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danman71
September 17th, 2021, 23:08
In Pathfinder 2E I have upgraded weapons to add the flaming and wounding runes. These add a persistent 1d10 fire and 1d12 Bleed on a critical hit. Is it possible to automate this in Fantasy Grounds?

Trenloe
September 17th, 2021, 23:17
[Moved thread to the Pathfinder 2.0 sub-forum. It's best to ask system specific questions in the forum that that system.]

You can't automate the application of the persistent damage on a critical. But you can manually add effects of PERS: 1d10 fire and PERS: 1d12 bleed to the target.

myyra
September 19th, 2021, 19:13
You can't automate the application of the persistent damage on a critical. But you can manually add effects of PERS: 1d10 fire and PERS: 1d12 bleed to the target.
If I'm using a weapon like that or something, I like to create a cantrip spell that will do this with just a press of a button. That way I don't have to remember if it was Persistent or PERS and whether I was supposed to include a colon somewhere.

rhollander10
March 10th, 2022, 22:36
[Moved thread to the Pathfinder 2.0 sub-forum. It's best to ask system specific questions in the forum that that system.]

You can't automate the application of the persistent damage on a critical. But you can manually add effects of PERS: 1d10 fire and PERS: 1d12 bleed to the target.

Can we automate the application of additional damage on a crit, such as the bonus damage from critical specialization with the Pick class of weapons (which adds 2 damage per weapon die on a crit)? I have an ability set up to separately apply the bonus damage with a click, but I'd like to eliminate the extra step and have the damage all added together before applying resistance, etc.

Thanks for all you do, Trenloe.

Trenloe
March 10th, 2022, 23:21
Can we automate the application of additional damage on a crit, such as the bonus damage from critical specialization with the Pick class of weapons (which adds 2 damage per weapon die on a crit)? I have an ability set up to separately apply the bonus damage with a click, but I'd like to eliminate the extra step and have the damage all added together before applying resistance, etc.
Weapon critical specializations aren't currently specifically coded into the ruleset. For the pick, you could have an effect you apply before rolling damage, which would add the damage to the damage roll, rather than applying a separate damage action after. Make an effect, target self, expire on next action: DMG: XX critical - where XX is the amount of extra damage. This will be added to the critical portion of the damage for the next damage check and will be removed (due to the expire on next action setting).


Thanks for all you do, Trenloe.
Thank you!

KainFromNod
June 7th, 2024, 17:07
Can we automate the application of additional damage on a crit, such as the bonus damage from critical specialization with the Pick class of weapons (which adds 2 damage per weapon die on a crit)? I have an ability set up to separately apply the bonus damage with a click, but I'd like to eliminate the extra step and have the damage all added together before applying resistance, etc.

Thanks for all you do, Trenloe.

I just automated the +2 damage per weapon die (sort of, I have to change if it is +2/+4/+6), I 61026

If you don't understand what I did on the image, message me and I'll explain but basically you subtract and add the same number in a normal strike and add double the number in a critical (thanks algebra, yaaaay!)

MaxAstro
June 10th, 2024, 16:46
I just automated the +2 damage per weapon die (sort of, I have to change if it is +2/+4/+6), I 61026

If you don't understand what I did on the image, message me and I'll explain but basically you subtract and add the same number in a normal strike and add double the number in a critical (thanks algebra, yaaaay!)

This is clever!

It would be nice, for cases like this, if "critical" type damage would only be added/rolled if the attack was actually a critical, and ignored otherwise. Actually, that would also solve almost all of these "extra damage on a crit" special cases. For example, the flaming rune crit could have "fire, persistent, critical" as its damage types.

Trenloe, how feasible would that be? I assume there is some similar code already involving persistent damage, since that skips rolling damage in favor of adding an effect.

Trenloe
June 10th, 2024, 18:29
It would be nice, for cases like this, if "critical" type damage would only be added/rolled if the attack was actually a critical, and ignored otherwise.

Trenloe, how feasible would that be?
It would need a new damage type as changing the functionality of the "critical" damage type would break anything that's already using it.