DICE PACKS BUNDLE
  1. #1

    Dragonborn and Half-Orc Racial Powers

    I thought I would set up a dragonborn character with the various breath weapon effects and resistances for all of the different draconic ancestry options. I've attached as an xml file. I did something similar for the half-orc to set up a savage attack for each of the dice options depending upon whether you are using a weapon with a d4, d6, etc..

    I was going to do more, but I wasn't sure how helpful the others will be. I'll look at some of the other races to see if this would be helpful. If someone already did this for the dragonborn, sorry for the double-post! Let me know if you find it useful.
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  2. #2
    Myrdin Potter's Avatar
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    I did one Dragonborn for the characters I have been providing on DMS Guild, all of them in a quick reference is quite useful.
    Ultimate License. Running Hyperborea and CoC. Asks lots of questions. Mgpotter.com. PureVPN is a tested solution to run games when traveling. https://billing.purevpn.com/aff.php?aff=33044

  3. #3
    Zacchaeus's Avatar
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    You do know that if you drag the ability 'Breath Weapon' into the Action tab it sets up all the actions for you - except the damage type, right?

    Additionally by doing it this way clicking on the icon takes you to the description of the power.
    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

  4. #4
    Quote Originally Posted by Zacchaeus View Post
    You do know that if you drag the ability 'Breath Weapon' into the Action tab it sets up all the actions for you - except the damage type, right?

    Additionally by doing it this way clicking on the icon takes you to the description of the power.
    That's right! Should have remembered that. Was tired and looking for something to do. Oh well.
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: https://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  5. #5
    Quote Originally Posted by Zacchaeus View Post
    You do know that if you drag the ability 'Breath Weapon' into the Action tab it sets up all the actions for you - except the damage type, right?

    Additionally by doing it this way clicking on the icon takes you to the description of the power.
    Actually it doesn't show the type of damage radius (line or cone) or the type of save (dex or con), right? Anyway, probably not much of a savings, but I might use it a little.. Just trying to justify in my own mind why I did it!
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: https://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  6. #6
    Zacchaeus's Avatar
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    Quote Originally Posted by Gwydion View Post
    Actually it doesn't show the type of damage radius (line or cone) or the type of save (dex or con), right? Anyway, probably not much of a savings, but I might use it a little.. Just trying to justify in my own mind why I did it!
    It doesn't no. But you can adjust that in the power group that it creates. The main reason for doing it that way (in my mind anyway) is so that there's a link in the action tab to the ability's description.
    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

  7. #7
    Quote Originally Posted by Zacchaeus View Post
    It doesn't no. But you can adjust that in the power group that it creates. The main reason for doing it that way (in my mind anyway) is so that there's a link in the action tab to the ability's description.
    Yep. Good point.
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: https://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  8. #8
    Can't you just create a single power for Savage Attacks and just have multiple Actions added for each hit die value? (Similar to the Chromatic Orb spell)

    Different question about the Savage Attacks power, it says you can roll one of the damage dice an extra time. That seems odd to me as the way it reads, it would mean that someone using a Greatsword or Maul would only get to roll an extra d6 instead of 2d6; but if you use a Greataxe, you would get to roll an extra d12. Is that how others read the power? I am thinking of just making it a house rule where it will roll an extra damage for whatever the base weapon damage is (i.e. and extra 2d6 for the Greatsword or Maul). Has anyone else gone this route?

  9. #9
    Zacchaeus's Avatar
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    Quote Originally Posted by Klandare View Post
    Can't you just create a single power for Savage Attacks and just have multiple Actions added for each hit die value? (Similar to the Chromatic Orb spell)

    Different question about the Savage Attacks power, it says you can roll one of the damage dice an extra time. That seems odd to me as the way it reads, it would mean that someone using a Greatsword or Maul would only get to roll an extra d6 instead of 2d6; but if you use a Greataxe, you would get to roll an extra d12. Is that how others read the power? I am thinking of just making it a house rule where it will roll an extra damage for whatever the base weapon damage is (i.e. and extra 2d6 for the Greatsword or Maul). Has anyone else gone this route?
    Yep, that's how it reads - you get one additional dice of whatever weapon you have.

    Here's a link to a Sage Advice question which sort of covers it.
    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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