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Organized Play Member. 16 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Andrew White wrote:

Second: We've heard/seen your feedback and have already done a second pass (and may do some additional ones in the future) to make some improvements to the tokens, such as adjusting the pop-outs and doing some cleanup to remove minor graphical issues like background artifacting that we missed on the first pass.

Just want to let everyone know that this update dropped today.


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Corellis wrote:

I have found the portraits do not map to the compendium. When you drag it to the scene it will put the right token down but when you open up the "actor" it just has the standard white image.

The Monster Core Compendium likewise does not update the thumbnail, they are just blank. All of the previous ones from the premium bestiaries are updated fine. Hopefully you can get this worked out reasonably soon (I am confident you will).

This was a PF2e system gap because this product was the first one to use the core mapping file introduced in Foundry V12. This was fixed with the PF2e system update 6.2.2, which released yesterday night.


lholden wrote:

Out of curiosity, is there somewhere specific I can go to see this discussion?

Most discussion takes place on either Foundry's Discord or the PF2e on Foundry Community Discord.


This bug has been acknowledged by the Foundry team, and is being addressed in an update soon. The issue stems from the Bestiaries Token Pack using the system implementation of image mapping for a module, instead of the core implementation, which released with Foundry V12. The two implementations are fighting each other a bit, and both are winning at different things. The original token pack predates V12, so it needs to be updated to use the newer core methods.

Foundry has stated that they are pushing a fix for this issue this week.


toby.kind wrote:
Well, it would be appropriate to have that support to have the larger version as an option as part of this premium module, wouldn't it?

They certainly could make a second, thicker ring and include it in an update. A module can include multiple rings, but only one can be used at any time. Like I said above, this was largely just an aesthetic choice, but it's not a forced choice on the end user, since the user can decide whatever token ring they want.

toby.kind wrote:
Also where are those alternative rings or how do we make them without having the knowledge of designing modules in a way they can be usable with this token pack?

This is the first product released that takes advantage of the Dynamic Rings. As more products release more ring options will be available. The Foundry community is also guaranteed to make community token rings that will be easily enabled. For instance, the Starfinder 2e Deluxe Module has a dynamic ring as well that can be used with all of these tokens, with more to come.


The Dynamic Token support allows for changing out token rings are you prefer. If you think the token ring that Paizo or Foundry have included by default is too thin, there will be other rings that are designed to be thicker and touch the edge of the space.

The smaller rings are Foundry's and Paizo's aesthetic choice to let them be more creative with pop outs, but a primary selling point of the feature is that it's not mandated that you have to use that ring if you like a different one more.


Aaron Shanks wrote:
SpartanCPA wrote:
Are there any plans to release the digital assets like you did with the first 2 one-shots? I still don't have them available in my downloads.
They need to be. That is the point of the product. I'll advocate internally.

Aaron, the digital assets are still not added to the download. Could you please follow up on this product?


Michael Sayre wrote:
keftiu wrote:
Quick errata question: what’s the intended Volley range for the Shobhad Longrifle? It doesn’t have one listed.

30 feet.

(Also, thanks for the kind words, everyone!)

Does the Shobhad Longrifle buy ammo in 5 per L bulk or 10 per L bulk increments?


Are there any plans to release the digital assets like you did with the first 2 one-shots? I still don't have them available in my downloads.


Michael Sayre wrote:
GM Lea S wrote:


Any Update on this before we begin the event this weekend?

My understanding is that it's in queue and the updated file just needs to be pushed to the website. The quick summary is that Zakzak has a spoon gun instead of a flingflenser and he has 3 more HP from taking Toughness instead of Incredible Initiative.

Any chance these assets can be pushed? I'm playing the one shot tonight and would like a not blurry map if possible.


Doc Featherton's Stealth modifier is also calculated incorrectly


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The reason I consider it to be obviously a mistake is not that it is downgraded to level 8, but that it is a ritual that has been made into a normal spell. Is the cast time altered in any way? Do they still need the Expert level Nature check to determine the effect. There are just so many rules that seem to not work correctly by making it an at will normal spell.


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The Storm Giant is listed as being able to cast Control Weather as a level 5 At Will Innate spell. Control Weather is a level 8 ritual.

This is obviously an error, but I'm not sure if the Storm Giant should have a Rituals entry, or if the spell should actually be something else, like Control Water?


Does anyone have a battlemap for the Dawnflower Library? My players decided to go ask Wrin what they should do instead of following the light to the graveyard. I had her tell them to stop hanging out with her and go help the townsfolk, which they took to mean to head to the library and help the guards clear out the larger hoard of zombies.

Anyone have a map made for the Dawnflower Library, or should I try to kitbash something together myself?


The Ahvothian has a +2 status bonus to intimidation against the target of their Wicked Trophies, which is usually humanoids. Is this already included in their statblock, or does it stack with the innate +2 vs humanoids to make for a +4?

I ask because I've seen really no other monster explain the skill bonuses in their abilities, and I've never considered those skill variations to be status bonuses.


Does this have a light hammer in it's inventory that is missing or should we assume the light hammer is incorporated into it and unsalvageable?