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Inquisitor Bane special ability

Eretas

Well-known member
Programming the +2 to hit modifier is quite easy, but how can we give the "+2D6" to the active weapons to reflect the Bane ability for the inquisitor?

At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
 
The inquisitor can give the bane to any weapon!
So to evaluate all the bonus, and it 's very complicated with all the judgement of the inquisitor, it would be easier to only have a adjustment calculating the +2 for the to hit and showing +2D6 in a text box...
 
Should this be an adjustment or something the Class Ability does? Can it be given to other players?

Also its good to search for existing Things so you don't reinvent the wheel. My adjustments addon has the Bane adjustment in it. I think I did recently find it was missing the new #extradamage[] macro so I have that fixed for the next release.

If you want I can post the XML when I get home tonight. But the point is your looking to use the #extradamage[] macro. HERE is a thread going over it in use.
 
Here is the XML for my Bane Weapon adjustment. Should help.

Code:
  <thing id="pS2wBane" name="Weapon Bane Dmg" description="Select this adjustment to apply the Bane weapon +2 bonus on to hit and damage.  If your using a paper sheet then add your bane weapon twice to your character purchasing it for free.  Then click the BAG icon and drop the item to the ground so your not affected by the weight.  Then only apply this adjustment to this new weapon so that you have the stats for your Bane weapon normal and when fighting against the weapons bane type." compset="InPlay">
    <fieldval field="pSource" value="Bane"/>
    <tag group="Adjustment" tag="YourWep"/>
    <tag group="Helper" tag="NoIncr"/>
    <tag group="Helper" tag="AdjInfo"/>
    <eval phase="PreLevel" priority="10000" index="2"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value <> 1)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)

~ Give a +2 bonus to hit and damage
field[pChosen].chosen.field[Bonus].value += 2
~ Display extra damage on the chosen weapon
#extradamage[field[pChosen].chosen,"+2d6 vs. " & field[pSource].text,field[name].text]]]></eval>
    </thing>
 
I used you adjustment Add-on, but the only "bane" i found was a minus 1 on attack roll and saving against fear...

{i}Bane{/i} fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.

{i}Bane{/i} counters and dispels {i}bless{/i}.

And yes it it an adjustment only for inquisitor.
 
I used you adjustment Add-on, but the only "bane" i found was a minus 1 on attack roll and saving against fear...
You looking at "Spells" not the "Other Adjustment" section which is where most of my adjustments are located as they are not spells. :)

And yes it it an adjustment only for inquisitor.
Actually after looking again there are feats like "Branded for Retribution" that does allow to transfer that ability to others. I can't find it but I swear their is a spell that does this also. Its one of the reason "Bane Weapon" is a adjustment in my addon. :)

So it would be nice to have this as an Adjustment so others can get access to it.
 
Ok, i just find it, but bane give +2 to hit and +2d6, your adjustment (in game) give +2 to hit and +2 damage...

~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)

~ Give a +2 bonus to hit and damage
field[pChosen].chosen.field[Bonus].value += 2
 
Ok, i just find it, but bane give +2 to hit and +2d6, your adjustment (in game) give +2 to hit and +2 damage...
Look at the XML I posted above as I said the extradamage was missing and I just fixed it this last weekend. Its in the above posted XML....
 
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