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Modifier

Value

Descriptors

Notes

ABIL

(D)

[bonus], [ability]

Ability checks

ATK

(D)

[bonus], [range], opportunity

(T), Attack rolls

CONC

(-)

[range]*

(T), Concealment
(ATK: -2 vs. ranged/melee only)

TCONC

(-)

[range]*

(T), Concealment (Total)
(ATK: -5 vs. ranged/melee only)

COVER

(-)

[range]*

(T), Cover
(ATK: -2)

SCOVER

(-)

[range]*

(T), Cover (Superior)
(ATK: -5)

DEF

(N)

[bonus], [range], opportunity

(T), Defenses (all)

AC

(N)

[bonus], [range], opportunity

(T), Defense (AC)

FORT

(N)

[bonus], [range], opportunity

(T), Defense (Fortitude)

REF

(N)

[bonus], [range], opportunity

(T), Defense (Reflex)

WILL

(N)

[bonus], [range], opportunity

(T), Defense (Will)

DMG

(D)

[bonus], [range], [energy]*, critical

(T), Damage rolls

DMGW

(N)

[bonus], [range], critical

(T), Damage roll weapon multiples

DMGO

(D)

[energy]*

Damage (Ongoing)

DMGTYPE

(-)

[damage type]

(T); Adds damage type to all damage rolls.

HEAL

(D)

-

Healing rolls

IMMUNE

(-)

[energy], all

(T), Immune to damage type.
Assumes all if no [energy] descriptor.

INIT

(D)

[bonus]

Initiative checks

RAGE

(-)

[rage name]

Rage tracking. Informational only.

REGEN

(D)

-

Regeneration

RESIST

(N)

[energy], all

(T), Resistance to damage type.
Assumes all if no [energy] descriptor.

SAVE

(D)

[bonus]

Saving throws

SKILL

(D)

[ability], [skill]

Skill checks

SPEED

(N)

[bonus]

Speed. Informational only.

SWARM

(N)

-

Swarm creature type.
Half damage from melee/ranged.
Bonus damage from close/area.

VULN

(N)

[energy], all

(T), Vulnerability to damage type.
Assumes all if no [energy] descriptor.

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Operator

Notes

ALIGN ([alignment])

If the creature indicated by the conditional effect has the given alignment, then this operator returns true.
Neutral is assumed for creatures where not specified.
True neutral checking is not supported due to necessary assumptions to make this feature work for majority of cases automatically.

SIZE ([size])
SIZE ([>= OR <= OR > OR < OR =][size])

If the conditional effect target is of the correct size or larger/smaller based on the size greater/less than operation, then this operator returns true.
Medium size is assumed for creatures where not specified.

TYPE ([creature type]*)

If the creature indicated by the conditional effect has the given creature type, then this operator returns true.
The humanoid creature type is assumed for creatures where not specified, and for PCs.

Wounded

If the conditional effect target has any wounds, then this operator returns true.

Bloodied

If the conditional effect target has wounds greater than or equal to half its hit points, then this operator returns true.

CUSTOM ()

Allows for testing of user created conditions, such as in the 'Hex' or 'Hunter's Mark' spells. The condition to be tested for is added in brackets after the CUSTOM keyword. Thus the syntax would be IF: CUSTOM(condition) or IFT: CUSTOM(condition). If the 'condition' is present on the target then the function will return true.

[alignment] = LG, LN, LE, NG, NE, CG, CN, CE, lawful, lawful good, lawful neutral, lawful evil, neutral good, neutral evil, chaotic, chaotic good, chaotic neutral, chaotic evil, good, evil
[size] = T, S, M, L, H, G, tiny, small, medium, large, huge, gargantuan
[creature type] = aberrant, elemental, fey, immortal, natural, shadow, animate, beast, humanoid, magical beast, air, angel, aquatic, cold, construct, demon, devil, dragon, earth, fire, giant, homunculus, living construct, mount, ooze, plant, reptile, shapechanger, spider, swarm, undead, water

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