Ualaa's page

17 posts. No reviews. No lists. No wishlists.




Hero Lab is giving a +3 bonus to a skill, with more than ten "virtual" ranks in the skill and the Skill Focus feat.
Skill Focus is supposed to grant a +3 bonus, which becomes a +6 bonus once you have ten or more ranks within the skill.

I'm actually interested in Spheres of Might, where based off of the number of talents within a given sphere, you have ranks in the associated sphere (capped to your character level).

The only Paizo class with a similar mechanic I can find is Versatile Training (The Fighter "weapon training" option, from The Weapon Master's Handbook).

"The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below)...

"When using versatile training the fighter substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in these skills, but adds the skill's usual ability modifier and any other bonuses or penalties that would modify these skills."

In the case of Versatile Training, a Fighter of 10th level or higher is only gaining +3 extra bonus from Skill Focus with the skill that has zero ranks but as many virtual ranks as the Fighter's BAB.

Should Skill Focus grant only +3 (with 10+ virtual ranks in a skill) or the full +6?

Ideally looking for a Paizo ruling, so we can show Hero Lab it's coded wrong, if that is in fact the official ruling.

Thanks for your time.


I meant to order a copy of the Mythic Monster Manual, but got a copy of Mythic Hero's Handbook.

I've not downloaded the PDF of the wrong book.

Would it be possible to remove the Hero's Handbook from this order, and refund my card?

Thank you.


I'm in the planning stage for my next campaign for my players. It is going to be a ways off, since we still have the latter third of the current campaign (Fire Mountain Games's - Way of the Wicked) to finish.

My plan is to use a slightly modified Rappan Athuk. Due to the lethality of the adventure, I'm allowing my players stronger than average characters.

Ideally, I would like characters to be strong enough to survive the challenges, but weak enough that the dungeon presents a challenge. So, I'm kind of looking for a barometer of what kind of characters are possible, given my build rules. The build rules can be tweaked before the campaign actually starts, to hopefully reach a point where the players have very powerful characters, which they'll likely not get to use anytime soon... but in a setting that has a strong chance of pushing them and possibly finishing off several sets of characters along the way... but with characters who are strong enough that they can survive if they play a bit smart.

I have a mechanic in mind for replacing characters who are lost beyond recovery, or for a player who just wants a new character, while simultaneously removing that character's items/wealth. The new character would then enter, at average party level and wealth (likely with a maximum value of 20% of that total invested into a single item). Most of my players enjoy the progress of a character from 1st to 20th, but that's not saying they'll have the component on hand or even access to a Raise Dead type spell yet, when someone dies or their corpse is lost beyond recovery. One of my players tends to get bored with a character, and would likely switch to a new character if his existing character died (but would not suicide the current character just for a new one).

My group can be impulsive at times, and just rush in to kill something rather than scout, investigate, or research what is ahead. That naturally drastically increases the difficulty of an already very hard adventure.

We're playing with Paizo Pathfinder products that also exist as available data packages for Hero Labs. The only third party material is the revised (hardcover) Ultimate Psionics, by Dreamscarred Press. If the content is 3rd party or from 3.5 than it is not valid unless specifically allowed (the Gestalt Rules, are from Unearthed Arcana and will be specifically allowed for example).

We're using a number of house rules primarily based off of Trailblazer, by Badaxe Games... with a little bit from Iron Heroes as well. They're not necessarily exactly the Trailblazer/Iron Heroes versions, but I will try to summarize what we are using.


I'm trying to design a villain, who will magic jar/mind switch from one host to another.
The villain has some kind of a class feature, feat, or ability, which uses the caster/manifester's own health to fuel their power.
Unfortunately, using their power has detrimental side effects, such as causing them to be diseased, weakened, dying, or whatever.
So they periodically switch to a new host.

Is there anything like that in Pathfinder.. (I think there was something in BoVD to that effect).