Thread: 5E - Undead Fortitude
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May 26th, 2023, 15:14 #1
5E - Undead Fortitude
This is an extension for FGC/FGU that automates the Undead Fortitude constitution saving throw. If the target succeeds the save, an amount of damage will be done that leaves the target with one hit point. On a failure, the target damage is handled as normal resulting in the loss of consciousness. In my Tomb of Annihilation game, I was spending sooooo much time dealing with Undead Fortitude that I decided to write an extension for it to help me. I still run my ToA game in Classic, so that compatibility is important to me. I hope this saves other DMs time when running hoards of zombies too!
Undead Fortitude Features:
- Automates the Undead Fortitude constitution saving throw for actors with Undead Fortitude in their Traits section (NPC or PC).
- On a successful Undead Fortitude save, the target is dealt an amount of damage that will leave them with one hit point.
- The radiant damage type or a critical hit will forgo the saving throw automation, per the Undead Fortitude rules.
- There is a Radial Menu (right click) option to apply Undead Fortitude to an unconscious actor in the Combat Tracker.
- Works as a chat command with either /uf or /undeadfortitude, specifying the actor's name to affect.
- Change the way the mechanism works by removing the queue and using the roll to pass data directly. Add the ability to customize the behavior based off of the PC/NPC trait name. For example, Undead Fortitude (MOD 10) will use 10 instead of 5 when processing Undead Fortitude DC calculations. Something like Death Fortitude (DC 11) will trigger the behavior with a static DC of 11 and no radiant damage restriction because the word Undead isn't before Fortitude. Another example is Undead Fortitude (Mod 8, no mods) which will trigger the behavior with a DC modifier of 8 instead of 5 and not have the radiant damage or critical hit restrictions. Use the name of the fortitude trait specified on the creature in the saving throw text and the matching of that saving throw text. That way, customized fortitude trait names will show instead of hardcoded Undead Fortitude. The modifier values now support negative values (i.e. MOD -5). Multiple UF targets were not being accounted for correctly... fixed.
Current Version: 2.0.4, get it from the Forge if you are a Unity user (automatic deployment and update with FGU update) or GitHub releases if you are a Classic user (drop the ext file into the extensions folder). The version history is available at either link, FG Forge or GitHub.
FG Forge Link: https://forge.fantasygrounds.com/shop/items/1215/view
GitHub Link: https://github.com/JustinFreitas/UndeadFortitudeLast edited by JustinFreitas; August 30th, 2023 at 02:53. Reason: Version Update
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May 26th, 2023, 18:09 #2
Fantastic! Never knew I needed this until today!
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May 26th, 2023, 18:40 #3
I know, right?!? I was in my game the other day suffering through managing Undead Fortitude on a hoard of zombies about ready to pull my hair out... then I thought, "Sure would be nice to have an extension for this." And there ya have it! I hope it saves you time and frustration. If you notice issues, just say. There were some differences in the FGC/FGU implementations that are combined in there.
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May 26th, 2023, 18:56 #4
Yeah, and I've ran combats with creatures that I gave a version of undead fortitude (replicating warforged) and kept forgetting to apply it!
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June 10th, 2023, 13:59 #5
Updated the Undead Fortitude extension to have a Radial Menu (right click) option to apply Undead Fortitude to an unconscious Combat Tracker actor. It also works with the chat commands /uf or /undeadfortitude, passing the name of the CT actor to affect. It's version 1.1 now and has been updated on Forge and GitHub.
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June 17th, 2023, 18:36 #6
Is there a way to denote the DC save other than being DC 5 + damage on the skill or anything?
-MrDDT
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June 17th, 2023, 18:38 #7
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June 17th, 2023, 18:44 #8
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June 17th, 2023, 18:46 #9-MrDDT
Discord @mrddt
Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
https://fgapp.idea.informer.com/
Vote For Idea to Default Modules to GM Shared
Vote For Idea to Give GM More Hotkey Options
Vote For Idea to Disable Dice Animations
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June 17th, 2023, 18:53 #10
Ok, I'll account for adjustment of the modifier and also setting a static DC. So how about (DC 10) for the static DC, defaulting to normal non-static, modified version. Then for modified/normal behavior we can do (MOD 10), defaulting to five. Any incorrect syntax won't be recognized and the defaults will be used.
So some examples would be:
Undead Fortitude
Undead Fortitude (DC 11)
Undead Fortitude (MOD 10)
Undead Fortitude (BAD XX) <-- Bad syntax, defaults will be used.
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