NPC treasure parcel creation from statblock Items list functionality available today: https://www.fantasygrounds.com/forum...cel-Generation
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NPC treasure parcel creation from statblock Items list functionality available today: https://www.fantasygrounds.com/forum...cel-Generation
A few ruleset updates today: https://www.fantasygrounds.com/forum...arch-18th-2025
Pathfinder 2 RPG Ruleset (Pathfinder 2.0)
- [Added] NPC Shield data (Hardness, HP, damage and BT) in the NPC statblock - auto parsed from Items list details (if available) when added to the CT.
- [Added] Skill action type to spells.
- [Updated] Drag/drop of spell/activity action re-enabled.
- [Added] Activities tab to NPC sheet. This doesn't auto populate with all activities.
- [Added] Quickref toolbar to all NPC pages.
- [Added] NPC shield raised functionality - relies on the AC entry in the form "XX (YY with shield raised)" Shield raised button in NPC sheet quickref and GM Combat tracker ("Shield?" in the CT to save space).
- [Updated] Chat version = PF2 Release 19n
Overview video here: https://www.youtube.com/watch?v=1R816U5-x38
We still need to add code for pre-existing Shield Block NPC automation - for now just use the SHIELDBLOCK effect with a usage of ROLL if the NPC has the Shield Block ability and will be using that reaction.
The effect "SAVE: 4 fortitude, poison" seems to be applying the fortitude bonus on saves that do NOT have the poison trait. I am currently running game so I will try to test without extensions after if I can get one of my players to help me. This is with the PCROLL functionality, btw, and on the Live channel.
Thanks for letting me know, I can recreate. As an aside, it's even more broken in the test channel - "fortitude" doesn't even work as a filter. I'll need to dive into all of the test channel updates Smiteworks have recently done. There's a change freeze on ruleset updates until the current FG code in the test channel goes live (last I heard this was April 22nd), I'll aim to get this fixed for that release.
EDIT: I've found the fix for both issues. The one you've reported was due to the trait also being a registered damage type so the code wasn't treating it as a trait. The SAVE effect shouldn't filter on damage types, only traits. I'll have a fix with the next full FG release.
Quick question for you, and maybe asking the wrong person. I own Vault and can load it from module activation (Remaster). However because it was added to bundle and not listed as owned do I have to buy it a second time to continue with the remaster bundle (Within the FGU Store)?