View Full Version : 3.5E & Pathfinder Clustered Attacks
SoxMax
January 29th, 2024, 03:01
In order to support the feat Clustered Shots (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Clustered%20Shots) feat, this extension adds a new modifier called CLUSTERED. When toggled, it remains on until untoggled. While toggled, all damage events will be added to the clustered damage pool. After toggling off, all clustered damage will be combined and applied to their targets.
Forge: https://forge.fantasygrounds.com/shop/items/1568/view
Kelrugem
January 30th, 2024, 08:49
cool, thank you :)
ScribblingRambler
February 15th, 2024, 19:54
This would be very useful for a couple of my games, but I've not yet been able to figure out how to use it.
Do you need to create an effect to add to the shooter? To the targets? I tried both of those without success (Pathfinder).
Also, this could be useful for things like Flurry of Blows in Pf2.
SoxMax
February 15th, 2024, 20:30
I'll see about adding a quick video demonstration to the forge, but in the meantime.
Open `Modifiers` in the `Tool` menu from the right side bar.
Enable `Clustered` modifier. (You can also drag it to the hotbar for easier access)
It should turn color to indicate its active. In the default theme it should be blueish.
Apply damage against your target(s).
Dice will roll and show how much damage that did. However none will be applied yet.
The damage text will contain `[CLUSTERED]`.
Continue to apply damage however many times you need to apply damage. (Probably equal to successful attacks)
Disable the `Clustered` modifier.
It should lose its color.
All of the damage rolls that were rolled while `Clustered` are applied to the target as one lump sum. This will be accompanied by the normal damage applied text including the blood drop in the default theme.
Also unfortunately at the moment this is only for the PF1/3.5 ruleset. If I have time I'll look into what it would take to support PF2.
ScribblingRambler
February 15th, 2024, 21:23
Thanks so much for the quick reply.
I don't know what is involved for other rulesets, but I will mention that any Pf2 modules need to be enabled for "Pathfinder 2" and "Pathfinder 2 - Legacy".
Awesome addition, and very easy to use now that you replied.
SoxMax
February 18th, 2024, 15:16
@ScribblingRambler it appears PF2 already has an effected called `DMGCOMBINE` which accomplishes the same effect as my Clustered damage.
Trenloe
February 18th, 2024, 17:43
Also, this could be useful for things like Flurry of Blows in Pf2.
As mentioned by @SoxMax the PF2 ruleset has "damage combination" functionality built in. See this thread: https://www.fantasygrounds.com/forums/showthread.php?78915-Release-19-Information-and-feedback In particular the "Very fast R19 overview" video linked in post #2.
Details are also included in the "How to use" section of the monk Flurry of Blows activity in the legacy Core Rules DLC, and within the How to use help pages:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59904
YamiVegeta
October 10th, 2025, 12:45
Hey,
Sorry to be a bother, but is there a way to get it to apply to Spell Damage too?
I have some spells that have additional damage if they use extra resources. So instead of having 8 damage entries having 2 would be so much better.
For example, the spell does 1d8 damage and optionally 1d4 more if you spend points and further d4s for how many you spend.
What I'm trying to avoid is resistances being applied each time so normally you'd add extra damage actions for the varying amounts but that could lead to so many damage actions with a spell like this.
I hope I'm making sense.
Thanks so much, hope I haven't bothered you.
SoxMax
October 10th, 2025, 14:03
I can double check, but I believe you can use the clustered modifier with any sources of damage and it should work for spells already. Just make sure you turn on clustered before you start applying damage, and then turn it off when you're done applying damage. It should bundle all damage that occurred, regardless of source.
YamiVegeta
October 10th, 2025, 15:03
I just tried it again. Works fine for weapons, but spell damage isn't clustering.
65617
Also. thanks so much.
SoxMax
October 10th, 2025, 15:20
Ahh, that's right I think spell damage has its own damage flow. When I get time I'll see about expanding clustering to work for spell damage as well.
SoxMax
October 11th, 2025, 20:07
Updated the extension to work with both spell damage and "normal" damage.
Orimn
June 12th, 2026, 11:23
I have been testing the newest version of Fantasy Grounds before I move my Pathfinder 1e game to this version
Testing has gone pretty good but I did find this module appears to not be functioning anymore, The game I am running has a Ranger character and lots of enemies with DR, But sadly with the newest version of Fantasy Grounds Clustered Attacks seems to not be functioning at all.
The module has saved me a lot of time calculating damage in my campaign and for that I am eternally grateful to you for spending your time creating it.
I tested it on a combat scene with no other extensions loaded to eliminate the possibility of conflicts, I would again be eternally grateful if it's possible to fix whatever has broken since V5.1.4 (That's the version I am currently running because I have avoided any updates since then)
Thanks for your time!
Muchappreciated !
SoxMax
June 26th, 2026, 21:30
I've updated this to work with the latest 2026 effect changes
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