Release info + Downloads: View Releases:
Detailed instructions: GitLab Documentation:
Getting a fully-armed NPC onto the table is deliberately two steps:
-
Generate + inject. Open the module's dialog in Foundry (the Random Character Generator button), pick your inputs (region, race, class, level range, …) and submit. The backend generates the character and the module builds the Actor: sheet numbers, classes, feats, gear, spellbooks, Path of War maneuvers, Spheres talents, buffs.
Where that button lives is up to you. The module's settings offer four locations, independently — the original draggable button that floats over the canvas (on by default), a tool in the Token scene controls, an entry at the bottom of the sidebar tab bar, and a button inside Foundry's own Create Actor dialog. They are per-machine settings, so each person at the table chooses their own, and toggling one takes effect without a reload.
The Create Actor one is worth knowing about: it picks up the Name and Folder you typed in that dialog, so the NPC arrives named and filed where you meant it (bonded creatures follow it). Leave either field alone and you get the old behaviour — the generated name, in the auto-created Random Characters folder.
-
Run the Apply Conditionals macro (the companion
pf1-conditional-applierrepo,README.mdthere). Select the new token and run the macro: it scans the actor and offers every curated weapon toggle it can match — class features (Smite Evil, Sneak Attack, Stunning Fist, Judgment, …), active-feat toggles (Power Attack), weapon qualities, PoW maneuvers/stances, Spheres talents and spell riders — in a per-weapon review dialog before attaching anything.
Step 2 exists because generation only wires the main weapon and new conditionals keep being curated: the macro is an idempotent sync — re-running it picks up new curation and newly learned abilities, drops lost ones, and never touches hand-authored rows. There is no creation-time equivalent, by design; re-run the macro instead.