This is information that would be valuable to the PFS DM's and players and we added it specifically for that reason.
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Originally Posted by timg;
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The "GM Stolen Lands Map Greenbelt" (sic, close enough) links are the ones everyone (I think) is saying are "broken". The pins on the GM Map are offset by some constant(?) index so for instance the pin in Hex L refers to the encounter for Hex A and the pin in Hex Z refers to the encounter for Hex O, with the others in between offset the same. The pins before Hex L refer to other paragraphs in the Story that are not Hex encounters, probably whatever is indexed immediately before the hexes.
I don't know how to get a screenie with the tooltip text, and the title on the GM map is correct just the tooltip and the link is wrong.
The equivalent Player map in the module has the correct links and tooltips, just obviously no text on-map.
I've been using only the player map anyhow in the game I am GM'ing.
I searched for the string 'story' in this thread, and only had 3 hits, so I hope this hasn't been mentioned before (and I hope this is the right place to report this).
It would appear, in the Pathfinder Theme (v1.0), that 'Story' entries have a fixed length. The little triangle in the lower right corner of a story entry can only be dragged left or right.
- s.west
What's mentioned here applies to any window that can be resized: https://www.fantasygrounds.com/forum...l=1#post336262
The Sorcerer Bloodline Power Grave Touch is listed under the Undead Sorcerer Bloodline, but the Grave Touch Special Ability appears to be missing from the Special Abilities list.
Don't know if was already said, but Gogmurt attack is wrong it stands:
flame blade +3 (1d8+2 plus fire) or spear +3 (1d6-1/x3) or sling +7 (1d3-1)
Flame Blade should be a touch attack and all damage fire:
flame blade touch +3 (1d8+2 fire) or spear +3 (1d6-1/x3) or sling +7 (1d3-1)
Do we know when the Core Rules with Skills will be out?
I just submitted a batch of fixes for internal review and if it looks good, it should be filtering through the patch system this week.
I'm moving on to the APG next, so this list is only the Core Rulebook module.
The high level summary of fixes are these items:
1. Added Skills (this addresses several different issues reported)
2. Fixed Dominate Animal in Cleric Animal Domain
3. Fixed Undead Bloodline sorcerer ability
4. Removed duplication of magicitems
5. Fixed Spell durations
Maybe this doesn't belong here, as it seems like a design decision more than a bug... please advise if I should just make a separate post or add to the wishlist. Anyway, prior to 3.2.2 I was using the d20 pfrsrd traits module to drag and drop traits to the the "Special Abilities" area of the character sheet. Is there any intent to make the individual traits from the APG in to drag and droppable items that can be placed on the character sheet? It's not a big deal to just create a new item in the list and copy paste the text from the APG text but it would be nice to have it in a searchable box like spells and traits. That way we could easily find and drag/drop to the character sheet from one simple location.
uhhh... never mind. sorry. found it in the "special abilities" section of the APG. searchable, draggable, and droppable. don't mind me. :confused:
The traits are in a list called Special Abilities. You can drag and drop from there.
In addition to the traits, I recently added a few other categories. It's going through internal testing along with other bug fixes, but the other special abilities for the APG will cover the following items:
1. Alchemist Discoveries
2. Racial Favored Class Options
3. Cavalier Orders and Powers
4. Inquisitor Judgments
5. Oracle Curses
6. Oracle Mysteries and Powers
7. Witch Hexes and Patrons
Awesome! Looking forward to this, and the additional bestiaries as well. Thanks again for all the hard work you and your team are doing!
I went ahead and moved these over to LIVE mode so it should pick up the newest version with an update. Let me know if you spot anything strange.
Hey like Deadlands and D&D ... will there be a category to just get all of the Pathfinder materials with a discount?
Thank you for the catch, dantedoom. I went back and looked at the original material from the author (to see if I had goofed) and it is listed incorrectly in the original source, as well. My guess was that the author mistakenly thought of a sword with the flame magical enhancement on it. You are correct in your assessment as Gogmurt has the spell flame blade on his list and I am fixing the module and submitting it for production review and release.
-Danny
I don't know if it was intentional but in the Core Rule Book under magic items, there are no wands.
There are loads of errors like this in the Anniversary Edition of Rise of the Runelords. Many of them can be found in this excellent list, compiled from the Paizo messageboards.
Another issue:
When toggling Identify Items on, most of the non-magical, regular items in the Core Rules and RPG are toggled as unidentified by default. This makes no sense to me, especially when a player wants to quickly look up an item or grab something for their character.
"Oh look Daphne, I found this strange elongated item with a handle and a metal, spadeshaped tip on it. Is it a weapon? Maybe it is magical! But I can't for the heck of it figure out what it is. Can you please cast identify on it?"
Hello GenesisX, can you send me a screenshot of what you are seeing and an example? I just looked at Battleaxe and it was identified when I shared it with Item Identification turned on. When I shared Battlement Shield, it was displayed as Unidentified Item.
https://www.fantasygrounds.com/forum...9&d=1494957079
Sorry, I was not specific enough. While the items show up as normal items for the GM (as they should), they are listed as "Unidentified Item" for the players, as their default state is set to non-ID. We ran into this issue yesterday, while I was running Kingmaker, when players tried to search for equipment items.
I am currently running my Tuesdays 5E game, so I cannot make screenshots right now. I will ask my players to stick around to make some later.
I checked the player side and only the magical item showed as unidentified. See screenshot below.
Maybe it is specific to the Kingmaker module items though, but your first post indicated that it was the Core Rules items. I just want to make sure that I can reproduce exactly what you are seeing so we can fix it. The intention is that only magical items should show Unidentified Item. After thinking this over further, it would be ideal if it said "Unidentified Sword" if it was a magical sword, but I'm not sure how easy it will be to do that sort of thing.
https://www.fantasygrounds.com/forum...1&d=1494957816
Here is the player view of that same situation.
"Kingmaker" 1,2, and 3 and "Rise of the Runelords" have been updated to fix some bugs. Details can be found here: https://www.fantasygrounds.com/forum...ates-5-16-2017
I have looked into the Kingmaker and Rise of the Runelords and there is an issue. It has to do with items that were not pulled over from the SRD. I have fixed Kingmaker Part 1 and turned it in for review. That should be updated very soon. I should have the other two Kingmaker modules and the Rise of the Runelords adventure path fixed and in for review and production release within the next couple of days.
Thank you for reporting this, GenesisX.
I am back, with screenshots!
I do not think this is an issue with Kingmaker or Rise of the Runelords alone.
Here is what I see as GM:
Attachment 18992
Here is what my players see:Attachment 18993
Several basic items from the Core Rulebook and APG are listen as unidentified items in the item list. I do not think this is intended, nor is it especially helpful if you want a player to grab a horse, torch or shovel to add to their sheet. This could easily be resolved by tagging non-magical items as IDed Items by default.
Genesis did you read the post right before yours? May have missed it due to congruence issues
I did. I have the update installed and this has nothing to do with Kingmaker items. The same issue appears with only the Core Rules activated (and as you can see in the player screenshot, who only have access to the Core and APG, there are no Kingmaker Items in the list)
Okay, that helps identify it a bit more. The problem is that when a player opens the PHB or APG directly and the DM has Item Identification on, it hides the names for all the magical items. The list in All mode with no type specified sorts by name and since these don't have a publicly viewable name, they all sort to the front. The sorting is different on the DM side since they have the names and therefore sort by the name shown. If you narrow the Type to Armor or Weapons, it will show up appropriately. It looks like Goods and Services is currently getting marked as Unidentified. In addition, we'll discuss this internally. Should we just set the default state for all magic items as identified and the DM can turn it off if needed?
Only magic items (or specific items the PC's would have never encountered which would be created per campaign) would be identified. Could you make it trigger the default state for all items with a magic tag as unidentified?
We will look into it to see if it makes sense to make any changes. In the meantime, I believe you can turn off Item Identification if your players are planning to do a shopping trip that references the Core Rules and APG and then turn it back on again when you resume adventuring.
Just a heads up Doug et al,
The Rise of the Runelords Adventure Path Anniversary Edition about this content section isn't parsing the `[h4]` heading tags.
https://store.steampowered.com/app/6...Edition_PFRPG/
And also thanks for the work on this! I'm working on getting my Pathfinder group off Roll20 and using this. Still need the Ultimate books as our campaign is currently using several classes and archetypes from Ultimate Combat (totally understand this will take time and depends on business viability).
Absolutely Trenloe. I definitely understand that FG is capable and I didn't mean to imply it couldn't be done. I was more meaning that trying to convince the group to move to FG for our existing Pathfinder campaign would be difficult if the majority of stuff had to be manually keyed, especially since the GM would already have to recreate their homemade campaign from scratch on an unfamiliar platform. The more official content that is available, especially with any automation, make this proposition much more viable for the group. I'm not the GM otherwise we would have been using FG from the start ;)
A new set of fixes has been updated to Kingmaker and Rise of the Runelords. Information about it can be found here: https://www.fantasygrounds.com/forum...ates-5-22-2017
not sure if this is the correct thread but the fighter skill weapon training does not give the groups.
it says "Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):" and then nothing just the next skill.
Pathfinder Core Rules module.
Ammunition for projectile weapons (arrows, bolts, darts (for blowguns) and sling bullets) are set to Type = Weapon. So, when these items are added to a character sheet, they will create a melee weapon entry in the actions tab. Which doesn't actually do anything useful as the damage (zero) and attack etc. don't do anything. Now, I know you can do melee attacks with these as improvised weapons (damage as per dagger of the same size), but that info isn't filled out.
In previous PFRPG modules, these were set as Type = Good and Services, Subtype = Ammunition; which allowed you to add ammunition to your inventory without creating a melee weapon entry.
Would it be possible to set Type = Good and Services, Subtype = Ammunition for the ammunition in the Pathfinder Core Rules module?