Everything in this file will be marked as valid for use in PFS. 0) Then perform assign[Hide.Special] done endif]]> 0) Then perform assign[Hide.Special] done endif]]> 0) then ~ Set the number of sneak attack dice into our helper Thing ~ We do this by using the xCount field and the abValue because ~ the class ability abValue is not fully calcuated until Final/10000 ~ which is too late. #value[abS2SneakA] += field[pChosen].chosen.field[abValue].value + field[pChosen].chosen.field[xCount].value Endif ~ Increase/decrease the number of sneak attack dice by the counter #value[abS2SneakA] += field[pAdjust].value]]> NOTE: This has features you can NOT see in the editor. 0) Then perform assign[Hide.Special] done endif]]> ~ If we are NOT active get out now doneif (field[abilAct2].value = 0) ~ If the combat Flanking is already active get out now doneif (hero.tagis[Condition.pstFlankin] = 1) ~ Give flanking condition bonus value to hit hero.child[Attack].field[atmBonus].value += #value2[pstFlankin] perform hero.assign[Condition.pstFlankin] 0) Then perform assign[Hide.Special] done endif]]> 0 & PolyAdjust.LowLight]]> 0 & PolyAdjust.Darkvision]]> 0 & PolyAdjust.Scent]]> 1) ~ Initalize the Beastform Mutagen tags/fields Call SCInitBeMu]]> 1) ~ Setup the Beastform Mutagen abilities Call SCSetBeMu]]> 0 & PolyAdjust.LowLight]]> 0 & PolyAdjust.Darkvision]]> 0 & PolyAdjust.Grab]]> 0 & PolyAdjust.Pounce]]> 0 & PolyAdjust.Trip]]> 0 & PolyAdjust.Scent]]> 1) ~ Initalize the Beastform Mutagen tags/fields Call SCInitBeMu]]> 1) ~ Setup the Beastform Mutagen abilities Call SCSetBeMu]]> 1) ~ Initalize the Beastform Mutagen tags/fields Call SCInitBeMu]]> 1) ~ Setup the Beastform Mutagen abilities Call SCSetBeMu]]> 0 & wConstrict.?]]> 0 & wRake.?]]> 0 & wTrample.?]]> 0 & PolyAdjust.Poison]]> 0 & PolyAdjust.Blindsense]]> 0 & PolyAdjust.Ferocity]]> 0 & PolyAdjust.Grab]]> 0 & PolyAdjust.Jet]]> 0 & PolyAdjust.Pounce]]> 0 & PolyAdjust.Web]]> 0 & PolyAdjust.Trip]]> 0 & PolyAdjust.Scent]]> 0 & PolyAdjust.LowLight]]> 0 & PolyAdjust.Darkvision]]> 1) ~ Initalize the Beastform Mutagen tags/fields Call SCInitBeMu]]> 1) ~ Setup the Beastform Mutagen abilities Call SCSetBeMu]]> 1) ~ Initalize the Beastform Mutagen tags/fields Call SCInitBeMu]]> 1) ~ Setup the Beastform Mutagen abilities Call SCSetBeMu]]> = 2) Then ~ +2 Bonus to magus concentration hero.childfound[cHelpMag].field[cConcCheck].value += 2 Endif ~ Magus 14th level ability Greater Spell Combat If (focus.field[xCount].value >= 3) Then ~ Double the penalty bonus hero.childfound[cHelpMag].field[cConcCheck].value += field[actUser].value * -1 Endif]]> 2) ~ Remove the Off-Hand tag so that Dervish Dance works. ~ Spellcombat with a "Spell" is not an off-hand weapon. perform hero.delete[Hero.EquipOff] ~ Make us act like we have two-weapon fighting foreach pick in hero from BaseWep where "Hero.MainHand | Hero.OffHand" ~ Add the Fake Two-Weapon fighting tag to the main hand weapon ~ and the off-hand Touch Attack weapon. If (eachpick.tagis[Hero.MainHand] <> 0) Then perform eachpick.assign[Helper.FakeTwoWep] Endif If (eachpick.tagexpr[Hero.OffHand & PackHelper.Touch] <> 0) Then perform eachpick.assign[Helper.FakeTwoWep] Endif nexteach]]> 0) Then perform assign[Hide.Special] done endif]]> = IntBonus)]]>