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
Kitsap Charles
Dec 29, 2010

Greyhawk Fan posted:

Something is actually a miss. You don't get to choose between the Gold Dwarf options and the Player's Handbook options. Either you get all of the Gold Dwarf options or none of them. So you have Cast Iron Stomach and Dwarven Weapon Prof both or you have Cast Iron Mind and Gold Dwarf weapons, etc.

Umm... Actually, you can pick and choose.

NWCG page 46, paragraph 3 posted:

Each subrace description contains a set of benefits. Each of these replaces a standard racial trait, as noted in the benefit's description. Unless otherwise noted, you can select as many of a subrace's benefits as you want.
Emphasis mine.

The OLCG implements this as a couple of ticky-mark check boxes if you select a racial variant. You can pick both, either, or even none and just call yourself a Gold Dwarf.

Adbot
ADBOT LOVES YOU

Kitsap Charles
Dec 29, 2010

Mustache Ride posted:

I'll get to work on the backgrounds, items, and Bladesinger tomorrow maybe.
Good sir, it may be an oversight on my part but I'm not seeing the NWCG backgrounds anywhere in the builder. I would appreciate your guidance as I must not be looking in the correct place.

Thank you.

Kitsap Charles
Dec 29, 2010

Mustache Ride posted:

Havent had the time to put them in yet, been a long weekend. I'll get around to it tomorrow.

The themes are all there.
Thank you.

There appears to be a problem with the Warpriest's Oghma Domain, in that whenever I select it I immediately get the "Status: houseruled" icon. None of the other new domains experience this. I think the issue lies with the last three "modify" tags of the domain's rules element:
code:
  <rules>
      <grant name="ID_FMP_POWER_14246" type="Power" />
      <grant name="ID_FMP_POWER_14247" type="Power" />
      <grant name="ID_FMP_POWER_14248" type="Power" />
      <grant name="ID_FMP_POWER_14249" type="Power" Level="1-12" />
      <modify name="Healing Word" type="Power" Field="Oghma Domain Features and Powers" value="When you use healing word, each ally in the burst gains a +1 bonus to the next saving throw he or she makes before the end of your next turn." />
      <modify name="Arcana" type="Skill" Field="Key Ability" value="Wisdom" />
      <modify name="History" type="Skill" Field="Key Ability" value="Wisdom" />
      <modify name="Religion" type="Skill" Field="Key Ability" value="Wisdom" />
   </rules>
On the Skill Training panel, those three skills are displayed as being based on WIS instead of INT, but the ability mods actually used are INT instead of WIS.

This is the only instance throughout the new builder code where 'type="Skill" Field="Key Ability"' is being used, and I suspect that there may be something hard-coded that prevents this syntax from being effective.

Kitsap Charles
Dec 29, 2010

sake posted:

That should add wisdom to the list of stats the skills can key off of, and it'll function like any other multi-stat element. It'll still show Int as being the key stat in the skill list, but the actual math will be right and that's the important part.
I think the code you referenced will work as intended for the Oghma domain only when the PC's Int bonus is zero. We need to replace Int with Wis, not add Int and Wis together. Maybe something like this:
code:
  <AppendNodes name="Arcana" type="Skill" internal-id="ID_FMP_SKILL_2" source="Player's Handbook" revision-date="8/14/2011 4:44:44 PM">
    <rules>
      <statadd name="Arcana" value="+ABILITYMOD(Wisdom)" type="Ability" />
      <statadd name="Arcana" value="-ABILITYMOD(Intelligence)" type="Ability" />
    </rules>
  </AppendNodes>
(I'm at work and shouldn't really be doing this, so I certainly can't test it here.)

Kitsap Charles
Dec 29, 2010

Kitsap Charles posted:

I think the code you referenced will work as intended for the Oghma domain only when the PC's Int bonus is zero. We need to replace Int with Wis, not add Int and Wis together.
So this seems to work, as far as completely replacing Int with Wis for the skills affected by the Oghma domain:
code:
<RulesElement name="Oghma Domain Features and Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_3985" source="Neverwinter Campaign Guide">
   <Category> 1 </Category>
   <Flavor> Your studies and your devotion to Oghma grant you great insight into many topics. Allies blessed by Oghma&apos;s presence gain knowledge of how they might better their condition. </Flavor>
   <specific name="Short Description"> You can use Wis instead of Int when making an Int-based skill check; when you use healing word each ally in the burst gains +1 to their next saving throw before end of your next turn </specific>
   <specific name="Level"> 1 </specific>
   <specific name="Powers"> ID_FMP_POWER_14246,ID_FMP_POWER_14247,ID_FMP_POWER_14248,ID_FMP_POWER_14249 </specific>
   <specific name="Type"> Encounter </specific>
   <specific name="Class"> ID_FMP_CLASS_2 </specific>
   <specific name="_DisplayPowers"> ID_FMP_POWER_14246,ID_FMP_POWER_14247,ID_FMP_POWER_14248,ID_FMP_POWER_14249 </specific>
   <rules>
      <grant name="ID_FMP_POWER_14246" type="Power" />
      <grant name="ID_FMP_POWER_14247" type="Power" />
      <grant name="ID_FMP_POWER_14248" type="Power" />
      <grant name="ID_FMP_POWER_14249" type="Power" Level="1-12" />
      <modify name="Healing Word" type="Power" Field="Oghma Domain Features and Powers" value="When you use healing word, each ally in the burst gains a +1 bonus to the next saving throw he or she makes before the end of your next turn." />
      <modify name="Arcana" type="Skill" Field="Key Ability" value="Wisdom" />
      <statadd name="Arcana" value="+ABILITYMOD(Wisdom)" type="Ability" />
      <statadd name="Arcana" value="-ABILITYMOD(Intelligence)" type="Ability" />
      <modify name="History" type="Skill" Field="Key Ability" value="Wisdom" />
      <statadd name="History" value="+ABILITYMOD(Wisdom)" type="Ability" />
      <statadd name="History" value="-ABILITYMOD(Intelligence)" type="Ability" />
      <modify name="Religion" type="Skill" Field="Key Ability" value="Wisdom" />
      <statadd name="Religion" value="+ABILITYMOD(Wisdom)" type="Ability" />
      <statadd name="Religion" value="-ABILITYMOD(Intelligence)" type="Ability" />
   </rules>
You can use Wisdom instead of Intelligence when making an Intelligence-based skill check.
	In addition, when you use healing word, each ally in the burst gains a +1 bonus to the next saving throw he or she makes before the end of your next turn.
	You also gain the following powers.
</RulesElement>
This still doesn't address the character being marked as "Status: houseruled" as soon as the Oghma domain is applied. Incidentally, the same happens with the Selune and Torm domains, but not with the Corellon domain. I haven't dug far enough into that to figure out what's fundamentally different between the new domains, but something's wonky in the NWCG code in the 10-cleric.part file

Kitsap Charles
Dec 29, 2010

Drewjitsu posted:

I'm just creating new warpriest characters and they are not showing up as houseruled.

Can you try creating a brand new oghma warpriest to see if that comes up houseruled?
I load the builder from scratch, start a new character, select Warpriest as the class and either Oghma, Selune, or Torm as the domain. Voila! instant "Status: houseruled".

Kitsap Charles
Dec 29, 2010

RyvenCedrylle posted:

As far as I can tell, all fixes submitted by forum thread have been implemented as of 12:00 EST on 08/23/11. If you have posted a fix that has not been implemented, please resubmit or send to the 'dudes' email address. Thank you.

I sent three updates to "dudes@cbloader.com" Sunday morning (PDT), one each for 03-base-items.part, 04-new-items.part, and 10-cleric.part. Please confirm their arrival. Thank you.

Kitsap Charles
Dec 29, 2010

Tivaan posted:

Kitsap we got them and they will be implemented, in fact after I get home from work tonite I will check to see if they were implemented and if not get them implemented.
Thank you.

Kitsap Charles
Dec 29, 2010
Like the ELTU3-1 scenario, which introduced a special magic item that can only be obtained via a story award, CALI3-3 also creates a new rare series of auto-leveling items:
code:
   <RulesElement name="Amulet of Passage +2" type="Magic Item" internal-id="ID_CALI_MAGIC_ITEM_LFR_332" source="Living Forgotten Realms">
      <Flavor> A fine silver linked chain with a small jewel in the shape of an open lock. </Flavor>
      <specific name="Level"> 10 </specific>
      <specific name="Gold"> 5000 </specific>
      <specific name="Magic Item Type"> Neck Slot Item </specific>
      <specific name="Item Slot"> Neck </specific>
      <specific name="Power"> Power (At-Will): Standard Action. You attune an ally to the Amulet. A character may only be attuned to one amulet of passage at a time. Any attuned ally within 10 squares of you can use this item&apos;s daily power (but not its enhancement bonus or properties) as if he or she were wearing it.
Power (Daily * Teleportation): Move Action. Special: You and each attuned ally can use this power once per day (a PC cannot benefit from this same power a second time before taking an extended rest, no matter how many amulets of passage are in the party). Effect: The triggering PC teleports a number of squares equal to his or her speed. </specific>
      <specific name="_Rarity" />
      <specific name="Enhancement"> +2 Fortitude, Reflex, and Will </specific>
      <specific name="Rarity"> Rare </specific>
      <specific name="Property"> You gain an item bonus to Acrobatics and Athletics checks to escape, and to Thievery checks to open locks.  The bonus equals the amulet&apos;s enhancement bonus. </specific>
      <rules>
         <statadd name="Fortitude Defense" value="+2" type="Enhancement" />
         <statadd name="Reflex Defense" value="+2" type="Enhancement" />
         <statadd name="Will Defense" value="+2" type="Enhancement" />
      </rules>
   </RulesElement>
   <RulesElement name="Amulet of Passage +3" type="Magic Item" internal-id="ID_CALI_MAGIC_ITEM_LFR_333" source="Living Forgotten Realms">
      <Flavor> A fine silver linked chain with a small jewel in the shape of an open lock. </Flavor>
      <specific name="Level"> 15 </specific>
      <specific name="Gold"> 25000 </specific>
      <specific name="Magic Item Type"> Neck Slot Item </specific>
      <specific name="Item Slot"> Neck </specific>
      <specific name="Power"> Power (At-Will): Standard Action. You attune an ally to the Amulet. A character may only be attuned to one amulet of passage at a time. Any attuned ally within 10 squares of you can use this item&apos;s daily power (but not its enhancement bonus or properties) as if he or she were wearing it.
Power (Daily * Teleportation): Move Action. Special: You and each attuned ally can use this power once per day (a PC cannot benefit from this same power a second time before taking an extended rest, no matter how many amulets of passage are in the party). Effect: The triggering PC teleports a number of squares equal to his or her speed. </specific>
      <specific name="_Rarity" />
      <specific name="Enhancement"> +3 Fortitude, Reflex, and Will </specific>
      <specific name="Rarity"> Rare </specific>
      <specific name="Property"> You gain an item bonus to Acrobatics and Athletics checks to escape, and to Thievery checks to open locks.  The bonus equals the amulet&apos;s enhancement bonus. </specific>
      <rules>
         <statadd name="Fortitude Defense" value="+3" type="Enhancement" />
         <statadd name="Reflex Defense" value="+3" type="Enhancement" />
         <statadd name="Will Defense" value="+3" type="Enhancement" />
      </rules>
   </RulesElement>
   <RulesElement name="Amulet of Passage +4" type="Magic Item" internal-id="ID_CALI_MAGIC_ITEM_LFR_334" source="Living Forgotten Realms">
      <Flavor> A fine silver linked chain with a small jewel in the shape of an open lock. </Flavor>
      <specific name="Level"> 20 </specific>
      <specific name="Gold"> 125000 </specific>
      <specific name="Magic Item Type"> Neck Slot Item </specific>
      <specific name="Item Slot"> Neck </specific>
      <specific name="Power"> Power (At-Will): Standard Action. You attune an ally to the Amulet. A character may only be attuned to one amulet of passage at a time. Any attuned ally within 10 squares of you can use this item&apos;s daily power (but not its enhancement bonus or properties) as if he or she were wearing it.
Power (Daily * Teleportation): Move Action. Special: You and each attuned ally can use this power once per day (a PC cannot benefit from this same power a second time before taking an extended rest, no matter how many amulets of passage are in the party). Effect: The triggering PC teleports a number of squares equal to his or her speed. </specific>
      <specific name="_Rarity" />
      <specific name="Enhancement"> +4 Fortitude, Reflex, and Will </specific>
      <specific name="Rarity"> Rare </specific>
      <specific name="Property"> You gain an item bonus to Acrobatics and Athletics checks to escape, and to Thievery checks to open locks.  The bonus equals the amulet&apos;s enhancement bonus. </specific>
      <rules>
         <statadd name="Fortitude Defense" value="+4" type="Enhancement" />
         <statadd name="Reflex Defense" value="+4" type="Enhancement" />
         <statadd name="Will Defense" value="+4" type="Enhancement" />
      </rules>
   </RulesElement>
   <RulesElement name="Amulet of Passage +5" type="Magic Item" internal-id="ID_CALI_MAGIC_ITEM_LFR_335" source="Living Forgotten Realms">
      <Flavor> A fine silver linked chain with a small jewel in the shape of an open lock. </Flavor>
      <specific name="Level"> 24 </specific>
      <specific name="Gold"> 625000 </specific>
      <specific name="Magic Item Type"> Neck Slot Item </specific>
      <specific name="Item Slot"> Neck </specific>
      <specific name="Power"> Power (At-Will): Standard Action. You attune an ally to the Amulet. A character may only be attuned to one amulet of passage at a time. Any attuned ally within 10 squares of you can use this item&apos;s daily power (but not its enhancement bonus or properties) as if he or she were wearing it.
Power (Daily * Teleportation): Move Action. Special: You and each attuned ally can use this power once per day (a PC cannot benefit from this same power a second time before taking an extended rest, no matter how many amulets of passage are in the party). Effect: The triggering PC teleports a number of squares equal to his or her speed. </specific>
      <specific name="_Rarity" />
      <specific name="Enhancement"> +5 Fortitude, Reflex, and Will </specific>
      <specific name="Rarity"> Rare </specific>
      <specific name="Property"> You gain an item bonus to Acrobatics and Athletics checks to escape, and to Thievery checks to open locks.  The bonus equals the amulet&apos;s enhancement bonus. </specific>
      <rules>
         <statadd name="Fortitude Defense" value="+5" type="Enhancement" />
         <statadd name="Reflex Defense" value="+5" type="Enhancement" />
         <statadd name="Will Defense" value="+5" type="Enhancement" />
      </rules>
   </RulesElement>
   <RulesElement name="Amulet of Passage +6" type="Magic Item" internal-id="ID_CALI_MAGIC_ITEM_LFR_336" source="Living Forgotten Realms">
      <Flavor> A fine silver linked chain with a small jewel in the shape of an open lock. </Flavor>
      <specific name="Level"> 30 </specific>
      <specific name="Gold"> 3125000 </specific>
      <specific name="Magic Item Type"> Neck Slot Item </specific>
      <specific name="Item Slot"> Neck </specific>
      <specific name="Power"> Power (At-Will): Standard Action. You attune an ally to the Amulet. A character may only be attuned to one amulet of passage at a time. Any attuned ally within 10 squares of you can use this item&apos;s daily power (but not its enhancement bonus or properties) as if he or she were wearing it.
Power (Daily * Teleportation): Move Action. Special: You and each attuned ally can use this power once per day (a PC cannot benefit from this same power a second time before taking an extended rest, no matter how many amulets of passage are in the party). Effect: The triggering PC teleports a number of squares equal to his or her speed. </specific>
      <specific name="_Rarity" />
      <specific name="Enhancement"> +6 Fortitude, Reflex, and Will </specific>
      <specific name="Rarity"> Rare </specific>
      <specific name="Property"> You gain an item bonus to Acrobatics and Athletics checks to escape, and to Thievery checks to open locks.  The bonus equals the amulet&apos;s enhancement bonus. </specific>
      <rules>
         <statadd name="Fortitude Defense" value="+6" type="Enhancement" />
         <statadd name="Reflex Defense" value="+6" type="Enhancement" />
         <statadd name="Will Defense" value="+6" type="Enhancement" />
      </rules>
   </RulesElement>

Kitsap Charles
Dec 29, 2010
The change log for 06-races.part, 6-November-2011, says:
code:
Updated 6-November-2011 Added the Hengeyokai, Pixie, and Satyr races from Heroes of the Feywild
Actually, Hengeyokai is from Dragon 404, and the Hamadryad race from Feywild is missing.

Kitsap Charles
Dec 29, 2010

Tivaan posted:

yea the next time I update I will add the dragon 404 in the notes and Hamadryad isn't finished
Thank you. BTW, the post for the "Unseelie Agent Theme" seems to have the entirety of the "Tuathan Theme" instead. Just thought you'd want to know.

:confused:

Kitsap Charles
Dec 29, 2010
The new D&D Encounters season, "Beyond the Crystal Cave", introduces three special backgrounds for use by characters playing the module. They are:
code:
   <RulesElement name="Crystalbrooker" type="Background" internal-id="ID_FMP_BACKGROUND_99901" source="Beyond the Crystal Cave">
  <specific name="Type"> Campaign </specific>
  <specific name="Common Knowledge"> You grew up in Crystalbrook, a small agricultural community on the plains near the Sildaine Forest and the town's namesake, the stream known as the Crystalbrook. Familiar with the town and its troubles, you&apos;re also known as a capable individual there. You know the town&apos;s ruler, Lady Anya Tamora, and her son, Orlando, to some degree. Lady Tamora is fair but stern, sanctioning retaliation against fey incursions and doing her best to protect her people. Orlando is brave and honest, but he has shown no interest in rulership since his father died a decade ago. He has refused involvement in any action against the Sildane fey.
   Do you know the Tamora family well? What was your job in Crystalbrook before you answered Count Varis&apos;s call? What was your reputation beyond your known competence? Do you think badly of the fey in the nearby woods? Have you or your family had trouble with the Sildaine fey? What about others you know? Have you harmed the fey in some way? </specific>
  <specific name="Campaign"> Beyond the Crystal Cave </specific>
  <specific name="Associated Skills"> Endurance, Nature </specific>
   <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ENDURANCE" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_NATURE" type="Background Association" />
    </rules>
   </RulesElement>
   <RulesElement name="Sildaine" type="Background" internal-id="ID_FMP_BACKGROUND_99902" source="Beyond the Crystal Cave">
  <specific name="Type"> Campaign </specific>
  <specific name="Common Knowledge"> You grew up in the ancient Sildaine Forest, maybe in the elven village that stands alongside the Crystalbrook as it runs through the woods. You know all too well of the area&apos;s recent troubles. The woodland realm usually provides for all, but recent events&#x2014;weather, strange creatures, and incursions from the nearby town of Crystalbrook&#x2014;have disturbed the tranquility of your home. Carric, Lord of the Sildaine, has established edicts to keep nonfey out of the forest and tax those passing through on the roads. But even his youngest daughter, Juliana, is among those reluctant to follow the decrees. You&apos;ve always known her as determined, curious, and daring. Parhaps she knows something others don&apos;t.
   How well do you know Lord Carric, his wife Myran, and his children, especially Juliana? What do you do in the Sildaine Forest? What do the other fey of the forest think of you? Why did you answer Count Varis&apos;s call? What do you think of the overbold townsfolk of Crystalbrook? Have you or any you care abut had trouble with them? Did you act against the town in any way? </specific>
  <specific name="Campaign"> Beyond the Crystal Cave </specific>
  <specific name="Associated Skills"> History, Nature </specific>
   <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_HISTORY" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_NATURE" type="Background Association" />
    </rules>
   </RulesElement>
      <RulesElement name="Sybaran" type="Background" internal-id="ID_FMP_BACKGROUND_99903" source="Beyond the Crystal Cave">
  <specific name="Type"> Campaign </specific>
  <specific name="Common Knowledge"> You are a citizen of Count Varis&apos;s city of Sybar, a small but cosmopolitan place where several trade routes converge. The city offers countless challenges and opportunities, and you have availed yourself of several in your chosen career. You have heard of troubles on the frontier near Sybar, and when Count Varis called for aid, you answered. You know the count to be a fair man who loves his city and the region.
   Why did you answer the count&apos;s call? What did you do before you answered? What district of the city did you grow up in&#x2014;docks, farm, slum, trade, or noble? Do you hope to gain anything in this quest? How do other Sybarans think of you? Do you have relatives in the town of Crystalbrook or Sildaine Forest? </specific>
  <specific name="Campaign"> Beyond the Crystal Cave </specific>
  <specific name="Associated Skills"> History, Streetwise </specific>
   <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_HISTORY" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_STREETWISE" type="Background Association" />
    </rules>
   </RulesElement>

Kitsap Charles
Dec 29, 2010

Psych0M0nk3y posted:

Is there a way to create a power card that features all of the different saving throw modifiers on your character? I've got one that carries several different items granting her bonuses to different saves. They don't come anywhere near fitting in the tiny box originally provided.
This.

One of my wife's characters has as many as six "Additional Effect" lines. She has to use a magnifying glass to even begin to check all of them.

Kitsap Charles
Dec 29, 2010
First, may the FSM bless everyone who has been working on integrating the latest HotFW material into the mix. Thank you, thank you, thank you. Ramen.

However, the "Sidhe Lord" background is only showing up for half-elves instead of them plus "any race with a fey origin" -- according to the Compendium, that would include Drow, Eladrin, Elf, Gnome, Hamadryad, Pixie, Satyr, and Wilden. I would think that Hengeyokai would also count, unless that gets changed post-playtest.

In addition, the "Fey Beast Tamer", "Sidhe Lord", "Tuathan", and "Unseelie Agent" backgrounds need to have lines such as this to activate their associated skills:
code:
   <rules>
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_ARCANA" type="Background Association" />
      <grant name="ID_INTERNAL_BACKGROUND_ASSOCIATION_NATURE" type="Background Association" />
    </rules>
The above would be for "Fey Beast Tamer"; similar pairs apply to the other three new backgrounds added yesterday.

Once again, thank you all.

Kitsap Charles fucked around with this message at 10:29 on Nov 20, 2011

Kitsap Charles
Dec 29, 2010
I don't want to seem too pushy, but is there an estimate on when the racial feats from Heroes of the Feywild will be added? Thank you.

Kitsap Charles
Dec 29, 2010

Kitsap Charles posted:

...the "Sidhe Lord" background is only showing up for half-elves instead of them plus "any race with a fey origin" -- according to the Compendium, that would include Drow, Eladrin, Elf, Gnome, Hamadryad, Pixie, Satyr, and Wilden. I would think that Hengeyokai would also count, unless that gets changed post-playtest.
Please update the "Prereqs" line of the "Sidhe Lord" theme to the following:
code:
<Prereqs> Half-elf or drow or eladrin or elf or gnome or hamadryad or pixie or satyr or wilden or hengeyokai </Prereqs>
Thank you.

Kitsap Charles
Dec 29, 2010

Drewjitsu posted:

This was so that feats/race abilities work with the card that doesn't have the numbers on it (the one with numbers on it is hardcoded to the builder and doesn't include feats/abilities/races stuff on it).
Is it possible to add the amount of HP regained to the new card? That way, one would only need to print the new Second Wind card and could hide the original.

Kitsap Charles
Dec 29, 2010
In the "Captain of Fortune" warlord paragon path, the "Presence of Greatness" feature was incorrectly specified as 20th level in the Compendium and OLCB. This feature is actually available at 16th level, as these sources now correctly show.

Check http://pastebin.com/aPRwkPM1 for the necessary changes. Thank you.

Kitsap Charles fucked around with this message at 23:32 on Jan 20, 2012

Kitsap Charles
Dec 29, 2010
There are a number of powers in the new themes whose attack bonus is based on the character's highest ability score. Unfortunately, attack lines like this one appear to add no ability score bonus at all:
code:
<specific name="Attack"> Highest ability modifier + 2 vs. Reflex</specific>
Whereas this code seems to work correctly:
code:
<specific name="Attack"> Primary ability vs. AC </specific>
Comments?

Kitsap Charles
Dec 29, 2010

Tivaan posted:

Threw that in the last update I just uploaded thanks
Thank you very much. Unfortunately, there still seems to be a problem that you may not be able to address so readily.

The Blazing Corona Secondary Power has an attack of "<specific name="Attack"> Primary ability + 2 vs. Reflex </specific>", but the +2 isn't being reflected in the attack statistic at the bottom of the card.

A similar type of "stat plus" attack is the Warlock power, Fury of Gibbeth. Its attack is "<specific name="Attack"> Intelligence +2 vs. Reflex </specific>".

I tried changing the "+ 2" to "+2" in BCSP but that didn't help. I'm afraid there's some specific code in the LCB for "Primary ability" that causes it to ignore the "+2" which follows.

Any thoughts? Thank you once again.

Kitsap Charles
Dec 29, 2010
I'm trying to equip a warforged PC with an Armbow enchantment, which (among other things) changes the crossbow it's applied to from two-handed to one-handed. Nothing I've tried seems to be working.

My best guess so far is to add the following in my local-mods part file:
code:
  <AppendNodes name="Armbow +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_1204">
	<rules>
		<modify name="this" Field="Category" value="ID_INTERNAL_CATEGORY_ONE-HAND,ID_FMP_WEAPON_GROUP_29,ID_INTERNAL_CATEGORY_ONE-HANDED,ID_INTERNAL_CATEGORY_SELECTABLE" />
		<modify name="this" Field="Hands Required" value="One-Handed" />
		<modify name="this" Field="Item Slot" value="One-hand" />
	</rules>
  </AppendNodes>
But the resulting Armbow Crossbow +1 still only displays in my equipment as two-handed and can't be equipped one-handed.

Any thoughts as to how this ought to work?

Thank you.

Kitsap Charles
Dec 29, 2010
There appears to be an issue with the Eldritch Fusillade Expertise feat, wherein the attack bonus does not appear for crossbow weapon attacks. A corrected version of the feat is at http://pastebin.com/zTNdPZPu -- thank you.

Kitsap Charles
Dec 29, 2010

Greyhawk Fan posted:

Think I can show you an easier way. Give me a few...

I am going to upload this since it is a simple change that modifies no class features.

The Draconic Challenge feat (Prereq: Dragonborn, Paladin; ID_FMP_FEAT_1517) subjects enemies targeted by dragon breath to the paladin's divine sanction. Please add this to the Divine Sanction MassAppend section. Thank you.

Kitsap Charles fucked around with this message at 00:17 on May 15, 2012

Kitsap Charles
Dec 29, 2010
I've posted a first cut at the backgrounds (and related source) for "Web of the Spider Queen", the current season of D&D Encounters. However, the backgrounds as written are listed along with the older ones for Crystal Cave; I suspect that since the URLs are the same in the source .part, they get clumped together. I dunno what the Crystal Cave URL needs to be changed to. :(

See http://pastebin.com/v3mRqqAf for the code.

Kitsap Charles
Dec 29, 2010
In 09-feats.part at line 20871, the short description for the Death Scorned feat should read:
code:
<specific name="Short Description"> +1 to death saving throws; can withstand 1 + Constitution modifier in failed death saves (max 5) before dying </specific>
Thank you.

Kitsap Charles
Dec 29, 2010

Undrhil posted:

The Armbow weapon enchantment is supposed to make the enchanted weapon into a one-handed weapon (even if the weapon is normally two-handed) but this is not happening. Superior Crossbow, Crossbow and Repeating Crossbow should be equippable one-handed when enchanted as an Armbow.

The workaround I use is to create a special one-handed crossbow that otherwise duplicates the weapon's attributes, then create a weapon proficiency feat for it, and finally add AppendNode elements to the crossbow weapon group and simple ranged weapon group proficiencies to include the one-handed Xbow.

Kind of a kludge, but it works.

Kitsap Charles fucked around with this message at 17:27 on Jun 14, 2012

Kitsap Charles
Dec 29, 2010

scpredmage posted:

So, yeah; with this you'll be able to equip an Armbow in your main hand, and an off-hand weapon in your... off-hand.
That seems to work. If only the "(used two-handed)" text didn't appear in the weapon pull-down prior to equipping an Armbow Crossbow...

Kitsap Charles
Dec 29, 2010
The Staff of the Magi (+3 through +6) implements in 04-new-items.part are missing the property which adds the Staff's enhancement bonus as an item bonus to Arcana checks. Each version needs something like this:

code:
<rules>
   <statadd name="Arcana Misc" value="+x" type="item" />
</rules>
where the "+x" is "+3" through "+6" respectively.

Thank you.

Kitsap Charles
Dec 29, 2010
The secondary power of the Warlock (Hexblade) power, Tentacles of Cryonax (called "Tentacles of Cryonax Secondary Power"), does not display in the power cards. I've fiddled with it a bit but can't get it to show itself.

I would appreciate someone with better insight into this to take a look at it.

Thank you.

Kitsap Charles
Dec 29, 2010

Greyhawk Fan posted:

PS: Tentacles of Cryonax is fixed.

Thank you. I can't believe I didn't try granting the power via a <rules> tag.

Kitsap Charles
Dec 29, 2010
The Illusory Assailant power (Wizard 13) does not display the attack and damage stats. This is due to the Target, Attack, and Hit specifics containing a tab character in their names. The tabs should be removed:
code:
<specific name="Target"> One creature adjacent to the warrior </specific>
<specific name="Attack"> Intelligence vs. Reflex </specific>
<specific name="Hit"> 4d8 + Intelligence modifier damage. </specific>
Thank you.

Kitsap Charles
Dec 29, 2010
There is a minor typo in 07-darksun.part, for the Mindbite Scorn feat. Instead of
code:
 name="Warlock's Curse Die" value="+1" /> 
it should read
code:
 name="Warlock's Curse Dice" value="+1" /> 
The "Die" element determines whether the warlock rolls d6s, d8s, or (for some Warlock|Paladin hybrids) d10s. The "Dice" element says how many dice to roll.

Kitsap Charles
Dec 29, 2010
So, according to the Living Forgotten Realms campaign guide, elements such as feats and magic items associated with deities in the Core Rules can be directly converted to the equivalent deity in the Forgotten Realms. For example, the Raven Queen's corresponding deity is Kelemvor. As a result, any Raven Queen feat, magic item, etc. should be accessible by a worshiper of Kelemvor just as readily as by a Raven Queen devotee.

However, in the LCB, it just ain't so. I can't be arsed to bring up the OCB to check but I suspect it's also the case there.

Other than copying each individual Raven Queen-oriented feat, magic item, etc. to my local mods file and changing "Raven Queen" to Kelemvor, is there a quick and easy way to accomplish this?

(Note that similar equivalences should apply to Pelor/Amaunator, Erathis/Gond, Ioun/Oghma, Sehanine/Selune, Melora/Silvanus, Kord/Tempus, and Avandra/Tymora; Bahamut, Corellon, and Moradin have the same names in the Core Rules and the Forgotten Realms.)

Thank you.

Kitsap Charles
Dec 29, 2010

ishldgetoutmore posted:

While most of the changes for LFR are simple reskins (due to differing deities/nations/whatever), there are a few items which are unique and tricky to simulate in CBLoader:
  • In CALI3-03 Agony of Almraiven, there's an amulet of passage you can get. This is similar to the identically-named artifact but for a few changes: it's not an artifact, and the bonus starts at +2 and then automatically increases to +3/+4/+5/+6 at level 11/16/21/26. Right now, the non-techy way to implement this is to houserule all relevant defenses and skills; it would be nice to be able to just add this as an item.
  • In CALI4-03 Twisted Rune, players have the opportunity to acquire a magic lamp, a custom item for the campaign. This is a complicated item, and depends on a number of Story Awards to function, but would be nice to be able to track as an item card.
  • In EPIC3-03 The Tangled Skein of Destiny, players can acquire a custom epic-level quasit familiar. This guy doesn't seem to be a reskin of any existing familiar.
  • In NETH4-01 Containing Shadow, you can acquire a shadow mite, which they implement as a custom wondrous item combining the lamp of discerning (AV 174) and the Dark Light ritual (FRPG 143) rather than a companion or familiar.
  • In SPEC4-01 Cerulean Dreams, you can get a cerulean circlet, a custom item based on the Gaj headdress (Dragon 391) plus the spell invoke the Cerulean Sign (Lords of Madness).

EDIT: I should add, they are difficult to simulate "for those with little to no technical programming skill." My putziness exceeds my coding ability, unfortunately, or I'd do this myself.

Well, for the Amulet of Passage you can add this to a local-mods .part file (repeated as needed for the +3 through +6 versions; just be sure you create unique internal-id values in the RulesElement entity for each level.):
code:
  <RulesElement name="Amulet of Passage +2" type="Magic Item" internal-id="ID_CALI_MAGIC_ITEM_LFR_332" source="Living Forgotten Realms">
      <Flavor> A fine silver linked chain with a small jewel in the shape of an open lock. </Flavor>
      <specific name="Level"> 10 </specific>
      <specific name="Gold"> 5000 </specific>
      <specific name="Magic Item Type"> Neck Slot Item </specific>
      <specific name="Item Slot"> Neck </specific>
      <specific name="Power"> Power (At-Will): Standard Action. You attune an ally to the Amulet. A character may only be attuned to one amulet of passage at a time. Any attuned ally within 10 squares of you can use this item&apos;s daily power (but not its enhancement bonus or properties) as if he or she were wearing it.
Power (Daily * Teleportation): Move Action. Special: You and each attuned ally can use this power once per day (a PC cannot benefit from this same power a second time before taking an extended rest, no matter how many amulets of passage are in the party). Effect: The triggering PC teleports a number of squares equal to his or her speed. </specific>
      <specific name="_Rarity" />
      <specific name="Enhancement"> +2 Fortitude, Reflex, and Will </specific>
      <specific name="Rarity"> Rare </specific>
      <specific name="Property"> You gain an item bonus to Acrobatics and Athletics checks to escape, and to Thievery checks to open locks.  The bonus equals the amulet&apos;s enhancement bonus. </specific>
      <rules>
         <statadd name="Fortitude Defense" value="+2" type="Enhancement" />
         <statadd name="Reflex Defense" value="+2" type="Enhancement" />
         <statadd name="Will Defense" value="+2" type="Enhancement" />
      </rules>
   </RulesElement>
There doesn't seem to be any way to auto-advance this (or any other) item so you'll have to remember to swap the next one in at the appropriate levels.

Kitsap Charles
Dec 29, 2010
There seems to be 20 or missing items from the Book of Vile Darkness (i.e., all of them). There are 9 alternative rewards, 3 implements, 3 weapons, and one each arms, artifact, consumable, neck, ring, and waist items. It only matters if you're playing LFR scenario WATE4-3, which offers an Obsidian Wand as a treasure bundle, but all of the items ought to be there for completeness' sake.

Kitsap Charles
Dec 29, 2010
@Undrhil, try encapsulating your mod inside a <D20Rules game-system="D&D4E"></D20Rules> set of tags and save it as a separate file in the directory where the rest of the CB files live. My scientific wild-arsed guess is that it's not being processed correctly when tacked onto the end of an existing file.

Kitsap Charles
Dec 29, 2010

Dark_T_Zeratul posted:

So I'm doing the themes from Dragon 426, but I've run into a snag with one of them: the Courtier theme requires you to be trained in Diplomacy, but when I use <Prereqs> ID_SKILL_6 </Prereqs> the theme simply doesn't show up at all, even after training Diplomacy.

Try ID_FMP_SKILL_6 instead.

Kitsap Charles
Dec 29, 2010
The "Many-Fingered Gloves" and "Mummified Hand" magic items each indicate that they grant an additional ring slot, into which the PC may equip an additional ring item. However, there does not appear to be any way to actually equip the extra ring(s), either in the Equipped panel on the Shop tab or on the Magic Item Index character sheet panel. Is this hard-coded (and therefore impossible to affect via item coding)? Thank you.

Kitsap Charles
Dec 29, 2010

Dark_T_Zeratul posted:

I'm pretty sure it's hardcoded and impossible to change.
That's what I thought, but it never hurts to ask.

Adbot
ADBOT LOVES YOU

Kitsap Charles
Dec 29, 2010
The epic-level item set, "Points of the Constellation", has as its 5-item benefit: "You gain a +3 item bonus to Fortitude or Will. You can change the defense this bonus applies to after a short rest."

Ignoring the "change after a short rest" aspect, I've been trying to figure out how to code the selectable Fort/Will bonus in a <select /> block (obviously via <AppendNodes><rules></rules></AppendNodes>), but I haven't seen anything similar elsewhere in the .part files that I could adapt.

Does anyone have an idea how this could be done? Thanks!

  • Locked thread