TALES of the VALIANT
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  1. #451
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    Quote Originally Posted by lavoiejh View Post
    Flaming Sphere is coded as a standard Basic save, but the spell calls out that it is a Basic save, BUT the target takes no damage on a successful save. It's very strange, but the coding in the middle is incorrect it seems.
    Thanks for letting us know. That's certainly a weird exception. We'll get that fixed in a future core rules release.
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  2. #452
    Alchemist Research filed - Chirurgeon still has the original writting:

    As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine's untrained and trained uses.

    Whereas the core rulebook currently reads:

    You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.

  3. #453
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    Quote Originally Posted by EriCordeiro View Post
    Alchemist Research filed - Chirurgeon still has the original writting:

    As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine's untrained and trained uses.

    Whereas the core rulebook currently reads:

    You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
    Thanks for reporting. We'll get that fixed in a future release.
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  4. #454
    Looking at the Activities > Recall Knowledge.

    bunch of skills show up. Society has the rules text from Religion. Other entries show correctly.

  5. #455
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    Quote Originally Posted by HuseyinCinar View Post
    Looking at the Activities > Recall Knowledge.

    bunch of skills show up. Society has the rules text from Religion. Other entries show correctly.
    The only text that's incorrect for the Society activity is the bold "Religion:" single word at the beginning of the Effects/Benefits section - the rest of the text is correct. We'll get the Religion word swapped out for Society in a future release. Thanks for letting us know about the issue.
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  6. #456
    Guns and Gear - Gunslinger - Gunslinger Weapon Mastery is being loaded at 3rd level, I believe it should at 5th.

  7. #457
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    Quote Originally Posted by enrious View Post
    Guns and Gear - Gunslinger - Gunslinger Weapon Mastery is being loaded at 3rd level, I believe it should at 5th.
    Thanks for raising this issue. It should have been fixed a while ago, I'll investigate why the fix didn't go through.
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  8. #458
    I don't know if this is an issue or not, it might be just "that's the way it is"

    My party met a Web Lurker recently (Ettercap in old dnd I believe?) and they attempted to ID it and failed. So I carried on with the humanoid spider creature thing description.

    It then bit one of them and they failed their save.

    I dragged the venom effect from the stat block into the affected character and it said "Web Lurker venom" so they immediately knew it was a web lurker.

    Obviously I informed them that their characters did not know that but the damage was done.

    Is there a way around this? I thought that next time there was a similar occurrence I will edit the effect before they see it. Anyone have a more elegant way round this?

  9. #459
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    Quote Originally Posted by Oladahn View Post
    Is there a way around this? I thought that next time there was a similar occurrence I will edit the effect before they see it. Anyone have a more elegant way round this?
    The NPC automation doesn't interact with the identified status of the creature. I'll make a note to investigate the possibility of checking to the identified name and replacing with the unidentified name if the creature isn't identified. The issue with this could be with how FG tracks the status via the ability name, so if the creature gets identified while an ability is active it could change that. But I'll see if I can sort that out in the code. There's no ETA on when this will be added to the ruleset, so for now you'll have to work around it by editing the effect name before applying.
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