Fantasy Grounds Merchandise
  1. #1

    Rerolling 1s and Auto Criticals

    I am trying to create two effects on a Pathfinder 1E table, but I am not having any luck. I was hoping someone could either assist me, or tell me it isn't possible.

    1) A player at my table has the following effect: "A paladin with this talent may reroll 1s for damage with all weapon dice with all melee weapons she wields."

    Based on everything I can find, this is just a matter of going into the weapon, hit the magnifying glass, and under 'Properties' type in DMG: reroll 1. This does not work. The other way I tried going about it is creating a global effect via the 'effects' button in the top right, and then applying it in the combat tracker. The format was: 'reroll; DMG: reroll 1' This also did not work. If I go to the wiki ( https://fantasygroundsunity.atlassia...d+3.5E+Effects ) I can also find nothing here that would suggest it works, but have read around and found that it is suggested that it does. Do I have the format wrong? Or is this just not possible?

    2) Is there a way to Auto-Critical an attack roll? As in bypass the 'confirm critical hit'? A player at my table has the following ability: "During a charge action, an Overized specialist can spend 1 additional Mighty Swing. If the charge attack is successful after spending this point, the attack is considered a critical hit" I thought of just making a second weapon, with that weapon having a crit range of 2-20, but that still relies on confirming being successful.

  2. #2
    Zacchaeus's Avatar
    Join Date
    Dec 2014
    Location
    Scotland
    Posts
    21,253
    I do not know this ruleset but I think the weapon property should just be reroll x and not DMG: reroll x. For the second one I think you can hold down SHIFT whilst rolling damage to force critical damage.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  3. #3
    Morenu's Avatar
    Join Date
    Mar 2020
    Location
    Pennsylvania, USA
    Posts
    627
    for number 2 you could apply a CC:100 for 1 round. this adds 100 to the Confirm crit check
    My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance** accidentally deleted, If anyone grabbed a copy, PLEASE let me know**. Here is the forum Link.

    40+ PF1e Extensions & Modules I use, with links.

    PF1E Coding Effects - Spreadsheet

    Discord: Morenu

  4. #4
    putting in 'reroll 1' doesn't work either. Both in the weapon properties, and as a global effect. Is it just not possible in Pathfinder 1E? Also, I did not even know about the shift option (obviously), that is amazing. Thank you.

  5. #5
    Blahness98's Avatar
    Join Date
    Jan 2007
    Location
    Somewhere in Wisconsin
    Posts
    956
    This rule set is bare bones compared to 5e and the more recently developed rule sets. It has not seen many changes since Moon Wizard built it over 10 years ago. You will have to manually re-roll the 1's and have the GM do math to add the damage. I have not seen any sort of extension that will allow specific re-rolling of dice for 3.5/PF.
    Ultimate License Holder

    Running:
    Hell's Rebels
    Starting SoonTM: The Slumbering Tsar

    Time Zone: Central Time (GMT -6)

  6. #6
    As it happens, there is an extension that can handle situations involving re-rolling ones: The Trigger Me Timbers extension by MeandUnique. https://forge.fantasygrounds.com/shop/items/598/view
    However, there are a few caveats to be aware of. First of all, in this specific situation, I don't know if it is possible to make it so only certain types of ones are rerolled. I.e Only ones rolled for damage with a melee weapon. IIRC, you can get it so that ALL damage ones are rerolled for a specific character, but that would apply to spells and ranged attacks too. There may be some way to jury-rig things to work for only melee attacks (especially in concert with other extensions) but that is quite a bit of work. It may just be easier do things manually when this situation comes up.
    Secondly, the extension has not been updated in a while. It does work, but when I tested it before posting here it had a few issues. I think the most recent updates have made the interface a but finnicky.

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Cosmere RPG Beta Launch

Log in

Log in