Did you test without extensions? Because the whole CL issue was FG-side problem, I only incorporated the new code :)
I can also test later; if it does not work without my extension either, then we have to report to Smiteworks :)
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Just tested, and it does not work without my extension either; I will report it to Smiteworks now :)
Was just about to respond that I had also tested. Thank your for reporting it to Smiteworks. Let me know if I can help any.
One thing I did confirm is that, even though the documentation says this only works for the PC sheet, it was previously working for NPCs
Additional, [LVL] which is also marked as only working for the PC sheet, works fine for NPCs.
If I am not mistaken the DC ability is not compatible with IFT ability. It would be nice if it was.
Context, we are playing with spheres of might in pathfinder, which is great. And there is an ability there to challenge enemies. And if those enemies I challenge casts spells or special abilities on somebody other than me the DC on the spell goes down.
Quick update of the extended automation extensions; Superteddy fixed the CL ability for NPCs and I included his changes :) Now [CL] should hopefully work perfectly again! :)
I have that on my plate, but every time I checked that it turned out to be more difficult to code than expected. However, spontaneously I had another idea how to do it, at least I could try to copy code from other places to make that work (maybe). But no guarantee as of yet, I am quite busy with my campaign preparations right now, but once I have prepared quite a bit, I will revisit this part of the code again :)
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Hi Kel, long time no see!
My fault been away for a long time.
I recall I reported and you fixed an issue with Strain & Injury with Advanced character sheet causing some thing to be offset on the sheet.
I think I have found another. As you can see in the top right of the sheet, once the Hero Point option is turned on for the Advanced Character Sheet, it tucks itself away like that. It still functions but obviously not being able to see the number makes tracking a headache.
In the short term I have been recording hero points on the Party Sheet, but it would be nice to give this functionality back to the Players.
Let me know if this is something on your end. If not I'll poke Zarestria about it :)
I hope you have been well <3
Thanks for the report! I am well, just applying for new jobs (again; research positions are sadly mostly temporary, which is very exhausting). I hope you are well, too :)
I see, you speak of an extension of Zarestia, right? I will check it out :) (also because I use some homebrew concept of inspiration points; sounds like an extension I need, too :D)
I have mentioned this issue before with hopes that it could be fixed, Hero Points are optional so I understand why most people didn't even notice it was not appearing correctly on the sheet
What I end up doing is at the start of a session, I use up each players hero points pool to refresh their memory on how many points they have and then add them back, But it sure would be nice to just see them again :)
I had this happen in the past week.
If you put the following effect on a character.
Orange Prism Ioun Stone; NIFTAG: Channel; CL: 1d4-1
And you put in the tag "Channel" in your channel power it fails.
While trying to figure out why it was failing I clicked the cast button and got the following in chat:
[CAST] Channel Healing-30' (35' With Ring +1 To Select) + Tier Healing From Mantle [TAGS: channel]
The "channel" within "[TAGS: channel]" is lower case, even though it is uppercase in the spell.
So I tried changing the effect to have the tag being lower case and it now worked.
Something is making the tag within the spell lower case before it is compared to the tags within the IFTAG or NIFTAG effect.
Popping back in before my game next week to say hello and also to say that I think [dXCLx] effects are broken again NPC side. I just tried one from an NPC before logging for the night and it's not rolling again.
Oh, really? Thanks for the report!
I hope I can test it soon (and the other issues mentioned above) and try to fix or report it :) Last time that issue was due to something in base code of FG, maybe still some problem there :)
(currently at a conference, thus I couldn't look at the issues yet)
All good :) I was doing more testing and not sure if you've done anything yet but [dXCLx] function was working however in my test case I had an effect spell for CON: -1d3 [-d3CL4]. The [dXCLx] was working NPC side but the 1d3 was not working NPC side, both work PC side. For the NPC I'd end up with -1d3-4.
Hi :)
Thanks for the extra information! Glad that it turned out that the dXCLx is working. Regarding 1d3: written like this it will not work :) Ability effects do not support dice, you have to write CON: [-d3] :) (and I think, one can somehow combine both CON effects, but I would need to test a bit)
I have added Hero Points to the Extra Actions extension. It absolutely doesn't replace this extension or the Advanced Character sheet but can be used as a stop gap option until a fix is in place for this issue.
You can find the extension information here -
Thread
Forge Page
Sorry Wrong Bug Report Forum.
Hello Everyone!
Any word on whether or not Kelrugem's extensions are compatible with the new 1/20/2026 update? I'm going to try to get in there later tonight and set up the test Channel but I may not be able to before they push it live. Hoping someone already tested it.
Thanks as always!
Rob
Hello Asgurgolas,
I agree, and I do the same. I was just wondering if anyone has tested it using the Test channel, which would give an 'early notice'. There have been previous posts where a developer has tested their extension and knew there would be no conflict. Of course, the opposite has been true as well.
Thanks for the reply!
Rob
Oh, is the new big update already out there?
I didn't test my extensions (I forgot when I played with the new features :D), but naively I would say it should work because it sounds like that only code in base FGU got changed not 3.5e/PF1 itself (I think, we will see :D)
Hello Kelrugem! As you said; 'we will see'. Thanks for all the time and effort you put into maintaining your extensions!
Rob
It seems that this extension is blocking the hit and damage animations on the map. I wasn't seeing the animations when this was loaded, I removed this one extension and the animations started to work. Aside from that excellent work on your extensions!
right now, FG might still push some hotfixes etc, which may or may not affect the ruleset code of 3.5e/PF1; so I will wait a little bit before updating my extensions :) (but it sounded like that some new animations may not show up with my extension, so, probably still playable :) )
I just uploaded a new version of the extensions and I hope its compatible now :) I had to rewrite the damage code a bit, but I hope there is no error. Also: the REVERT effect reverts damage to heal, but you will still see a notification about the damage (which is then 0 if everything gets reverted); I kept that on purpose because resistance etc. does the same. If there is a demand, then I will remove that :)
Hello Kel,
Looks like I found a conflict with saving throws and your extension. I'm using "Strain and Injury HP Variant Rules, dated at 24 January 2026"
The saving throw results always show a failure, even though the save was well above the threshold to succeed. It shows up in the chat window and on the token. You can see in the image uploaded.
Save [30][vs. DC 16] -> [for Angel, Solar] [vs Practice Grimm] [FAILURE]
I tried it several different times with different spells, and the same thing happened. If the target fails the save, it also shows [FAILURE], which would be correct.
I'm using Pathfinder 1st Ed. No extensions other than yours. FG updated January 25th, 2026
Thanks for all your work, Kel!
Thanks for the report!
I can confirm there is such a problem (plus the new save notifications are not appearing as well, which I just fixed in my local version). I tried to fix this in past 30 minutes, but I was sadly not yet able to find the culprit :) I hope I can find it; sadly this is also a problem in the version without StrainInjury. All saves automatically fail and I am not able to see why
Just fixed it! I overlooked a very little tiny part of removed code :) Now it should work again; thanks for the patience :)
Hehe, you're welcome :D
Hello,
Since the latest patch I seem to be having an issue. I am gettiing this error:[1/31/2026 6:42:23 PM] [ERROR] Handler error: [string "..tack-On-Hit-Effects:../weapon_effects.lua"]:138: attempt to index local 'attackName' (a nil value)
This is currently only happening when I have the Attack on Hit Effects Mod and Extended automation and overlays mod installed, and the creature that is being attacked has a TDMG: X effect. I do not get the error when I remove either mod, or if I turn off the TDMG effect. I am guessing it is The Attack on hit mod conflicting, just due to the error, but it could be something on both ends, thus I am posting in both forums. The TDMG effect still works regardless of the error, but it can be quite annoying if the error message keeps popping up.
EDIT: This is regardless of if I have an Attack-on-Hit specified in the attacker weapon/attacked creature.
Thanks,
Elaith