Shared Data - reonZ/pf2e-toolbelt GitHub Wiki
This feature binds two actors together to share their data. To configurate shared options, click on the new Share button in the actor sheet's header.

Important
Only a GM can have access to those options.
Note
Depending on the actor type and the master type selected, different options will be available to you while those incompatible will be disabled.
Select a master with whom this actor will share data.
- A master cannot also have a master.
- A master can share data with multiple actors.
Important
If an unlinked actor is chosen as master, the world actor will be used.
Note
This option doesn't do anything in itself.
Use the master's invested armor/bracers potency & resilient runes.
Note
If both exist on the master, the best runes for each category will be used from them.
Share health & stamina points with its master and any modification to those done to either actor will be reflected to the other.
Note
The values are pulled from the master.
Both actors will share their hero points and any modification made on either actor will be reflected to the other.
Note
The values are pulled from the master.
Add the master's languages to the bound actor.
Use the master's skills proficiencies. Also add the master's item modifiers for skills and perception.
Important
To avoid some issues, the master AC bonus is set as potency instead of item for eidolon and eldamon creatures
Note
Only use a master's proficiency if it is actually greater than the one on the actor.
Use the master's spellcasting proficiency and it's focus pool.
Whenever the master's turn starts/ends or initiative changes, the events will also be triggered for this actor. It will also use the master to calculate remaining duration for effects.
Note
Bound actors will also receive the master's encounter Roll Options.
Use the master's invested handwraps/weapon fundamental & property runes.
Note
You need to add the invested trait to a weapon to use it with this option.
Note
If more than one weapon is invested, some computation will be done to try to identify the "best" one.
Enables this feature in your world
game.toolbelt?.api.shareData = {
getMasterInMemory(actor: CreaturePF2e): CreaturePF2e | undefined;
getSlavesInMemory(actor: CreaturePF2e, idOnly: false): CreaturePF2e[];
getSlavesInMemory(actor: CreaturePF2e, idOnly?: true): Set<ActorUUID> | undefined;
}