marking it as improvised, and then letting the component code handle the implications. If that's correct, you could use a version of Improvised that omits that tag, and it would theoretically bypass the validation. The downside is that it would also fail to apply any other effects of the Improvised quality (like the to-hit penalty), so this solution would only be appropriate if the character in question can entirely negate all the penalties associated with improvised weapons. |
#6 |
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Quote:
So yes the way to do it is to ignore the validation. Unless Mathias or Aaron know of some way of suppressing those errors of course. 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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#7 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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The Monk of the Empty Hand archetype has an ability at 11th level called "Ki Weapons: Enchanted Weapons" which allows exactly what you're working on. It does so by assigning a tag to the hero, to say this is OK:
Code:
perform hero.assign[Custom.MagImprov] |
#8 |
Member
Join Date: Oct 2014
Posts: 37
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Quote:
The feat, if anyone is interested in the thought behind it, will require the character to have Improvised Weapon Master and Master Craftsman. He can then have an improvised weapon that, once he's picked up, can use a series of craft (weapon) checks on to refine to masterwork quality, and be made magical if he can find an enchanter willing to put "bane" on, say, a broken bottle with some weights strapped to it. |
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#9 |
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