Attempting to edit Generic Statblock and after saving changes the statblock reverts back to the previous version. For example: If I type " Peter picks an apple" and then hit save it will refresh and show "Peter picks". Then I will have to close the page, refresh and try to fill in the "an apple" portion. But upon hitting save it's a 50/50 coin toss on if the change will take.
any update on this
The linked statblock is private, do you mind making it public, at least for a bit?
done
I have been creating the Pathfinder 1e statblocks for Feats and Spells missing from my cleric. Over the past 36 hours before time of this bug report comment, I have created a total of 10 statblocks for Pathfinder 1e: 3 using the "Feat" template, the remaining 7 using the "Spell" template. I have shared all of these with the community. I had some difficulty making the most recent one,
Subject gains +4 to Cha for 1 min./level.
The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier.
Bards, paladins, and sorcerers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.
addendum: I currently have a "Find Traps" statblock. https://www.worldanvil.com/sheet/1684967/view Since I cannot share it with community, should I delete it?
Today's update: I am able to make changes to
Notice traps as a rogue does. Still cannot disable it, but at least you might know it is present.
You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks made to find traps while the spell is in effect. You receive a check to notice traps within 10 feet of you, even if you are not actively searching for them.
Note that find traps grants no ability to disable the traps that you may find.
Happened to me again today while making
Absorb 12 points/level of damage from one kind of energy.
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.