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January 19th, 2021, 01:02 #11
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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January 20th, 2021, 23:07 #12
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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January 24th, 2021, 08:43 #13
Talyn, I sent you the new revised modules through Discord message.
Made all the corrections above plus, and added Shadow Creature Template.
Thanks in Advance!
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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January 24th, 2021, 23:40 #14
I finished the module, but the NPCs will not display. They do show up in the NPC window however. I added all the "summonmonster" tags. The only difference between the original module is that I added maladies for disease and poison.
PFRPG_Summon_Monster x.mod
I edited the ORIGINAL CODE by Talyn, but cant display output of NPCs.
no display NPC.png
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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January 25th, 2021, 00:00 #15
Here is an alphabetically sorted module, with the new updated NPCs and Maladies for poisons and disease. Thank you for the review. I left the "summonmonster" tags in case someone feels it is worth getting the sort up an running. Let me know if there are any errors with the NPCs. I also added the Shadow Creature template.
PFRPG Summon Monster edit no sort.mod
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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January 25th, 2021, 16:23 #16
- Join Date
- Mar 2016
- Location
- Bergen
- Posts
- 313
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January 25th, 2021, 17:34 #17
Last edited by dellanx; January 26th, 2021 at 00:25.
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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January 26th, 2021, 00:25 #18
Very important, you will need to download bmos disease tracker extension and maladies module to open the NPCs in this module.
Link is here.Last edited by dellanx; January 26th, 2021 at 00:41.
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
-
January 26th, 2021, 15:22 #19
PFRPG Summon Monster 2.0 module is completed (Old). Thank everyone for the help, especially Talyn. Thank you bmos for the disease tracker extension, poisons and diseases are fun now!
PFRPG Summon Monster 2.0.mod
Very important, you will need to download bmos disease tracker extension and maladies module to open the NPCs in this module.
Link is here.Last edited by dellanx; January 30th, 2021 at 21:15.
These are the modules and extensions created and/or taken over by dellanx for PFRPG.
I had a lot of help and advice from many here at FG.
Thank You!
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January 29th, 2021, 20:47 #20
- Join Date
- Mar 2016
- Location
- Bergen
- Posts
- 313
First comment. It is not optimal to have to rely on another module or especially another exention to work.
Sencond. Lets talk power attack:
https://www.d20pfsrd.com/feats/comba...attack-combat/
You damage bonus on this effect is not correct. Power attack adds -1 attack and +2 damage for every attack. This increases to +3 damage when using a natural weapon that adds 1.5 str bonus to strenght. This is only applicable to monsters that has only one natural attack.
The damage bonus is only +1 on secondary natural attacks.
This causes a big problem automating this, or making an effect here. Some creatures like the "Gorgon" has 1 primary and 2 secondary attacks. Which means no power attack effect will be correct.
There is no good way of doing this, maybe a effect like:
Power attack add manually 6 damage for primary and 3 damage for secondary; ATK: -3 (duration 1 round)
That effect name at least reminds you of doing it.
Third point: The power attack for most creautres I have seen is set up with ATK: +x; DMG: +3x, where it should in most cases be ATK: +x; DMG: +2x, see rules above.
The last point is worse in some ways, but I totally understand why you set it up this way. It is really easy to misunderstand this.
So power attack gives an attack penalty and an CMB penalty.
The effect ATK in fantasy grounds gives an modifier to attack rolls. Since CMB is an attack roll the ATK modifier also applies to CMB rolls.
You power attack effects have: ATK: -x; CMB: -x, which means that the penalty to CMB is doubled. It should only be; ATK: -x
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