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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

So here's a bunch of fixes I've been using for some time now which the people responsible might or might not want to incorporate in the "official" part files. (Which is to say, as far as I can tell none of these issues has been addressed already.)

Edit: sorted out the table breakage, I hope – had to introduce some manual line breaks in the Ardent Surge, Leaf Runner Sneak Fell the Strong Special/Associated Power Info/Hit entries, as well as in the Category tags of Hammer Shot and Fell the Strong, for anyone who's going to put this together again.

Implement Focus (ki focuses): not working with superior ki focuses.
code:
<RulesElement name="Implement Focus (Ki focuses)" type="Feat" internal-id="ID_INTERNAL_FEAT_IMPLEMENT_FOCUS_(KI_FOCUSES)" source="Player Essentials: Heroes of the Fallen Lands">
  <Prereqs> Implement Proficiency (Ki Focuses) </Prereqs>
  <print-prereqs> Implement Proficiency (Ki Focuses) </print-prereqs>
  <specific name="_SupportsID"> ID_FMP_FEAT_3142 </specific>
  <specific name="Short Description"> +1 feat bonus per tier to implement damage rolls with a Ki focuses </specific>
  <specific name="Tier"> Heroic </specific>
  <rules>
     <statadd name="Implement Focus ki focus" value="+1" />
     <statadd name="Implement Focus ki focus" value="+1" requires="11 level" />
     <statadd name="Implement Focus ki focus" value="+1" requires="21 level" />
     <statadd name="implement:damage(Accurate Ki Focus)" value="+Implement Focus ki focus" type="Feat" />
     <statadd name="implement:damage(Fluid Ki Focus)" value="+Implement Focus ki focus" type="Feat" />
     <statadd name="implement:damage(Inexorable Ki Focus)" value="+Implement Focus ki focus" type="Feat" />
     <statadd name="implement:damage(Iron Ki Focus)" value="+Implement Focus ki focus" type="Feat" />
     <statadd name="implement:damage(Mighty Ki Focus)" value="+Implement Focus ki focus" type="Feat" />
     <statadd name="implement:damage(Mountain Ki Focus)" value="+Implement Focus ki focus" type="Feat" />
     <statadd name="implement:damage(Serene Ki Focus)" value="+Implement Focus ki focus" type="Feat" />
     <statadd name="implement:damage(Transcendent Ki Focus)" value="+Implement Focus ki focus" type="Feat" />
     <statadd name="ki focuses implement,implement:damage" value="+Implement Focus ki focus" type="Feat" />
  </rules>
You gain a +1 feat bonus to the damage rolls of implement attacks you make with a Ki focuses. This bonus increases to +2 at 11th level and +3 at 21st level.
</RulesElement>
Wands of Radiance: don't really want to quote the code and make this post longer still because it's merely their item bonuses to radiant damage rolls that need adjusting: +2 and +3 for the +3/+4 and +5/+6 variants, respectively. Note that apparently, identical versions of these wands are found in both 03-base-items.part and 04-new-items.part, which seems redundant to me. (There are several other items that do this too, but maybe there's some kind of point to it?)

Mantle of Impulsiveness: now available to hybrids. I also went ahead and included a modified version of Ardent Surge that includes the MoI bonus in the actual power; accordingly, both versions of the class feature (plain and hybrid) I've likewise included have had the relevant text removed.
code:
<RulesElement name="Ardent Mantle (Hybrid)" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2341" source="Player's Handbook 3" revision-date="10/5/2010 1:47:06 PM" >
      <Category> 1 </Category>
      <specific name="Short Description" />
      <specific name="Level"> 1 </specific>
      <specific name="_PARSED_SUB_FEATURES"> ID_FMP_CLASS_FEATURE_2342, ID_FMP_CLASS_FEATURE_2343, ID_MMA_CLASS_FEATURE_000001 </specific>
      <rules>
         <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_2341" />
         <grant name="ID_INTERNAL_COUNTSASFEATURE_ARDENT_MANTLE" type="CountsAsFeature" />
      </rules>
This class feature functions as the ardent class feature, except that you don't gain the power associated with the mantle you choose.
   </RulesElement>
   <RulesElement name="Mantle of Impulsiveness (Hybrid)" type="Class Feature" internal-id="ID_MMA_CLASS_FEATURE_000001" source="Psionic Power" revision-date="10/5/2010 1:47:07 PM" >
      <Category> ID_FMP_CLASS_FEATURE_2341,1 </Category>
      <specific name="Short Description"> Allies within 5 gain Con modifier to damage rolls if targeted by OA, +2 to Endurance and Intimidate. </specific>
      <specific name="Level"> 1 </specific>
      <rules>
         <grant name="ID_INTERNAL_COUNTSASFEATURE_MANTLE_OF_IMPULSIVENESS" type="CountsAsFeature" />
      </rules>
When an ally within 5 squares of you is targeted by an opportunity attack, that ally gains a power bonus to damage rolls equal to your Constitution modifier until the end of his or her turn.
	In addition, each ally within 5 squares of you gains a +2 bonus to Endurance checks and Intimidate checks.
   </RulesElement>
   <RulesElement name="Mantle Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2345" source="Player's Handbook 3" revision-date="10/5/2010 1:47:06 PM" >
      <Category> ID_FMP_HYBRID_CLASS_588,1 </Category>
      <specific name="Short Description"> Gain power of mantle you chose </specific>
      <specific name="Level"> 1 </specific>
      <specific name="_DisplayPowers"> ID_FMP_POWER_10272,ID_FMP_POWER_11060,ID_FMP_POWER_12931 </specific>
      <rules>
	 <grant name="ID_FMP_POWER_10272" type="Power" requires="Mantle of Clarity" />
         <grant name="ID_FMP_POWER_11060" type="Power" requires="Mantle of Elation" />
	 <grant name="ID_FMP_POWER_12931" type="Power" requires="Mantle of Impulsiveness" />
      </rules>
      <specific name="Class"> ID_FMP_CLASS_529 </specific>
You gain the power associated with the Ardent Mantle option you chose.
   </RulesElement>
   <RulesElement name="Ardent Eruption" type="Power" internal-id="ID_FMP_POWER_12931" source="Psionic Power" revision-date="9/21/2010 1:45:32 PM" >
      <Flavor> Your pain bleeds from you in a wave, touching your allies and lending new ferocity to their attacks. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Ardent Feature  </specific>
      <specific name="Keywords"> Psionic </specific>
      <specific name="Action Type"> No Action </specific>
      <specific name="Attack Type"> Close burst 5 </specific>
      <specific name="Trigger"> You are bloodied by an attack </specific>
      <specific name="Target"> Each ally in burst </specific>
      <specific name="Effect"> The target gains a +2 bonus to his or her damage rolls until the start of your next turn.
Level 11: +4 bonus.
Level 21: +6 bonus. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_529 </specific>
      <specific name="Level" />
      <specific name="Power Type"> Feature </specific>
      <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2916,ID_FMP_CLASS_FEATURE_2345 </specific>
   </RulesElement>
   <RulesElement name="Mantle of Impulsiveness" type="CountsAsFeature" internal-id="ID_INTERNAL_COUNTSASFEATURE_MANTLE_OF_IMPULSIVENESS" source="Core" >
   </RulesElement>
   <RulesElement name="Ardent Surge" type="Power" internal-id="ID_FMP_POWER_10273" source="Player's Handbook 3" revision-date="8/27/2010 11:53:28 AM" >
      <Flavor> You send a surge of powerful emotion that revives a faltering ally. </Flavor>
      <specific name="Power Usage"> Encounter (Special) </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Ardent Feature  </specific>
      <specific name="Keywords"> Healing, Psionic </specific>
      <specific name="Action Type"> Minor Action </specific>
      <specific name="Attack Type"> Close burst 5 (10 at 16th level) </specific>
      <specific name="Target"> You or one ally </specific>
      <specific name="Effect"> The target can spend a healing surge and regain 1d6 additional hit points.
	Level 6: 2d6 additional hit points.
	Level 11: 3d6 additional hit points.
	Level 16: 4d6 additional hit points.
	Level 21: 5d6 additional hit points.
	Level 26: 6d6 additional hit points. </specific>
      <specific name="	Mantle of Clarity"> The target gains a +1 bonus to all defenses until the end of your next turn. </specific>
      <specific name="	Mantle of Elation"> The target gains a +1 bonus to attack rolls until the end of your next turn. </specific>
      <specific name="	Mantle of Impulsiveness"> The target gains a +2 bonus to speed until the end of your next turn. </specific>
      <specific name="Special"> You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter,
 but only once per round. </specific>
      <specific name="_Associated Feats" />
      <specific name="Class"> ID_FMP_CLASS_529 </specific>
      <specific name="Level" />
      <specific name="Power Type"> Feature </specific>
      <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_2138,ID_FMP_CLASS_FEATURE_2346 </specific>
   </RulesElement>
   <RulesElement name="Mantle of Impulsiveness" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2916" source="Psionic Power" revision-date="10/5/2010 1:47:07 PM" >
      <Category> ID_FMP_CLASS_FEATURE_2136,1 </Category>
      <specific name="Short Description"> Gain Ardent Eruption power, improve Ardent Surge power. Allies within 5 squares gain bonuses. </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_12931 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class"> ID_FMP_CLASS_529 </specific>
      <specific name="_DisplayPowers"> ID_FMP_POWER_12931 </specific>
      <rules>
         <grant name="ID_FMP_POWER_12931" type="Power" requires="Ardent Mantle|Mantle Power" />
      </rules>
When an ally within 5 squares of you is targeted by an opportunity attack, that ally gains a power bonus to damage rolls equal to your Constitution modifier until the end of his or her turn.
	In addition, each ally within 5 squares of you gains a +2 bonus to Endurance checks and Intimidate checks. You also gain the ardent eruption power.
   </RulesElement>
Persistent Harrier: now available to hybrids. Also includes a fix for the Wild Savant feat.
code:
<RulesElement name="Wild Savant" type="Feat" internal-id="ID_FMP_FEAT_3394" source="Psionic Power" revision-date="9/21/2010 1:43:59 PM" >
      <Category> ID_INTERNAL_CATEGORY_MULTICLASS_BATTLEMIND,ID_INTERNAL_CATEGORY_MULTICLASS </Category>
      <Prereqs> Any multiclass battlemind feat, paragon multiclassing as a battlemind </Prereqs>
      <print-prereqs> Any multiclass battlemind feat, paragon multiclassing as a battlemind </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description"> Battlemind: Psionic Study power 1/day </specific>
      <specific name="Special" />
      <specific name="type"> Multiclass Battlemind </specific>
      <specific name="Associated Power Info" />
      <specific name="Associated Powers" />
      <rules>
         <select type="Power" number="1" Category="ID_FMP_POWER_13024|ID_FMP_POWER_10441|ID_FMP_POWER_11155|ID_FMP_POWER_12418" />
         <modify Field="Power Usage" value="Daily" />
      </rules>
Choose a power granted by a battlemind Psionic Study. You can use that power once per day.
   </RulesElement>
<RulesElement name="Psionic Study (Hybrid)" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2526" source="Player's Handbook 3" revision-date="10/14/2010 9:29:04 AM">
     <Category> ID_FMP_HYBRID_CLASS_590,1 </Category>
     <specific name="Short Description"> Battlemind may pick a psionic study power </specific>
      <specific name="Level"> 1 </specific>
      <specific name="_PARSED_SUB_FEATURES"> ID_FMP_CLASS_FEATURE_2527, ID_FMP_CLASS_FEATURE_2528, ID_FMP_CLASS_FEATURE_2663, ID_MMA_CLASS_FEATURE_000002 </specific>
      <rules>
         <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_2526" />
      </rules>
Battleminds learn to fight using their bodies as weapons. Some battleminds alter their own form to fit their needs. Other battleminds use their psionic power to predict
 the best position for launching an attack.
Choose one of these options.
   </RulesElement>
   <RulesElement name="Persistent Harrier (Hybrid)" type="Class Feature" internal-id="ID_MMA_CLASS_FEATURE_000002" source="Psionic Power" revision-date="10/5/2010 1:47:06 PM" >
      <Category> ID_FMP_CLASS_FEATURE_2526,1 </Category>
      <specific name="Short Description"> Battlemind gets the persistent harrier class power. </specific>
      <specific name="Level"> 1 </specific>
      <specific name="Powers"> ID_FMP_POWER_13024 </specific>
      <specific name="type"> Encounter </specific>
      <specific name="Class"> ID_FMP_CLASS_124 </specific>
      <specific name="_DisplayPowers"> ID_FMP_POWER_13024 </specific>
      <rules>
         <grant name="ID_FMP_POWER_13024" type="Power" />
         <grant name="ID_INTERNAL_COUNTSASFEATURE_PERSISTENT_HARRIER" type="CountsAsFeature" />
      </rules>
You gain the persistent harrier power, which reflects the ease with which you can outmaneuver your opponents.
   </RulesElement>
   <RulesElement name="Persistent Harrier" type="CountsAsFeature" internal-id="ID_INTERNAL_COUNTSASFEATURE_PERSISTENT_HARRIER" source="Core" >
   </RulesElement>
Goring Charge: the second line of the "Attack" specific tag needs to read "Increase to +6 bonus at 11th level and +8 bonus at 21st level." or the CB won't parse it and keep the power from scaling at paragon/epic tier.

Orb of Nimble Thought: still uses pre-errata stats.
code:
<RulesElement name="Orb of Nimble Thoughts +1" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_8763" source="Player's Handbook 3" revision-date="9/1/2010 10:41:53 AM" >
      <Flavor> This scarlet crystal lets you move across the battlefield at the speed of thought to avoid your foes' attacks. </Flavor>
      <specific name="Level"> 3 </specific>
      <specific name="Gold"> 680 </specific>
      <specific name="Magic Item Type"> Orb </specific>
      <specific name="Tier" />
      <specific name="_Item_Set_ID" />
      <specific name="Armor" />
      <specific name="Weapon" />
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Requirement" />
      <specific name="Critical"> +1d6 psychic damage </specific>
      <specific name="Special" />
      <specific name="Power"> Power (Encounter * Augmentable): Move Action. You shift a number of squares equal to your Intelligence modifier.

Augment 1: You regain the use of this power. </specific>
      <specific name="_Rarity"> Uncommon </specific>
      <specific name="Enhancement"> +1 attack rolls and damage rolls </specific>
      <specific name="Granted Powers" />
      <specific name="Property"> You gain an item bonus to initiative checks equal to the enhancement bonus of this orb. </specific>
      <rules>
         <statadd name="Initiative Misc" value="+1" type="item" />
      </rules>
   </RulesElement>
   <RulesElement name="Orb of Nimble Thoughts +2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_8764" source="Player's Handbook 3" revision-date="9/1/2010 10:41:53 AM" >
      <Flavor> This scarlet crystal lets you move across the battlefield at the speed of thought to avoid your foes' attacks. </Flavor>
      <specific name="Level"> 8 </specific>
      <specific name="Gold"> 3400 </specific>
      <specific name="Magic Item Type"> Orb </specific>
      <specific name="Tier" />
      <specific name="_Item_Set_ID" />
      <specific name="Armor" />
      <specific name="Weapon" />
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Requirement" />
      <specific name="Critical"> +2d6 psychic damage </specific>
      <specific name="Special" />
      <specific name="Power"> Power (Encounter * Augmentable): Move Action. You shift a number of squares equal to your Intelligence modifier.

Augment 1: You regain the use of this power. </specific>
      <specific name="_Rarity"> Uncommon </specific>
      <specific name="Enhancement"> +2 attack rolls and damage rolls </specific>
      <specific name="Granted Powers" />
      <specific name="Property"> You gain an item bonus to initiative checks equal to the enhancement bonus of this orb. </specific>
      <rules>
         <statadd name="Initiative Misc" value="+2" type="item" />
      </rules>
   </RulesElement>
   <RulesElement name="Orb of Nimble Thoughts +3" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_8765" source="Player's Handbook 3" revision-date="9/1/2010 10:41:53 AM" >
      <Flavor> This scarlet crystal lets you move across the battlefield at the speed of thought to avoid your foes' attacks. </Flavor>
      <specific name="Level"> 13 </specific>
      <specific name="Gold"> 17000 </specific>
      <specific name="Magic Item Type"> Orb </specific>
      <specific name="Tier" />
      <specific name="_Item_Set_ID" />
      <specific name="Armor" />
      <specific name="Weapon" />
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Requirement" />
      <specific name="Critical"> +3d6 psychic damage </specific>
      <specific name="Special" />
      <specific name="Power"> Power (Encounter * Augmentable): Move Action. You shift a number of squares equal to your Intelligence modifier.

Augment 1: You regain the use of this power. </specific>
      <specific name="_Rarity"> Uncommon </specific>
      <specific name="Enhancement"> +3 attack rolls and damage rolls </specific>
      <specific name="Granted Powers" />
      <specific name="Property"> You gain an item bonus to initiative checks equal to the enhancement bonus of this orb. </specific>
      <rules>
         <statadd name="Initiative Misc" value="+3" type="item" />
      </rules>
   </RulesElement>
   <RulesElement name="Orb of Nimble Thoughts +4" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_8766" source="Player's Handbook 3" revision-date="9/1/2010 10:41:54 AM" >
      <Flavor> This scarlet crystal lets you move across the battlefield at the speed of thought to avoid your foes' attacks. </Flavor>
      <specific name="Level"> 18 </specific>
      <specific name="Gold"> 85000 </specific>
      <specific name="Magic Item Type"> Orb </specific>
      <specific name="Tier" />
      <specific name="_Item_Set_ID" />
      <specific name="Armor" />
      <specific name="Weapon" />
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Requirement" />
      <specific name="Critical"> +4d6 psychic damage </specific>
      <specific name="Special" />
      <specific name="Power"> Power (Encounter * Augmentable): Move Action. You shift a number of squares equal to your Intelligence modifier.

Augment 1: You regain the use of this power. </specific>
      <specific name="_Rarity"> Uncommon </specific>
      <specific name="Enhancement"> +4 attack rolls and damage rolls </specific>
      <specific name="Granted Powers" />
      <specific name="Property"> You gain an item bonus to initiative checks equal to the enhancement bonus of this orb. </specific>
      <rules>
         <statadd name="Initiative Misc" value="+4" type="item" />
      </rules>
   </RulesElement>
   <RulesElement name="Orb of Nimble Thoughts +5" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_8767" source="Player's Handbook 3" revision-date="9/1/2010 10:41:54 AM" >
      <Flavor> This scarlet crystal lets you move across the battlefield at the speed of thought to avoid your foes' attacks. </Flavor>
      <specific name="Level"> 23 </specific>
      <specific name="Gold"> 425000 </specific>
      <specific name="Magic Item Type"> Orb </specific>
      <specific name="Tier" />
      <specific name="_Item_Set_ID" />
      <specific name="Armor" />
      <specific name="Weapon" />
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Requirement" />
      <specific name="Critical"> +5d6 psychic damage </specific>
      <specific name="Special" />
      <specific name="Power"> Power (Encounter * Augmentable): Move Action. You shift a number of squares equal to your Intelligence modifier.

Augment 1: You regain the use of this power. </specific>
      <specific name="_Rarity"> Uncommon </specific>
      <specific name="Enhancement"> +5 attack rolls and damage rolls </specific>
      <specific name="Granted Powers" />
      <specific name="Property"> You gain an item bonus to initiative checks equal to the enhancement bonus of this orb. </specific>
      <rules>
         <statadd name="Initiative Misc" value="+5" type="item" />
      </rules>
   </RulesElement>
   <RulesElement name="Orb of Nimble Thoughts +6" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_8768" source="Player's Handbook 3" revision-date="9/1/2010 10:41:54 AM" >
      <Flavor> This scarlet crystal lets you move across the battlefield at the speed of thought to avoid your foes' attacks. </Flavor>
      <specific name="Level"> 28 </specific>
      <specific name="Gold"> 2125000 </specific>
      <specific name="Magic Item Type"> Orb </specific>
      <specific name="Tier" />
      <specific name="_Item_Set_ID" />
      <specific name="Armor" />
      <specific name="Weapon" />
      <specific name="Item Slot"> Off-hand </specific>
      <specific name="Requirement" />
      <specific name="Critical"> +6d6 psychic damage </specific>
      <specific name="Special" />
      <specific name="Power"> Power (Encounter * Augmentable): Move Action. You shift a number of squares equal to your Intelligence modifier.

Augment 1: You regain the use of this power. </specific>
      <specific name="_Rarity"> Uncommon </specific>
      <specific name="Enhancement"> +6 attack rolls and damage rolls </specific>
      <specific name="Granted Powers" />
      <specific name="Property"> You gain an item bonus to initiative checks equal to the enhancement bonus of this orb. </specific>
      <rules>
         <statadd name="Initiative Misc" value="+6" type="item" />
      </rules>
   </RulesElement>
Leaf Runner Sneak/Fell the Strong/Hammer Shot: the first should be referencing the second instead of the third.
code:
<RulesElement name="Leaf Runner Sneak" type="Feat" internal-id="ID_FMP_FEAT_2354" source="Martial Power 2" revision-date="8/27/2010 12:20:05 PM" >
      <Category> ID_INTERNAL_CATEGORY_GREATER_STYLE </Category>
      <Prereqs> Rogue, Leaf Runner Student feat </Prereqs>
      <print-prereqs> Rogue, Leaf Runner Student feat </print-prereqs>
      <specific name="Tier"> Heroic </specific>
      <specific name="Short Description" />
      <specific name="Special" />
      <specific name="type"> Greater Style </specific>
      <specific name="Associated Power Info"> Your attacks with powers associated with this feat ignore cover and concealment and take only a -2 penalty to attack rolls against a target
 that has total concealment or superior cover. </specific>
      <specific name="Associated Powers"> Numbing Shot, Fell the Strong, Perfect Sniper </specific>
If you are attacking with a hand crossbow, a repeating crossbow, a shortbow, a shuriken, or a sling and you have proficiency with that weapon, you gain the following benefit.

Shadow Steel Roll (Rogue): (Only when used as a ranged attack)

Killer's Ambush (Rogue): (Only when used as a ranged attack)

Surprising Assault (Rogue): (Only when used as a ranged attack)
   </RulesElement>
   <RulesElement name="Hammer Shot" type="Power" internal-id="ID_FMP_POWER_1542" source="Player's Handbook" revision-date="8/27/2010 11:25:31 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_5,ID_FMP_CATEGORY_36,
ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
      <Flavor> You test the strength of your bowstring as you pull an arrow back as far as it will go and unleash it upon your unsuspecting foe. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Ranger Attack 23 </specific>
      <specific name="Keywords"> Martial, Weapon </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged weapon </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Dexterity vs. Fortitude </specific>
      <specific name="Hit"> 4[W] + Dexterity modifier damage, and you push the target a number of squares equal to 2 + your Wisdom modifier. </specific>
      <specific name="_Associated Feats"> ID_FMP_FEAT_2325, ID_FMP_FEAT_2387 </specific>
      <specific name="Class"> ID_FMP_CLASS_5 </specific>
      <specific name="Level"> 23 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
   <RulesElement name="Fell the Strong" type="Power" internal-id="ID_FMP_POWER_10810" source="Martial Power 2" revision-date="8/27/2010 11:56:30 AM" >
      <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_6,ID_FMP_CATEGORY_36,
ID_FMP_CATEGORY_24,ID_INTERNAL_CATEGORY_STANDARD_ACTION,23 </Category>
      <Flavor> Your shot sinks into your foe, causing excruciating pain. </Flavor>
      <specific name="Power Usage"> Encounter </specific>
      <specific name="_SkillPower" />
      <specific name="Display"> Rogue Attack 23 </specific>
      <specific name="Keywords"> Martial, Weapon </specific>
      <specific name="Action Type"> Standard action </specific>
      <specific name="Attack Type"> Ranged weapon </specific>
      <specific name="Requirement"> You must be wielding a crossbow, a light blade, or a sling. </specific>
      <specific name="Target"> One creature </specific>
      <specific name="Attack"> Dexterity vs. AC </specific>
      <specific name="Hit"> 3[W] + Dexterity modifier damage. The next time the target attacks before the end of your next turn, it takes damage equal to 
twice your Intelligence modifier. </specific>
      <specific name="	Cunning Sneak"> The target grants combat advantage until the end of your next turn if you were hidden from it when you made the attack. </specific>
      <specific name="_Associated Feats"> ID_FMP_FEAT_2354 </specific>
      <specific name="Class"> ID_FMP_CLASS_6 </specific>
      <specific name="Level"> 23 </specific>
      <specific name="Power Type"> Attack </specific>
   </RulesElement>
Metamorphosis of Spellflame: "Attack Type" should be "Ranged 10".

Untouchable Shade: the modify tag still retains the old effect; "become insubstantial to" should read "take half damage from".

Shadowslayer: still uses pre-errata text.
code:
<RulesElement name="Shadowslayer" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_876" source="Dragon Magazine Annual 2009,Dragon Magazine 366" revision-date="10/5/2010 1:47:04 PM" >
      <Category> 16 </Category>
      <specific name="Short Description"> Apply sneak attack to opportunity attacks on a miss while concealed and target granting combat advantage. </specific>
      <specific name="Level"> 16 </specific>
While you have any concealment, you can deal your Sneak Attack damage when you make an opportunity attack against a target granting combat advantage, even if you miss.
   </RulesElement>
What a mouthful!

MMAgCh fucked around with this message at Aug 11, 2011 around 03:10

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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

Potentially silly question: it's great that the scout's Spinning Axe Mastery class feature now actually applies to damage rolls instead of merely displaying the bonus conditionally (cleverly done, that, by the way) – is there any reason the same can't be done for Flashing Blade Mastery?

I've tentatively thrown together up a .part that makes it apply to daggers and short swords, and it seems to work fine. Of course there are considerably more off-hand light blades than off-hand axes, but that doesn't strike me as much of a reason to skip Flashing Blade Mastery altogether. Perhaps I am missing something?

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

Yeah, I re-used the SAM approach and it looks to be working just fine.

For that matter, I wouldn't mind doing the legwork for this, so anyone with access to the published .parts could just C&P the modified entries into them. It's true that any new relevant weapons would have to be manually included in future, but new items are added pretty rarely and the odds of new off-hand light blades popping up are even slimmer, I think; it's probably more likely that we'll see some additional off-hand axes, if anything.

Basically, let me know and I'll get on it.

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

Alright.

One for the base file.
code:
<RulesElement name="WearingOffHandLightBlade" type="Category" internal-id="ID_INTERNAL_WOG_WEARING_OFF_HAND_LIGHT_BLADE" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <specific name="_SupportsID"> ID_FMP_CLASS_790 </specific>
</RulesElement>
One for the ranger file, replacing the current class feature.
code:
<RulesElement name="Flashing Blade Mastery" type="Class Feature" internal-id="ID_DBB_CLASS_FEATURE_1234432132" source="Player Essentials: Heroes of the Forgotten Kingdoms">
    <Category> ID_DBB_CLASS_FEATURE_123443211,1 </Category>
    <Flavor> With a light blade in your off hand, you maintain the agility that lets you keep your foes off balance and susceptible to your attacks. </Flavor>
    <specific name="Short Description"> +1 to attack rolls with light blade in off hand. </specific>
    <specific name="Level"> 1 </specific>
    <rules>
      <statadd name="two-weapon,weapon:attack" value="+1" requires="WearingOffHandLightBlade" />
    </rules>
You gain a +1 bonus to weapon attack rolls while you wield a light blade in your off hand.
</RulesElement>
These weapons aren't being modified by any of the current .parts and so go in 40-gear, I think.

Dark Sun weapons, though it's probably less work to add the rules/statadd bits manually to the .part rather than doing the copy & paste dance.

And the spiked shield for the bugfix file.

Note that with the spiked shield, tortoise blade, and wrist razors, their Large versions didn't include any of the fixes for shield functionality and such, so I didn't include them either.

Hope this all works.

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

Greyhawk Fan posted:

edit: It all works and is uploaded.
Cheers!

On a related note, it looks like the double axe doesn't currently work with Spinning Axe Mastery, but that should be easily remedied.

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

Greyhawk Fan posted:

Reason is because it lacks the off-hand property. It needs to have the off-hand property per Heroes of the Forgotten Kingdoms.
But it does have the off-hand property, or rather its secondary end does, which is good enough for our purposes.

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

Greyhawk Fan posted:

Not good enough for our code however. That axe is a single weapon and thus our qualifying text will not detect it. Also if we change that qualifying text then all of those weapons will give that bonus even when one-handed for the scout.
Flashing Blade Mastery works fine with the double sword and the gnoll claw fighter claws; the LCB does know to treat a character using a double weapon as dual-wielding, and that includes the double axe – its SAM modification is doing exactly what it's supposed to do on my end, certainly.

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

Very minor quibble: in 17-wizard.part, Icy Rays has two "Hit" lines – the second one should be "Miss".

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

Kitsap Charles posted:

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.
Perhaps the Cincture of the Dragon Spirit is worth looking to here? It uses <statadd name="Intimidate" value="+ABILITYMOD(Strength)" type="Ability" /> to replace Charisma with Strength when using Intimidate, and it seems to work fine.

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

8w-gremlin posted:

Another note:
Hybrid Shamans can't select 'Claws of the Eagle' as an at will and it appears that there are a couple of others as well that they can not select..
Remember that in order for a hybrid shaman to be able to select an at-will power associated with a particular spirit option, you have to choose that particular spirit first. If you want Stalker's Strike, you need Stalker Spirit, Claws of the Eagle requires Watcher Spirit, and so on. It's working as intended on my end.

Which reminds me: this limitation should apply to the animist shaman as well. The line <Prereqs> Elemental Spirit or !Hybrid Shaman </Prereqs> needs to be added to the Spirit Infusion power (just below its <Category> line) in 07-darksun.part, that's all.

And speaking of which, it looks like Spirit's Power currently does nothing for animist shamans when it should grant them the Spirit's Wrath power. To address this, add <grant name="ID_FMP_POWER_12865" type="Power" requires="Elemental Spirit (Hybrid)" /> to the <rules> tag of the Spirit's Power class feature, and optionally include ID_FMP_POWER_12865 in its _DisplayPowers tag.

MMAgCh fucked around with this message at Aug 18, 2011 around 03:12

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

Drewjitsu posted:

Tivaan's fix misspells "to" as "ou" at the bottom of Slimy Transformation.
Shouldn't that read "or"?

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

Sefer posted:

So there's a new preview of the magic item book out: http://wizards.com/dnd/Article.aspx?x=dnd/4ex/20110819

It has new armor types, but each armor counts as a base type for the purposes of enchantments. However, proficiency with the base type doesn't give proficiency with the new type; there are seperate feats for that. It includes leather with the base AC of hide and chainmail that is light armor (again, with the base AC of hide). I'm just curious if this is going to be a problem in the builder; is there any way currently to make one type of armor count as another type for enchantments but not for proficiency? Is making a light armor version of chain at all problematic?
I'm looking it into right now. I think it might be possible to pull off.

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

Alright, as far as I can tell it might be tricky to have superior armour show up red in the shop if you lack proficiency with it: the LCB seems to base this on whether you're proficient with the armour category in question, so if you're proficient with chainmail, ring mail and banded mail will always show up "black" even if you lack their proficiency feats.

You do take the appropriate attack roll/Reflex penalty if you lack the proficiency feat, though, so in this respect it's working – I'm just not sure it's possible to put these types of armour into a category of their own while still allowing them to receive the proper enchantments.

MMAgCh fucked around with this message at Aug 19, 2011 around 18:27

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

CommaToes posted:

So are enchants and the colour of the armor tied to the same value?
Looks like it. The entry <specific name="Armor Category"> Plate </specific> seems to define which category a given type of armour actually belongs to, for the purpose of both available enchantments and determining its proficiency status in the shop. (Changing the item's internal category didn't seem to have an immediately apparent effect.)

It's really mostly a cosmetic issue more than anything because the actual penalties for lacking proficiency are handled separately and function as intended. Also noteworthy is that shields seem to work differently, because the barbed shield actually does show as red if you don't have the required feat.

But basically, superior armour right now is being treated as masterwork armour in most respects (if you're proficient with hide you're also proficient with earthhide etc. and they all qualify for the same enchantments), and I don't think there's any easy way of working around this. You could, in theory, go through all enchantments and separately add superior armour to the possible base items as appropriate, but...yeah, in theory at best.

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

Tivaan posted:

I havent read the article yet, but from what your saying ( and I maybe understanding it wrong)to bad you cant use something like a rule:
CountsAsArmorProficency
or
CountsAsArmor

If you can even do that with the CB
I don't think those exist, no; certainly they aren't used by any of the LCB content. I can live with armour not showing up red when it should, though, so I haven't looked any further into it.

Anyway, here's my superior armour .part file (edit: now including the Robe of the Archmage), if anyone cares.

MMAgCh fucked around with this message at Aug 21, 2011 around 20:21

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

Wrath of the Crimson Legion. Edit: also, the bladesinger, executioner, scout, and thief all possess class features that do this as well.

MMAgCh fucked around with this message at Aug 20, 2011 around 17:43

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

Tivaan posted:

Quite honestly i hadn't read the article till today and I was just throwing something out there that possibly could get some creative thinking going on. Sometimes when I'm coding up part files the stupidest things pop up when I work on sections Ive never done before and sometimes as crazy as it seems they work. Example being, when i was coding the companion cards, the logical thinking was I could add changes in a rule with requirements and it would work, but as the requirements got larger and larger they no longer worked, but they all worked fine in feats with companion as the type (go figure).
Well, call me lazy or impatient if you like, but when I modify a single .part file, CBLoader often insists on merging every single one of them all over again, which always takes the better part of five minutes – as such, I generally avoid trial-and-error unless there's absolutely no way around it.

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

Holy poo poo it's fast.

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

A small correction to be made: in 12-paladin.part, the effect line of Wrath of the Gods should read: "Until the end of the encounter, each target gains a power bonus to damage rolls equal to your Charisma modifier."

Edit: thanks to whoever pushed out the update! On an unrelated note, I've expanded my .part containing the superior armour types from the recent Mordenkainen's Magnificient Emporium preview to include the Robe of the Archmage from the same article. Here it is!

MMAgCh fucked around with this message at Aug 21, 2011 around 20:20

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

CombatWombat posted:

Hey guys, sorry if this has been covered but I did a cursory look and couldn't find anything:

Concerning Hybrid Battleminds: when you take Hybrid Talent and choose Psionic Study (Battlemind feature), it only lists three of the four Studies--leaving out Persistent Harrier (Psi Power). Are there no actual hybrid rules for PH Battlemind hybrids, or did someone just forget to add it? Because PHs are my favorite Battleminds and I want to mess around with a hybrid one!
I posted the fix for this some time ago, but I guess it never got implemented? It's in my post on page 1 if anyone wants to do it.

Edit: and speaking of hybrids, I just noticed that the hybrid sentinel's Acolyte of the Natural Cycle doesn't actually seem to grant the associated skill bonuses (+2 to Heal for Spring, +2 to Athletics for Summer). Also, it looks like it's missing the at-will power choice entry (i.e. the <select type="Power" name="Power At-Will 1" number="1" Category="$$CLASS,at-will,1" /> bit), as do arguably the cavalier and blackguard.

MMAgCh fucked around with this message at Aug 22, 2011 around 03:04

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

It's possible that the compendium is at fault then, because there have been no errata to Wands of Radiance as far as I can tell. Does the damage bonus granted by, say, Wands of Swarming Force/Psychic Ravaging/Cold scale according to the compendium? It's the exact same kind of bonus, so I wouldn't be surprised if they managed to summarily miss all of them.

Edit: looks like this already came up on the official boards the better part of two years ago, too. Consensus there seems to be that the compendium is wrong.

MMAgCh fucked around with this message at Aug 22, 2011 around 23:18

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

RyvenCedrylle posted:

Regarding the hybrid cavalier, blackguard and sentinel (also executioner): Like the hybrid Binder, I'm pretty sure the intent of the design was to have the at-will provided by the class feature replace the single at-will granted by the hybrid rules.
I'll grant you that for the blackguard and cavalier this is a possible interpretation (although I disagree with it ), but I'm not seeing how the sentinel could supposedly be limited like this. Are you referring to Animal Attack? That's not even a level 1 at-will attack power (and really, if the LCB didn't format it so similar to one I'm sure we wouldn't even be inclined to think of it as a power straightaway), so if that's supposed to replace the usual at-will choice, then WotC have really failed to phrase those hybrid rules clearly and concisely.

Anyway, yeah, I'll plug in a custom .part to account for this. If the article had been written clearly in the first place we wouldn't be having this problem, but ah well.

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

Well, one could make the argument that hybrid beastmaster rangers can effectively gain two at-will powers as well (the fact that one of them is awful notwithstanding), so there is a precedent of a sort where animal companions are concerned. But be that as it may, without WotC providing a clarification this we'll never know for sure!

RyvenCedrylle posted:

You should be able to download that file I posted, put it in your list with everything else and just go with it. Make sure it loads AFTER 37-hybrid.
Don't worry, I've used and made custom .parts before. Thanks though!

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

Is it possible to become part of the illustrious circle of people able to update the .parts directly somehow? I just noticed, for instance, that the July errata to various Dark Sun powers etc. haven't been incorporated yet, and I think it'd be easier for everyone if I could fix such things myself instead of posting the code and having someone else do it. Otherwise I'll just keep doing things the established way, I guess!

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

RyvenCedrylle posted:

We'll discuss it. Do you have Google+?
I've no idea what that is, so I suppose I don't, no.

Edit: after reading up on Google+, never mind my enquiry. Sorry for the bother!

MMAgCh fucked around with this message at Aug 24, 2011 around 01:47

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

Here's a few typos in various cleric powers I came across.
  • Divine Beacon: an extraneous full stop at the end of the flavour text, and "loweset" in the Effect line.
  • Holy Spark: "striek", "engluf" and "lighting" in the flavour text.
  • Plague of Doom: "weakin" in the flavour text.
  • Sundering Might: "loweset" in the Effect line.
  • Strength of Spirit: "misssed" in the Effect line.
  • Violence Betrayed: "diving" in the flavour text and "agaist" in the Effect line.
Also, the Iron Wolf Warrior level 2 utility has the Marital keyword.

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

Foxworthy posted:

Right now it seems like the new weapons from MME are showing up in red even though the martial weapons should show up in black for my Paladin, but all the new armors are showing up in black instead of red since the character doesn't have the feats for them. I'm not sure if anyone else is having the same problem.
Armour shows up black if you are proficient with its base type (e.g. leather for studded leather, scale for splint mail etc.) and red if you aren't; the proficiency feats have no bearing on this, though the penalties to Reflex and attack rolls for wearing armour you are not proficient with should be calculated correctly. This is due to how the LCB works and probably can't be circumvented, but it's really just a cosmetic issue anyway.

As for the new weapons showing up red (which I can confirm), it's likely because they haven't been added to the ID_INTERNAL_PROFICIENCY_SIMPLE_MELEE and ID_INTERNAL_PROFICIENCY_MILITARY_MELEE elements yet.

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

Oh holy poo poo, they actually incorporated that Dark Reaping change.

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

Drewjitsu posted:

I think it's always been this way, the builder will assume that the thing held in your main hand is an implement for the purposes of calculating damage/hit/etc regardless if whether or not it's actually an approved implement.
This wasn't always broken, much like the builder failing to interpret powers using the off-hand weapon correctly wasn't; I believe the glitch was introduced sometime prior to the LCB's last official update. It's annoying though, and I'm pretty sure it's nothing that can (currently?) be fixed through CBLoader either.

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

nothingxs posted:

What. Haven't done anything other than install the CB, unzip the loader on top of it, run.
Yeah, there's a closing RulesElement tag missing in 03-base-items.part. Trivial to fix for someone with access to the .part files, or you can do it yourself in a pinch.

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

Bug report: buying/adding a disguise kit crashes the builder for me, as does trying to load a character that owns one already. This doesn't seem to happen with any of other kit-type items added as part of MME, though I haven't tried every single item.

Looking at the MME item entry I see no immediate reason why it'd make the LCB crash, although I've noticed that the old disguise kit entry from Dragon 373 ends up in the final merged combined.dndn40.main as well. Maybe that is causing an issue?

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

Undrhil posted:

The only thing which I see right now as an issue is that I am able to equip any of the weapons as normal. As a Tiny creature, I shouldn't be able to do that. Since we have the racial power Shrink, it's not a big deal. I can always just say that I've already Shrunk this item.
While it doesn't adhere to RAW, it's probably in fact better that any weapon can be used by a pixie, for exactly the reason you stated. (Otherwise, as "creatures can't use weapons designed for creatures larger than themselves", a pixie could technically wield none of the weapons found in the LCB, and that would clearly be counterproductive for all practical intents and purposes.)

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

Splicer posted:

For the CB, it seems like the easiest thing to do is give them access to weapons the same as a small character would and assume shrinkage has been applied.
Probably, though as far as I can tell pixies would have to be made a Small race, at least for internal use, for this to work; that, in turn, would have results like certain racial feats (Scrappy, Small Warrior's Defence, etc.) becoming available to them that they don't actually qualify for. This could be circumvented by adding "not a pixie" to these feats' prerequisites, I suppose.

I don't think any other game elements relevant to the builder key off size at the moment, so the above would probably be the only issue caused by making pixies Small.

quote:

Edit: Though that begs the question... are the rules for what small characters can wield hardcoded in the builder?
Most likely.

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

nothingxs posted:

Just found this while making my Pixie Sorcerer of Certain Doom:

If you take Mastery of Knives and equip a kukri or katar (which as per Mastery of Knives you can use as a dagger), Lightning Cuts does not properly populate the card with the weapon's data when it comes to populating weapon effects / damage.
This is because Mastery of Knives makes kukris/katars count as daggers for implement purposes only. The power, meanwhile, looks at whether you're wielding a dagger (as in the weapon), finds that you don't, and so refuses to display any stats, much like when you are looking at Twin Strike without wielding two melee weapons, for instance.

I looked at this issue a while ago, but as far as I can tell there's no fix for it that doesn't result in kukris/katars being equivalent to the weapon "dagger" for all purposes, including qualifying for Sneak Attack and the like.

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

Both the short and the long version of the description of the Axe Strike feat from MME currently read "you can expend a use of power strike to deal damage to the target". As the feat then goes on to state that this damage increases to 10/15 at 11th/21st level, would it be correct to suggest that the descriptions should read "to deal 5 damage"?

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

UrbanLabyrinth posted:

Just tried making a Cleric and equipping a Pike, but it's not being treated as proficient. (I can work around it by adding WP: Pike as a bonus feat, so not the end of the world at the moment.)
It's erroneously classified as a military weapon in 40-gear.part rather than as a simple weapon. (Its entry in 04-new-items.part also seems to be incorrect as it makes the pike a two-handed weapon when it should be one-handed.)

quote:

Also, the Battle Cleric's Weapon Mastery at-will isn't listing the base +2 to damage in the description or the weapon output. It'd be even better if it could detect two-handed weapons and automatically add the additional +2 there.

Likewise with Weapon of Divine Protection, if it's possible to detect Simple weapons and put the +1d6 in the damage line that'd be good. The online CB has managed this part (but not the BC Weapon Mastery part), but I imagine it uses different tricks in weapon damage calculation.
To the best of my knowledge the LCB supports none of this, at least not cleanly. There might be an "ugly" way to make it work, though – I'll look into it some more.

MMAgCh fucked around with this message at Oct 13, 2011 around 20:49

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

Sefer posted:

Wait, what? The Pike in MME is a military two-handed weapon, so it sounds like both those entries are correct. Where are you seeing a version that's simple and one-handed?
The LCB lists the pike as a simple one-handed weapon right now, but treats it as a military two-handed weapon, so something isn't correct. (I don't own the MME, but it's been my understanding that the pike is supposed to be the one-handed one.)

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

Aladar posted:

You're mistaken; looking at MME right now, it's definitely listed as a military two-handed weapon.
In that case it's behaving correctly mechanically in the LCB and simply needs its description adjusted.

On an unrelated note, I've been tampering with the battle cleric powers and am by now fairly certain that they cannot be made "simple weapon only" the way the builder supports "two melee weapons only" or "two-handed reach weapon only". The damage bonuses can, I think, be applied correctly, but it doesn't seem possible to make non-simple weapons not work with these powers outright.

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

Could someone edit the properties of the light mace (from MME) to read "off-hand", rather than "offhand"? The lack of a hyphen seems to break a few things, such as the Tempest Technique bonuses for wielding weapons with the off-hand property.

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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

Drewjitsu posted:

It's showing up fine on my end:

+5 to damage rolls against a prone target - Headsman's Chop.
It does show up as +10 when you are using a khopesh, which counts as both an axe and a heavy blade and so inadvertently receives the bonus twice. I don't recall any other weapon off the top of my head that belongs to both weapon groups, at least.

Edit: it looks like changing the feat as follows should fix the khopesh problem at least. Luckily there are no other axe/heavy blade weapons from what I've seen, or this wouldn't be so simple.
pre:
<rules>  
   <statadd name="axe group:damage" value="+5" not-wearing="weapon:khopesh" condition="against a prone target" />
   <statadd name="heavy blade group:damage" value="+5" not-wearing="weapon:khopesh" condition="against a prone target" />
   <statadd name="khopesh:damage" value="+5" condition="against a prone target" />
</rules>

MMAgCh fucked around with this message at Oct 15, 2011 around 19:41

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