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Path of War - Community Package....

ShadowChemosh

Well-known member
Path of War is Dreamscarred Press new book that takes the Book of 9 Swords and brings it to Pathfinder. It is now out of playtest and I have created a whole new frame work to support the Maneuvers and Stances that are in the book and I am ready to release it to the community.

Download
If you have the community servers setup already then simply go to Updates in Hero Lab and download "Pathfinder 3PP Pack". If you don't have the community servers setup then go to THIS post and follow the one time setup instruction.

Overview
Please note this initial release has the just the Warlord pdf done. So you have the Warlord class, skill, feats, and all the Maneuvers & Stances. As it took so much time to get the Maneuvers to select right most of the class abilities and feats are NOT scripted. This means why you can activate a stance on the "In-Play" tab it will NOT adjust/change your character. But you can at least keep track of the Maneuvers you have readied and Stances activated.

Not Implemented
If a feat says "Note: This is has not been implemented yet." then the feat will not actually affect your character. The pre-reqs are in but that is all.

New Maneuvers Tab
Here is a screen shot of the new Maneuvers tab and you can see you have a selection of Maneuvers and Stances. After selecting a maneuver you can then set if the maneuver is readied or not readied.
Image8.jpg

Bug Reporting
Feel free to post to this thread with questions, comments, or bug reports. Also for those without forum accounts fee free to email me at my Forum User ID at yahoo dot com.

Also attached to this post is a pdf of an example printout of the Warlord and his Maneuvers. For printed sheets I recommend AncientOne's sheet as it works out the best.
 

Attachments

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Version
v1.3 December 5, 2014
(Shatterjack)
-Added Maneuvers from all disciplines, including coded stance effects.
-All three initiating classes are now included (Stalker, Warder, Warlord).
-Added All archetypes except the Pathwalker and Warsoul (psionic archetypes).
-All feats included, though not all at 100% completion.
-Martial Training feats are scripted and 100% working!
-Added Adjustments for characters affected by someone else's Golden Lion stance.
-Added Adjustments to add or remove an initiating class's access to a particular discipline.
(ShadowChemosh)
-Misc changes/adjustments to merge into package.
-Misc Unique ID changes.

v1.2 October 12, 2014 - Tim Shadow
-Added stalker class. (Shatterjack).
-Warlord maneuvers/stances updated to the final book text (radionausea).
-Maneuvers used by the Stalker clas added. (Shatterjack)
-Maneuvers now calculate their IL level in field[mIL].value after Post-Level/20. (Tim Shadow)
-Maneuvers now calculate their DC in field[mDC].value after Post-Attributes/10000. (Tim Shadow)

V1.1 April 13, 2014
-Fixed "Deadly Agility" feat pre-req scripts.
Note: You will get some errors when loading a character that will look like this:
Field 'wCustMonDm' is no longer associated with pick 'manPWBlBr1'
Field 'gUserEquip' is no longer associated with pick 'manPWBlBr1'

This is not an issue and as soon as you save your character these errors will not come back after. Sorry about this but it will make things much better in the future.
Data File Authoring
-This version has a Major New feature that will allow entering New Maneuvers much easier. It does mean anyone with any maneuvers they custom created won't work anymore. But in good news you can email me the .user files and I can easily convert them over.
-I added a new "tab" in the Editor for "PoW Maneuvers" now. This means entering maneuvers just became allot easier. See below for details on this new Editor Tab.

V1.0 December 15, 2013
-Initial release to the community. Most abilities are not scripted and will not apply their bonus/penalty to your character. Please use adjustments at this time to affect your character.
 
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Data File Authoring Notes

General->zCommunity->Maneuvers:
  • To enter new Maneuvers you can now do this very easily in the editor by going to "General->zCommunity->Maneuvers" tab.
  • Maneuvers "IL" (Initiator Level) is calculated on each Maneuver after Post-Level/20 and is stored in the field[mIL].value.
  • Maneuvers "DC" is calculated on each Maneuver after Post-Attributes/20 and is stored in the field[mDC].value.

General->Configurable
  • To set a new class to be allowed to take Maneuvers you need to do a New Copy against "Warlord Maneuvers" thingid.cCfgPW1. Then the only sections you should change is in the list of "Tags". You need to change ClsCountAs.cHelpPW1 to be ClsCountAs.cHelpXXX where "XXX" is the three digit id for your new class. Then each of the "Discipline.?" tags should get changed to match the disciplines your class allows.
  • The tag "UseAttr.?" (aSTR,aDEX,aCON,aINT,aWIS,aCHA) tells HL which "ability" score is used to calculate the DC of maneuvers must be set on the Configurable also.

Class->Class
  • You must add the special tag "PathOfWar.Class" to your class on the "Class" tab.
  • Spells Known Per Level controls the Maneuvers information for a class. Array 0 = Maneuvers Known; Array 1 = Maneuvers Readied; Array 2 = Stances

Tags
  • PathOfWar.HeroInit - Tells you after Final/1000 if a character is capable of Initiate Maneuvers.
  • HasMan.? - Tags can be tested in pre-reqs to tell you if a character has a maneuver of a specific discipline. So in example to check for a Iron Tortoise you can use: validif (hero.tagis[HasMan.IronTort] = 1)
  • HasStance.? - Tags can be tested in pre-reqs to tell you if a character has a stance of a specific discipline. So in example to check for a Iron Tortoise you can use: validif (hero.tagis[HasMan.IronTort] = 1)
 
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This is brilliant!!!! I look forward to see how you build out the rest of this!
Thanks! :D I had allot of proof of concepts I had to toss out the door as it didn't work before I settled on this. My plan if I can find time is to do a post in the project forum on how to use these new mechanics. How to add new Maneuvers/Stances or classes using the new Maneuver tab.

Now that its setup it's not really hard but the first time working with it a editor will need a few pointers on what stuff is doing.
 
Thanks! :D I had allot of proof of concepts I had to toss out the door as it didn't work before I settled on this. My plan if I can find time is to do a post in the project forum on how to use these new mechanics. How to add new Maneuvers/Stances or classes using the new Maneuver tab.

Now that its setup it's not really hard but the first time working with it a editor will need a few pointers on what stuff is doing.

I so need this for our Pathfinder game that is currently using Bo9S that I started playing with it a bit more and trying to piece it together. Most of the scripting is beyond me I'm afraid, but I actually took a copy to another instance of the Pathfinder rules and started playing with adding Bo9S material that I need there. I can follow what you did for the most part, but a guide would definitely be helpful. So far I've added the disciplines and that's it.
 
V1.1 April 13, 2014
-Fixed "Deadly Agility" feat pre-req scripts.
Note: You will get some errors when loading a character that will look like this:
Field 'wCustMonDm' is no longer associated with pick 'manPWBlBr1'
Field 'gUserEquip' is no longer associated with pick 'manPWBlBr1'

This is not an issue and as soon as you save your character these errors will not come back after. Sorry about this but it will make things much better in the future.
Data File Authoring
-This version has a Major New feature that will allow entering New Maneuvers much easier. It does mean anyone with any maneuvers they custom created won't work anymore. But in good news you can email me the .user files and I can easily convert them over.
-I added a new "tab" in the Editor for "PoW Maneuvers" now. This means entering maneuvers just became allot easier.

Image1.jpg
 
I noticed this doesn't do any checking of maximum number of maneuvers of each level - since I just went through those earlier today to figure out one of my own characters, I figured I'd post the numbers in case they might be of use to you. These are done assuming that the character swaps the lowest-level maneuvers they have for the highest-level they have available whenever possible, and presuming basically the same kind of validation that already exists for spells by level (e.g. any higher-level slot can be used for a lower-level maneuver).

Maneuvers:
1: 1st x6
2: 1st x7
3: 1st x7, 2nd x1
4: 1st x6, 2nd x2
5: 1st x6, 2nd x2, 3rd x1
6: 1st x5, 2nd x2, 3rd x2
7: 1st x5, 2nd x2, 3rd x2, 4th x1
8: 1st x4, 2nd x2, 3rd x2, 4th x2
9: 1st x4, 2nd x2, 3rd x2, 4th x2, 5th x1
10: 1st x3, 2nd x2, 3rd x2, 4th x2, 5th x2
11: 1st x3, 2nd x2, 3rd x2, 4th x2, 5th x2, 6th x1
12: 1st x2, 2nd x2, 3rd x2, 4th x2, 5th x2, 6th x2
13: 1st x2, 2nd x2, 3rd x2, 4th x2, 5th x2, 6th x2, 7th x1
14: 1st x1, 2nd x2, 3rd x2, 4th x2, 5th x2, 6th x2, 7th x2
15: 1st x1, 2nd x2, 3rd x2, 4th x2, 5th x2, 6th x2, 7th x2, 8th x1
16: 1st x0, 2nd x2, 3rd x2, 4th x2, 5th x2, 6th x2, 7th x2, 8th x2
17: 1st x0, 2nd x2, 3rd x2, 4th x2, 5th x2, 6th x2, 7th x2, 8th x2, 9th x1
18: 1st x0, 2nd x2, 3rd x2, 4th x2, 5th x2, 6th x2, 7th x2, 8th x2, 9th x2
19: 1st x0, 2nd x2, 3rd x2, 4th x2, 5th x2, 6th x2, 7th x2, 8th x2, 9th x3
20: 1st x0, 2nd x2, 3rd x2, 4th x2, 5th x2, 6th x2, 7th x2, 8th x2, 9th x4

Stances:
1: 1st x1
2: 1st x2
3: 1st x2
4: 1st x2
5: 1st x2, 3rd x1
6: 1st x2, 3rd x1
7: 1st x2, 3rd x1
8: 1st x2, 3rd x1
9: 1st x2, 3rd x1, 5th x1
10: 1st x2, 3rd x1, 5th x1
11: 1st x2, 3rd x1, 5th x1
12: 1st x2, 3rd x1, 5th x1
13: 1st x2, 3rd x1, 5th x1
14: 1st x2, 3rd x1, 5th x1, 7th x1
15: 1st x2, 3rd x1, 5th x1, 7th x1
16: 1st x2, 3rd x1, 5th x1, 7th x1
17: 1st x2, 3rd x1, 5th x1, 7th x1
18: 1st x2, 3rd x1, 5th x1, 7th x1
19: 1st x2, 3rd x1, 5th x1, 7th x1
20: 1st x2, 3rd x1, 5th x1, 7th x1, 9th x1
 
I noticed this doesn't do any checking of maximum number of maneuvers of each level - since I just went through those earlier today to figure out one of my own characters, I figured I'd post the numbers in case they might be of use to you. These are done assuming that the character swaps the lowest-level maneuvers they have for the highest-level they have available whenever possible, and presuming basically the same kind of validation that already exists for spells by level (e.g. any higher-level slot can be used for a lower-level maneuver).
Correct it does not do that kind of checking/validation yet. Thanks for the info that will be helpful for getting that coded. :)
 
Everytime I add a two-weapon style build with the Warlord, Hero Lab crashes.
Specifically, once Deadly Agility and the Two-Weapon Fighting Feat are on the file together.

Also, I was looking at the Stances; Isn't Inner/Outer Sphere stance each a level 1 Thrushing Dragon Stance? One of them was listed as a level 4 Scarlet Throne (I think, it was from a very different discipline).
Or am I looking at outdated sourcebooks?

Otherwise, love the work you do.
 
Everytime I add a two-weapon style build with the Warlord, Hero Lab crashes.
Specifically, once Deadly Agility and the Two-Weapon Fighting Feat are on the file together.
Ummm I have nothing special running that should cause this. I just created a character with both these feats and its working fine. If you can reproduce this over and over again I would put in a bug report for it. And be ready to list the exact steps that cause it and provide your .por file.

Also, I was looking at the Stances; Isn't Inner/Outer Sphere stance each a level 1 Thrushing Dragon Stance? One of them was listed as a level 4 Scarlet Throne (I think, it was from a very different discipline).
Or am I looking at outdated sourcebooks?
When I started on this project I was entering "Playtest" stuff and so I may have missed a few changes when I moved it to the final work. I have updated this for the next release.

For now to fix this yourself is very easy sense I added the new Editor Tab. So go to "Tools->Show Editor". Then click no "File->Open Data File.." and select "PFRPG_PathOfWar_Manuevers.user" file. Then click on the "General->PoW Maneuvers" tab. Find the "Inner Sphere Stance" and change the Maneuver Discipline to "Thrashing Dragon" and change "Maneuver Level" to one.

Save and save the file. Then restart HL. :)
 
Version
v1.2 October 12, 2014 - Tim Shadow
-Added stalker class. (Shatterjack).
-Warlord maneuvers/stances updated to the final book text (radionausea).
-Maneuvers used by the Stalker class added. (Shatterjack)
-Maneuvers now calculate their IL level in field[mIL].value after Post-Level/20. (Tim Shadow)
-Maneuvers now calculate their DC in field[mDC].value after Post-Attributes/10000. (Tim Shadow)
 
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New Version!
v1.3 December 5, 2014
(Shatterjack)
-Added Maneuvers from all disciplines, including coded stance effects.
-All three initiating classes are now included (Stalker, Warder, Warlord).
-Added All archetypes except the Pathwalker and Warsoul (psionic archetypes).
-All feats included, though not all at 100% completion.
-Martial Training feats are scripted and 100% working!
-Added Adjustments for characters affected by someone else's Golden Lion stance.
-Added Adjustments to add or remove an initiating class's access to a particular discipline.
(ShadowChemosh)
-Misc changes/adjustments to merge into package.
-Misc Unique ID changes.
 
Pardon me this might not be the right spot for this but it appears that about half the Iron Tortoise maneuvers and stances are missing above approximately 5th level? or am I missing something.
 
Pardon me this might not be the right spot for this but it appears that about half the Iron Tortoise maneuvers and stances are missing above approximately 5th level? or am I missing something.

That's odd. I did enter those maneuvers and even code the stance effects. Not sure how they got lost, but thanks for catching it. Luckily I was able to find the missing stuff so I don't need to make it again from scratch. I've submitted it to the repository for the 3PP Pack (which you should get if you're still using the deprecated Path of War pack), so the missing maneuvers should show up in the next update.
 
Paths of War - Thrashing Dragon Discipline

Checking on the status of this add on. I noticed a maneuver missing in Thrashing Dragon (Leaping Dragon level 1). I checked for it in the Editor and didn't see it either.

Is this still a work in progress or was this maneuver missed?

Thanks for the work!
 
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