Junior Member
Join Date: Sep 2010
Location: Australia
Posts: 25
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Also, when you add trait Mountain Guide, it does not highlight (in blue) knowledge (geog) add addition skill window. It does go blue when you move to the main skill window.
Minor fault but a fault no less. |
#331 |
Senior Member
Join Date: Sep 2011
Location: Wisconsin
Posts: 321
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Nope didn't help. The error message is popping up all over every custom made race.
Some days I don't know why I bother to chew through the restraints. |
#332 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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I'll look into this and get it fixed for our next release, which will be mid next week sometime around the 26th.
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#333 |
Junior Member
Join Date: Apr 2012
Posts: 8
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I'm building myself a Kitsune Rogue (Kitsune Trickster).
When I try and purchase myself a second weapon, and set the filter to "Only valid items", dagger doesn't show up. If I set the filter to "Everything", though, Dagger shows up on the list (not greyed out), and I can complete the purchase with no problem. |
#334 |
Junior Member
Join Date: Sep 2012
Posts: 11
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When adding LVL.4 Divine power to the adjustment tab and activating it. It will do all the appropriate modifications however it will no modify the HP of the character.
Spell states - +1 Hp per caster level. Me being 10th lvl cleric should add 10 Hp but does not. |
#335 |
Senior Member
Join Date: Sep 2011
Location: Alpharetta, GA
Posts: 213
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While testing my custom-output code for situational save modifiers, I discovered this repeating data in the generated XML for one character:
Code:
<saves> <save name="Fortitude Save" abbr="Fort" save="+11" base="+7" fromattr="+3" fromresist="" frommisc="+1"> <situationalmodifiers text=""></situationalmodifiers> </save> <save name="Reflex Save" abbr="Ref" save="+8" base="+3" fromattr="+4" fromresist="" frommisc="+1"> <situationalmodifiers text=""></situationalmodifiers> </save> <save name="Will Save" abbr="Will" save="+4" base="+3" fromattr="" fromresist="" frommisc="+1"> <situationalmodifiers text="+3 vs. fear, +3 vs. fear, +3 vs. fear"> <situationalmodifier text="+3 vs. fear" source="Bravery"></situationalmodifier> <situationalmodifier text="+3 vs. fear" source="Bravery"></situationalmodifier> <situationalmodifier text="+3 vs. fear" source="Bravery"></situationalmodifier> </situationalmodifiers> </save> <allsaves save="+1" base="" fromresist="" frommisc="+1"> <situationalmodifiers text="+2 vs. fear"> <situationalmodifier text="+2 vs. fear" source="Fearless"></situationalmodifier> </situationalmodifiers> </allsaves> </saves> |
#336 |
Senior Member
Join Date: Nov 2011
Location: South Riding, VA
Posts: 841
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There is an error with feats that use #skillranks in their scripts when using #skillinnate in creating a race/monster. #skillranks does not seem to recognize the number of ranks assigned with #skillinnate.
For example, the Alertness feat does not give the +4 bonus (vs. +2) if you have 10 or more ranks in Perception or Sense Motive assigned by #skillinnate. However it does work if you add ranks normally via the skills tab. |
#337 |
Junior Member
Join Date: Aug 2010
Location: Tacoma, Wa
Posts: 16
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Grappling Arrows (and possibly other items) have become inaccessable even though I have Adventurer's Armory.
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#338 |
Junior Member
Join Date: Apr 2011
Posts: 19
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I'm able to select multiple archtypes (ATs) even if I'm not allowed. Sometimes it works right, other times it does not. At first, I thought it was only happening when the two ATs "changed" rather then "replaced" the same ability (Musker Master & Pistolero), but it is not just then. I can take, as a paladin, the Oath Against Fiends and the Oath Against Undeath, both of which replace the 6th level mercy AND the Aura of Resolve.
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#339 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,214
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Quote:
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#340 |
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