Cantrips as Weapons
I've got some new players that I print out sheets for. In order to make their lives easier, I'm making mine more difficult. I want to add Claws (Primal Savagery) to their attacks. I've tried copying both Dagger and Spell attack, but neither gets me where I need to go.
Problem 1: The "weapon" shows up under Martial Ranged Weapon. I'm assuming that this category is something that the program decides based on the Proficiency Required field. Ultimately, I would LOVE to group effects like this on their own. Is it possible to set a category, or do I have to move the proficiency back to Simple to get it out of there? Problem 2: Is it just me, or does the weapon selector modal use the Fixed Range Dam as the display value? Problem 3: This is a stretch goal for sure, but I'll throw it out there. Instead of having to create a new version of this weapon for every 5 levels, does anyone have a script to force the cantrip scaling damage? |
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Any new items that don't require the Simple/Martial Ranged/Melee will now appear under this new header. Quote:
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if number of dice change: if #totallevelcount[] >= 5 then field[wDieCount].value += 1 endif if die type changes (in this example to a d8): if #totallevelcount[] >= 5 then field[wDieSize].value = 8 endif The problems here are that I'm just giving you an example that says if the total character's levels are 5 or above, do something. A problem that I can point out here is that multi-classing will throw off your calculations and trying to figure out which spellcasting class is using this spell will be a P.I.T.A. if you want 100% accurate calculations. |
You might try using the Spell attack weapon and the Spell Attack Adj adjustment to change its name and give it damage.
You change the Spell Name to the cantrip name (I usually leave a space in front so it shows up at the top) and then add the damage (ie: 2d8 acid). |
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Like if a cantrip at the race level states specifically, "Constitution is your spellcasting ability when casting this cantrip." You might want to look at putting the override tags on the "weapon" like: DamageOver.aCON MelAttOver.aCON RanAttOver.aCON These tags are borrowed from the Pathfinder code - they don't always work, but when they do it is very convenient. Last time I used them, they worked but haven't tested it in a couple of patch cycles. It's nice to see a ranged spell attack using the correct stat. I was thinking though you might have a dual spellcaster that has one stat that would be preferential over the other. It might just be easier to check to see if you have any casting levels and grab the spellcasting stats and assign the Option tags for damage and attack bonus (DamageOpt.X, MelAttOpt.X and RanAttOpt.X, where X is one of the stats like aCON). If that makes sense. |
sorry for the lack of reply to all the good responses, it's been a crazy weekend.
@dungeonguru - thanks for the scripts, i'm going to try to make those tonight, if i can finish my game prep for tomorrow. i'll let you know how it goes. as far as the problem 2 goes, i'd have to upload a picture, i think, to have it make sense. as far as the spellcasting ability goes, the spell attack seems to figure out what the right attribute is, so that should be fine for the attack. there's only a couple of cantrips that add spellcasting ability damage (green flame blade and magic stone are the only two i'm aware of), but i'm thinking that if i look at the attack bonus on Spell Attack, it might help point me in the right direction. |
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