- Undrhil
- Dec 24, 2010
-
|
I'm pretty sure there is a way to do this, but I'm just not sure how to do it...
How can I modify a power so that it works slightly differently based on a feat selection?
For example, I want to modify the various Sorcerer "Requires: Dagger" powers so that they also require Kukri and Katar, but only if I have the Mastery of Knives feat. Is that possible?
|
#
?
Nov 5, 2011 18:01
|
|
- Adbot
-
ADBOT LOVES YOU
|
|
#
?
Jun 10, 2024 01:27
|
|
- palecur
- Nov 3, 2002
-
not too simple and not too kind
-
Fallen Rib
|
The Shadar-Kai bloodline feat Shade Heritage shows up as houseruled whenever you take it. I suspect it's because it has 'prerequisite: Shadow Jaunt' and when you take the feat, it replaces Shadow Jaunt with Shade Step, retroactively making the character not meet the prerequisites. I'll add it to the bug list.
edit: Dur, it's already on there.
|
#
?
Nov 5, 2011 20:27
|
|
- nothingxs
- Sep 7, 2005
-
Do as you like. It's not my job to kill you.
|
I've updated the 15-warlock.part file I edited. A Hexblade's pact weapon should now properly inherit bonuses from any Arcane implement you use them with (adding support therefore for tome/staff/orb). I'm going to work on adding support for daggers next.
Also, Hexblade pact weapons take the off-hand implement's bonus as an enhancement bonus instead of an "off-hand enhancement" bonus, which was breaking Dual Implement Spellcaster (ie. a feat every Warlock should be taking in the first place).
EDIT: HAHAHAHA HOLY poo poo I SEE WHY YOU HAVEN'T DONE THIS BEFORE. Time to slog through 03-base-items and 04-new-items and cry. Whatever, at least the work will be worth it (kind of (sort of (not really))).
nothingxs fucked around with this message at 20:42 on Nov 5, 2011
|
#
?
Nov 5, 2011 20:31
|
|
- scpredmage
- Sep 2, 2011
-
|
Undrhil posted:
I'm pretty sure there is a way to do this, but I'm just not sure how to do it...
How can I modify a power so that it works slightly differently based on a feat selection?
For example, I want to modify the various Sorcerer "Requires: Dagger" powers so that they also require Kukri and Katar, but only if I have the Mastery of Knives feat. Is that possible?
Modifying individual powers like that is pretty easy; you just have to use a modify tag. If the field already exists in the power, it'll replace it with the new entry you specify, otherwise it'll tag it on at the end.
Here's a quick example that modifies the Ensorcelled Blade power:
code:<modify name="Ensorcelled Blade" type="Power" Field="Requirement" value="You must be wielding a dagger, kukri, or katar." />
Unfortunately, I do not know if there's any way to do this to multiple powers easily, so... yeah.
EDIT: Should go without saying, but just in case: you would put this inside the rules tag on the Mastery of Knives feat.
scpredmage fucked around with this message at 22:39 on Nov 5, 2011
|
#
?
Nov 5, 2011 22:37
|
|
- Splicer
- Oct 16, 2006
-
from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
|
nothingxs posted:
EDIT: HAHAHAHA HOLY poo poo I SEE WHY YOU HAVEN'T DONE THIS BEFORE. Time to slog through 03-base-items and 04-new-items and cry. Whatever, at least the work will be worth it (kind of (sort of (not really))).
Please tell me since I kind of started this and I am so curious.
|
#
?
Nov 5, 2011 23:36
|
|
- Dark_T_Zeratul
- Sep 2, 2011
-
|
Is anyone working on the Fey Beast Tamer theme from Heroes of the Feywild? They showed it off on the website last week: http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20111028a
(You'll get a 404 error when you click the link because some idiot put a space in the URL; remove it and it'll load up fine).
|
#
?
Nov 6, 2011 02:21
|
|
- 8w-gremlin
- Apr 4, 2011
-
|
-Fish- posted:
Have the Feywild book in hand If anyone wants information for coding and the like.
well a full druid break down... but then, i think this will take time
|
#
?
Nov 6, 2011 03:52
|
|
- Zemyla
- Aug 6, 2008
-
I'll take her off your hands. Pleasure doing business with you!
|
The genasi Extra Manifestation feat doesn't include the manifestations from Dragon #396, unfortunately.
|
#
?
Nov 6, 2011 06:47
|
|
- 8w-gremlin
- Apr 4, 2011
-
|
-Fish- posted:
Have the Feywild book in hand If anyone wants information for coding and the like.
Actually If you have the information for the 'Magic Stone' druid at will that would be an awesome start - thanks
|
#
?
Nov 6, 2011 07:28
|
|
- Dark_T_Zeratul
- Sep 2, 2011
-
|
Zemyla posted:
The genasi Extra Manifestation feat doesn't include the manifestations from Dragon #396, unfortunately.
Oh yeah, on the subject of missing things, is it just me or are the special armor feats from Mordenkainen's Magical Emporium not in the builder? Because I've not seen them, and it seems to have no problem letting me use the armor without them.
|
#
?
Nov 6, 2011 07:50
|
|
- nothingxs
- Sep 7, 2005
-
Do as you like. It's not my job to kill you.
|
Splicer posted:
Please tell me since I kind of started this and I am so curious.
I did a bunch of them already (orbs and staffs). You have to essentially make them all give the WearingX property and Off-Hand Enhancement too.
|
#
?
Nov 6, 2011 20:06
|
|
- MMAgCh
- Aug 15, 2001
-
I am the poet,
The prophet of the pit Like a hollow-point bullet Straight to the head I never missed...you
|
Dark_T_Zeratul posted:Oh yeah, on the subject of missing things, is it just me or are the special armor feats from Mordenkainen's Magical Emporium not in the builder? Because I've not seen them, and it seems to have no problem letting me use the armor without them.
They're under Heroic Tier Feats. It has always been possible to wear armour while lacking proficiency with it, too you just take a penalty to Reflex and attack rolls when doing so.
|
#
?
Nov 6, 2011 20:35
|
|
- Tivaan
- Jul 13, 2011
-
|
Dark_T_Zeratul posted:
Is anyone working on the Fey Beast Tamer theme from Heroes of the Feywild? They showed it off on the website last week: http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20111028a
(You'll get a 404 error when you click the link because some idiot put a space in the URL; remove it and it'll load up fine).
the tamer is built look on the last page
|
#
?
Nov 6, 2011 22:33
|
|
- Tivaan
- Jul 13, 2011
-
|
Dark_T_Zeratul posted:
Oh yeah, on the subject of missing things, is it just me or are the special armor feats from Mordenkainen's Magical Emporium not in the builder? Because I've not seen them, and it seems to have no problem letting me use the armor without them.
feats are in the biulder
|
#
?
Nov 6, 2011 22:34
|
|
- Tivaan
- Jul 13, 2011
-
|
Well I am going to go ahead and post the new files created this week, Im assuming no one found any issues.
|
#
?
Nov 6, 2011 22:36
|
|
- Undrhil
- Dec 24, 2010
-
|
Just wanted to point out that the Hengeyokai is not from Heroes of the Feywild. It is a Dragon magazine article race tying in with Kara-Tur, not a preview of the book.
EDIT: Also, when I create a Thief with the Order Adept theme, I am unable to select Wizard Utility powers once I reach level 5. I have tried the Retraining tab and there are no Wizard utility powers showing up there either.
EDIT 2: Actually, when I create any Essentials character with the Order Adept theme, I cannot choose Wizard Utility powers once I reach level 5.
Undrhil fucked around with this message at 12:01 on Nov 7, 2011
|
#
?
Nov 7, 2011 01:43
|
|
- Tivaan
- Jul 13, 2011
-
|
Fixed the Diamond Cinctures so both could be listed (I don't know if we really want both but they are there)
Fixed the cost on reading spectacles
If you find any more please report them and they can be quickly fixed
|
#
?
Nov 7, 2011 14:22
|
|
- 8w-gremlin
- Apr 4, 2011
-
|
http://www.wizards.com/dnd/files/excerpt_20111107.pdf
Protector Druid chassie pdf from WotC..
could help someone codeing it if they don't have the book...
|
#
?
Nov 7, 2011 23:00
|
|
- nothingxs
- Sep 7, 2005
-
Do as you like. It's not my job to kill you.
|
Tivaan posted:
Fey Beast Tamer corrected
Lead to where the code is for Revenant
Running a new test on MME fixes before loading a new part file
Revenant should be in races, no?
code: <RulesElement name="Dark Reaping" type="Racial Trait" internal-id="ID_FMP_RACIAL_TRAIT_1870" source="Dragon Magazine 376,Player Essentials: Heroes of Shadow" revision-date="4/11/2011 1:44 PM">
<specific name="Short Description"> You have the dark reaping power </specific>
<specific name="Level" />
<specific name="Powers"> ID_FMP_POWER_8278 </specific>
<specific name="Type"> Utility </specific>
<specific name="Class"> ID_FMP_RACE_47 </specific>
<specific name="_DisplayPowers"> ID_FMP_POWER_8278 </specific>
<rules>
<grant name="ID_FMP_POWER_8278" type="Power" />
</rules>
You have the dark reaping power.
</RulesElement>
<RulesElement name="Dark Reaping" type="Power" internal-id="ID_FMP_POWER_8278" source="Dragon Magazine 376,Player Essentials: Heroes of Shadow" revision-date="3/14/2011 3:33:49 PM">
<Category> ID_INTERNAL_CATEGORY_RACIAL_POWER,ID_FMP_RACIAL_TRAIT_1870,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_RACE_47,ID_FMP_CATEGORY_12,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
<Prereqs> Revenant </Prereqs>
<Flavor> You use one death as the seed to sow more destruction. </Flavor>
<specific name="Power Usage"> Encounter </specific>
<specific name="_SkillPower" />
<specific name="Display"> Revenant Utility </specific>
<specific name="Keywords"> Necrotic </specific>
<specific name="Action Type"> Free Action </specific>
<specific name="Attack Type" />
<specific name="Trigger"> A creature within 5 squares of you is reduced to 0 hit points </specific>
<specific name="Effect"> One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution or Charisma modifier. </specific>
<specific name="_Associated Feats" />
<specific name="Class"> ID_FMP_RACE_47 </specific>
<specific name="Level" />
<specific name="Power Type"> Utility </specific>
<specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1870 </specific>
</RulesElement>
Will that be enough, just fixing the Effect text? Somehow I doubt it.
|
#
?
Nov 8, 2011 01:59
|
|
- MMAgCh
- Aug 15, 2001
-
I am the poet,
The prophet of the pit Like a hollow-point bullet Straight to the head I never missed...you
|
I seem to recall that the phrase specifically needs to read "your Strength/Constitution/etc. modifier" for the builder to recognise it and add the (+X) afterwards, so it ought to be "...extra necrotic damage equal to 1d8 + your Constitution modifier or your Charisma modifier". This should be the only change required though, I think.
|
#
?
Nov 8, 2011 02:06
|
|
- scpredmage
- Sep 2, 2011
-
|
nothingxs posted:
Will that be enough, just fixing the Effect text? Somehow I doubt it.
Changing the effect line should be all that is necessary, but like MMAgCh said, if you want the LCB to display the modifiers on the power card, you have to put "modifier" after the name of each ability. In fact, if you don't pop "modifier" in after Constitution, it doesn't show EITHER modifier...
Also, you don't need to include the racial trait that grants the power; just updating the power is fine.
|
#
?
Nov 8, 2011 02:21
|
|
- nothingxs
- Sep 7, 2005
-
Do as you like. It's not my job to kill you.
|
scpredmage posted:
Changing the effect line should be all that is necessary, but like MMAgCh said, if you want the LCB to display the modifiers on the power card, you have to put "modifier" after the name of each ability. In fact, if you don't pop "modifier" in after Constitution, it doesn't show EITHER modifier...
Also, you don't need to include the racial trait that grants the power; just updating the power is fine.
Okay, I'll just make a [/code] block with the relevant line number that needs changing.
|
#
?
Nov 8, 2011 03:46
|
|
- Psych0M0nk3y
- May 31, 2011
-
|
I noticed that many of the consumables from MME (potions, elixirs, etc) were placed under Consumables in the builder instead of Potions. Is this on purpose?
Actually, it appears that all Elixirs and Potions have been placed in the Consumables section.
|
#
?
Nov 8, 2011 04:23
|
|
- 8w-gremlin
- Apr 4, 2011
-
|
Anyone working on heroes of the faewild?
|
#
?
Nov 8, 2011 07:25
|
|
- Geffor
- Feb 26, 2011
-
|
Psych0M0nk3y posted:
I noticed that many of the consumables from MME (potions, elixirs, etc) were placed under Consumables in the builder instead of Potions. Is this on purpose?
Actually, it appears that all Elixirs and Potions have been placed in the Consumables section.
My personal choice would be to put them into the 'Potions' section, I didn't actually notice that they were there until they started to clash with the version I'd done. Here are versions of the healing potions that I did with a minor text corrections and the other two types as well.
code: <RulesElement name="MME Potion of Cure Light Wounds" type="Magic Item" internal-id="ID_GNC_MAGIC_ITEM_MME1" source="Mordenkainen's Magnificent Emporium" >
<Flavor> This potion covers your small cuts and minor bruises in dim silver light, causing them to heal over. </Flavor>
<specific name="Level"> 1 </specific>
<specific name="Gold"> 20 </specific>
<specific name="Magic Item Type"> Potion </specific>
<specific name="Power (Consumable Healing): Minor Action"> You drink the potion. If you have a healing surge you must spend one. Instead of the hit points you would normally regain, you regain 1d8 + 1 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things are true, there is no effect. </specific>
<specific name="Rarity"> Uncommon </specific>
</RulesElement>
<RulesElement name="MME Potion of Cure Moderate Wounds" type="Magic Item" internal-id="ID_GNC_MAGIC_ITEM_MME2" source="Mordenkainen's Magnificent Emporium" >
<Flavor> This potion covers your wounds in silver light, helping them heal. </Flavor>
<specific name="Level"> 10 </specific>
<specific name="Gold"> 200 </specific>
<specific name="Magic Item Type"> Potion </specific>
<specific name="Power (Consumable Healing): Minor Action"> You drink the potion. If you have a healing surge you must spend one. Instead of the hit points you would normally regain, you regain 2d8 + 10 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things are true, there is no effect. </specific>
<specific name="Rarity"> Uncommon </specific>
</RulesElement>
<RulesElement name="MME Potion of Cure Critical Wounds" type="Magic Item" internal-id="ID_GNC_MAGIC_ITEM_MME3" source="Mordenkainen's Magnificent Emporium" >
<Flavor> This potion covers your wounds in silver light, helping them heal. </Flavor>
<specific name="Level"> 20 </specific>
<specific name="Gold"> 5000 </specific>
<specific name="Magic Item Type"> Potion </specific>
<specific name="Power (Consumable Healing): Minor Action"> You drink the potion. If you have a healing surge you must spend one. Instead of the hit points you would normally regain, you regain 3d8 + 20 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things are true, there is no effect. </specific>
<specific name="Rarity"> Uncommon </specific>
</RulesElement>
<RulesElement name="MME Potion of Heal" type="Magic Item" internal-id="ID_GNC_MAGIC_ITEM_MME4" source="Mordenkainen's Magnificent Emporium" >
<Flavor> This potion covers your most grievous wounds in brilliant silver light, restoring your body. </Flavor>
<specific name="Level"> 30 </specific>
<specific name="Gold"> 125000 </specific>
<specific name="Power (Consumable Healing): Minor Action"> You drink the potion. If you have a healing surge you must spend one. Instead of the hit points you would normally regain, you regain 4d8 + 30 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. In addition, you can make a saving throw against each effect on you that a save can end. If neither of these things are true, there is no effect. </specific>
<specific name="Rarity"> Uncommon </specific>
</RulesElement>
The MME at the beginning of the names can be removed, it's there to avoid a clash with the current version.
|
#
?
Nov 8, 2011 12:33
|
|
- Tivaan
- Jul 13, 2011
-
|
Geffor posted:
My personal choice would be to put them into the 'Potions' section, I didn't actually notice that they were there until they started to clash with the version I'd done. Here are versions of the healing potions that I did with a minor text corrections and the other two types as well.
code: <RulesElement name="MME Potion of Cure Light Wounds" type="Magic Item" internal-id="ID_GNC_MAGIC_ITEM_MME1" source="Mordenkainen's Magnificent Emporium" >
<Flavor> This potion covers your small cuts and minor bruises in dim silver light, causing them to heal over. </Flavor>
<specific name="Level"> 1 </specific>
<specific name="Gold"> 20 </specific>
<specific name="Magic Item Type"> Potion </specific>
<specific name="Power (Consumable Healing): Minor Action"> You drink the potion. If you have a healing surge you must spend one. Instead of the hit points you would normally regain, you regain 1d8 + 1 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things are true, there is no effect. </specific>
<specific name="Rarity"> Uncommon </specific>
</RulesElement>
<RulesElement name="MME Potion of Cure Moderate Wounds" type="Magic Item" internal-id="ID_GNC_MAGIC_ITEM_MME2" source="Mordenkainen's Magnificent Emporium" >
<Flavor> This potion covers your wounds in silver light, helping them heal. </Flavor>
<specific name="Level"> 10 </specific>
<specific name="Gold"> 200 </specific>
<specific name="Magic Item Type"> Potion </specific>
<specific name="Power (Consumable Healing): Minor Action"> You drink the potion. If you have a healing surge you must spend one. Instead of the hit points you would normally regain, you regain 2d8 + 10 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things are true, there is no effect. </specific>
<specific name="Rarity"> Uncommon </specific>
</RulesElement>
<RulesElement name="MME Potion of Cure Critical Wounds" type="Magic Item" internal-id="ID_GNC_MAGIC_ITEM_MME3" source="Mordenkainen's Magnificent Emporium" >
<Flavor> This potion covers your wounds in silver light, helping them heal. </Flavor>
<specific name="Level"> 20 </specific>
<specific name="Gold"> 5000 </specific>
<specific name="Magic Item Type"> Potion </specific>
<specific name="Power (Consumable Healing): Minor Action"> You drink the potion. If you have a healing surge you must spend one. Instead of the hit points you would normally regain, you regain 3d8 + 20 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. If neither of these things are true, there is no effect. </specific>
<specific name="Rarity"> Uncommon </specific>
</RulesElement>
<RulesElement name="MME Potion of Heal" type="Magic Item" internal-id="ID_GNC_MAGIC_ITEM_MME4" source="Mordenkainen's Magnificent Emporium" >
<Flavor> This potion covers your most grievous wounds in brilliant silver light, restoring your body. </Flavor>
<specific name="Level"> 30 </specific>
<specific name="Gold"> 125000 </specific>
<specific name="Power (Consumable Healing): Minor Action"> You drink the potion. If you have a healing surge you must spend one. Instead of the hit points you would normally regain, you regain 4d8 + 30 hit points. If you are bloodied and don't have any healing surges, you still regain the hit points. In addition, you can make a saving throw against each effect on you that a save can end. If neither of these things are true, there is no effect. </specific>
<specific name="Rarity"> Uncommon </specific>
</RulesElement>
The MME at the beginning of the names can be removed, it's there to avoid a clash with the current version.
I ran a quick test in the builder and then posted the changes
|
#
?
Nov 8, 2011 14:11
|
|
- nothingxs
- Sep 7, 2005
-
Do as you like. It's not my job to kill you.
|
code:<RulesElement name="Dark Reaping" type="Power" internal-id="ID_FMP_POWER_8278" source="Dragon Magazine 376,Player Essentials: Heroes of Shadow" revision-date="3/14/2011 3:33:49 PM">
<Category> ID_INTERNAL_CATEGORY_RACIAL_POWER,ID_FMP_RACIAL_TRAIT_1870,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_RACE_47,ID_FMP_CATEGORY_12,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
<Prereqs> Revenant </Prereqs>
<Flavor> You use one death as the seed to sow more destruction. </Flavor>
<specific name="Power Usage"> Encounter </specific>
<specific name="_SkillPower" />
<specific name="Display"> Revenant Utility </specific>
<specific name="Keywords"> Necrotic </specific>
<specific name="Action Type"> Free Action </specific>
<specific name="Attack Type" />
<specific name="Trigger"> A creature within 5 squares of you is reduced to 0 hit points </specific>
<specific name="Effect"> One creature of your choice that you hit with an attack before the end of your next turn takes extra necrotic damage equal to 1d8 + your Constitution modifier or your Charisma modifier. </specific>
<specific name="_Associated Feats" />
<specific name="Class"> ID_FMP_RACE_47 </specific>
<specific name="Level" />
<specific name="Power Type"> Utility </specific>
<specific name="_ParentFeature"> ID_FMP_RACIAL_TRAIT_1870 </specific>
</RulesElement>
Replaces the Revenant power by the same name in races.part
|
#
?
Nov 8, 2011 14:45
|
|
- Tivaan
- Jul 13, 2011
-
|
Here's a nice piece of code, adding a Second Wind card to the character sheet, that can be edited with conditions like the Action Point card we all have:
code: <AppendNodes name="Level1Rules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_LEVEL1RULES" source="Core" >
<rules>
<grant name="ID_KDM_POWER_SECOND_WIND" type="Power" />
</rules>
</AppendNodes>
<RulesElement name="Second Wind" type="Power" internal-id="ID_KDM_POWER_SECOND_WIND" source="KDM" >
<Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
<Flavor> You take a moment to catch your breath and gather your strength. </Flavor>
<specific name="Power Usage"> Encounter </specific>
<specific name="_SkillPower" />
<specific name="Display"> Innate Ability </specific>
<specific name="Keywords" />
<specific name="Action Type"> Standard Action </specific>
<specific name="Attack Type"> Personal </specific>
<specific name="Effect"> Spend a healing surge and gain a +2 bonus to all defenses until the end of your next turn. </specific>
<specific name="_Associated Feats" />
<specific name="Class" />
<specific name="Level"> 1 </specific>
<specific name="Power Type"> Utility </specific>
</RulesElement>
And then it can be edited like the Action Point card as the example shows below.
code: <AppendNodes name="Striking Resurgence" type="Feat" internal-id="ID_FMP_FEAT_2518" source="Martial Power 2" revision-date="8/27/2010 12:20:20 PM" >
<rules>
<modify name="Second Wind" field="Striking Resurgence" value="When you use second wind as a standard action, you can forgo the bonus to defenses to make a melee basic attack as a free action." />
</rules>
</AppendNodes>
This was created by KDM off of another forum. Yes it has a few dropbacks like it shows up on a utility card but its better than nothing, considering we dont have card that can be edited like the action point card.
|
#
?
Nov 9, 2011 01:14
|
|
- Legit Businessman
- Sep 2, 2007
-
|
Tivaan posted:
Here's a nice piece of code, adding a Second Wind card to the character sheet, that can be edited with conditions like the Action Point card we all have:
code: <AppendNodes name="Level1Rules" type="Level1Rules" internal-id="ID_INTERNAL_LEVEL1RULES_LEVEL1RULES" source="Core" >
<rules>
<grant name="ID_KDM_POWER_SECOND_WIND" type="Power" />
</rules>
</AppendNodes>
<RulesElement name="Second Wind" type="Power" internal-id="ID_KDM_POWER_SECOND_WIND" source="KDM" >
<Category> ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_STANDARD_ACTION,1 </Category>
<Flavor> You take a moment to catch your breath and gather your strength. </Flavor>
<specific name="Power Usage"> Encounter </specific>
<specific name="_SkillPower" />
<specific name="Display"> Innate Ability </specific>
<specific name="Keywords" />
<specific name="Action Type"> Standard Action </specific>
<specific name="Attack Type"> Personal </specific>
<specific name="Effect"> Spend a healing surge and gain a +2 bonus to all defenses until the end of your next turn. </specific>
<specific name="_Associated Feats" />
<specific name="Class" />
<specific name="Level"> 1 </specific>
<specific name="Power Type"> Utility </specific>
</RulesElement>
And then it can be edited like the Action Point card as the example shows below.
code: <AppendNodes name="Striking Resurgence" type="Feat" internal-id="ID_FMP_FEAT_2518" source="Martial Power 2" revision-date="8/27/2010 12:20:20 PM" >
<rules>
<modify name="Second Wind" field="Striking Resurgence" value="When you use second wind as a standard action, you can forgo the bonus to defenses to make a melee basic attack as a free action." />
</rules>
</AppendNodes>
This was created by KDM off of another forum. Yes it has a few dropbacks like it shows up on a utility card but its better than nothing, considering we dont have card that can be edited like the action point card.
This is badass. Now we can actually put all those feats that change the second wind power to work!
EDIT:
Here is a compendium check list of feats that include "Second Wind" in them:
code:Sure Protection Divine Power
Spirit of Courage Dragon Magazine 391
Starshine Mantle Dragon Magazine 392
Shadow Blood Heroes of Shadow
Disciple of Justice Multiple Sources
Disciple of Strength Multiple Sources
Disciple of the Wild Multiple Sources
Rousing Voice Heroic Arcane Power
Rune-Scribed Soul Heroic Arcane Power
Arena-Fighter's Recovery Heroic Dark Sun Campaign Setting
Githzerai Beast Mastery Heroic Dragon Magazine 378
Shielded Resurgence Heroic Dragon Magazine 378
Obsidian Cave Recovery Heroic Dragon Magazine 379
Defensive Bluff Heroic Dragon Magazine 381
Emboldening Presence Heroic Dragon Magazine 381
Devil's Favor Heroic Dragon Magazine 382
Umbral Wind Heroic Dragon Magazine 382
Frantic Recovery Heroic Dragon Magazine 383
Roiling Storm Heroic Dragon Magazine 383
Shifting Wind Heroic Dragon Magazine 383
Storm's Lightning Heroic Dragon Magazine 383
Turtle's Shell Heroic Dragon Magazine 383
Flickering Fortunes Heroic Dragon Magazine 385
Shared Vitality Heroic Dragon Magazine 385
Goliath Resolve Heroic Dragon Magazine 386
Wrathful Recovery Heroic Dragon Magazine 386
Common Cause Heroic Dragon Magazine 388
Unstoppable Drive Heroic Dragon Magazine 388
Ghostly Wind Heroic Dragon Magazine 391
Mark of Healing Heroic Eberron Player's Guide
Defensive Resilience Heroic Martial Power
Offensive Resilience Heroic Martial Power
Redoubled Efforts Heroic Martial Power 2
Resilience of Stone Heroic Martial Power 2
Crushing Earthstrength Heroic Player's Handbook 2
Timely Respite Heroic Player's Handbook 2
Wildblood Cunning Heroic Player's Handbook 2
Spiritbond Defense Heroic Player's Handbook 3
Earthstrength Resilience Heroic Primal Power
Lifespirit Vigor Heroic Primal Power
Spirits of Stone Heroic Primal Power
Wildblood Fury Heroic Primal Power
Healing Fist Heroic Psionic Power
Psionic Toughness Heroic Psionic Power
Wind of Sympathy Heroic Psionic Power
Endurance in Solitude Paragon Dark Sun Campaign Setting
Thrill of the Kill Paragon Dark Sun Campaign Setting
Timely Teleport Paragon Dragon Magazine 382
Wrathful Resurgence Paragon Dragon Magazine 383
Dual Mind Reserves Paragon Dragon Magazine 385
Echoing Roar Paragon Dragon Magazine 386
Dragon's Rejuvenation Paragon Dragon Magazine 388
Improved Immutability Paragon Eberron Player's Guide
Defensive Surge Paragon Martial Power
Hunter's Resurgence Paragon Martial Power
Vital Inspiration Paragon Martial Power
Dwarven Recovery Paragon Martial Power 2
Striking Resurgence Paragon Martial Power 2
Improved Second Wind Paragon Player's Handbook
Desperate Renewal Paragon Player's Handbook 3
Psionic Rejuvenation Paragon Player's Handbook 3
Rune of Escape Paragon Player's Handbook 3
Dragonborn Zeal Paragon Multiple Sources
Mammons Theft of Health Paragon Player's Handbook Races: Tiefling
Earthstrength Defenses Paragon Primal Power
Lifespirit Healing Paragon Primal Power
Vital Form Paragon Primal Power
Wildblood Retribution Paragon Primal Power
Body Fuel Paragon Psionic Power
Bolstering Wind Paragon Psionic Power
Returning Resilience Paragon Psionic Power
Inexhaustible Resources Epic Dark Sun Campaign Setting
Epic Recovery Epic Martial Power
Stoneheart Warrior Epic Martial Power
Timely Revival Epic Martial Power
Peerless Reaction Epic Player's Handbook 3
Draconic Restoration Epic Player's Handbook Races: Dragonborn
Renewed Wrath Epic Player's Handbook Races: Tiefling
Earthstrength Might Epic Primal Power
Guardian Resurgence Epic Primal Power
Spirit of Health Epic Primal Power
Wild Surge Epic Primal Power
Legit Businessman fucked around with this message at 05:50 on Nov 9, 2011
|
#
?
Nov 9, 2011 05:35
|
|
- Adbot
-
ADBOT LOVES YOU
|
|
#
?
Jun 10, 2024 01:27
|
|
- Undrhil
- Dec 24, 2010
-
|
The downside is that we will now have two cards which show Second Wind ... unless this replaces the one that the builder currently places on the sheet...
|
#
?
Nov 9, 2011 08:13
|
|