Thread: Effects library
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April 28th, 2021, 15:35 #271
- Join Date
- Mar 2013
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- 8
Hi Everyone, I am still new to the way FGU handles these effects and am not sure what I am looking at, In the effects file the entry for Invisibility is "Invisible; ATK: 2; CA; TCONC" Can someone explain what the "CA; TCONC" is for this entry? PS thank you to everyone who put this together.
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April 28th, 2021, 15:39 #272
CA means combat advantage
So, the carrier of this effect treats their targets as flatfooted
TCONC stands for total concealment; so, if they get attacked, then they benefit from total concealment
More information here: https://fantasygroundsunity.atlassia...d+3.5E+EffectsMy extensions for 3.5e and Pathfinder
Bug reports please here
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April 28th, 2021, 15:44 #273
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- Mar 2013
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- 8
Thanks
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June 1st, 2021, 22:00 #274
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- Mar 2021
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- 14
Hello,
can anybody help me with this?
I want to implement the Ice Strike blessing for the Warpriest as a spell effect, it adds 1d4 cold damage on a weapon for 1 minute. But somehow I don't get it working. And additional difficulty: The warpriest wears 2 Kukris, so is there a possibility to choose, on which weapon the additional cold damage through the Ice Strike is added. For example by creating two special effects, each for each weapon?
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June 2nd, 2021, 12:44 #275My extensions for 3.5e and Pathfinder
Bug reports please here
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June 14th, 2021, 06:33 #276
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- Mar 2020
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- 1
Say, is there a way to make an effect to add a bonus or minus to concentration checks for things like combat casting, the Inquisitor's piercing judgment? I can't seem to find something that will allow me to do this.
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June 14th, 2021, 08:59 #277My extensions for 3.5e and Pathfinder
Bug reports please here
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January 30th, 2025, 19:08 #278
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- Jun 2022
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- 4
Sorry to necro this thread, but with as often as it is cited as the best list of effects, I've gotta mention an addendum to the list. Magic Weapon/fang/etc need to have the added modifier of DMGTYPE; magic; (currently having to help a DM with understanding why we weren't doing any damage to an incorporeal creature, turns out the creature saw we weren't using "magic" weapons, and ignored the rolls wholesale. Not an issue when calculating the numbers manually, but starts to be problematic with ghost touch and more involved).
Kelrugem's Extended Automation and Overlays adds the nicety of being able to throw in DMGTYPE: magic, ghost touch; instead for various things such as an Amulet of Mighty Fists that would apply ghost touch to attacks rather than just treating them as magical, but that's more of a boon to those looking for help in that regard, and not really needed for this list.
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January 30th, 2025, 19:09 #279
- Join Date
- Jun 2022
- Posts
- 4
Sorry to necro this thread, but with as often as it is cited as the best list of effects, I've gotta mention an addendum to the list. Magic Weapon/fang/etc need to have the added modifier of DMGTYPE; magic; (currently having to help a DM with understanding why we weren't doing any damage to an incorporeal creature, turns out the creature saw we weren't using "magic" weapons, and ignored the rolls wholesale. Not an issue when calculating the numbers manually, but starts to be problematic with ghost touch and more involved).
Kelrugem's Extended Automation and Overlays adds the nicety of being able to throw in DMGTYPE: magic, ghost touch; instead for various things such as an Amulet of Mighty Fists that would apply ghost touch to attacks rather than just treating them as magical, but that's more of a boon to those looking for help in that regard, and not really needed for this list.
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