• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Pathfinder Community Packs

So your two-weapon fighting with a greatsword a a "armament shield bash". HL is giving the main hand a -4 penalty and the off-hand a -8 penalty which matches exactly to the two-weapon fighting rules.

Your using a greatsword in your primary hand and light weapon (ie armament shield bash) in your off hands. This is from the Warder class. The values are looking right to me.

I am not expert with some of these 3PP classes is there an ability or something that you have that should be lowering the TWF penalties?


In addition I checked and you can use the adjustment "Configurable: Table One" to give yourself more maneuvers. Just pick the Maneuver "tab" from the drop down. To allow more stances use the "Configurable: Table Two" adjustment instead.

Thanks for the info. Unless I am mistaken with Warder, it should not be considered two-weapon fighting. Basically Armament Shield Bash lets you use the sword for maneuvers (from Iron Tortoise) that require a shield bash, so it lets you use the sword for that requirement, and you do damage as if you were using a light shield when doing so. It doesn't allow (to my knowledge) a two-weapon attack using the real weapon and then the real weapon again as a pretend shield for a 2WF shield bash.

Maybe TheIronGolem could shed some light on it, i figure since TIG coded this part that they know the actual rules better than I as well.

Is there an option somewhere that I could choose that would show (in the cases of all characters or other characters who might be two-weapon fighting) the option to display all attack modes? For instance, a 2WF ranger showing his 2WF-ing a shortsword and a dagger, and ALSO displaying (at a different bonus) the shortsword attack by itself (for cases in which he only gets one attack vice a full attack?
 
Thanks for the info. Unless I am mistaken with Warder, it should not be considered two-weapon fighting. Basically Armament Shield Bash lets you use the sword for maneuvers (from Iron Tortoise) that require a shield bash, so it lets you use the sword for that requirement, and you do damage as if you were using a light shield when doing so. It doesn't allow (to my knowledge) a two-weapon attack using the real weapon and then the real weapon again as a pretend shield for a 2WF shield bash.

Text of Armament Shield ability:

When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent. The warder smashes with the butt of a spear-haft, the pommel of a greatsword, or the broadside of her axe. All are essentially the same and are treated as light shields for the purposes of shield- bash attacks or martial maneuvers to be used with a weapon of this type (such as Iron Tortoise maneuvers that require a shield to function).

Emphasis mine. The use of Armament Shield is definitely not restricted to maneuvers; the text is clear that you can perform regular attacks with it as well. No exceptions to "treated as a light shield for the purposes of performing a shield bash" are given. This means that you can use it in your attack routine just like a "real" shield bash, which would include offhand attacks.

HL is assessing TWF penalties because you have both your greatsword and your Armament Shield marked as equipped, and it assumes that all "equipped" weapons are being used in any given attack routine. So if you're only attacking with the sword in a particular round, you'll want to unequip the ASB. If you're just bashing, use the ASB's bonus (don't unequip the sword though, that'll make the ASB disappear). Only if you're using both in the same turn should you equip both (meaning you'll have to eat those penalties). This applies whether you're using martial maneuvers or just regular vanilla attacks.

Now that I've explained this, I see that my implementation has a flaw in that you can't equip just the ASB, because it doesn't bootstrap unless you have a two-handed weapon equipped. So if you only want to bash, you'll need to equip the sword but leave the ASB unequipped so that it's bonus doesn't change. That's pretty counterintuitive.

So it might be a good idea to change it so that ASB only requires a 2-handed weapon to be present, instead of requiring it to actually be equipped as it does right now. I'll think on it.
 
IronGolem, thanks for the reply.

I wonder, is there a way to have it export "all"possible attack routines as part of the character sheet? For those of us who dont actually use HL in play but post characters to forums and use them from there?
 
II wonder, is there a way to have it export "all"possible attack routines as part of the character sheet? For those of us who dont actually use HL in play but post characters to forums and use them from there?
What are "all" possible attack routines? If your not twf then just unequipped the Armament Shield and print the character sheet. Both weapons will display/print.

If you have the TWF feats HL does print the different attack possibilities to the character sheet. I am not sure about the statblock.
 
What are "all" possible attack routines? If your not twf then just unequipped the Armament Shield and print the character sheet. Both weapons will display/print.

If you have the TWF feats HL does print the different attack possibilities to the character sheet. I am not sure about the statblock.

Hmm, ill monkey around with it then. New to HL so i thought i had to click the Armament Shield Bash to get it to show.

Odd that it didnt come out and display the -4, however.
 
Just started playing around with the Psionics options from the 3PP, and I noticed the Dark Tempest prestige class from Ultimate Psionics is missing.
 
I see there is a new update to the Pathfinder stuff, is it safe to update or will that cause problems with the current version of the community pack?

Also, are there plans to add in the archetypes for Marksman (dreamscarred press)?
 
plan to get all the UP into HL at some point. just slow going. i've been away for a few weeks now and feel like i've forgotten almost everything i learned about the editor lol
 
I see there is a new update to the Pathfinder stuff, is it safe to update or will that cause problems with the current version of the community pack?
As far as I know no current issues. Usually someone posts. I admit I have been so busy at work this week I have not had time to fully test. But sense no one has reported anything in this thread it should be safe to update.

Also, are there plans to add in the archetypes for Marksman (dreamscarred press)?
Plans are to add "everything" from Ultimate Psionics and Path of War. We are constantly adding new thing each update. Sorry its not as fast a LW can do! :p
 
Is there a recommended remediation process for orphaned content? Best I can tell, it looks like something is missing from my packages list, but the errors aren't very clear about it.

1) Pick 'rGenEfrNob' has been orphaned due to missing thing in batch '448'.
2) Chained pick 'skCrafOth' on hero 'Genie, Efreeti Noble - CR 10' has been orphaned due to missing bootstrap in batch '448'

The second one looks like it's related to unchained crafting, but including the unchained skills doesn't appear to resolve it. Is there a way to turn on some verbose debugging or something so I can potentially find exactly what content it's trying and failing to load?

For context, I am attempting to load Crematorium.por from the Tomb of the Iron Medusa encounter package, and I do have the prerequisite packages (Advanced Players Guide, Bestiary 1, Bestiary 2, Bestiary 3, Ultimate Combat, Ultimate Magic, Mythic Adventures).
 
When importing stock NPC's from the Wrath of the Righteous setting I get "Secrets of Adventuring" as a missing source, but I can't find it.
 
When importing stock NPC's from the Wrath of the Righteous setting I get "Secrets of Adventuring" as a missing source, but I can't find it.
I can't duplicate this issue. Can you give me exact steps to replicate?

Thanks

P.S. I have no idea what "Secrets of Adventuring" is or why it would be apart of any of the .por files.
 
Secrets of Adventuring is one of the 3rd party books sold through HL. I think the portfolio just needs to "Strip missing sources".
 
Secrets of Adventuring is one of the 3rd party books sold through HL. I think the portfolio just needs to "Strip missing sources".
Thanks. But I in the last 6 months did a mass prepare of the portfolio's and it was set to Strip Missing Sources automatically. Plus I don't have this book so as I am the last person to touch every portfolio how would it have caught this strange source??

I randomly hit a bunch of portfolio's and I don't see the message. Shrug need details of exact portfolio....
 
Now available through Find Updates is the Mummy's Mask AP as an Encounter Library download. It's called "PF Encounters: AP Mummys Mask (v1.0)".

Here is a list of the official required licenses/books required to open all the different portfolios in the library: Advanced Player's Guide; Advanced Player's Guide Familiars; Advanced Race Guide; Bestiary; Bestiary 2; Bestiary 3; Bestiary 4; Book of the Damned 2: Lords of Chaos; Classic Horrors Revisited; Dark Markets: A Guide to Katapesh; Lost Kingdoms; Misfit Monsters Redeemed; Osirion, Legacy of the Pharaohs; Inner Sea World Guide; Mythic Adventures; Adventurer's Armory; Blood of Fiends or Inner Sea Gods; Osirion; Land of Pharaohs; Ultimate Combat; Ultimate Equipment; Ultimate Magic and Midgard Bestiary (single monster)
 
Not sure this has been posted yet, but I'm finding an issue with the Shadow's Other Adjustment "Weapon Bane Dmg". It is calculating the addition hit and damage correctly. The wording that is listed under the Weapons tab and Summary windows is confusing.

Created a test Human Fighter 1 with a +1 goblin-bane longword.
Without "Weapon Bane Dmg" enabled: +6 1d8+4 plus 2d6 vs. goblin
With "Weapon Bane Dmg" enabled: +8 1d8+6+2d6 vs. Bane plus 2d6 vs. goblin
(This would suggest that the damage is 1d8+6+4d6)

I can see that the "plus 2d6 vs. goblin" is listed because of the weapon's bane property before adding Shadow's adjustment, and adding this adjustment adds +2 hit/damage and "+2d6 vs. Bane" between the damage and bane property.

Is there a way to clean this up? Maybe eliminate the "+2d6 vs. Bane", adding only the +2 hit/damage since "plus 2d6 vs goblin" is already listed?
 
Not sure this has been posted yet, but I'm finding an issue with the Shadow's Other Adjustment "Weapon Bane Dmg". It is calculating the addition hit and damage correctly. The wording that is listed under the Weapons tab and Summary windows is confusing.

Created a test Human Fighter 1 with a +1 goblin-bane longword.
Without "Weapon Bane Dmg" enabled: +6 1d8+4 plus 2d6 vs. goblin
With "Weapon Bane Dmg" enabled: +8 1d8+6+2d6 vs. Bane plus 2d6 vs. goblin
(This would suggest that the damage is 1d8+6+4d6)

I can see that the "plus 2d6 vs. goblin" is listed because of the weapon's bane property before adding Shadow's adjustment, and adding this adjustment adds +2 hit/damage and "+2d6 vs. Bane" between the damage and bane property.

Is there a way to clean this up? Maybe eliminate the "+2d6 vs. Bane", adding only the +2 hit/damage since "plus 2d6 vs goblin" is already listed?
Ahh The issue is that the adjustment is really meant for the Inquisitor class that gets to Bane any weapon during combat. Plus the same for the addition of the "Greater Bane" adjustment.

In this case I would say just use the "Weapon Bonus" adjustment to apply a untyped +2 bonus to both attack and damage. Do this whenever you would be attacking goblins.

Sorry for the confusion I will update the text description to better reflect this. :)
 
abDRCIrMag orphane...

I always get error with the GM adventure Com pack.
I try to load GRanny Nan's from Reign of winter and I got 3 error. As i did not own the player compnion 6 Peoples of the north, i bougth it. It remove one error for the Jadwiga, but i still have those 2 errors.

Is there something wrong with my setting?

Pick 'abDRCIrMag' has been orphaned due to missing thing in batch '79'
Pick 'abDRCIrMag' has been orphaned due to missing thing in batch '95'

-----------------------------
Edit: I did a search for the abDRCIrMag and it is an documented error, but the answer dated back to january. It it still a WIP?
 
Last edited:
I always get error with the GM adventure Com pack.
I try to load GRanny Nan's from Reign of winter and I got 3 error. As i did not own the player compnion 6 Peoples of the north, i bougth it. It remove one error for the Jadwiga, but i still have those 2 errors.

Is there something wrong with my setting?

Pick 'abDRCIrMag' has been orphaned due to missing thing in batch '79'
Pick 'abDRCIrMag' has been orphaned due to missing thing in batch '95'

-----------------------------
Edit: I did a search for the abDRCIrMag and it is an documented error, but the answer dated back to january. It it still a WIP?
The "Thing ID" for Cold Iron Magic DR was changed at one point. I thought I had redone all the files so this was gone. But I going to have to assume I missed RoW somehow.

So its really just a warning message that can be ignored. If you make any change to the .por file and then save it again the warning will go away.

You can have HL go through and fix all the .por files at one time for you. Start HL and Pathfinder and then go to "Develop->Prepare Portfolios in Folder for Distribution". In the option box select all three options. Then point it to where you have the RoW files. It will take a bit of time depending on your machine but it will remove that error message.
 
Not sure this has been posted yet, but I'm finding an issue with the Shadow's Other Adjustment "Weapon Bane Dmg". It is calculating the addition hit and damage correctly. The wording that is listed under the Weapons tab and Summary windows is confusing.

Created a test Human Fighter 1 with a +1 goblin-bane longword.
Without "Weapon Bane Dmg" enabled: +6 1d8+4 plus 2d6 vs. goblin
With "Weapon Bane Dmg" enabled: +8 1d8+6+2d6 vs. Bane plus 2d6 vs. goblin
(This would suggest that the damage is 1d8+6+4d6)

I can see that the "plus 2d6 vs. goblin" is listed because of the weapon's bane property before adding Shadow's adjustment, and adding this adjustment adds +2 hit/damage and "+2d6 vs. Bane" between the damage and bane property.

Is there a way to clean this up? Maybe eliminate the "+2d6 vs. Bane", adding only the +2 hit/damage since "plus 2d6 vs goblin" is already listed?
Note I have cleaned up the language of the adjustment and moved it to be a Conferred adjustment as its really meant for Inquisitor characters. In addition I added a new "Bane" item power (for the next release) that can be selected under "ShadowChemosh Equipment". This new Bane can be activated on the In-Play tab to give the +2 bonus and +2d6 instead of having the +2d6 always show. This will make it much easier to use on iPads or HL software at the game table.
 
Last edited:
Back
Top