The minimum is none… purchased materials just makes everything easier on you.
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.