You'll want it to look like this. I have implemented the 3 damage types depending upon what type of projectile I'm using.
Attachment 45900
Printable View
You'll want it to look like this. I have implemented the 3 damage types depending upon what type of projectile I'm using.
Attachment 45900
There's nothing currently documented for this that I'm aware of.
The damage entry is essentially an equation - you can see the various symbols on the entry - {DICE} x {dice multiplier}(maximum) + {number} x {modifier multiplier} + {modifier}
This can be used to give most damage entries of a number of dice plus a numerical modifier.
The multiplier is a cycler control that you click to cycle through the values. CL = the caster level in the spell class, this will usually be the same as the character level. Odd CL means 1=1, 3=2, 5=3, etc. (every odd CL step). Even CL is every even CL step 2 = 1, 4 = 2, 6= 3, etc.. The exception to this is that the dice multiplier is a minimum of 1 even when CL = 1, whereas the modifier multiplier can be a minimum of 0 (when CL = 1).
It's a little bit complex, but I hope that and the screenshot provided by Darkrite above, help.
As an aside - a lot of this will be coded more reliably in Release 18 (currently in testing).
Thanks for the picture. That was a huge help. I was missing the CHA option.
The screen shot was perfect. I saw what I was missing.
Hope this is okay. I don't want to start a new thread for more questions. So I know my first point in focus is because I'm a Bard. Then I get 1 for Lingering Composition. So that gives me a total of 2. I had 2 at one point but I don't know what happened to change it. Attachment 45908
Thanks.