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Pathfinder Bug Reports - Version 6.7

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I was wondering - have you chosen a Patron Spells option yet? I'm not able to duplicate this error unless I haven't chosen one of those options, or I'm testing it on a level 1 witch. If you have chosen a Patron spells option, could you tell me which one - there may be a problem with it.

Even if you haven't chosen one, this shouldn't be reporting errors, and I've gotten that fixed for the next update. Thank you for reporting this.

Mathias, I apologize for not responding more quickly, I have been at a con all weekend.

I had chosen a Patron Spells (specifically, Agility). I deselected that one and picked up Animals to see if it changed things, but it did not.

As you previously suggested, turning the function off in the In-Play tab did stop the error message from popping up.

I have attached the .por file up, if that might help.
 

Attachments

1) Barbarian's Elemental Rage power is requiring a choice of elements to be made during character creation. This choice is actually made - and can be changed - every time the barbarian enters rage. Compare to Lesser Elemental Rage.
2) Custom Potions - Spells that have a range of "personal OR (touch,close, etc.)" are getting an error message of "Personal range spells may not be made into potions."
 
1) Barbarian's Elemental Rage power is requiring a choice of elements to be made during character creation. This choice is actually made - and can be changed - every time the barbarian enters rage. Compare to Lesser Elemental Rage.

Ditto the Inquisitor's Resistance power.
 
I couldnt find it reported anywhere, for an Oracle with the Mystery of Life, spells added for level 16 and 18 are not the right ones.
It adds mass cure critical at 16 instead of mass heal, and mass heal at 18 instead of true resurrection
 
Evasion (cAnimEvas)

Super low priority, but it's bugging me right now.

For the special 'Ability' Evasion (cAnimEvas) can we get the Defense box checked under 'Special Ability Type' so that it goes in the correct place of the stat box.

Sorry for a nitpick, but thank you guys for making a great product.
 
Holy Vindicator/Oracle channel Bug

Searched through threads but I did not see anybody else have this issue. I'm using a Life Oracle and the revelation of channeling to qualify for Holy Vindicator. The holy Vindicator Assigned me a new set of Channels based HV levels. EX: I had 8 channels per day from my oracle but when I Took a level of VA it gave me 18 channels per day. I think this may be that database assumes this all comes from clerics but a life oracle can still qualify.
 
If I add a darkwood buckler to my character I get an error.
When I load the character

Chained pick'wShLtWood' has been orphaned due to missing bootstrap in batch '490'
 
Ranger Wild Stalker does not seem to work correctly. The Rage Power at level 4 stays grayed out, and does not allow you to see it or turn it on In-Play...

I was trying to build a Skirmisher/Wild Stalker Ranger and I came upon this issue.
 
I couldnt find it reported anywhere, for an Oracle with the Mystery of Life, spells added for level 16 and 18 are not the right ones.
It adds mass cure critical at 16 instead of mass heal, and mass heal at 18 instead of true resurrection

Was going to quote the APG but thought it would be worth checking the erratta 1st. I'm glad I did...

Here's the original text:

Bonus Spells: detect undead (3rd), lesser restoration (5th),
neutralize poison (7th), restoration (9th), breath of life (11th),
heal (13th), greater restoration (15th), mass cure critical wounds
(17th), mass heal (19th).

Here's Paizo's errata:

detect undead (2nd), lesser restoration (4th), neutralize poison
(6th), restoration (8th), breath of life (10th), heal (12th), greater
restoration (14th), mass heal (16th), true resurrection (18th).

Good Catch.
 
For the special armor types from the Faction Guide, can you include information on the slowing effects of those item powers in the descriptions ( for example, vital guard). The items are correctly applying the penalties but no where in the description is it telling you why there is a penalty.
 
Hi guys - not sure if I'm posting this in the right place, but:

In the Ultimate Combat package with a Dervish Dancer Bard archetype, a bard is only supposed to be able to apply their Perform (dance) skill to Acrobatics checks (as part of Versatile Dance) at 2nd level. Currently, that's happening at first level.

Many thanks for the awesome product!
 
Bug yo

If I have a 12th level Human-Alzanti Pureblood rogue and make him a skeletal champion, all the rogue abilities are grey (stating requirements not met).
 
Ogre Hook Source

I did not find this posted previously with a search, but...

The Ogre Hook claims to appear in both Adventurer's Armory and Rise of the Runelords data sets. However, when the Adventurer's Armory is selected without Rise of the Runelords, it does not appear. It does appear, with the updated statistics from Adventurer's Armory, when I select the Rise of the Runelords data set (or both data sets).
 
The problem is that the skeletal champion (it's misspelled in Hero Lab) template turns off all of the base creature's special abilities, except for those derived from the other variant skeleton types.

At first, I thought that was what the template is supposed to do, but the description in the bestiary clearly states that "many gain class levels." Even This particular template shouldn't turn off special abilities granted by class levels.

The sample skeletal champion is just a level 1 warrior, so the stock creature's stats don't reveal the fact that all special abilities are disabled.

The quickest way to fix this is to open the editor and create a copy of the "Skeleton Champion" template and name it "Skeletal Champion." Then, go into the Eval Scripts and remove the following code from the first script:

Code:
      ~ Disable all special abilities apart from the ones that we bootstrap
      var searchexpr as string
      searchexpr = "!component.BaseFeat & !(SpecSource.tmSkeleton | SpecSource.tmBloodSke | SpecSource.tmBurnSkel | SpecSource.tmSkelCham) & !SpecType.Movement & !thingid.typUndead"
        foreach pick in hero from Ability where searchexpr
          perform eachpick.assign[Helper.SpcDisable]
          nexteach

You won't be able to add any of the variant skeleton templates or the magus template to it without modifying them to allow for the Skeletal Champion template, but it should meet your needs for creating a skeletal champion rogue 12 character.
 
You're welcome.

It's not the most elegant fix, but it will work until the code gurus can get back from GenCon and explain a better way to do it.
 
Missing armor

I just purchased the ultimate combat add on. None of the new armors were available in the armor selection list. Is this a latter update?
 
Hey folks!

This one is part BUG, part entry question. I figured the BUG part took precedence so I posted here.

According to the SRD, the Centipede is supposed to get a +2 racial bonus to it's poison for a total DC of 13. I'm only seeing 11. When I look at the data file, I can't find the racial bonus.

As I am currently entering the Sewer Centipede, how would I go about adding that on my own?
 
Problem with the Bard archetype Archeologist:

While the archetype does correctly eliminate Bardic Performance, Quartenary abilities are still available, with a quantity of 99 to chose.
 
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