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Mathias
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Old November 30th, 2010, 10:35 AM
Quote:
Originally Posted by AntHover View Post
Inquisitor, Teamwork feats change/day - does not appear to be using WIS modifier.
Wondrous Items, Boot of Striding and Springing - competence bonus to Acrobatics appears to be always applied instead of just for jumping.
Fixed in the next update, thanks for the reports.
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Old November 30th, 2010, 10:36 AM
Quote:
Originally Posted by KilroySummoner View Post
The Eidolon evolution 'Energy Attacks' doesn't show the damage on the Eidolon's pdf for each natural attack. I'm not sure what the default is for normal weapons, but it would be nice to show on the pdf, for example:

+6, 2d4 +1d6 cold
Previously reported, and already on the to-do list.
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Old November 30th, 2010, 10:38 AM
Quote:
Originally Posted by Lawful_g View Post
The Roper's Pull ability (raPull) has an incorrect Summary, it looks like it has the summary for Ferocity instead.
Fixed in the next update, thanks for the report.
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Old November 30th, 2010, 11:00 AM
Quote:
Originally Posted by hooly View Post
I have recently created a Wizard specialising in Necromancy and went to add the Sacred Sonduit Trait from the Advenaced Players Guide. Unofrtunately it says that the character can't because as a wizard he would not normally be able to channel energy.

The Necromancy specialist school states that this specialist can channel energy but only when commanding undead creatures. Therefore this Trait should still be allowed.
Quote:
Originally Posted by Dragnmoon View Post
This is part of the Core system, is this going to be implemented any time soon? I noticed the note in the ability that it is not yet.
Fixed in the next update, thanks for the report.
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Old November 30th, 2010, 11:01 AM
Quote:
Originally Posted by Aresian27 View Post
On the Class tab the half elf rogue favored bonus is listed as being +1 to bluff, but the Special tab shows it as +1/2 (which i believe is correct) and calculates it as such.
Fixed in the next update, thanks for the report.
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Old November 30th, 2010, 11:09 AM
Quote:
Originally Posted by quixoticparadigm View Post
I also have a separate issue to report. If you add any headband that increases your intelligence modifier (and you put the new skill ranks into something other than linguistics), as soon you apply it to the character, it automatically asks you to add a new language from the 'Personal' tab. This shouldn't be the case because you only get more languages by putting skill ranks into Linguistics (or your base INT going up).
After you've worn the headband for 24h, the bonus to INT becomes a permanent bonus. On pg. 555, in the Permanent bonuses section, it says "Modify all skills and statistics related to that ability" - the number of bonuses for INT is a statistic related to INT.
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Old November 30th, 2010, 11:12 AM
Quote:
Originally Posted by ValaraukarU View Post
The smite evil in-play adjustment for paladins is stacking with other deflection bonuses. Deflection bonuses do not stack. In this case the only the highest deflection bonus should be applied.

Re-create:
Create Paladin character with at +1 Charisma bonus
Add a ring of protection +1 => AC has the +1 (deflection)
On the in-play tab, check the Smite Evil: activated check box => Deflection bonus now shows as +2 (deflection) instead of staying at +1 (deflection)
Fixed in the next update, thanks for the report.
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Old November 30th, 2010, 11:18 AM
Quote:
Originally Posted by ValaraukarU View Post
The damage bonuses for double weapons wielded in Both hands as a two-handed weapon (i.e. not as a double weapon) are not including the 1.5* strength and the 1.5*power attack. Double weapons act as two-handed weapon when not being used as a double weapon. This error occurs with the "Both" option checked or not. Note: the bonuses for a double weapon appear correct when using it as a Double weapon (half Str and half PA with the off hand).
Fixed in the next update, thanks for the report.

Also, thanks for giving such clear "how to replicate this" instructions in your bug reports. That speeds up the process of addressing these, and makes sure there aren't any misunderstandings about what issue's being discussed.
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Old November 30th, 2010, 11:19 AM
Quote:
Originally Posted by KilroySummoner View Post
I was told by my DM that nearly all of the skills for druid animal companions were way off and he had to manually calculate them. He said it was applying 'racial modifiers' instead of treating it as an animal companion. For example, my level 2 druid has a velociraptor companion with 3 skill points, but the 3 values are:

Acrobatics +15
Perception +13
Strealth +19

Although these are class skills, they all seem insanely high for a single skill point each.
Quote:
Originally Posted by Thazar View Post
Animal companions are NOT a direct copy of the bestiary. There is a forum quote from Paizo staff on the subject and they are special creatures that follow their own rules and level with the player. You only get what is in the player description for them.
Previously reported, this is already on the to-do list.
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Old November 30th, 2010, 11:22 AM
Quote:
Originally Posted by Bran View Post
Hi,
For the Magus playtest, Arcane Weapon is no longer an open choice since v3.6f. You can't bond with a new weapon nor change the specifics of the weapon bonded.
Bran
I tried adding 4 levels of Magus to a blank character and added two weapons. I can select either of the weapons for the Arcane Weapon ability. What problem are you seeing?
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