Jagged's HotFL Log Book

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Jagged
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Re: Jagged's HotFL Log Book

Post by Jagged »

Adding the defaults for the class. Unfortunately as I discovered with the Human(e) I cant add feats automatically. Will look at that later.

Anyway the defaults for Slayer are essentially the same as Fighter but with slightly modified armour proficiencies:
  • Add fortitude +2
  • Add weapon proficiencies
  • Add offhand proficiencies
  • Add armour proficiencies
  • Add shield proficiencies
  • Create power 'Power Strike'
  • Add Power Strike

Then create the two default feats, Weapon Talent and Heroic Slayer. Weapon Talent is pretty straight forward.

Add to feat.rpdat

Code: Select all

  <feat>
    <name>Weapon Talent [Slayer]</name>
    <benefit>You gain a bonus to the damage rolls of weapon attacks.  The bonus equals your Dexterity modifier.</benefit>
    <prerequisiteText>This is available to all Slayers.</prerequisiteText>
    <prerequisiteMet>eq(getIfExists("root.class.class.name", ""), "Slayer")</prerequisiteMet>
    <modifierSetName>feat.slayerWeaponTalent</modifierSetName>
  </feat>


Add to modifier.rpdat

Code: Select all

  <modifier>
    <name>feat.slayerWeaponTalent.0</name>
    <appliedTo>weapon.attackBonus</appliedTo>
    <modifierSetName>feat.slayerWeaponTalent</modifierSetName>
    <type>class</type>
    <source>Weapon Talent [Slayer]</source>
    <bonus>1</bonus>
    <stack>false</stack>
  </modifier>


Heroic Slayer is slightly more complicated. That adds dex modifer damage to all weapons a slayer uses, i.e. [w]+str+dex for melee and [w]+dex+dex for range (I am assuming anyway, tell me if I am reading the rules wrong). So I create two new versions of Basic Melee and Basic Range for the Slayer that get added when you add the Heroic Slayer feat.

Add to feat.rpdat

Code: Select all

  <feat>
    <name>Heroic Slayer [Slayer]</name>
    <benefit>You gain a bonus to the damage rolls of weapon attacks.  The bonus equals your Dexterity modifier.</benefit>
    <prerequisiteText>This is available to all Slayers.</prerequisiteText>
    <prerequisiteMet>eq(getIfExists("root.class.class.name", ""), "Slayer")</prerequisiteMet>
    <modifierSetName>feat.slayerHeroicSlayer</modifierSetName>
  </feat>


Add to power.rpdat

Code: Select all

  <power>
    <name>Heroic Slayer Melee Attack</name>
    <level>1</level>
    <source>Heroic Slayer Feat</source>
    <flavor>You gain a bonus to the damage rolls of weapon attacks.  The bonus equals your Dexterity modifier.</flavor>
    <type>At-Will</type>
    <keywords>Weapon</keywords>
    <action>Standard</action>
    <attackTypeAndRange>'Melee weapons'</attackTypeAndRange>
    <requirementsMet>root.currentWeapon.melee</requirementsMet>
    <target>One creature</target>
    <attack>'Strength'</attack>
    <attackModifier>root.str.currentMod</attackModifier>
    <defense>AC</defense>
    <hit>1[W] + Strength modifier damage + Dexterity modifier damage. Increase damage to 2[W] + Strength modifier + Dexterity modifier damage at 21st level.</hit>
    <hitWeaponDamageMultiplier>if(gte(root.level, 21), 2, 1)</hitWeaponDamageMultiplier>
    <hitDamageModifier>root.str.currentMod + root.dex.currentMod</hitDamageModifier>
    <notes>Slayers use this power to make a melee basic attack.</notes>
  </power>
  <power>
    <name>Heroic Slayer Ranged Attack</name>
    <level>1</level>
    <source>Heroic Slayer Feat</source>
    <flavor>You gain a bonus to the damage rolls of weapon attacks.  The bonus equals your Dexterity modifier.</flavor>
    <type>At-Will</type>
    <keywords>Weapon</keywords>
    <action>Standard</action>
    <attackTypeAndRange>'Ranged weapon'</attackTypeAndRange>
    <requirementsMet>root.currentWeapon.ranged</requirementsMet>
    <target>One creature</target>
    <attack>if(root.currentWeapon.heavyThrown, "Strength", "Dexterity")</attack>
    <attackModifier>if(root.currentWeapon.heavyThrown, root.str.currentMod, root.dex.currentMod)</attackModifier>
    <defense>AC</defense>
    <hit>1[W] + 2[Dexterity modifier damage]. Increase damage to 2[W] + 2[Dexterity modifier] at 21st level.</hit>
    <hitDamageModifier>if(root.currentWeapon.heavyThrown, root.str.currentMod, root.dex.currentMod) + root.dex.currentMod</hitDamageModifier>
    <hitWeaponDamageMultiplier>if(gte(root.level, 21), 2, 1)</hitWeaponDamageMultiplier>
    <notes>Slayers use this power to make a melee ranged attack.</notes>
  </power>

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jay
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Re: Jagged's HotFL Log Book

Post by jay »

This is an awesome thread. Probably ought to sticky it as an example for other adopters.

Good Job!

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Jagged
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Re: Jagged's HotFL Log Book

Post by Jagged »

Thanks for the encouragement :)

I missed out a necessary part of the build.xml changes. Unless the new source file is added to the list of game files, Chartool won't know to offer it as an option when you select DnD4. I have updated my second post with the necessary change.

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jay
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Re: Jagged's HotFL Log Book

Post by jay »

Ah, I always forget to do that too. I should go fix that someday...

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Jagged
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Re: Jagged's HotFL Log Book

Post by Jagged »

Back to the Slayer updates!

Next on the list are the level 1 stance powers. Not sure how to make stances work in the Chartool tab. These are essentially just bonuses that toggle on, only one of which is allowed at any one time. This may need to be done as an extension to the game code. Another thing to add to the Will Look At Later List ;)

Stances:
  • Battle Wrath
  • Berserker's Charge
  • Duelist's Assault
  • Mobile Blade
  • Poised Assault
  • Unfettered Fury

For now these will be little more that descriptions. Example:

Code: Select all

  <power>
    <name>Poised Assault</name>
    <level>1</level>
    <source>Slayer</source>
    <flavor>You settle into an offensive stance, your poise and focus making every strike count.</flavor>
    <type>At-Will</type>
    <keywords>Martial, Stance</keywords>
    <action>Minor</action>
    <attackTypeAndRange>'Personal'</attackTypeAndRange>
    <requirementsMet>root.currentWeapon.melee</requirementsMet>
    <effect>You assume the poised assault stance.  Until the stance ends, you gain a +1 power bonus to the attack rolls of basic attacks using a weapon.</effect>
  </power>


The level 1 Encounter power is also difficult to work out in the Combat tab as it essentially kicks in after hit an enemy and it doubles the weapon dice.

Code: Select all

  <!-- Slayer Encounter level 1 -->
  <power>
    <name>Power Strike</name>
    <level>1</level>
    <source>Slayer</source>
    <flavor>By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.</flavor>
    <type>Encounter</type>
    <keywords>Weapon</keywords>
    <action>Free</action>
    <attackTypeAndRange>'Personal'</attackTypeAndRange>
    <requirementsMet>root.currentWeapon.melee</requirementsMet>
    <target>The enemy you hit</target>
    <hit>1[W]. Increase damage to 2[W] at 17th level and 3[W] at 27th level.</hit>
    <hitWeaponDamageMultiplier>if(gte(root.level, 27), 3, if(gte(root.level, 17), 2, 1))</hitWeaponDamageMultiplier>
  </power>

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Jagged
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Location: Bristol, UK

Re: Jagged's HotFL Log Book

Post by Jagged »

Slayer Level 2 Utility powers:

Code: Select all

  <!-- Slayer Utility level 2 -->
  <power>
    <name>Crowd Fighting</name>
    <level>2</level>
    <source>Slayer</source>
    <flavor>You roll with your foe's attack, causing it to lash out at another nearby enemy.</flavor>
    <type>Encounter</type>
    <keywords>Martial</keywords>
    <prerequisiteText>You must have training in Streetwise.</prerequisiteText>
    <action>Immediate Reaction</action>
    <trigger>An enemy misses you with a melee attack.</trigger>
    <target>One creature other than the triggering enemy</target>
    <attackTypeAndRange>'Melee 1'</attackTypeAndRange>
    <effect>The target takes damage equal to 3 + your Dexterity modifier.</effect>
  </power>
  <power>
    <name>Minor Resurgence</name>
    <level>2</level>
    <source>Slayer</source>
    <flavor>Your ability to withstand hardship grants you a temporary boost in combat.</flavor>
    <type>Encounter</type>
    <keywords>Healing, Martial</keywords>
    <action>Minor</action>
    <attackTypeAndRange>'Personal'</attackTypeAndRange>
    <effect>You gain 5 temporary hit points.  Increases to 10 at level 11 and 15 at level 21.</effect>
    <use>script("hitpoints", "enterTemporary", root.hp, if(gte(root.level, 21), 15, if(gte(root.level, 11), 10, 5)))</use>
  </power>
  <power>
    <name>Single Out</name>
    <level>2</level>
    <source>Slayer</source>
    <flavor>Your fury in battle causes a nearby foe to quake with fear.</flavor>
    <type>Encounter</type>
    <keywords>Fear, Martial</keywords>
    <prerequisiteText>You must have training in Intimidate.</prerequisiteText>
    <action>Minor</action>
    <target>One enemy.</target>
    <attackTypeAndRange>'Ranged 5'</attackTypeAndRange>
    <effect>The target grants combat advantage to you until the end of your next turn.</effect>
  </power>
  <power>
    <name>Sudden Sprint</name>
    <level>2</level>
    <source>Slayer</source>
    <flavor>You put on a burst of speed as you launch yourself toward a foe.</flavor>
    <type>Encounter</type>
    <keywords>Martial</keywords>
    <prerequisiteText>You must have training in Athletics.</prerequisiteText>
    <action>Minor</action>
    <attackTypeAndRange>'Personal'</attackTypeAndRange>
    <effect>You move a number of square up to your Dexterity modifier to a square adjacent to an enemy.</effect>
  </power>
 


NOTE: I initially took the code for Minor Resurgance from existing powers like "Armor of Agathys". However I couldn't get those examples to work. Has anyone tested those particular powers?

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