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Re: #pathfinder "Rise of the Runelord Anniversary": cannot add traits #pathfinder

swiftbrook8
 

apodavini,

I loaded you pcg file and found that indeed, your PC has 0 traits.  Then I noticed that you only had loaded (under Sources --> Select Sources --> Advanced)  the Core Rulebook and Rise of the Runelords Player's Guide.  When I also loaded the Advanced Player's Guide, where rules for traits are located, PCGen set the number of traits for your PC to 2.  So, you should load the Advanced Player's Guide to get the default correct and you'll get access to a lot more traits for your PCs.

Hope this helps.

-Swiftbrook


Re: #pathfinder "Rise of the Runelord Anniversary": cannot add traits #pathfinder

swiftbrook8
 

Two traits because that is what is generally given.

Quoting from the Advanced Player's Guide (p. 326) "GAINING TRAITS When you create your character for a campaign, ask your GM how many traits you can select. In most cases, a new PC should gain two traits, effectively gaining what amounts to a bonus feat at character creation."


Re: #pathfinder "Rise of the Runelord Anniversary": cannot add traits #pathfinder

apodavini
 

This is a great idea!
Here you go,
A.


Re: #pathfinder "Rise of the Runelord Anniversary": cannot add traits #pathfinder

apodavini
 

Mmh...
Where could I have slected it?


Re: #pathfinder "Rise of the Runelord Anniversary": cannot add traits #pathfinder

apodavini
 

Anyway, I've tried doing as you suggested: it works and - as I expected - it allows me to add one trait.
I think it should default to 1, why you said 2?


Re: #pathfinder "Rise of the Runelord Anniversary": cannot add traits #pathfinder

markjmeans
 

Maybe you can upload the character file and someone will check for you.

 

From: main@pcgen.groups.io <main@pcgen.groups.io> On Behalf Of Paul Grosse via groups.io
Sent: Monday, April 26, 2021 09:45
To: main@pcgen.groups.io; swiftbrook@...; swiftbrook8 <swiftbrook@...>; apodavini <a.podavini@...>
Subject: Re: [pcgen] #pathfinder "Rise of the Runelord Anniversary": cannot add traits

 

I wonder if the No Traits trait was accidentally selected?

 

On Mon, Apr 26, 2021 at 12:42 PM, swiftbrook8

Look at the very bottom of the Trait tab.  In your picture there is a line and header Category:Traits,  Total: 0, Remaining:0

Select the "0" under Remaining and type in 2.  You now have two trait you can add to your character.  I'm no sure why it's not defaulting to 2 traits, but this is a quick and easy fix.

-Swiftbrook


--
--Paul Grosse
--PCGen BoD, PR Silverback
@Nylanfs


Re: #pathfinder "Rise of the Runelord Anniversary": cannot add traits #pathfinder

Paul Grosse
 

I wonder if the No Traits trait was accidentally selected?


On Mon, Apr 26, 2021 at 12:42 PM, swiftbrook8
<swiftbrook@...> wrote:
Look at the very bottom of the Trait tab.  In your picture there is a line and header Category:Traits,  Total: 0, Remaining:0

Select the "0" under Remaining and type in 2.  You now have two trait you can add to your character.  I'm no sure why it's not defaulting to 2 traits, but this is a quick and easy fix.

-Swiftbrook

--
--Paul Grosse
--PCGen BoD, PR Silverback
@Nylanfs


Re: #pathfinder "Rise of the Runelord Anniversary": cannot add traits #pathfinder

swiftbrook8
 

Look at the very bottom of the Trait tab.  In your picture there is a line and header Category:Traits,  Total: 0, Remaining:0

Select the "0" under Remaining and type in 2.  You now have two trait you can add to your character.  I'm no sure why it's not defaulting to 2 traits, but this is a quick and easy fix.

-Swiftbrook


Re: #pathfinder "Rise of the Runelord Anniversary": cannot add traits #pathfinder

apodavini
 

Hi Andrew, thank you for your reply.
Yes, I've added 1 wizard level:



But when I go to  Feats & Abilities > Traits this is what I see:



And I can't select any trait:




Thank you again




Re: lst file code needed

Andrew Maitland
 

Discussed over on the Discord channel.

On 4/17/2021 5:06 AM, jhmunlimited.com@... wrote:
hi

in my campaign i have replaced the standard Masterwork system with
something a little more involved and detailed. i have a 4 tier system
that goes from the first step above standard being High, then Ultra,
Master and lastly Exquisite. this system allows for creation of making
higher than standard items virtually across the gamut of all item types,
with some exceptions to keep it at least somewhat realistic. my issue is
that im trying to code into the system the ability to allow this to
modify some features of traps and after digging through ALL the lst
files that came with the release 6.08 nothing has an example i could use
that i know for certain will work. what i want to be able to modify as
the tiers progress is a trap's TOHIT, discovery and disable DC, and its
damage by adding a single die of the given type per trap. can anyone
please give me the code need to add to my custom lst file to make this
happen.

thank you so much in advance


--
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Re: #pathfinder "Rise of the Runelord Anniversary": cannot add traits #pathfinder

Andrew Maitland
 

You only get 2 traits per character. Did you add your first class level?

On 4/18/2021 2:42 AM, apodavini wrote:
Hi,
I'm trying to create a character for the "Rise of the Runelord Anniversary" Edition campaign, but I cannot select the traits.
I see the list, one of the traits (Hagfish Hopeful) is in italic, but when I try to add whichever trait I get an error saying "You cannot select any more abilities".

What am I doing wrong?

Thanks


#pathfinder "Rise of the Runelord Anniversary": cannot add traits #pathfinder

apodavini
 

Hi,
I'm trying to create a character for the "Rise of the Runelord Anniversary" Edition campaign, but I cannot select the traits.
I see the list, one of the traits (Hagfish Hopeful) is in italic, but when I try to add whichever trait I get an error saying "You cannot select any more abilities".

What am I doing wrong?

Thanks


lst file code needed

darnahroc
 

hi

in my campaign i have replaced the standard Masterwork system with
something a little more involved and detailed. i have a 4 tier system
that goes from the first step above standard being High, then Ultra,
Master and lastly Exquisite. this system allows for creation of making
higher than standard items virtually across the gamut of all item types,
with some exceptions to keep it at least somewhat realistic. my issue is
that im trying to code into the system the ability to allow this to
modify some features of traps and after digging through ALL the lst
files that came with the release 6.08 nothing has an example i could use
that i know for certain will work. what i want to be able to modify as
the tiers progress is a trap's TOHIT, discovery and disable DC, and its
damage by adding a single die of the given type per trap. can anyone
please give me the code need to add to my custom lst file to make this
happen.

thank you so much in advance


--
This email has been checked for viruses by Avast antivirus software.
https://www.avast.com/antivirus


Re: Adding New Spells

stewart horne
 

Hi M,

That supplement is already in the coded sources

wow that test character I rolled to make sure the spell was in the source was one of the best rolls I've ever done... 12 total mod.

Once in pcgen and with pathfinder loaded, without a character loaded go to Sources- Select sources- click on the advanced tab and enter the companion name -add selected, then I would save this selection and use this modified source material when using the character.

That should get you what you need.

 

Hope this makes sense.

 

S.


Adding New Spells

MVLaRocca@...
 

Hi Everyone,

I was hoping you could help me with a small issue.  I am having trouble adding in new spells to the 6.08.00 RC8 version of the program.  A player found the "Burning Disarm" spell from the Pathfinder Companion: Cheliax, Empire of Devils expansion and would like to use it for his Druid character.

is there a way to add the spell to the program?  Not a programmer or a coder so I could use all the help I can get.


Thanks in Advance,

M


Re: Discord

Paul Grosse
 

$1 Million dollars :)

https://discord.gg/szESMPS


On Sun, Jan 17, 2021 at 7:35 PM, wyrms
<rklanier@...> wrote:
How does one get an invite to PCGen's Discord channel?

--
--Paul Grosse
--PCGen BoD, PR Silverback
@Nylanfs


Discord

wyrms
 

How does one get an invite to PCGen's Discord channel?


Re: Editing item properties for Pathfinder Items #bug

swiftbrook8
 

Wyrms,

I'm not sure this forum is the best place any more to place a question.  I think Discord my be frequented more often by the volunteers.

As to your question.  I looked at the lst files for the Scabbard of Many Blades in the Advanced Class Guide and the Efficient Quiver in Ultimate Equipment.    From what I can see, there is no code written for the Scabbard of Many Blades, just a brief description and note.  The Efficient Quiver has a complete code and description write-up.  It's easy to edit the lst files.  I use Notepad++ suggested on these forums years ago.  If no one provides the exact code, use the line for the Efficient Quiver as a guide and have a go at it yourself.

As one suggestion before editing, I always copy the line I'm about to edit and then comment out the original making changes only to the copy.  This way I can go back and see what was originally there.

-Swiftbrook


Editing item properties for Pathfinder Items #bug

wyrms
 

The Scabbard of Many Blades in Pathfinder has this description:

This scabbard can hold multiple melee weapons in an extradimensional space, including weapons that would not normally fit in any kind of scabbard or sheath. It can hold up to four two-handed weapons. Two one-handed or light melee weapons can fit in each two-handed weapon slot, for a maximum capacity of eight one-handed or light melee weapons. Only weapons designed to be used by creatures the same size as the wearer or smaller can be kept in a scabbard of many blades. The scabbard can’t be used to store shields (even if they can be used to make melee attacks), gauntlets, improvised weapons, or wands, but can store rods (which are treated as one-handed weapons) and magic staves (which are treated as two-handed weapons).

When the wearer draws a weapon from the scabbard, if she does not lose her grip on it (keeping it in her hands at all times), as a move action she can have it switch places with another weapon in the scabbard. If the wearer has the Quick Draw feat, she can do this as a swift action. If the wearer loses her grip on a weapon drawn from the scabbard, that weapon can’t switch places with another weapon until it has been, sheathed in the scabbard of many blades and drawn again.
My problem is I cannot actually store anything in the scabbard as it is not considered a "container" in PCGen. How do I edit it's properties to fix this?

"an inquiring Skald"


Re: Help with my Favored Soul

Andrew Maitland
 

That's an odd set up. If CHA is the main score, it should dictate DC, but you can change the DC for the class using the BONUS tag. Just realize you need to use Score IIRC.

On 12/7/2020 10:14 AM, Jonathan via groups.io wrote:
I'm trying to homebrew a Favored soul for a D&D 3.5 game and I have a couple of questions.  First, which ability score do I use? Both Cha and Wis are mentioned,  Cha for the ability to cast spells and Wis for the spell DC. Second, how can I easily link the Clerics spell list to the Favored Soul since they use the same spell list?

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