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Modifying community Eberron Package...

ShadowChemosh

Well-known member
Some questions I get from others I think are best listed out on the forums so that others can get the information also. The questions below refer to the free community Package for Eberron.

juan said:
Hey man! Me and my players decided to follow some set of rules that we saw on the site https://sites.google.com/site/eberronpathfinder/
or at least, some part of it.
I am trying to implement this:

Bonus Feat: All Kalashtar gain the Wild Talent feat as a bonus feat. If they ever take a level in a class that gives them a manifester level, that bonus feat is replaced with the Psionic Talent feat instead.

but i am kind of stuck. I started with something like this:

if (#levelcount[Psion] = 0) then
#bonusfeat[fPUWildTal] ~dont even know if this ~exists
endif

But i doubt i am doing it the best way.
by the way, how can i know all the methods that starts with # ? Like #levelcount
they are really helpfull.
Their is no way to actually attach/assign a feat to a character through a script. You actually have to either have the feat get selected through a portal or it has to be bootstrapped to something else.

In this case I would recommend making an ART (Alternate Racial Trait) actually that is set to the Kalashtar race but don't have it replace anything. You would make two ART's one for for Wild Talent and one for Psionic Talent. Then simply have the gamer select the correct version.

More advanced would require a bootstrap condition. So the ART would bootstrap both feats and the feats would be setup to appear/not appear based on a tag on the Hero. The thing is that v2.0 of PU coming out very soon will have these tags you can look for. So its not worth setting up right now as its just going to change soon.

Hopefully that helps some....
 
Just wanted to add a note to make sure anyone adding their own stuff to NOT change the files directly. Be sure to make a NEW .user files as if you change the Eberron community files directly your changes will be lost when we send out any new versions.
 
So I was helping someone else modify the Artificer class from Eberron. The class got turned into a spellbook using class like the Wizard. Everything was working except for the spells not getting auto-assigned to the spellbook at level 1.

The only way I found to make it work was create a new mechanic and bootstrap all the cantrips. Then set Spellbook.cHelpXXX tag to the spell when it gets bootstrapped. Then the cantrips appeared like they do for a wizard.

Mathias/Aaron I am I just blind and missed a step somewhere or is the above really the only way to get cantrips added for new spellbook casters?
 
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Well, 0th level spells are already enmasse bootstrapped to all characters. Rather than having your mechanic re-bootstrap them with a Spellbook autotag, I'd just foreach through all the existing ones and assign the tag within the foreach. This could actually be a script on the class rather than a mechanic too.
 
Well, 0th level spells are already enmasse bootstrapped to all characters. Rather than having your mechanic re-bootstrap them with a Spellbook autotag, I'd just foreach through all the existing ones and assign the tag within the foreach. This could actually be a script on the class rather than a mechanic too.
I thought about that but then I would also have to set the class tag at the same time and have all the Unique ID of the Cantrips I wanted to add. I don't think the class gets ALL the wizard spells. I was not sure if additional tags would mess with other classes in anyway.

I just wanted to make sure their was not some option on the cantrip itself that I missed that would make this easier was all.

Thanks
 
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