Thread: Kelrugem's extensions
-
October 25th, 2023, 17:16 #901
of course. i don't agree that "some creatures" get magical damage per this text. second and third sentence, to me, want to clarify the weapon against such creatures.
however, it's coded in fg to populate "dmgtype: magic" and i would have to remove it manually (a pain if there are lots of such npcs), or miss it completely if i don't pay attention when adding a bunch of npcs to combat tracker.
-----
roll dice. it builds character.
-
October 25th, 2023, 17:55 #902Templar
- Join Date
- Nov 2017
- Location
- Near Chicago, Illinois
- Posts
- 120
I cant find the section of code that auto adds that line or i could give you a quick fix for that.
-
October 25th, 2023, 22:20 #903
-
October 25th, 2023, 23:39 #904
hold that thought...
thx for posting that, which helps to support my case: this is what i was referring to when i said the thing about r.a.w – the alignment is written in the creature's stats, so it make sense as well as being definitive that this particular aspect can overcome damage reduction.
the "Such creature's natural weapons..." line, where it's placed, is still awkward and ambiguous to me though:
"Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction."
it's as if i'm being asked to read it like this:
"Some monsters are vulnerable to magic weapons. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction." – 2nd sentence temporarily removed for continuity / clarity.
which from all feedback interpretations so far is saying "although it is not specifically stat'd that the creature's natural attacks is considered magical, but if it has dr: magic, it would then be indirectly stat'd to have magical natural attacks".
tl;dr
in other words, any creature stat'd with dr: [x] magic = it also by definition has natural attacks that do magic?
conclusion: i want to respect the original intent of this thread, and not continue to spam it. thx all for the feedback. feel free to start another thread if anyone wants to go into it further.
-----
roll dice. it builds character.
-
October 26th, 2023, 15:47 #905
.
@kelrugem, confirming: there are advantage / disadvantage effects to atk, save, and init in your extension, correct?
i tested: skill and ability checks do not work, correct?
although advantage / disadvantage are 5e rules, they are perfect for pathfinder witch hexes. it would be great to have skill and ability checks work as well from your extension!
thx in advance-----
roll dice. it builds character.
-
October 26th, 2023, 16:49 #906
EDIT*** nevermind, did not know I needed to add a damage type to the weapon.*** works with slashing added
Hey there Kel, Know your busy so not a complaint or rush.
I believe your extended automations and overlays breaks DR. DR Kel ext.PNG DR issue Kel ext.PNG
It says it is resisting damage but it doesn't block any damageLast edited by Morenu; October 26th, 2023 at 21:55.
My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance Here is the forum Link.
40+ PF1e Extensions & Modules I use, with links.
PF1E Coding Effects - Spreadsheet
Discord: Morenu
-
October 26th, 2023, 21:28 #907Templar
- Join Date
- Nov 2017
- Location
- Near Chicago, Illinois
- Posts
- 120
Morenu, does it block slashing, piercing, and bludgeoning damage? cause untyped damage isnt affected by DR. Dunno why it says resisted in that case tho
-
October 26th, 2023, 21:53 #908
I did not know that. I tested it with No Extensions and DR worked with no damage type. I did not realize it was a feature added by Kel's extension... DR no extensions.PNG this shows with no extension, DR works without defining damage type.
Thanks, I thought I messed up the testing but I just didn't realize it added more specificity. and yes it worked when I added slashingLast edited by Morenu; October 26th, 2023 at 21:55.
My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance Here is the forum Link.
40+ PF1e Extensions & Modules I use, with links.
PF1E Coding Effects - Spreadsheet
Discord: Morenu
-
October 27th, 2023, 19:06 #909
Hi

Sorry for my silence, had to work a lot in the last days
Next week I am in South Korea to give a talk and for attending a conference and after that everything should hopefully be normal again
Then I can also play Pen&Paper etc 
Just to make sure I didn't miss anything: All questions are answered now?
(thanks for helping each other
)
(my current position is only a temporary position, and so I have to write applications at the moment and I tried to finish projects for my applications. Thus, I am very busy
)
My extensions for 3.5e and Pathfinder
Bug reports please here
-
October 27th, 2023, 23:31 #910Templar
- Join Date
- Nov 2017
- Location
- Near Chicago, Illinois
- Posts
- 120
tahl_liadon had one for your extension about adv dis adv just a few posts back that never got answered but the rest got answered
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)


Reply With Quote


Bookmarks