View Full Version : Bestiary/NPC Spell Primary Attribute Suggestion
SillyOldeBear
August 4th, 2023, 08:28
Certain spells, especially cantrips, add the modifier for the primary attribute for the type of spellcasting (INT for Witch/Wizard, WIS for Cleric/Druid, CHA for Bard/Sorcerer/Innate) to the damage of the cantrip. What I've noticed is that in the NPCs included in Adventure Path content (and possibly in the bestiaries themselves), cantrip bonus damage is set to Base, but there is no Base defined for the NPC and no place to define it in the spell class dialog. This means that when I run one of these NPCs, I have to manually set the bonus damage to the correct attribute for the NPC and spell class and I have to do this for every single spell damage entry. So, for Telekinetic Projectile, I have to do this three times for the three different types of damage the spell can do.
It would be much easier if there were a place in the spell class section (where the Spell Attack Roll and DC are set) where I could specify which attribute to use for Base for the spell class, similar to what we do for PCs. Alternatively, if that is not feasible, it would be helpful if we could enter the bonus value to use for Base. Either way would work for me.
Trenloe
August 4th, 2023, 08:42
It would be much easier if there were a place in the spell class section (where the Spell Attack Roll and DC are set) where I could specify which attribute to use for Base for the spell class, similar to what we do for PCs.
Good idea. I'll add it to the list to look into in future.
MaxAstro
August 5th, 2023, 00:41
Certain spells, especially cantrips, add the modifier for the primary attribute for the type of spellcasting (INT for Witch/Wizard, WIS for Cleric/Druid, CHA for Bard/Sorcerer/Innate) to the damage of the cantrip. What I've noticed is that in the NPCs included in Adventure Path content (and possibly in the bestiaries themselves), cantrip bonus damage is set to Base, but there is no Base defined for the NPC and no place to define it in the spell class dialog. This means that when I run one of these NPCs, I have to manually set the bonus damage to the correct attribute for the NPC and spell class and I have to do this for every single spell damage entry. So, for Telekinetic Projectile, I have to do this three times for the three different types of damage the spell can do.
It would be much easier if there were a place in the spell class section (where the Spell Attack Roll and DC are set) where I could specify which attribute to use for Base for the spell class, similar to what we do for PCs. Alternatively, if that is not feasible, it would be helpful if we could enter the bonus value to use for Base. Either way would work for me.
If it helps, my understanding is that adding attribute to spell damage is going away entirely in Remastered, so if nothing else this shouldn't be a problem for more than a few more months.
Trenloe
August 5th, 2023, 04:23
...so if nothing else this shouldn't be a problem for more than a few more months.
Only for those who move fully to Remastered...
MaxAstro
August 5th, 2023, 17:22
Only for those who move fully to Remastered...
Very true!
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