Thanks for pointing this out. I will get that fixed.
You can paste the skills into the main page, they will work.
Athletics +15, Acrobatics +13
Madman
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Thanks for pointing this out. I will get that fixed.
You can paste the skills into the main page, they will work.
Athletics +15, Acrobatics +13
Madman
i used a wood Giant from MHB 2. no Problem for me but i thogt i have to report this minor Issue :-D
There's a significant amount of the creatures in Prey for Death that do not have properly coded spell actions, or their gear/inventory items listed on their npc sheets. I'm currently midway through part 3 and have had none of them properly coded so far, which has certainly made it far more difficult to run the campaign. Spells are listed in their spell list, but without spell attack actions/dcs/damge, and the vast majority of enemies only have a listing of their loot, but it doesn't have the traditional gear button that would allow for easy movement of items like most others APs have had.
I am very sorry about that, ianril! There's a process that usually automates that functionality and I didn't catch that it didn't happen as expected. Thank you for bringing to my attention! I have updated the creatures and put it through as a hotfix. It should update fairly soon.
The items in question will get the automatic parcel creation update ASAP. That takes a little more time to comb through to see what items don't have their associated DB entry to ensure that they can be pulled with ease. I'll dig into that and have that out in the near future, too.
LO:TXCG
All weapons that have damage types, list them as 'B', 'P' or 'S' instead of "Bludgeoning", "Piercing", or "Slashing" as is the convention in most other FG conversions of PFRPG2 weapons.
(Most -- this is also true of the few weapons in NPC Core, they're also single-character B/P/S).
For the Panabas weapon in LO:TXCG, there is an extra semicolon in the Traits section (" Forceful, sweep, two-hand d10;").
General note for the FGU content I have:
Almost zero specific armor / weapons / shields have correctly inherited stats from their parent items. The vast majority of them only have level, price, bulk, traits -- no damage dice or weapon group for weapons, no AC or dex cap for armor.
This is not universally true; e.g. "Cooperative Blade" from the Abomination Vaults does correctly have damage dice and the Sword group. But even from that module, "Gloom Blade" does not.
This is true in the tables, and the record data, including once you drag-drop onto a character sheet. e.g. if you give somebody a Dagger of Venom, it will have zero damage dice and will not provide any modifiers from weapon proficiency. Kaldemesh's Lament does not have any range, Dragonplate will not provide any AC or dex cap, etc.
This is something we've had on the back burner to address for a while. Major illnesses among the dev team over the last year has put us way behind on catch up projects like this; which require some changes to the ruleset before we plan to address this. Those changes are ongoing right now and so we hope to be in a better place soon to remediate this omission.
The Magma Worm has stage 3 of the poison bugged, is missing Thrash, and doesn't have the Swallow Whole damage at a minimum. Doesn't seem to have Drained working on the poison either.
The Aolaz has a reflex save when even the text itself says fortitude.
The Guthallah tries to do 130d10 on its eyebeams, Improved Push has no automation, Improved Grab has reflex instead of Fort, and it's Erosion Aura saving throw doesn't work.
What book?
Spot-checking the Guthallah, he must be referring to the "Monster Core" book.
The eyebeams are correct in the Bestiary 2 version.
In the Monster Core *ORC* module, they entirely lack automation.
In the Monster Core DLC, the Guthallah eyebeams are indeed set to 130d10 in the automation.