Yep.
Thanks for the heads-up!
Hello, there is an error in the price of Bracers of Missile Deflection in the **Age of Ashes module**, it puts 60000 gold coins and they are 52gold
Splint mail in FG has the Clumsy trait (don't know what that does for armor). In the Core Rulebook Splint Mail has no such trait, nor does any armor, nor is it mentioned as a possible trait.
Is the Clumsy trait for FG a bug/typo, or is the Core Rulebook errataed in this regard? If the last, where can I find these erratas? I can't seem to find any on the Paizo websides (which could simply mean I don't know where to look).
Moved to the Core Rule DLC issue reporting thread, as this is Core Rules DLC data.
The clumsy trait is a hangover from the playtest. Well spotted! Logged as CR2.045, fixed in next release.
FYI - I won't be applying any "errata" until Paizo release an official errata. Keep an eye on the Tuesday updates in the City Hall forum - that will let you know which changes and updates (including future errata) have been applied.
I was looking over the Item tables and found a few things:
1. The armor table header "Dex Mod" should be changed to "Dex Cap" to be in line with the CRB.
2. Shield Bash in the weapon table shouldn't have the Agile trait.
3. Orc Necksplitter should have the trait "Sweep" instead of "Versatile P".
4. Longbow says "Deadly 1d10" instead of "Deadly d10" per the convention used on the rest of the table.
5. Bandolier has a 2 hand requirement listed on the table, but it has no hand requirement in the CRB
In the domains table of Chapter 8, the Domain Spell and Advanced Spell columns are labeled backwards (i.e. column contents of domain spell are actually the advanced spells and vice versa)
Bump
Thanks @Trenloe for everything you are doing in the ruleset. A doubt, do you know if you are working on the second book of Age of Ashes?
great then because he has done a great job
See post 168 where I report an error in the CRB module
To be clear the error is on the reference manual
My apologies, Trenloe. It is indeed low priority.
I just created a barbarian and noticed the class description says Perception is untrained. Its actually Expert.
Thanks for reporting these! :)
The "Dex Mod. Cap" label was being truncated on Armor table. Logged as RS2.043 and fixed in release 5.
Logged as CR2.046 and fixed in release 5.
Logged as CR2.047 and fixed in release 5.
Logged as CR2.048 and fixed in release 5.
Logged as CR2.049 and fixed in release 5.
Again, thanks for reporting!
Thanks for reporting.
Logged as CR2.051 and fixed in the next release. The issue was purely a cosmetic issue in the label not displaying in the class record (a capital "E" in Expert doesn't match with the stringcycler control) - perception proficiency would still be applied correctly when the class was added to the PC.
The Goblin Song feat is missing the success/failure effects in the description.
Edit: this was in the wrong thread. Moving it myself now that I'm more awake.
Really minor: shield spikes are listed as 4 sp in the module but as 5 sp in the CRB pdf (p 281).
The Perception & Stealth Mechanic needs work. but usable except for one small thing
Example
In an encounter It is possible Player 1 is Unnoticed by creature 3 so the <unnoticed> condition is dropped onto Player 1 and it says applied by creature 3 COOL
IT is possible although Player 1 has been detected by creature 1 but is Hidden So another condition is added to player 1 <Hidden> Applied by creature 1 COOL
SO Player 1 is Unnoticed by creature 3 but is only Hidden from creature 1
Creature 2 walks in and Player 1 is Unnoticed by creature 2 So the <Unnoticed> condition is put on player 1 Applied by creature 2
BAM! Effect ['Hidden'] -> [ALREADY EXISTS] [on Player 1]
Otherwise cool
If there was some way of tagging the condtions Name with the player's name to make it unique Like player one has <Unnoticed - creature 3>,<Unnoticed - creature 2>,<Hidden - creature 1>?
You're confusing "applied by" with an effect target - applied by does not mean that the condition applies only to that person, you need to use effect targeting for that.
See the info here: https://www.fantasygrounds.com/wiki/...Combat_Tracker
Mmmmmm, then using conditions for the states of perception wont work. Cause if placing the condition <Unnoticed> on a creature means it is unnoticed by everyone? Even the ONE person standing in front of it?
Yeah I was kinda thinking when it came to a players turn in the CT the DM could drop Hidden (or observed) and the Applied by was used to keep track of who sees what creature
Troll <Unnoticed> Applied by Greg the Brave
<Unnoticed> Applied by Howd Groop
<Observed> Applied by Strangley Browne
This way the DM keeps track of who's seeing what.
The whole Perception & Stealth Mechanic can get VERY complected with multiple people, targets and differing lines of sight.
"Applied by" does not filter which effects are active for each actor in the combat tracker.
Like I said, you’re confusing "applied by" functionality with functionality that is provided by effect targeting. Use effect targeting to target those creatures that the condition/effect is active for. Add the condition to a creature in the CT then use the targeting icon in that effect line - drag/drop the targeting icon to each creature in the CT to make the condition on that creature active for them.
This is described in the Wiki link I provided above.
Yep, Im aware.
I was thinking It could be used as a indicated as to what was happening and was hoping the effects didn't have any underlying functionality but if this cant be switched off. (probably in core the way it works)
Ill have to think about another system to indicate whats going on.
For the time being I may just have to manually place the information in each creature/player's to keep track of who sees who in what postion until a better system develops.
I'm confused? What can't you do using targeted effects?
Have you actually tried using targeted effects? Because I really don't understand how this won't work to automate (and track) who is hidden etc. from whom.
If you apply hidden to a creature it is hidden from everyone - this is the standard way every effect works in FG. *But* if you use effect targeting you can control who that creature is hidden from - see the screenshot below.
1) The Hidden condition has been added to a creature in the combat tracker.
2) The effect targeting button can be dragged to other creatures in the CT to apply the condition to only those creatures. I've dragged this targeting button to the Air Mephit and Ghost Commoner.
3) The effect shows which actors in the CT that condition applies to and the Hidden automation (flat DC 11 miss chance on attacks) will be applied to attacks from those creatures (Air Mephit or Ghost Commoner) against this creature.
https://www.fantasygrounds.com/forum...chmentid=28908
In all the YEARS Ive been using FG I have NOT ONCE; EVER! Noticed that targeting button on the effects.
I was "not" aware an effect on a creature/player could be set to apply to only certain other players Creatures!
CRAP! Ive been playing the stupid Rimmer the whole game (Red Dwarf reference)
Thanks that sorts it out! (and a couple of other things for me too)
You done it again Trenloe!
Hahaha - no worries. I thought we were talking about the same end goal, just not on the same wavelength. A picture paints a thousand words! :)
Not directed at you, but I can't resist:
https://i.pinimg.com/originals/11/50...6606859d61.jpg
I'm very new to FG, but I've just picked up this wonderful nugget of knowledge thanks to this thread, haha. (I darn near facepalmed. . . "it's so simple! Just DRAG the thing! MAGIC" lol)
Thank you both for making the automation in my session later this week a billion times easier!
I'm glad to be here, you guys have made an amazing program and I'm really looking forward to the continued development of PF2e and FG! :)
I do have a quick question relating to this targeting of effects however. . . targeting most effects seems to work exactly as it seems to be intended (for instance, dragging the "hidden" effect automates the correct DC's to hit), but in the case of the "Flat footed" the effect only seems to correctly automate if the effect is NOT targeted. . .
Example(lets see if my image links properly or if I mess it up): The top of the chat window is showing the Flat-footed effect working correctly when it is simply applied without a target, but once the flat-footed effect has been narrowed to a specific enemy (Poor Zartan is flat-footed TO the evil dragon specifically rather than everyone) it ceases to automate the attack penalty.
Attachment 28910
I'm totally not complaining, I'm just trying to point it out if it's not working correctly :)
EDIT: I tried to set both the Dragon and Zartan flat-footed TO eachother for the second part to see if it was working (or not working) in both directions (which it doesn't seem to be, so at least it's consistent!)
Keep up the good work!
One little thing to note in the Wiki effects page - targeted effects only work if there is a (T) in the "Notes" column of the details table.
Flat-footed doesn't have a (T) so it won't work with targeted effects (which you're finding). But, you raising this does make a good point - as you probably would want to target flat-footed to specific creatures. Logged as RS2.051 to be added to a future release.
In the meantime, you can use the GRANTCA condition (grant combat advantage - which rules is this from?), which is targetable (this is a hangover from the base code this ruleset is built on).