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Making a PC
[[TOC]]
You can find the ability scores at the bottom of the character sheet. You need to enter the value by typing in the circled box:
The modifier will be automatically calculated.
Some of your proficiencies will be automatically set by adding your ancestry and heritage, background, class or deity.
You need to manually set proficiences for Lore skills, or where you need to make a choice (like a Fighter deciding between Acrobatics and Athletics.
To set a proficiency, click on 'Untrained' and select the correct training level from the drop down:
Click on the + symbol to open a folder with all the ancestries, and drag and drop the one you want into the ancestry box.
The ancestries will automatically set your hit points, speed, size, and add the ancestry features onto the Feats page of the character sheet. If you need to make a choice for your ancestry, you’ll need to add that manually.
Click on the + symbol to open a folder with all the heritages, and drag and drop the one you want into the heritage box.
Heritages will automatically give you any relevant skills, feats, and actions.
Click on the + symbol to open a folder with all the backgrounds, and drag and drop the one you want into the background box.
The skill feat and trained skill (except the Lore skill!) from your background will be added automatically.
Click on the + symbol to open a folder with all the classes, and drag and drop the one you want into the class box.
You’ll automatically get your class features added as you level up.
You also get your hit points from your class automatically (this, plus the automatic hit points from your ancestry mean you don't need to calculate this manually), and your proficiencies will also advance as you level.
See below for information on how each class works in Foundry. Firstly, here's some general advice on how class features and other abilities are implemented.
Key Attributes
If your class or subclass lets you pick your key attribute, you need to set it manually.
Create a spellcasting entry for each type of spellcasting you have. For example, a bard will have occult spontaneous spells and focus spells. You can rename these once they’ve created.
When you create a spellcasting entry, you have to pick the spellcasting type (prepared, spontaneous, innate, focus, or ritual), the magic tradition (arcane, divine, occult or primal), and the spell ability. If you select prepared, you can also choose to be a flexible prepared caster.
All spellcasting entries will start empty. To add spells to a spellcasting entry, click on the magnifying glass and drag the spell you want onto the sheet into the appropriately leveled slot:
The spell browser will be automatically filtered to e.g. show 1st level arcane spells only.
To cast a spell, press the cast button. The spell will appear in the chat log, and the number of uses per day will go down by 1 except for cantrips.
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You can also click on the spell's icon to send it to chat without casting it.
Innate Casting
To increase the uses per day of an innate spell, type into the right-most tiny box. Press the refresh icon to recover any expended uses.
Prepared Casting
As well as adding spells to your preparation shortlist, you need to set your spell slots for each spell level:
Once you have some spell slots, you can drag spells from the preparation shortlist into the relevant slot. To heighten a spell, simply drag it onto a higher level slot:
You can click the book icon to hide the preparation shortlist for that level of spells.
Spontaneous Casting
To increase the uses per day of a spontaneous spell, type into the right-most tiny box. Press the refresh icon to recover any expended uses.
you can drag spells onto a higher level slot if you learn them as a heightened spell.
To make a spell your signature spell, press the star icon. A copy of the spell will be added at each level, and if you cast from that level, the correct values will be used. The same description is shared across all the versions of the signature spell if you want to add any notes:
Focus Spells
Once you have a focus spellcasting entry, the number in the blue circle will show the size of your focus pool. As you acquire new class features and feats, it will increase.
As you cast focus spells, you'll automatically spend focus points. Click the empty circle when you refocus.
When you add a new focus spell, you can use the Class filter to help narrow the search. To find focus cantrips, make sure to select 'cantrip' as well as 'focus'
Multi-Action Spells
For multiple action spells, it can be easier to add rollable buttons to the spell text, like this:
To get these buttons, edit the spell and type:
Heightening
Most damage and healing spells will heighten automatically. The exceptions are spells that heighten with unusual patterns - like the Acid Splash cantrip. You need to manually update the information for these spells.
This covers the unique features of each class - see above for general advice on spellcasting etc.
Navigate to the Crafting tab to manage your reagents and infused items. Firstly, you need to add some formulae to 'Known Formulas' by pressing "Open Inventory Browser":
The browser will show all consumable items - use the filters on the left to narrow down the options, and then drag and drop into 'Known Formulas'.
Advanced Alchemy
Drag the formulas you want to create in the morning here:
Use the + and - to adjust how many of each item you want, and the stars to track signature items. The reagent cost box shows you the total cost in terms of infused reagents. Once you're done, press "Complete Daily Crafting" and you'll expend the correct number of infused reagents and create temporary items in your inventory:
Quick Alchemy
Tick the ticky box, and then press the little hammer symbol for the relevant item:
Bombs
Bomb splash damage is added into the main damage of the bomb.
The bard features, feats and focus spells have been automated, but you need to add the individual focus spells manually. To apply buffs like Inspire Courage to your allies, get their players to drag and drop the spell effect from the spell's description onto their PC token.
Rage
Once you have your instinct, applying the Rage effect (which you can find in the Rage action on your sheet) will add all the correct bonuses.
Giant Instinct Weapon
All weapons are medium sized by default. To increase the weapon size (and get the benefits of your Rage!), click here:
The rage for a giant instinct barbarian won't apply Clumsy automatically, and so you'll need to do that manually.
Champion Reactions
You need to manually assign the reaction type for your type of champion. The effects of the good champion reactions need to be handled manually, but the damage bonuses from the evil champion reactions are handled via two toggles (one for evil damage, and one for negative damage).
Lay on Hands and Touch of Corruption
There are two versions of each of these spells, one that does healing and one that damage.
Divine Ally (Blade)
Blade Ally lets you have more property runes than normal, and so there's a series of Effects for the blade ally runes. When you apply the rune, you'll be prompted to select a weapon.
Divine Font
The best way to track this is to make a divine spontaneous spellcasting entry with heal and/or harm in it.
Divine Spells
You can drag every single divine spell into your cleric's prepared spellbook, but it's probably easier to just drag the spells in that they regularly prepare.
Animal/Dinosaur/Whatever Form Spells
All of the form spells are included in the Spell Effect compendium.
When you use a form spell, you are allowed to use your own attack modifier instead of the spells. If you use your own modifier, you can benefit from item bonuses - however, any potency runes on a Handwrap of Mighty Blows won't apply at all when using the form spells.
The effects included with the system don't change the token's artwork when you shapeshift. This is fairly easy to do - we just don't have the artwork. Have a look at the rules element page for details on how to do this.
Handwraps of Mighty Blows and Wild Shape
Getting the Handwraps of Mighty Blows to affect the wild shape is a bit tricky. You should only do this if you're going to use your own proficiency instead of the spell's bonus, as otherwise you'll end up gaining a bonus that you shouldn't.
Firstly, you need to enable the Advanced Rules UI from the game setting menu:
Then, go to the Handwraps item and go to the Rules tab. Click "New Rule Element", and copy and paste the following text to add a +1 potency rune:
{"key":"PF2E.RuleElement.WeaponPotency","predicate":{"all":["polymorph"]},"selector":"attack","value":1}
It should end up looking like this
When you get a better potency rune, change the '1' to '2' or '3'.
When you attack in Wild Shape, you need to select the toggle to use your own bonus, and manually change the proficiency:
At some point, this will hopefully become a bit smoother!
Primal Spells
You can drag every single primal spell into your druid's prepared spellbook, but it's probably easier to just drag the spells in that they regularly prepare.
Combat Flexibility
There's no specific automation for this class feature. The best solution is to put the extra feats into the 'bonus feats' part of the character sheet, perhaps with a note in the feat title to indicate the source.
Once you've selected your Way, you need to add the actions it grants manually.
Innovation
Innovations aren't automated. You'll need to create the relevant item manually. You can add any automatic effects (e.g. the bonuses from Muscular Exoskeleton) using rules elements.
Devise a Stratagem
If you tick the 'Devise a Stratagem' toggle on the action page, your attack roll will use Intelligence instead of Strength or Dexterity, and the damage from Strategic Strike will be applied.
There isn't a great way to model the 'roll before, and then decide what to do' - the best advice is to toggle Devise a Stratagem, roll the attack, and then use that to decide what to do. If you attack the same target, you can keep that attack roll (and if you press damage, it'll apply strategic strike). If you want to attack someone else, untick Devise a Stratagem to lose the Investigator bonuses.
Spellstrike
Spellstrike isn't automated - you'll need to select the appropriate damage or critical effect based on the result of your strike.
Stances
The feats that give access to stances have links to the effects.
Mysteries and Curses
When you apply a curse effect, you can select the level of the curse. When your curse increases, apply the curse again and select the next level. Remove each level of the curse when it goes down.
Each curse has a short summary at the end about which effects are automated, and which ones aren't.
Hunt Prey
Hunt Prey adds a toggle on the action page. Tick it to indicate you're after your hunted prey, and it will apply your hunter's edge bonuses.
Sneak Attack
If the target is flanked or flat-footed, this will automatically apply. If you need to trigger sneak attack manually, press the ‘enable abilities that require a flat-footed target’ button. You can also drag the toggle to the hotbar at the bottom of the screen to create a button to turn this on and off without opening the sheet.
Rackets & Attributes
Remember to set the key attribute for your racket.
Blood Magic
There are links to blood magic effects in the class feature.
Eidolon
There's no specific sheet for an eidolon. The best solution is to use the PF2 Animal Companion Compendia module. Set the eidolon's HP to zero, and apply all damage taken by the summoner or eidolon to the summoner's HP.
Panache
There are two ways you can use to track Panache. Firstly, there's a toggle on the character sheet. If you'd also like to have an icon on your character to help remember, you can use the Effect: Panache that's linked in the Panache class feature. You may want to drag the effect onto the hotbar to create a button. When you add or remove the effect, it's the same as ticking or unticking the toggle box.
When you have panache, all the relevant bonuses should be automatically applied.
Finisher
If you want to make a finishing strike, tick the 'Finisher' toggle.
See the sections on spellcasting and familiars.
Drain Bonded Item There's no way in the system to track this ability at present.
For now, create a PC sheet. This will be updated when the animal companion sheet is added.
Alternatively, there's a module called PF2 Animal Companion Compendia, which works really nicely. This adds new compendia with ancestries and features, which you can add to a PC sheet to create your animal companion.
Use the familiar character sheet, and set the familiar's master from that sheet.
There's a compendium called "familiar abilities" which has all of the familiar-only abilities. Drag and drop these onto the familiar sheet. The master abilities aren't automated yet, and you'll need to track those manually.
There's a compendium called "Actions", which has a description of each action. Drag and drop the ones you want onto your character sheet.
Some of these actions have links to 'action macros'. The links look like this:
The action macros will take into account any effects that are specific to that action. For example, the Long Jump macro will make an Athletics roll and apply any bonuses that are specific to long jumps.
You can also find the action macros in the 'Action Macro' compendium. If you use Token Action HUD, you can add them into the utility category for easy access.
Temporary enhancements to characters are handled in the same way, regardless of the source (an item, a spell, a feat, a class feature, or whatever), using what’s called an ‘Effect'. They all look something like this, and all work in basically the same way:
Adding an Effect
Effects are listed in the source (e.g. the spell or feat that gives you them). You can either drag the effect onto the macro hotbar at the bottom of the screen, which creates a button you can press to activate or deactivate the effect. Or, you can send the feat/spell/whatever into the chat log (by pressing the icon image), and drag the effect onto your token or character sheet to apply it to that character.
Adjusting an Effect
Some effects (like Magic Weapon) will need you to select the specific target. You might also need to adjust the level of the effect for a heightened spell. To do this, after you've added the effect to a PC, go to the Effects tab, and click on the edit button:
You can adjust the effect's level, duration and target (if applicable) from here:
Removing an Effect
When you want to remove the effect, you can either delete it from the Effects tab on the character sheet, or by right clicking on the token buff bar on the right-hand side of the screen:
Durations
If an effect has a duration, it will show up as expired when that duration has passed. You can use the clock in Foundry to advance time, or the combat tracker - when you go to a new round, the duration of all effects will decrease. Here's how to access the clock:
If an effect says it's expired, it stops applying any bonuses. You can either leave the expired effects in place, or delete them to tidy things up.
Making Your Own Effects
Making your own effects is easy - have a look at the quickstart guide for rule elements for more details!
Navigate to the Crafting tab. Add some formulae to 'Known Formulas' by pressing "Open Inventory Browser":
The browser will show all consumable items - use the filters on the left to narrow down the options, and then drag and drop into 'Known Formulas'.
To craft an item, press the hammer icon. The PC will make a Crafting roll, and if they succeed, a copy of the item will be created.
If you select 'Free Crafting', there's no roll - the item is automatically added into your inventory.
Most items that give bonuses should work automatically, so long as you have worn or invested them:
When you add a weapon, it's sheathed by default. You need to Draw it from the action tab to be able to use it. If the weapon can be wielded in one or two hands, you can draw it either way:
Pressing drop won't actually remove the item from your inventory, and adds an options to pick it up:
To be able to use a ranged weapon, you need to add the appropriate type of ammo:
To create a scroll or wand, drag and drop a spell into inventory!
The best way to track staves and wands is to create a new spellcasting entry, one called 'Wands' (which can list all of your wands), and one for your staff. You can't track the charges in a staff correctly, and will need to do that by hand.
If you click the star icon, it'll track it as an invested item, and also start to apply its effects.
See the NPC page for advice on setting up a loot actor with mystified/unidentified items.
You can apply weapon and armor runes from the 'Details' tab of the item
You can hide un-needed tabs from here:
You can alter your character's level in the top right corner of the sheet. The following things will be handled automatically:
- HP increase
- Class features
- New feat slots
- Proficiency increases
You need to do the rest manually:
- Add spells and spell slots
- Alter your abilities if you get a boost
- Add feats into your new slots