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GM's Starter Guide

Gunnar Busch edited this page Mar 31, 2021 · 35 revisions

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NPCs

All published Paizo monsters are included in the system. All that's missing is the artwork, as we're not allowed to share that. You can get the artwork from official PDFs, google image search, or from the Archives of Nethys. If you'd like to update the artwork en masse, the Compendium Image Mapper module can help automate most of the process.

Which NPC Sheet

There are two different NPC sheets available in Foundry. The default one is the old sheet, and you can access the new sheet (which has 'preview' at the end of the name) from here:

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The preview sheet is in an experimental stage and lacks certain features.

You can either set the new sheet as the default (which means every NPC will use it), or on a specific monster-by-monster basis. The two sheets have different strengths and weaknesses. In the long-term, the old sheet will be removed, but only once the new sheet can match all the features.

Experimental Strikes?

The old sheet has two sets of NPC strikes:

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The ‘experimental’ ones at the bottom of the sheet will take conditions into account - e.g. a monster that’s frightened 2 will have -2 to attack. However, they don’t work if your monster had the elite or weak adjustment applied using the buttons on the sheet (the experimental strikes will apply the bonuses/penalties from elite and weak twice!).

The new sheet only has the non-experimental strikes available. If you use the Token Action HUD module, it lets you access experimental strikes without opening the sheet.

Creating or Editing NPCs

The best way to do this is by hand - put the NPC sheet into edit mode, and start typing! There’s a few minor quirks to be aware of. Firstly, you can drag feats onto NPC sheets in edit mode, but they won’t appear outside of edit mode. The best work around is to copy and paste the relevant text.

There is a module to import statblocks, but setting that up and using it is beyond the scope of this guide. If you want to know more about this option, come ask in the Discord!

NPCs and Items

Adding items to an NPC won't give them new attacks or increase their AC, or do anything else really. Items for NPCs are there for PCs to loot!

If you want to give an NPC a new attack, you need to create a new attack action, using the advice from the Gamesmaster Guide to set the appropriate values.

Miscellaneous Tips and Tricks

Spellcasting Modifiers

All NPCs use Intelligence as their casting stat. This is only relevant for cantrip damage. A quick fix is to make their Intelligence equal to their "real" casting stat.

Hazards

These work similarly to NPCs. All the Paizo ones should be included, and the simplest way to make custom hazards is to type them in.

Loot Actors

One very useful actor type is the Loot Actor. There are two modes for this sheet: loot and merchant. To make a merchant version, create a loot actor, press ‘configure loot’ and select ‘merchant’:

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Loot

A common practice is to create a single loot actor called "Party Loot."

When the party have defeated some NPCs, drag the party loot actor onto the scene. Open up the loot actor, and select the defeated foes, and press "Loot selected tokens." That will move all the loot from the NPCs into the party loot chest. The PCs can now merrily loot the chest!

The items you add this way are only placed on the loot token within the scene, and not in the main actor directory. This means you can re-use the same party loot actor across multiple rooms/scenes, with each copy having different items on it.

One thing to be aware of is that a lot of stock NPCs don't have "real" items. An item might say "+1 striking longsword" but it’s effectively a placeholder item. This is something that will be corrected going forward, but there is quite a list of such items and will take some time to update.

Mystification

When you add items onto a loot actor, you can press the ? symbol to obscure the identity of the item. The GM will see the real name in brackets, but the players only see “Unidentified Weapon”: GM's view

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Player's view

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If you click the ? again, it will show you the standard DCs to identify the item, based on it’s level and rarity. If you press Identify Item, it will reveal the identity.

The automated effects of items aren’t affected by mystification. If someone has the Boots of Speed in the inventory, their speed will increase whether they have the item marked as worn or invested or not.

Merchants

If a player takes an item from a merchant, it will automatically deduct the relevant amount of gold from the PC. The exceptions are if the PC owns the merchant actor or the merchant still has the edit box checked - in which case, all the items are free!

You can adjust the price of items within the merchant manually, but there’s no way to set a global discount.

PCs also can’t sell automatically to merchants - if they transfer an item, they don’t get any money back.

Running Combats

A lot of people make use of the Quick Rolls module. This guide focuses on how to run combats without that module.

Initiative

All NPCs have 0.5 added to their initiative rolls, to ensure they go before PCs on a tie. To have a PC use a different skill for initiative, there’s a drop down on the sidebar:

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For NPCs, you need to the roll the correct skill, and press this button from chat:

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If you know that all of your kobold rogue NPCs will always use Stealth for initiative, you could make their perception equal to their stealth to speed up rolling initiative. Just remember to note down the real perception value in case it becomes relevant!

Targeting

If you target a creature with a specific condition (like flat-footed), situational effects (like a rogue's sneak attack) will automatically activate.

You can also indicate that you're attacking a flat-footed target by using the toggle at the top of the PC's action tab. This won’t apply the condition to the target. What it does do is activate sneak attack and other effects that care about a flat-footed target.

Automatic AC Comparision

If you have a target selected and attack them, the GM (and only the GM!) will see this information in chat:

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Note, if you're using Token Action HUD, this doesn't work right now.

Saves

If a PC or NPC casts a spell, anyone who’s affected can press the ‘Save DC’ button to make their character roll a save. If the spell has a trait (e.g. fear) and you have a bonus against such effects, it will be automatically applied.

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Action Macros

There’s a compendium called Action Macros which has macros for every skill-based action you might do in combat. If a PC uses one of these macros, it will roll the correct skill and apply all the relevant modifiers, and show the traits of the action.

Conditions

There's in-build support for all of the Pathfinder 2 conditions. Select a token, right click, and select the middle right icon to bring up the condition menu

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You can increase the value of a condition with left click, and decrease with right click. The effects of conditions automatically apply to everything PCs do, and everything NPCs do (so long as you use experimental strikes).

Seeing Conditions and Effects

You should be able to see all the conditions and effects on an actor in the top right-hand part of the screen. You can right-click on the icons here to remove the condition or effect, and can also mouse-over them for their name and remaining duration.

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If you can't see them, you can re-enable the setting from here:

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Vision

What Foundry calls 'Dim Vision' is the Pathfinder 2 equivalent of low-light vision, and 'Bright Vision' is equivalent to darkvision.

For a PC with normal vision, it's best to set bright to 1 and dim to 5. This will let the player see their token, and a tiny haze of the world around them.

For someone with low-light vision, set 'Dim Vision' to 200. There's no range limit on vision in Pathfinder 2, so you can adjust this number depending on the size of your map.

for someone with darkvision, set 'Bright Vision' to 200, following the same logic.

Perfect Vision There's an excellent module called Perfect Vision which makes token vision follow the Pathfinder 2 rules - including making darkvision only show black & white! You need to set the module to use the Pathfinder 2 rules, and that should be it.