Xianhue |
I've finally figured out how to handle automatic class abilities to a custom class, but let me just say AAAAUUUUUUGH for a moment at the lack of useful documentation to herolab's editors.
Progress remains slow, but I'm making /some/ at least. Even if I wind up having to remove and rewrite half of the stuff every time I learn something new...
GM Tirq |
I don't mind, sometimes the forum dice low roll for no apperant reason.
For future reference, though, its really simple. [b] and then [ /b] to make words bold, like for talking, [i] and then [ /i] to italics them like for thinking, [ooc] and then [ /ooc] to make it that blue color like for telling me what you want to do, [dice] 1d20+68542256586522156985123[ /dice] is how you do dice. As long as you don't add spaces between the brakets and the / you should be fine.
Xianhue |
Okay, starting to figure out the interface better, now to yell at the class' author and make a command decision: Instead of the "element feat" at the root I'm separating the class into four 'base' archetypes, one for each element, and said archetypes contain the "Child of..." special ability, which conflict internally so you're not allowed to pick "waterbender" /and/ "airbender" -- if I ever get around to adding metalbending/bloodbending/lightningbending/etc they'll be additional archetypes that require the "Child of" the appropriate element ability.
Still nowhere near ready for even alpha testing, but hey, progress is progress...
Kamiko |
I'm not seeing what I was thinking I saw now. Maybe I read something wrong. But looking at the Katas, I have to ask. Instead of it being DC 11+Chakra level, could you come up with something that makes it a little more of a challenge, because if enemies are only having to roll a 12 to beat our bending skills that affect them for a save like that, and it only increases by +1 every other level, I think it's going to get a little one sided. like maybe 1d20+Modifier based on what you think should be applied on a case-by-case basis+chakra level?
Xianhue |
Ahem.
YAAAAAAAAAAARGGH *slams head down on desk several times*
Hokay. I've got the basic Herolab file set up to the point where I'm willing to invite alpha tests and feedback. Download it here (Select Save As... if you're not sure how to handle it) and place it into c:\ProgramData\Hero Lab\Data\pathfinder\, then load up the pathfinder module in herolab.
HOW IT WORKS: The "Child of..." feats just screw REALLY badly with the way the leveling system works, and upon more mature consideration, moving each Bending style into its separate archetype has been saving me a considerable number of headaches while I was setting this up.
Right now, I've only got Airbenders and Earthbenders set up; I'll add water and fire at some point, perhaps tomorrow.
WRT metal, lightning and bloodbending: Sorry, no. Just looking at the data dump put into each single element kata feat makes me want to stab my eyes out. Have the original author split them out into a set of Metal Element Katas and I'll consider adding archetypes for the styles (HL allows you to have more than one archetype as long as the prerequisites aren't mutually exclusive; the Metalbender archetype would require level 13 and the Child of Rock ability as prereqs.)
Anyway, it's well past my bedtime and my head HURTS from trying to sort through this. Let me know if you encounter any egregrious bugs, and please don't mind the dust...
Jeffrey Swank Contributor |
I have to say Xianhue, this rocks! Its my wildest dreams come true! I don't have a clue how you are doing it but THANK YOU!
Alpha test of Airbender is working great so far at each level! Only thing so far I've seen is that the unarmed strike isn't showing as Improved Unarmed Strike that monks get at first level.
Jeffrey Swank Contributor |
Su Jiang |
Yeah. I'm the first to admit that Herolab is expensive. On the other hand, if you PFS and want to use electronic tools at your game table, it's simply 300% worth it to have release-day files for new books without messing around with extensive data entry. This was even more true before Mike Brock took over, since Josh Frost and Hyrum Savage both just loved building mods with playtest material to release the same day as the books using the final versions came out (which led to balance issues).