As I posted in the other thread, this Aura doesn't do what you are saying it should do.
Having said that, check out Better Combat Effects EXT. It will have a lot of tools to automate some of the stuff you wanting to do.
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Better combat effects might be of some help as well.
Edit: MrDDT beat me to it ;)
Ok thanks I will look into that.
One of my GMs transitioned to Foundry from FG and I just started using Hero Lab rather than tracking anything in Foundry. So little functionality (at least for Pathfinder 1e) compared to FG (especially when using extensions here).
I'm glad we could point you in the right direction :)
Yes thanks all for the help. I manage to come up with this and for the most part does what I was hoping. AURA: 10 foe; Aura of Conquest; IF: FACTION(foe); SAVES: WIS [SDC] (R); Frightened So if fail on the save then frightened remains and any actions is with dis. Think what I need is a way to were a token comes with in 10ft then it auto rolls Wis sav. if failed then apply condition. Still have so work but found this to be rewarding. Using Aura effects and better effects to make this magic happen.
This is what I am trying to create Straight from the details of the Aura >> If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
I am trying to get it to trigger a save when it comes into range. If failed then it becomes frightened. The next part I need to come up with is the psychic dmg part.
Here is the whole Text as written for Aura of Conquest >>> Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
At 18th level, the range of this aura increases to 30 feet.
While I don't play 5E, I think you're misreading that.
According to this, "As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success."
I believe the aura is just an additional penalty added to creatures as long as they have failed against Conquering Presence and are also within 10ft of you.
That is a separate feature using Channel Divinity. Aura of Conquest is a separate feature that is always active when the pally reaches 7th level. Just another means for that build to crowd control creatures.
In 5e Channel Divinities are different based on the Oath the Paladin takes. In this case Oath of Conquest, there Divinity is what you mentioned above. This is granted at level 3. At level 7, the Paladin is granted Aura of Conquest which is the info I provided. This Oath is based on fear and control.
Aura of Conquest has no listed save and specifically says "If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there."
So as far as I see, it's dependent on something else making the creature frightened (such as Conquering Presence or even an Intimidate check).
I understand. I have gone over this many times with other GMS and within my group, and it is implied that a save is in need since Aura's are always active. Likewise, I will never pretend I know 5e in and out. Until last year, I haven't played DnD since early 90s.
There is no implied save. It is stating exactly what it's stating. If they are frightened of that pally in that aura they would have 0 movement and take some psychic damage.
Now if you want as a GM to run it differently in your world have at it.
I think the feature SAVEA from BCE would help you.
Thanks for the input. Really wasn't trying to get in a debate on how this works. Like I said not an expert by any means regarding 5e only going by what I was told and how it was explained to me. Now with that and the push from you DDT, think i will re-work it. Apparently I am not the only one that read that description differently. Appearently this Aura has been a top of conversation for sometime and some folks think it needs to be re-written,
I think I have found an issue. I am not sure how this version of auras interacts with conditions. So, maybe this working as expected?
It appears that Auras is skipping the IF when there is a condition after it and applying it to the source of the aura.
Test:
NPC with IMMUNE: restrained
Add an effect:
AURA: 10 all; Web; IF: FACTION(notself); Restrained
The Aura lands then it is applied to the NPC. Because it is immune it does not stick the condition and leaves an aura on the npc: AURA: 10 all; Web; IF: FACTION(notself)
There are 2 outputs to chat to confirm the order of the actions.
This is implies the condition is effecting the source even though there is an IF: FACTION(notself)
Deleted
In your two lines there is one difference: The first one is "...FACTION (notself)...", the second is "...FACTION(notself)...". That space between FACTION and the open parenthesis might be the problem.
Thanks for the reply. I actually figured it out during the post and tried to delete the post. Clearly I failed.
Cheers :D
Would it be possible to suspend aura updates during token planned movement? With token lock on and a token with an aura makes a planned move and the GM accepts it, the token moves itself numerous spaces but the aura is updated each time along the way. This makes it a bit laggy as it passes by any other token. Similarly if the GM grabs an aura token and moves it around, it's laggy. Maybe we could hook into the Shift+Drag that applies to lighting sources, which prevents updates until the token is dropped?
Another option would be to leverage snapping (optionally) and only recalculate when the token is exactly on a snappable position.
I feel like I got a handle on how this extension works, but I want to check.
It won't handle something like an aura that grants allies within 30' TempHP when they end their turn inside the aura. Because it doesn't know when other actors end their turn, correct?
Not out of the box, but I think you could combine it with Better Combat Effects to get that. Though also not sure if the HEAL effect can do temporary, it'd be worth a try!
To expand a bit more on anathemort's answer, AURAs themselves aren't really concerned with turn order at all. Rather, they add an effect to other targets and let Fantasy Ground's effect logic do the rest. Unfortunately, since neither FG itself, nor the linked Better Combat Effects extension has support for adding temporary hit points at the end of a character's turn, there isn't a clean way to automate this. However, if you are willing to make the concession of the temporary hit points being gained at the start of a character's turn, you could use the Feature: TEMPO and ROLLON extension alongside this one.
Unfortunately that TEMPO extension probably doesn't work for Matt since he's running 4E right now.
I'm going to whip up a little 4E extension for this today.
EDIT: Give this a shot: 4E Temporary Hitpoint Effects
Hi, I love this extension. However I discovered yesterday that unconscious Paladins still emit auras when they should not.
Would it be possible to have the aura check for the unconscious condition on the source actor and not apply the effect if the source is unconscious?
already on the to do list:
https://github.com/bmos/FG-Aura-Effect/issues
I do have it working, but it results in a bunch of extra chat messages right now so it's not ready for release.
Excellent!
Has anyone compiled a list of "all the Aura's you have been searching for but the SEARCH feature sucks so some nice kind person wrote many of the in a nice single handy place." googleDoc or somethign like that?
You're looking for this thread:
https://www.fantasygrounds.com/forum...Effects-Coding
If you look at the readme: https://github.com/bmos/FG-Aura-Effect
you'll see there is space for those threads to exist.
so far there is only a 5e thread that m0kkan has linked.
Is there a way to use this to grant a specific actor nearby Magic Resistance, rather than say, all allies? Trying to simulate the Imp Familiar's shared Magic Resistance.
Yeah, but it would take some work.
I'm not going to write it all out here but think along the lines of "IF" statement of having an effect, giving that to the person with the aura, putting out aura that does nothing but gives and effect, that will trigger the imp's IF effect, which would turn on the MR.
Put this on the imp:
AURA: 5 friend; Imp Aura; IF: CUSTOM(Imp Friend); Magic Resistance
Put this on his friend:
Imp Friend;
I ran this extension for the first time this weekend, and initially it was fantastic. However, as tokens started moving around the map, the extension started generating the same effect multiple times as a character moved through the paladin's aura. We ended up with the Aura of Protection effect applied 20 times, which slowed the game down quite a bit. Any thoughts on what I might be doing wrong? Running 5e, using a number of the Rob 2e extensions and modules plus better combat effects and a couple of minor things like clock adjuster.
Which effect did you add.
This was happening our game last night too. Although it was limited to only one player. And seemingly when the they would use Wildshape. We were using One Click Druid so I suspect something has changed in recent update that may have affect how they work together (one click druid and auras). I haven't had a chance to do some testing to confirm anything since I wasn't DMing at the time. Might try to narrow it down later today.
The effect was aura of protection - I was steered to the extension via the Rob2e discord channels, but I guess you're right, does not mean they are compatible. Will see if Kent comes back with anything.
Aura of protection works fine for me. What is the syntax you are using and what other exts are you running?
Please provide the effect you put on the Pali, as well as what was put on the others. I believe this can happen with bad placement of IF statements. The extension should be compatible with pretty much any other extension, unless the updates have completely borked something.