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Sewinlife

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Sewinlife

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Enhances wild shapes to allow unarmed boosts.

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1) Wild Shape attacks have been modified from UnarmedMeleeAbilityModifier to UnarmedDamage. The use of the UnarmedMeleeAbilityModifier attribute and not the UnarmedDamage is why 'natural' weapons do not count as unarmed. The modifier does not appear to do anything and I have not been able to figure out how to set the value, so instead I modified wild shape skills to use UnarmedDamage, which is boosted by feats, gear, etc. 
Note: Damage will include 'base unarmed damage' which is 1. I do disable the Monk damage die unarmed bonus while shapeshifted as its too powerful when combined with the animal natural/unarmed attacks. If any other things increase the base unarmed that I miss, let me know so I can disable it while shifted.
Note 2: I did try to modify the passive/boots/conditions that added unarmed bonus damage to add bonus damage while shifted. This initially worked perfect as was alot more straight forward. However, there are alot of things that will 'dealdamage' when attacking, this would causes things to double proc (similar behavior can been seen with hunters mark/hex) as these extra damages from misc feats/equip/conditions are not counted as bonus damage but instead new damage. This new damage would be counted as 'unarmed' by my changes and create way too much extra damage. I could not find a way to stop these double procs so I had to modify the skills directly for now. 

2) Equipment is no longer disable while wild shaped, this is required to keep magic items conditions enabled
Note: main hand/ranged weapons can still be used right now, this is my next to do to fix, but the shifted skills are available in the taskbars. Haven't found a good fix for this yet given the equipment is enabled

3) Tavern  Brawler was modified to be Strength or Dexterity based as some forms would give a negative number. 
Note: I may just add a check for max(0, StrengthMod) but I like the Dex/Str for Tavern Brawler as I feel it opens the feat for more builds.

4) Primal Strike has been modified to ignore resistances, it will not ignore immune as I haven't found a good way yet.
Note: The skill is likely working as intended, I think the issue is most things have both magical and non-magical resistance making the skill useless.

5) A bonus action bite is enabled while shifted if monk multiclassing.
Note: I may look at enabling other multiclass feats/passive/actions while shifted in the future.

I had to modify a lot of attacks to use the UnarmedDamage string, so anything that modifies the same attacks will not be compatible. Load whatever mod last based on what version you want.

If I missed an attack/shape, just post the shape/attack and I'll try and fix it in a day or two.