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

According to the Epic Level Handbook, you just need to add levels. The only change is that BAB and Saves are adjusted. Reduce the BAB and saves by whatever the post-20 levels give you, then add +1 to attack rolls for each odd level and +1 to saves for each even level

The only time it gets more complicated is if you have more levels in a class than it normally has (like 21 levels in Fighter, etc.).
 
Epic Levels replace the normal attack progression and save progression with the epic level "bonus" values. This prevents fighters from getting more than +10 more to-hit than wizards, prevents a "good" save from being more than 6 better than a "poor" save, and limits you to the number of attacks you had by level 20. (Everyone scales the same past 20 to prevent imbalances from getting even bigger and eventually scaling way past a D20, where one player always hits where one player always misses)

You still take levels in classes and gain those abilities, along with an epic feat every 3 levels.

This means manually updating everything you would get from class levels past 20, including sneak attack damage, monk levels for fast movement, AC, unarmed damage.

It means manually coding in my Kensai abilities and applying them to unarmed attacks.

It means manually coding in the Perfected One abilities, additional HP's, skill points, epic feats, etc.

What you can not do in Hero Lab is continue to add character levels past 20, because it won't work correctly. Hero Labs continues to add to base attack bonus, instead of using the epic "bonus" values, eventually giving every character 4 attacks. By the time you get to 35+ character levels, Hero Lab can not even display the character levels correctly. My guess is someone set an array of size 30 or so and levels beyond this cause display issues. The only good choice is to stop at level 20, and script in everything you would get from additional character levels.

I have done everything (and more) above, but I want to know if there is a way to add an extra choice of special ability (think rogue 10,13,16,19) through scripting rather than through updating the class and obtaining levels in the class, which can't happen past level 20 in hero lab. If your 21st character level was your 19th level of rogue, you would not be able to (correctly) add a rogue level at character level 21 to get the fourth special ability because hero lab is not designed to handle past level 20.

In my case, I take level 4 of my custom prestige class at character level 20. The custom abilities should be given out at prestige class 1,4,7,10. I could re-code my prestige class to get 3 custom abilities at level 4, which would work for my level 41 character for which I am scripting in level 5 through 10 of the prestige class (giving them the 2 extra 7,10 custom abilities at character level 20), but would be wrong for anyone else that took that prestige class.

cFstSpec1, cFstSpec2, cFstSpec3, cFstSpec4 are my four class specials at prestige class level 1,4,7, and 10 that correctly give a choice of 8 custom abilities.

Basically, I just want a script to say add: cFstSpec3 and cFstSpec4, which would give the player the option to select 2 more custom abilities for my prestige class through scripting, without ruining the way the prestige class works for anyone else taking it.

If my custom names are confusing, a script or approach to add cRogSpec1 (Rogue Special Ability at Rogue Level 10) without taking the rogue class levels to get cRogSpec1 would give me the answer I am looking for. The special ability can not be linked to taking a level in a class, it needs to be added through a script.
 
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I know how it works. Just add the levels, reduce your BAB, add a miscellaneous attack bonus, then adjust saves to the new amount. You don't need any extra scripting.
 
A) Epic Level support is on the to-do list for both the core set and community set. I understand your frustrations, but unfortunately it just hasn't made it into the system yet.

B) You cannot use a script to add a special. To add a special, you have to bootstrap it to something that is being added to the character (ie a class level, feat, or adjustment).

In this case, you are probably doing the right thing in creating your own PrC's that add to the existing classes. At least until full epic support is provided.
 
I know how it works. Just add the levels, reduce your BAB, add a miscellaneous attack bonus, then adjust saves to the new amount. You don't need any extra scripting.

Sorry for the long post, then.

I can do this, but around level 30 the system went haywire, posting level 23 two times, level 27 two times, not showing level 30, etc.

That is why I was looking for a scripting option. I can make 41 levels work through scripting, although not as efficiently as I wanted without a scripting option for specials.

Here is an example of Hero Lab not being able to handle 3 base classes plus 4 prestige classes:
file:///C:/Users/Nokowi/Pictures/HeroLabsError.png

Things get buggy past level 20.
 
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If you are getting errors from Arms and Equipment it means you haven't updated in a long time because that file was removed a couple years ago. Your best bet is to remove the current user content (be sure to save anything that is home-grown or otherwise not from the community set) and download the latest release again.

Sorry this took so long been a mess lately. But yes it is saying the duplication errors are coming from AaEG. But the laptop was factory reset and HL was redownloaded just a few months ago.

https://m.facebook.com/photo.php?fb...6521.436931.555351520&source=48&ref=bookmarks

https://m.facebook.com/photo.php?fb...6521.436931.555351520&source=48&ref=bookmarks
 
Sorry this took so long been a mess lately. But yes it is saying the duplication errors are coming from AaEG. But the laptop was factory reset and HL was redownloaded just a few months ago.

https://m.facebook.com/photo.php?fb...6521.436931.555351520&source=48&ref=bookmarks

https://m.facebook.com/photo.php?fb...6521.436931.555351520&source=48&ref=bookmarks

Those links appear to be broken. Can you right-click on the error message, copy the message and paste it here?
 
Weird it pops right up with the pic for me. Maybe it was the wrong setting. I had it set to friends viewing it. I reset it to public so now they should work. Sorry.
 
Weird it pops right up with the pic for me. Maybe it was the wrong setting. I had it set to friends viewing it. I reset it to public so now they should work. Sorry.

No problem.

Ok, so based on that first picture, you clearly have some old community files installed. The file 'AaEG - Armor, Weapons, and Gear.user' has not been included in the community set for several years now. For whatever reason, the factory reset appears to not have removed these files. You probably need to manually remove the .user files from the data directory then re-download the 1.19 community set.

Just to be sure you don't lose anything, I recommend moving all .user files into a new folder. That way if you discover you've lost something you or a friend created, you can just go back into the folder and grab it.
 
I'll give that a try next time I am over at his place. Thanks.

Now I have to deal with Windows 10 deciding to reset and wiping out all of my files. CC3+ maps, d20 Pro, and HL. Luckily my RW stuff was synced prior to the reset. I hate Windows 10. Over a year's worth of work gone because Windows claimed it would not delete my files but wiped out everything in the Program Files folder.
 
I wanted to share a few things I found as part of making a high level d20 monk.

- Classes that change unarmed threat range or increase critical multiplier are difficult.

3.0 Weapon Master --> increase critical range by 2 beyond improved critical to 17-20.
3.5 Initiate of the Draconic Mysteries --> increase unarmed damage multiplier by 1 to x3.

- Unarmed damage does not currently scale correctly with size changes (2d10-->6d8-->12d8) instead of 2d10-->4d8-->6d8-->8d8-->12d8 (DMG pg 28)

Here are the solutions I found (please keep in mind I'm new to scripting!)

Changing crit range and multiplier directly involved too many things for me to handle, so I instead created a new weapon by copying wUnarmed called iUnarmx3, that instead has crit range of 19-20 and multiplier of x3, is allowed change damage with size, and is treated as unarmed. With improved critical feat this becomes a 17-20x3 weapons, as desired.

To get the damage correct, I overwrote the weapon damage description. I created a dummy feat called fUnarmDice that does nothing by itself but when taken, the script below will add to weapon size each time you take it.


~ Fix Unarmed Damage
var dmgrank as number
var x as number
var dmg as number

dmg=hero.child[wUnarmed].field[BonEnhance].value
dmg += hero.child[Damage].field[tDamBonus].value
dmg -= 10
x=#hasfeat[fWepSpec2]
if (x=1) then
dmg=dmg+2
endif
dmg += hero.child[wUnarmed].field[wDamBonus].value
dmg += hero.child[Damage].field[tDamStr].value

~ The script to find dmg is sloppy. I grab tDamBonus (which is initially 10 for
~ my character) and subtract 10. If tDamBonus increases through any other
~ means, my damage adjusts correctly.

dmgrank=herofield[tSize].value

~ For a medium monk, the dmgrank value will be 0

foreach pick in hero where "HasFeat.fUnarmDice"
~ Initiate of the Draconic Mysteries
dmgrank=dmgrank+1
nexteach

x=#hasfeat[fImpNatAt2]
if (x=1) then
dmgrank=dmgrank+1
endif

~ In this example, I have taken the feat fUnarmDice twice, and I am
~ wearing the Fanged Ring which gives fImpNatAt2 (improved natural attack
~ feat). My unarmed damage should be 3 size steps larger than my base
~ of 2d10 because dmgrnk=3 in the above calculations.

if (dmgrank = -4) then
hero.child[wUnarmed].field[wFixDamage].text = "1d8+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "1d8+" & dmg
endif
if (dmgrank = -3) then
hero.child[wUnarmed].field[wFixDamage].text = "1d10+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "1d10+" & dmg
endif
if (dmgrank = -2) then
hero.child[wUnarmed].field[wFixDamage].text = "2d6+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "2d6+" & dmg
endif
if (dmgrank = -1) then
hero.child[wUnarmed].field[wFixDamage].text = "2d8+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "2d8+" & dmg
endif
if (dmgrank = 0) then
hero.child[wUnarmed].field[wFixDamage].text = "2d10+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "2d10+" & dmg
endif
if (dmgrank = 1) then
hero.child[wUnarmed].field[wFixDamage].text = "4d8+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "4d8+" & dmg
endif
if (dmgrank = 2) then
hero.child[wUnarmed].field[wFixDamage].text = "6d8+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "6d8+" & dmg
endif
if (dmgrank = 3) then
hero.child[wUnarmed].field[wFixDamage].text = "8d8+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "8d8+" & dmg
endif
if (dmgrank = 4) then
hero.child[wUnarmed].field[wFixDamage].text = "12d8+" & dmg
hero.child[iUnarmx3].field[wFixDamage].text = "12d8+" & dmg
endif

The unarmed damage now scales with size changes. Keep in mind that d20 (+2 Str, -2 Dex, -1 AC, -1 Att) on each size increase through the Adjust-->Size Category tool. You will need to adjust from these if you want a different progression.

Timing was during render phase.
 
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I'm creating a Samurai profile with the OA Variant, and I'm not being able to add Heavy Armor Proficiency to the character. Neither the Feat, nor the Adjustment are working.
 
I'm creating a Samurai profile with the OA Variant, and I'm not being able to add Heavy Armor Proficiency to the character. Neither the Feat, nor the Adjustment are working.

There is a known core bug that prevents adding a feat that has been removed by a class variant. It's being worked on, but unfortunately there doesn't appear to be a good workaround. It may be possible to create an adjustment to apply proficiency for a specific piece of armor. I will look into it when I get the chance.
 
I tried downloading v1.19 and let it install, but when I ran the program, it had a host of errors. More than I wanted to type up here. Most of them seem to be duplication errors. Thoughts?
 
I tried downloading v1.19 and let it install, but when I ran the program, it had a host of errors. More than I wanted to type up here. Most of them seem to be duplication errors. Thoughts?

I posted my thoughts in the other thread, but you can copy and paste the errors messages. If you are seeing an error related to the Arms and Equipment Guide, my recommendation would be to clean the directory of user files (ie move them to a new directory for safe-keeping) then re-download the community set.
 
WTH? I tried loading it again, and now it seems to be working fine, even though nothing had changed. Oh well, at least it works. Thanks, guys.
 
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