Thread: Echo Knight Effect
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January 20th, 2021, 05:14 #1
Echo Knight Effect
Hi all,
Looking for suggestions for handling the echo knight in FGU. Preferably things the player can do.
Is there any effect that would switch positions of two tokens?
A player could control two characters, one of which would be the echo with one hp. The player could heal the echo to re-summon it after it was killed, but how to make it invisible while it is not summoned? Could the player have an effect that targets the echo and makes the echo invisible or visible?
Other thoughts?
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January 20th, 2021, 15:29 #2
What ruleset? Ruleset specific questions are best asked in the specific sub-forum.
That said, yes you can do two characters and the player can just skip over the actor when not appropriate, or the GM can remove it from the CT when not in use. Or you can make it as an NPC set friendly and give control to the player (along with Party Vision option) and then the GM can set it invisible as desired.
Of if it's just 1 HP and acts when the player does (never heard of Echo Knight) you could do it like a spell (spiritual weapon, flaming sphere, etc) and just use a pointer or a token for it and the player just deals with it as needed.
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September 25th, 2021, 07:35 #3
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- Jun 2018
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I’m also about to play an Echo Knight.
(5E, subclass of fighter from the Wildmount book)
The ability reads…….
“ At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.”
Any suggestions on how best to accomplish this in FGU most welcome.
I’m thinking, as mentioned above, to make and control a 2nd version of the PC with appropriate AC and HP.
But the DM would have to drag the token on and off, and do the position switch, and he has enough to do.
Is there a better way to do it?
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September 25th, 2021, 09:23 #4
Only the DM can add/remove from the CT so there's no getting away from that no matter how you do it. When the echo isn't needed your DM could make the echo neutral or hostile on the CT and could then hide the token until it's needed again and with skip hidden actors enabled it wouldn't impact too much. The DM would still need to add it to the map if that changed but it would be slightly less work I suppose.
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