Thread: Rage of Elements: Compendium
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October 3rd, 2023, 17:06 #11
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October 3rd, 2023, 23:00 #12
Hey Sir Onyx!
Because Impulses aren't spells, they need to take advantage of the new features in the R19 ruleset update. Unfortunately, I just haven't had the time to zero in on how to implement that just yet, but do hope to get to it as soon as I get a little free time to work out the specifics that would enable that Kineticist feature. Because it also uses a Level + feature, it's a little trickier as well as I'd like to enable it to scale similar to the way Heightened works with spells. Regardless, I hope to have a good, working automation for it in the near future.Ultimate License Owner since 2011 and FG GM since 2008
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October 4th, 2023, 17:37 #13
Thank you
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October 5th, 2023, 06:24 #14
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November 4th, 2023, 00:32 #15
- Join Date
- Feb 2017
- Posts
- 53
I found a bug - I got Kinetic Durability at 5th level instead of 7th level.
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November 27th, 2023, 23:37 #16
- Join Date
- Apr 2015
- Posts
- 14
Any progress on the automation of the Kineticist?
Anyone figured out how to implement elemental blasts, with their different attack types, damage types and 1 or 2 action versions?
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November 28th, 2023, 03:50 #17
- Join Date
- Feb 2017
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- 53
Here is how I have automated my Kineticist:
I created a Weapon on the Actions tab for my melee elemental blast, and another for my ranged elemental blast (so I can put my range increment for my ranged and my STR Mod damage for melee). I manually set the dice/heighten damage based on my level.
I created an Elemental Blast Activity and gave it two Effects (both apply to Self):
1. DMGBASETYPE if I want to switch to the blast's other damage type.
2. DMG: [CON] if I am using two actions to cast it.
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November 28th, 2023, 19:09 #18
- Join Date
- Apr 2015
- Posts
- 14
Thanks mwfantasygrounds
I can't get the DMGBASETYPE to work, it applies the effect but the damage type of the next damage roll is still the default. Could you post a screen shot of the Effect?
Thanks again
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