Could you take a look at Engineer's Frost Weapon. The Aura of Frost condition is kinda visually jarring.
I long rested after posting this and tried to recreate the conditions for this happening but actually couldn't.
Character died during combat with Omni Mod Frost Weapon on, after I used Revivify, this happened. Then, next day, I had him cast Frost Weapon again and then tried to kill him. Even after I used revivify on him the next day, he didn't come up with the Aura of Frost condition. Honestly, I'm not even sure what exactly Frost Detonation does or how I got the Aura of Frost condition on my own character. My tooltip for the toggle uses the Tempest features so... I'm really lost. The documentations on the front page don't go into depth on what is exactly going on either.
A crap. Sorry for that. Frost explosion is a skill of frost weapon, that deals cold damage around you. It also applies frost (vanilla condition that adds 1 damage, when damaged by cold). Seems the aura misses a flag, that it gets removed after combat. Will look into it.
Thanks for getting back so promptly. How is Frost Explosion treated? is it treated like a spell/cantrip? or an attack like whirlwind? The tooltip also doesn't preview the damage. I've only just started using this feature and it rolled 3d8 at lvl 2.
Anyways, I really love this mod. So many cool build-defining features. I've been playing with it for a few months now.
It's like a frost version of arms of Hadar. Causes rime instead of disabling opportunity attacks. Uses progression like bombs of the tinkerer trait. Starts at 3d8 and gets 1d8 every other level., but does not qualify as spell.
I have some fixes and changes in pipe, I hope I can release it in 1-2 days. I will fix the tooltips as well :)
Hi i'm coming back to try the Engineer features again and was wondering if it is intended for the player who is wielding the aura of forst weapon to also get their movement cut by 3m?
Is there a way to revert the damage conversion from the elemental perks(Firestarter, Tempest and Omni Mod: Frost Weapon.), back to the weapons base damage type? Neither the toggles nor Omni Mod:Remove seems to do so.
I totally understand! I play on PC so it doesn't personally affect me. I just want the maximum number of people to be able to experience its greatness.
Have you considered releasing a version only having the new Feats included in this mod? Some of them are so interesting and potentially build defining and would be real neat to have a version solely focusing on them.
so I picked up scroll savant at 5th level but only got 1st level spell slots I also still got extra attack despite having picked up resourceful edit: this was fixed by waiting a little but I still can't learn very many spells, am I still restricted by class?
The Spellsslots get updated every tun or when you use an action (hide for example). Thats nessesary, because its a permanent, hidden buff, that adds your spell slots. The base idea of scroll savant is, that you expand your spellbook with scrolls you find, to give and unique expiriance to other spellcasters. Its a bit of a collector's game. You can increase the spells you can learn greatly, whit the Mod Secret Scrolls by darkcharl. He also offers 5e Spells and Scrolls for his 5e Spells too. Also a broad lineup of homebrew spells, also with an add on to add them as scolls. All are learnable.
246 comments
Could you take a look at Engineer's Frost Weapon. The Aura of Frost condition is kinda visually jarring.
I long rested after posting this and tried to recreate the conditions for this happening but actually couldn't.
Character died during combat with Omni Mod Frost Weapon on, after I used Revivify, this happened. Then, next day, I had him cast Frost Weapon again and then tried to kill him. Even after I used revivify on him the next day, he didn't come up with the Aura of Frost condition. Honestly, I'm not even sure what exactly Frost Detonation does or how I got the Aura of Frost condition on my own character. My tooltip for the toggle uses the Tempest features so... I'm really lost. The documentations on the front page don't go into depth on what is exactly going on either.
Anyways, I really love this mod. So many cool build-defining features. I've been playing with it for a few months now.
I have some fixes and changes in pipe, I hope I can release it in 1-2 days. I will fix the tooltips as well :)
Mind if I ask is it possible to make an alternative version that use int as spell casting modifier?
Cheers
i am using the classic version
Are there plans to make it available on mod.io for console players?
I would migrate it into the toolkit if I had the time. It's a lot of work :( especially all the summoning stuff.