Quote:
Originally Posted by graphil
The extra attack can't be handled through effects, and the SPEED entry is for reference only.Quote:
Haste; ATK:1; AC:1 dodge; SAVE:1 dodge reflex; SPEED:30
Printable View
Quote:
Originally Posted by graphil
The extra attack can't be handled through effects, and the SPEED entry is for reference only.Quote:
Haste; ATK:1; AC:1 dodge; SAVE:1 dodge reflex; SPEED:30
How about limiting it to the spells in the Buff Deck? It's got the most common. Very helpful in a offline game.Quote:
Originally Posted by Blahness98
That would work... That would be the majority of the stuff used most often..Quote:
Originally Posted by Gwaihir Scout
I've updated the first post with the list from the deck as well as the ones already posted by the group. I will keep it up to date as more are submitted.
If someone has time to then build a library off of this it would be great.
Barbarian's Rage; STR: 4; CON: 4; SAVE: 2 morale will; AC: -2
Greater Rage; STR: 6; CON: 6; SAVE: 3 morale will; AC: -2
Mighty Rage; STR: 8; CON: 8; SAVE: 4 morale will; AC: -2
Inspire Courage; ATK: 1 morale; DMG: 1 morale
Inspiring Word
Resistant Touch
Aura of Protection
Charge; AC: -2 - there is also a +2 bonus to a single attack
Fight Defensively; ATK: -4; AC: 2 dodge
Total Defense; AC: 4 dodge
Aid; ATK: 1 morale
Barkskin; AC: 2 natural
Bear's Endurance; CON: 4 enhancement
Bless; ATK: 1 morale
Bull's Strength; STR: 4 enhancement
Cat's Grace; DEX: 4 enhancement
Divine Favor; ATK: 1 luck; DMG: 1 luck
Divine Power; STR: 6 enhancement
Eagle's Splendor; CHA: 4 enhancement
Enlarge Person; STR: 2 size; DEX: -2 size; ATK: -1; AC: -1
Fox's Cunning; INT: 4 enhancement
Haste; ATK: 1; AC: 1 dodge; SAVE: 1 dodge reflex; SPEED: 30 enhancement
Heroes' Feast; IMMUNE: poison; ATK: 1 morale; SAVE: 1 morale will
Heroism; ATK: 2 morale; SAVE: 2 morale; SKILL: 2 morale
Heroism, Greater; ATK: 4 morale; SAVE: 4 morale; SKILL: 4 morale
Holy Aura; AC: 4 deflection; SAVE: 4 resistance
Invisibility - this is already built in to FG
Mage Armor; AC: 4 armor - note that this will stack with an armor bonus in the Combat tab of the character sheet, although the rules say it shouldn't
Magic Fang; ATK: 1 enhancement; DMG: 1 enhancement
Magic Fang, Greater; ATK: 1 enhancement; DMG: 1 enhancement
Magic Vestment; AC: 1 enhancement
Magic Weapon; ATK: 1 enhancement; DMG: 1 enhancement
Magic Weapon, Greater; ATK: 1 enhancement; DMG: 1 enhancement
Owl's Wisdom; WIS: 4 enhancement
Prayer (allies); ATK: 1 luck; DMG: 1 luck; SAVE: 1 luck; SKILL: 1 luck
Prayer (foes); ATK: -1; DMG: -1; SAVE: -1; SKILL: -1
Protection from Evil; AC: 2 deflection; SAVE: 2 resistance - but note that the bonuses only apply against evil creatures
Rage; STR: 2 morale; CON: 2 morale; SAVE: 1 morale will; AC: -2
Reduce Person; STR: -2 size; DEX: 2 size; ATK: 1; AC: 1
Resistance; SAVE: 1 resistance
Righteous Might; STR: 4 size; CON: 2 size; AC: 2 natural; DR: 3 evil; AC: -1; ATK: -1
Shield; AC: 4 shield - note that this will stack with a shield bonus in the Combat tab of the character sheet, although the rules say it shouldn't
Shield of Faith; AC: 2 deflection
Shield Other; AC: 1 deflection; SAVE: 1 resistance
Transformation; STR: 4 enhancement; DEX: 4 enhancement; CON: 4 enhancement; AC: 4 natural; SAVE: 5 competence fortitude
Unholy Aura; AC: 4 deflection; SAVE: 4 resistance
Mutagen
Banner
Lion's Call
Ward
Most of the others are Pathfinder-specific effects, I believe. Things to note:-
- All the effects I've detailed are from the 3.5 rules - I haven't checked for differences in the Pathfinder rules.
- Many of these have additional effects that can't be represented in the FG effects system (or apply only in certain situations, such as the SR from holy aura).
- Many have effects that scale with level - in which case, I've put the minimum effect in the list.
- The durations are not included here, but would be in an effect in FG.
- Temporary hit points (such as those from aid or heroes' feast) can be added in a spell in FG.
Great list!
There's one other thing to bear in mind - I'm not sure that the natural armor bonuses will stack correctly. The problem is that they're technically enhancement bonuses to natural armor, which don't stack with each other, but do stack with other natural armor bonuses. But if you put them down as enhancement bonuses, then they wouldn't stack with things like magic vestment, although they should! Perhaps someone who's more familiar with the inner working of FG could let us know exactly how this bit of the code works - and, indeed, what the full list of bonus types is for AC modifiers?
Can they? How ya do that?Quote:
Originally Posted by Callum
You need to add a Heal Spell Action to the spell, and then set the Type to "TEMP".Quote:
Originally Posted by Willot
Trenloe? JPG? Anyone?Quote:
Originally Posted by Callum
Bueller? Bueller?