Thanks so much!
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Thanks so much!
Ok, I am a dunce and I cannot seem to figure stuff out. I have the following homebrew weapon:
Radiant Soulspear:
Alignment Assualt: When you hit an evil creature it takes an additional 1d6 radiant damage. When you hit a good creature with soulpiercer, the creature has resisatnce to your attack's damage.
How do I code this into the item? I've been beating my head against this for a while and now my nose hurts. :D
You will need another ext for this, called BCEG.
Put these effects on the weapon with action only checked.
Quote:
IFT: ALIGN(evil); DMG: 1d6 radiant
This effect goes into the custom effects list and set it to remove on any roll.Quote:
IFT: ALIGN(good); ATKHADDT: RS Good
Quote:
RS Good; RESIST: all
You are a scholar! Thank you.
Hello All,
This is probably beyond the scope of this extension, but here goes:
I am creating an item that has RESIST: FIRE but in addition I want to have a damage reduction from fire of X points. So if the character wearing said item is HIT then the damage is reduced by the "x" points.Is there a mechanic for this scenario in FGU 5e?
Thanks for any input.
PS.. I've already looked at the ABSORB extension by Rob2E and it doesn't make the effect available for an item only a CT entry
Thanks Zacchaeus, I'll give that a shot. As long as I can define the amount of reduction, life is good.
Thank you once again wise oracle ;)
Have another request and can't seem to find how to do this.
The weapon deals a d4 fire damage on a hit. If it scores 4 damage, it causes the target to take another d4 fire damage at the beginning of your next turn. If that scores another four damage, the effect continues. Is there a way to do that?
Here is the exact wording of the weapon:
If the fire damage die rolls a 4, the target continues to burn; it takes another 1d4 fire damage at the start of your next turn unless it or another creature within reach uses an action to put out the fire. It continues to burn in this way if the fire damage die rolls another 4.
No, you'd have to do that manually. There's nothing that can check how much damage has been done and then do something based on that.