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Bug Reports - Version 7.1

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Eidolon Synthsis :o

Summoner (Synthesist archetype)

Extra Evolution Feat
- This is currently grayed out
- If selected, it does not increase the Fused Eidolon's Evolution Pool
- If selected, it generates the error message: Eidolon Required

Half-Elf Synthesist Favored Class bonus (+1/4 Evolution Pool)
- If selected (for any multiple of 4 times), this dos not increase the Fused Eidolon's Evolution Pool

I didn't think anything about either of those combinations, until one of my players showed me this post on the Paizo Blog where designer Sean K Reynolds points toward the line in the archetype description that reads: "In all other cases, this ability functions as the summoner's normal eidolon ability..."

From what I can tell this is an error in the fact that the builder does not give you an Eidolon as a synthesis it mearly runs a seperate overlay for that part of the character mods, that the class power "cSumFusEid" not "cEidolon" since at 16th level it then adds "cEidolon" as a class feature. This is just a guess. This happens for any feat requiring an Eidolon. I have tried to make a fix for it but since I am missing one key structure to figure it out, when you add a point to "hero.childfound[cEidolon].minion.child[resRaceCus].field[resMax].value" it does not also add to "hero.childfound[cSumFusEid].minion.child[resRaceCus].field[resLeft].value". I'm am sure that I'm off here because, I am not really sure if "hero.childfound[cSumFusEid].minion.child[resRaceCus].field[resLeft].value" is correct since it does not work when I make a Test Feat to try is. Though I can fix the red out for the requirements pretty easy. I am also not sure on how the interaction will affect the other arctypes. I think that most things that add to eidolon can be added to a synthsis in this way by just knowing the right location to add it in at.

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
 
Adding a flight speed increase evolution?

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.
 
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.
 
Add the flight evolution that's there multiple times - HL will calculate the correct speed based on the number that are added.
 
Multitalented mastery isn't actually giving me any additional skill points or hit points even though it shows the selections on the Class tab.
 
I have been working with the ARG and with each thing I pick ro racial abilitys I get the following error.

Attempt to access container from script with no ability to do so
Location: 'pre-requisite rule' script for Component Set 'CustRaceTr' near line 12
- - -
Attempt to access container from script with no ability to do so
Location: 'pre-requisite rule' script for Component Set 'CustRaceTr' near line 12
- - -
Attempt to access container from script with no ability to do so
Location: 'pre-requisite rule' script for Component Set 'CustRaceTr' near line 12

This time it was repeated 3 times other times 6-8 times.

If I just ignore everthing seems to work right, just concerned.


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.
 
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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.
 
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.
 
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.
 
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.

Nope didn't help. The error message is popping up all over every custom made race.
 
I'll look into this and get it fixed for our next release, which will be mid next week sometime around the 26th.
 
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.
 
Divine Power clr.lvl4 spell. Adjust tab bug (hp adjustment?)

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.
 
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">
[COLOR="Red"][B]        <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>[/B][/COLOR]
    </save>
    <allsaves save="+1" base="" fromresist="" frommisc="+1">
        <situationalmodifiers text="+2 vs. fear">
            <situationalmodifier text="+2 vs. fear" source="Fearless"></situationalmodifier>
        </situationalmodifiers>
    </allsaves>
</saves>
 
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.
 
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.
 
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.

Please report this bug in terms of specific combinations you've found that shouldn't be compatible.
 
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