Okay, thanks. I'm running 3.5E, so looks like I'm out of luck on that.
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Is there a way to do ongoing damage where the hit dice of damage is based off caster level? For example a spell that does 1d6 dice of damage per caster level. I can do it with a spell action easy enough, but can't seem to duplicate that in an effect.
Hmm, I'm still getting the duplicated effects with EXPIREADD in my 3.5E campaign. Here's the sequence for a spell called Red Tide (a player is nauseated for 1 minute, and when that ends they are supposed to make a Fort save, with failure causing d6 in STR damage):
Nauseated; EXPIREADD: Red Tide Check
Red Tide Check; SAVEA: fortitude 22 (R); SAVEADD: Red Tide
Red Tide; STR: [-1d6]; STACK
When the Nauseated effect ends, it's adding Red Tide Check twice, rolling two saves, and then adding the Red Tide effect for each failed save...so you could end up with -1d6 STR twice
Version Update: 2.48
Fixed: EXPIREADD adding twice....again
Fixed: Rare script error with ongoing saves
Fixed: Potential script error with experimental parsing
Added: Save icon for save messages output to chat
Added: (5E) Option to add or not add prone to unconscious NPCs with Undead Fortitude trait
Documentation update
Is it possible for you to expand support to the Starfinder ruleset?
I can give it a look but no promises. Maybe I should take a star finder class at FGA first.
Would there be any reason why SAVEONDMG effects would be ignoring effects/abilities that should grant the target advantage on the save?