Thread: Kelrugem's extensions
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May 24th, 2024, 11:48 #1001
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May 24th, 2024, 14:06 #1002
I'm not sure size changes will help with this case because there's no way to set an absolute size change, everything is a change relative to your current size. There's a few spells like this that cause CMB rolls, really the best solution would be to extend the casting options in Fantasy Grounds to allow Combat Maneuver attacks and not just regular attacks in spells.
Edit:
Oh wait, you can make Combat Maneuver rolls from spells, but it uses your player's CMB by default.Last edited by SoxMax; May 24th, 2024 at 14:46.
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May 29th, 2024, 21:48 #1003
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May 29th, 2024, 22:48 #1004
I don't think it will accomplish what you want, as its basically the same as rolling a CMB from elsewhere on the player sheet. I've started to look into how feasible it would be to add a "magic combat maneuver" attack type to spells which uses your CL and casting stat instead of your normal CMB. This doesn't solve the Black Tentacles use case but it does solve for things like Thunderstomp. From there I can probably leverage what I learn to add a more modular spell Combat Maneuver that allows mix and matching CL & other modifiers.
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June 9th, 2024, 15:51 #1005
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- Apr 2020
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Hey all,
Loving the expanded effect ruleset of this extension! But question; can something like IFT: Type(humanoid); DC: +1 be possible? or something like IFT: nodex; DC: +1? I don't think it currently is and this does cover some circumstances like Vow of Nonviolence spontaneously or like Cloaked Casting feature of the Beguiler class. If it is possible let me know if I'm doing it wrong otherwise I'm suggesting it.
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June 9th, 2024, 16:18 #1006
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- Nov 2019
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HI FGMax
IFT: Type(humanoid); DC: +1
On the surface this looks like it should work but watch your syntax
IFT: TYPE(humanoid); DC: +1 enhancement would be correct.
as to the condition (nodex) I don't think that one will work as the condition "nodex" doesn't exist and the correct condition is "Flat-footed" if I'm not mistaken....unless you have a "buff/debuff" set up that applies a custom condition.
This is part of the curse(?) of being a GM or player....set it up and try it and see if it works.
When doing this I use "EFFECT BUILDER" Extension by SoMax---It's free, great tool.
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June 10th, 2024, 13:01 #1007
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So I tried this and it didn't fire for me but it does look right. Let me know if you try it and it does work for you. Nodex is a condition that is provided by Kelrugem's extension, it isn't in the base ruleset. I was using that to setup another condition for DC increase.
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June 10th, 2024, 22:38 #1008
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- Nov 2019
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ok.....started with
DC: 1 enhancement......just to confirm that works. and confirmed the DC was one higher.
so, IFT: TYPE(humanoid); DC: +1 enhancement and you are right---it looks OK but doesn't work....
so, IFT: TYPE(humainoid); ATK: 1.....and tried melee attack and it worked (I had a humanoid and a non-humanoid targeted, and only got the+1 on the humanoid.
So, this is a bug where DC is not working with the IFT
It may have to do with Saving throws are done vs attack rolls.....not sure, need someone brighter than me to work it out.
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June 10th, 2024, 23:52 #1009Code:
IFT: TYPE(humanoid); DC: 1 enhancement
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June 11th, 2024, 02:58 #1010
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