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Pathfinder Community Packs

The 2nd-ary disciplines that are already created will need to be changed to be primary custom abilities, and we'll need to edit the name so that the user will understand that these are for the dual disciple archetype only (or make it available only to the dual disciple archetype -- which I think it may already be). Then we'll be able to use the 2nd-ary custom abilities for the additional discipline mythic ability, and the 3rd-ary custom abilities for the extra discipline power lists.

Maybe a look at how the Ranger Favoured Enemy class feature is implemented would help with this primary/secondary control?
 
The 2nd-ary disciplines that are already created will need to be changed to be primary custom abilities, and we'll need to edit the name so that the user will understand that these are for the dual disciple archetype only (or make it available only to the dual disciple archetype -- which I think it may already be).
I don't agree with this plan. If we are going to fix this then lets do it correctly and not have to "duplicate" all Disciplines twice. In addition we should keep to the solutions we already have in Pack that gamers are using.

The Psychic Warrior at level 9 chooses a 2nd Warrior's Path ability. At that time the gamer gets a new drop-down on the path abilities that require them to select one as Primary and one as Secondary. I would prefer we did the same in this case. The Primary one gets the abilities at 2,8,14 & 20. The secondary discipline gains abilities at 10 & 15th level and the 14 & 20th level abilities are disabled.

The logic can easily be stored in a new Procedure so that its easy to change or fix. Plus easy to add to all the disciplines. This prevents the need of having duplicates of every discipline.
 
I don't agree with this plan. If we are going to fix this then lets do it correctly and not have to "duplicate" all Disciplines twice. In addition we should keep to the solutions we already have in Pack that gamers are using.

The Psychic Warrior at level 9 chooses a 2nd Warrior's Path ability. At that time the gamer gets a new drop-down on the path abilities that require them to select one as Primary and one as Secondary. I would prefer we did the same in this case. The Primary one gets the abilities at 2,8,14 & 20. The secondary discipline gains abilities at 10 & 15th level and the 14 & 20th level abilities are disabled.

The logic can easily be stored in a new Procedure so that its easy to change or fix. Plus easy to add to all the disciplines. This prevents the need of having duplicates of every discipline.

Ok, this works too.
 
Eberron Bug Report (Community Pack v1.7)

I just noticed something else missing on the Dolgaunt. I don't see any indication in Hero Lab that the Dolgaunt's tentacles have 10' Reach (Eberron Campaign Setting, p. 281).
 
Ok, this works too.
I am thinking it maybe best to encapsulate this logic with a new specific Thing Type called a "Discipline". I can then more easily hide the script logic being done and have a simple new "editor" tab actually. That would allow for creating new future disciplines or house-rule disciplines to be made very easily.

Let me take a look into that today.
 
Eberron Bug Report (Community Pack v1.7)

I just noticed something else missing on the Dolgaunt. I don't see any indication in Hero Lab that the Dolgaunt's tentacles have 10' Reach (Eberron Campaign Setting, p. 281).
This is because unlike today no real feature existed in HL to designate one attack had a different reach than standard.

I have added it to the list to be enhanced...
 
I am thinking it maybe best to encapsulate this logic with a new specific Thing Type called a "Discipline". I can then more easily hide the script logic being done and have a simple new "editor" tab actually. That would allow for creating new future disciplines or house-rule disciplines to be made very easily.

Let me take a look into that today.

Sounds like a plan. With your concept, I'd like to see if we can implement the "partial disciplines" that comes with the mythic abilities.. otherwise, I'll implement them as secondary abilities, instead.
 
I just noticed something from last nights game. The Cryptic's Disrupt Pattern qualifies as a weapon -- yet with feats like weapon focus, deadly aim, smite, etc it doesn't auto-calculcate the additional feat effects.

How would we implement being able to apply these effects.. I presume it's similiar to something like the mind bolt, although it's considered to be a ray-like weapon.
 
I just noticed something from last nights game. The Cryptic's Disrupt Pattern qualifies as a weapon -- yet with feats like weapon focus, deadly aim, smite, etc it doesn't auto-calculcate the additional feat effects.

How would we implement being able to apply these effects.. I presume it's similiar to something like the mind bolt, although it's considered to be a ray-like weapon.
With allot more scripting that is how. Its a weapon yes but we have taken full control over the damage dice values. Meaning all those "bonuses" will have to be manually calculated into the total.

Deadly Aim by the rules does not affect Disrupt Pattern because its a Touch Attack and Deadly Aim does not work with touch attacks. So we need to carefully verify what really needs to be added please.
 
Your work is greatly appreciated. :D
This has been fixed.


Sounds like a plan. With your concept, I'd like to see if we can implement the "partial disciplines" that comes with the mythic abilities.. otherwise, I'll implement them as secondary abilities, instead.
I made some good progress with this over the weekend. I hopefully can finish tonight. This mod changes lots of files in small ways so please make sure you have pushed all your current changes to GitHub as soon as you can please. :)
 
I'm 100% up to date with GitHub -- I decided to see how this implementation was going to be done prior to doing anything further.

Question: I saw the latest Psionic 7th path stuff. Is that up on the main repository yet?
 
This is because unlike today no real feature existed in HL to designate one attack had a different reach than standard.

I have added it to the list to be enhanced...

Actually, this did get added a couple months ago, I think. You can set a value in the wReach field, and then either add the Helper.ReachMult or Helper.ReachAdd tags.
 
Question: I saw the latest Psionic 7th path stuff. Is that up on the main repository yet?
I have no idea what Psionic 7th path stuff is. So I am going to have to answer with no it is not part of the repository yet. ;)

Actually, this did get added a couple months ago, I think. You can set a value in the wReach field, and then either add the Helper.ReachMult or Helper.ReachAdd tags.
Thanks I actually pulled up a dragon, because they have the bite being a different reach, and figured out the tags and fields. Pretty nice way of doing this and it was very quick to add to the Dolgaunt monster. Of course "how" to find all the other monsters in the pack that require this is another story. :eek:

Appreciate the info but sense I can now view Procedures from the editor its pretty easy to locate such info now. :)
 
Ok I committed the new Psion Discipline changes to GitHub. Still want to do some clean up and stuff. Plus I think its a better plan to move the setup of the Discipline powers to the Discipline instead of marking the Power with the Discipline.

For now if anyone want to try and has access to GitHub do the following:
1) Activate Ultimate Psionics and add a level of Psion.
2) Add the "Dual Disciple" archetype.
3) On the Psion tab add one Discipline and notice it assumes it is primary.
4) Add a second discipline and see a drop down chooser is available to pick which is primary and which is secondary.

I have also started to move the Psion class Things to its own file. Its allot easier to work with in smaller chunks.
 
Yet another Community Pack (CP) Eberron bug report.

CP v1.7 has the Artificer as a memorization caster. However, Eberron Campaign Setting, p. 31 states that they can spontaneously choose at 'casting' time from the entire list of available infusions.
 
Yet another Community Pack (CP) Eberron bug report.

CP v1.7 has the Artificer as a memorization caster. However, Eberron Campaign Setting, p. 31 states that they can spontaneously choose at 'casting' time from the entire list of available infusions.
No such concept exists in Pathfinder and no rule at the time of implementation existed in HL. Also why I had to pick Alchemist as caster type to get something that was not Divine/Arcane.

There does now appear to be a "Unrestricted" casting class option actually. I have no idea how badly this will screw up existing characters if I make this change.

Update: As I assumed the Unrestricted option has never been kept up to date and has strange issues when used. The worst being you can only cast each spell "one" time.
 
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Re: Dual Disciple Implementation:

I've got a 1st level Psion(Dual Disciple) -- when I open the list for choosing powers/talents, I get the following error:

Syntax error in dynamic 'candidate' tag expression

Edit: Odd. After closing and re-opening HL, the error doesn't occur.
 
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Re: Dual Disciple Implementation:

I've got a 1st level Psion(Dual Disciple) -- when I open the list for choosing powers/talents, I get the following error:

Syntax error in dynamic 'candidate' tag expression

Edit: Odd. After closing and re-opening HL, the error doesn't occur.
I was going to say I can't duplicate this issue. Unless it was the specific two disciplines you selected.....
 
Ok I committed the new Psion Discipline changes to GitHub. Still want to do some clean up and stuff. Plus I think its a better plan to move the setup of the Discipline powers to the Discipline instead of marking the Power with the Discipline.

For now if anyone want to try and has access to GitHub do the following:
1) Activate Ultimate Psionics and add a level of Psion.
2) Add the "Dual Disciple" archetype.
3) On the Psion tab add one Discipline and notice it assumes it is primary.
4) Add a second discipline and see a drop down chooser is available to pick which is primary and which is secondary.

I have also started to move the Psion class Things to its own file. Its allot easier to work with in smaller chunks.

seems to be working fine to me
 
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