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Liber Vampyr book

looking at the examples in the book it seems they do get a bite attack. this is from slightly hungry example: Melee 2 flails +12/+7 (2d6+6) and bite +7 (1d8+6), or bite +12
(1d8+6) and 2 claws +7 (1d6+6)
 
Creating a Feral Vampire
“Feral vampire” is a template that can be added to
any living humanoid or monstrous humanoid with 5 or more
hit dice (referred to hereafter as the base creature). A feral
vampire uses the base creature’s stats and abilities except as
noted here. The abilities of a feral vampire depend on how
long it’s been since it fed, as described below. A feral vampire
gains the benefits listed under its hunger category, as well as
the benefits of each lesser hunger category. These benefits do
not stack unless their entry indicates otherwise.


i would say they have vampire teeth but do not get the feat to drain blood for blood points. they are just to savage and rip and tear thier victums throats open and dont care about being nice. I would say only if they took a class that gave them it would they get it. the bold sintance above might answer if the abilities stack with each other.
 
Yes, the “Feral vampire” as a template gets bit and claw. I already have that in there.

I am asking about The Vampire Bite Feat, regardless of who or what takes it. As it reads, it does not grant a bite. I was just wondering if it was implied.

As for the “Feral vampire” template, I guess I'll have to back and add in all the lesser abilities into the higher categories. uhg
 
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Just about done with the last template, but I got a mechanics issue for Shadow.

Psychic Vampire has this ability.

Psionics (Sp): All psychic vampires are able to use psionics to a certain extent. They have a power point pool with a maximum number of power points equal to twice their hit dice, which they can spend to activate the following psionic powers: ego whip, empathic connection, and empathy. The psychic vampire’s manifester level is equal to its Hit Dice. For more information on psionics, see Psionics Unleashed.

I think I added the PP to adjust with Hit Dice, etc, but how are we going to handle the powers? Should we just make them up or somehow tie it to the community set? IDK

FYI - The attached dataset isn't merged with the updated class data yet.
 

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Having issues with the caster level on the psionic vamp. Shadow can you help. I might be off for a bit, (had a death in the family). I'll check back when I can.

I did a bit more last night, (needed something to do). Anyway I got it worked out. I'll post it later on today.
 

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Having issues with the caster level on the psionic vamp. Shadow can you help. I might be off for a bit, (had a death in the family). I'll check back when I can.
First I am very sorry for your loss Frodie. :(

I will try and take a look this weekend at the issue. As for the Psionics stuff this is just one more reason for a re-do of the packages. Many things are starting to need "features" from each other. This needs Psionics and parts of Psioncis needs the Community Bestiary.

For now lets add a "note" in the "TO-DO" section of comments that the Psionics needs to be added. I don't have a good solution right this second.
 
Thank you.

I had a few mins and needed something to do. Anyways, I merged the two recent files posted. I also "think" I got the psionics fixed.

So I think everything is in the data file, just the class abilities need scripting, (correct)?
 

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ok just saw something that i think needs to addressed:
the conditions that get added by the data set is throwing a validtion error. is there a way to tie those conditions to the the templates or classes from the book only so if they are not active the conditions do not activate (show)?
 
Can you tell which ones. I'm not getting an error, but I'll look when I can.

I will delete the pre-rq from the Necrosis adjustments. That will help
 
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when the data set is turned on it adds necrosis LT and SV: must have creature type: undead. that is the valadtion error. even with out class or anything selected for toon it shows.
 
I got the Sweeblood Manipulator class done.

I was going to script the "Vampiric Embrace" class special, but it's just way too crazy. I could bootstrap many of the abilities, NP, but the following, IDK

"The sweeblood manipulator uses the higher of her Constitution or Charisma modifiers for the purposes of determining her hit points and Fortitude saving throw bonus (but not any other effect that depends on Constitution). "

Edit - Well I think I got it working. Seems to work. Anyways, let me bootstrap in all the other abilities and re-post the file.
 

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