Benlyd
February 6th, 2021, 01:38
After getting such a quick and nice response to my first questions, I would like to ask you all some more. All of this came up when we played through “The Fall of Plaguestone”.
1. Is there any way to add more than one “Damage” Field to a weapon?
I am well aware, that you can add multiple damage dice to the same attack roll, to add a fire rune or something similar. But our alchemist is happily using the “Alchemical Crossbow” which turns his Action tab into what you can see in the attachment.
Our fighter is using a Bastard Sword and needed to create a manual weapon entry for the two-handed strike as well. Lastly our dwarf ranger uses a clan dagger. When we fought the stone horse, he had to change the damage type from piercing to bludgeoning, just to make use of the weapon’s versatile trait. Now he also has a manually created second version of the weapon taking up extra space.
I know that simply adding them to the weapon would most likely still list them below each other, due to the way the character sheet is laid out, but it would all at least be part of the weapon whenever it changes inventory. Ideal might actually be an option to switch the normal damage field to those small spell buttons. The crossbow in my example would have 6 buttons that take up less space than one damage field if the crossbow is loaded with a bomb.
2. Some effect macros still allude me.
It was easy enough to create the effect buttons for the Energy and Stone Body Mutagen by following the examples in the drag and drop extension by ShadeRaven. But sadly, True Strike is not able to be automated by me. I thought about adding the effect “ADVATK” from the D&D 5e ruleset, as this would work perfectly, but this effect currently does not carry over between the 2 rulesets.
I also tried to add the 1d6 damage bonus from bombs of the above-mentioned crossbow as a spell effect, as an alternative to what is currently under his action tab. Maybe I am overlooking something again, but I seem to find no way to properly define the rules as to when it ends and where it applies.
“DMG: 1d6 fire” is easy enough, normal duration 1 minute. Now how to define that it could also expend after three actions and that those actions can only be a ranged attack with the crossbow? If I just use “expend on next action” it will be applied to whatever damage roll comes next, be it crossbow or maybe an alchemical bomb. There is the option to tell him that he needs to press the button each time before he shoots the crossbow, but this will most likely lead to quite a few mistakes. Can’t wait for the acid flask to apply an additional 1d6 fire.
Finally, there is the “Stalwart’s Ring”. Currently the player has a “HEAL: [Self], 5 temporary” spell that he can click after each overnight rest. I remember an old thread asking about the possibility to add effects to items. Trenloe shared a link to Fantasy Grounds Friday where the problems with parsing the Pathfinder text are clearly explained. I can certainly understand and would not want you to invest too much time automating everything by hand. If the option is there, I can certainly try to do so myself for whatever my party is using. There already is an automation field in the Abilities/Feats I am happily filling wherever I find it useful for our party. This is sadly still missing for items. Right now, I can go the roundabout way and create a feat for the item effect. But what I would like to know about this:
Is there an effect command that applies the “HEAL: [Self], 5 temporary” effect whenever I give the party an Overnight rest?
Thank you everyone in advance. Especially all of you that read through all of my rambling here.
I know that those problems are nothing major, I would just like to find a possible solution I might miss, as that would really help later on, when I start to create some new magic items for the party.
1. Is there any way to add more than one “Damage” Field to a weapon?
I am well aware, that you can add multiple damage dice to the same attack roll, to add a fire rune or something similar. But our alchemist is happily using the “Alchemical Crossbow” which turns his Action tab into what you can see in the attachment.
Our fighter is using a Bastard Sword and needed to create a manual weapon entry for the two-handed strike as well. Lastly our dwarf ranger uses a clan dagger. When we fought the stone horse, he had to change the damage type from piercing to bludgeoning, just to make use of the weapon’s versatile trait. Now he also has a manually created second version of the weapon taking up extra space.
I know that simply adding them to the weapon would most likely still list them below each other, due to the way the character sheet is laid out, but it would all at least be part of the weapon whenever it changes inventory. Ideal might actually be an option to switch the normal damage field to those small spell buttons. The crossbow in my example would have 6 buttons that take up less space than one damage field if the crossbow is loaded with a bomb.
2. Some effect macros still allude me.
It was easy enough to create the effect buttons for the Energy and Stone Body Mutagen by following the examples in the drag and drop extension by ShadeRaven. But sadly, True Strike is not able to be automated by me. I thought about adding the effect “ADVATK” from the D&D 5e ruleset, as this would work perfectly, but this effect currently does not carry over between the 2 rulesets.
I also tried to add the 1d6 damage bonus from bombs of the above-mentioned crossbow as a spell effect, as an alternative to what is currently under his action tab. Maybe I am overlooking something again, but I seem to find no way to properly define the rules as to when it ends and where it applies.
“DMG: 1d6 fire” is easy enough, normal duration 1 minute. Now how to define that it could also expend after three actions and that those actions can only be a ranged attack with the crossbow? If I just use “expend on next action” it will be applied to whatever damage roll comes next, be it crossbow or maybe an alchemical bomb. There is the option to tell him that he needs to press the button each time before he shoots the crossbow, but this will most likely lead to quite a few mistakes. Can’t wait for the acid flask to apply an additional 1d6 fire.
Finally, there is the “Stalwart’s Ring”. Currently the player has a “HEAL: [Self], 5 temporary” spell that he can click after each overnight rest. I remember an old thread asking about the possibility to add effects to items. Trenloe shared a link to Fantasy Grounds Friday where the problems with parsing the Pathfinder text are clearly explained. I can certainly understand and would not want you to invest too much time automating everything by hand. If the option is there, I can certainly try to do so myself for whatever my party is using. There already is an automation field in the Abilities/Feats I am happily filling wherever I find it useful for our party. This is sadly still missing for items. Right now, I can go the roundabout way and create a feat for the item effect. But what I would like to know about this:
Is there an effect command that applies the “HEAL: [Self], 5 temporary” effect whenever I give the party an Overnight rest?
Thank you everyone in advance. Especially all of you that read through all of my rambling here.
I know that those problems are nothing major, I would just like to find a possible solution I might miss, as that would really help later on, when I start to create some new magic items for the party.