The special defenses text in the party sheet is a bit out of place. :)
https://www.fantasygrounds.com/forum...3&d=1678193302
The special defenses text in the party sheet is a bit out of place. :)
https://www.fantasygrounds.com/forum...3&d=1678193302
Thanks for reporting, I'll get that fixed in a future release.
https://www.fantasygrounds.com/forum...chmentid=56624
Miscellaneous bonuses to perception seem to have an odd sort of "lag" as applied to initiative on the first page.
For example: Say a character has a base perception of +6. If you add a misc bonus of 3 in the skills section, their perception will change to +9, but their initiative stays at +6. However, if you then change the misc bonus to something else (say +1), the skills bonus updates immediately (+7), but the intiative bonus changes to the prior perception total (+9). Effectively, the person's initiative is always "one step behind" their current misc bonus.
However, this only affects the displayed initiative on the character sheet. The actual rolled initiative is calculated correctly.
Has anyone seen this happen before (specifically the 99999 gp, which is incorrect):
Attachment 56781
I double checked that all of the items in the inventory have the correct price.
Any way to force it to recalculate?
EDIT: This happens when the price field has a value with a decimal point, such as "8.1 gp". Converting to the next lowest denomination of coin fixed it.
Does the "flat-footed" effect currently support a range (melee vs. ranged) qualifier? Would be useful for things like feint that only apply to melee attacks, particularly for the scoundrel rogue who can apply flat-footed that applies to all their allies.
EDIT: I guess just using an AC:-2 circumstance effect would work. Nevermind.
EDIT2: Hmm, doing it that way breaks the ability to check for the condition for the purposes of a sneak attack effect.
Conditions don't support additional filters. It would be a not insignificant change to the ruleset code to add these in, and so it's not something I want to look at right now. I'll add it to the list as something to consider in future.
In this specific example you'll need to handle it manually - i.e. disable the flat-footed condition temporarily if ranged attacks are made against the flat-footed target.
Hi,
Forgive me for posting this question here, but I could not answer it with google.
If I want to switchover from 5E to PF2E and run the first book of an adventure path like "Age of Ashes AP1", what is the minimal set of DLC modules that I have to pay for?
Thanks
Web
Like all adventures everything that you need to run the adventure is in the module itself; including all of the items, monsters, images etc.
To allow players to create characters (and to also have some idea of what the rules are) you'd need the Complete Core rulebook. Unless you inport all of that information yourself (I do not recommend this approach).
As mentioned by Zacchaeus, unless you plan to enter all the information yourself (not recommended), you'd need the module itself and a minimum of the Core Rules. If you'd like to give more options to the players, you may also want to look at the Advanced Players Guide (APG) (four more classes and additional options for the classes from the Core Rules) - then it's a case of what options you'd like available at your and your players fingertips - if you plan on doing some ad-hoc sessions then the Bestiary will be of use for a bunch of creatures, if you're going to give the players more options then products like Secrets of Magic and/or Dark Archive, Lost Omens Character Guide, Lost Omens Ancestry Guide, etc.. But the minimum is pretty much the adventure you're planning to run and the Core Rules.
The Pathfinder Second Edition Core Rules combine the equivalent of the 5E PHB and DMG - you just need the Core Rules to cover the RPG system rules and creating characters. Plus see my post above about potential additional character options.
The Adventure Path module only contains the adventure, plus any player data specific to the adventure. If you're familiar with 5E adventure DLC then it's the same format for PF2.
Testing with the beginner box. Human wizard vs ghoul. Ghoul applies a PCROLL save. Wizard fails the save. I click the * to the right of paralysis on the ghoul. Nothing happens. Shouldn't that apply flatfooted and lost turn?
Attachment 57137
Thanks for reporting this issue, we'll get it updated in a future update.
In the meantime, add [FAILURE][CRITFAILURE] to the ability automation - so the whole automation for the ability is as follows:
If you can't see the automation field, set the campaign option Experimental Development -> Show Ability Automation Field to "On". More information on NPC ability automation can be found in the PF2 FG Wiki here: https://fantasygroundsunity.atlassia...ity+AutomationCode:"DC 15 Fortitude save"|Save: Fortitude[DC:15]
"flat-footed condition for 1 round and lose its next turn"|Effect: Ghoul Paralysis (flat-footed and lose next turn); Flat-footed[D:1][FAILURE][CRITFAILURE]
Thanks. That fixed it. As a workaround for my first possible game this Friday I could edit all the creatures in the beginner box.
For example: Hell Hound Breath has: "DC 19 basic Reflex save"|Save: Reflex[DC: 19][BASIC][CD]
"4d6 fire damage"|Damage: 4d6 fire
"can't use Breath Weapon again for 1d4 rounds"|Cooldown: 1d4; Also Special Recharge
Does that change to:
"DC 19 basic Reflex save"|Save: Reflex[DC: 19][BASIC][CD]
"4d6 fire damage"|Damage: 4d6 fire[FAILURE][CRITFAILURE]
"can't use Breath Weapon again for 1d4 rounds"|Cooldown: 1d4; Also Special Recharge
or does crit need special code for more damage.
A possible alternative workaround would be for me to get the bestiary in the hope that the coding in the bestiary is more current and correct for all NPCs so I would not have to edit anything if I used Bestiary NPCs as my source. Or is ruleset 18y where the problem is so the Bestiary would not fix it for me?
The [BASIC] tag in the Save automation means that the damage will be automatically calculated based off the save result, because it's a basic save.
More info in the Save NPC ability automation entry here: https://fantasygroundsunity.atlassia...utomation#Save
Specifying save results is only needed for effects. See here: https://fantasygroundsunity.atlassia...omation#Effect
You shouldn't have to edit all creatures in the beginner box. They should have the common automation coded. If there's a specific issue, please report it here.
The specific issue you reported, the Ghoul not having the success level assigned to the effect, is an issue with the original automation not being fully coded by the converter. The issues was reported in the bestiary, but wasn't reported for the Beginner Box, and the converter didn't check.
For more information on NPC ability automation, with a spreadsheet of lots of examples, see this thread: https://www.fantasygrounds.com/forum...and-Automation
And please post any questions regarding NPC automation (if it isn't an issue with DLC) in that thread. Thanks!
This has been fixed in the Beginner Box update today: https://www.fantasygrounds.com/forum...pril-25th-2023
Thanks again for reporting the issue.
Hi,
I just tried PC takes control of NPC. Party Vision and Movement is on. I have rogue Merisiel from the Beginner Box and a Spider.
The spider's faction is set to friendly.
On the host I drag the right hand handle from the Spider CT entry to the PC portrait.
Host and Client both have a Spider NPC sheet popup.
The host version is normal.
The Client is able to move the spider and end the spider's turn.
The only problem is that the Client version of the spider's NPC sheet is blank.
Attachment 57252
Can you test without any extensions including themes?
Thanks.
I noticed the following in Release 17: - Spell Level option to damage/heal actions (migrated from Blackfoot's extension).
I have been unable to see an editable field anywhere to alter the spell level on the fly (i.e. heighten a spell). Would someone please send me a picture of where it is? (the posts about it only have text).
As I read the Release 18 docs and experimented with features, I noticed that the color spray on my pre-generated ezren from the forge had an old version without the "apply to result stat" fields set.
I had to delete the spell and drag the spell over from the Core Rulebook module so it would be up to date and the automation would work.
Given that I don't know if the PFS2 Official Pregen characters conform to the current release 18 implementation, is my only choice to rebuild each of the pregens from scratch to make sure they are up to date with release 18?
You heighten a spell in two ways:
1) For a cantrip, use the CL, Even CL, Odd CL options in damage and effect details string cyclers - probably the Odd CL will be the most often used, as cantrips are heightened to half your level rounded up.
2) For non-cantrips, you heighten a spell by adding it to a higher spell slot level. This impacts the "Spell Level" (spell slot the spell is in) options in the spell damage and effect cyclers. - for example: preparing burning hands at a higher spell slot level gives +2d6 damage per spell slot level. So the damage entry is 2d6 x Spell Level. You can see this in the spell details, and the different damage entries based off the spell slot the spell is in. FG will also show an "H" to indicate the spell has been heightened (prepared in a higher spell slot level) - the H doesn't indicate specifically that there's anything in the spell FG setup that changes when heightened, it just shows that the spell is prepared at a higher slot level than the spells base level.
https://www.fantasygrounds.com/forum...chmentid=57257
The Forge product says "last updated 148 days ago", so the ways to make sure they're up-to-date with what's available now is to do a state-and-compare with the character effects, automation fields, spells action entries; or do it yourself.
OK. Thanks.
I am not sure what "state-and-compare" means. Do I drill down to every individual character effect, automation field, spells action entry on the PC sheet and compare those to the drilled down automation fields of the similar entry in the module records on the right side of the main screen?
I have a thought. In this ruleset some composite objects (e.g. PC sheet) contain embedded versions of specific releases of module records from the library (like the color spray spell from Release 17). This does make the automation much nicer, but it leads to a configuration control challenge.
It might be nice in the future to have a function in the ruleset that would compare the release numbers on all the records embedded on the PC sheet with the corresponding release numbers of the currently active records in the library and provide a list of warnings that some embedded records on this PC sheet are out of date, so they can be corrected in a more focused manner. Perhaps this could be flagged in the CharGen tracker where the PC build history is located.
:)
I am stuck recreating Sajan the Monk from the Paizo PDF.
He has Tiger Stance "can make tiger claw attacks. These deal 1d8". He also has powerful fist which is lethal and d6.
Neither of these appear in items to drag up to his weapons actions or spells. Do they have to be manually created at this point?
I'd recommend you refer to the guidance in the chargen tracker. In this specific instance it tells you to check the feat and manually apply if needed:
https://www.fantasygrounds.com/forum...chmentid=57262
Right. As I recall it put the ability in, but not the action in the actions tab.
I could not find the action in FGPF2 so I had to google around until I found the iconic pregens where someone had coded the tiger stance action.
It seems like actions are as important as spells in PF2. It would definitely help if there was an "Action" tab on the right side of the home screen to go find them, even if it only had a subset to start with. I am aware that ShadeRaven has been trying to solve that need with his (SR) DnD modules, but he did not yet have that action available.
PS
If I put HIDDEN on my animated armor and I have him target the characters whose Perc DC he beat with his Stealth roll, when I drag the effect target icon around the names listed under the effect for targets: xxx include all those characters, but when I drop the target icon I only get the one I dropped it on and not the others. Is there a way to select several PC's and get them all to become effect targets with one click like the way shift-drag works?
Tht's how adding feats works - the feat is added to the PC abilities tab, then FG checks for any automation. As there was no automation in the case of the Tiger Stance fear, the text I showed in my previous post is displayed indicating that nothing else has been done ("no automation applied").
I think you need to watch the release 19 preview videos...
https://www.fantasygrounds.com/forum...rmation-thread
Effect targeting needs each effect target to be added individually.
Thank you I had watched the video on separate character sheet, but had not looked at the release 19 list of features. These look wonderful.
Release 19 - beta testing late 2022.
Additional actions tab added to the character sheet - contains PF2 action data. This tab will be the main place to access and carry out PF2 actions for a characters - skill actions (e.g. demoralize), feat based actions, class feature based actions, item based actions, general actions, etc., etc..
Addition of a new record type - "Action" to cater for PF2 actions and automation.
New action based automation, for example: Skill vs. DC (for skill based actions such as trip, push, demoralize, etc.), attack & damage (for bombs and other things), heal (for healing actions and items), effects, etc..
Improved hazard automation.
Tracking and handling of afflictions.
Automation of the dying process and wounded condition.
Option to select a specific skill for initiative.
Desktop modifier buttons/controls.
Damage combination for features such as flurry of blows.
Additional effect targeting "To Me" option.
Filter by trait in campaign data lists - if performance is acceptable.
Category filter in grouped lists.
Is it possible that release 19 will go to test before this Friday?
Hello,
What does the option "Combat: Reduce Max HP on Drained Effect" do when on and when off?
I google searched for: "fantasy grounds" "reduce max hp on drained" and got no matches online.
You are correct. The GM Enhancement has that function. Thanks.
I have been noticing that when I set the option Token: show name Title (which crops the name to 10 characters) hovering over the map PC token will sometimes show the name (without cropping) as the tooltip.
Attachment 57334
Is the tooltip name popup supposed to still work with token: show name: title? It would be delightful if it was (and worked all the time).
My players find the full name helpful.