I am not 100% sure if this is the correct place to put this but Goblin and Hobgoblin have access to each other's ancestry feats although the should only have their own.
I am not 100% sure if this is the correct place to put this but Goblin and Hobgoblin have access to each other's ancestry feats although the should only have their own.
On the character sheet action tab, spell class entries have a field named CL, and the tooltip says "Caster Level". This might appear a bit confusing, especially to players who have never played Pathfinder First Edition, as there is no such thing as Caster Level in Pathfinder Second Edition. The tooltip could, for example be changed to "Character Level". Personally, I'd relabel the field just "Level" instead of "CL", or maybe remove it altogether and automate the value, as the character's level should be known, and in PF2 you do not have mutilple classes with different levels anyway.
The CL field does still have a niche use - for abilities like Divine Font, you can set the damage/healing dice to be "Odd CLs" and that will increase correctly as the character levels up without having to physically move the ability to a new level slot.
However, that is a VERY niche usage, and the functionality could be retained by just having an "Odd CLs" dice multiplier point to the character's level instead of CL field of the caster class.
Hmmm, in the rules the field serves no purpose other than to manually input with a character level though. As everything CL is used for (odd and even) is always mapped to character level, this may change in a future supplement, but I really doubt it as that goes against the design philosophy of PF2e removing stuff like per level multiclassing anyway.
Hi,
Quick feature request: would it be possible to make the Spell Roll box on the action sheet rollable? Has come up a couple times for monsters or PCs doing countering and a few other oddities. Just a convenience, certainly, as one could type a modifier in and roll a d20.
Thanks!
I found the 'license.html' file within the ruleset references PFRPG, not PFRPG2. Although doesn't impact anything, could be a legal issue.
There are some other minor things like the classes referencing numerous classes that do not exist (search cavalier under the strings file) but those don't seem to break anything.
Hello everyone,
let me first say that I really love Fantasy Grounds so far and am very glad for the great automation it already provides.
A quick forum search did not bring up my error, so I am posting it here. Hopefully this is not the wrong place for it.
Now to the problem: If an enemy has more than one weakness and the damage roll against that enemy also deals more than one of the types of damage it is weak to, the damage just gets added up, instead of using the higher value of both. Core Rulebook pg. 453 says:
"If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."
To test this I attacked a Zombie (Brute, Hulk, Shambler etc) with a slashing weapon that also deals positive damage. I tested it by adding the Holy rune to a longsword following the guide in the PFRPG2 Effects entry in the wiki:
https://fantasygroundsunity.atlassia...5/PFRPG2+Items
Am I simply overlooking something fundamental or is it really not working as it should?
Thank you all for any possible help.
First of all, Trenloe.. you're killing it, thank you for all that you do. Not sure if this is an issue or not but my group was fighting a stone golem and who is vulnerable to water and cold and physical resistance 10 (except adamantine) but unless it was with an adamantine weapon, no damage would apply to the critter. So a cone of cold for example wouldn't do any damage and a strike doing 26 dmg for example would also do no damage. I didn't take screen shots.. sorry
There's an issue with all the golem's immunity to magic. FG parses out "magic" from the immunity list and so any damage that is magic (cone of cold, for example) will be ignored as it assumes the creature is immune to magic.
I don't think we'll ever be able to fully automate the golem antimagic ability. But I'll look at the code to maybe trap the "see below" note and not add the immunity. I don't know if this will then break other creatures, I'll have to check...
Hello,
FG Unity version : Ultimate 4.0.9
Ruleset : Pathfinder 2E
Character creation issue :
- Ancestry : Gnome
- Heritage : Fey-touched Gnome
- Fey-touched Gnome feature 2
Description : when I drag-and-drop a cantrip spell from the Primal list to my character sheet in the Action tab (as the "Fey-touched Gnome feature 2" is supposed to provide) , I receive following error :
"Unable to determine level or class for new spell, please drop within a class."
The thing is that I already applied the Alchemist class to my character and he is level 1.
The system seems unable to handle this specific situation where the character-class is not a spell user but the Heritage should provide this spell however.
Thanks for your advices.
Best Regards,
MOD: Moved to PF2E's bug report thread
Jacknight,
On the Actions page, You'll want to add the "spell class" for your alchemist by clicking the Edit List button on the bottom right, then the Add Spell Class button to open a new category. There you can create the Aclhemist category for your character to drop the spells into.
Make sure when setting up the spell class that you mark the ability to cast at least 1 cantrip.
As mentioned by Darkrite you need to setup the "spell class" manually on the actions tab. This is not currently automated, but it will be in an upcoming release.
The message referring to being unable to determine class is referring to a spell class - which are the top level holders on the actions tab for spells.
The chargen tracker is a good place to check for feedback on what's done automatically or what needs to be done manually. In this case the tracker would have indicated that all aspects of the Fey Touched gnome heritage currently need to be added manually, for example:
https://www.fantasygrounds.com/forum...chmentid=43466
Heyyas, another feature request, if you please ;-)
We love the token lock for the players, but would like it for the GM characters too, so the players could see the movement paths and respond with Attacks of Opportunity and the like.
Thanks!
The GM can use it by holding the Alt key while dragging tokens.
Regards,
JPG
Dang. Someone beat me to it.
Thanks for the explanations !
The new change to FGU seems to have made the sidebar selection area with the default theme kind of hard to read. Maybe It's just my old eyes but the dark text on dark background is a little hard to make out.
Attachment 43831
Items in a character's inventory don't update the "PC Items Total Value" section if they have a comma in them.
E.G.
"2,000 gp" won't add to the wealth total but "2000 gp" will.
In the PFRPG2 rule set, when I click the gear icon to open up Options, and click on the question mark (?) to learn what the Options do, it takes me to the 3.5/PFRPG wiki page for Campaign Options (https://fantasygroundsunity.atlassia...ges/996643248/) instead of the PFRPG2 one. It looks like there isn't a PFRPG2 Campaign Options section, so maybe that is why? The issue with that is the PFRPG2 Options don't match 100% what is in the 3.5/PFRPG Options, so it requires hunting around for other Rulesets which may have the same Option settings and guessing/hoping it is implemented the same in PFRPG2 :)
Never mind I'm dumb and I don't know how to delete this post
Also, would it be possible to get wound and dying status on the combat tracker?
What about changing the color? Red/yellow/green with grey crosshatch for dying and greyed out for dead? That way no new field is needed.
I've moved the discussion to the ruleset thread, as this doesn't apply to the Core Rules module.
I don't think that would really help. Knowing the exact wounded and dying numerical level is important for PF2.
I'll look into an efficient way of indicating the wounded and dying levels when I automate the functionality.
Agents of Edgewatch #1 - Devil at the Dreaming Palace:
Tiny creatures have no size, not even size 1 or 0.5. This is a problem with extensions that rely on size.
So this is a general thing of the PF2 ruleset, not just the adventure. I understand. Even 0.1 would make life easier for extension developers easier, but it is what it is, for whatever reason. Thanks for the answer.
I've been trying to find a way to implement Stamina using Temporary hit points. Overall, it works pretty well. I set a negative Misc modifier to the characters HP then add a matching number of Temp hit points. I then add a custom 1st level spell with X slots (for resolve points) to the PC that targets self and heals a fixed value of HP to Temp.
The only issue is that Heal to Temp just adds to what is there where I would like it not to exceed the amount in the heal, so I need to clear the Temp HP before using the heal. Is there a way to set Temp to a value rather than use Heal to add to them? I can't find any examples in the spells.
Thanks.
Temp HP is currently coded to add to the current value. But, this isn't how temp HP usually works in PF2 - you only have temp HP from one source. I'll look into changing this in the next release - to basically have the temp HP "heal" action set the HP to the value of the heal, with the actor deciding if they want to keep any temp HP they already have, or apply the new temp HP.