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M's Critical Specialization and Effects

by madman

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Description

M's Critical Specialization and Effects

---Youtube How To---

---FG Fourm---

- LIST: Added to the weapon’s Critical Effects list (and applied on critical damage by the v7 injector)
- SAVE: Rolls a save vs attacker’s Class DC; applies effect ONLY on FAILURE/CRITICAL FAILURE
- DIRECT: Applied via Effect immediately on critical damage (not from the list)
- CHAT: Chat reminder only (no effect automation, GM adjudication)

IMPORTANT NOTE (Save Groups)
For SAVE groups, the extension blocks the outcome condition from being injected via the Critical Effects list.
Example: Hammer/Flail will NOT inject “Prone” from the list, because that would apply before the save.

It will apply effects from the list, it just does not add them for these groups.

PF2 GROUPS

Axe
- CHAT: “Axe (adjacent target in reach; if your attack total would hit, deal weapon die damage; not doubled)”
- No automated (Drop the original attack from chat to the secondary target to get results. Apply damage manually).

Bomb
- CHAT: “Bomb (increase splash radius to 10 ft)”
- No automation. Select the extra targets before applying splash damage.
Bow
- DIRECT: Immobilized (applied as a effect for GM adjudication/removal)
- CHAT: “Bow (if adjacent to surface… immobilized… Athletics DC 10…)”
- NOTE: Rules are conditional; extension cannot detect “adjacent to surface”.
Brawling
- SAVE: Fortitude vs attacker Class DC
- On failure: Slowed: 1
- Timing: Intended “until end of your next turn” (implemented via effect duration handling after save)
Club
- CHAT: “Club (knockback up to 10 ft)”
- Forced movement is chat-only. GM adjudication/movement.
Crossbow
- LIST: PERS: 1d8 + item bonus bleed
Dart
- LIST: PERS: 1d6 + item bonus bleed
Firearm
- SAVE: Fortitude vs attacker Class DC
- On failure: Stunned: 1
Flail
- SAVE: Reflex vs attacker Class DC
- On failure: Prone
Hammer
- SAVE: Fortitude vs attacker Class DC
- On failure: Prone
Knife
- LIST: PERS: 1d6 + item bonus bleed
Pick
- CHAT: “Pick (+2 damage per weapon damage die)”
- No automated damage math injection.
Polearm
- CHAT: “Polearm (move 5 ft)”
- Forced movement is chat-only. GM adjudication/movement.
Shield
- CHAT: “Shield (knockback 5 ft)”
- Forced movement is chat-only. GM adjudication/movement.
Sling
- SAVE: Fortitude vs attacker Class DC
- On failure: Stunned: 1
Spear
- DIRECT: Clumsy 1, D:1
Sword
- DIRECT: Off-guard, D:1

SF2 GROUPS

Corrosive
- LIST: PERS: 1d6 + item bonus acid
Flame
- LIST: PERS: 1d6 + item bonus fire
Plasma
- LIST: PERS: 1d6 + item bonus electricity
Cryo
- DIRECT: Clumsy 1, D:1
Laser
- SAVE: Fortitude vs attacker Class DC
- On failure: Dazzled
Mental
- SAVE: Will vs attacker Class DC
- On failure: Stupefied: 1
Projectile
- SAVE: Fortitude vs attacker Class DC
- On failure: Slowed: 1
Shock
- SAVE: Fortitude vs attacker Class DC
- On failure: Stunned: 1
Sonic
- SAVE: Fortitude vs attacker Class DC
- On failure: Deafened
Sniper
- DIRECT: “Sniper (+2 damage per weapon damage die added to damage through Mod)”


When It Triggers
- The extension applies everything on CRITICAL DAMAGE application (not on the attack roll).
- If you do not roll damage as critical damage, nothing “critical specialization” will be applied.


UPDATES:



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