Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Zemyla
Aug 6, 2008

I'll take her off your hands. Pleasure doing business with you!
For some reason, Master of Stories doesn't work with Unexpected Flourish, which doesn't work with skald at-wills. Is it just my CBLoader, or is it not fixed yet?

Adbot
ADBOT LOVES YOU

scpredmage
Sep 2, 2011
http://dl.dropbox.com/u/49758175/anyshadow.zip

Can't guarantee this one will work 100% yet, but it merges without problem on my system, and I haven't noticed anything odd yet. Still, should probably test it yourselves for a while before considering adopting it officially.

This is the implementation of an idea I posted a few days ago; specifically, to have all shadow powers grant an invisible class feature called "Any shadow power", making the Spectral Step feat's prerequisite enforceable. Had to go through ALL of the merged rules document to find all the powers with the shadow keyword (never more grateful form my G510's programmable macro keys than now), but it should be complete, until WotC decides to crap all over my hard work and make MORE shadow powers...

So yeah, give it a whirl, let me know how it works, yadda yadda yadda...

Zemyla posted:

For some reason, Master of Stories doesn't work with Unexpected Flourish, which doesn't work with skald at-wills. Is it just my CBLoader, or is it not fixed yet?
It's not just your system, and I'm not even sure this behavior is WRONG; the feat is labelled "Multiclass Bard", not Skald, so strictly RAW, that's Arcane only; similarly, Battle Berserker grants you Primal, but not Martial.

Just tested it, and the online builder isn't letting me take Unexpected Flourish after taking Master of Stories (or Battle Berserker, for that matter), either, so this at least matches up to the official "up-to-date" builder's behavior.

scpredmage fucked around with this message at 01:52 on Nov 29, 2011

Tivaan
Jul 13, 2011
Here (I believe) is the rest of the append files for the Second Wind card... if you find anymore let me know so they can be added to the list.


code:

<?xml version="1.0" encoding="utf-8"?>  
<D20Rules game-system="D&amp;D4E"> 



<!-- Second Wind Appends --> 

<AppendNodes name="Burning Blood" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_460" source="Player's Handbook" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Burning Blood" value="When you use your second wind, each enemy within 10 squares of you takes ongoing 10 fire damage (save ends), but only if that enemy is subject to an effect that a save can end."/>
    </rules>
</AppendNodes>

<AppendNodes name="Heart of Earth" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_591" source="Forgotten Realms Player's Guide" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Heart of Earth" value="When you use second wind while bloodied, gain +2 to melee attack rolls until end of next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Great Heart" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_592" source="Forgotten Realms Player's Guide" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Great Heart" value="When you use second wind while bloodied, allies within 4 squares of you gain +1 to melee attack rolls until end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Spirit Link" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_922" source="Martial Power" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Spirit Link" value="When your beast companion uses second wind, you can choose to spend one of your own healing surges rather than one of the beast's healing surges."/>
    </rules>
</AppendNodes>

<AppendNodes name="Earthfast Recovery" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_981" source="Martial Power" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Earthfast Recovery" value="When you or any ally within 5 squares of you uses second wind while bloodied, that character regains additional hit points equal to one-half your level + your Constitution modifier."/>
    </rules>
</AppendNodes>

<AppendNodes name="Twofold Defense" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_996" source="Martial Power" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Twofold Defense" value="Each ally who can see and hear you when he or she uses second wind gains a +4 bonus to all defenses (instead of the usual +2) until the end of his or her next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Mythic Inspiration" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1012" source="Martial Power" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Mythic Inspiration" value="When you use your second wind, one ally within 20 squares of you can also spend a healing surge."/>
    </rules>
</AppendNodes>

<AppendNodes name="Aggressive Resurgence" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1098" source="Player's Handbook 3" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Mythic Inspiration" value="When you use your second wind, you can forgo regaining hit points and the bonus to your defenses to instead both regain the use of your goring charge racial power and gain a +2 bonus to attack rolls and damage rolls until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Northlander Persistence" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1135" source="Dragon Magazine 370" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Northlander Persistence" value="When you take the second wind action, you can spend one additional healing surge."/>
    </rules>
</AppendNodes>

<AppendNodes name="Dwarven Resurgence" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1169" source="Player's Handbook 2" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Dwarven Resurgence" value="When you use your second wind, you make a saving throw against each effect on you that a save can end."/>
    </rules>
</AppendNodes>

<AppendNodes name="Bear Form" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1207" source="Player's Handbook 2" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Bear Form" value="While raging, use second wind as free action."/>
    </rules>
</AppendNodes>

<AppendNodes name="Blood Moon Hunger" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1228" source="Player's Handbook 2" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Blood Moon Hunger" value="When you reduce an enemy to 0 hit points with a melee or a close attack, you can use your second wind as a free action."/>
    </rules>
</AppendNodes>

<AppendNodes name="Righteous Resurgence" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1247" source="Player's Handbook 2" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Blood Moon Hunger" value="When you use your second wind, each enemy within 5 squares of you takes 1d6 + your Intelligence modifier fire and radiant damage, and each ally within 5 squares of you gains temporary hit points equal to that damage."/>
    </rules>
</AppendNodes>

<AppendNodes name="Earthstrength" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1317" source="Player's Handbook 2" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Earthstrength" value="When you use your second wind, you gain an additional bonus to AC equal to your Constitution modifier. The bonus lasts until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Wildblood" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1318" source="Player's Handbook 2" revision-date="10/5/2010 1:47:04 PM">
    <rules>
        <modify name="Second Wind" field="Wildblood" value="When you use your second wind, each enemy marked by you takes an additional penalty to attack rolls for attacks that don't include you as a target. The penalty equals your Wisdom modifier and lasts until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Knight's Resurgence" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1774" source="Divine Power" revision-date="10/5/2010 1:47:05 PM">
    <rules>
        <modify name="Second Wind" field="Knight's Resurgence" value="While you are bloodied, you can use your second wind as a free action on your turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Persistence of Life" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1800" source="Divine Power" revision-date="10/5/2010 1:47:05 PM">
    <rules>
        <modify name="Second Wind" field="Persistence of Life" value="You and any allies within 5 squares of you can use second wind as a minor action. If a character can already use second wind as a minor action, then the character can use it as a free action. When you or an ally within 5 squares of you uses second wind, twice the normal number of hit points are restored."/>
    </rules>
</AppendNodes>

<AppendNodes name="Lifespirit" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2026" source="Primal Power" revision-date="10/5/2010 1:47:05 PM">
    <rules>
        <modify name="Second Wind" field="Persistence of Life" value="When you use your second wind, an ally within 5 squares of you can spend a healing surge and make a saving throw."/>
    </rules>
</AppendNodes>

<AppendNodes name="Stormheart" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2027" source="Primal Power" revision-date="10/5/2010 1:47:05 PM">
    <rules>
        <modify name="Second Wind" field="Stormheart" value="When you use your second wind, you slide each enemy marked by you and within 2 squares of you 1 square, and each enemy marked by you is slowed until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Allied Champions" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2046" source="Primal Power" revision-date="10/5/2010 1:47:05 PM">
    <rules>
        <modify name="Second Wind" field="Allied Champions" value="When you use your second wind as a standard action, each enemy marked by you takes psychic damage equal to one-half your level + your Strength modifier.
When you use your second wind as a minor action, one enemy marked by you takes psychic damage equal to your Strength modifier."/>
    </rules>
</AppendNodes>

<AppendNodes name="Mythic Rebirth" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2060" source="Primal Power" revision-date="10/5/2010 1:47:05 PM">
    <rules>
        <modify name="Second Wind" field="Mythic Rebirth" value="While you are dying, you do not need to make death saving throws, and you can use your second wind without taking an action."/>
    </rules>
</AppendNodes>

<AppendNodes name="Revitalizing Run" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2168" source="Dragon Magazine 382" revision-date="10/5/2010 1:47:06 PM">
    <rules>
        <modify name="Second Wind" field="Revitalizing Run" value="When you use your second wind, you can also move your speed or shift half your speed."/>
    </rules>
</AppendNodes>

<AppendNodes name="Battle Recovery" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2296" source="Martial Power 2" revision-date="10/5/2010 1:47:06 PM">
    <rules>
        <modify name="Second Wind" field="Battle Recovery" value="When you use your second wind, you regain the use of the lowest-level encounter attack power you have expended during this encounter."/>
    </rules>
</AppendNodes>

<AppendNodes name="Bloodied Vigor" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2332" source="Player's Handbook 3" revision-date="10/5/2010 1:47:06 PM">
    <rules>
        <modify name="Second Wind" field="Bloodied Vigor" value="When you use your second wind while you are bloodied, you gain a +2 power bonus to attack rolls and damage rolls until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Elemental Wind" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2339" source="Dragon Magazine 383" revision-date="10/5/2010 1:47:06 PM">
    <rules>
        <modify name="Second Wind" field="Elemental Wind" value="Whenever you use your second wind, until the end of your next turn, each enemy adjacent to you and each enemy marked by you gains vulnerable to the damage type you chose for your Elemental Breach class feature equal to your Constitution modifier."/>
    </rules>
</AppendNodes>

<AppendNodes name="Startling Insight" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2429" source="Player's Handbook 3" revision-date="10/5/2010 1:47:06 PM">
    <rules>
        <modify name="Second Wind" field="Startling Insight" value="After you use your second wind, you can roll twice when you make any attack rolls, saving throws, skill checks, and ability checks and use either result. This benefit lasts until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Striking Surge" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2597" source="Dragon Magazine 385" revision-date="10/5/2010 1:47:06 PM">
    <rules>
        <modify name="Second Wind" field="Striking Surge" value="When an ally adjacent to your spirit companion uses his or her second wind, he or she also gains a +2 bonus to attack rolls and damage rolls until the end of his or her next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Battleforged Armor +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_511" source="Player's Handbook">
    <rules>
        <modify name="Second Wind" field="Battleforged Armor +1" value="If you use your second wind when you are bloodied, regain an extra 1d10 hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Battleforged Armor +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_512" source="Player's Handbook">
    <rules>
        <modify name="Second Wind" field="Battleforged Armor +2" value="If you use your second wind when you are bloodied, regain an extra 1d10 hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Battleforged Armor +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_513" source="Player's Handbook">
    <rules>
        <modify name="Second Wind" field="Battleforged Armor +3" value="If you use your second wind when you are bloodied, regain an extra 2d10 hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Battleforged Armor +4" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_514" source="Player's Handbook">
    <rules>
        <modify name="Second Wind" field="Battleforged Armor +4" value="If you use your second wind when you are bloodied, regain an extra 2d10 hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Battleforged Armor +5" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_515" source="Player's Handbook">
    <rules>
        <modify name="Second Wind" field="Battleforged Armor +5" value="If you use your second wind when you are bloodied, regain an extra 3d10 hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Battleforged Armor +6" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_516" source="Player's Handbook">
    <rules>
        <modify name="Second Wind" field="Battleforged Armor +6" value="If you use your second wind when you are bloodied, regain an extra 3d10 hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Heartening Armor +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1609" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Heartening Armor +1" value="When you use your second wind, you gain temporary hit points equal to three times the armor's enhancement bonus."/>
    </rules>
</AppendNodes>

<AppendNodes name="Heartening Armor +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1610" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Heartening Armor +2" value="When you use your second wind, you gain temporary hit points equal to three times the armor's enhancement bonus."/>
    </rules>
</AppendNodes>

<AppendNodes name="Heartening Armor +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1611" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Heartening Armor +3" value="When you use your second wind, you gain temporary hit points equal to three times the armor's enhancement bonus."/>
    </rules>
</AppendNodes>

<AppendNodes name="Heartening Armor +4" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1612" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Heartening Armor +4" value="When you use your second wind, you gain temporary hit points equal to three times the armor's enhancement bonus."/>
    </rules>
</AppendNodes>

<AppendNodes name="Heartening Armor +5" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1613" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Heartening Armor +5" value="When you use your second wind, you gain temporary hit points equal to three times the armor's enhancement bonus."/>
    </rules>
</AppendNodes>

<AppendNodes name="Heartening Armor +6" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1614" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Heartening Armor +6" value="When you use your second wind, you gain temporary hit points equal to three times the armor's enhancement bonus."/>
    </rules>
</AppendNodes>
 
<AppendNodes name="Defensive Weapon +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2031" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Defensive Weapon +1" value="When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Defensive Weapon +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2032" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Defensive Weapon +2" value="When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Defensive Weapon +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2033" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Defensive Weapon +3" value="When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Defensive Weapon +4" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2034" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Defensive Weapon +4" value="When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Defensive Weapon +5" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2035" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Defensive Weapon +5" value="When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Defensive Weapon +6" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_2036" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Defensive Weapon +6" value="When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Parry Gauntlets (heroic tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3409" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Parry Gauntlets (heroic tier)" value="When you take the total defense or second wind actions, gain a +2 item bonus to all defenses until the beginning of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Cloak of the Walking Wounded +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3625" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Cloak of the Walking Wounded +1" value="If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both)."/>
    </rules>
</AppendNodes>

<AppendNodes name="Cloak of the Walking Wounded +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3626" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Cloak of the Walking Wounded +2" value="If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both)."/>
    </rules>
</AppendNodes>

<AppendNodes name="Cloak of the Walking Wounded +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3627" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Cloak of the Walking Wounded +3" value="If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both)."/>
    </rules>
</AppendNodes>

<AppendNodes name="Cloak of the Walking Wounded +4" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3628" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Cloak of the Walking Wounded +4" value="If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both)."/>
    </rules>
</AppendNodes>

<AppendNodes name="Cloak of the Walking Wounded +5" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3629" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Cloak of the Walking Wounded +5" value="If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both)."/>
    </rules>
</AppendNodes>

<AppendNodes name="Cloak of the Walking Wounded +6" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3630" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Cloak of the Walking Wounded +6" value="If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both)."/>
    </rules>
</AppendNodes>

<AppendNodes name="Backbone Belt (paragon tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_3767" source="Adventurer's Vault">
    <rules>
        <modify name="Second Wind" field="Backbone Belt (paragon tier)" value="Gain a +4 bonus (instead of the normal +2 bonus) to all defenses until the start of your next turn after using your second wind."/>
    </rules>
</AppendNodes>

<AppendNodes name="Armor of Enduring Health +5" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_5628" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Armor of Enduring Health +5" value="You can use your second wind one additional time per encounter."/>
    </rules>
</AppendNodes>

<AppendNodes name="Armor of Enduring Health +6" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_5629" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Armor of Enduring Health +6" value="You can use your second wind one additional time per encounter."/>
    </rules>
</AppendNodes>

<AppendNodes name="Runic Armor +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_5838" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Runic Armor +1" value="When you use your second wind, you also gain a bonus to damage rolls with arcane attack powers equal to the armor's enhancement bonus until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Runic Armor +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_5840" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Runic Armor +2" value="When you use your second wind, you also gain a bonus to damage rolls with arcane attack powers equal to the armor's enhancement bonus until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Runic Armor +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_5841" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Runic Armor +3" value="When you use your second wind, you also gain a bonus to damage rolls with arcane attack powers equal to the armor's enhancement bonus until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Runic Armor +4" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_5842" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Runic Armor +4" value="When you use your second wind, you also gain a bonus to damage rolls with arcane attack powers equal to the armor's enhancement bonus until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Runic Armor +5" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_5843" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Runic Armor +5" value="When you use your second wind, you also gain a bonus to damage rolls with arcane attack powers equal to the armor's enhancement bonus until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Runic Armor +6" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_5844" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Runic Armor +6" value="When you use your second wind, you also gain a bonus to damage rolls with arcane attack powers equal to the armor's enhancement bonus until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Boots of Surging Speed (heroic tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_6811" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Boots of Surging Speed (heroic tier)" value="When you use your second wind, you can shift 2 squares."/>
    </rules>
</AppendNodes>

<AppendNodes name="Alliance Band (paragon tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_7005" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Alliance Band (paragon tier)" value="When you use your second wind, one ally adjacent to you regains 10 hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Tattoo of the Shared Heart (paragon tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_7171" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Tattoo of the Shared Heart (paragon tier)" value="When you use your second wind, each ally you can see who also has a tattoo of the shared heart regains 5 hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Tattoo of the Shared Heart (epic tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_7176" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Tattoo of the Shared Heart (epic tier)" value="When you use your second wind, each ally you can see who also has a tattoo of the shared heart regains 10 hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Ring of the Fallen (paragon tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_7266" source="Adventurer's Vault 2">
    <rules>
        <modify name="Second Wind" field="Ring of the Fallen (paragon tier)" value="When you use your second wind, you regain additional hit points equal to your Constitution modifier. In addition, you regain additional hit points equal to your Constitution modifier for each healing surge you spend at the end of a short rest."/>
    </rules>
</AppendNodes>

<AppendNodes name="Pierced Heart Tattoo (heroic tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_8131" source="Dragon Magazine 380">
    <rules>
        <modify name="Second Wind" field="Pierced Heart Tattoo (heroic tier)" value="When you use your second wind, you gain a +2 bonus to damage rolls on the next attack you make before the end of your next turn. If you are raging when you use your second wind, you also gain a +2 bonus to the attack roll of that attack."/>
    </rules>
</AppendNodes>

<AppendNodes name="Pierced Heart Tattoo (paragon tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_8133" source="Dragon Magazine 380">
    <rules>
        <modify name="Second Wind" field="Pierced Heart Tattoo (paragon tier)" value="When you use your second wind, you gain a +4 bonus to damage rolls on the next attack you make before the end of your next turn. If you are raging when you use your second wind, you also gain a +2 bonus to the attack roll of that attack."/>
    </rules>
</AppendNodes>

<AppendNodes name="Cosmic Cycle Tattoo (heroic tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_8311" source="Dragon Magazine 381">
    <rules>
        <modify name="Second Wind" field="Cosmic Cycle Tattoo (heroic tier)" value="If you have the Cosmic Magic sorcerer class feature, when you use your second wind, you can choose to change your phase to the next higher-numbered phase."/>
    </rules>
</AppendNodes>

<AppendNodes name="Dragon Sorcery Tattoo (heroic tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_8312" source="Dragon Magazine 381">
    <rules>
        <modify name="Second Wind" field="Dragon Sorcery Tattoo (heroic tier)" value="When you use your second wind, deal 5 damage of the same type that you resist with your Dragon Soul resistance to each enemy within 5 squares of you."/>
    </rules>
</AppendNodes>

<AppendNodes name="Relentless Spirit (heroic tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_9445" source="Dark Sun Campaign Setting">
    <rules>
        <modify name="Second Wind" field="Relentless Spirit (heroic tier)" value="When you use your second wind, you can shift 1 square as a free action."/>
    </rules>
</AppendNodes>

<AppendNodes name="Vanous's Savage Spirit (heroic tier)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_9924" source="Dragon Magazine 393">
    <rules>
        <modify name="Second Wind" field="Vanous's Savage Spirit (heroic tier)" value="When you use your second wind, your beast companion gains 5 temporary hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Kord's Relentlessness (level 5)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_10037" source="Dragon Magazine 395">
    <rules>
        <modify name="Second Wind" field="Kord's Relentlessness (level 5)" value="When you use your second wind, you gain a +2 item bonus to your next damage roll with a melee weapon attack before the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Kord's Relentlessness (level 10)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_10038" source="Dragon Magazine 395">
    <rules>
        <modify name="Second Wind" field="Kord's Relentlessness (level 10)" value="When you use your second wind, you gain a +2 item bonus to your next damage roll with a melee weapon attack before the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Kord's Relentlessness (level 15)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_10039" source="Dragon Magazine 395">
    <rules>
        <modify name="Second Wind" field="Kord's Relentlessness (level 15)" value="When you use your second wind, you gain a +4 item bonus to your next damage roll with a melee weapon attack before the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Kord's Relentlessness (level 20)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_10040" source="Dragon Magazine 395">
    <rules>
        <modify name="Second Wind" field="Kord's Relentlessness (level 20)" value="When you use your second wind, you gain a +4 item bonus to your next damage roll with a melee weapon attack before the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Kord's Relentlessness (level 25)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_10041" source="Dragon Magazine 395">
    <rules>
        <modify name="Second Wind" field="Kord's Relentlessness (level 25)" value="When you use your second wind, you gain a +6 item bonus to your next damage roll with a melee weapon attack before the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Kord's Relentlessness (level 30)" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_10042" source="Dragon Magazine 395">
    <rules>
        <modify name="Second Wind" field="Kord's Relentlessness (level 30)" value="When you use your second wind, you gain a +6 item bonus to your next damage roll with a melee weapon attack before the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Fragment of the Eleventh Rack (paragon tier)" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_DM402_2-1" source="Dragon Magazine 402">
    <rules>
        <modify name="Second Wind" field="Fragment of the Eleventh Rack (paragon tier)" value="When you use your second wind while bloodied, you regain 2d10 additional hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Fragment of the Eleventh Rack (epic tier)" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_DM402_2-2" source="Dragon Magazine 402">
    <rules>
        <modify name="Second Wind" field="Fragment of the Eleventh Rack (epic tier)" value="When you use your second wind while bloodied, you regain 3d10 additional hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Familiar's Vitality" type="Feat" internal-id="ID_FMP_FEAT_3651" source="Heroes of the Feywild">
    <rules>
        <modify name="Second Wind" field="Familiar's Vitality" value="When you use your second wind and your familiar is within 10 squares of you, you regain 3 additional hit points. The additional hit points increase to 6 at 11th level and 9 at 21st level."/>
    </rules>
</AppendNodes>

<AppendNodes name="Devoted Knight" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2764" source="Player Essentials: Heroes of the Fallen Lands" revision-date="10/14/2010 9:29:04 AM">
    <rules>
        <modify name="Second Wind" field="Devoted Knight" value="When you use your second wind or take the total defense action, you activate an aura 1 that lasts until the end of your next turn. While in the aura, each ally gains a +2 power bonus to all defenses."/>
    </rules>
</AppendNodes>

<AppendNodes name="Relentless Knight" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2766" source="Player Essentials: Heroes of the Fallen Lands" revision-date="6/28/2011 11:17:40 AM">
    <rules>
        <modify name="Second Wind" field="Relentless Knight" value="When you use your second wind, you can spend an additional healing surge."/>
    </rules>
</AppendNodes>

<AppendNodes name="Spirit of Sacrifice" type="Class Feature" internal-id="ID_WOG_CAVALIER_CLASS_FEATURE_1A" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <rules>
        <modify name="Second Wind" field="Relentless Knight" value="You can use your second wind as a minor action to heal an ally of your choice within 5 squares of you. If you do so, you gain no benefit from using your second wind, but the ally regains hit points equal to his or her healing surge value."/>
    </rules>
</AppendNodes>

<AppendNodes name="Cautious Shift" type="Class Feature" internal-id="ID_DBB_CLASS_FEATURE_1234432123" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <rules>
        <modify name="Second Wind" field="Cautious Shift" value="Whenever you use your second wind or take the total defense action, you can shift 1 square as a free action before or after doing so"/>
    </rules>
</AppendNodes>

<AppendNodes name="Spring Bounty" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_28" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <rules>
        <modify name="Second Wind" field="Spring Bounty" value="Whenever you use your second wind, choose one ally within 10 squares of you. The chosen ally gains resist 10 to all damage until the end of your next turn"/>
    </rules>
</AppendNodes>

<AppendNodes name="Summer Bounty" type="Class Feature" internal-id="ID_WOG_SENTINEL_CLASS_FEATURE_29" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <rules>
        <modify name="Second Wind" field="Summer Bounty" value="Whenever you use your second wind, choose one ally within 10 squares of you. The chosen ally gains a +5 power bonus to damage rolls until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Twilight Cloak" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3808" source="Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:43:54 PM">
    <rules>
        <modify name="Second Wind" field="Twilight Cloak" value="When you use your second wind or use the total defense action, you can become insubstantial until the end of your next turn."/>
    </rules>
</AppendNodes>

<AppendNodes name="Scrapper" type="Feat" internal-id="ID_FMP_FEAT_6021" source="TGWiki" revision-date="x/x/x">
    <rules>
        <modify name="Second Wind" field="Scrapper" value="You can use your second wind as a minor action."/>
    </rules>
</AppendNodes>

<AppendNodes name="Shrieking Restoration" type="Feat" internal-id="ID_FMP_FEAT_6044" source="TGWiki" revision-date="x/x/x">
    <rules>
        <modify name="Second Wind" field="Shrieking Restoration" value="When you use your second wind, you regain the use of your skeletal shriek. "/>
    </rules>
</AppendNodes>

<AppendNodes name="Chomping Restoration" type="Feat" internal-id="ID_FMP_FEAT_6081" source="TGWiki" revision-date="x/x/x">
    <rules>
        <modify name="Second Wind" field="Chomping Restoration" value="When you use your second wind, you regain the use of your chomp."/>
    </rules>
</AppendNodes>

<AppendNodes name="Engulfing Restoration" type="Feat" internal-id="ID_FMP_FEAT_6062" source="TGWiki" revision-date="x/x/x">
    <rules>
        <modify name="Second Wind" field="Engulfing Restoration" value="When you use your second wind, you regain the use of your engulf."/>
    </rules>
</AppendNodes>

<AppendNodes name="I Get Up Again" type="Class Feature" internal-id="ID_RYV_CLASS_FEATURE_100008" source="At-Will Blog" revision-date="12/06/10 09:52 PM">
    <rules>
        <modify name="Second Wind" field="I Get Up Again" value="When you succeed on a death saving throw you can spend your second wind."/>
    </rules>
</AppendNodes>

<AppendNodes name="Recharge Spray" type="Class Feature" internal-id="ID_TIV_CLASS_FEATURE_60_02" source="Book of Races" revision-date="12/27/2010 10:46:57 AM">
    <rules>
        <modify name="Second Wind" field="Recharge Spray" value="When you use your Second Wind, you also gain one additional use of your Acid Spray or Fire Spray or Lightning Spray Racial Ability during the same encounter."/>
    </rules>
</AppendNodes>

<AppendNodes name="Revitalize" type="Feat" internal-id="ID_TIV_FEAT_150_08" source="Book of Races" revision-date="12/27/2010 10:46:57 AM">
    <rules>
        <modify name="Second Wind" field="Revitalize" value="When you use your Second Wind, gain an additional Constitution modifier in hit points."/>
    </rules>
</AppendNodes>

<AppendNodes name="Dwarven Steadfastness" type="Feat" internal-id="ID_TIV_FEAT_9000_04" source="Critical Augmentation Feats" revision-date="00/00/0000 00:00:00 PM">
    <rules>
        <modify name="Second Wind" field="Dwarven Steadfastness" value="Once during an encounter when you score a critical hit, and your second wind has been expended, you regain the use of it."/>
    </rules>
</AppendNodes>

<AppendNodes name="Mountain Resolve" type="Feat" internal-id="ID_RYV_FEAT_41013" source="Ninja and Ki Power" revision-date="9/21/2010 11:07:50 AM">
    <rules>
        <modify name="Second Wind" field="Mountain Resolve" value="When you score a critical hit with an attack power with the ki keyword, you regain the use of your second wind."/>
    </rules>
</AppendNodes>

<AppendNodes name="Power of Weariness" type="Class Feature" internal-id="ID_RYV_CLASS_FEATURE_42032-1" source="Avatar" revision-date="12/06/10 09:52 PM">
    <rules>
        <modify name="Second Wind" field="Power of Weariness" value="When you use your second wind choose an ally. That ally gains a +2 bonus to all defenses until the end of your next turn. Increase this bonus by +1 for each of the following statuses that currently apply to you: bloodied, weakened, dazed, stunned or slowed."/>
    </rules>
</AppendNodes>

<AppendNodes name="Outburst of Strength" type="Feat" internal-id="ID_RYV_FEAT_42028" source="Avatar" revision-date="9/21/2010 1:44:48 PM">
    <rules>
        <modify name="Second Wind" field="Outburst of Strength" value="When you spend your second wind, you may add 3 to your current Source of Strength damage."/>
    </rules>
</AppendNodes>

<AppendNodes name="Shifting Fortunes (Githzerai Body)" type="Racial Trait" internal-id="ID_EOF_RACIAL_TRAIT_11006_BODY_TYPE_GITHZERAI_04" source="Player's Handbook 3" revision-date="7/1/2011">
    <rules>
        <modify name="Second Wind" field="Shifting Fortunes (Githzerai Body)" value="When you use your second wind, you can shift 3 squares as a free action."/>
    </rules>
</AppendNodes>

<AppendNodes name="Shifting Fortunes (Sherigras/Githzerai)" type="Racial Trait" internal-id="ID_EOF_RACIAL_TRAIT_11006_GITHZERAI_04" source="Player's Handbook 3" revision-date="7/1/2011">
    <rules>
        <modify name="Second Wind" field="Shifting Fortunes (Sherigras/Githzerai)" value="When you use your second wind, you can shift 3 squares as a free action."/>
    </rules>
</AppendNodes>

<AppendNodes name="Thief of Life" type="Class Feature" internal-id="ID_EOF_CLASS_FEATURE_11006_033" source="Secrets of Necromancy" revision-date="7/7/2011">
    <rules>
        <modify name="Second Wind" field="Thief of Life" value="Once per encounter you may steal the life of an ally or enemy. As an immediate free action, when another entity invokes a second wind, you may gain temporary hit points equal to one half of the healinv value of the target's surge. Likewise, the target only recovers half of the original hit point value of the surge."/>
    </rules>
</AppendNodes>

<AppendNodes name="Battle-Hardened" type="Feat" internal-id="ID_FMP_FEAT_TIV_10000_226" source="The Quinessential Fighter" revision-date="11/20/2010 5:45:29 PM">
    <rules>
        <modify name="Second Wind" field="Battle-Hardened" value="You can use second wind twice per encounter."/>
    </rules>
</AppendNodes>

<AppendNodes name="Unnatural Vigor" type="Feat" internal-id="ID_CDJ_FEAT_645003" source="Venture 4th" revision-date="12/08/2010 10:46:00 PM">
    <rules>
        <modify name="Action Point" value="Unnatural Vigor: When you spend an action point to use your Second Wind you also gain a number of temporary hit points equal to 1 + your Charisma modifier."/>
    </rules>
</AppendNodes>

</D20Rules>


Mithrus
Oct 17, 2011
Minor cosmetic tweak for Shifting Fortunes racial feature(remove "Shifting Fortunes:" from value):
code:
   <RulesElement name="Shifting Fortunes" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1862" source="Player's Handbook 3" revision-date="10/5/2010 1:47:14 PM">
    <specific name="Short Description"> Shift 3 sq. when you use second wind </specific>
    <specific name="Level"> 1 </specific>
    <rules>
      <modify name="Second Wind" type="Power" Field="Shifting Fortunes" value="When you use your second wind, you can shift 3 squares as a free action." />
    </rules>
When you use your second wind, you can shift 3 squares as a free action.
   </RulesElement>
Also, is there a way to have Power Attack show up in the footnotes for all attack powers?

scpredmage
Sep 2, 2011
There's a slight problem with the version of my updated prereq line for the Skald Training feat that got put in the feats part.
code:
<Prereqs> Bard, majestic word or skald's aura; !ID_FMP_CLASS_907 </Prereqs>
This will allow characters with Master of Stories to take the feat, even if they don't have Majestic Word. It needs to require NOT having Master of Stories, unless they also have Bardic Dilettante feat.

Here's the updated version:
code:
<Prereqs> Bard, majestic word or skald's aura; !ID_FMP_CLASS_907; !ID_FMP_FEAT_3664 or ID_FMP_FEAT_665 </Prereqs>

scpredmage
Sep 2, 2011

Mithrus posted:

Also, is there a way to have Power Attack show up in the footnotes for all attack powers?
code:
<RulesElement name="Power Attack" type="Feat" internal-id="ID_FMP_FEAT_261" source="Player&apos;s Handbook" revision-date="8/27/2010 12:17:55 PM" >
	<Prereqs> Str 15 </Prereqs>
	<print-prereqs> Str 15 </print-prereqs>
	<specific name="Tier"> Heroic </specific>
	<specific name="Short Description"> +2 damage for -2 to attack </specific>
	<specific name="Special" />
	<specific name="type" />
	<specific name="Associated Power Info" />
	<specific name="Associated Powers" />
	<rules>
		<statadd name="Power Attack" value="+2" /> 
		<statadd name="Power Attack" value="+2" requires="Paragon Tier" /> 
		<statadd name="Power Attack" value="+2" requires="Epic Tier" /> 
		<statadd name="Two-Handed Power Attack" value="+1" /> 
		<statadd name="Two-Handed Power Attack" value="+1" requires="Paragon Tier" /> 
		<statadd name="Two-Handed Power Attack" value="+1" requires="Epic Tier" /> 
		<statadd name="weapon:attack" value="-2" condition="when using Power Attack" /> 
		<statadd name="weapon:damage" value="+Power Attack" condition="when using Power Attack" /> 
		<statadd name="two-hands:damage" value="+Two-Handed Power Attack" condition="when using Power Attack" /> 
	</rules>
When making a melee attack, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll (or a +3 bonus to the damage roll with a two-handed weapon).
	This extra damage increases by level, as shown on the table below, but the attack penalty remains the same.

&lt;table&gt;Level	Extra Damage (Two-Handed Weapon)
1st-10th	+2 (+3)
11th-20th	+4 (+6)
21th-30th	+6 (+9)&lt;/table&gt;
</RulesElement>
This should work, although it'll show up as two separate lines. Also, they'll show up as "when using Power Attack - Power Attack"; change the condition to "when using", and it'll show up as "when using - Power Attack", which might be more desirable.

And a quick clarification, the two-handed bonus to damage is done as +1 per tier because it ends up stacking with the other damage bonus.

Undrhil
Dec 24, 2010

scpredmage posted:

There's a slight problem with the version of my updated prereq line for the Skald Training feat that got put in the feats part.
code:
<Prereqs> Bard, majestic word or skald's aura; !ID_FMP_CLASS_907 </Prereqs>
This will allow characters with Master of Stories to take the feat, even if they don't have Majestic Word. It needs to require NOT having Master of Stories, unless they also have Bardic Dilettante feat.

Here's the updated version:
code:
<Prereqs> Bard, majestic word or skald's aura; !ID_FMP_CLASS_907; !ID_FMP_FEAT_3664 or ID_FMP_FEAT_665 </Prereqs>

Wait. Isn't Skald Training the feat which lets you swap Majestic Word for Skald's Aura? Why would having Skald's Aura be a prerequisite for that? Shouldn't you be able to just have !<Skald's Aura power feature ID>?

Kuso
Sep 13, 2011
None of the Wizard subclasses are appearing in my class list since the update on the 25th or 26th.
My saved witch appears if I only load the combined.dnd4e.part, but of course none of the witch powers appear and the class description is just the name Witch. I have tried loading only the parts preceding and up to the wizard part, to no avail. I have tried loading only the parts from wizard on, to no avail. It seems to me that the problem is something in the wizard part file, but I have no idea of what to change. I have tried wiping out my custom folder except for the WotC Index file to download all the parts again, and that was ineffective as well. Should I try to get a different copy of the combined.dnd4e file?

TL;DR Wizard subclasses don't work, Wizard part file seems to be responsible.

Tivaan
Jul 13, 2011

Kuso posted:

None of the Wizard subclasses are appearing in my class list since the update on the 25th or 26th.
My saved witch appears if I only load the combined.dnd4e.part, but of course none of the witch powers appear and the class description is just the name Witch. I have tried loading only the parts preceding and up to the wizard part, to no avail. I have tried loading only the parts from wizard on, to no avail. It seems to me that the problem is something in the wizard part file, but I have no idea of what to change. I have tried wiping out my custom folder except for the WotC Index file to download all the parts again, and that was ineffective as well. Should I try to get a different copy of the combined.dnd4e file?

TL;DR Wizard subclasses don't work, Wizard part file seems to be responsible.




I just checked this out and there are no problems do a complete cleanup and re-download the files

Mithrus
Oct 17, 2011

scpredmage posted:

This should work, although it'll show up as two separate lines. Also, they'll show up as "when using Power Attack - Power Attack"; change the condition to "when using", and it'll show up as "when using - Power Attack", which might be more desirable.

And a quick clarification, the two-handed bonus to damage is done as +1 per tier because it ends up stacking with the other damage bonus.
Thanks! I was able to get similar code working:
code:
      <rules>
        <statadd name="Power Attack One Handed" value="+2" />
        <statadd name="Power Attack One Handed" value="+2" requires="Paragon Tier" />
        <statadd name="Power Attack One Handed" value="+2" requires="Epic Tier" />
        <statadd name="Power Attack Two Handed" value="+3" />
        <statadd name="Power Attack Two Handed" value="+3" requires="Paragon Tier" />
        <statadd name="Power Attack Two Handed" value="+3" requires="Epic Tier" />
        <statadd name="one-hand,weapon:damage" value="+Power Attack One Handed" condition="if you take a -2 penalty to the attack roll" />
        <statadd name="two-hands,weapon:damage" value="+Power Attack Two Handed" condition="if you take a -2 penalty to the attack roll" />
      </rules>

scpredmage
Sep 2, 2011

Undrhil posted:

Wait. Isn't Skald Training the feat which lets you swap Majestic Word for Skald's Aura? Why would having Skald's Aura be a prerequisite for that? Shouldn't you be able to just have !<Skald's Aura power feature ID>?
The prereq was changed because as it was, it was marking characters as houseruled as soon as you took it. In order to fix that, the Majestic Word power can't be a strict requirement. While I was originally trying to fix this, I went with "majestic word or skald's aura", and then tried to weed out cases where characters could have Skald's Aura and not Majestic Word BEFORE taking the feat.

Simply denying it to characters with the Skald feature that grants the power would still allow it to characters that took the Master of Stories feat, but it IS possible to have the Master of Stories feat AND the Bardic Dilettante feat, which would give the character the needed prerequisites to take Skald Training, so you can't really strictly deny Master of Stories, either.

Of course, you mention basing it on the class feature for Skald's Aura did give me an idea:
code:
<Prereqs> Bard, ID_FMP_CLASS_FEATURE_696 or ID_FMP_CLASS_FEATURE_1824 or ID_FMP_FEAT_665 </Prereqs>
This makes it require the Majestic Word class feature from bard, the hybrid version of the feature, or the Bardic Dilettante, which should be the only ways to get the Majestic Word power, to my knowledge.

Doing some testing with this version shows the feat as available/unavailable appropriately, but it should be noted that if you take the Bardic Dilettante feat to qualify for Skald Training, and then Master of Stories BEFORE Skald Training, the CB will throw a message stating it had trouble updating the character and recommend restarting the builder. It appears to be tripping up on replacing Majestic Word with a power you already have, and the resulting character doesn't appear to have EITHER power.

So, yeah, don't take Master of Stories before Skald Training.

Mithrus posted:

Thanks! I was able to get similar code working:
code:
      <rules>
        <statadd name="Power Attack One Handed" value="+2" />
        <statadd name="Power Attack One Handed" value="+2" requires="Paragon Tier" />
        <statadd name="Power Attack One Handed" value="+2" requires="Epic Tier" />
        <statadd name="Power Attack Two Handed" value="+3" />
        <statadd name="Power Attack Two Handed" value="+3" requires="Paragon Tier" />
        <statadd name="Power Attack Two Handed" value="+3" requires="Epic Tier" />
        <statadd name="one-hand,weapon:damage" value="+Power Attack One Handed" condition="if you take a -2 penalty to the attack roll" />
        <statadd name="two-hands,weapon:damage" value="+Power Attack Two Handed" condition="if you take a -2 penalty to the attack roll" />
      </rules>
I like putting the penalty to attack in the condition (makes it all on one line), but the problem with this code is that it only accounts for one-handed and two-handed weapons, whereas it IS possible fore a weapon to be neither; specifically, double weapons.

Of course, I just realized MY version applies to ALL weapon attacks, not just MELEE attacks.
code:
<rules>
	<statadd name="Power Attack" value="+2" /> 
	<statadd name="Power Attack" value="+2" requires="Paragon Tier" /> 
	<statadd name="Power Attack" value="+2" requires="Epic Tier" /> 
	<statadd name="Two-Handed Power Attack" value="+1" /> 
	<statadd name="Two-Handed Power Attack" value="+1" requires="Paragon Tier" /> 
	<statadd name="Two-Handed Power Attack" value="+1" requires="Epic Tier" /> 
	<statadd name="melee,weapon:damage" value="+Power Attack" condition="if you take a -2 penalty to the attack roll" /> 
	<statadd name="melee,two-hands:damage" value="+Two-Handed Power Attack" condition="if you take a -2 penalty to the attack roll" /> 
</rules>
Fixed.

scpredmage fucked around with this message at 01:49 on Dec 2, 2011

scpredmage
Sep 2, 2011
And as an added bonus, here's Power Throw.
code:
<RulesElement name="Power Throw" type="Feat" internal-id="ID_FMP_FEAT_2610" source="Player&apos;s Handbook 3" revision-date="8/27/2010 12:20:25 PM" >
	<Prereqs> Str 15 </Prereqs>
	<print-prereqs> Str 15 </print-prereqs>
	<specific name="Tier"> Heroic </specific>
	<specific name="Short Description"> Trade -2 attack for damage bonus with heavy thrown weapon </specific>
	<specific name="Special" />
	<specific name="type" />
	<specific name="Associated Power Info" />
	<specific name="Associated Powers" />
	<rules>
		<statadd name="Power Throw" value="+2" /> 
		<statadd name="Power Throw" value="+2" requires="Paragon Tier" /> 
		<statadd name="Power Throw" value="+2" requires="Epic Tier" /> 
		<statadd name="ranged,heavy thrown:damage" value="+Power Throw" condition="if you take a -2 penalty to the attack roll" /> 
	</rules>
When you make a ranged attack with a heavy thrown weapon, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the damage roll. The bonus increases to +4 at 11th level and +6 at 21st level.
</RulesElement>

Tivaan
Jul 13, 2011
Are these (Power throw, Power Attack, and update for the prereq) all things that should be placed in the builder, scpredmage?

scpredmage
Sep 2, 2011

Tivaan posted:

Are these (Power throw, Power Attack, and update for the prereq) all things that should be placed in the builder, scpredmage?
I'd say so; they're minor enhancements, but they DO add a bit of functionality.

scpredmage
Sep 2, 2011
http://dl.dropbox.com/u/49758175/levels.zip

It appears that some of the modified level rules got dropped from 02-base.part at some point; noticed this when a companion character I was creating was being granted feats, when they aren't supposed get any.

So yeah, here are the levels that companion characters WERE being granted feats at, with the "Nonstandard Feats" condition thrown back in. This may not be all the levels that aren't in 02-base.part, and they may need more than just this to get back to what they're SUPPOSED to be, but it's a start.

EDIT: Heh, forgot the link. Also, while testing this, I noticed that the builder crashes if you go to the Feats page when you aren't being granted any. I added a feat grant to the "Companion Class" definition with a non-existent category, so while they DO end up having a single feat selection, there aren't any legal choices for it, and it prevents the crash.

scpredmage fucked around with this message at 22:12 on Dec 2, 2011

Greyhawk Fan
Dec 14, 2010

scpredmage posted:

It appears that some of the modified level rules got dropped from 02-base.part at some point; noticed this when a companion character I was creating was being granted feats, when they aren't supposed get any.

I am not sure what is up with Companion characters and feats. When I originally programed it the builder didn't crash at all on the feats page and they also didn't get any. Obviously it was changed. I will have to check the code with some old backups.

scpredmage
Sep 2, 2011

Greyhawk Fan posted:

I am not sure what is up with Companion characters and feats. When I originally programed it the builder didn't crash at all on the feats page and they also didn't get any. Obviously it was changed. I will have to check the code with some old backups.
Yeah, the "NOFEATSFORYOU" category was a bit of a hack, and I cringed putting it in; if we can get it to NOT crash without that, it'd be MUCH better...

Undrhil
Dec 24, 2010
My CBLoader just updated (and I restarted the CB to make sure it loaded the new stuff) and when I make a hybrid anything|Bard, I can pick Skald Training as a feat, but when I got into the Retraining tab to swap the powers, I cannot swap the powers. It doesn't list any powers in the "to be swapped" side of the list.

palecur
Nov 3, 2002

not too simple and not too kind
Fallen Rib
Somewhat amusingly, Secrets of Belial lets me swap out my Tiefling Paladin's Second Wind for some of the Essentials Druid's class-feature utilities or some Essential Cleric's Level 1 utilities.

scpredmage
Sep 2, 2011

Undrhil posted:

My CBLoader just updated (and I restarted the CB to make sure it loaded the new stuff) and when I make a hybrid anything|Bard, I can pick Skald Training as a feat, but when I got into the Retraining tab to swap the powers, I cannot swap the powers. It doesn't list any powers in the "to be swapped" side of the list.
The Skald Training feat automatically swaps Majestic Word for Skald's Aura; once you've selected the feat, you shouldn't have to do anything else.

In my quick testing, I found that if you select hybrid, select Bard as your first class, take the Skald Training feat, THEN select your second class, it properly swaps the power. But if you select both classes and THEN the feat, it does not, although unselecting the other class will cause it to sort itself out immediately. Once properly swapped, it appears to stay working across reloads of the character, as well as restarts of the builder.

So, yeah... weird rear end bug. Until we can figure out how to fix it (if we can), you'll just have to use the workaround.

Entilzha4
Feb 17, 2011
Here's some random updates; use them if you like them.

1) Snow Tiger Paragon Path powers: You weren't able to display any powers on it because of the wording of the Requirement, so I re-wrote it so you could display your attack and damage rolls.

code:
   <RulesElement name="Tiger Jump" type="Power" internal-id="ID_FMP_POWER_10728" source="Martial Power 2" revision-date="8/27/2010 11:56:03 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_PARAGON_PATH_558,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 </Category>
      <Prereqs> Snow Tiger </Prereqs>
      <Flavor> You hurl yourself at your enemy with knives raised, dragging your foe to the ground before falling upon it with a deadly strike. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Snow Tiger Attack 11 </specific>
      <specific name="Keywords"> Martial, Weapon </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Melee weapon </specific>
      <specific name="Requirement"> You must use this power with two light blades. </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Primary Attack"> Strength vs. Fortitude (main weapon) </specific>
      <specific name="Hit"> 2[W] + Strength modifier damage, and you knock the target prone. You can fall prone and make a secondary attack against the target. </specific>
      <specific name="	Secondary Attack"> Strength vs. AC (off-hand weapon) </specific>
      <specific name="	Hit"> 2[W] + Strength modifier damage, and the target is dazed until the end of your next turn. </specific>
      <specific name="Special"> When charging, you can use this power in place of a melee basic attack. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_PARAGON_PATH_558 </specific>
      <specific name="Level"> 11 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
   <RulesElement name="Slashing Frenzy" type="Power" internal-id="ID_FMP_POWER_10729" source="Martial Power 2" revision-date="8/27/2010 11:56:03 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_558,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_36,ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 </Category>
      <Prereqs> Snow Tiger </Prereqs>
      <Flavor> You dive into the middle of your foes, slashing wildly with your blades. The sheer speed and ferocity of your attack terrifies enemies that survive it. </Flavor>
      <specific name="Power Usage"> Daily </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Snow Tiger Attack 20 </specific>
      <specific name="Keywords"> Fear, Martial, Weapon </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Close burst 2 </specific>
      <specific name="Requirement"> You must use this power with two light blades. </specific>
      <specific name="Target"> Each enemy in burst you can see </specific>
      <specific name="Attack"> Strength vs. AC </specific>
      <specific name="Hit"> 3[W] + Strength modifier damage. </specific>
      <specific name="Miss"> Half damage. </specific>
      <specific name="Effect"> Until the end of your next turn, each target you hit takes a penalty to attack rolls equal to the number of targets you hit with this power. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_PARAGON_PATH_558 </specific>
      <specific name="Level"> 20 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
2) Weapon Master feat: updated to extend its use to all the new weapons that are now available. (Sorry, this is going to be a long listing...)

code:
   <RulesElement name="Weapon Master" type="Internal" internal-id="ID_INTERNAL_INTERNAL_WEAPON_MASTER" source="Dragon Magazine 382" >
      <specific name="_SupportsID"> ID_FMP_FEAT_2149 </specific>
      <rules>
         <statadd name="Weapon Mastery Focus" value="+1" />
         <statadd name="Weapon Mastery Focus" value="+1" requires="Paragon Tier" />
         <statadd name="Weapon Mastery Focus" value="+1" requires="Epic Tier" />
         <statadd name="Weapon Mastery Expertise" value="+1" />
         <statadd name="Weapon Mastery Expertise" value="+1" requires="15 level" />
         <statadd name="Weapon Mastery Expertise" value="+1" requires="25 level" />
         <statadd name="Club:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Club) proficiency" />
         <statadd name="Club:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Club) proficiency" />
         <statadd name="Dagger:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Dagger) proficiency" />
         <statadd name="Dagger:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Dagger) proficiency" />
         <statadd name="Javelin:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Javelin) proficiency" />
         <statadd name="Javelin:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Javelin) proficiency" />
         <statadd name="Mace:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Mace) proficiency" />
         <statadd name="Mace:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Mace) proficiency" />
         <statadd name="Sickle:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Sickle) proficiency" />
         <statadd name="Sickle:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Sickle) proficiency" />
         <statadd name="Spear:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Spear) proficiency" />
         <statadd name="Spear:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Spear) proficiency" />
         <statadd name="Greatclub:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Greatclub) proficiency" />
         <statadd name="Greatclub:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Greatclub) proficiency" />
         <statadd name="Morningstar:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Morningstar) proficiency" />
         <statadd name="Morningstar:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Morningstar) proficiency" />
         <statadd name="Quarterstaff:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Quarterstaff) proficiency" />
         <statadd name="Quarterstaff:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Quarterstaff) proficiency" />
         <statadd name="Scythe:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Scythe) proficiency" />
         <statadd name="Scythe:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Scythe) proficiency" />
         <statadd name="Battleaxe:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Battleaxe) proficiency" />
         <statadd name="Battleaxe:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Battleaxe) proficiency" />
         <statadd name="Handaxe:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Handaxe) proficiency" />
         <statadd name="Handaxe:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Handaxe) proficiency" />
         <statadd name="Flail:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Flail) proficiency" />
         <statadd name="Flail:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Flail) proficiency" />
         <statadd name="Throwing hammer:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Throwing hammer) proficiency" />
         <statadd name="Throwing hammer:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Throwing hammer) proficiency" />
         <statadd name="Warhammer:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Warhammer) proficiency" />
         <statadd name="Warhammer:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Warhammer) proficiency" />
         <statadd name="War Pick:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (War Pick) proficiency" />
         <statadd name="War Pick:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (War Pick) proficiency" />
         <statadd name="Scimitar:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Scimitar) proficiency" />
         <statadd name="Scimitar:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Scimitar) proficiency" />
         <statadd name="Longsword:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Longsword) proficiency" />
         <statadd name="Longsword:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Longsword) proficiency" />
         <statadd name="Short sword:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Short sword) proficiency" />
         <statadd name="Short sword:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Short sword) proficiency" />
         <statadd name="Greataxe:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Greataxe) proficiency" />
         <statadd name="Greataxe:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Greataxe) proficiency" />
         <statadd name="Heavy flail:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Heavy flail) proficiency" />
         <statadd name="Heavy flail:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Heavy flail) proficiency" />
         <statadd name="Glaive:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Glaive) proficiency" />
         <statadd name="Glaive:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Glaive) proficiency" />
         <statadd name="Halberd:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Halberd) proficiency" />
         <statadd name="Halberd:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Halberd) proficiency" />
         <statadd name="Maul:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Maul) proficiency" />
         <statadd name="Maul:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Maul) proficiency" />
         <statadd name="Longspear:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Longspear) proficiency" />
         <statadd name="Longspear:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Longspear) proficiency" />
         <statadd name="Greatsword:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Greatsword) proficiency" />
         <statadd name="Greatsword:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Greatsword) proficiency" />
         <statadd name="Katar:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Katar) proficiency" />
         <statadd name="Katar:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Katar) proficiency" />
         <statadd name="Rapier:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Rapier) proficiency" />
         <statadd name="Rapier:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Rapier) proficiency" />
         <statadd name="Bastard sword:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Bastard sword) proficiency" />
         <statadd name="Bastard sword:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Bastard sword) proficiency" />
         <statadd name="Whip:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Whip) proficiency" />
         <statadd name="Whip:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Whip) proficiency" />
         <statadd name="Spiked chain:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Spiked chain) proficiency" />
         <statadd name="Spiked chain:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Spiked chain) proficiency" />
         <statadd name="Hand Crossbow:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Hand Crossbow) proficiency" />
         <statadd name="Hand Crossbow:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Hand Crossbow) proficiency" />
         <statadd name="Sling:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Sling) proficiency" />
         <statadd name="Sling:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Sling) proficiency" />
         <statadd name="Crossbow:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Crossbow) proficiency" />
         <statadd name="Crossbow:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Crossbow) proficiency" />
         <statadd name="Shortbow:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Shortbow) proficiency" />
         <statadd name="Shortbow:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Shortbow) proficiency" />
         <statadd name="Longbow:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Longbow) proficiency" />
         <statadd name="Longbow:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Longbow) proficiency" />
         <statadd name="Shuriken:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Shuriken) proficiency" />
         <statadd name="Shuriken:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Shuriken) proficiency" />
         <statadd name="Falchion:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Falchion) proficiency" />
         <statadd name="Falchion:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Falchion) proficiency" />
         <statadd name="Spiked gauntlet:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Spiked gauntlet) proficiency" />
         <statadd name="Spiked gauntlet:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Spiked gauntlet) proficiency" />
         <statadd name="Broadsword:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Broadsword) proficiency" />
         <statadd name="Broadsword:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Broadsword) proficiency" />
         <statadd name="Khopesh:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Khopesh) proficiency" />
         <statadd name="Khopesh:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Khopesh) proficiency" />
         <statadd name="Light war pick:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Light war pick) proficiency" />
         <statadd name="Light war pick:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Light war pick) proficiency" />
         <statadd name="Scourge:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Scourge) proficiency" />
         <statadd name="Scourge:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Scourge) proficiency" />
         <statadd name="Trident:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Trident) proficiency" />
         <statadd name="Trident:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Trident) proficiency" />
         <statadd name="Heavy war pick:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Heavy war pick) proficiency" />
         <statadd name="Heavy war pick:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Heavy war pick) proficiency" />
         <statadd name="Craghammer:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Craghammer) proficiency" />
         <statadd name="Craghammer:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Craghammer) proficiency" />
         <statadd name="Kukri:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Kukri) proficiency" />
         <statadd name="Kukri:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Kukri) proficiency" />
         <statadd name="Parrying dagger:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Parrying dagger) proficiency" />
         <statadd name="Parrying dagger:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Parrying dagger) proficiency" />
         <statadd name="Spiked shield:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Spiked shield) proficiency" />
         <statadd name="Spiked shield:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Spiked shield) proficiency" />
         <statadd name="Tratnyr:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Tratnyr) proficiency" />
         <statadd name="Tratnyr:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Tratnyr) proficiency" />
         <statadd name="Triple-headed flail:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Triple-headed flail) proficiency" />
         <statadd name="Triple-headed flail:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Triple-headed flail) proficiency" />
         <statadd name="Waraxe:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Waraxe) proficiency" />
         <statadd name="Waraxe:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Waraxe) proficiency" />
         <statadd name="Execution axe:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Execution axe) proficiency" />
         <statadd name="Execution axe:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Execution axe) proficiency" />
         <statadd name="Fullblade:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Fullblade) proficiency" />
         <statadd name="Fullblade:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Fullblade) proficiency" />
         <statadd name="Greatspear:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Greatspear) proficiency" />
         <statadd name="Greatspear:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Greatspear) proficiency" />
         <statadd name="Mordenkrad:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Mordenkrad) proficiency" />
         <statadd name="Mordenkrad:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Mordenkrad) proficiency" />
         <statadd name="Double axe:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Double axe) proficiency" />
         <statadd name="Double axe:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Double axe) proficiency" />
         <statadd name="Double flail:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Double flail) proficiency" />
         <statadd name="Double flail:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Double flail) proficiency" />
         <statadd name="Double sword:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Double sword) proficiency" />
         <statadd name="Double sword:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Double sword) proficiency" />
         <statadd name="Urgrosh:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Urgrosh) proficiency" />
         <statadd name="Urgrosh:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Urgrosh) proficiency" />
         <statadd name="Repeating crossbow:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Repeating crossbow) proficiency" />
         <statadd name="Repeating crossbow:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Repeating crossbow) proficiency" />
         <statadd name="Greatbow:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Greatbow) proficiency" />
         <statadd name="Greatbow:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Greatbow) proficiency" />
         <statadd name="Superior crossbow:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Superior crossbow) proficiency" />
         <statadd name="Superior crossbow:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Superior crossbow) proficiency" />
         <statadd name="Net:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Net) proficiency" />
         <statadd name="Net:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Net) proficiency" />
         <statadd name="Bola:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Bola) proficiency" />
         <statadd name="Bola:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Bola) proficiency" />
         <statadd name="Blowgun:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Blowgun) proficiency" />
         <statadd name="Blowgun:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Blowgun) proficiency" />
         <statadd name="Garrote:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Garrote) proficiency" />
         <statadd name="Garrote:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Garrote) proficiency" />
         <statadd name="Cutting Wheel:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Cutting Wheel) proficiency" />
         <statadd name="Cutting Wheel:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Cutting Wheel) proficiency" />
         <statadd name="Drow Long Knife:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Drow Long Knife) proficiency" />
         <statadd name="Drow Long Knife:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Drow Long Knife) proficiency" />
         <statadd name="Talenta Tangat:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Talenta Tangat) proficiency" />
         <statadd name="Talenta Tangat:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Talenta Tangat) proficiency" />
         <statadd name="Talenta Sharrash:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Talenta Sharrash) proficiency" />
         <statadd name="Talenta Sharrash:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Talenta Sharrash) proficiency" />
         <statadd name="Double Scimitar:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Double Scimitar) proficiency" />
         <statadd name="Double Scimitar:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Double Scimitar) proficiency" />
         <statadd name="Zulaat:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Zulaat) proficiency" />
         <statadd name="Zulaat:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Zulaat) proficiency" />
         <statadd name="Talenta Boomerang:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Talenta Boomerang) proficiency" />
         <statadd name="Talenta Boomerang:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Talenta Boomerang) proficiency" />
         <statadd name="Xen&apos;drik Boomerang:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Xen&apos;drik Boomerang) proficiency" />
         <statadd name="Xen&apos;drik Boomerang:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Xen&apos;drik Boomerang) proficiency" />
         <statadd name="Monk Unarmed Strike:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Monk Unarmed Strike) proficiency" />
         <statadd name="Monk Unarmed Strike:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Monk Unarmed Strike) proficiency" />
         <statadd name="Battlefist:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Battlefist) proficiency" />
         <statadd name="Battlefist:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Battlefist) proficiency" />
         <statadd name="Claw Fighter Claw:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Claw Fighter Claw) proficiency" />
         <statadd name="Claw Fighter Claw:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Claw Fighter Claw) proficiency" />
         <statadd name="Shadowblade:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Shadowblade) proficiency" />
         <statadd name="Shadowblade:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Shadowblade) proficiency" />
         <statadd name="Climbing Claw:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Climbing Claw) proficiency" />
         <statadd name="Climbing Claw:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Climbing Claw) proficiency" />
         <statadd name="Feral Armor Claw:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Feral Armor Claw) proficiency" />
         <statadd name="Feral Armor Claw:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Feral Armor Claw) proficiency" />
         <statadd name="Boar Tusk:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Boar Tusk) proficiency" />
         <statadd name="Boar Tusk:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Boar Tusk) proficiency" />
         <statadd name="Dragontooth Shield (heroic tier):damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Dragontooth Shield (heroic tier)) proficiency" />
         <statadd name="Dragontooth Shield (heroic tier):attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Dragontooth Shield (heroic tier)) proficiency" />
         <statadd name="Fighting Shield (heroic tier):damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Fighting Shield (heroic tier)) proficiency" />
         <statadd name="Fighting Shield (heroic tier):attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Fighting Shield (heroic tier)) proficiency" />
         <statadd name="Soul Shield (paragon tier):damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Soul Shield (paragon tier)) proficiency" />
         <statadd name="Soul Shield (paragon tier):attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Soul Shield (paragon tier)) proficiency" />
         <statadd name="Sun Shield (paragon tier):damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Sun Shield (paragon tier)) proficiency" />
         <statadd name="Sun Shield (paragon tier):attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Sun Shield (paragon tier)) proficiency" />
         <statadd name="Rod of Seven Parts (Weapon):damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Rod of Seven Parts (Weapon)) proficiency" />
         <statadd name="Rod of Seven Parts (Weapon):attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Rod of Seven Parts (Weapon)) proficiency" />

         <statadd name="Alhulak:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Alhulak) proficiency" />
         <statadd name="Alhulak:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Alhulak) proficiency" />
         <statadd name="Cahulaks:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Cahulaks) proficiency" />
         <statadd name="Cahulaks:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Cahulaks) proficiency" />
         <statadd name="Carrikal:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Carrikal) proficiency" />
         <statadd name="Carrikal:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Carrikal) proficiency" />
         <statadd name="Chatkcha:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Chatkcha) proficiency" />
         <statadd name="Chatkcha:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Chatkcha) proficiency" />
         <statadd name="Dejada:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Dejada) proficiency" />
         <statadd name="Dejada:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Dejada) proficiency" />
         <statadd name="Dragon Paw:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Dragon Paw) proficiency" />
         <statadd name="Dragon Paw:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Dragon Paw) proficiency" />
         <statadd name="Gauntlet Axe:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Gauntlet Axe) proficiency" />
         <statadd name="Gauntlet Axe:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Gauntlet Axe) proficiency" />
         <statadd name="Gouge:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Gouge) proficiency" />
         <statadd name="Gouge:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Gouge) proficiency" />
         <statadd name="Gythka:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Gythka) proficiency" />
         <statadd name="Gythka:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Gythka) proficiency" />
         <statadd name="Kusari-gama:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Kusari-gama) proficiency" />
         <statadd name="Kusari-gama:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Kusari-gama) proficiency" />
         <statadd name="Lance:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Lance) proficiency" />
         <statadd name="Lance:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Lance) proficiency" />
         <statadd name="Light Mace:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Light Mace) proficiency" />
         <statadd name="Light Mace:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Light Mace) proficiency" />
         <statadd name="Lotulis:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Lotulis) proficiency" />
         <statadd name="Lotulis:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Lotulis) proficiency" />
         <statadd name="Pike:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Pike) proficiency" />
         <statadd name="Pike:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Pike) proficiency" />
         <statadd name="Puchik:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Puchik) proficiency" />
         <statadd name="Puchik:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Puchik) proficiency" />
         <statadd name="Serrated Pick:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Serrated Pick) proficiency" />
         <statadd name="Serrated Pick:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Serrated Pick) proficiency" />
         <statadd name="Short Spear:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Short Spear) proficiency" />
         <statadd name="Short Spear:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Short Spear) proficiency" />
         <statadd name="Singing Stick:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Singing Stick) proficiency" />
         <statadd name="Singing Stick:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Singing Stick) proficiency" />
         <statadd name="Talid:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Talid) proficiency" />
         <statadd name="Talid:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Talid) proficiency" />
         <statadd name="Tortoise Blade:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Tortoise Blade) proficiency" />
         <statadd name="Tortoise Blade:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Tortoise Blade) proficiency" />
         <statadd name="Trikal:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Trikal) proficiency" />
         <statadd name="Trikal:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Trikal) proficiency" />
         <statadd name="Widow's Knife:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Widow's Knife) proficiency" />
         <statadd name="Widow's Knife:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Widow's Knife) proficiency" />
         <statadd name="Wrist Razors:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Wrist Razors) proficiency" />
         <statadd name="Wrist Razors:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Wrist Razors) proficiency" />
         <statadd name="Zadatl:damage" value="+Weapon Mastery Focus" type="Feat" requires="Weapon Proficiency (Zadatl) proficiency" />
         <statadd name="Zadatl:attack" value="+Weapon Mastery Expertise" type="Feat" requires="Weapon Proficiency (Zadatl) proficiency" />
      </rules>
   </RulesElement>

Entilzha4
Feb 17, 2011
More random updates (sorry, they couldn't all be put into a single post)


3) Manual of Ninjutsu and Frost Brand: The cost was incorrect on a couple of the Manual of Ninjutsu Ki Focus, so I corrected them. Also, I updated the Frost Brand Weapon so it'll display the resistance to fire you have.

code:
  <RulesElement name="Manual of Ninjutsu +4" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_D404_CAA_4" source="Dragon Magazine 404">
    <Flavor> The most basic manual of the ninja teaches the secret of using the shadows as a weapon. </Flavor>
    <specific name="Level"> 18 </specific>
    <specific name="Gold"> 85000 </specific>
    <specific name="Magic Item Type"> Ki Focus </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon" />
    <specific name="Item Slot"> Ki Focus </specific>
    <specific name="Requirement"> Must be able to use Ki Focuses as an implement. </specific>
    <specific name="Prerequisite" />
    <specific name="Critical"> +4d6 damage </specific>
    <specific name="Special" />
    <specific name="Power" />
    <specific name="_Rarity" />
    <specific name="_Monster" />
    <specific name="Enhancement"> +4 attack rolls and damage rolls </specific>
    <specific name="Granted Powers" />
    <specific name="Rarity"> Uncommon </specific>
    <specific name="Property"> When you use assassin&apos;s strike on a target granting combat advantage to you, you can reroll any of the power&apos;s damage dice that come up as a 1. Continue until all the dice roll higher than a 1.
Level 13 or 18: Reroll 1s or 2s; result higher than a 2.
Level 23 or 28: Reroll 1s, 2s, or 3s; result higher than a 3. </specific>
  </RulesElement>
  <RulesElement name="Manual of Ninjutsu +6" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_D404_CAA_6" source="Dragon Magazine 404">
    <Flavor> The most basic manual of the ninja teaches the secret of using the shadows as a weapon. </Flavor>
    <specific name="Level"> 28 </specific>
    <specific name="Gold"> 2125000 </specific>
    <specific name="Magic Item Type"> Ki Focus </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon" />
    <specific name="Item Slot"> Ki Focus </specific>
    <specific name="Requirement"> Must be able to use Ki Focuses as an implement. </specific>
    <specific name="Prerequisite" />
    <specific name="Critical"> +6d6 damage </specific>
    <specific name="Special" />
    <specific name="Power" />
    <specific name="_Rarity" />
    <specific name="_Monster" />
    <specific name="Enhancement"> +6 attack rolls and damage rolls </specific>
    <specific name="Granted Powers" />
    <specific name="Rarity"> Uncommon </specific>
    <specific name="Property"> When you use assassin&apos;s strike on a target granting combat advantage to you, you can reroll any of the power&apos;s damage dice that come up as a 1. Continue until all the dice roll higher than a 1.
Level 13 or 18: Reroll 1s or 2s; result higher than a 2.
Level 23 or 28: Reroll 1s, 2s, or 3s; result higher than a 3. </specific>
  </RulesElement>
  <RulesElement name="Frost Brand Weapon +2" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_MORDS_MAG_EMP_02-1" source="Mordenkainen's Magnificent Emporium" revision-date="00/00/0000 00:00:00 PM" >
    <Flavor> Frost forms on your hands as you alter your grip on this icy weapon, but the cold doesn't harm you as the weapon devours all the heat around you. </Flavor>
    <specific name="Level"> 8 </specific>
    <specific name="Gold"> 3400 </specific>
    <specific name="Magic Item Type"> Weapon </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon"> Any melee </specific>
    <specific name="Item Slot" />
    <specific name="Requirement" />
    <specific name="Critical"> +2d8 cold damage </specific>
    <specific name="Special" />
    <specific name="Power"> Power (Encounter &#x2022; Cold): Standard Action. Attack: Close blast 3 (creatures in the blast); the weapon's level + 3 vs. Reflex Hit: 1d10 cold damage, and the target is immobilized (save ends). 
Utility Power (Encounter): Minor Action. Effect: Close burst 5. You can extinguish any nonmagical fire in the burst, and each ally in the burst makes a saving throw against ongoing fire damage that a save can end. </specific>
    <specific name="_Rarity" />
    <specific name="Rarity"> Rare </specific>
    <specific name="Enhancement"> +2 attack rolls and damage rolls </specific>
    <specific name="Granted Powers" />
    <specific name="Property"> See Below:
&#x2022; While holding this weapon, you have fire resistance equal to 3 + twice the weapon's enhancement bonus.
&#x2022; All untyped damage dealt by weapon attacks using this weapon changes to cold damage. </specific>
    <specific name="_ImplementForClass" />
    <rules>
      <statadd name="resist:fire" value="+7" type="resist" />
    </rules>
  </RulesElement>
  <RulesElement name="Frost Brand Weapon +3" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_MORDS_MAG_EMP_02-2" source="Mordenkainen's Magnificent Emporium" revision-date="00/00/0000 00:00:00 PM" >
    <Flavor> Frost forms on your hands as you alter your grip on this icy weapon, but the cold doesn't harm you as the weapon devours all the heat around you. </Flavor>
    <specific name="Level"> 13 </specific>
    <specific name="Gold"> 17000 </specific>
    <specific name="Magic Item Type"> Weapon </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon"> Any melee </specific>
    <specific name="Item Slot" />
    <specific name="Requirement" />
    <specific name="Critical"> +3d8 cold damage </specific>
    <specific name="Special" />
    <specific name="Power"> Power (Encounter &#x2022; Cold): Standard Action. Attack: Close blast 3 (creatures in the blast); the weapon's level + 3 vs. Reflex Hit: 2d10 cold damage, and the target is immobilized (save ends). 
Utility Power (Encounter): Minor Action. Effect: Close burst 5. You can extinguish any nonmagical fire in the burst, and each ally in the burst makes a saving throw against ongoing fire damage that a save can end. </specific>
    <specific name="_Rarity"/>
    <specific name="Rarity"> Rare </specific>
    <specific name="Enhancement"> +3 attack rolls and damage rolls </specific>
    <specific name="Granted Powers" />
    <specific name="Property"> See Below:
&#x2022; While holding this weapon, you have fire resistance equal to 3 + twice the weapon's enhancement bonus.
&#x2022; All untyped damage dealt by weapon attacks using this weapon changes to cold damage. </specific>
    <specific name="_ImplementForClass" />
    <rules>
      <statadd name="resist:fire" value="+9" type="resist" />
    </rules>
  </RulesElement>
  <RulesElement name="Frost Brand Weapon +4" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_MORDS_MAG_EMP_02-3" source="Mordenkainen's Magnificent Emporium" revision-date="00/00/0000 00:00:00 PM" >
    <Flavor> Frost forms on your hands as you alter your grip on this icy weapon, but the cold doesn't harm you as the weapon devours all the heat around you. </Flavor>
    <specific name="Level"> 18 </specific>
    <specific name="Gold"> 85000 </specific>
    <specific name="Magic Item Type"> Weapon </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon"> Any melee </specific>
    <specific name="Item Slot" />
    <specific name="Requirement" />
    <specific name="Critical"> +4d8 cold damage </specific>
    <specific name="Special" />
    <specific name="Power"> Power (Encounter &#x2022; Cold): Standard Action. Attack: Close blast 3 (creatures in the blast); the weapon's level + 3 vs. Reflex Hit: 2d10 cold damage, and the target is immobilized (save ends). 
Utility Power (Encounter): Minor Action. Effect: Close burst 5. You can extinguish any nonmagical fire in the burst, and each ally in the burst makes a saving throw against ongoing fire damage that a save can end. </specific>
    <specific name="_Rarity"/>
    <specific name="Rarity"> Rare </specific>
    <specific name="Enhancement"> +4 attack rolls and damage rolls </specific>
    <specific name="Granted Powers" />
    <specific name="Property"> See Below:
&#x2022; While holding this weapon, you have fire resistance equal to 3 + twice the weapon's enhancement bonus.
&#x2022; All untyped damage dealt by weapon attacks using this weapon changes to cold damage. </specific>
    <specific name="_ImplementForClass" />
    <rules>
      <statadd name="resist:fire" value="+11" type="resist" />
    </rules>
  </RulesElement>
  <RulesElement name="Frost Brand Weapon +5" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_MORDS_MAG_EMP_02-4" source="Mordenkainen's Magnificent Emporium" revision-date="00/00/0000 00:00:00 PM" >
    <Flavor> Frost forms on your hands as you alter your grip on this icy weapon, but the cold doesn't harm you as the weapon devours all the heat around you. </Flavor>
    <specific name="Level"> 23 </specific>
    <specific name="Gold"> 425000 </specific>
    <specific name="Magic Item Type"> Weapon </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon"> Any melee </specific>
    <specific name="Item Slot" />
    <specific name="Requirement" />
    <specific name="Critical"> +5d8 cold damage </specific>
    <specific name="Special" />
    <specific name="Power"> Power (Encounter &#x2022; Cold): Standard Action. Attack: Close blast 3 (creatures in the blast); the weapon's level + 3 vs. Reflex Hit: 3d10 cold damage, and the target is immobilized (save ends). 
Utility Power (Encounter): Minor Action. Effect: Close burst 5. You can extinguish any nonmagical fire in the burst, and each ally in the burst makes a saving throw against ongoing fire damage that a save can end. </specific>
    <specific name="_Rarity"/>
    <specific name="Rarity"> Rare </specific>
    <specific name="Enhancement"> +5 attack rolls and damage rolls </specific>
    <specific name="Granted Powers" />
    <specific name="Property"> See Below:
&#x2022; While holding this weapon, you have fire resistance equal to 3 + twice the weapon's enhancement bonus.
&#x2022; All untyped damage dealt by weapon attacks using this weapon changes to cold damage. </specific>
    <specific name="_ImplementForClass" />
    <rules>
      <statadd name="resist:fire" value="+13" type="resist" />
    </rules>
  </RulesElement>
  <RulesElement name="Frost Brand Weapon +6" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_MORDS_MAG_EMP_02-5" source="Mordenkainen's Magnificent Emporium" revision-date="00/00/0000 00:00:00 PM" >
    <Flavor> Frost forms on your hands as you alter your grip on this icy weapon, but the cold doesn't harm you as the weapon devours all the heat around you. </Flavor>
    <specific name="Level"> 28 </specific>
    <specific name="Gold"> 2125000 </specific>
    <specific name="Magic Item Type"> Weapon </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon"> Any melee </specific>
    <specific name="Item Slot" />
    <specific name="Requirement" />
    <specific name="Critical"> +6d8 cold damage </specific>
    <specific name="Special" />
    <specific name="Power"> Power (Encounter &#x2022; Cold): Standard Action. Attack: Close blast 3 (creatures in the blast); the weapon's level + 3 vs. Reflex Hit: 3d10 cold damage, and the target is immobilized (save ends). 
Utility Power (Encounter): Minor Action. Effect: Close burst 5. You can extinguish any nonmagical fire in the burst, and each ally in the burst makes a saving throw against ongoing fire damage that a save can end. </specific>
    <specific name="_Rarity"/>
    <specific name="Rarity"> Rare </specific>
    <specific name="Enhancement"> +6 attack rolls and damage rolls </specific>
    <specific name="Granted Powers" />
    <specific name="Property"> See Below:
&#x2022; While holding this weapon, you have fire resistance equal to 3 + twice the weapon's enhancement bonus.
&#x2022; All untyped damage dealt by weapon attacks using this weapon changes to cold damage. </specific>
    <specific name="_ImplementForClass" />
    <rules>
      <statadd name="resist:fire" value="+15" type="resist" />
    </rules>
  </RulesElement>
4) I don't know if its needed, but I created a Large Kusari-gama, which I noticed wasn't in the builder yet.

code:
   <RulesElement name="Kusari-gama (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_KUSARI-GAMA" source="Dragon Magazine 404" revision-date="10/11/2010 1:16:17 PM" >
      <specific name="_SupportsID"> ID_FMP_WEAPON_D404_CAA_1 </specific>
      <specific name="Full Text"> Large Kusari-gama
Superior double melee weapon
Cost: 10 gp
Damage: 1d12
Proficient: +2
Range: -
Weight: 6 lb.

Originally a tool used by farmers and peasants to tend crops and for a variety of other mundane uses, the kusari-gama was adopted as a weapon by the ninja because of both its flexibility and its ability to pass unnoticed as a common item.

This weapon features a sickle (or kama) on one end of a chain and a heavy weight on the other, with the weight swung with great force and used to either entangle or trip a foe, and the kama used to slice at a vital part of the body.

Properties: 
Defensive (A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.).
Reach (With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.).

Group: 
Flail (Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon.). </specific>
      <specific name="Weight"> 6 </specific>
      <specific name="Gold"> 10 </specific>
      <specific name="Range" />
      <specific name="Damage"> 1d12 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End" />
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Two-Hands </specific>
      <specific name="Group"> Flail </specific>
      <specific name="Properties"> Defensive, reach </specific>
      <specific name="_Secondary End"> ID_INTERNAL_WEAPON_LARGE_KUSARI-GAMA_-_SECONDARY_END </specific>
      <specific name="Size"> Large </specific>
   </RulesElement>
   
   <RulesElement name="Kusari-gama - Secondary end (Large)" type="Weapon" internal-id="ID_INTERNAL_WEAPON_LARGE_KUSARI-GAMA_-_SECONDARY_END" source="Dragon Magazine 404" revision-date="10/11/2010 1:16:19 PM" >
      <specific name="_SupportsID"> ID_FMP_WEAPON_D404_CAA_2 </specific>
      <specific name="Full Text"> Kusari-gama - Secondary end
Superior double melee weapon

Damage: 1d8
Proficient: +2

Properties: 
Off-Hand (An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can&apos;t attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.).

Group: 
Light blade (Light blades reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.). </specific>
      <specific name="Weight" />
      <specific name="Gold" />
      <specific name="Range" />
      <specific name="Damage"> 1d8 </specific>
      <specific name="Proficiency Bonus"> 2 </specific>
      <specific name="_Primary End"> ID_INTERNAL_WEAPON_LARGE_KUSARI-GAMA </specific>
      <specific name="Weapon Category"> Superior Melee </specific>
      <specific name="Hands Required"> One-Handed </specific>
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Group"> Light blade </specific>
      <specific name="Properties"> Off-hand </specific>
      <specific name="InternalOnly"> 1 </specific>
      <specific name="Size"> Large </specific>
   </RulesElement>
EDIT: Here's the Flame Tongue Weapon with a similar update as the Frost Brand Weapon:

code:
  <RulesElement name="Flame Tongue Weapon +2" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_MORDS_MAG_EMP_01-1" source="Mordenkainen's Magnificent Emporium" revision-date="00/00/0000 00:00:00 PM" >
    <Flavor> This blade spews forth flames that engulf your enemies in fire. </Flavor>
    <specific name="Level"> 10 </specific>
    <specific name="Gold"> 5000 </specific>
    <specific name="Magic Item Type"> Weapon </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon"> Heavy blade, light blade </specific>
    <specific name="Item Slot" />
    <specific name="Requirement" />
    <specific name="Critical"> +2d8 fire damage </specific>
    <specific name="Special" />
    <specific name="Power"> Power (Encounter &#x2022; Fire): Standard Action. Attack: Close blast 3 (creatures in the blast); the weapon's level + 3 vs. Reflex Hit: 1d10 fire damage, and ongoing 5 fire damage (save ends). </specific>
    <specific name="_Rarity"/>
    <specific name="Rarity"> Rare </specific>
    <specific name="Enhancement"> +2 attack rolls and damage rolls </specific>
    <specific name="Granted Powers" />
    <specific name="Property"> See Below:
&#x2022; While holding this weapon, you have fire resistance equal to 3 + twice the weapon's enhancement bonus.
&#x2022; All untyped damage dealt by weapon attacks using this weapon changes to fire damage.
&#x2022; Once per round when you reduce an enemy to 0 hit points with a weapon attack using this weapon, each of your enemies adjacent to that enemy takes fire damage equal to 5 + the weapon's enhancement bonus. </specific>
    <specific name="_ImplementForClass" />
    <rules>
      <statadd name="resist:fire" value="+7" type="resist" />
    </rules>
  </RulesElement>
  <RulesElement name="Flame Tongue Weapon +3" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_MORDS_MAG_EMP_01-2" source="Mordenkainen's Magnificent Emporium" revision-date="00/00/0000 00:00:00 PM" >
    <Flavor> This blade spews forth flames that engulf your enemies in fire. </Flavor>
    <specific name="Level"> 15 </specific>
    <specific name="Gold"> 25000 </specific>
    <specific name="Magic Item Type"> Weapon </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon"> Heavy blade, light blade </specific>
    <specific name="Item Slot" />
    <specific name="Requirement" />
    <specific name="Critical"> +3d8 fire damage </specific>
    <specific name="Special" />
    <specific name="Power"> Power (Encounter &#x2022; Fire): Standard Action. Attack: Close blast 3 (creatures in the blast); the weapon's level + 3 vs. Reflex Hit: 2d10 fire damage, and ongoing 10 fire damage (save ends). </specific>
    <specific name="_Rarity"/>
    <specific name="Rarity"> Rare </specific>
    <specific name="Enhancement"> +3 attack rolls and damage rolls </specific>
    <specific name="Granted Powers" />
    <specific name="Property"> See Below:
&#x2022; While holding this weapon, you have fire resistance equal to 3 + twice the weapon's enhancement bonus.
&#x2022; All untyped damage dealt by weapon attacks using this weapon changes to fire damage.
&#x2022; Once per round when you reduce an enemy to 0 hit points with a weapon attack using this weapon, each of your enemies adjacent to that enemy takes fire damage equal to 5 + the weapon's enhancement bonus. </specific>
    <specific name="_ImplementForClass" />
    <rules>
      <statadd name="resist:fire" value="+9" type="resist" />
    </rules>
  </RulesElement>
  <RulesElement name="Flame Tongue Weapon +4" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_MORDS_MAG_EMP_01-3" source="Mordenkainen's Magnificent Emporium" revision-date="00/00/0000 00:00:00 PM" >
    <Flavor> This blade spews forth flames that engulf your enemies in fire. </Flavor>
    <specific name="Level"> 20 </specific>
    <specific name="Gold"> 125000 </specific>
    <specific name="Magic Item Type"> Weapon </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon"> Heavy blade, light blade </specific>
    <specific name="Item Slot" />
    <specific name="Requirement" />
    <specific name="Critical"> +4d8 fire damage </specific>
    <specific name="Special" />
    <specific name="Power"> Power (Encounter &#x2022; Fire): Standard Action. Attack: Close blast 3 (creatures in the blast); the weapon's level + 3 vs. Reflex Hit: 2d10 fire damage, and ongoing 10 fire damage (save ends). </specific>
    <specific name="_Rarity"/>
    <specific name="Rarity"> Rare </specific>
    <specific name="Enhancement"> +4 attack rolls and damage rolls </specific>
    <specific name="Granted Powers" />
    <specific name="Property"> See Below:
&#x2022; While holding this weapon, you have fire resistance equal to 3 + twice the weapon's enhancement bonus.
&#x2022; All untyped damage dealt by weapon attacks using this weapon changes to fire damage.
&#x2022; Once per round when you reduce an enemy to 0 hit points with a weapon attack using this weapon, each of your enemies adjacent to that enemy takes fire damage equal to 5 + the weapon's enhancement bonus. </specific>
    <specific name="_ImplementForClass" />
    <rules>
      <statadd name="resist:fire" value="+11" type="resist" />
    </rules>
  </RulesElement>
  <RulesElement name="Flame Tongue Weapon +5" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_MORDS_MAG_EMP_01-4" source="Mordenkainen's Magnificent Emporium" revision-date="00/00/0000 00:00:00 PM" >
    <Flavor> This blade spews forth flames that engulf your enemies in fire. </Flavor>
    <specific name="Level"> 25 </specific>
    <specific name="Gold"> 625000 </specific>
    <specific name="Magic Item Type"> Weapon </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon"> Heavy blade, light blade </specific>
    <specific name="Item Slot" />
    <specific name="Requirement" />
    <specific name="Critical"> +5d8 fire damage </specific>
    <specific name="Special" />
    <specific name="Power"> Power (Encounter &#x2022; Fire): Standard Action. Attack: Close blast 3 (creatures in the blast); the weapon's level + 3 vs. Reflex Hit: 3d10 fire damage, and ongoing 15 fire damage (save ends). </specific>
    <specific name="_Rarity"/>
    <specific name="Rarity"> Rare </specific>
    <specific name="Enhancement"> +5 attack rolls and damage rolls </specific>
    <specific name="Granted Powers" />
    <specific name="Property"> See Below:
&#x2022; While holding this weapon, you have fire resistance equal to 3 + twice the weapon's enhancement bonus.
&#x2022; All untyped damage dealt by weapon attacks using this weapon changes to fire damage.
&#x2022; Once per round when you reduce an enemy to 0 hit points with a weapon attack using this weapon, each of your enemies adjacent to that enemy takes fire damage equal to 5 + the weapon's enhancement bonus. </specific>
    <specific name="_ImplementForClass" />
    <rules>
      <statadd name="resist:fire" value="+13" type="resist" />
    </rules>
  </RulesElement>
  <RulesElement name="Flame Tongue Weapon +6" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_MORDS_MAG_EMP_01-5" source="Mordenkainen's Magnificent Emporium" revision-date="00/00/0000 00:00:00 PM" >
    <Flavor> This blade spews forth flames that engulf your enemies in fire. </Flavor>
    <specific name="Level"> 30 </specific>
    <specific name="Gold"> 3125000 </specific>
    <specific name="Magic Item Type"> Weapon </specific>
    <specific name="Tier" />
    <specific name="_Item_Set_ID" />
    <specific name="Armor" />
    <specific name="Weapon"> Heavy blade, light blade </specific>
    <specific name="Item Slot" />
    <specific name="Requirement" />
    <specific name="Critical"> +6d8 fire damage </specific>
    <specific name="Special" />
    <specific name="Power"> Power (Encounter &#x2022; Fire): Standard Action. Attack: Close blast 3 (creatures in the blast); the weapon's level + 3 vs. Reflex Hit: 3d10 fire damage, and ongoing 15 fire damage (save ends). </specific>
    <specific name="_Rarity"/>
    <specific name="Rarity"> Rare </specific>
    <specific name="Enhancement"> +6 attack rolls and damage rolls </specific>
    <specific name="Granted Powers" />
    <specific name="Property"> See Below:
&#x2022; While holding this weapon, you have fire resistance equal to 3 + twice the weapon's enhancement bonus.
&#x2022; All untyped damage dealt by weapon attacks using this weapon changes to fire damage.
&#x2022; Once per round when you reduce an enemy to 0 hit points with a weapon attack using this weapon, each of your enemies adjacent to that enemy takes fire damage equal to 5 + the weapon's enhancement bonus. </specific>
    <specific name="_ImplementForClass" />
    <rules>
      <statadd name="resist:fire" value="+15" type="resist" />
    </rules>
  </RulesElement>

Entilzha4 fucked around with this message at 02:00 on Dec 4, 2011

Greyhawk Fan
Dec 14, 2010

Gomi posted:

Somewhat amusingly, Secrets of Belial lets me swap out my Tiefling Paladin's Second Wind for some of the Essentials Druid's class-feature utilities or some Essential Cleric's Level 1 utilities.

That is funny. That must be the new additional second wind power card there. I will take a look at it but not sure if there will be a proper fix. :) Sometimes it comes down to your Dungeon Master making sure your characters are legal. :)

Edit:
I have made the needed changes and the extra Second Wind power card should no longer be "Power Swap-able". :)

Greyhawk Fan fucked around with this message at 00:03 on Dec 4, 2011

Echophonic
Sep 16, 2005

ha;lp
Gun Saliva
The Frost Brand fix works perfectly, should make it way easier to remember my fire resist from my warhammer. Thanks Entilzha4!

Ghostpilot
Jun 22, 2007

"As a rule, I never touch anything more sophisticated and delicate than myself."
I'm not sure if this is the case for the other power-replacer feats, but the power-replacer feats under the Garrote Training line:

Garrote Novice
Garrote Specialist
Garrote Expert

Doesn't seem to give an option to swap out powers within the builder.

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you

Ghostpilot posted:

I'm not sure if this is the case for the other power-replacer feats, but the power-replacer feats under the Garrote Training line:

Garrote Novice
Garrote Specialist
Garrote Expert

Doesn't seem to give an option to swap out powers within the builder.
Such choices are usually to be made on the Build->Retraining tab, and those particular feats at least are working as expected for me.

Ghostpilot
Jun 22, 2007

"As a rule, I never touch anything more sophisticated and delicate than myself."

MMAgCh posted:

Such choices are usually to be made on the Build->Retraining tab, and those particular feats at least are working as expected for me.

Yeah, I'd tried that before posting but no go. I'll try doing a CB clean up and giving it another try.

Edit: No luck there. Just to check, I made a new character and it doesn't work there, either. Everything else works fine, but I can't exchange a power for one gained from a feat.

Edit 2: Some progress. The "Garrote Expert" swap section now comes up (beneath the list of retaining levels), but when I highlight it, no power swap options appear (i.e. the Retrain Away / Take In It's Place lists are blank).

Edit 3: Finally got it. You have make the swap at the level you take the feat. For instance, if you're building a level 16 character and you take the feat at level 8, it won't work.

You'd have to either take the feat at level 16, or level a character to 8, make the swap, then go back and add the remaining levels. Weird, but at least there's a way around it.

Ghostpilot fucked around with this message at 07:41 on Dec 4, 2011

Amidiri
Apr 26, 2010
I'm not sure what exactly happened, but my builder is refusing to launch. I haven't changed anything since the last time I succesfully launched it!

CBLoader posted:

04/12/2011 3:07:04 PM - INFO: CBLoader version 1.3.0
04/12/2011 3:07:05 PM - ERROR:
Inner Exception: Unexpected end of file has occurred. The following elements are not closed: specific, RulesElement, D20Rules. Line 190731, position 34.

04/12/2011 3:07:05 PM - INFO: Errors Encountered While Loading. Would you like to open the log file? (y/n)

Tivaan
Jul 13, 2011

Amidiri posted:

I'm not sure what exactly happened, but my builder is refusing to launch. I haven't changed anything since the last time I succesfully launched it!

Do a cleanup and then rerun should solve your issue. You may have been launching while an update was being added.

Undrhil
Dec 24, 2010
When I make a Knight and take the Order Adept theme, I do not get options past level 5 to take Wizard Utility powers, nor do they show up in the Retraining tab past level 5.

I haven't tried it with other Essentials classes yet, but I did notice it with the Knight.

scpredmage
Sep 2, 2011

Undrhil posted:

When I make a Knight and take the Order Adept theme, I do not get options past level 5 to take Wizard Utility powers, nor do they show up in the Retraining tab past level 5.

I haven't tried it with other Essentials classes yet, but I did notice it with the Knight.
I'm betting it'll be the case for any class that uses "No Utility Powers"; change the utility power selections to use "$$CLASS" instead the class's ID (ID_FMP_CLASS_3 for Fighter, for example), and it should work properly.

mikeycp
Nov 24, 2010

I've changed a lot since I started hanging with Sonic, but I can't depend on him forever. I know I can do this by myself! Okay, Eggman! Bring it on!
Is it safe to assume that it isn't possible to fix the text wrapping issues present when viewing a character sheet with a lot of feats and features?

UrbanLabyrinth
Jan 28, 2009

When my eyes were stabbed by the flash of a neon light
That split the night
And touched the sound of silence


College Slice

mikeycp posted:

Is it safe to assume that it isn't possible to fix the text wrapping issues present when viewing a character sheet with a lot of feats and features?

If you make the column long enough to fit all the text wrapped, it'll wrap it.

rantmo
Jul 30, 2003

A smile better suits a hero



I've never been able to make that work. Do we at least know why some wrap and others don't?

Admiralty Flag
Jun 7, 2007

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

OK, my XML sucks. But somehow I managed to code up a whole bunch of items for my Dark Sun game. Most of them are just reskins of other items, so that wasn't too bad. I had a few original ones, but no problems with most of those.

I had two problems, however. I'll split into two posts for clarity.

However, when I try to add the last item (a modified version of a canon item, but one that will evolve as gems are found and added), the offline CB chokes and gives me a modal error message on the splash screen. I doubt WotC will help me with my issue so I ask all of you for help.

quote:

Installation Problem: Please contact Customer Service at http:blahblahblah. Going to this link [p_faq=489 if it helps anyone] brings me to a generic 'contact us' page.
I know it's this final item because it'll load the whole .part file with this item removed. But when I add the following block of XML to the .part file, it chokes. I tried creating a .part file just for this item but same story.

The italicized sections are the header/footer of the .part file with just the single item. When the non-italicized section is added to a working .part file, it stops working as well.

<?xml version="1.0" encoding="utf-8"?>
<D20Rules game-system="D&D4E">
<UpdateInfo>
<Version>1</Version>
<Filename>Dark Sun Custom.part</Filename>
<PartAddress> http://nothing.com/stuff.part </PartAddress>
<VersionAddress> http://nothing.com/stuff.txt </VersionAddress>
</UpdateInfo>


<RulesElement name="Crown of Dust I (1 gem)" type="Magic Item" internal-id="ID_DSR_MAGIC_ITEM_1016c" source="Dark Sun adds" revision-date="12/05/2011 10:01 PM">
<Flavor> A diadem made from a now-broken piece of metal, with three settings for large gems. One is filled by a ruby.</Flavor>
<specific name="Level"> 5 </specific>
<specific name="Gold" />
<specific name="Magic Item Type"> Artifact </specific>
<specific name="Tier"> Heroic </specific>
<specific name="_Item_Set_ID" />
<specific name="Armor" />
<specific name="Weapon">
<specific name="Item Slot" /> Head </specific>
<specific name="Requirement" />
<specific name="Critical" />
<specific name="Special" />
<specific name="_Rarity" />
<specific name="Granted Powers" />
<specific name="Rarity"> Uncommon </specific>
<specific name="Property"> Gain +1 item bonus to saves against ongoing poison or necrotic damage. </specific>
<specific name="Property"> Gain +1 to skill checks relating to desert navigation or survival. </specific>
<specific name="Property"> When worn by a character lacking the Primal power source, ill effects can occur. </specific>
<specific name="Power"> Power (Daily * Summoning): Minor Action. Close burst 5. Summon a Medium dust devil in an unoccupied square within the burst. It makes the following attack, then disappears. It is not considered an ally and cannot flank. Attack: Melee 1 (one creature), Your (STR, DEX or CON modifier) + 2 vs. Reflex. Hit: 1d10 + (STR, DEX or CON modifier) +2 damage, and the target falls prone.
</specific>
</RulesElement>

</D20Rules>


The reason why I haven't put in all the other junk that goes along with artifacts is because the PCs still haven't figured out what this thing does, and it's not communicative (yet).

Anyone spot something missing?

Admiralty Flag
Jun 7, 2007

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

My second problem is simpler. I added a new weapon, the Bladed Trikal, so that a PC could use a shielding blade (trikals are axes, not heavy blades). So I want to create this in the offline CB so it doesn't say "glaive" on the character sheet.

This creates the Weapon Proficiency Feat, but for a fighter who should have proficiency with martial melee weapons, it shows up as red (non-proficient) on the shop tab.

edited to add: When a character is given the Weapon Proficiency (Bladed Trikal) feat, the weapon shows up as black on the shop tab. So somehow my code for adding this item to the Heavy Blade, Polearm, martial, and/or melee groups is wrong.

Here's the code:


<RulesElement name="Weapon Proficiency (Bladed Trikal)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BLADED_TRIKAL)" source="Core">
<Category> ID_FMP_WEAPON_GROUP_7,ID_FMP_WEAPON_GROUP_22,ID_INTERNAL_CATEGORY_MARTIAL,ID_INTERNAL_CATEGORY_MELEE</Category>
</RulesElement>

<RulesElement name="Weapon Proficiency (Bladed Trikal)" type="Feat" internal-id="ID_INTERNAL_FEAT_WEAPON_PROFICIENCY_(BLADED_TRIKAL)" source="DS reskin">
<specific name="_SupportsID"> ID_FMP_FEAT_178 </specific>
<specific name="_RequiresID"> ID_DSR_WEAPON_101 </specific>
<specific name="Short Description"> Gain proficiency with the Bladed Trikal</specific>
<specific name="Tier"> Heroic </specific>
<rules> <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BLADED_TRIKAL)" type="Proficiency" /> </rules>
You gain proficiency with the Bladed Trikal.
</RulesElement>

<AppendNodes name="Weapon Group (Heavy Blade)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_GROUP_(HEAVY_BLADE)" source="Core" > <rules> <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BLADED_TRIKAL)" type="Proficiency" /> </rules> </AppendNodes>

<AppendNodes name="Weapon Group (Polearm)" type="Proficiency" internal-id="ID_INTERNAL_PROFICIENCY_WEAPON_GROUP_(POLEARM)" source="Core" > <rules> <grant name="ID_INTERNAL_PROFICIENCY_WEAPON_PROFICIENCY_(BLADED_TRIKAL)" type="Proficiency" /> </rules> </AppendNodes>

<RulesElement name="Bladed Trikal" type="Weapon" internal-id="ID_DSR_WEAPON_101" source="Dark Sun Campaign Setting reskin" revision-date="10/12/2010 1:55:07 PM">
<Category> ID_INTERNAL_CATEGORY_TWO-HANDS,ID_FMP_WEAPON_GROUP_7,ID_FMP_WEAPON_GROUP_22,ID_INTERNAL_CATEGORY_TWO-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE </Category>
<specific name="Full Text"> Bladed Trikal
Military two-handed melee weapon [snip a whole lot of words]Polearms are reach weapons.). </specific>
<specific name="Weight"> 10 </specific>
<specific name="Gold"> 25 </specific>
<specific name="Damage"> 2d4 </specific>
<specific name="Proficiency Bonus"> 2 </specific>
<specific name="Weapon Category"> Military Melee </specific>
<specific name="Hands Required"> Two-Handed </specific>
<specific name="Item Slot"> Two-Hands </specific>
<specific name="Group"> Heavy Blade, Polearm </specific>
<specific name="Properties"> Reach </specific>
This -- blah blah --glaive.</RulesElement>


Of course I could work around this by renaming the glaive as a bladed trikal in its own .PART file that my players could disable whenever creating characters outside of my campaign. But that's inelegant.

Admiralty Flag fucked around with this message at 16:44 on Dec 6, 2011

Dark_T_Zeratul
Sep 2, 2011

rantmo posted:

I've never been able to make that work. Do we at least know why some wrap and others don't?
I've always (eventually) gotten them to wrap by rearranging the columns; if it's not wrapping, it's because there's not enough space for all the text to wrap to.

MMAgCh
Aug 15, 2001
I am the poet,
The prophet of the pit
Like a hollow-point bullet
Straight to the head
I never missed...you
Really minor quibble: the "Vision" entries for the revenant and satyr each state "Low-light vision" when it should simply read "Low-light" as it does for every other race with that kind of vision.

Edit: huh, apparently the newer races are actually printed this way. (Mostly, at least. The vryloka only reads "low-light".) Still think it's redundant. :colbert:

MMAgCh fucked around with this message at 01:47 on Dec 8, 2011

Entilzha4
Feb 17, 2011
Noticed something: The Venom Hand Killer feat isn't properly scaling the bonus. Looks like WotC had a brain fart when writing it. This should correct it:

code:
   <RulesElement name="Venom Hand Killer" type="Feat" internal-id="ID_FMP_FEAT_1810" source="Dragon Magazine 379" revision-date="8/27/2010 12:19:28 PM">  
      <Prereqs> Assassin </Prereqs>  
      <print-prereqs> Assassin </print-prereqs>  
      <specific name="Tier"> Heroic </specific>  
      <specific name="Short Description"> +2/+3/+4 (by tier) damage with poison attacks </specific>  
      <specific name="Special" />  
      <specific name="type" />  
      <specific name="Associated Power Info" />  
      <specific name="Associated Powers" />  
      <rules>  
         <statadd name="Venom Hand Killer" value="+2" />  
         <statadd name="Venom Hand Killer" value="+1" requires="Paragon Tier" />  
         <statadd name="Venom Hand Killer" value="+1" requires="Epic Tier" />  
         <statadd name="poison:damage" value="+Venom Hand Killer" type="Feat" />  
      </rules>  
You gain a +2 feat bonus to poison damage rolls. The bonus increases to +3 at 11th level and +4 at 21st level.  
   </RulesElement>  

Adbot
ADBOT LOVES YOU

J.B.
Jul 23, 2011
Hiya,
I just thought I would point this out, the "Weapon Ki Technique" feat from dragon 402 (Playtest: Tools of the Trade) doesn't seem to be adding the +1 feat bonus to attacks rolls with weapon powers, but it does work with implement powers. Any chance someone knows how to fix that.

  • Locked thread