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

@Bloodwolf

I seem to be missing some things for he Fang Dragon (possible I deleted them or they weren't in the file you sent me):

xDraFangAbilDrn
xSoundImitFang
xFaDraTrip
xFaDraIncDmg
xSplAblDraFang

Do you have these things?
 
So can we set up the community data set for 3.5 the same way they do it for 5th edition? Have it on Github so anyone can correct errors and update the data set and just have version rollouts for everyone else.
 
So can we set up the community data set for 3.5 the same way they do it for 5th edition? Have it on Github so anyone can correct errors and update the data set and just have version rollouts for everyone else.

I'm fine with it provided someone else takes charge of operating and maintaining the Github repository.
 
Release 1.28 - January 21st, 2021

Enhancements & Changes
  • 3.5 - Complete Mage: Class variant requirements shifted from Eval Rules to Pre-Req so users can see what is required when selecting variants instead of after. (Sendric)
  • 3.5 - Complete Warrior: Added additional features for Bear form of Bear Warrior. (Illyahr)
  • 3.5 - Monster Manual 1: Dragons updated. (Illyahr/Sendric)
  • 3.5 - Players Handbook: Saving Throw (All) adjustment added for users to adjust all saving throws at once. (Sendric)
  • Custom - Core Book Mods: Horseshoes of Speed can now be equipped and increase speed as appropriate. (Provos/Sendric)
  • Custom - Spell Like Abilities: All Spell-Like Abilities with a DC have been given the "User.PickFocus" tag to work with the Ability Focus feat. (Sendric)
  • FR - Monsters of Faerun: Deep Dragon updated. (Illyahr/Sendric)

Bug Fixes
  • 3.5 - Book of Erotic Fantasy: Kundala spell progression now correctly provides spell levels 1-4 instead of 0-3. (Sendric)
  • 3.5 - Complete Arcane: Skillful weapon enhancement now has correct enhancement cost. Can now only be applied to melee weapons. (Sendric)
  • 3.5 - Complete Mage: Elemental Companion class variant now requires Knowledge (Planes) instead of Knowledge (Arcana). (Sendric)
  • 3.5 - Dragon Compendium: Dead Eye feat now has pre-req set to +1 instead of +14. (Sendric)
  • 3.5 - Monster Manual 1: Fixed an issue where some dragon natural weapons were appearing too early (per size). (Sendric)
  • 3.5 - Monster Manual 1: Kobold and Goblin races now properly set their CR. (Sendric)
  • 3.5 - Players Handbook 1: Adept now has Break Enchantment as a level 5 spell. (Sendric)
  • 3.5 - Spell Compendium: Curse of Impending Blades, Mass is now correct level for Bard, Ranger, Sorcerer and Wizard. (Sendric)
  • 3.5 - Tome of Magic: Shadow Blade will no longer pop an error when searching for Shadow Hand stances. (Sendric)
  • 3.5 - Tome of Magic: Shadowcaster no longer provides additional mysteries from CHA when Mousferatu updates are active. (Sendric)
  • Custom - Age of Worms: File renamed and resourced to properly reflect Dungeon Magazine source. (Sendric)
  • Dark Sun - Athas.org: Erroneous sources removed from racial specials. (Sendric)
  • Dark Sun - Athas.org: Elf, Athasian typo in description field fixed. (Sendric)
  • Eberron - Campaign Setting: Greensinger Initiate now adds spells to Druid spell list and has correct description. (Sendric)
  • FR - Champions of Ruin: Splitting weapon enhancement now has correct enhancement cost. (Sendric)
  • L5R - Rokugan Campaign Setting: Daisho Specialization custom ability now bootstraps correct feat. (Sendric)

Data File Authoring
  • 3.0 - Book of Vile Darkness: Cancer Mage PrC added. (Sendric)
  • 3.5 - Draconomicon: Added Fang and Shadow Dragon races. (Bloodwolf)
  • 3.5 - Races of the Dragon: Draconic Arcane Grace feat added. (Sendric)
 
I have almost zero experience with coding, but although struggling I'm getting to create some stuff. I intend to have all PHB combinations in Gestalt if people want to (I'm already getting this, at least, mostly right and have some I'm using at a current game) and I'm trying now to make the Blackspawn Stalker from MM IV, but on thi one I need some serious help.

For now the only thing I'm managing with the Blackspawn is to check boxes and put numbers into its own "Race" thing.
 
I have almost zero experience with coding, but although struggling I'm getting to create some stuff. I intend to have all PHB combinations in Gestalt if people want to (I'm already getting this, at least, mostly right and have some I'm using at a current game) and I'm trying now to make the Blackspawn Stalker from MM IV, but on thi one I need some serious help.

For now the only thing I'm managing with the Blackspawn is to check boxes and put numbers into its own "Race" thing.

Gestalt has been a hot topic for years. Anything you can add in that regard I'm sure would be greatly appreciated.

As for the Blackspawn, I'm sure we can help you out with that. Feel free to ask questions, or if you're completely stuck, zip the file and attach it here. If it's too large, let me know and I'll get you my email address.
 
Gestalt has been a hot topic for years. Anything you can add in that regard I'm sure would be greatly appreciated.

As for the Blackspawn, I'm sure we can help you out with that. Feel free to ask questions, or if you're completely stuck, zip the file and attach it here. If it's too large, let me know and I'll get you my email address.
It is not too large, but I'll try to also explain here all my problems with the Blackspawn.

First of all, I don't know where I would create the Things to add in the Special Abilities section of the Race, so for now everything I can do is to select Things that exist already.

It have a +1d6 Acid damage on the Bite attack and +5' reach on Tail Slap. By seeing how the Fire Elemental handles this I think I would have to add both observations as self-explaining specials, but I did'n saw nothing like already in the list.

Web and Acid Spit work a little differently to it. I copied the Bebilith Web for now, but I don't know where to set its daily charges and it have different range and Hit Points. Its Acid Spit is a ranged touch attack and instead of fixed damage roll it causes (1/2 HD * 1d6) Acid, and I don't know how to code that even when I find how to create Special Abilities for the race.

Get me your e-mail if you think that would help, the file isn't big but my browser isn't attaching it either.
 
It is not too large, but I'll try to also explain here all my problems with the Blackspawn.

First of all, I don't know where I would create the Things to add in the Special Abilities section of the Race, so for now everything I can do is to select Things that exist already.

It have a +1d6 Acid damage on the Bite attack and +5' reach on Tail Slap. By seeing how the Fire Elemental handles this I think I would have to add both observations as self-explaining specials, but I did'n saw nothing like already in the list.

Web and Acid Spit work a little differently to it. I copied the Bebilith Web for now, but I don't know where to set its daily charges and it have different range and Hit Points. Its Acid Spit is a ranged touch attack and instead of fixed damage roll it causes (1/2 HD * 1d6) Acid, and I don't know how to code that even when I find how to create Special Abilities for the race.

Get me your e-mail if you think that would help, the file isn't big but my browser isn't attaching it either.

I'm pretty sure you need to zip up the user file to attach it. The forum doesn't accept attachments of the .user type.

Racial specials are created in General -> Specials.
 
I'm pretty sure you need to zip up the user file to attach it. The forum doesn't accept attachments of the .user type.

Racial specials are created in General -> Specials.
I did zipped, though it says here that the forum does accept .user. But the problem was my browser alright. It went as far as to say it is uploading, then got stuck there.

My browser is the Vivaldi, it sometimes get stuck at some internet code meant for Firefox and/or Chrome. I tweaked some things, it seems it worked now.

Now I'll try to create and bootstrap the abilities later, thank you very much.
 

Attachments

Racial specials are created in General -> Specials.
I'm quite dumb for some things, but at least I can do my little contributions. If it is ok to share my file here, I'll update when I have something interesting to add to the database or doubts on how to do something.

The Blackspawn is basically done. I have a little problem with the Web stating twice that it have 8 charges/day (it is saying (8/day) (DC 20) (8/day) (Ex)), but it is pretty minor. I would like to make the Spit Acid state the damage like the Web does for the DC, but it isn't a major concern, either.

Let me know how I can share my data to help.
 
I'm quite dumb for some things, but at least I can do my little contributions. If it is ok to share my file here, I'll update when I have something interesting to add to the database or doubts on how to do something.

The Blackspawn is basically done. I have a little problem with the Web stating twice that it have 8 charges/day (it is saying (8/day) (DC 20) (8/day) (Ex)), but it is pretty minor. I would like to make the Spit Acid state the damage like the Web does for the DC, but it isn't a major concern, either.

Let me know how I can share my data to help.

For the time being, please create a new thread and attach the user file there. Also please provide a list of items that need to be looked at such as the one above.

Thanks.

Check that. Please drop your files into this thread: http://forums.wolflair.com/showthread.php?t=65384
 
Been trying to figure out how to keep the Ex special abilities when adding a skeletal template while deactivating the rest but can't seem to come up with the right generic script. Been working on this for the Skeletal Dragon and Zombie Dragon templates.

So I think that I came up with an option that will be a great work around. I'm going to start working to get the actual idea put in and let you know how it goes. But it will be a lot of work.
 
Been trying to figure out how to keep the Ex special abilities when adding a skeletal template while deactivating the rest but can't seem to come up with the right generic script. Been working on this for the Skeletal Dragon and Zombie Dragon templates.

So I think that I came up with an option that will be a great work around. I'm going to start working to get the actual idea put in and let you know how it goes. But it will be a lot of work.

Have you looked at the current Skeleton template in MM1?

Code:
~ Go through all type specials and feats and assign a tag to disable them.
  foreach pick in hero from BaseSpec where "!SpecSource.Undead & !SpecSource.Skeleton & !thingid.fSimple"
     perform each.assign[Helper.SpcDisable]
   nexteach

You can modify the above to get what you need. Look for a generic tag on Ex abilities and put that in between the "" in the first line.
 
Have you looked at the current Skeleton template in MM1?

Code:
~ Go through all type specials and feats and assign a tag to disable them.
  foreach pick in hero from BaseSpec where "!SpecSource.Undead & !SpecSource.Skeleton & !thingid.fSimple"
     perform each.assign[Helper.SpcDisable]
   nexteach

You can modify the above to get what you need. Look for a generic tag on Ex abilities and put that in between the "" in the first line.

OK. I'm not wrapping my head around it for some reason. I've seen that script and it disables all special abilities for a skeleton. For some reason it just isn't clicking how to make it go from all special abilities to just Supernatural and Spell Like abilities while leaving the Extra abilities active.

My work around was to let it disable all of them and then bring them back through an adjustment category that would let you pick the base dragon type. Crude and extra work but doable.
 
OK. I'm not wrapping my head around it for some reason. I've seen that script and it disables all special abilities for a skeleton. For some reason it just isn't clicking how to make it go from all special abilities to just Supernatural and Spell Like abilities while leaving the Extra abilities active.

My work around was to let it disable all of them and then bring them back through an adjustment category that would let you pick the base dragon type. Crude and extra work but doable.

foreach loops search through all things from a component and then do something to them. The where "" can further define the search. So, using the example above, I'll go through piece by piece:

This searches for all the things on the hero that are specials (BaseSpec is a component tag).

Code:
foreach pick in hero from BaseSpec

It further reduces the list by ignoring those with certain tags as indicated with a "!"

Code:
 where "!SpecSource.Undead & !SpecSource.Skeleton & !thingid.fSimple"

then assigns a tag to each thing found to fit the criteria and exits:
Code:
perform each.assign[Helper.SpcDisable]
   nexteach

The piece you'll be most interested in is the where "" section. You'll want to include the tag that appears on things with "Ex" with a "!" in front of it. Off the top of my head, it might look something like:

Code:
where "!AbilType.Extra"
 
Hi, I've been searching through the forums and haven't found an answer. Did anyone ever make the Lasher prestige class from Sword and Fist? If so, where can I find it?
 
Hi, I've been searching through the forums and haven't found an answer. Did anyone ever make the Lasher prestige class from Sword and Fist? If so, where can I find it?

No - not much was added for Sword and Fist. The only classes done are Devoted Defender, Fist of Hextor, Ghoastwalker & Gladiator.
 
A lot of Sword and Fist was updated to 3.5 and reprinted in other books so not much still remains. If you'd like, you can put it in my Request thread and I'll put it on my to-do list
 
I was checking out the Advanced Bestiary and it seems there is only one template of that book included. Does anyone have more of them done?
 
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