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Feats that increase class levels

Sendric

Well-known member
I'm looking at the feats that increase class level for certain purposes, such as Practiced Spellcaster and Natural Bond. It looks like Natural Bond isn't working, and there's an author comment about that. So far, the eval script looks like:

Code:
~ Add 3 to our companion level.
hero.childfound[cAnimClass].field[CompClLev].value += 3
hero.childfound[cAnimComp].field[CompLevBas].value += 3

This doesn't seem to be working (the Animal Companion is unaffected when I add a class other than Druid), but even if it were it would not cap out at max HD (I don't think).

Practiced Spellcaster looks like:

Code:
field[fChosen].chosen.field[cCasterLev].value += 4
      field[fChosen].chosen.field[cCasterLev].value = minimum(field[fChosen].chosen.field[cCasterLev].value, herofield[tHitDice].value)

This appears to be working. I've played around with it some, trying to mimic the Practiced Spellcaster, but since I'm a bit of a newb, I can't get it to work. Anyone have any thoughts on how to make Natural Bond work?
 
Last edited:
Natural Bond is from Complete Adventurer:

Your bond with your animal companion is exceptionally strong.
Prerequisite: Animal companion.
Benefit: Add three to your effective druid level for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that your animal companion receives (see page 36 of the Player’s Handbook). This bonus can never make your effective druid level exceed your character level.

Practiced Spellcaster is from both Complete Arcane and Complete Divine, but either way they're the same:

Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Prerequisite: Spellcraft 4 ranks.
Benefit: Your caster level for the chosen spellcasting class increases by 4. This benefi t can’t increase your caster level
to higher than your Hit Dice. However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 Hit Dice).
A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect.
This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells.
Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.
 
Ok, I made something that seems to work. It's probably going to be offensive to real programmers, so I apologize for that:

Code:
if (#totallevelcount[] - #levelcount[Druid] = 1) then
 hero.childfound[cAnimComp].field[CompLevel].value += 1
elseif (#totallevelcount[] - #levelcount[Druid] = 2) then
 hero.childfound[cAnimComp].field[CompLevel].value += 2
elseif (#totallevelcount[] - #levelcount[Druid] >= 3) then
 hero.childfound[cAnimComp].field[CompLevel].value += 3
endif
 
LOL! I've done that myself. And yeah, they do usually find it offensive (my programing teacher always docked me points for "excessive code"), but hey, it works for now, and you can always improve it when you learn how to later on.
 
Code:
var bonus as number
bonus = #totallevelcount[] - #levelcount[Druid]
 
bonus = minimum(bonus,3)
 
hero.childfound[cAnimComp].field[CompLevel].value += bonus
 
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