Junior Member
Join Date: Sep 2012
Posts: 4
|
Quote:
Reference for Interactions on Synthsis and regular Eidolons found: http://paizo.com/paizo/faq/v5748nruor1fz#v5748eaic9o7n http://livingpf.wikia.com/wiki/Synthesist Quote from Sean K Reynolds, Feat Qualification: Does the fused eidolon qualify as an "eidolon class ability" for feat qualifications? Yes. Since the Ultimate Magic and Ultimate Combat books do not contain a feat that requires a "fused eidolon", the fused eidolon qualifies as a normal eidolon for feat selection. —LPF Judge Vote Aug 28, 2011 Then later, a confirmation: From the archetype: "In all other cases, this ability functions as the summoner's normal eidolon ability..." —Sean K Reynolds, Nov 11, 2011 |
|
#321 |
Senior Member
Join Date: Sep 2007
Posts: 237
|
Shouldn't the Bandolier be a container?
DT Butchino | Writer, Illustrator, Designer DeviantArt|Facebook|Twitter |
#322 |
Junior Member
Join Date: Sep 2012
Posts: 4
|
Eidolon's flight evolutions have an option to increase their fly speed; I'm not super good with the editor, how do I add an evolution?
Currently I'm just leaving an evolution point unspent, and added 20 ft to the fly speed as an adjustment, but it looks a little awkward for PFS usage. |
#323 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
|
Yes, there are some issues with fused Eidolons (and adding fused eidolons broke the improved natural armor evolution that had previously been working). There is no need to quote massive sections of text. Just report the errors. If someone else has reported it already, there is no need to report it again.
|
#324 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
|
Add the flight evolution that's there multiple times - HL will calculate the correct speed based on the number that are added.
|
#325 |
Senior Member
Volunteer Data File Contributor
Join Date: May 2010
Location: Mountlake Terrace, Washington
Posts: 407
|
Multitalented mastery isn't actually giving me any additional skill points or hit points even though it shows the selections on the Class tab.
|
#326 |
Senior Member
Join Date: Sep 2011
Location: Wisconsin
Posts: 321
|
Quote:
Well everything is not fine now with the update. Now I am also getting the following error on any tab that I click: Attempt to access container from script with no ability to do so Location: 'pre-requisite rule' script for Component Set 'CustRaceTr' near line 12 Try to adjust abilities I get the error everytime I click an arrow to change the numbers, when adding to skills, adding feats and traits. it is everywhere. It also won't allow quadreped to be chosen, keeps saying that needs a race with more than 20 points to be chosen. All other characters are working fine, it is just all of the custom races that are screwed. Some days I don't know why I bother to chew through the restraints. Last edited by Angela2013; September 19th, 2012 at 06:05 PM. |
|
#327 |
Senior Member
Join Date: Jan 2011
Posts: 455
|
I hope this helps. After I made a change to a character and saved it I no longer get error messages. All of the characters now load without an error message.
|
#328 |
Junior Member
Join Date: Sep 2012
Posts: 4
|
well that kinda works, except that it is only supposed to cost 1 point per 20 feet. so you're paying double by that method!
|
#329 |
Junior Member
Join Date: Sep 2010
Location: Australia
Posts: 25
|
I dont know if this has been recorded here but while creating a dwarven crusader cleric and hero lab allowed me to add 3 dwarven heritage traits. Should only be allowed one.
|
#330 |
|
|