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Custom Item

Hargert

Active member
I am trying to add a new item for a player who wants to play a Warlock in Pathfinder. I have found a custom file for the class that I have modified but I am trying to add a chasuble of fel power to add to his damage eldritch damage. I can not figure out how to get it to add. Can anyone take a look and let me know what I am doing wrong?

Many Thanks!
 

Attachments

hiya,
i'm still learning things myself but it looks like you have the code pointing to the item itself. when i added it to a character instead of showing the name of the item it showed the eldritch blast instead.

so i modified your code a bit to point to eldritch blast for the changes instead of the item itself. also the item description says the damage is added only when the item is worn. so i added a line to only add the damage if it was checked off as being worn. i first tried to use a tag to check but for some reason it wouldn't add the damage so went back to checking the actual item.

so the extra damage shows on the special tab
 

Attachments

Was this Ever finalized?

Heya, I was wondering was this ever finalized into a finished user file? If so, could you post it here again..
 
There are some mechanical issues with the class, like for example all of the types of invocations have been split into their custom ability. While this looks great for organization it is terrible for handling mechanics and comparability with similar types of classes especially if they have other "custom" abilities.

Second the invocations work off of the Warlock level not invocation level. What happens then when another class can increase or decrease this level. Or if other invoker level style classes are added.

It also means there is not way to check for invoker level xxx in the way you check for caster level xx.

Also there is no weapon added to the weapons tab for the Eldritch Blast...

And finally, if this was done, shouldn't it have been added to the C7 source file for tome of secrets.... :P
 
There are some mechanical issues with the class, like for example all of the types of invocations have been split into their custom ability. While this looks great for organization it is terrible for handling mechanics and comparability with similar types of classes especially if they have other "custom" abilities.

Second the invocations work off of the Warlock level not invocation level. What happens then when another class can increase or decrease this level. Or if other invoker level style classes are added.

It also means there is not way to check for invoker level xxx in the way you check for caster level xx.

Also there is no weapon added to the weapons tab for the Eldritch Blast...

And finally, if this was done, shouldn't it have been added to the C7 source file for tome of secrets.... :P
No idea on most of the above as never looked at the file. If no one sent me a file or let me know that the above Warlock was suppose to be the warlock from Tome of Secrets I can't yet read minds. :)

So that would be why its not in the 3PP Pack.
 
After looking this over in more detail, it appears that is NOT in fact the warlock from tome of secrets. However, the class is sourced as Tome of Secrets.

Another issue I suppose, it looks to be a 3.5 conversion of the CAr class (which imho is far better than the ToS Warlock). But thats not the point at all.

I am not sure what to do, the file is at least 5 years old. I will try and contact its original author but that might not work, depending on how much they come around to the forums.
 
In that case I think I'll take a crack at fixing it so it is more widely usable and compatible with the rest of the system. It is not something I really like doing. But the warlock is such an awesome class and as it is right now its not very compatible with the rest of the system. And the way it is it cannot be used very easily with any "new" classes added layer like Eldritch Theurge that count invoker levels and caster levels separately.

I'll have to give it some thought since the 3.5 system bootstraps the xInvoker special to the haste adjustment and that is probably not an option here as this is a conversion and not an official 3PP item.

Some interesting problems.
 
I'll have to give it some thought since the 3.5 system bootstraps the xInvoker special to the haste adjustment and that is probably not an option here as this is a conversion and not an official 3PP item.
Lawful_g bootstrapped stuff to the Haste adjustment as of way of getting a Thing as a Pick onto all characters. This is not needed in Pathfinder as we have Mechanics or you can set an ability to always appear on the Hero like xFly or xSwim.

My personal take is that a Warlock is NOT a base class its an Archetype to the Witch base class actually. Pathfinder does not need more base classes in my opinion. If interested here is a .user file link to the Warlock redone as an Archetype of Witch. HERE is the class on my wiki.
 
I love the work you've put into the wiki, looks like a very useful reference and I'll certainly be referring back to it.

But in this we can agree to disagree, I believe strongly that there can never be enough variety, and while an archetype may work for certain situations. Such recreating a prestige class with very narrow use (Fatespinner Archetype for Wizard or Arcanist or Wizard or War Wizard of Cormyr for (all arcane classes in general) ). A class based off of an altogether different mechanic than traditional spell casting, invocations, in the case of the warlock is not one of those.

How do I use that mechanic to force it to be attached to all characters? What tag or option in the abilities tab is required.

Is it Helper.BaseAbil or is it Universal.Universal?
 
How do I use that mechanic to force it to be attached to all characters?
If you make a mechanic called "X" that Mechanic is ALWAYS live and attached to all characters. So if you then bootstrap an ability to the Mechanic it will also always be live. Unless you "hide" it or use a bootstrap condition.

In reference take a look a the Mechanic I have for the Eberron Campaign Setting. Because the mechanic is always live I define global tags on it. But I also bootstrap Helper Things to it that I want to do specific things for the Campaign setting.


What tag or option in the abilities tab is required.

Is it Helper.BaseAbil or is it Universal.Universal?
Honestly I don't remember. I will need to look. The "Helper.BaseAbil" sounds right though. Best bet is to try it out but make sure you do a "CTRL-R" to reload HL as Test Now won't get it attached to the Hero.
 
Here are the three tags which are related to your desire.

<enmasse><![CDATA[
Helper.Bootstrap
]]></enmasse>

<!-- All DRs, Energy resistances, SR, and speeds are on all characters, so that they can be selected by adjustments -->
<enmasse><![CDATA[
Helper.BaseAbil
]]></enmasse>

<enmasse><![CDATA[
component.Mechanics
]]></enmasse>
 
Here are the three tags which are related to your desire.

<enmasse><![CDATA[
Helper.Bootstrap
]]></enmasse>

<!-- All DRs, Energy resistances, SR, and speeds are on all characters, so that they can be selected by adjustments -->
<enmasse><![CDATA[
Helper.BaseAbil
]]></enmasse>

<enmasse><![CDATA[
component.Mechanics
]]></enmasse>
LOL That is awesome! That just showed me how to get a Mechanic into the d20 system. I had not had time to look into the logic yet but seeing the <enmasse> element explains it. Thanks! :)
 
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