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

I'm needing the Lord of Tides PrCl from Sandstorm, but noticed that it is absent. Is there a reason, I'm not aware of? Some suggestion on how to emulate it until it is released?

No particular reason. There was a user a few years ago who had volunteered to finish off all of the PrC's from that, Stormwrack and Frostburn. Unfortunately, he had some real life issues pop up and was never able to complete the task. I will add it to the list of things to add for the next release. Not sure what you mean by emulating it, though. You can make a basic version of it for yourself if you're so inclined.
 
I usually find out that using another class and some tweaks with the main program are easier and faster than creating the class with the editor. That's what I call emulating the class.

About some other things to add in the next release: I found some problems yet with the known spells of the Shugenja. The Main-Element known spells are missing. The list of Shugenja spells is also incomplete, at least about oriental Adventures' material. The Ur Priest is also missing.
 
I usually find out that using another class and some tweaks with the main program are easier and faster than creating the class with the editor. That's what I call emulating the class.

About some other things to add in the next release: I found some problems yet with the known spells of the Shugenja. The Main-Element known spells are missing. The list of Shugenja spells is also incomplete, at least about oriental Adventures' material. The Ur Priest is also missing.

Hmm..ok, thanks. I'll look into the spell list problem. There have been a lot of changes around spells that could be affecting this.

I'll add the Ur-Priest to the to-do list.
 
I'd like a copy of that Ur-Priest file, too. I'd like to see what you did differently that might take care of a few issues with the one I just put together.
 
Oriental Adventures already shows up the Human, Crab Clan as a race, but the other clans are missing. They do show up as requisites for Feats and Classes, though, so it causes some frequent message errors.

Either way, I really should congratulate this community! This is an amazing work, on scope and skill. You made me want to buy Hero Lab, and I'm happy with the decision!
 
Oriental Adventures already shows up the Human, Crab Clan as a race, but the other clans are missing. They do show up as requisites for Feats and Classes, though, so it causes some frequent message errors.

Either way, I really should congratulate this community! This is an amazing work, on scope and skill. You made me want to buy Hero Lab, and I'm happy with the decision!

Yea, that's being worked on. There's some overlap with another file. Hopefully with the next release, any issues like this will be gone.

Glad we could inspire you, though!
 
Oriental Adventures already shows up the Human, Crab Clan as a race, but the other clans are missing. They do show up as requisites for Feats and Classes, though, so it causes some frequent message errors.

Either way, I really should congratulate this community! This is an amazing work, on scope and skill. You made me want to buy Hero Lab, and I'm happy with the decision!

Clan status should be a Trait called Noble Clan. Select the clan to show which clan you are in. Some feats (and a number of prestige classes) are only available to certain Clans.

Or you could use the Samurai variant. You select your clan as part of the new class features.

Other than that, what Sendric said. Rokugan Campaign Setting is being worked on and there is overlap between the two books. The sampler for Rokugan was in the last update but I'm still working on it.
 
I don't know how to access Variant Classes (never got to try as I wanted on the Gestalt rules through HL), and am using a homemade "Rokugani Samurai" through which I build the OA version.

Either way, the Clans do work better as Races for a reason. On Rokugan as a setting they mostly work that way. Traits based on Humanoid sub-types, like Favored Enemy, choose by Clan instead of only "Human", given that the setting works a lot more on Humans with intense focus on distinctions of Clans. Also, each clan effectively swaps the "Any Favored Class" racial trait for a specific Class and a distinct "Always Class" Skill.

Since I'm here, there is some problems with the Maho-Tsukai class (this is a hard one on the way it retroactively changes spellcasting), the Akutenshi Template (a lot of abilities aren't showing, yet, nor the CR modifier), and the Akutsukai Template (instead of being able to select the customized abilities, three of them are preset). Also, the Akutsukai and Akutenshi are both doubled, and the first selection of each don't work at all.

Hope those reports are useful. I can perfectly well deal with this stuff for my games on my own, and wait for updates, but if I can through finding problems, I do want to.
 
Going back to the Ur-Priest, I'm not sure how to enter their caster level adjustment, as there's not an option on the Adjustments tab to increase caster level.

For reference, Ur-Priest caster level is their class level plus half their levels in other non-cleric spellcasting classes.
 
Another minor problem that I found. The use of Katana and Bastard Sword on some mechanics (I saw it on the Iaijutsu Master) isn't coherent. They should be treated as equivalent, but instead some places recognize only one as the valid option.
 
We really can't do much with Favored Enemy as it's buried too deeply in the code for us to manipulate. It would be too clunky to make a separate Human race for each as, according to the Rokugan Campaign Setting book, each clan also has three or four families that each have a favored class and class skill so I would have to make 30 new human races.

Akutsukai and akutenshi don't work properly as written as the only similar thing is the ghost template and that doesn't work either. If you can get it to work, let us know.

As for variant classes, just select it from optional rules when customizing which books you are using. Making a variant is cleaner than making an entirely new class.
 
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For the Human from Rokugan, I just noticed the option of selecting the clan as a Trait, with works well with the option of multi-race Rokugan (that I'll use as an alternate reality in my current campaign). Sometimes the mechanics found in the source would benefit from a guide.

But maybe a single Variant Human could be made that lets you select Favored Class and Racial Class Skill. That would take care of the niceties of Rokugan.

New little problems: couldn't find the Uncanny Trickster PrC, nor Font of Inspiration, Item Familiar and Faerie Misteries Initiate feats.

Slots for custom Flaws, Traits and Skill Tricks would also be nice additions.
 
As an exercise, I'm trying to make the Font of Inspiration, but I couldn't manage the script. I took the Psionic Talent Feat as basis, but didn't found the equivalent to .field[tPPTotal]. for the Factotum's Inspiration Points.

Can someone help me here?
 
As an exercise, I'm trying to make the Font of Inspiration, but I couldn't manage the script. I took the Psionic Talent Feat as basis, but didn't found the equivalent to .field[tPPTotal]. for the Factotum's Inspiration Points.

Can someone help me here?

I'd be happy to help, but I need more information. Where is it from and what are you trying to accomplish?
 
It is from Dungeonscape, as the Factotum Class is. Font of Inspiration does the same as Psionic Talent, but with the Factotum's Inspiration Points (+1 IP, +1 for each previous instance of the Feat).

For now, I tried to copy Psionic Talent and do some changes to the Eval Script, and got this:

~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)

~ Add 1 + (number of factotum inspiration tags on the hero) to our inspiration points.
hero.child[cFactotum].field[tPPTotal].value += 1 + hero.tagcount[User.FFF001]

~ Add the "FacIns" tag to the hero so we know how many times we've
~ run this feat script so far, which we use to control how much we add
~ to our inspiration points every time.
var result as number
result = hero.assign[User.FFF001]
I created the tag "factotum inspiration", code FFF001 and abr. "FacIns". The "cFactotum" I got from the class itself by "Search Thing", but I couldn't find the tag for the actual Inspiration Points (neither the tag used for PPs), so those are still the original ones.

A very minor issue: the Factotum is lacking 6 Class Skills: Iaijutsu Focus, Speak Language, Use Psionic Device, Autohypnosis, Martial Lore and Psicraft.
 
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It is from Dungeonscape, as the Factotum Class is. Font of Inspiration does the same as Psionic Talent, but with the Factotum's Inspiration Points (+1 IP, +1 for each previous instance of the Feat).

For now, I tried to copy Psionic Talent and do some changes to the Eval Script, and got this:

I created the tag "factotum inspiration", code FFF001 and abr. "FacIns". The "cFactotum" I got from the class itself by "Search Thing", but I couldn't find the tag for the actual Inspiration Points (neither the tag used for PPs), so those are still the original ones.

Ok, well I couldn't find it in Dungeonscape, but I did find it online so no worries.

If you want to change the Factotum's Inspiration count, you have to affect the attached special. When you add a level of Factotum to your portfolio, can you find the Inspiration special? Right-click and select "Show Debug Fields". That should help you get started.

Also, the following code is archaic:

Code:
var result as number
result = hero.assign[User.FFF001]

and can be replaced with:

Code:
perform hero.assign[User.FFF001]

A very minor issue: the Factotum is lacking 6 Class Skills: Iaijutsu Focus, Speak Language, Use Psionic Device, Autohypnosis, Martial Lore and Psicraft.

Ok, thanks. I'll look into it.
 
Wrong Base Attack Timing in Help Document?

I'm new to the editor and I am trying to follow these examples:

file:///C:/ProgramData/Hero%20Lab/data/d20/authoring/d20editwhere.htm

The attack examples won't work properly with the given timing.

The first example (below) will add to base attack and grapple, but not your actual melee and ranged attack info.
The second example (below) will do nothing with the given timing.

Moving both of these to Post-Level, Priority = 2 allowed them to work correctly for me, but I am not sure if this timing is the correct value to not cause any other issues. Any feedback on the proper timing would be appreciated!

________________________________________________


Timing

For modifications to have any effect on other fields (e.g., changes to the base attack bonus affecting the melee and ranged attack bonuses), any priority before the "PostAttr" phase should be used. The final values are available in the "UserPostAt" or later phases.

Examples

<eval value="1" phase="UserPreAt" priority="10000"><![CDATA[

~ Add 1 to base attack bonus, which trickles down to the other attack bonus fields
hero.child[Attack].field[tAtkBase].value = hero.child[Attack].field[tAtkBase].value + 1

~ Add a +5 competence bonus to our attack bonus
hero.child[Attack].field[BonComp].value = maximum(hero.child[Attack].field[BonComp].value, 5)
 
The attack examples won't work properly with the given timing.

The first example (below) will add to base attack and grapple, but not your actual melee and ranged attack info.
The second example (below) will do nothing with the given timing.

Moving both of these to Post-Level, Priority = 2 allowed them to work correctly for me, but I am not sure if this timing is the correct value to not cause any other issues. Any feedback on the proper timing would be appreciated!

First, this information is provided by the core data set, so if there's an issue, feel free to report it against core in this thread:

http://forums.wolflair.com/showthread.php?t=54293

As for timing, it seems fine. I can't say it definitely won't cause issues elsewhere, but if it does, it's likely to be a very specific case.
 
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