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#5499 From: "taluroniscandar" <mhgj@...>
Date: Wed Feb 4, 2004 1:16 pm
Subject: Re: [RSRD] Natural Weapon Proficiencies
taluroniscandar
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While we're talking about Natural weapons another question:

Is there any way to apply equipement modifiers to weapons designated
with NATURALATTACK?

I'm coding the monster feats from the rsrd and Improved Natural
Attacks allow the natural attack to do damage as if one size larger.
BONUS:EQMWEAPON|DAMAGESIZE|1 will do that (and it's the only tag I
know of that will) but as an EQM it's only supposed to be used with
equipmod entries.

Since the NATURALATTACK tag adds the 'weapon' to the equipment list to
be 'equipped' there are no "Natural Weapons" in the melee weapons file.

If NATURALATTACK adds the proficiency in the background and then Doug
adds the profs list a rsrd_equip_weap_natural.lst could be created to
allow such modified weapons to be made and equipped.
PREFEAT:1,Improved Natural Attacks (xxx) could be used to enforce only
allows though with the feat to select and equip the eqmod.

#5500 From: Emily Smirle <smirle4498@...>
Date: Wed Feb 4, 2004 1:21 pm
Subject: Re: Re: [RSRD] Natural Weapon Proficiencies
syndaryl
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taluroniscandar wrote:

>While we're talking about Natural weapons another question:
>
>Is there any way to apply equipement modifiers to weapons designated
>with NATURALATTACK?
>
>I'm coding the monster feats from the rsrd and Improved Natural
>Attacks allow the natural attack to do damage as if one size larger.
>BONUS:EQMWEAPON|DAMAGESIZE|1 will do that (and it's the only tag I
>know of that will) but as an EQM it's only supposed to be used with
>equipmod entries.
>
>Since the NATURALATTACK tag adds the 'weapon' to the equipment list to
>be 'equipped' there are no "Natural Weapons" in the melee weapons file.
>
>If NATURALATTACK adds the proficiency in the background and then Doug
>adds the profs list a rsrd_equip_weap_natural.lst could be created to
>allow such modified weapons to be made and equipped.
>PREFEAT:1,Improved Natural Attacks (xxx) could be used to enforce only
>allows though with the feat to select and equip the eqmod.
>
>

A more elegant solution, and one that would fix a few other feats and
prestige classes that popped up in our house rules, would be to create a
more general BONUS that one can apply to all weapons of the stated
proficiency, and let it work with CHOOSE so one could choose
profficiencies of TYPE=Natural (in this case).

Pretty please?

--
Soylant Clear: Clearly less people, Clearly less fat.

#5501 From: "taluroniscandar" <mhgj@...>
Date: Wed Feb 4, 2004 1:48 pm
Subject: Re: [RSRD] Natural Weapon Proficiencies
taluroniscandar
Send Email Send Email
 
--- In PCGenListFileHelp@yahoogroups.com, Emily Smirle
<smirle4498@r...> wrote:
> taluroniscandar wrote:
>
> >While we're talking about Natural weapons another question:
> >
> >Is there any way to apply equipement modifiers to weapons designated
> >with NATURALATTACK?
> >
> >I'm coding the monster feats from the rsrd and Improved Natural
> >Attacks allow the natural attack to do damage as if one size larger.
> >BONUS:EQMWEAPON|DAMAGESIZE|1 will do that (and it's the only tag I
> >know of that will) but as an EQM it's only supposed to be used with
> >equipmod entries.
> >
> >Since the NATURALATTACK tag adds the 'weapon' to the equipment list to
> >be 'equipped' there are no "Natural Weapons" in the melee weapons file.
> >
> >If NATURALATTACK adds the proficiency in the background and then Doug
> >adds the profs list a rsrd_equip_weap_natural.lst could be created to
> >allow such modified weapons to be made and equipped.
> >PREFEAT:1,Improved Natural Attacks (xxx) could be used to enforce only
> >allows though with the feat to select and equip the eqmod.
> >
> >
>
> A more elegant solution, and one that would fix a few other feats and
> prestige classes that popped up in our house rules, would be to
create a
> more general BONUS that one can apply to all weapons of the stated
> proficiency, and let it work with CHOOSE so one could choose
> profficiencies of TYPE=Natural (in this case).
>

More general than BONUS:WEAPONPROF?

Or do you mean add a DAMAGESIZE choice to BONUS:WEAPONPROF?

#5502 From: Emily Smirle <smirle4498@...>
Date: Wed Feb 4, 2004 2:08 pm
Subject: Re: Re: [RSRD] Natural Weapon Proficiencies
syndaryl
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taluroniscandar wrote:

>Or do you mean add a DAMAGESIZE choice to BONUS:WEAPONPROF?
>
>
>

That one. :)

--
Soylant Clear: Clearly less people, Clearly less fat.

#5503 From: "taluroniscandar" <mhgj@...>
Date: Wed Feb 4, 2004 3:18 pm
Subject: Re: [RSRD] Natural Weapon Proficiencies
taluroniscandar
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--- In PCGenListFileHelp@yahoogroups.com, Emily Smirle
<smirle4498@r...> wrote:
> taluroniscandar wrote:
>
> >Or do you mean add a DAMAGESIZE choice to BONUS:WEAPONPROF?
> >
>
> That one. :)

Sounds good to me.

Created a FReq at SF #890480 to add DAMAGESIZE to BONUS:WEAPON and
BONUS:WEAPONPROF.

#5504 From: "Robert H. Nichols" <catdragon@...>
Date: Wed Feb 4, 2004 8:53 pm
Subject: Starting skill points
catdragon1964
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Weird thing happening...

I created a new class, actually a varient of the Swashbuckler from
the Complete Warrior.  I set the STARTSKILLPTS to 4.

However, when I create a new character and set his class to
Swashbuckler, he only gets 12 Skill points.  And he has a 16
Intelligence.

Any idea what I could be doing wrong/missing?

Thanks!
Bobby

#5505 From: "gkhomewood" <gkhomewood@...>
Date: Thu Feb 5, 2004 3:44 am
Subject: Psionic Prestige Classes
gkhomewood
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HELP!  Does anyone know how to include a +1 manifester level in a
custom prestige class?  I would basically like to make a Psionic
variant of the Eldritch Knight for my campaign so I need +1
manifester level for purposes of powers known and power points.

Any and all assistance is appreciated!

#5506 From: "taluroniscandar" <mhgj@...>
Date: Thu Feb 5, 2004 12:43 pm
Subject: Re: Psionic Prestige Classes
taluroniscandar
Send Email Send Email
 
--- In PCGenListFileHelp@yahoogroups.com, "gkhomewood"
<gkhomewood@y...> wrote:
> HELP!  Does anyone know how to include a +1 manifester level in a
> custom prestige class?  I would basically like to make a Psionic
> variant of the Eldritch Knight for my campaign so I need +1
> manifester level for purposes of powers known and power points.
>
> Any and all assistance is appreciated!

In http://groups.yahoo.com/group/pcgen/files/Fixes to
SRD/psionicsrd.zip there are implementation of the psion and psychic
warrior which provide for PrC progressions done by zachslists.

You could try those.

#5507 From: notmousse@...
Date: Thu Feb 5, 2004 3:14 pm
Subject: Re: Variable Dependant Benefits...
notyetmousse
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smirle4498 sez...

'This feat would give you 3 bonus hit points if your base fort save was under
5. When your fort save reached 5, you'd have 7 extra HPs, for a total of 10
bonus hps. When your fort save reached 10 you'd get an additional 10 bonus HPs,
for a total of 20 bonus HPs.'

Almost, I was hoping that the new one would replace the other, but that's
just a matter of changing the numbers a bit.

Thanks for the help!

NotMousse
TM Tamarin

I mean, if I can't even get a discount out of someone else's misfortune,
what's the point?
  -MisterTambo, founding member of the League of Unemployed Gentlemen


[Non-text portions of this message have been removed]

#5508 From: "Tir Gwaith" <thoron-tir-gwaith@...>
Date: Thu Feb 5, 2004 11:06 pm
Subject: Re: Re: Variable Dependant Benefits...
tir_gwaith
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Or adding a TYPE= so they don't stack..  Your choice...

Tir Gwaith
LST Chimp

>
> Almost, I was hoping that the new one would replace the other, but that's
> just a matter of changing the numbers a bit.
>
> Thanks for the help!
>
> NotMousse
> TM Tamarin

#5509 From: "Paul W. King" <paulking.rhochi@...>
Date: Fri Feb 6, 2004 11:43 am
Subject: [bump] Re: testing for XTRASKILLPTSPERLVL
pkingdnd
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> Is it possible to test if this tag exists on a race?  And if so,
> how many extra skill points it grants?

Paul W. King
OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD

#5510 From: "Paul W. King" <paulking.rhochi@...>
Date: Fri Feb 6, 2004 11:46 am
Subject: [2nd bump] Re: [XCrawl] Sellout - Adapt special ability
pkingdnd
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> *bump*
>
>> This is just a strange ability, and I have no idea how to code
>> it...if coding it is even possible.  Its OGC, so here I go:
>>
>> Adapt: Flexibility and a personalized career plan are the
>> hallmarks of the free agent's career. The free agent may choose
>> one of the following aspects of the prestige class and substitute
>> a more favorable aspect of his original class:
>> Base Attack Bonus
>> Fortitude Save
>> Reflex Save
>> Willpower Save
>> Hit Die Type
>> Spell Levels
>> Skill Ranks
>> Rage
>> Turn/Rebuke Undead
>>
>> If the choice is a base attack, saving throw, or hit die type,
>> then the free agent will advance in this statistic as if they were
>> advancing levels in their primary class. If the free agent chooses
>> skill ranks, then he gains the skill points of a member of his
>> primary class when he gains a rank. If the player chooses spell
>> levels, he gains a level of spellcasting ability as if he had
>> gained a level in his primary class. If the character chooses
>> rage, add his free gent levels to his barbarian levels to
>> determine how many times a day the player may rage, the duration,
>> and the bonuses/penalties incurred (this does not effect damage
>> reduction). If the character chooses turn/rebuke undead, he adds
>> his free agent level to his cleric level when determining what hit
>> dice of undead he can effect with a successful turn attempt.
>>
>> The choice of substitution is permanent, and may not be divided
>> between multiple classes. Free agents may not choose an aspect of
>> a previously gained prestige class as a substitute for anything.
>> If the player chooses spell casting and has multiple spellcasting
>> classes, he must choose which class he will permanently gain spell
>> levels in for levels gained as a Free Agent.
>>
>> =====
>>
>> Any ideas?

Paul W. King
OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD

#5511 From: "Paul W. King" <paulking.rhochi@...>
Date: Fri Feb 6, 2004 11:45 am
Subject: [2nd bump] Re: random numbers
pkingdnd
Send Email Send Email
 
>> Is there a way to do random numbers in Lst-ese?
>>
>> For example, in RPG Object's Legends of Excalibur: A Knight's
>> Handbook (a source they want in PCGen), there's a new stat called
>> Nobility.  Starting Nobility is based on a character's
>> background, called a Bloodline.  So, if you were Middle Class,
>> your starting Nobility would be 30+1d10.  Your starting gold
>> would be 3d6 * starting Nobility.

Paul W. King
OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD

#5512 From: "Paul W. King" <paulking.rhochi@...>
Date: Fri Feb 6, 2004 11:52 am
Subject: Re: 1st level only feats
pkingdnd
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> Have the feat itself set the variable to 0 then :) You qualify for
> the feat and then the feat resets the variable to 0 there by side
> stepping that issue.

But, using my example of 1st level only feats (A, B and C).  As a
human, you get 2 feats @ 1st level, so you take A and B; which you
are allowed to do.  This will reduce the variable to -2.  So, at
10th level, when you can pick one of these 3, the variable goes to -
1, and you can't pick C yet.  At 20th, you'd be able to pick one of
these 3, but the variable would be at 0 now, and you still can't
pick it.

Perhpas

BONUS:VAR|VariableName|-1|PRELEVEL:2

?

That way, it reduced the variable if you're over 1st level?

Paul W. King
OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD

#5513 From: Emily Smirle <smirle4498@...>
Date: Fri Feb 6, 2004 12:23 pm
Subject: Re: Re: 1st level only feats
syndaryl
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Paul W. King wrote:

>>Have the feat itself set the variable to 0 then :) You qualify for
>>the feat and then the feat resets the variable to 0 there by side
>>stepping that issue.
>>
>>
>
>But, using my example of 1st level only feats (A, B and C).  As a
>human, you get 2 feats @ 1st level, so you take A and B; which you
>are allowed to do.  This will reduce the variable to -2.  So, at
>10th level, when you can pick one of these 3, the variable goes to -
>1, and you can't pick C yet.  At 20th, you'd be able to pick one of
>these 3, but the variable would be at 0 now, and you still can't
>pick it.
>
>Perhpas
>
>BONUS:VAR|VariableName|-1|PRELEVEL:2
>
>?
>
>That way, it reduced the variable if you're over 1st level?
>

That will still double-penalize the character when he hits second level.
It just delays the poblem one level.

Brainstorm:

SomeFeatA    DEFINE:SomeVariable|TL
PREMULT:1,[PREVAREQ:SomeVariable=1],[PREVAREQ:SomeVariable=10],[PREVAREQ:SomeVar\
iable=20]

If you have to be a member of some prestige class to qualify again at TL
10 and 20 (I forget), you'd have to nest multiple PREMULTs, as follows:

SomeFeatA    DEFINE:SomeVariable|TL
PREMULT:1,[PREVAREQ:SomeVariable=1],[PREMULT:2,[PRECLASS:1,PrestigeClass=Level],\
[PREVAREQ:SomeVariable=10]],
[PREMULT:2,[PRECLASS:1,PrestigeClass=Level],[PREVAREQ:SomeVariable=20]]
--
Soylant Clear: Clearly less people, Clearly less fat.

#5514 From: "Paul W. King" <paulking.rhochi@...>
Date: Fri Feb 6, 2004 12:44 pm
Subject: Re: 1st level only feats
pkingdnd
Send Email Send Email
 
> That will still double-penalize the character when he hits second
> level. It just delays the poblem one level.

Didn't realize that.

> Brainstorm:
>
> SomeFeatA    DEFINE:SomeVariable|TL
> PREMULT:1,[PREVAREQ:SomeVariable=1],[PREVAREQ:SomeVariable=10],
> [PREVAREQ:SomeVariable=20]

Actually, and I misspoke earlier, its based off of CL=Foo, but I can
see the logic.

> If you have to be a member of some prestige class to qualify again
> at TL 10 and 20 (I forget), you'd have to nest multiple PREMULTs,
> as follows:
>
> SomeFeatA    DEFINE:SomeVariable|TL
> PREMULT:1,[PREVAREQ:SomeVariable=1],[PREMULT:2,
> [PRECLASS:1,PrestigeClass=Level],[PREVAREQ:SomeVariable=10]],
> [PREMULT:2,[PRECLASS:1,PrestigeClass=Level],
> [PREVAREQ:SomeVariable=20]]

So,

SomeFeatA <tab> DEFINE:SomeVariable|CL=Foo <tab> PREMULT:1,
[PRELEVELMAX:1],[PREVAREQ:SomeVariable=10],[PREVAREQ:SomeVariable=20]

This way, the character can take the feat at 1st varialbe, as
allowed.  Then, when they hit 10th and 20th level of Foo, they become
eligible again.

However, the multi-class question comes up.  If you become Foo 10,
and then multiclass into, say, Fighter, you'd still be eligible to
take this feat, code-wise, when you should be able to, rule-wise.

Paul W. King
OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD

#5515 From: "Paul W. King" <paulking.rhochi@...>
Date: Fri Feb 6, 2004 1:00 pm
Subject: Re: 1st level only feats
pkingdnd
Send Email Send Email
 
> take this feat, code-wise, when you should be able to, rule-wise.
                                             ^'nt

The Mistyping Goddes is guiding my hands to day.

Paul W. King
OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD

#5516 From: "Frugal" <frugal@...>
Date: Fri Feb 6, 2004 12:57 pm
Subject: Re: Re: 1st level only feats
frugal10191
Send Email Send Email
 
<quote who="Paul W. King">
>
> So,
>
> SomeFeatA <tab> DEFINE:SomeVariable|CL=Foo <tab> PREMULT:1,
> [PRELEVELMAX:1],[PREVAREQ:SomeVariable=10],[PREVAREQ:SomeVariable=20]
>
> This way, the character can take the feat at 1st varialbe, as
> allowed.  Then, when they hit 10th and 20th level of Foo, they become
> eligible again.
>
> However, the multi-class question comes up.  If you become Foo 10,
> and then multiclass into, say, Fighter, you'd still be eligible to
> take this feat, code-wise, when you should be able to, rule-wise.

So you can take 5 levels of ranger, then multiclass to this new class Foo
and gain the first feat (CL=Foo == 1). Then you get the next feat at
Ranger5/Foo10 (CL=Foo == 10).

However if you take a level of Foo (CL=Foo == 1) you gain the access to
the feat as a Foo1. Then you take 5 levels of Ranger (Foo1, Rng5), then
take 4 more levels of Foo you are now Foo5,Rng5 you can gain the access to
the feat again...

So a Foo5/Rng5 gains access to the feat at TL=10, but a Rng5/Foo5 has to
wait another 5 levels because he took ranger first? Is that the way it
works.

If it is then you would have to know which order you took your classes in.
Which you can not do.


If you can take the feat at Rng5/Foo5 as well as Foo5/Rng5 then just use:

SomeFeatA
     DEFINE:SomeVariable|CL=Foo
     PREVAREQ:QualifiesFooFeatA,1
    
PREMULT:1,[PRELEVELMAX:1],[PREVAREQ:SomeVariable=10],PREVAREQ:SomeVariable=20]

and in Class Foo: DEFINE:QualifiesForFeatA|1

--
regards,
Frugal
-OS Chimp

#5517 From: "Paul W. King" <paulking.rhochi@...>
Date: Fri Feb 6, 2004 1:13 pm
Subject: Re: 1st level only feats
pkingdnd
Send Email Send Email
 
<snip>

Wow.  I just got totally lost in your description.

Let me try again.

There are 3 feats: A, B and C.  Each can only be taken at first level
(class doesn't matter).  So

PRELEVELMAX:1

takes care of that issue.

Now, class Foo gives the character the ability to take these feats at
10th and 20th level, but only as bonus feats at 10th and 20th level.

ADD:FEAT(TYPE=Foo)

grants the bonus feats, and A, B and C are on that list.

So, if you go the variable route

DEFINE:SomeVaraible|CL=Foo

and then modify A, B and C to have

PREMULT:1,[PRELEVELMAX:1][PREVAREQ:SomeVariable=10],
[PREVAREQ:SomeVariable=20]

that would appear to do it.

However, if you become a Foo 10, and then multiclass into any other
class, SomeVariable is still set to 10, so the character would
qualify as Foo 10/xxx 1, even though they shouldn't.

Does that help?

Paul W. King
OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD

#5518 From: "Frugal" <frugal@...>
Date: Fri Feb 6, 2004 1:21 pm
Subject: Re: Re: 1st level only feats
frugal10191
Send Email Send Email
 
<quote who="Paul W. King">
> <snip>
>
> Wow.  I just got totally lost in your description.
>
> Let me try again.
>
> There are 3 feats: A, B and C.  Each can only be taken at first level
> (class doesn't matter).  So
>
> PRELEVELMAX:1
>
> takes care of that issue.
>
> Now, class Foo gives the character the ability to take these feats at
> 10th and 20th level, but only as bonus feats at 10th and 20th level.
>
> ADD:FEAT(TYPE=Foo)
>
> grants the bonus feats, and A, B and C are on that list.

So what you really want is for Foo to add the feat at level 10 and 20
bypassing the LEVELMAX=1 prerequisite.

Could you not do

FOO
10    ADD:VFEAT(TYPE=Foo)
20    ADD:VFEAT(TYPE=Foo)

Yes, they will apear as VFets rather than Feats you can swap out, but you
do not want the user to be able to swap them out as they are limited bonus
feats.
--
regards,
Frugal
-OS Chimp

#5519 From: "Chris" <barak@...>
Date: Fri Feb 6, 2004 1:27 pm
Subject: Re: Re: 1st level only feats
barak20021
Send Email Send Email
 
> There are 3 feats: A, B and C.  Each can only be taken at first level
> (class doesn't matter).  So
>
> PRELEVELMAX:1
>
> takes care of that issue.
>
> Now, class Foo gives the character the ability to take these feats at
> 10th and 20th level, but only as bonus feats at 10th and 20th level.

PREMULT:1,[PRELEVLMAX:1],[PRECLASS:1,Foo=10],[PRECLASS:1,Foo=20]

That should do the trick nicely.

> However, if you become a Foo 10, and then multiclass into any other
> class, SomeVariable is still set to 10, so the character would
> qualify as Foo 10/xxx 1, even though they shouldn't.

MULT:NO... then they can only take the feat once.

Barak

#5520 From: "Tir Gwaith" <thoron-tir-gwaith@...>
Date: Fri Feb 6, 2004 3:48 pm
Subject: Re: [2nd bump] Re: [XCrawl] Sellout - Adapt special ability
tir_gwaith
Send Email Send Email
 
I have no idea....   That requires looking at individual parts of unknown
classes....

Tir Gwaith
LST Chimp

> > *bump*
> >
> >> This is just a strange ability, and I have no idea how to code
> >> it...if coding it is even possible.  Its OGC, so here I go:
> >>
> >> Adapt: Flexibility and a personalized career plan are the
> >> hallmarks of the free agent's career. The free agent may choose
> >> one of the following aspects of the prestige class and substitute
> >> a more favorable aspect of his original class:
> >> Base Attack Bonus
> >> Fortitude Save
> >> Reflex Save
> >> Willpower Save
> >> Hit Die Type
> >> Spell Levels
> >> Skill Ranks
> >> Rage
> >> Turn/Rebuke Undead
> >>
> >> If the choice is a base attack, saving throw, or hit die type,
> >> then the free agent will advance in this statistic as if they were
> >> advancing levels in their primary class. If the free agent chooses
> >> skill ranks, then he gains the skill points of a member of his
> >> primary class when he gains a rank. If the player chooses spell
> >> levels, he gains a level of spellcasting ability as if he had
> >> gained a level in his primary class. If the character chooses
> >> rage, add his free gent levels to his barbarian levels to
> >> determine how many times a day the player may rage, the duration,
> >> and the bonuses/penalties incurred (this does not effect damage
> >> reduction). If the character chooses turn/rebuke undead, he adds
> >> his free agent level to his cleric level when determining what hit
> >> dice of undead he can effect with a successful turn attempt.
> >>
> >> The choice of substitution is permanent, and may not be divided
> >> between multiple classes. Free agents may not choose an aspect of
> >> a previously gained prestige class as a substitute for anything.
> >> If the player chooses spell casting and has multiple spellcasting
> >> classes, he must choose which class he will permanently gain spell
> >> levels in for levels gained as a Free Agent.
> >>
> >> =====
> >>
> >> Any ideas?
>
> Paul W. King
> OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD

#5521 From: "Tir Gwaith" <thoron-tir-gwaith@...>
Date: Fri Feb 6, 2004 3:49 pm
Subject: Re: [2nd bump] Re: random numbers
tir_gwaith
Send Email Send Email
 
Not at this time, unless you look at 'free text'  I.e. SA:Starting gold
3d6*%|Nobility ....

Tir Gwaith
LST Chimp

> >> Is there a way to do random numbers in Lst-ese?
> >>
> >> For example, in RPG Object's Legends of Excalibur: A Knight's
> >> Handbook (a source they want in PCGen), there's a new stat called
> >> Nobility.  Starting Nobility is based on a character's
> >> background, called a Bloodline.  So, if you were Middle Class,
> >> your starting Nobility would be 30+1d10.  Your starting gold
> >> would be 3d6 * starting Nobility.
>
> Paul W. King
> OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD

#5522 From: "Tir Gwaith" <thoron-tir-gwaith@...>
Date: Fri Feb 6, 2004 3:52 pm
Subject: Re: Re: 1st level only feats
tir_gwaith
Send Email Send Email
 
Took the words out of my mouth, Frugal.  Now that I actually understand what
Paul was asking for.....

Tir Gwaith
LST Chimp

> So what you really want is for Foo to add the feat at level 10 and 20
> bypassing the LEVELMAX=1 prerequisite.
>
> Could you not do
>
> FOO
> 10    ADD:VFEAT(TYPE=Foo)
> 20    ADD:VFEAT(TYPE=Foo)
>
> Yes, they will apear as VFets rather than Feats you can swap out, but you
> do not want the user to be able to swap them out as they are limited bonus
> feats.
> --
> regards,
> Frugal
> -OS Chimp

#5523 From: "Paul W. King" <paulking.rhochi@...>
Date: Fri Feb 6, 2004 4:38 pm
Subject: Re: 1st level only feats
pkingdnd
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> Could you not do
>
> FOO
> 10    ADD:VFEAT(TYPE=Foo)
> 20    ADD:VFEAT(TYPE=Foo)

Hadn't thought of that.  However, some of the other feats on Foo's
bonus feat list have prereqs, and those you have to meet.

Paul W. King
OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD

#5524 From: "Paul W. King" <paulking.rhochi@...>
Date: Fri Feb 6, 2004 4:40 pm
Subject: Re: 1st level only feats
pkingdnd
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> PREMULT:1,[PRELEVLMAX:1],[PRECLASS:1,Foo=10],[PRECLASS:1,Foo=20]
<snip>
> MULT:NO... then they can only take the feat once.

They can only take the feat once.  However, if they multiclass,
they're still at Foo 10 or 20, and still then eligible.  You only get
the feats as a bonus feat at Foo 10 or 20.  If you go straight to Foo
10, then start multiclassing, you can't pick A, B or C anymore.

Paul W. King
OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD

#5525 From: "taluroniscandar" <mhgj@...>
Date: Fri Feb 6, 2004 4:53 pm
Subject: Re: 1st level only feats
taluroniscandar
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--- In PCGenListFileHelp@yahoogroups.com, "Paul W. King"
<paulking.rhochi@v...> wrote:
> > Could you not do
> >
> > FOO
> > 10    ADD:VFEAT(TYPE=Foo)
> > 20    ADD:VFEAT(TYPE=Foo)
>
> Hadn't thought of that.  However, some of the other feats on Foo's
> bonus feat list have prereqs, and those you have to meet.

Doesn't the qualify tag allow for exceptions? Or do the exceptions go
on the feat itself?

#5526 From: "Paul W. King" <paulking.rhochi@...>
Date: Fri Feb 6, 2004 6:31 pm
Subject: Re: 1st level only feats
pkingdnd
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> Doesn't the qualify tag allow for exceptions? Or do the exceptions
> go on the feat itself?

Well, the docs say QUALIFY only works in templates right now; thought
it may have changed...I don't know.

What would need to be done, if using QUALIFY, is to add the template
at 10th and 20th levels, and then immediately remove them after the
bonus feats are taken.

Paul W. King
OGL SB, PL Chimp, Data Tamarin, TM Lemur, BoD

#5527 From: "taluroniscandar" <mhgj@...>
Date: Sat Feb 7, 2004 11:20 pm
Subject: How do you use the predifined vars?
taluroniscandar
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I'm working on a feat which applies a classes spell stat bonus to his
  HP's.

According to the docs BASESPELLSTAT is the mod for the class's base
spell stat.

If a character is multiclassed with more than one caster class, how do
you access the BASESPELLSTAT for a specific class.

For example a character is an Wizard 4/Cleric 3.

How do you access the BASESPELLSTAT for the Wizard class?

Or is there not currently a way to do this?

BTW, I can't get the BASESPELLSTAT variable to return a value for a
single class character so I may be misinterpreting what the variable
is intended to do.

#5528 From: firesbane2@...
Date: Sun Feb 8, 2004 12:40 am
Subject: Re: How to choose one of two available spells
firesbane
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--- In PCGenListFileHelp@yahoogroups.com, Emily Smirle
<smirle4498@r...> wrote:
> firesbane2@h... wrote:
>
> >The prestige class that I am trying to code in gives you the
ability
> >to learn a new spell that is not normally available to you at each
> >level.  You can be a divine or arcane spell caster before taking
this
> >class.  When you gain a level, you get a choice of two spells.
One
> >is arcane and one is divine.  The spells are predefined in the
class
> >description.  I looked through the documentation, but can't see
how
> >to do this.
> >
>
> Have a series of hidden feats, one for each class level where the
> character would gain a spell.
>
> Each feat gives you a choice of two other feats: An arcane one for
that
> spell level, and a divine one for that spell level.
>
> On *those* feats have the code for chosing the predefined arcane
and
> divine spell.
>
> So for example:
>
> for level one of YourClass, you'd have
>
> 1   ADD:FEAT(YourClassBonusSpell1)
>
> and in the feats file you'd have:
>
> YourClassBonusSpell1
>
CHOOSE:FEATLIST|YourClassBonusArcaneSpell1,YourClassBonusDivineSpell1
>
> YourClassBonusArcaneSpell1   SPELL:blah
> YourClassBonusDivineSpell1   SPELL:blah
>
> --
> Soylant Clear: Clearly less people, Clearly less fat.

I tried the above.  SPELL:blah did not work.  I found that if I use
SPELLLEVEL:CLASS|SPELLCASTER.Divine=1|True Strike I can get True
Strike added to the spell list of my Cleric turned Prestige Class.  I
tried using FWBonusSpell1 as described above.  When I level up, I am
prompted to select FWBonusSpell1.  After that, I am given another
choice box.  It says that I have once choice, but there is nothing to
choose.

Here is the line from my class file.  It is all one line:
1 ADD:SPELLCASTER(ANY)
	 ADD:FEAT(FWBonusSpell1)

Here are the lines form my feats file.
FWArcaneSpell1 SPELLLEVEL:CLASS|SPELLCASTER.Divine=1|True
Strike
FWDivineSpell1 SPELLLEVEL:CLASS|SPELLCASTER.Arcane=1|Detect
Thoughts
FWBonusSpell1
	 CHOOSE:COUNT=1|FEATLIST|FWArcaneSpell1,FWDivineSpell1

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