Thanks for reporting. I've identified the issue and it will be fixed in the next release.
Printable View
Revisiting this. I misunderstood your original question/issue. Sorry for that.
As you guessed, there is some code that adds the focus class automatically - if a feat is named "domain initiate" the base focus class will be added in the code. Having automation in that feat will also be executed - hence why you got two focus spells. Sorry for not being on the same wavelength.
I've amended the ruleset code to not do the default operation if there's any automation in the record (most other record types work this way already). This will be in a future release. Thanks for pointing out the issue.
Don't worry, I'm happy for being of some help.
Weapon Specialization
Maybe I'm missing something or maybe it's not possible, but is this ability automated? or do I have to add 2 to the damage of each weapon i'm Expert in?
Thanks for the work you do.
Ron
I'm not exactly sure what's happening, but Toughness automation is not being applied. I just noticed this in 18G, but we last created characters on release 17b, so I don't know when it appeared.
I've tested on 2 characters, applying Toughness at level 1 and then at level 3. The automation [HP miscperlevel +1] is in the 18G rulebook. Out of curiosity, I cloned it and removed the + so it reads [HP miscperlevel 1] as it does in the reference doc. Neither one will add the automated HP.
Surprisingly, though, if you remove toughness, it DOES decrement miscperlevel by 1 -- so if you add it, and then remove it, the level +/- indicator becomes -1. (You can repeat this as much as you want, as well; it will decrement by 1 every time. Though WHY you'd want to do that...) ;)
Not sure if this is related to the HP issue above but want to be sure I'm approaching this correctly. I am trying to automate an effect to an item when equipped. The effect is HEAL: 10 temp which was the standard for NPC automation. I also noticed the HP 10 in the latest notes. I have tried [EFFECT equip HEAL: 10 temp], [EFFECT equip HP: 10] and while both add the effect to the character when equipped, it does not add the temporary or additional HP in the combat tracker. Am I doing something wrong?
Is there or will there be any way to give temporary hit points a duration? Often they only last 1 round and people forget that they should remove them afterwards.