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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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# ? Mar 12, 2012 14:26 |
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# ? Apr 29, 2024 17:28 |
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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.
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# ? Mar 12, 2012 15:41 |
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The online character builder did not let Vampires choose their utility powers last time I checked.
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# ? Mar 12, 2012 17:58 |
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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.
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# ? Mar 13, 2012 21:50 |
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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. 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
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# ? Mar 14, 2012 02:13 |
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scpredmage posted:Actually, they DO have a Channel Divinity class feature; Heroes of the Fallen Lands, Page 88: "Level 1: Channel Divinity Powers". 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.
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# ? Mar 14, 2012 02:26 |
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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. Also, you left out Paladins. But then again, I find D&D is usually better when you do... :P
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# ? Mar 14, 2012 06:47 |
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scpredmage posted:Final fix: Followed the instructions and it has been uploaded
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# ? Mar 14, 2012 13:44 |
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alg posted:For some reason, Battle Song Expertise is not working with a Songblade for Implement powers. Anyone know how I can fix this? edit: VVV that's not the way Divine Healer works alg fucked around with this message at 23:25 on Mar 15, 2012 |
# ? Mar 14, 2012 15:07 |
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Can anyone update the cleric in theme multiclassing? It doesn't allow for switching Healer Lore with Battle Cleric's Lore.
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# ? Mar 15, 2012 20:13 |
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-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.
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# ? Mar 15, 2012 21:34 |
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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.
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# ? Mar 16, 2012 09:26 |
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Undrhil posted:Someone could put it out there as a "homebrew" element... Just saying. 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 Greyhawk Fan fucked around with this message at 01:33 on Mar 17, 2012 |
# ? Mar 17, 2012 01:20 |
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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. 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.
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# ? Mar 18, 2012 00:56 |
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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:
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:
Dark_T_Zeratul fucked around with this message at 07:52 on Mar 19, 2012 |
# ? Mar 19, 2012 07:26 |
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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:
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# ? Mar 20, 2012 08:46 |
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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.
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# ? Mar 20, 2012 14:15 |
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-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.
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# ? Mar 20, 2012 22:07 |
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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.
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# ? Mar 23, 2012 01:12 |
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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. 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:
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.
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# ? Mar 23, 2012 02:49 |
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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.
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# ? Mar 24, 2012 04:36 |
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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. 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.
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# ? Mar 24, 2012 11:41 |
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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:
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# ? Mar 24, 2012 11:45 |
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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:
Any thoughts as to how this ought to work? Thank you.
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# ? Mar 25, 2012 16:40 |
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scpredmage posted:Then. Fix. The. Table. 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 |
# ? Mar 25, 2012 20:09 |
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The Icon of Fear cleric power from Dragon 409 is formatted as an encounter power when it should be an at-will.
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# ? Mar 25, 2012 21:13 |
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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.
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# ? Mar 26, 2012 07:09 |
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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. 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?
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# ? Mar 26, 2012 13:01 |
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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?
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# ? Mar 27, 2012 00:07 |
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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...." That's strange. It should be the "If you hit or miss.." wording, as per the cleric errata from a while back.
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# ? Mar 27, 2012 00:29 |
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Drewjitsu posted:That's strange. It should be the "If you hit or miss.." wording, as per the cleric errata from a while back.
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# ? Mar 27, 2012 00:47 |
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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? 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.
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# ? Mar 27, 2012 04:33 |
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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
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# ? Mar 27, 2012 04:35 |
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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.
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# ? Mar 27, 2012 17:46 |
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scpredmage posted:Or you could just paste it back into the damned file without granting it. Mr Beens posted:So something has gone screwey with channel divinity. Greyhawk Fan fucked around with this message at 01:18 on Mar 28, 2012 |
# ? Mar 28, 2012 01:14 |
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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. 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:
Greyhawk Fan posted:Aye. Someone decided to rewrite the channel divinity class feature. Hopefully this gets fixed.
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# ? Mar 28, 2012 19:02 |
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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
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# ? Mar 28, 2012 19:59 |
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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.
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# ? Mar 28, 2012 20:02 |
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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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# ? Mar 29, 2012 14:02 |
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# ? Apr 29, 2024 17:28 |
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Because Warpriests' Channel Divinity is coded as a different feature than all other classes' Channel Divinity.
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# ? Mar 29, 2012 20:17 |