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I'm not sure if this should be mentioned here, or if it would be a bug at all, but I've been noticing a lot of problems with my NPC's qualifying for prestige classes because of pick requirements and the lack of HasFeat tags.
For example the Favored Soul gets proficiency with a weapon at first level and weapon focus with that weapon at third. However, even though the weapon focus tag is being broadcast to the weapons, the HasFeat tag is not being generated so the Favored Soul doesn't qualify for prestige classes that require weapon focus, such as Pious Templar. The other side of this is that several prestige classes have pick requirements either using the Pick-req to specify a specific feat (for example: Occult Slayer, Dread Pirate or Frenzied Berzerker), or the Pre-req with specifications like: Code:
@valid = pickexists[fQuickDraw] My latest is a grizzled crusader turned hellreaver who is hunting after the party. The intention was to use Stone Power to gain temporary HP every round so he could last longer against the over powered PC's. Stone power states, "can be used in place of Power Attack to qualify for a feat, prestige class, or other special ability" and even though the HasFeat tag is present, the "Power Attack required" still shows up under the validation. |
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Update: Resolved this issue. Also updated the Weapon Specialization ability to match. Quote:
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Update: OK, I lied. Apparently there is a downside to switching from the #hasfeat look-up to the pick-req. Feats that count as another feat (such as Stone Power for Power Attack) won't qualify with the pick-req method. Lesson learned. This issue is fixed for Power Attack. Thanks for the reports. |
Not sure if this is working as intended but my sorcerer/incantatrix seems to have manifested a bunch of additional level 0 spells, specifically:
They appear greyed out in the spellcasting tab, and print with the abilities printout. |
All fixed
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Sendric, I was going to ask how you bootstrap something (like a feat) and "silence" it, but if you're having problems with it, it may be beyond my crude skills.
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There's a calculation issue with two weapon fighting when using two of the same weapon that are stacked.
For example, a single throwing axe in primary hand, I have +7 melee/+7 ranged. If I equip a second axe in that same stack, I still have +7 melee/+7 ranged. If I equipment 1st axe from one stack, and 2nd from a different stack, it properly calculates +5 melee/+5 ranged. I may not have explained that well. I could do screen shots if necessary. EDIT: Oh, I see what's happening. When I equip 1st and 2nd in a stack of axes, it assumes I'm wielding a single axe with both hands, not an axe for each hand. So, perhaps not a bug. |
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