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December 17th, 2015, 16:44 #1
Effects - The Complete Barbarian Package
First in a possible series of 'mini tutorials' if you like about the effects that can (or need) to be set up to handle the features of each class. Attached to this post is an XML file for a 20th level Barbarian with all of the possible effects set up on it which can be imported into Fantasy Grounds. To fully utilise this file (ie to see the text of the links) you'll need access to the Player's Handbook or Core Class Pack.
Below are some notes that go with the file explaining some of the finer points and how to use the effects in some cases. If you like this idea then I will do more so let me know what you think. Also, it goes without saying if I have missed something, or you think there's a better way of doing something, or there's an error somewhere then do let me know so I can correct it.
Brutal Critical – Add extra weapon dice into the weapon Meta Data by clicking on the magnifying glass and adding in the extra dice. You can also create an effect as shown (remember to adjust to the correct dice).
Danger Sense – The save is only activated in specific circumstances so should not be applied all the time but just before the need for such a save.
Fast Movement – Adjust speed; no possible effect
Extra Attack – No possible effect
Indomitable Might – No possible effect
Primal Champion – No effect necessary just add to STR and CON directly
Rage – Note to adjust for number of rages per day (select preparation mode and edit the number per day) and also the damage for level.
Persistent Rage – No effect possible
Reckless Attack – Note only available if using STR based melee; so not useable if your Barbarian uses DEX based weaponry. No way to create an effect to detect what ability a weapon attack is using.
Relentless Rage – No effect to automate this feature so the effect created is there simply as a reminder.
Unarmored Defense – No effect necessary, adjusted for in AC
Battlerager Archetype (From Sword Coast Adventure Guide)
Battlerager Armor – No effect necessary, deal with this in weapons
Reckless Abandon – Drag and Drop the effect should set this one up correctly
Battlerager Charge – No effect needed or possible
Spiked Retribution – No effects needed; deal with as weapon
Berserker Archetype
Frenzy – No effect needed
Mindless Rage – As shown can be combined with Rage.
Retaliation – No effect possible
Intimidating Presence – Can be dragged/dropped to set effect. Note to adjust the ability used in the save to CHA and to set the duration to one round. Note also that the duration is until end of your round. DM should adjust the ‘Initiative to adjust on’ in the CT to a figure just after your initiative count. (eg your initiative is 15 change to 14.9)
Totem Warrior Archetype
Spirit Seeker – No additional effects needed
Totem Spirit – Bear and Eagle can be combined with Rage as shown. For Wolf retain the normal rage and add the attack advantage effect to place on nearby allies. For Elk and Tiger – no effects possible or necessary
Aspect of the Beast – Mostly effects can’t be created to handle automation and those that can are so situational the benefits can be handled more easily manually.
Spirit Walker – No effects necessary
Totemic Attunement : Bear - In order to apply this effect to allow automation the Barbarian should target all appropriate allies and place the effect on them. The DM then needs to SHIFT-drag the effect (using the small targeting reticule on the CT next to the effect) from each ally onto each possible enemy. This will give all enemies disadvantage to attack against everyone except the Barbarian.
Totemic Attunement: Others - For the other beast types in this feature no effects are necessary.Last edited by LordEntrails; May 12th, 2024 at 16:45.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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December 17th, 2015, 18:24 #2
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This is awesome! I hope you decide to post for all the classes.
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December 17th, 2015, 18:52 #3
That's a really good idea, thanks Zacchaeus
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December 17th, 2015, 19:02 #4
Excellent idea. As a DM I admit I am behind the curve on knowing how to set up much of the player stuff in the character sheet. Things like this make for great reference material.
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December 18th, 2015, 00:42 #5
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Maybe the forum gods -- minions of Pelor -- could put these in a folder and make them sticky.
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December 18th, 2015, 04:57 #6
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December 18th, 2015, 23:28 #7
Zacchaeus has done it already: https://www.fantasygrounds.com/forum...ul-information
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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December 27th, 2015, 06:56 #8
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Probably a stupid question, but how does one import these into Fantasy Grounds? Thanks
Nevermind! found /importchar a minute after posting.
Thanks again for all the sharesLast edited by maugrim8866; December 27th, 2015 at 07:03.
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December 27th, 2015, 07:07 #9
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December 27th, 2015, 13:10 #10If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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