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Community Created 3.5 D&D data set....

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.
 
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Question:

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

{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.
 
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
 
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.
 
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
 
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.
 
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.
 
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?
 
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.
 
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.
 
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?
 
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.
 
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.
 
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