Thread: 5E - Aura Effects
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May 10th, 2025, 22:52 #1251Grand Templar
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I am seeing an issue between this extension and 5e exhausted. I do not know where the issue would be manifested or fixed. I am playing legacy 5e (2014 rules) exhaustion rules. When a character reaches level 4 exhaustion specifically, it half's their HP. When a character is at level 4 ex and comes into contact with a PC that has an aura, their HP resets to the max of their 1/2 HP status.
To clarify, Character A has 90 HP and is at Ex level 4 and is capped at 45 hp. The are damaged, so their HP are 20. If they come into contact with an "aura" from another PC (not HP related at all) they are immediately reset to 45 HP every time.
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May 22nd, 2025, 02:52 #1252
https://www.fantasygrounds.com/forum...l=1#post744410
Picking up from this thread and posting this info here as that's someone else's ext and I didn't want to clutter it up.
Question was how to code this using an the IF NOT checking.
So first I wanted to state that I can do the check for Incapacitated, however, I wanted to make sure that's what you want because the Aura of Protection from Paladin in 5E says they need to be "conscious", says nothing about they can't be incapacitated.
Anyways here is how I would do that.
Code:€ Aura of Protection; 'note'; IF: !CUSTOM(unconscious); AURA: 10 ally,white; AoE Aura of Protection; SAVE: [CHA]
-MrDDT
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May 23rd, 2025, 00:23 #1253Zealot
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Wonderful! For clarification purposes, we're using the 2024 rules which state that the aura is inactive while incapacitated specifically. It seems that the pre-baked effects that in tabletop have the Incapacitated condition built into them aren't picked up as also counted as incapacitated, so here is my (admittedly very lengthy) syntax for the 2024 rules:
Code:Aura of Protection; IF: !CUSTOM(incapacitated); IF: !CUSTOM(paralyzed); IF: !CUSTOM(petrified); IF: !CUSTOM(stunned); IF: !CUSTOM(unconscious); AURA: 10 ally,white; AoE Aura of Protection; SAVE: [CHA]
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May 24th, 2025, 01:36 #1254Zealot
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Is there a way to make the aura have an instantaneous effect? I want to implement an effect that when the barbarian rages with a 'wary cry', all allies within 30' gain 1d6 temporary hit points. I would like to augment the standard rage to include this war cry effect. I'm open to other better ways to implement if aura isn't the best way.
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May 24th, 2025, 20:47 #1255
You need to use another EXT other than just AURA EFFECTS ext, called Better Combat Effect Gold.
You use the effect coding "TREGENA"
Example would be "Protection Totem; AURA: 30 ally, white; AoE Protection Totem; DMGA: 0; IF: FACTION(!SELF); TREGENA: 1d6" set to expend on next action and remove any turn. Duration 1.
This will place an effect on the creature and instantly do a temp healing effect (also does a 0 damage roll to remove it)
If you do not remove an aura like this instantly using this type of set up, things will trigger it even after the instant effect. So you need to remove it right away, I would put the RAGE as another effect from the instant temp healing effect.
One issue is this does a "fake" damage roll, so anything that would be triggered off taking damage would be triggered by this if in the area.
FG is not really made to work like this so it would take a bit of work to get around the system.
The normal system would be place the rage effect, then target creatures in the 30ft area that would be affected and apply a temp heal.-MrDDT
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May 25th, 2025, 18:04 #1256Zealot
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Thanks Mr DDT! Worked great. I implemented as an additional action under Rage. It's now all automated. I was also able to add Instinctive Pounce via Walk this Way (Speed: 20 inc) in the same manner with remove any turn.
The fake damage roll is a good trick I'm sure I'll use in other effects. I confirmed it does not trigger concentration checks.
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May 26th, 2025, 00:09 #1257-MrDDT
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June 14th, 2025, 04:02 #1258
I've got a question for a coding issue thats been coming up. Using PF2e Ruleset, the kineticist has an aura gate junction which imposes weakness to fire on enemies within the aura. However, the aura also imposes the same weakness onto the kineticist which is not what is supposed to happen. How do I code it to have it that only enemies are affected by the weakness to fire?Screenshot 2025-06-14 050215.png
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June 14th, 2025, 04:09 #1259-MrDDT
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June 17th, 2025, 00:45 #1260
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