Thanks for reporting. As and FYI - there's no need to be running the test channel at this point.
When adding a major resilient rune to the properties section of an armor item the effect generated under character effects is a +2 item bonus to saves the same as a greater resilient instead of the +3 item bonus to saves. All other applications of the resilient runes generate the intended effect.
Hi, converting one of my campaigns over to remaster and found the following:
Elf Ancestry - Has the Ability Boosts Racial Trait; Ability Boosts should be named Attribute Boosts and instead of saying "+2 to One Ability Score, +2 Dexterity, +2 Intelligence" it should say "Dexterity, Intelligence, Free" or "+1 Dexterity, +1 Intelligence, +1 Free"
- Same for Human ancestry
Elf Ancestry - Has the Ability Flaw Racial Trait; Ability Flaw should be named Attribute Flaw and instead of saying "-2 Constitution" it should say "Constitution" or "-1 Constitution"
Human Ancestry - Was not prompted for a Heritage selection
Bard class - Class automation tries to add Inspire Courage, but Remaster renames it to Courageous Anthem, so it does nothing.
Bard class - Bard spellclass on Actions tab isn't given the Occult tradition (no tradition is selected).
Bard class - Bard is given a Prepared spellclass; this should be Spontaneous.
Bard class - adding focus spells doesn't increase the # of focus points you get
Also - the Psychic Calculate Threat activity... looks like it appears for all characters when you click the Create Character button
Great! One note - the last bit about the Calculate Threat - disregard that one. I must have tried to create it at some point and had the "automatically create" checkbox checked.
I don't think the description for the vitality trait is quite right on the Vitality Lash spell, as per print that follows. It's in the Player Core - Pathfinder 2 ORC.
There seems to be an issue when closing images: a black outline stays in the size of the window when doing so. Haven't tested yet if it's related to any extension as we're having our session at the moment.
I tried in a core campaign and in a D&D 5 campaign and both didn't seem to be affected. So far I could only trigger it in the PF2RPG ruleset, even without any extensions.
It seems to trigger as soon as you close an image that has any terrain features (e.g. walls or doors etc).
Terrain features are generic and not specific to the PFRPG2 ruleset. So this sounds like it's specific data within a campaign.
Does it occur in a brand new PFRPG2 campaign? If so, please provide steps to recreate. If it doesn't occur in a brand new PFRPG2 campaign please ZIP up a campaign where it does occur and provide access to that ZIP file and steps to reproduce.
There are multiple reports in the House of Healing recently about issues when closing images across multiple rulesets. Can you please review the screenshots in the threads "Image Closing error" and "Error closing layered images in 4.6" to see if that is similar to what you're experiencing?
I uploaded my test campaign where I triggered it. The image that triggers it is simply called "_ map" (simply open and close the image and the issue should trigger)
Ok there was another update for FG just now and it seems the issue is fixed :)
Using Shieldblock while having Temporary Hitpoints kind of messes with the system.
The damage first reduces the temp HP and then goes into the shield while it should be the other way around.
In theory when you take damage and shield block, the damage should first go into the shield and any leftover damage would go into the temp HP and damage the Shield, both.
This might be a core RPG issue but if you want to add an item to your inventory without the GM having the respective module loaded, it doesn't do anything. The GM has to load the module first, then it works.
Regeneration has a damage symbol which is kind of confusing. I think we had a similar issue with fast heal, but that one got fixed :)
I would like to request that the Saving Throw Base Settings on the Combat tab get an Item Bonus field to saves; this would enable things like Antidote and Antiplaque not stacking by default, which is how it should be RAW.
ATM it's a bit fiddley as you always have to double check how much item bonuses someone has and then reduce the Antidote/Antiplaque's bonuses by that much.
Hi :)
I can't edit storyentries like the ones linked on the maps in the seven dooms of sandpoint. They are read only. I could do that in every older module until now and i was using this feature often. If this isn't a bug i'll need a method to work around that (copying all entries and replacing the map links is not a solution).
Thanks in advance.
Hello,
I've noticed this issue the past few weeks: when creating a new NPC/Creature, if the creature has spells, the CL is not working when entered. I unlock the creature, edit the spell class, enter in a CL, but when the creature is locked CL is blank. The only thing it really affects is cantrip casting, and ideally I'm not casting too many cantrips with my creatures, but it still is a functionality issue, and one that I think appeared recently.
Hello! Welcome to the FG forums!
The recent GUI standardization broke this. I'll get a fix in the next release. Thanks for making us aware of the issue.
Note that CL doesn't have to be entered if the CL is the same as the creature level, the creature level will be used instead if CL in the spell class is 0. There's a display bug where the actual damage entry doesn't update immediately if the creature level is changed after a spell has been added to the PC, but the actual action roll will be correct. I'll look into a fix for updating spell data if the creature level changes.
The ability to edit (and retain) the CL of a spell class has been fixed in today's update: https://www.fantasygrounds.com/forum...June-24th-2025 Thanks again for making us aware of the issue.
I am having a couple of connected issues with npc spells. When I click on the bubble that I expect would open the spell description, it casts the spell, which circumstantially makes it vanish. If I want to read the spell description, I have to go to open it from the general spells list.
I then have issues trying to reset the spells. There are two "reset spells" options in the pop up when I right click, and the one that looks to me like it should restore the spells that have been cast permanently deletes all of the creatures spells, even if it's a read-only version. I now have a couple of bestiary entries that have permanently lost their spells.
Works fine for me - do you have any extensions or themes enabled?
https://www.fantasygrounds.com/forum...chmentid=64925
The top one (with the lock with an eye icon) will reset the spell uses - i.e. it will take you back to the spells that were prepared in the spell class initially - i.e. it's equivalent to an 8 hour rest and 1 hour preparation. The second one (with the circle icon) will remove all of the preparations from the spells - which will hide the spells if the NPC is locked or Mode = Combat (unlock the NPC to see the spell mode).
If you want to revert a record in a module to the base record, right-click on it in the campaign list and select "Revert Changes".
Based on your feedback showing how this is confusing, I'm going to change the reset potion right-click menu text as follows:
https://www.fantasygrounds.com/forum...chmentid=64926
I don't recall if this is already the case, but the "clear prepared spells" one could use an "are you sure?" on it as well. Can be really time consuming to fix if done accidentally on a high level character, especially since most people don't have a mental list of everything they generally prepare.
Hello... I have an issue with the Sky King's Tomb ruleset - specifically the Mantle of Gold. The maps in chapter 2 are backwards. The F1-F7 should be in the Workshop Heights (not Lower Guldrege) and vice versa for the G1-G7.
PDF version - Attachment 64937
FG version - Attachment 64938
Hi Momo. Thank you for reporting but there is no error here (at least in the FGU version). This was one of the cases where the Paizo cartographer did not coordinate with the person writing the story. The map in the PDF version is the one completely wonky. I actually fixed the issue and made the maps align to the story entries. Look at the story entries - you'll see that I was correct in modifying the map labeling.
1. The PDF maps have 7 labels each map (F1 - F7 and G1 - G7). However, the story text has no entries for G5, G6, and G7.
2. Look at the entry for Workshop Heights in the PDF on page 49. It talks about silos for F2-F3 and larger home and workshop for F4-F6 and another home for F7. You will see that this description matches the FGU maps and not the Paizo PDF maps.
I hope this clarifies. I try my best to correct errors as I see them when converting to FGU. It doesn't track with an errored PDF but I would rather have it run smooth for GMs, even if it costs me more time to fix things like this. Ultimately, it creates a better FGU product, even if it doesn't align 100% with the original PDF.
Sincerely,
Danny (sciencephile)
Thank you for the quick feedback! I had wrongly assumed that Pazio knew what they were doing.. thank you for the clarification!
Apparently flat footed has been renamed to off-guard. Many many instances of flat footed still appear in the rules, would be good to have them renamed so it's clear to newbies like our group. It's bewildering to try to decipher the rules until we realized they're the same.
It can be confusing. There is remastered wording (off-guard) vs. legacy wording (flat-footed). We will change the wording in legacy products if Paizo decided to change that wording; which, to be perfectly honest, I doubt they will as there is a subset of the Pathfinder 2e community who still play legacy rules and want to maintain the legact wording. Paizo are slowly updating key legacy products to remastered, but I'm sure there will always be some legacy products out there.
The FG ruleset uses flat-footed and off-guard interchangeably - i.e. it will apply he relevant modifiers/effects for either. So, mechanically, don't worry about it - FG caters for this.
I've been building some NPCs using the PFRPG2 NPC Ability Automation. I was trying to create an NPC ability that affects a player until the end of their next turn, so I used:
"Effect Name"|Effect: Dazzled[D:1][REDUCETARGET][END]
But when testing it in the combat tracker, and making sure initiative was set and targeting was being used (just to be safe), this effect would always count down based on my source NPC's initiative, not the target's.