Also getting a graphic phenomenon in the first scene, making the skin on my Drow characters look mottled and diseased on the close up shots during cut scenes (not smooth, or showing skin pores, but something really strange in skin texture. Almost as if there is another texture overlaying the skin (that's very ugly).
isn't it the new dirt sweat and blood thing ? try casting create water twice on yourself or swim down, down, down the river...
bystanders are still acting like they were invisible and do not show any respect to the turn order
casting reduce on you does not allow you to get in the dragon's nest, your character says "can't fit through here, I wonder if there is another way in", which is to disguise self as a dwarf and you must be a bard because you just convinced the rock to let you pass
now, for some technical stuff that won't probably make sense...
enabling the ProjectileCount property on target spells might help you implementing the twinning of the majority of fun spells (like haste) and my meteor swarm will finally work, winwin. good luck for Steel Wind Strike though...
using the fail condition on Projectile_ProduceFlame_Hurl may help you doing everything with only one spell instead of 3, I tried it, it works fine (also, add a check for not Self() on agathys and others or you might counter attack yourself back)
wrongly (I assume) using "Ability(Initiative,10);" nicely displays the bonus I was going after on the character sheet but is not taken into account. the alert feat is a stub so I guess this is for later... ( nevermind, it was my total initiative bonus, nothing out of the ordinary ) I'm really curious to see how you will handle jack of all trades
I haven't found any obtainable item that is affected by the regression to the root template on save yet but you are loosing a powerful tool by doing so... then again, being forced to name, describe and represent every item adds diversity, I might be biased since I lack any art skill so I can only reuse assets...