Lone Wolf Development Forums

Lone Wolf Development Forums (http://forums.wolflair.com/index.php)
-   HL - d20 System (http://forums.wolflair.com/forumdisplay.php?f=46)
-   -   Community Created 3.5 D&D data set.... (http://forums.wolflair.com/showthread.php?t=11584)

Sendric April 29th, 2015 10:43 AM

Quote:

Originally Posted by loftybloke (Post 207956)
Hi Guys

When I select Planning domain as a cleric (should grant extend spell as free feat) I must still expend one of my available feat slots on extend spell. Could someone please help me?

Thanks

This is a bug in the community set. I will fix it for the next release which will hopefully be soon. For now, I recommend using an adjustment to increase your total feats by one.

Note: There appears to a number of Spell Compendium domains missing their specials. If I have the time, I will try to fix this.

loftybloke April 30th, 2015 10:28 AM

Thanks man that's great :)

Sendric May 1st, 2015 05:47 AM

Question:

I was just looking at the Cold Domain from Spell Compendium. It's description is:

Quote:

{b}Granted Power (Su){/b}: You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + your Cha modifier.
Does this ability replace the Turn Undead ability or supplement it? Also, if it supplements Turn Undead do they use the same uses/day? In other words, if a Good Cleric has the Cold domain, can they turn either Cold or Undead creatures, and if so, do they get a total of 3 + CHA bonus times per day for both combined, or 3 CHA bonus for each separately?

Thanks for any input. I'm afraid I don't normally play Clerics.

loftybloke May 1st, 2015 06:20 AM

Yeah the elemental domains remove turn undead and replace with 'turn opposite of domain' so cold turns fire air turns earth (I think). Identical mechanics to turn undead AFAIK.

However it was erratad that divine metamwgic requires turn UNDEAD attempts. Not just turn attempts

Sendric May 1st, 2015 06:27 AM

Quote:

Originally Posted by loftybloke (Post 208103)
Yeah the elemental domains remove turn undead and replace with 'turn opposite of domain' so cold turns fire air turns earth (I think). Identical mechanics to turn undead AFAIK.

However it was erratad that divine metamwgic requires turn UNDEAD attempts. Not just turn attempts

Great, thanks.

So you don't qualify for Divine Metamagic if you have the Cold Domain or similar. Interesting. I guess I will have to add that to the list of the things to do. Thanks for letting me know.

loftybloke May 2nd, 2015 06:30 AM

You can take the feat, but you have to have turn undead attempts to use to power the DMM spell :)

loftybloke May 3rd, 2015 02:40 AM

Whilst i'm fine tuning my cleric, is there somewhere on hero lab to represent the frost damage (+1d6) from an enchanted weapon? I know iots based on a command weord, but i cant find anywhere to 'turn this on'

Cheers

ShadowChemosh May 3rd, 2015 10:29 AM

Quote:

Originally Posted by loftybloke (Post 208251)
Whilst i'm fine tuning my cleric, is there somewhere on hero lab to represent the frost damage (+1d6) from an enchanted weapon? I know iots based on a command weord, but i cant find anywhere to 'turn this on'

Cheers

This does not yet exist in d20 but it's on my list of things to add. So sometime in the future this will be added.

feydain May 4th, 2015 12:23 PM

I was wondering if the Prestige Class, Vassal of Bahamut was implemented in this package? I was looking inside Hero Lab and couldn't see it so I'm assuming not, but maybe I'm missing something.

I think I did a decent initial search looking to see if this question had already been asked so let me know if it has. Thanks again.

loftybloke May 5th, 2015 01:21 PM

Cheers, again :)

Bloodwolf May 6th, 2015 12:31 PM

If I get any new races put together and working where would you want it sent to be checked out and included in future updates?

Sendric May 7th, 2015 05:30 AM

Quote:

Originally Posted by Bloodwolf (Post 208479)
If I get any new races put together and working where would you want it sent to be checked out and included in future updates?

I assume you are the one who sent me the Rutterkin, yes? If so, then I guess you found your answer. :)

Bloodwolf May 7th, 2015 06:29 AM

Yep that was me. I found the earlier post where you gave someone the address to send stuff. And now I'm working on another demon from the codex. I have an adventure that uses these and I'm working on having them be main stays in the adventure plus several others from the book. Hopefully within the next week or so I will send the others that I plan on using to you.

Bloodwolf May 7th, 2015 07:34 AM

I'm running into a bit of a problem with my next one, Juvenile Nabassu. I've changed the bootstrap for racial skill bonuses but I'm still getting a bonus on another skill.

I copied the demon, babau as my based that I'm modifying. The babau has racial skill bonuses in hide, listen move silently, and search.

In the bootstrap the value is written: +8 to Hide, Listen, Move Silently, and Search.

I changed it to: +10 to Listen, and Spot.

But it is not giving me the +10 to Listen and is giving a +10 to Hide. It has taken the bonuses from Move Silently and Search. What have I forgotten or didn't change?

And I also need to check the rutterkin to see if I messed that up there too.

Bloodwolf May 7th, 2015 07:36 AM

Never mind, I didn't change it in the eval scripts. Fixing it now.

Bloodwolf May 7th, 2015 08:12 AM

I'm finding that there is several skills that are not working out to match the book for the Juvenile Nassabu. In the book under senses it shows Listen +10, Spot +10 but when I give them those bonuses I can't get the skill points to work out. I had to drop the skill points per level to 6 from 8 to scrub off extra points. It still left 4 points extra so I had to drop the +10 to +8 and burn off those last 4 points.

And for some reason Tumble is 2 points higher than it should be so I had to give it a +2 bonus in the eval script.

If I don't put in the +10 bonus for Listen and Spot then the normal 8 skill points per level works out. So I'm not sure if the bonus in the book should be on top of the numbers given in the skill section of the monster?

Bloodwolf May 7th, 2015 08:14 AM

Is there anyway to use the languages given in the setup?

Sendric May 7th, 2015 11:36 AM

Quote:

Originally Posted by Bloodwolf (Post 208525)
I'm finding that there is several skills that are not working out to match the book for the Juvenile Nassabu. In the book under senses it shows Listen +10, Spot +10 but when I give them those bonuses I can't get the skill points to work out. I had to drop the skill points per level to 6 from 8 to scrub off extra points. It still left 4 points extra so I had to drop the +10 to +8 and burn off those last 4 points.

And for some reason Tumble is 2 points higher than it should be so I had to give it a +2 bonus in the eval script.

If I don't put in the +10 bonus for Listen and Spot then the normal 8 skill points per level works out. So I'm not sure if the bonus in the book should be on top of the numbers given in the skill section of the monster?

Yea, the skills given in the books don't always match up right with what they are supposed to be. In future releases, I intend to have monster races only add the bonuses they are supposed to get. Then, with some help, I will make .por file that contain the monsters as seen in the books that can be ported into the encounter builder.

Sendric May 7th, 2015 11:37 AM

Quote:

Originally Posted by Bloodwolf (Post 208526)
Is there anyway to use the languages given in the setup?

You can bootstrap languages to races. Is that what you mean?

Bloodwolf May 7th, 2015 12:32 PM

I know I can give bonus languages by bootstraping but this is above the normal languages offered by a high intelligence. I'm wondering if there is a way to force pick languages or if I'll just have to leave it for the players to pick the languages but only highlight specific languages for them to pick? I'm thinking this is a hardwired thing in the base programming.

Bloodwolf May 7th, 2015 12:35 PM

Another quick thing is there a way to create a new adjustment for the permanent adjustment section like age category?

I'm looking at the juvenile nabassu and I'm thinking there feed ability would be a good candidate for it.

Sendric May 8th, 2015 04:44 AM

Quote:

Originally Posted by Bloodwolf (Post 208549)
I know I can give bonus languages by bootstraping but this is above the normal languages offered by a high intelligence. I'm wondering if there is a way to force pick languages or if I'll just have to leave it for the players to pick the languages but only highlight specific languages for them to pick? I'm thinking this is a hardwired thing in the base programming.

The only languages I see in their listing are Abyssal and Common. I believe Abyssal is automatic for them, and Common is likely the additional language they get from a high INT score. What other languages are you trying to add?

Sendric May 8th, 2015 04:46 AM

Quote:

Originally Posted by Bloodwolf (Post 208550)
Another quick thing is there a way to create a new adjustment for the permanent adjustment section like age category?

I'm looking at the juvenile nabassu and I'm thinking there feed ability would be a good candidate for it.

Yes. You can make Adjustments in the editor (General -> Adjustments). I don't think d20 is currently set up to differentiate between permanent and temporary, so it will probably appear in both.

Bloodwolf May 8th, 2015 05:18 AM

Quote:

Originally Posted by Sendric (Post 208580)
The only languages I see in their listing are Abyssal and Common. I believe Abyssal is automatic for them, and Common is likely the additional language they get from a high INT score. What other languages are you trying to add?

Their Int would give them 2 languages but when I try to auto give them Abyssal and Common they still have 2 languages to choose. So I'm thinking that I will have to not give them any automatic languages and make Abyssal and Common their only choices to pick at start up, I think I will leave other for customizing without popping an error. From what I can tell you can only give them bonus languages and not automatically eat up the ones they would get for high Int.

Bloodwolf May 8th, 2015 05:19 AM

Quote:

Originally Posted by Sendric (Post 208581)
Yes. You can make Adjustments in the editor (General -> Adjustments). I don't think d20 is currently set up to differentiate between permanent and temporary, so it will probably appear in both.

Got you. I'll start playing with that for the Juvenile Nabassu. I think I will copy the age category as a base and go from there. Thanks.

Sendric May 14th, 2015 06:58 AM

FYI, with the latest d20 release, I am able to finish up my work on the Totemist class which means I will be putting out a new community release relatively soon. I want to make sure I have all my ducks in a row, so it will probably be early to middle part of next week so if you have anything you plan on adding by then be sure to let me know.

Sendric May 18th, 2015 07:13 AM

Release 1.15 - May 18, 2015

Enhancements & Changes
  • 3.0 - Ghostwalk: Deprecated Heightened Turning feat. This is a duplicate of the one in Libris Mortis (Sendric)
  • 3.5 - Complete Adventurer: Added description for Exemplar Prc. (Sendric)
  • 3.5 - Complete Arcane: Exported and updated Draconic feats to other sources. (TobyFox2002)
  • 3.5 - Complete Arcane: Added descriptions for Enlightened Fist, Geometer, and Wayfarer Guide PrC's. (Sendric)
  • 3.5 - Complete Champion: Updated Reikhardt's Advancement to increase chosen ability Total Level field. (Sendric)
  • 3.5 - Complete Divine: Pre-req for Exotic Weapon Prof (kukri) seems incorrect since a kukri is a martial weapon. The source itself seems incorrect, and doesn't appear to be resolved in the errata. Either way, I've changed pre-req to Martial Weapon Prof (kukri). (Sendric)
  • 3.5 - Complete Divine: Improved scripting for Divine Oracle to provide additional secondary spells for Wizard class (needs refinement); also works for spontaneous casters; does not work for Archivist (Sendric)
  • 3.5 - Complete Warrior: Added improvements to Frenzied Berserker class specials, including new Frenzy and Inspired Frenzy specials with charges and activation (Sendric)
  • 3.5 - Libris Mortis: Deprecated Empower Turning feat. This is a duplicate of the one in Complete Divine (Sendric)
  • 3.5 - Monster Manual 1: Combined all 'Speak with Animals' specials from various sources into one special [xSpeakAnim]. (Sendric)
  • 3.5 - Monster Manual 1: Changed Giant Eagle Evasion special into generic special (rEvasion) that can be bootstrapped by any creature or ability. (Sendric)
  • 3.5 - Monster Manual 4: Replaced Yugoloth traits special with Subtype - Yugoloth special. (Sendric)
  • 3.5 - Players Handbook 1: Improved how Corrupt spells are added to a character's spell list. Additionally, we are no longer adding these spells to characters of Good alignment. (Sendric)
  • 3.5 - Players Handbook 1: Moved the non-haste related scripts from the Hasted condition to the bootstrapped "Corrector" special. This should not affect any portfolios. Added a "Bootstrapper" special so that certain things can be added to all characters. This is necessary in order to have item materials and item powers add things like damage resistance. (Sendric)
  • 3.5 - Players Handbook 1: Added User.OpenSlot tag which is used to determine if a class has an open spell slot available. (Sendric)
  • 3.5 - Tome of Battle: Added 'User.Initiator' tag which should be applied to any Class Level that provides a full level of initiator. This would include all three base classes from this source, and some of the Prestige Classes as well as any homegrown classes. (Sendric)
  • Custom - Bodrins Custom Stuff: Changed Fighting Defensively and Total Defense adjustments to conditions. (Sendric)
  • Various: Replaced the many pre-req foreach loops for Perform (any) rank requirements with a single expression: herofield[tMaxPerf].value >= X (Sendric)

Bug Fixes
  • 3.5 - Expanded Psionics Handbook: Ability score adjustments don't match creature as character entry for Thri-Kreen
  • 3.5 - Heroes of Horror:Tainted Spellcasting was applying incorrect ability bonus score to chosen class resulting in too many bonus spells. (Sendric)
  • 3.5 - Libris Mortis: True Necromancer was unsourced. (Sendric)
  • 3.5 - Monster Manual 1: Huge Viper and Wolf races were displaying error about taking weapon focus twice after you select bite. (Sendric)
  • 3.5 - Monster Manual 1: Some races had incorrect ability scores. (Lonewolf147)
  • 3.5 - Monster Manual 4: Races were incorrectly marked as something other than NPC races. (Sendric)
  • 3.5 - Players Handbook 1: Enlarge Person spell adjustment was not increasing damage dice for weapons. (Sendric)
  • 3.5 - Players Handbook 2: Knight was not applying hit points at first level. (Sendric)
  • 3.5 - Players Handbook 2: Celestial Sorcerer Lore pre-req did not account for new Celestial Sorcerer feats. (Sendric)
  • 3.5 - Races of Stone: Dwarf Fighter Racial levels were not properly reducing Fighter Bonus feats in later levels. (Sendric)
  • 3.5 - Races of the Wild: Arcane Heirophant levels were not being properly added to Druid levels for purposes of Wild Shape (Sendric)
  • 3.5 - Tome of Battle: Battle Clarity (warblade) was incorrectly applying its bonus to reflex (Sendric)
  • 3.5 - Tome of Battle: Swordsage was not being given the Evasion class special. (Sendric)
  • Custom - Tobys Custom Stuff: Power Attack adjustment was applying bonus to AC rather than weapon damage (Sendric)
  • DL - Campaign Setting: Removed duplicate spells "Hardening" and "Unbinding" from Sor/Wiz spell lists. (Sendric)
  • Eberron - Campaign Setting: Artificer class specials Craft Wand and Metamagic Spell Trigger were swapped based on errata. (Sendric)
  • Eberron - Campaign Setting: Artificer Metamagic Spell Completion/Trigger class features had a typo in their names. (Sendric)
  • Ravenloft - Van Richtens Guide to the Shadow Fey: Half-fey template was granting too many Damage Resistant specials to all breeds (Sendric)
  • Various: Some spells were incorrectly tagged to the wrong class. (TobyFox2002/Sendric)

Data File Authoring
  • 3.0 - Ghostwalk: Added scripts and functionality to all feats. (Sendric)
  • 3.5 - Book of Exalted Deeds: Added Vassal of Bahamut PrC and a couple of spells. (Sendric)
  • 3.5 - Complete Adventurer: Added Fochlucan Lyrist, Nightsong Enforcer, Nightsong Infiltrator, Spymaster, and Virtuoso PrCs (Sendric)
  • 3.5 - Complete Arcane: Added Argent Savant PrC (Sendric)
  • 3.5 - Complete Divine: Added Geomancer and Pious Templar PrCs (Sendric)
  • 3.5 - Complete Scoundrel: Added Mountebank PrC (Sendric)
  • 3.5 - Complete Warrior: Added Bear Warrior and Dervish PrCs (Sendric)
  • 3.5 - Dungeonscape: Added gear and equipment (xkaliburr)
  • 3.5 - Draconomicon: Added Dragoncraft Item material for armor and shields. (Sendric)
  • 3.5 - Dragon Magic: New file includes new spell adjustments, classes, prestige classes, class/racial variants, feats, races (all monsters), new spells, new psionic powers, equipment, and new custom abilities for the Marshal and Dragon Shaman classes. Imported and updated Draconic Heritage feat from Complete Arcane. (TobyFox2002)
  • 3.5 - Fiendish Codex 1: New file includes Demon, Rutterkin race and a couple of new weapons. (BloodWolf)
  • 3.5 - Fiendish Codex 2: Added Hellfire Warlock & Soulguard PrCs (Sendric)
  • 3.5 - Frostburn: Added Giant Raven. (TobyFox2002)
  • 3.5 - Magic of Incarnum: New file includes Totemist base class and Open Soul Chakra feat (Sendric)
  • 3.5 - Monster Manual 2: Added race Leviathan (kazlady)
  • 3.5 - Monster Manual 4: Added 'DR/Good and Lawful' and 'Immunity to Negative Energy' specials (Sendric)
  • 3.5 - Monster Manual 4: Added Demon, Deathdrinker (Sendric)
  • 3.5 - Players Handbook 1: Added adjustment Spell : Shield (Sendric)
  • 3.5 - Players Handbook 2: Added Adventurer's kits. (RavenX)
  • 3.5 - Races of the Dragon: Added Spellscale race which also adds the Subtype - Dragonblood race tag (Sendric)
  • 3.5 - Races of the Dragon: Added all content except Prestige Classes, Dragon Grafts and some racial/class combinations. Imported and updated Draconic feats from Complete Arcane. (TobyFox2002)
  • 3.5 - Sandstorm: Added magical items, gear and spells. (NullCascade)
  • 3.5 - Spell Compendium Domains: Added Domain granted powers. (Sendric)
  • Custom - Common Gestalt Variants: New file includes some common gestalt class variants.* (TobyFox2002)
  • Custom - Tobys Custom Stuff: Added Master of Cantrips PrC, Profession (Undertaker), and some new spells. (TobyFox2002)
  • Eberron - Campaign Setting: Added feats, languages, equipment, material, and races. (RavenX)
  • FR - Players Guide to Faerun: Added Hammer of Moradin PrC. (TobyFox2002)
  • Ravenloft - Champions of Darkness: New file includes Night Lord prestige class. (TobyFox2002)

* In order to use the gestalt class variants, you must have "Allow Gestalt Class Variants" and "Use Class Variants" selected in the Hero Configuration window. Additionally, the Paladin Ranger variants do not display the favored enemy button. We will attempt to resolve this issue in the future.

Shaman964 May 26th, 2015 03:28 PM

I am not entirely certain if this is the correct thread to ask this and if it is not, my apologies.

I am wondering if someone is already working on the Sacred Exorcist PrC from Complete Divine and/or the Dark Hunter PrC from the Complete Warrior?

Thanks.

Sendric June 1st, 2015 09:55 AM

Quote:

Originally Posted by Shaman964 (Post 209664)
I am not entirely certain if this is the correct thread to ask this and if it is not, my apologies.

I am wondering if someone is already working on the Sacred Exorcist PrC from Complete Divine and/or the Dark Hunter PrC from the Complete Warrior?

Thanks.

Not that I am aware of. I can add them to the to-do list, though from your comment maybe you want to try doing them?

Bloodwolf June 22nd, 2015 03:44 PM

I know I haven't been able to add anymore of the demons that I was working on but my adventuring group finished that adventure faster than I thought and I've been working on the next one, plus RL garbage.

But now I'm working on using and adding some of the drakes from Draconomicon. The current problem I'm having is that they have a tail slap and I can't seem to find a way to add a natural attack. I was going to copy the wyvern's sting and just change it but can't seem to find where to do it. What am I missing?

Sendric June 23rd, 2015 10:49 AM

Quote:

Originally Posted by Bloodwolf (Post 211341)
I know I haven't been able to add anymore of the demons that I was working on but my adventuring group finished that adventure faster than I thought and I've been working on the next one, plus RL garbage.

But now I'm working on using and adding some of the drakes from Draconomicon. The current problem I'm having is that they have a tail slap and I can't seem to find a way to add a natural attack. I was going to copy the wyvern's sting and just change it but can't seem to find where to do it. What am I missing?

If you can send me the user file, I will take a look at it.

Shaman964 June 24th, 2015 02:22 AM

Quote:

Originally Posted by Sendric (Post 210013)
Not that I am aware of. I can add them to the to-do list, though from your comment maybe you want to try doing them?

Please add them to the to-do list. My free time is being eaten by a work crunch and I have no idea when I will get the spare time needed to figure out how to do this.

It would be very much appreciated. Thank you.

draco963 July 16th, 2015 05:09 PM

[deleted due to accidental double-posting]

draco963 July 18th, 2015 07:36 AM

Hello. Please forgive if this is the wrong forum, but I feel the failure must be on my part and is not an actual "bug".

I've followed the instructions in the OP as closely as possible, adding in the outside source URL, and downloading and installing ShadowChemosh's community content pack (which isn't named as listed in the OP anymore, apparently, so that threw me for a loop for a bit). However, when I then proceed with trying to start a new character, I cannot see any of the alternative source books listed; Just the usual stuff from LWD, with the common alternate rules below, but no other sourcebooks.

Please help? I've been through this process a half-dozen times with no improvement. I really don't know what I've done wrong...

Thanks

EDIT
Nevermind, I'm a twerp. I found the other d20 listing with the correct date of May EIGHTEENTH instead of 19th. Everything works properly now. Sorry for this...

Sendric October 16th, 2015 12:54 PM

Release 1.16 - October 16, 2015

Enhancements & Changes
  • 3.5 - Dragon Magic: Improved Diamond Dragon's Channel Dragon specials to make use of the in-play tab. (Sendric)
  • 3.5 - Monster Manual 1: Updated how Dragons are scripted, added new special to more easily deal with natural weapons. (Sendric)
  • Custom - New Natural Weapons: Updated Natural weapons so that they act more like actual Natural Weapons. This will allow them to make better use of the internal scripting mechanics.(Sendric)
  • Various: Removed Helper.NoScore scripts. Replaced with NoScore.? tags. (Sendric)
  • Various: Removed a number of specials that grant bonus damage to natural attacks. Replaced with new special xExDamage. (Sendric)

Bug Fixes
  • 3.5 - Complete Arcane: Obtain Familiar now grants familiar to all Arcane casting classes. (Sendric)
  • 3.5 - Complete Arcane: Elemental Savant no longer bootstraps Elemental Perfection specials before 10th level. (Sendric)
  • 3.5 - Dragon Magic: Breath Weapon for Dragonfire Adept now qualifies as a prereq for Metabreath feats (Sendric)
  • 3.5 - Expanded Psionics Handbook: Psionic Gith races now bootstrap correct psi-like abilities. (Sendric)
  • 3.5 - Monster Manual 1: Dread Wraith's Incorporeal Touch attack now displays correct damage amount. (Sendric)
  • 3.5 - Monster Manual 1: Hound Archon no longer has duplicate entries in Specials tab. (Sendric)
  • 3.5 - Monster Manual 3: Fixed timing issue on Unholy Toughness ability that was making a creature's hit points display incorrectly. (Sendric)
  • 3.5 - Monster Manual 4: All races now display as "NPC Races". (Sendric)
  • 3.5 - Spell Compendium Domains: Balance domain special now correctly modifies livename. (Sendric)
  • 3.5 - Tome of Battle: Maneuvers/Stances/Boosts now correctly appear in In-Play tab. (Sendric)
  • DL - Dragons of Krynn: Draconian races now have correct racial feats (Sendric)
  • FR - Monsters of Faerun: Deep and Song Dragons now have correct specials bootstrapped. (Sendric)

Data File Authoring
  • 3.0 - Fiend Folio: Added Chwidencha and Sporebat (Dami)
  • 3.0 - Fiend Folio: Added Animals Terror Bird, Fhorge, Megatherium, and Dire Rhino (Zorikune)
  • 3.5 - Book of Exalted Deeds: Added Saint Template (Sendric)
  • 3.5 - Book of Exalted Deeds: Added Warden Archon (Dami)
  • 3.5 - Complete Divine: Added Sacred Exorcist PrC (Sendric)
  • 3.5 - Complete Scoundrel: Added Malconvoker PrC (Sendric)
  • 3.5 - Complete Warrior: Added Dark Hunter PrC (Sendric)
  • 3.5 - Draconomicon: Added Elemental Drakes and Zombie Dragon template (Bloodwolf)
  • 3.5 - Frostburn: Added all remaining races through L (Sendric)
  • 3.5 - Frostburn: Added Animal, Caribou (Zorikune)
  • 3.5 - Magic Item Compendium: Added Millennial Chainmail (Sendric)
  • 3.5 - Monster Manual 2: Added several animal companion races (Zorikune)
  • 3.5 - Monster Manual 2: Added Palrethee (Demon), Dread Guard and Grimalkin (Dami)
  • 3.5 - Monster Manual 3: Added Death Giant (Sendric)
  • 3.5 - Monster Manual 3: Added Charnel Hound, Harpoon Spider, Mezaloth and Nycaloth (Dami)
  • 3.5 - Monster Manual 3: Added Mastodon and some Dinosaurs (Zorikune)
  • 3.5 - Monster Manual 4: Added Inferno Spider (Bloodwolf)
  • 3.5 - Monster Manual 4: Added Kastighur and Whisper Demons, Bloodsilk Spider and Lolth-touched Template (Dami)
  • 3.5 - Monster Manual 4: Added Sailsnake (Zorikune)
  • 3.5 - Races of Stone: Added Dire Eagle (Zorikune)
  • 3.5 - Sandstorm: Added several animal companion races (Zorikune)
  • 3.5 - Stormwrack: Added several animal companion races (Zorikune)
  • 3.5 - Unearthed Arcana: Added flaw Murkey-Eyed (Sendric)
  • Custom - Online Content: Added Pirate class plus the feats Firearm Sniper, Improved Firearm Sniper, Improved Crossbow Sniper, and Improved Weapon Finesse from danddwiki.com (Sendric)

New Files Added
  • 3.0 - Manual of the Planes: Includes Paraelementals (Bloodwolf)
  • 3.5 - Spell Compendium: Replaces 3.5 - Spell Compendium Spells; All spells updated to follow new format (Sendric)
  • Custom - Obsolete Spells: Houses all spells being obsoleted (Sendric)
  • Custom - Shared Customizable Specials: Include specials that can be bootstrapped and customized (Sendric)
  • FR - Campaign Setting: Contains anything from this source that isn't superceded by another source (Sendric)
  • FR - Champions of Valor: Includes Mystic Fire Knight class variant (Sendric)
  • FR - Lords of Darkness: Includes spells moved over from the PGtF user file (Sendric)

Files Removed
  • 3.5 - Spell Compendium Spells

Temporary Bug Fix
  • 3.5 - Players Handbook 1: Added a script to Hasted Adjustment to place appropriate tags on Arcane Familiar in-play special.
  • 3.5 - Players Handbook 1: Added a script to Hasted Adjustment to place a tag on Flurry of Blows weapon so that it counts as Unarmed Strike.

carborundum October 17th, 2015 01:06 AM

Wow - thank you for all the hard work!

Dami October 17th, 2015 10:18 PM

I just realised that the update was out! Thanks to everyone who contributed - especially Sendric - you are awesome! (Thanks for helping out with some of the detail that I couldn't figure out.)

carborundum October 23rd, 2015 01:06 PM

Hi again - I'm not sure if it's a bug or if I'm doing something wrong...

I'm putting my Malconvoker into HeroLab and the first five levels went smoothly - Wizard (Focused Specialist) 3, Master Specialist 2. I've selected Summon Monster III as a third level spell, but I can't take a Malconvoker level.
I get the error "Requires the ability to cast Summon Monster III" and my caster level stays at 5.

Is there a way I can tell it I can cast Summon Monster III?

Thanks in advance!

Sendric October 24th, 2015 03:35 PM

Quote:

Originally Posted by carborundum (Post 218038)
Hi again - I'm not sure if it's a bug or if I'm doing something wrong...

I'm putting my Malconvoker into HeroLab and the first five levels went smoothly - Wizard (Focused Specialist) 3, Master Specialist 2. I've selected Summon Monster III as a third level spell, but I can't take a Malconvoker level.
I get the error "Requires the ability to cast Summon Monster III" and my caster level stays at 5.

Is there a way I can tell it I can cast Summon Monster III?

Thanks in advance!

This might be a corner case. Usually, when we run across a pre-req that requires a certain spell, we set the pre-req to make sure that the character is at least a certain level of caster (6th level Arcane in this case). I'll have to take a look at the specifics of this case and see what I can do to resolve it. For now, ignore the error (I know that's annoying, sorry).

carborundum October 25th, 2015 05:02 AM

That's what's weird. (Did you mean 5th level Arcane btw?)
I was poking around in the editor and it says >=5, and even though I have 3 levels of Spec. Wizard and 2 levels of Master Specialist I get the "Summon Monster III" error.


All times are GMT -8. The time now is 09:57 AM.

Powered by vBulletin® - Copyright ©2000 - 2020, vBulletin Solutions, Inc.
wolflair.com copyright 1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.