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Undrhil
Dec 24, 2010
Did someone change something in the Vampire class then? According to one of the guys who has a Vampire, he used to have the option to choose Utility powers at level 6 and 10 (as would be normal) since there are Skill utility powers and stuff. I told him that I think he is wrong, since the Vampire doesn't give you a choice at those levels, but he's insistent that something has changed.

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Dick Burglar
Mar 6, 2006
I don't think it ever had the option of selecting those utilities. I thought he might be thinking of retraining, but you can't retrain powers that are specifically granted by E-classes, so... I dunno.

Fuxache
Dec 31, 2010
The online character builder did not let Vampires choose their utility powers last time I checked.

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
Are warpriests supposed to be unable to take divinity feats? As far as I can tell, this is because they technically lack the Channel Divinity class feature (unlike, say, clerics), but is this an oversight or did someone decide that because it's not strictly RAW, they won't qualify? The various warpriest domains do grant Channel Divinity powers, so I think that'd be a tenuous argument at best.

On a somewhat related note, I just noticed that the Oghma warpriest domain doesn't grant its second channel divinity power, Knowledge to Spread. It's in the cleric .part, but the actual domain is missing any references to the power.

scpredmage
Sep 2, 2011

MMAgCh posted:

Are warpriests supposed to be unable to take divinity feats? As far as I can tell, this is because they technically lack the Channel Divinity class feature (unlike, say, clerics), but is this an oversight or did someone decide that because it's not strictly RAW, they won't qualify? The various warpriest domains do grant Channel Divinity powers, so I think that'd be a tenuous argument at best.

On a somewhat related note, I just noticed that the Oghma warpriest domain doesn't grant its second channel divinity power, Knowledge to Spread. It's in the cleric .part, but the actual domain is missing any references to the power.
Actually, they DO have a Channel Divinity class feature; Heroes of the Fallen Lands, Page 88: "Level 1: Channel Divinity Powers".

Warpriest ARE allowed to take divinity feats; quick check on the OCB confirms this. The reason the LCB won't let you is because Channel Divinity is implemented differently for Warpriest than it is for the other divine classes; which is to say, other divine classes all share the same Channel Divinity class feature, which grants powers based upon class, whereas the Warpriest gets it's own, separate feature.

The solution, then, is to roll "Channel Divinity Powers" from Warpriest into the generic "Channel Divinity" class feature.

Of course, while testing my fix for this, I did notice that the Oghma, Selûne, and Torm domains weren't getting their domain Channel Divinity powers. The "Channel Divinity Powers" feature is set up to grant a class feature based upon domain, which in turn grants the appropriate power. The problem is, the corresponding features for these domains don't exist. So I copied them over from the OCB and added the appropriate rules.

Final fix:
1. Add the content from the linked file to 10-cleric.part. Note that "Selûne" includes a special character, so make sure the file is ACTUALLY encoded in UTF-8. You can check the file's encoding in Notepad++ by checking the "Encoding" menu; if anything other than "Encode in UTF-8" is selected, use the "Convert to UTF-8" option.
2. Grant Warpriests "ID_FMP_CLASS_FEATURE_324" (standard Channel Divinity) instead of "ID_FMP_CLASS_FEATURE_2740" (Warpriest-only "Channel Divinity Powers").
3. Delete "ID_FMP_CLASS_FEATURE_2740", as it is no longer used.

http://dl.dropbox.com/u/49758175/divinityfix.zip

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

scpredmage posted:

Actually, they DO have a Channel Divinity class feature; Heroes of the Fallen Lands, Page 88: "Level 1: Channel Divinity Powers".
They gain "Channel Divinity Powers", yes. As someone who's unapologetically anal about this kind of thing on occasion, though, I would've been prepared to accept the argument – while disagreeing with it! – that this isn't the same as explicitly gaining the "Channel Divinity" class feature the way clerics (PHB1 p. 61) or avengers and invokers (PHB2 pp. 33 and 101 respectively) do.

Still, it suits me just fine that we're all of one mind in this, because it'd be a little ludicrous to make the kind of case I stated above. :)

scpredmage
Sep 2, 2011

MMAgCh posted:

They gain "Channel Divinity Powers", yes. As someone who's unapologetically anal about this kind of thing on occasion, though, I would've been prepared to accept the argument – while disagreeing with it! – that this isn't the same as explicitly gaining the "Channel Divinity" class feature the way clerics (PHB1 p. 61) or avengers and invokers (PHB2 pp. 33 and 101 respectively) do.
And I would counter your hypothetical argument with the fact that the official online CB does, in fact, allow a Warpriest to select divinity feats.

Also, you left out Paladins. But then again, I find D&D is usually better when you do... :P

Tivaan
Jul 13, 2011

scpredmage posted:

Final fix:
1. Add the content from the linked file to 10-cleric.part. Note that "Selûne" includes a special character, so make sure the file is ACTUALLY encoded in UTF-8. You can check the file's encoding in Notepad++ by checking the "Encoding" menu; if anything other than "Encode in UTF-8" is selected, use the "Convert to UTF-8" option.
2. Grant Warpriests "ID_FMP_CLASS_FEATURE_324" (standard Channel Divinity) instead of "ID_FMP_CLASS_FEATURE_2740" (Warpriest-only "Channel Divinity Powers").
3. Delete "ID_FMP_CLASS_FEATURE_2740", as it is no longer used.

http://dl.dropbox.com/u/49758175/divinityfix.zip


Followed the instructions and it has been uploaded

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

alg posted:

For some reason, Battle Song Expertise is not working with a Songblade for Implement powers.

Anyone know how I can fix this? :shobon:

edit: VVV that's not the way Divine Healer works

alg fucked around with this message at 23:25 on Mar 15, 2012

-Fish-
Oct 10, 2005

Glub glub.
Glub glub.

Can anyone update the cleric in theme multiclassing? It doesn't allow for switching Healer Lore with Battle Cleric's Lore.

Legit Businessman
Sep 2, 2007


-Fish- posted:

Can anyone update the cleric in theme multiclassing? It doesn't allow for switching Healer Lore with Battle Cleric's Lore.

It's not clear that this was intended for the cleric multiclass feat that grants you healer's lore.

Undrhil
Dec 24, 2010

Drewjitsu posted:

It's not clear that this was intended for the cleric multiclass feat that grants you healer's lore.

Someone could put it out there as a "homebrew" element... Just saying.

Greyhawk Fan
Dec 14, 2010

Undrhil posted:

Someone could put it out there as a "homebrew" element... Just saying.
It was put out as a home-brew option. You can download it. Keep in mind that officially it doesn't work that way and it doesn't work that way in the online builder either.

I think the main reason is if you critically analyze the situation for the cost of one feat you are reaping the benefits of three feats. While it is true that the Battle Lore option for a real cleric is strong it is also offsetting a drat strong normal benefit for healers. A multi-class cleric doesn't suffer from these same losses and it becomes a pure-win situation if it was allowed. Remember you need your Dungeon Master's approval to use something like this and he will also need the part file on his computer to view your modded character.

Tivaan posted:

Followed the instructions and it has been uploaded
This change to the cleric file has broken the Essential character data for warpriests. Smite Undead and other Warpriest Channel Divinities no longer appear as an available power in the Essentials tables. The divinty feats could have been changed instead.

Greyhawk Fan fucked around with this message at 01:33 on Mar 17, 2012

scpredmage
Sep 2, 2011

Greyhawk Fan posted:

This change to the cleric file has broken the Essential character data for warpriests. Smite Undead and other Warpriest Channel Divinities no longer appear as an available power in the Essentials tables. The divinty feats could have been changed instead.
Why yes, we COULD have changed the divinity feats. As well as every other option that requires Channel Divinity, past and future. Changing Channel Divinity was the smart fix here.

I assume what you're referring to is the list of features and powers when examining the class itself. If you absolutely HAVE to have this be perfect, you can have it parse a feature you don't actually grant to get it to look like it used to; basically, reintroduce "Channel Divinity Powers", but don't actually GRANT it to them.

Dark_T_Zeratul
Sep 2, 2011
The Fey Beast Tamer level 1 feature short description drastically needs to be shortened. Currently, it reads, "The primary feature of your status as a fey beast tamer is your magical beast companion. You have formed a bond with a creature of the Feywild."

Here's my proposed change:
code:
 <specific name="Short Description"> You have formed a bond with a creature of the Feywild. </specific>
EDIT: Also, the Ghostly Action feature of the Avenging Haunt paragon path from Dragon 376 has no short description, but I can't find it in any of the .part files. Anyone know where it's located at?

EDIT2: Ah, found it. It's in combined.dnd40.main, not paragon-paths.part. Anyway, here's the fix for the Ghostly Action short description, as well as the other two Avenging Haunt paragon path features:
code:
<RulesElement name="Ghostly Action" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1869" source="Dragon Magazine 376" revision-date="10/5/2010 1:47:05 PM" >
      <Category> 11 </Category>
      <specific name="Short Description" > Insubstantial and phasing until EoNT when you spend an action point. </specific>
      <specific name="Level"> 11 </specific>
      <rules>
         <textstring name="Action Point" value="Ghostly Action:When you spend an action point, you gain phasing and insubstantial until the end of your next turn." />
      </rules>
When you spend an action point, you gain phasing and insubstantial until the end of your next turn.
   </RulesElement>
   <RulesElement name="Death Reprisal" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1871" source="Dragon Magazine 376" revision-date="10/5/2010 1:47:05 PM" >
      <Category> 12 </Category>
      <specific name="Short Description" > If an enemy reduces you to 0 hp, gain +2 to attack rolls against them until EoNT. </specific>
      <specific name="Level"> 12 </specific>
When an enemy&apos;s attack reduces you to 0 or fewer hit points, you gain a +2 bonus to attack rolls against that enemy until the end of your next turn.
   </RulesElement>
   <RulesElement name="Unkillable" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_1872" source="Dragon Magazine 376" revision-date="10/5/2010 1:47:05 PM" >
      <Category> 16 </Category>
      <specific name="Short Description" > Unnatural Vitality allows you to stay conscious until you die. </specific>
      <specific name="Level"> 16 </specific>
Your Unnatural Vitality racial feature allows you to stay conscious until you die.
   </RulesElement>

Dark_T_Zeratul fucked around with this message at 07:52 on Mar 19, 2012

Dark_T_Zeratul
Sep 2, 2011
So I'm trying to edit an existing magic weapon to give it a second weapon type (currently it's only for warhammers, and I want it to apply to battleaxes as well.

Trying to do it with an AppendNode, and not having much luck getting it to work. Here's my code:
code:
   <AppendNodes name="Farbane" type="Magic Item" internal-id="ID_TIV_MAGIC_ITEM_CHAOS_SCAR_1" source="Dungeon Magazine 197">
    <specific name="Weapon">Battleaxe</specific>
   </AppendNodes>

-Fish-
Oct 10, 2005

Glub glub.
Glub glub.

Drewjitsu posted:

It's not clear that this was intended for the cleric multiclass feat that grants you healer's lore.

I was actually referring to the Catechumen theme from the Theme Multiclassing .part.

Legit Businessman
Sep 2, 2007


-Fish- posted:

I was actually referring to the Catechumen theme from the Theme Multiclassing .part.

Ahh, that's Ryven's mod, you should take it up with him.

Greyhawk Fan
Dec 14, 2010

scpredmage posted:

Why yes, we COULD have changed the divinity feats. As well as every other option that requires Channel Divinity, past and future. Changing Channel Divinity was the smart fix here.
I am not sure I would have called that the smart fix since it screws up the Essential table for warpriests and changes game features as written.

scpredmage
Sep 2, 2011

Greyhawk Fan posted:

I am not sure I would have called that the smart fix since it screws up the Essential table for warpriests and changes game features as written.
Then. Fix. The. Table.

Seriously, I already told you how. Specifically, that those tables are built not from what the characters are granted by the class, but by the "_PARSED_CLASS_FEATURE" entries.

code:
  <RulesElement name="Channel Divinity Powers" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_2740" source="Heroes of the Fallen Lands">
    <Category> 1 </Category>
    <specific name="Short Description"> Gain the smite undead power plus a channel divinity power associated with your domain. May use 1/encounter. </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_Tags"> Essentials </specific>
    <specific name="Powers"> ID_FMP_POWER_12601 </specific>
    <specific name="Type"> Encounter </specific>
    <specific name="Class"> ID_FMP_CLASS_2 </specific>
    <specific name="_CLASSNAME"> Warpriest </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_12601,ID_FMP_POWER_12638,ID_FMP_POWER_12651,ID_FMP_POWER_13710,ID_FMP_POWER_13943,ID_FMP_POWER_14231,ID_FMP_POWER_14245,ID_FMP_POWER_14262,ID_FMP_POWER_14275 </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
  
You gain the smite undead power plus a channel divinity power associated with your domain. You can use only one channel divinity power per encounter.
</RulesElement>
Just put that code back into 10-cleric.part, but DON'T GRANT IT. Since the feature was never removed from the parse list, it will automatically show up in the table, and everything will continue to work properly on the mechanics side.

I called the changes I made "the smart fix" because it was the fix that prevented the most potential problems in the future. Changing every single divinity feat as the "fix" meant that:
A. Mistakes could be made in more places
B. More Channel Divinity-related options could be missed, besides just the divinity feats
and
C. Any time anything in the future was introduced that required Channel Divinity, whoever brought said item into the LCB would have to remember to account for the Warpriest, which they almost certainly WOULDN'T.

Strontosaurus
Sep 11, 2001

Maybe I'm missing something, but how do I get the newest files from DDI into CBloader? I haven't used this for a while and it looks like the format you use has been altered. The last updates I have are Heroes of Shadow, but I re-subscribed for a month to get into a new game.

scpredmage
Sep 2, 2011

Strontosaurus posted:

Maybe I'm missing something, but how do I get the newest files from DDI into CBloader? I haven't used this for a while and it looks like the format you use has been altered. The last updates I have are Heroes of Shadow, but I re-subscribed for a month to get into a new game.
WotC no longer updates the original Character Builder, and as such you cannot use your DDI subscription to update it; CBLoader relies upon community updates.

So your resubscribing doesn't actually help you update the LCB, but hey, it IS moral high ground.

The easiest way to is to use the WotC index file located here with the latest version of CBLoader (1.3.0). Just delete everything else in your Custom folder, drop that in there, and the next time you launch CBLoader, it'll download all the updates from official WotC material. After that, each time you launch it, it'll look for updates to those files.

scpredmage
Sep 2, 2011
On a completely different topic (and thus a separate reply), I've been working on building a level 11 Elementalist, and I've noticed a couple of issues with the Elemental Savant Paragon Path.

First, the Savant Power feature ("You gain an additional sorcerer at-will attack power of your choice.") is set to require the power have a level, which isn't stated in the actual feature. Requiring the level prevents users from selecting powers from Elementalist specialties, which the online CB allows.

The second issue is the Savant Focus feature ("You gain a +1 power bonus to attack rolls with powers granted by your Elemental Specialty class feature.") Currently, it modifies the attack field on all the elemental at-wills. Two problems with this.

First, this ends up being treated as a "power modifier", which isn't a bonus, and thus stacks with everything, including power bonuses.

Second, it's only supposed to add the bonus to the power granted by the Elemental Specialty feature; it is also possible to get these powers from other sources, such as the Savant Power feature mentioned above, as well as from the Elemental Magic class feature (which grants additional at-wills at levels 9 and 19), so simply granting the bonus to all of these powers is a bit overzealous.

It took me some time (mainly because I was experimenting with other ways to do this a little more elegantly, to no avail), but I came up with a working solution to get this working as written. It requires changing how Elemental Specialty grants powers; instead of granting a power selection, it grants a class feature selection. The individual class features do little more than grant the power they're named after, but if a character has that feature, it means they got the corresponding power from Elemental Specialty, so we can tag a "requires" line onto the power bonuses requiring these features.

Steps to fix both problems:
1. Remove the ",1" at the end of the Category in Savant Power selection, 38-paragon-paths.part line 3550, to remove the level requirement.
2. Replace the Elemental Specialist features (Air Elementalist, Earth Elementalist, Fire Elementalist, and Water Elementalist; lines 202-289) in 24-sorcerer.part with the contents of the linked file.
3. Replace the rules section for Savant Focus (starting at line 3532 in 38-paragon-paths.part) with the following:
code:
<rules>
   <statadd name="ID_FMP_POWER_16228:attack" value="+1" type="power" requires="ID_INTERNAL_CLASS_FEATURE_BLAZING_CLOUD" />
   <statadd name="ID_FMP_POWER_16229:attack" value="+1" type="power" requires="ID_INTERNAL_CLASS_FEATURE_DELUGE" />
   <statadd name="ID_FMP_POWER_16230:attack" value="+1" type="power" requires="ID_INTERNAL_CLASS_FEATURE_ERUPTING_EARTH" />
   <statadd name="ID_FMP_POWER_16231:attack" value="+1" type="power" requires="ID_INTERNAL_CLASS_FEATURE_HOWLING_ZEPHYR" />
   <statadd name="ID_FMP_POWER_16232:attack" value="+1" type="power" requires="ID_INTERNAL_CLASS_FEATURE_ICE_PRISON" />
   <statadd name="ID_FMP_POWER_16233:attack" value="+1" type="power" requires="ID_INTERNAL_CLASS_FEATURE_IGNITION" />
   <statadd name="ID_FMP_POWER_16234:attack" value="+1" type="power" requires="ID_INTERNAL_CLASS_FEATURE_SEISMIC_SHOCK" />
   <statadd name="ID_FMP_POWER_16235:attack" value="+1" type="power" requires="ID_INTERNAL_CLASS_FEATURE_STATIC_CHARGE" />
</rules>  
http://dl.dropbox.com/u/49758175/savantfix.zip

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.

Greyhawk Fan
Dec 14, 2010

scpredmage posted:

Then. Fix. The. Table.
That is not the code that was removed. It is just a paste from XML data containing a lot of un-needed new builder lingo. I still don't like this change. I am sure there is a better way to fix this.
Edit:
Deleting an entire class feature that is so prominent in a class, that can be modded by CBLoader and individuals, was entirely not needed. This can also cause saved character issues with missing elements.

The entire issue could have been fixed with adding:
<grant name="ID_FMP_CLASS_FEATURE_324" type="Class Feature" />
into the rules block of ID_FMP_CLASS_FEATURE_2740.

This way both class features would have been properly separate and continue to exist. And any home-brew mods for ID_FMP_CLASS_FEATURE_2740 would continue to work.

So, with your added domain corrections and the new domain the proper code should have been just to replace ID_FMP_CLASS_FEATURE_2740 with:
ID_FMP_CLASS_FEATURE_2740 Code

This would have left ID_FMP_CLASS_FEATURE_324 untouched as in version 1.15:
ID_FMP_CLASS_FEATURE_324 Code

Greyhawk Fan fucked around with this message at 21:43 on Mar 25, 2012

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
The Icon of Fear cleric power from Dragon 409 is formatted as an encounter power when it should be an at-will.

Undrhil
Dec 24, 2010
I have been told that there is no errata or update that reverts the Pacifist Healer feat back to the original wording of "if you deal damage to a bloodied enemy, you are stunned" instead of "if you hit or miss a bloodied enemy and deal damage...."

I've looked at the update documents and they show the latter wording, where the cleric has to hit or miss and deal damage, but the online builder (and the legacy builder) are showing the older wording.

Tivaan
Jul 13, 2011

Greyhawk Fan posted:

That is not the code that was removed. It is just a paste from XML data containing a lot of un-needed new builder lingo. I still don't like this change. I am sure there is a better way to fix this.
Edit:
Deleting an entire class feature that is so prominent in a class, that can be modded by CBLoader and individuals, was entirely not needed. This can also cause saved character issues with missing elements.

The entire issue could have been fixed with adding:
<grant name="ID_FMP_CLASS_FEATURE_324" type="Class Feature" />
into the rules block of ID_FMP_CLASS_FEATURE_2740.

This way both class features would have been properly separate and continue to exist. And any home-brew mods for ID_FMP_CLASS_FEATURE_2740 would continue to work.

So, with your added domain corrections and the new domain the proper code should have been just to replace ID_FMP_CLASS_FEATURE_2740 with:
ID_FMP_CLASS_FEATURE_2740 Code

This would have left ID_FMP_CLASS_FEATURE_324 untouched as in version 1.15:
ID_FMP_CLASS_FEATURE_324 Code



So should I re-grant ID_FMP_CLASS_FEATURE_2740 in place of ID_FMP_CLASS_FEATURE_324 and re-add the new parts to the file?

Greyhawk Fan
Dec 14, 2010

Tivaan posted:

So should I re-grant ID_FMP_CLASS_FEATURE_2740 in place of ID_FMP_CLASS_FEATURE_324 and re-add the new parts to the file?
It would fix the table.

Legit Businessman
Sep 2, 2007


Undrhil posted:

I have been told that there is no errata or update that reverts the Pacifist Healer feat back to the original wording of "if you deal damage to a bloodied enemy, you are stunned" instead of "if you hit or miss a bloodied enemy and deal damage...."

I've looked at the update documents and they show the latter wording, where the cleric has to hit or miss and deal damage, but the online builder (and the legacy builder) are showing the older wording.

That's strange. It should be the "If you hit or miss.." wording, as per the cleric errata from a while back.

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:

That's strange. It should be the "If you hit or miss.." wording, as per the cleric errata from a while back.
The confusion possibly stems from the fact that when Pacifist Healer was updated in May 2011 (as part of the Class Compendium: Cleric article) to explicitly apply to Healing Word, it retained the second paragraph's original wording ("when you deal damage..."). I don't know if it ever was made clear whether this in fact supersedes the October 2010 erratum or not.

scpredmage
Sep 2, 2011

Tivaan posted:

So should I re-grant ID_FMP_CLASS_FEATURE_2740 in place of ID_FMP_CLASS_FEATURE_324 and re-add the new parts to the file?
Or you could just paste it back into the damned file without granting it.

The fix I gave you has absolutely NOTHING wrong with it, other than removing Channel Divinity Powers from their class features table. If you just paste the drat thing back in without granting it, the table goes back to the way it was, and the fix I gave you continues exactly as it always has.

However, if you absolutely MUST grant it again, hide it from the character sheet; there's no reason to have BOTH features show up.

scpredmage
Sep 2, 2011

MMAgCh posted:

The confusion possibly stems from the fact that when Pacifist Healer was updated in May 2011 (as part of the Class Compendium: Cleric article) to explicitly apply to Healing Word, it retained the second paragraph's original wording ("when you deal damage..."). I don't know if it ever was made clear whether this in fact supersedes the October 2010 erratum or not.

Full rules update document posted:

Pacifist Healer
Page 136: In the last sentence of the feat, replace “whenever you deal damage to a bloodied enemy” with “whenever you hit or miss a bloodied enemy and deal damage to it.” The previous text included ongoing damage and other damaging effects. This correction clarifies the intent.
Add “healing word or” after “When you use” in the first sentence. This change clarifies that this feat is intended to apply to healing word, even though it no longer has the divine keyword.
Pretty sure this should clarify things.

Mr Beens
Dec 2, 2006
So something has gone screwey with channel divinity.
Whenever you create a new character that gets it as a class feature the class summary in the right hand window displays 12 different channel divinty powers from cleric, avenger, invoker, warpriest, paladin and one gained from a feat.

The correct powers are assigned to the character, it's just the display that is wrong.

Greyhawk Fan
Dec 14, 2010

scpredmage posted:

Or you could just paste it back into the damned file without granting it.

The fix I gave you has absolutely NOTHING wrong with it, other than removing Channel Divinity Powers from their class features table. If you just paste the drat thing back in without granting it, the table goes back to the way it was, and the fix I gave you continues exactly as it always has.

However, if you absolutely MUST grant it again, hide it from the character sheet; there's no reason to have BOTH features show up.
Actually that fix you posted originally breaks warpriest channel divinity powers. Especially concerning new domains added by CBLoader users. You are not supposed to remove class features from a class in the main part documents. Do whatever you want in home-brew mod files but please do not remove standard class features. Thanks. This wreaks all kinds of havoc with <AppendNodes> concerning home-brew mods.

Mr Beens posted:

So something has gone screwey with channel divinity.
Whenever you create a new character that gets it as a class feature the class summary in the right hand window displays 12 different channel divinty powers from cleric, avenger, invoker, warpriest, paladin and one gained from a feat.

The correct powers are assigned to the character, it's just the display that is wrong.
Aye. Someone decided to rewrite the channel divinity class feature. Hopefully this gets fixed.

Greyhawk Fan fucked around with this message at 01:18 on Mar 28, 2012

scpredmage
Sep 2, 2011

Greyhawk Fan posted:

Actually that fix you posted originally breaks warpriest channel divinity powers. Especially concerning new domains added by CBLoader users. You are not supposed to remove class features from a class in the main part documents. Do whatever you want in home-brew mod files but please do not remove standard class features. Thanks. This wreaks all kinds of havoc with <AppendNodes> concerning home-brew mods.
You know, what, I'm done. I'm through having this argument. You believe in not rocking the drat boat, and I believe in moving towards a better design, and fixing what that breaks. Whatever. If it means not having to argue this stupid thing any further, I'll concede.

I will note, once again, that under the current set up, both Channel Divinity Powers AND Channel Divinity show up on the Warpriest character sheet, which is not only sloppy, but a waste of space. Add the following to the rules on Channel Divinity Powers to hide Channel Divinity for Warpriests:
code:
<modify name="ID_FMP_CLASS_FEATURE_324" type="Class Feature" Field="_CS_ShortDescription" value="@" />

Greyhawk Fan posted:

Aye. Someone decided to rewrite the channel divinity class feature. Hopefully this gets fixed.
Yeah, I believe the people responsible for that one are... WotC. Seriously, it's been that way since they combined the Channel Divinity features before they stopped updating it. Check combined.dnd4e.main (decrypted, pre-merge rules file) for proof. Only changes I made to Channel Divinity were in the rules section, but thanks for trying to blame it on me.

scpredmage
Sep 2, 2011
And on an unrelated note, here's some code that'll get the Elementalist's Elemental Escalation powers to update the "Special" to reflect how many times you can use it as you level up.

http://dl.dropbox.com/u/49758175/escalation.zip

Legit Businessman
Sep 2, 2007


Hey guys, why don't you take a break, and come back at this problem without tearing each others heads off. I appreciate that you're both passionate about this stuff, which is awesome, but it needs to be focused on improving this stuff.

If you both want to PM me, so we can sort it out without resorting to slapfighting, that would be great.

Undrhil
Dec 24, 2010
Since I haven't done a whole lot with the code for Clerics, this might just be a dumb question but why did there have to be anything changed on the Channel Divinity feature coding? Was it broken?

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Dark_T_Zeratul
Sep 2, 2011
Because Warpriests' Channel Divinity is coded as a different feature than all other classes' Channel Divinity.

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