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Example of house rule bonus skill point?

AkosPrime

Member
So, I'm building a custom Faction for a home-game PF campaign. I'm using a Faction rather than a Mechanic or Adjustment because there will be different advantages depending on which island someone comes from, ergo Faction. Since islanders can be of various races, I felt a Faction was the best method for doing this.

I was able to find what I was looking for for some things, but I cannot find an example of the following type of mechanic:

At every character level, a character gets a bonus skill point that must be assigned to a Profession skill.

Can someone point me in the direction of such an example?

I've checked out these threads but haven't found anything that works for me, so I HAVE checked the forums before asking this question:
http://forums.wolflair.com/showthread.php?t=49502
http://forums.wolflair.com/showthread.php?t=44679
http://forums.wolflair.com/showthread.php?t=38747

Thanks in advance!
 
At every character level, a character gets a bonus skill point that must be assigned to a Profession skill.
I can't think of any way to do this. You can easily give an extra skill point to characters. But no way to Track that "THIS" skill point was used in a Profession skill. For now you will need to either trust players or manually verify they are increasing a profession skill each level.
 
Ok one idea would be to build an ability bootstrapped to a mechanic that does a validation test. That test would be to total all the rank in "Profession" only skills and see that the ranks are equal to or greater than the character level. If this test is not true then put out a validation error that says something like "not enough ranks in profession skills." to remind the player that they used a rank for a non-Profession skill.
 
I can't think of any way to do this. You can easily give an extra skill point to characters. But no way to Track that "THIS" skill point was used in a Profession skill. For now you will need to either trust players or manually verify they are increasing a profession skill each level.

I'm okay with trusting the players, I can always do an audit of the sheets manually if necessary.

Can you point me in the direction of an example of this that would stack with favored class skill point? I tried using that mechanic first, but found that if that is chosen when advancing only one additional skill point is given, not two. I tried emulating the mechanic in the 'Finding Haleen' trait, but whatever I'm doing is not allowing the skill points to 'stack', I'm only getting one bonus point not two for example when a character has that trait and also has the Faction.
 
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Try taking a look at the human skill bonus, maybe?

Seeing as they get an extra skill point per level already seems as though that would be a good place to start in trying to find a script to do this.
 
You could also create a drop down option at each level listing the professions, and use that to assign the point. (See rogues edge ability)
 
There are a couple fighter archetypes which do this, if I recall correctly. They use a validation error to check that the minimum number of skill points have been spent in the target skills and complain if there aren't enough.
 
I guess Lore Warden is the only example I can find easily, I am sure there are others but they might not be archetypes.
 
The Lore Warden archetype is an example of what Aaron's referring to.

Awesome! I'll take a look at that tonight when I get home. I guess my problem is figuring out whether I need to just create a validation script, or if I should create a new <something> that I can call via a bootstrap. I tried the bootstrap option and just calling the already created thing (i.e. favored class skill bonus) and that's why they don't stack since it's a duplicate I guess. I'll see how that Lore Warden does it and see if I can emulate that. Thanks again.
 
bootstrap does not mean function call.

Bootstrapping means to automatically add the other thing to the character every time the pick doing the bootstrapping is added to the character.
 
So, I tried adding the following eval script (just for down/dirty testing) to the Faction:

#resmax[resSkill] += 1 * field[xAllLev].value

Using the 'Lore Warden' class archetype as an example. However it does not appear to do what I'd expect, as in it doesn't appear to do anything either to an existing character with the Faction assigned or to a character when newly assigning the Faction to it.
 
xAllLev isn't calculated until early in the Post-Levels phase, so it would = 0 until then. Try post-levels/10000.
 
No joy :( I tried both Post-Levels and Final Phase and it didn't work in either one. Hmmmm......Grrr.... :p
That does not make logical sense actually. So here are a few questions:

1) You are sure this faction is LIVE on the hero?
2) The script you have is above is 100% of all the logic in the fraction eval script? No "doneIF()" statements exist?
 
Wait a minute - factions do not have the xAllLev field. How did you get your script to compile?

On a class ability, like the lore warden, xAllLev means the level of all classes that have this ability.
 
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LOL I just got that. So either HL is tossing an error or for some reason its not throwing an error and xAllLev is always 0? :confused: :eek:

If it does compile (which is surprising), then the line of code would be ignored during execution, because field[xAllLev].value doesn't exist in that context. With "Enable Data File Debugging" turned on in the Develop menu, there'd be a runtime error reported when it ignored that line of code.
 
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