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Community Created Files 1.8 and later

Well what would be the process to make a template?

Start with any special abilities first.
Inputting the text before the scripting.
Once they are done you can bootstrap them to your template, then add the template to a test character to ensure that they display properly.

Then add each script / adjustment one at a time making sure to Test everything along the way.
 
Just to keep everyone up to speed on the Heroes of Horror implementation, I have added the feats and remaining spells (there's a little work remaining on both, but all should be completed for the next release). I am also adding the Tainted condition and two new adjustments: Corruption and Depravity. You can use these adjustments for when you gain points in each of them. I am also adding feat choosers to allow you to select the various effects of corruption and depravity. Once I'm done with this, I'll move on to the Prestige Classes. I may also add the various monsters, items, and templates.
 
While working on the Purifier of the Hallowed Doctrine, I noticed a slight flaw in the current implementation of Lay on Hands (as provided by Custom - Core Book Mods). I have updated the Lay on Hands special to use its own Value field to calculate total points rather than the Paladin's class special. That way, other classes that increase a Paladin's Lay on Hands ability, or provide the ability on their own, can use the same special and stack with other classes.
 
Is anyone working on the eberron files?

Not that I know of. I'd like to get to it, but there's just so much other stuff to do still. If there's anything specific you want done I can probably get a couple things in for the next release. I did manage to get the Artificer in for 1.11.
 
Heroes of Horror is now complete, except for the artifacts and new monsters which I'm going to leave out for now so that I can focus on other things.
 
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Could you add the Totemist class from the book Magic of Incarnum? I have been trying but every time I try it turns to.....well mush.

EDIT: Also adding the feat Eldritch Claws how would I do it so that it adds a weapon and feats like improve natural attack and improve unarmed strike would increase said weapon.

EDIT: Im trying to create a clawlock or a warlock that use the feat eldritch claw and feats that would improve eldritch claw. A clawlock is a lesser version of the King of Smack.

http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Eldritch_Claws

king of smack http://community.wizards.com/forum/previous-editions-character-optimization/threads/910286
 
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Could you add the Totemist class from the book Magic of Incarnum? I have been trying but every time I try it turns to.....well mush.

EDIT: Also adding the feat Eldritch Claws how would I do it so that it adds a weapon and feats like improve natural attack and improve unarmed strike would increase said weapon.

EDIT: Im trying to create a clawlock or a warlock that use the feat eldritch claw and feats that would improve eldritch claw. A clawlock is a lesser version of the King of Smack.

http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Eldritch_Claws

king of smack http://community.wizards.com/forum/previous-editions-character-optimization/threads/910286

I'll add Totemist to the list, and will check into the rest of this tomorrow morning. I have a file in the community set for online content, so some of this could go there.
 
Thank you. I put the two links as a reference of what I was trying (and failed) to do.

I've added Eldritch Claws to the "Custom - Dragon Magazine" file in the community set. The damage for the claws will read as "Unarmed Strike + xd6" where x = the damage dice for the Eldritch Blast weapon. I've put in a request to Shadow to add the Extra Damage field that weapons in Pathfinder have. Not only will this allow me to improve how the damage field for this weapon looks, but it would also allow us to put in the extra damage provided by weapon special abilities (such as corrosive).

Not much I can do about Clawlock. Is this something you are developing yourself?
 
No clawlock is not my own creation. Not a lot of people use it. This is because there are classes that can do the whole claw thing a lot better aka a pure Totemist or the King of Smack. I have always liked the warlock and the group I play in doesn't optimize. Plus there are some controversy on what eldrtich claws do and what works with it as the wording for eldritch claws is poor (like a lot of d&d)

http://www.giantitp.com/forums/show...lock-(Clawlock)-build&p=18024052#post18024052

This is my build. My final build is four posts down from the top shouldn't miss it.

EDIT: Is this the place where I update it so that eldritch claws shows up?
http://www.shadowsoftware.net/herolab/d20/
 
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No clawlock is not my own creation. Not a lot of people use it. This is because there are classes that can do the whole claw thing a lot better aka a pure Totemist or the King of Smack. I have always liked the warlock and the group I play in doesn't optimize. Plus there are some controversy on what eldrtich claws do and what works with it as the wording for eldritch claws is poor (like a lot of d&d)

http://www.giantitp.com/forums/show...lock-(Clawlock)-build&p=18024052#post18024052

This is my build. My final build is four posts down from the top shouldn't miss it.

EDIT: Is this the place where I update it so that eldritch claws shows up?
http://www.shadowsoftware.net/herolab/d20/

OK. If the clawlock comes from dragon magazine or some other source, you could point me to it and I could see about getting it included or at least help you create it for yourself.

As for the Eldritch Claws feat, it has not been released. I did it and it will be included in the next release. If you need it sooner, you can email me at my username at gmail.com.
 
Clawlock isn't from dragon magazine

It's a name for the warlock that specialises in natural claw attacks

Clawlock: The clawlock uses the Eldritch Claw feat from Dragon Magazine. More than any other warlock build, the clawlock is a damage dealer. Their damage potential is very good, since they can stack anything that helps natural weapons, unarmed strikes, manufactured weapons and eldritch blast. Clawlocks depend on Dragon Magazine material, which is frowned upon on some tables, so ask your DM before building one.

Feats for the Warlock
Able Learner (Races of Destiny): Human only. Your class skills remain with you forever. Good if you're dipping or if you want to qualify for Chameleon.

Eldritch Claws (Dragon 358): As a free action, create a pair of claws. Damage is based on unarmed strike + eldritch blast. This is crazy good - you get to stack bonuses from plenty of sources, it has synergy
with lots of things, the damage is really good.
Beast Strike: Adds your claw damage to your unarmed strike damage. Very good feat for clawlocks.
Improved Unarmed Strike (PHB): By itself, not that good of a feat. It's useful as a requirement, though.
Grappling Blast (Dragon 358): Allows you to grapple and deal eldritch blast damage, giving a bonus in the next grapple checks. I can see this being useful in a grappler build that dips Warlock, but increasing actual size is not that good for warlocks. I'd skip it.
Superior Unarmed Strike (Tome of Battle): Clawlocks should either take this or enter Shou Disciple. Solid damage buff.
Improved Natural Attack (Monster Manual): Clawlocks can take this feat, but they can also get it from Thayan Gladiator or the Fanged Ring. You could take this for unarmed strike as well, but you can (and should) use (Greater) Mighty Wallop instead.
Planar Affinity (online): Change two invocations instead of one. Quite lackluster. Useful in a few tricky situations (see Enlightened Spirit).
Infernal Adept (online): Opens up the Dragonfire Adept invocation list for you. Could be quite strong - we'll mention your options later.
Weapon Finesse (PHB): Glaivelocks should probably take this. You can use Str to attack with eldritch glaive, but that's all you'll ever get from it. Dexterity, on the other hand, applies to plenty of other stuff - initiative, Dex, Balance, Tumble, ranged attack rolls, Reflex saves... You can even be a finesse clawlock, though of course your damage output will suffer. However, if you're a ranged warlock that just uses glaive/claw onde in a while, I'd skip it.
Touch/Ray Spell Specialization (Complete Arcane): Low, low damage bonus. Not a requirement for anything. I'd skip it.
Obtain Familiar (Complete Arcane): Familiar are pretty useful, since they represent a second set of actions.
Improved Familiar (PHB): Now we're talking. Some improved familiar can speak and use magical items, so you could give them wands of important spells that can be cast during combat to save you actions (Nerveskitter and Snake's Swiftness spring to mind). If you're a Hellfire Warlock, give your familiar a Rod of Bodily Restoration and don't worry much about complaints of cheese.
Point Blank Shot (PHB): Low bonuses, only good as a requirement for Psionic Shot.
Precise Shot (PHB): Don't take this. Touch attacks are reliable enough and you need your feat slots for better stuff.
Mortalbane (Book of Vile Darkness, page 49): No alignment requirements, despite coming from BoVD. 5/day, get +2d6 damage on a damaging spell-like ability. This is a very good damage boost for eldritch blast and the lack of requirements make this a very good choice for your 1st level feat. Fades in usefulness as you level up, but it's still handy.
Empower/Maximize/Quicken Spell-like Ability: These feats are all very good for a warlock, since spell-like abilities are our bread and butter. Since eldritch blast counts as a 1st level spell (see the errata for Complete Arcane), it's a prime candidate for these. Empower SLA is not exactly worth it - the bonus is pretty low. Quicken & Maximize are very good options. Notice you can take those feats for other invocations, but unless you're spamming them I would advise against it.
Practiced Spellcaster (Complete Arcane): At first glance, this is a piece of crap. It helps you defeat SR and dispel... and that's that. However, Richard Baker himself said he would allow it to advance the Warlock's eldritch blast. If your DM accepts this ruling, this is very good news for any Warlock that dips around.
Supernatural Transformation (Savage Species): This feat does not work with invocations, sadly.
Surrogate Spellcasting (Savage Species): Requires Wis 13, but warlocks don't depend on ability scores as much as other classes. Allows your hengeyokai/tibbit warlock to use invocations in any form. Now you really can be a sparrow of death!
Mindsight (Lords of Madness page 126): This feat is so good that if you qualify for it you should take it. Blindsense plus detecting Intelligence and creature type?! If you dipped Mindbender of if you are a Shimonen Naga, you shouldn't ask yourself "Should I take this feat?", you should ask yourself "When should I take this feat?" with the anser being as soon as possible.
Extra Invocation (Complete Arcane): You need more invocations, but this feat by itself is not the most optimal way to get them. If you have access to Psychic Reformation and/or Embrace/Shun the Dark Chaos it becomes better... but if you want versatility that much you really should be dipping Chameleon. All things considered, a necessary evil for many builds and a good filler feat if you don't know what else to take.
 
Ah. Ok, thanks Bodrin. I will check to see if any of these feats are missing from the community set when I get a chance.
 
I notice some PrC from Fiendish Codex II (hellfire warlock and hellbreaker) are missing are you guys still working on it? Also when would the next update be? I know I thank you guys a lot but you have no idea how much I appreciate what you guys do and my group thanks you guys even more. I always feel bad asking I don't know why.
 
I notice some PrC from Fiendish Codex II (hellfire warlock and hellbreaker) are missing are you guys still working on it? Also when would the next update be? I know I thank you guys a lot but you have no idea how much I appreciate what you guys do and my group thanks you guys even more. I always feel bad asking I don't know why.

Haha. No problem. Lots of PrC's are missing. I will add these to the list. No guarantee they make it into the next release, but I'll try. As to when, I don't currently have a date set. For the most part, I try to release when there's enough content added to make having a release worth it. I would guess some time in October, though.
 
So I was taking a look at something for the Fiendish Codex, loaded up a devil and ran into the annoying darkvision error again. So now I'm going through the Monster Manual to clean things up a bit. I'm attempting to remove things that are getting double-bootstrapped (such as low-light vision bootstrapped to all animals and the type-animal special), and cleaning up anything that gets its value set in a script (which is what is causing these darkvision errors). The double-bootstrapping isn't really an issue per se, but it seems unnecessary. I've also come across a few errors, which I've fixed and noted in the first post of this thread. As I come across others, I'll fix them. Hopefully, after all is said and done, we'll have a nice, clean MM1 file that should reduce errors on the monster races.
 
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