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Spell and Conferred Ability Adjustments - I'd appreciate help from the community

Just the first post should be sufficient. That's the original description of this request.

Frankly, I haven't ran into anything I've needed that isn't covered already.

I'd be willing to make some, if someone could enumerate a list of things desired.
 
Could you look at bard archetypes? There are many of those that add new performance types, and several of those aren't covered by the existing adjustments.

There's also a feat or class ability named flagbearer that someone I played several scenarios last weekend with had.

Most of the abilities on the battle herald prestige class.
 
Actually, even if you don't have any coding experience, a careful survey through the books, looking for abilities that affect your fellow party members or the enemies, would be useful - compile a checklist that others can work on.

Be careful to check your list against the adjustments that are alread in Hero Lab before posting it.

I suspect we're mostly finished with the core rulebook, so the next place to concentrate is probably all the hardcover supplement books.
 
I can't be bothered.

I'm too busy entering data into Realm Works, finding bugs, being amazed, etc.

(Just kidding, you guys w/ LWD do nice work)

BoomerET
 
It's not a spell, but it's a feat effet that give a condition. If that can help other.

I don't know what to copy and paste, so i send the .user file. Hope it help.

Flagbearer (Combat)

When brandishing a flag adorned with the standard of an organization you owe allegiance to, you inspire nearby members of the same allegiance.
Prerequisites: Cha 15.
Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus.
If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).
 

Attachments

One I coded for my cleric of death...

Spell: Defending Bone (from Gods & Magic) (including In-Play tracker)
Code:
<thing id="pAdjDfBoFE" name="Defending Bone: DR 5/bludgeoning" description="The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains DR 5/bludgeoning. Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged. The spell has no effect if you have damage reduction from another source." compset="InPlay">
    <fieldval field="pMinimum" value="0"/>
    <fieldval field="pDuration" value="1 hour/lvl or discharged"/>
    <tag group="Helper" tag="AdjNoPlus" name="AdjNoPlus" abbrev="AdjNoPlus"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <bootstrap thing="trkDefBone">
      <containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
      </bootstrap>
    <eval phase="Final" priority="10000" index="2"><![CDATA[~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

hero.child[trkDefBone].field[trkMax].value += field[pAdjust].value]]></eval>
    <eval phase="PreLevel" priority="10000"><![CDATA[
    
    field[livename].text = field[thingname].text & " (" & field[pAdjust].value & " HP remaining)"

~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Apply DR to the hero
#applydr[xDamRdB, 5]]]></eval>
    </thing>
  <thing id="trkDefBone" name="Defending Bone" compset="Tracker">
    <tag group="SpInfo" tag="spDefBone2" name="Spell info"/>
    </thing>
 
And another...

Spell: Shock Shield (from Ultimate Combat)

Code:
  <thing id="pShkShield" name="Shock Shield" description="This spell creates an invisible shield similar to but not as strong as the {i}shield{/i} spell. This shield hovers in front of you and negates {i}magic missile{/i} attacks directed at you. The disk provides a +2 shield bonus to AC. This bonus applies against incorporeal touch attacks.\n\nAt any time, as a free action, you may dismiss your shield, at which point it deals 1d6 points of electrical damage to all creatures within a 5-foot burst, including you. A Reflex saving throw halves the damage." compset="InPlay">
    <fieldval field="pMinimum" value="2"/>
    <fieldval field="pMaximum" value="2"/>
    <fieldval field="pDuration" value="1 min/level (D)"/>
    <tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
    <eval phase="PreLevel" priority="10000"><![CDATA[~if we're not active, just get out now
doneif (field[pIsOn].value = 0)

#applybonus[tACShield, hero.child[ArmorClass], field[pAdjust].value]]]></eval>
    </thing>
 
Eretas, I'd appreciate it if you could do some polishing on yours;

Could you move it out of the conditions list to the conferred abilities list?

Could you change the names to "Feat: Flagbearer" and "Feat: Flagbearer (Flag Lost)"? That way, when users look in the conferred abilities list, they'll find it with all the rest of the feats in that table.

Could you copy the description text for the feat into the adjustment?

Could you add the situational bonus to saves?

Could you change the source to whatever book this feat comes from?
 
Lord Magus, thank you for those contributions. I've gotten them integrated into Hero Lab for the next update.
 
See my answer in red
Eretas, I'd appreciate it if you could do some polishing on yours;

Could you move it out of the conditions list to the conferred abilities list? (Sorry, I don't know how)

Could you change the names to "Feat: Flagbearer" and "Feat: Flagbearer (Flag Lost)"? That way, when users look in the conferred abilities list, they'll find it with all the rest of the feats in that table. Done

Could you copy the description text for the feat into the adjustment? Done

Could you add the situational bonus to saves? Sorry, i did not find where to add them

Could you change the source to whatever book this feat comes from? Done
 

Attachments

Eretas, I'd appreciate it if you could do some polishing on yours;

Could you move it out of the conditions list to the conferred abilities list? (Sorry, I don't know how)

Could you change the names to "Feat: Flagbearer" and "Feat: Flagbearer (Flag Lost)"? That way, when users look in the conferred abilities list, they'll find it with all the rest of the feats in that table. Done

Could you copy the description text for the feat into the adjustment? Done

Could you add the situational bonus to saves? Sorry, i did not find where to add them

Could you change the source to whatever book this feat comes from? Done

See my answer in red
For the conferred list it looks like you already did this. Its found on the "List to Show On" option on the Adjustment tab.

To add situational bonuses you have to use a script or macro in this case. Here is what I added:
Final/25000
Code:
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)

~ Set a situational bonus to all saves vs fear and charm effects
#situational[hero.child[svAll],signed(field[pAdjust].value) & " vs fear and charm effects",field[name].text]
This then adds the little "*" next to all saves and when you hover the mouse over it it will show where it came from and what the value is. By using the signed() function this same exact script works for both the adjustments so that it shows +1 on one and -1 for the other.
 

Attachments

Eretas, thank you for those adjustments (and ShadowChemosh, thanks for finishing them off). I've gotten those integrated into Hero Lab for the next update.
 
Actually, why don't you start on building the list of what still needs to be done - that's a necessary step before we get too far into this process.

What you'll need to do is to search through all the books you own, looking for any abilities that would affect your party members or your enemies for a length of time (rather than just doing damage).

You can skip the ones that simply apply a standard condition, since those are easy for users to turn on using the Condition tab, and make sure you check your list against what's already in the Conferred Abilities table on the Adjust tab, so that we don't duplicate effort.
 
I will pass thru Ultimate magic right now, then Ultimate combat. Before doing anything, I will post here the to-do list :)
 
Actually, why don't you start on building the list of what still needs to be done - that's a necessary step before we get too far into this process.

Eretas, I'm willing to do some of these, but I'm too lazy to build a list. So when you get that list I'll take a number of them.
 
Eretas, I've moved your questions about spellblights into their own thread, so that this thread is a place to post the finished versions, and the actual work is handled in individual threads.
 
THis is the list for the ultimate magic. For now, I only found Spellblights that enter in the conferred ability adjustments. I will try to finish them, but they may exceed my programing skills...
  • SOURCE Type Name Programmed BY
  • UM Minor Spellblights Caster Blank Yes by Eretas
  • UM Minor Spellblights Caster Croak yes by Eretas
  • UM Minor Spellblights Confounded Casting Yes by Eretas
  • UM Minor Spellblights Disassociation yes by Eretas
  • UM Minor Spellblights Ebon Eyes yes by Eretas
  • UM Minor Spellblights Eldritch Ague yes by Eretas
  • UM Minor Spellblights Hemoculysis yes by Eretas
  • UM Minor Spellblights Lassitude yes by Eretas
  • UM Minor Spellblights Ritualistic Obsession Yes by Eretas
  • UM Minor Spellblights Spell Addiction yes by Eretas
  • UM Major Spellblights Eldritch Cataracts yes by Eretas
  • UM Major Spellblights Nameless Dread - yes by Eretas but Can be improve
  • UM Major Spellblights Negated - yes by Eretas but Can be improve
  • UM Major Spellblights Obsessive Fixation yes by Eretas
  • UM Major Spellblights Phase Blight yes by Eretas
  • UM Major Spellblights Spell Burn No
  • UM Major Spellblights Spell Sap No
  • UM Major Spellblights Transference Block no
  • UM Major Spellblights Vertigo no

The next ones will be for the Ultimate combat
 
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Remember to look carefully among all those archetypes for things that affect your party or the enemies. For example, UM pg. 28 - the Air/Sky/Wind variant channeling gives a bonus to certain skills, and to certain saves under certain circumstances. Or the Triple Time masterpiece on pg. 25, which improves the target's speed.
 
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