One part of a 2 headed troll

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18 posts. Alias of Jeco.


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Lava Child wrote:

So, could some please help me find the file that contains the custom monsters I have made using combat manager? I want to move to a new computer and I need to transfer that file.

Thanks,

Nick

If you click the "Combat Manager" drop down menu in the top left, you should be able to export/import your custom data.


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So, Combat Manager completely stopped working for me. I click the .exe and... absolutely nothing. It doesn't seem to even be attempting to open. I downloaded and reinstalled it and it still does nothing. I'm running windows 8.1 btw.

Edit: So I can run it in windows 8 compatibility mode, but I have never had to before. It used to run fine in 8.1


In the monsters tab, instead of a single "Add to Combat" button, it would be nice to have one to add to the monsters group and one to add to the party.

For conditions, it would be nice for them to have the ability to affect initiative, speeds, and skills. Also the ability to add the bonus type for each category and thus have stacking calculated correctly across multiple conditions would be awesome too.

The conditions could also use a more intuitive way to add/remove rounds instead of just adding/subtracting by either 1 round or 5 at a time. Something more akin to the way HP are handled with a spin button and the ability to type a number and add/subtract it. This would be useful for resources as well. Also the option to add a "max" for resources, like with HP.

A "rest" option could be useful to recover HP and resources accordingly.

Keep up the great work!


Actually, now that you bring it up, additional info like that doesn't adjust correctly either. For example, a wolf has:

CMB: +2 (+6 trip)

When you adjust it with augment summoning for example, it changes to;

CMB: +4 (+6 trip)

The additional info remains unchanged.


For some reason, some creature's CMB is listed as a flat number e.g. 4 instead of +4. Needles to say, when you adjust them with the monster advancer it doesn't raise its CMB like it should.

If you go into the monster editor and manually edit the CMB the "+" reappears.

After taking a second look through, it actually looks like almost all creature's CMB appears like this. Only a few are appearing with the "+" and functioning properly with the monster advancer.


Would it be possible to add a feature to allow the user to add custom categories for monsters and spells?

For example, you have monster categories for "Monsters", "NPCs", "Custom", and "All". Allowing the user to create their own categories would be invaluable for organizing all the various summon creatures for example.

As it stands, I have them all in individual encounters for quick access, but this is a bit unwieldy.

For spells, it would essentially allow the user to create individual spell books/lists of spells known for quick access.

On a slightly related note, do you plan on adding the mythic simple templates to the monster advancer?


Yeah, the various different smite abilities has been a point of confusion for many. It would have been nice if they just used different names for the abilities.

Another issue I noticed is that when you use the monster advancer to add templates or augment summoning, the changes don't apply to various abilities.

For example- the giant frog's CMB is listed as "+3 (+7 grapple)". When adding templates or augmented summoning, the effects apply to the listed base CMB, but not the unique bonus in parentheses. This also holds true to the giant frog's tongue touch attack listed in its melee attacks. The octopus is another example.


Not sure if this has been mentioned yet, but the 'smite' ability granted from various monster templates says it functions as the paladin's smite evil ability. This is not the case. The template smite ability only adds CHA mod to hit and bonus damage equal to HD, it doesn't bypass DR or any other stuff the paladin's smite does.

PRD wrote:


smite evil 1/day as a swift action (adds Cha bonus on attack rolls and damage bonus equal to HD against evil foes; smite persists until the target is dead or the celestial creature rests).


I always thought a summoner and cavalier would make a dream team. I tried to talk one of our other players into playing a cavalier, but no one did :(

The summoner could summon a small army of creatures and then have the cavalier use their tactician ability to give all of them his teamwork feat. Paired opportunist is particularly appealing. Surround the enemy with a pack of creatures that all get attacks of opportunity whenever one of them is attacked is pretty lethal, especially if you can find some summon creatures with combat reflexes. Precise Strike is also sweet and simple.

If the cavalier takes 1 level of any other full BAB class before his 9th cavalier level, he can take the ridiculously amazing Coordinated Charge with his greater tactician ability. Imagine the cavalier charging twice per round in addition to a pack of celestial dire lions pouncing twice per round :P

A master summoner would likely work best for this team.

Another sweet combo is to have the summoner design his Eidolon as a mount and have the cavalier ride it into battle. Not to mention the summoner can also summon various other creatures that he could potentially use as a substitute mount.


judas 147 wrote:


why dont just make it a proficiency skill or even a price to pay for requirement?

Because if gaining the use of the best and most efficient weapons was this trivial you would be taking away one of the advantages of martial classes.


PRD wrote:


Melee Attacks: With a normal melee weapon, you can strike any opponent within 5 feet. (Opponents within 5 feet are considered adjacent to you.) Some melee weapons have reach, as indicated in their descriptions. With a typical reach weapon, you can strike opponents 10 feet away, but you can't strike adjacent foes (those within 5 feet).

RAW seems to be you are considered adjacent as long as you are within 5 feet. Sharing a space is definitely within 5 feat :P


The link for the Improved Feint Partner feat under the teamwork feats section on the feat index is broken. It seems to work fine under the other sections though.


Both links to the Cleave Through feat on the feat index are broken. The problem seems to be a stray underscore following the hash mark in the fragment identifier.


Antagonize is the first thing that comes to mind for Pathfinder.


The "green slime" link in the description of the Touch of Slime spell is broken.


The "Special" description for the Extra Evolution feat reads:

Quote:
This evolution can be taken once at 1st level, and again at 5th, 10th, 15th and 20th.

...even though it is actually a feat and not an evolution. :P


Scott Way wrote:
Ok need some help. In the example listed on adding properties to weapons they want to take a +1 longsword and make a +2 vorpal. This would break down as follows: +1 sword value 2000, adding +2 enhancement value 8000, then adding the vorpal property making the weapon an effective +7 value 98000. Subtracting off the original +1 value of 2000 leaving you with a balance of 96000. Is this correct?

Yup, it would cost 96K to upgrade it.


The tetori monk archetype still has the old incorrect feats listed for their 2nd, 10th, and 18th level bonus feats.

Ultimate Combat FAQ wrote:
Page 16, change "2nd level—Crushing Embrace" to "2nd level—Stunning Pin"; change "10th level—Twin Lock" to "10th-level—Pinning Knockout"; and change "18th level—Backbreaker" to "18th level—Neckbreaker."