• 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

Not exactly about Patreon but about giving money has come up before.

I have this this weird thing that once I take money of any kind for HL I see it as work. Meaning I will get stressed about deadlines and making enough progress or just having to work every night on HL.

Why I appreciate the thought of people wanting to do Patreon I feel it will ruin the experience for me. If I currently don't have time to fix an issue or implement something then I don't. But if I was taking money I would feel required to do it. :(

So for my own sanity its best I do this as a hobby and I don't feel obligated to do stuff on a time table. :) :D

P.S. - I also get that makes me "really" strange in this day and age but you just have to take the bad with the good. :eek:

No shame in choosing less stress over more money.
 
Not exactly about Patreon but about giving money has come up before.

I have this this weird thing that once I take money of any kind for HL I see it as work. Meaning I will get stressed about deadlines and making enough progress or just having to work every night on HL.

Why I appreciate the thought of people wanting to do Patreon I feel it will ruin the experience for me. If I currently don't have time to fix an issue or implement something then I don't. But if I was taking money I would feel required to do it. :(

So for my own sanity its best I do this as a hobby and I don't feel obligated to do stuff on a time table. :) :D

P.S. - I also get that makes me "really" strange in this day and age but you just have to take the bad with the good. :eek:

Makes perfect sense to me.
 
Not exactly about Patreon but about giving money has come up before.

I have this this weird thing that once I take money of any kind for HL I see it as work. Meaning I will get stressed about deadlines and making enough progress or just having to work every night on HL.

Why I appreciate the thought of people wanting to do Patreon I feel it will ruin the experience for me. If I currently don't have time to fix an issue or implement something then I don't. But if I was taking money I would feel required to do it. :(

So for my own sanity its best I do this as a hobby and I don't feel obligated to do stuff on a time table. :) :D

P.S. - I also get that makes me "really" strange in this day and age but you just have to take the bad with the good. :eek:

Makes perfect cents to me too
 
Not exactly about Patreon but about giving money has come up before.

I have this this weird thing that once I take money of any kind for HL I see it as work. Meaning I will get stressed about deadlines and making enough progress or just having to work every night on HL.

Why I appreciate the thought of people wanting to do Patreon I feel it will ruin the experience for me. If I currently don't have time to fix an issue or implement something then I don't. But if I was taking money I would feel required to do it. :(

So for my own sanity its best I do this as a hobby and I don't feel obligated to do stuff on a time table. :) :D

P.S. - I also get that makes me "really" strange in this day and age but you just have to take the bad with the good. :eek:

Freak

Just kidding, we all love you like a fat kid loves cake! And, believe me, they love cake, I ought to know!
 
I just finished a custom item for one of my players and thought it might be an interesting addition to the Community Pack. I hereby offer it for your consideration in the hope that it might be useful.

---

The situation:

Since I ruled that one of my players with a level 1 druid couldn't carry 40# of water in a Spell Component Pouch (the bulky but inexpensive Focus component of Ice Armor), he wants to carry five empty jugs attached to cargo loops on his backpack so he can Create Water as needed to armor up (at a -2 Circumstance Penalty to Stealth).

The default 'Jug' in HL only comes in one state - full, with 8.5# of water in a 0.5# jug. I therefor coded the 'Jug, Clay (Adaptive)'

Features:
  1. User Text field on the 'Gear' tab to designate whether its carrying Water, Wine, Ale, etc. (Default='Water'), in case he crit fails a saving throw; 'What were the contents, if any, of the jug that got destroyed?'
  2. Automatically changes livename based on the User Text ('Water Jug', 'Ale Jug', etc.)
  3. An automatically renamed checkbox on the 'In-Play' tab under 'Activated Abilities' ('Jug is Full of [User Text]?') which adjusts the jug's weight based on whether or not it is full (Default = unchecked/empty)
 

Attachments

My character has a 7 Cha (don't judge :p).

Assuming that a 10 in a stat allows for up to 0th level spells, that same math may cause a 7 to allow for up to negative 3rd level spells, which could explain the error message I am getting.

It sounds like maybe some of the psionic characters are now pulling Cha as their spell level limit stat even if their class uses Wis or Int.
This issue of Powers showing errors based on Cha has now been fixed with the official release of Pathfinder 13.20. Thanks LW! :)
 
I just finished a custom item for one of my players and thought it might be an interesting addition to the Community Pack. I hereby offer it for your consideration in the hope that it might be useful.
I missed this post somehow. Sorry!

I will get this added for next release v1.11.
 
The release of the new "Pathfinder Pack" version 1.10 is out!

v1.10 August 15, 2017

Bug Fixes
  • ShadowChemosh Adjustments (ShadowChemosh) - The adjustment "PFS, Equipment Boon" was not work for Custom made wands, scrolls or potions.
  • ShadowChemosh Skills (ShadowChemosh) - Mark "CL vs SR" skills as allowed for CORE PFS games.
  • (ShadowChemosh) - Corrected some feats that where not source marked. "Ascendant Power" from COM_3PPPack_UltimatePsionics_Mythic - Feats and "Thundercrack" from COM_3PPPack_RGG Bullet Points Lightning Bolt Feats.
  • ShadowChemosh Adjustments (ShadowChemosh) - Added missing "Concentration: Summoner (Unchained)" skill.
  • RGG Dragonrider Class (ShadowChemosh) - Fixed #122. The Dragon Steed race type was not being added to the dragon steed minions. This prevented many of the races bases stats from calculating correctly (ie saves, BAB, skill points, hit points). Enhanced all to the script logic to better standards.
New Features
  • Starfinder (ShadowChemosh) - New GM Starfinder configuration option (Community Pack->GM Section->Starfinder GM->Starfinder) that allows for converting a Pathfinder monster to Starfinder rules. THIS IS MEANT FOR GMs NOT PLAYERS! I did my best to implement the rules on page 498 of the Starfinder Core book. When you activate this new option Skills will be consolidated into Starfinder skills. In example if you get a bonus to "Handle Animal" skill you will see this as a situational bonus for "Survial". In addition a new 'Starfinder' tab will appear that requires you to choose an option. You need to decide to use Pathfinder multiple attacks or Starfinder's single attack logic. Finally the Starfinder tab will also let you add a "Resolve" pool that will display on the In-Play tab. A pair of adjustments exist that allow for adjusting EAC/KAC values.
  • Starfinder (ShadowChemosh) - All Starfinder weapons have been added.
  • RGG Talented Monk(Eilserves) - Added more talents. Added additional talents, simplified some code.
  • Ultimate Psionics (ShadowChemosh) - Fully implemented the soulknife archetype "Armored Blade".
  • Ultimate Psionics (ShadowChemosh) - Fully implemented the soulknife archetype "Cutthroat".
  • Ultimate Psionics (ShadowChemosh) - Fully implemented the soulknife archetype "Deadly Fist".
  • Ultimate Psionics (ShadowChemosh) - Fully implemented the soulknife blade skill "Flurry of Fists" including the Improved and Greater versions.
  • Ultimate Psionics (ShadowChemosh) - Fully implemented the soulknife archetype "Feral Heart".
  • Ultimate Psionics (ShadowChemosh) - Fully implemented the following soulknife blade skill & feral heart blades skills: Quick Shift, Advanced Talents, Rogue Talents, Evasion, Improved Evasion, Bite, Pounce, Rake, Rend, Thick Skin, & Improved Thick Skin.
  • Ultimate Psionics (ShadowChemosh) - Fully implemented the soulknife archetype "Nimble Blade". Optimized several of the class abilities to remove the need of a foreach loop.
  • Ultimate Psionics (ShadowChemosh) - Fully implemented the soulknife archetype "Shielded Blade".
  • Ultimate Psionics (ShadowChemosh) - Fully implemented the soulknife archetype "Soul Bolt".
  • Ultimate Psionics (ShadowChemosh) - Implemented Dwarf, Elf, Gnome, Half-Elf, & Halfling favored class options.
  • Ultimate Psionics (ShadowChemosh) - Corrected/fixed/enhanced all BASE Aegis class abilities.
  • Ultimate Psionics (ShadowChemosh) - Corrected/fixed/enhanced all the Aegis Suit class abilities (Astral Skin, Astral Armor, Astral Juggernaut). Corrected/fixed/enhanced the free customization that go along with the astral suit. This includes fixing Brawn, Hardy and Nimble abilities.
  • Ultimate Psionics (ShadowChemosh) - Aegis class. Fully implemented customization's: Darkvision; Ranged Attacked; Energy Blast; Empowered Blast; Energy Resistance; Energy Resistance, Extra; Energy Immunity; Evasion; Extra Arms, Lesser; Extra Arms; Extra Arms, Greater; Imporoved Armor; Psionic Attacks; Psionic Damage; Pull; Push; Retaliate;
  • Ultimate Psionics (ShadowChemosh) - Modified Metaforge PrC to work with the new enhanced base class ablities of the Aegis class. Modified the feat "Stuident of the Astral Suit" to make use of the new Aegis class abilites.
  • Ultimate Psionics (ShadowChemosh) - Add in "Concentration" class skills for Psionic classes as currently the concentration value does not display in HL.
  • Ultimate Psionics (ShadowChemosh) - Psionic characters will now be able to select their "Active Energy Type" from the In-Play tab.
Data File Authoring
  • Data File Authoring (ShadowChemosh) - Fixed "HaveSpell" validation procedure to take into account Hybrid classes. In example when checking for Cure Light Wounds the procedure would return true for Cleric but not Oracle. Procedure will now return true for Oracle, Cleric or Warpriest. In addition I was able to remove two of the foreach loops making this take way less CPU.
  • Data File Authoring (ShadowChemosh) - Updated the RGG CLW Feats to make use of the HaveSpell procedure.
  • Data File Authoring (ShadowChemosh) - Created a new Generic Helper Array Thing. This will make adding custom classes with arrays of values MUCH easier. In example used for the Aegis class.
  • Data File Authoring (ShadowChemosh) - Created a new helper procedure "X1SetFirst" that allows for correctly setting the Helper.FirstCopy tag onto Custom Specials.
  • Data File Authoring (ShadowChemosh) - The Psionic active energy types are in the new tag group PsiActEne.?. These are placed on to the hero at First/4000. If you need the same selection of energy types on a "different" Pick use the custom expression "component.SelectHelp & Psionics.PsiActEne". I have extended the tags PsiActEne.? onto the selection helpers.
 
First of all, thanks Shadow!

Ultimate Psionics (ShadowChemosh) - Fully implemented the soulknife archetype "Shielded Blade".

The Mind Shield, non-tower shield version, is implemented with a Max Dex of +0. I believe this is supposed to be no Max Dex as opposed to +0 Max Dex.

Ultimate Psionics (ShadowChemosh) - Fully implemented the soulknife archetype "Armored Blade".
Ultimate Psionics (ShadowChemosh) - Fully implemented the soulknife archetype "Shielded Blade".

The Shielded Blade Mind Shield and the Armored Blade Mind Armament enchantment values are adding into Gear Value at the top. I believe you had already removed the standard Soulknife Mind Blade enchantment values from the Gear Value previously. These items cannot be selected by the relevant Gear Value adjustment.

Ultimate Psionics (ShadowChemosh) - Aegis class. Fully implemented customization's: Darkvision; Ranged Attacked; Energy Blast; Empowered Blast; Energy Resistance; Energy Resistance, Extra; Energy Immunity; Evasion; Extra Arms, Lesser; Extra Arms; Extra Arms, Greater; Imporoved Armor; Psionic Attacks; Psionic Damage; Pull; Push; Retaliate;

Is there a way to have the Aegis Extra Arms, Greater Customizations automatically add 2 available hands? I know there is a separate adjustment for this. I see that the Customization has the activation for the Climb/Grapple bonuses.

Ultimate Psionics (ShadowChemosh) - Corrected/fixed/enhanced all BASE Aegis class abilities.

Question: Is there a way using Class Ability: Values to increase Customization Points (in this particular case from an item)? If not, is that an Adjustment we can get?

Ultimate Psionics (ShadowChemosh) - Fully implemented the following soulknife blade skill & feral heart blades skills: Quick Shift, Advanced Talents, Rogue Talents, Evasion, Improved Evasion, Bite, Pounce, Rake, Rend, Thick Skin, & Improved Thick Skin.

Could we get a "Custom Blade Skill" (similiar to Custom Feat) added so that we can add Blade Skills (with just a text name) for Blade Skills that exist in other Dreamscarred Press products?

Ultimate Psionics (ShadowChemosh) - Add in "Concentration" class skills for Psionic classes as currently the concentration value does not display in HL.
There are Concentration skills for all of the Psychic classes with standard casting abilities. Can one get added for the Soulknife with either of the Gifted Blade options turned on?

Other asks:

Is there a way to 'activate' the Alter Blade Blade skill in the In-Play tab when you select Mind Blade (Light) to make the primary mindblade 1-H?
 
I can only drop in very briefly, so I haven't looked at the new code, but I thought I should mention that you may want to also check on that one astral suit I added for the Animist archetype in Seventh Path, as well as any changes needed for the customizations associated with that.
 
@SC If I may make a request to add to your adjustments....

There is currently adjustments for all attacks, melee attacks, ranged attacks, and natural attacks. Would you be able to create one for two-handed melee attacks? So I could add a +3 to attacks, damage,and CMD to any weapon being wielded with 2 hands (this would include 1-handed weapons such as longswords).


The reason for this ask is just noticed HL isn't applying the Weapon Training feature properly for two-handed fighters (already reported as bug to LW). I'm just not sure if this is something they can correct with the next update release.

Thanks!
 
Switching gears a little:

For the Alchemist: Grand Beastmorph Mutagen adjustments: the swim and fly are both listed as 120', but should only be 90'. Swim and fly are both at the 90' level for Beast Shape III.

Also, and this may be as intended, when you activate any one of the adjustments it activates all adjustments (activated or not) listed under Conferred Ability Adjustments. And if you activate more than one, they duplicate.
 
For the Alchemist: Grand Beastmorph Mutagen adjustments: the swim and fly are both listed as 120', but should only be 90'. Swim and fly are both at the 90' level for Beast Shape III.
This is fixed. Also shows what happens when you code late at night you switch from BF3 to BF4! :p

Also, and this may be as intended, when you activate any one of the adjustments it activates all adjustments (activated or not) listed under Conferred Ability Adjustments. And if you activate more than one, they duplicate.
Nope not suppose to do that. I think I have this fixed now also...
 
I can only drop in very briefly, so I haven't looked at the new code, but I thought I should mention that you may want to also check on that one astral suit I added for the Animist archetype in Seventh Path, as well as any changes needed for the customizations associated with that.
I think I already did this but I will double check. Thanks! :)
 
The Mind Shield, non-tower shield version, is implemented with a Max Dex of +0. I believe this is supposed to be no Max Dex as opposed to +0 Max Dex.
Fixed.

The Shielded Blade Mind Shield and the Armored Blade Mind Armament enchantment values are adding into Gear Value at the top. I believe you had already removed the standard Soulknife Mind Blade enchantment values from the Gear Value previously. These items cannot be selected by the relevant Gear Value adjustment.
Fixed.

Is there a way to have the Aegis Extra Arms, Greater Customizations automatically add 2 available hands? I know there is a separate adjustment for this. I see that the Customization has the activation for the Climb/Grapple bonuses.
I am actually still working my way through all the Aegis Customization's. I released to get the Starfinder stuff out but still working on Aegis class. I should have noted that in the release notes. Not fixed right now yet but hopefully in the next release....

Question: Is there a way using Class Ability: Values to increase Customization Points (in this particular case from an item)? If not, is that an Adjustment we can get?
I added a new adjustment "Aegis Astral Suit, Customization Points" that lets you increase/decrease the value.

Could we get a "Custom Blade Skill" (similiar to Custom Feat) added so that we can add Blade Skills (with just a text name) for Blade Skills that exist in other Dreamscarred Press products?
Added.

There are Concentration skills for all of the Psychic classes with standard casting abilities. Can one get added for the Soulknife with either of the Gifted Blade options turned on?
Added.

Is there a way to 'activate' the Alter Blade Blade skill in the In-Play tab when you select Mind Blade (Light) to make the primary mindblade 1-H?
After adding "Alter Blade" skill to your soulknife a new fourth option will appear in the drop down list for the "Form Mind Blade" class ability. This will be called "Mind Blade (1H & Light)" and will cause the 1H and single Light mind blade weapons to appear.
 
I just updated to the v1.10 and am still getting validation errors.
I just made a PFS character. I created wand of oath of anonymity. HL said not allowed for PFS characters. I added the adjustment "PFS, Equipment Boon" and selected the wand. The validation error went away.

I am unable to duplicate the issue. :(

Can you email a .por file that your having issues with so I can see what is going on? Email is my forum user id (at) yahoo (dot) com.

Thanks!
 
Totally understand. Thank you for keeping this alive. Latest update is very much appreciated. Let us know if there is anything you do need/want help with.
Why I appreciate the thought of people wanting to do Patreon I feel it will ruin the experience for me. If I currently don't have time to fix an issue or implement something then I don't. But if I was taking money I would feel required to do it. :(

So for my own sanity its best I do this as a hobby and I don't feel obligated to do stuff on a time table. :) :D

P.S. - I also get that makes me "really" strange in this day and age but you just have to take the bad with the good. :eek:

Not that strange really.
 
Back
Top