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Pathfinder Bug Reports - Version 4.25

Issues:

1) Rosewood Armor (Adventures Armory) bootstraps a weapon "Armor Spikes (Rosewood)" but this weapon doesn't show up when the armor is worn in the weapon list.

2) Lucerne hammer (APG) has Reach, shows it has Reach in the ? pop up, but when printed it only says Brace. This might be a truncation problem.

3) Bellis Log Roller (Andoran, Spirit of Liberty) says "CMB when attempting to resist trip attacks" and I wonder if they meant CMD? If so, it doesn't apply the bonus to CMD vs Trip.

4) Missing "special" languages from Seeker of Secrets p25 (the whole book is PFS allowed.) Anyone (including Mathis) is welcome to use.
Code:
  <thing id="lCovertGes" name="Covert Communique Gestures" description="The Pathfinder Society possesses a number of secret gestures, shorthand codes, and slang terms specific to the association. These furtive communications can vary wildly from region to region, with some being specific to certain venture-captains or initiate instructors under whom a particularPathfinder has studied.\n\nGestures: Pathfinders have a variety of gestures used to communicate silently in dangerous situations, or subtly across a crowded room. Though rarely as versatile as a naturally evolved sign language, these gestures can prove invaluable, and every Pathfinder picks up a handful during training, most relating to combat, directions, and hazards, often varying with the cohort of initiates to which a given Pathfinder belonged. Even when two Pathfinders’ signs differ significantly, certain gestures common to all who’ve studied in the Grand Lodge can go a long way toward establishing that an inquisitive stranger is in fact a fellow member of the Pathfinder Society.\n\n[b]Appears in[/b] Seeker of Secrets p25" compset="Language" summary="Secret Pathfinder Society Gestures.">
    <usesource source="CSSeekerSe"/>
    <tag group="Helper" tag="SecretLang"/>
    </thing>
  <thing id="lCovertSla" name="Covert Communique Slang" description="The Pathfinder Society possesses a number of secret gestures, shorthand codes, and slang terms specific to the association. These furtive communications can vary wildly from region to region, with some being specific to certain venture-captains or initiate instructors under whom a particularPathfinder has studied.\n\nSlang: When speaking among themselves, Pathfinders\nsometimes use slang to keep the details of their conversations private. Pathfinders from the same homeland might employ local terms or pidgin versions of various languages, but almost all Pathfinders are capable of communicating in the slang of Grand Lodge initiates. Pathfinders using initiate slang gain a +2 bonus to Bluff checks to transmit secret messages to other Pathfinders and a +2 bonus to Sense Motive checks to discern a secret message from a Pathfinder using Bluff.\n\n[b]Appears in[/b] Seeker of Secrets p25" compset="Language" summary="Secret Pathfinder Society Slang.">
    <usesource source="CSSeekerSe"/>
    <tag group="Helper" tag="SecretLang"/>
    </thing>
  <thing id="lCovertCip" name="Covert Communique Cipher" description="The Pathfinder Society possesses a number of secret gestures, shorthand codes, and slang terms specific to the association. These furtive communications can vary wildly from region to region, with some being specific to certain venture-captains or initiate instructors under whom a particularPathfinder has studied.\n\nCiphers: Pathfinders often\nuse cryptic shorthand or full- on codes and ciphers to take notes in the field, protect their discoveries from competing agents, leave messages and warnings, or otherwise convey written words without being entirely open to non-Pathfinders. Some of these are simple letter-substitution ciphers or obscure languages written backward, while others are keyed to specific code words that change at regular intervals (often with the date of a journal entry), making them almost\nimpossible for anyone other than the owner to crack.\n\n[b]Appears in[/b] Seeker of Secrets p25" compset="Language" summary="Secret Pathfinder Society Cipher.">
    <usesource source="CSSeekerSe"/>
    <tag group="Helper" tag="SecretLang"/>
    </thing>

5) Dawnflower/Sacred is pretty easily fixed by having Dawnflower look for a live Sacred Conduit, here is code that I going to use in local edits for players to not get confused. Anyone is welcome to use it
Code:
  <thing id="trDawn" name="Dawnflower Initiate (fixed)" description="{b}You must be from the listed region to select this trait:{/b} Osirion\n\nWell-versed in the text of The Birth of Light and Truth, you have taken the words of Sarenrae’s teachings to heart. The Cult of the Dawnflower’s introduction to Osirion from the East is pivotal to the philosophies and character that now ingrain Osirion’s people. You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you." compset="Trait" summary="You gain a +1 trait bonus to Knowledge (religion) and one of the following: Weapon Proficiency with the scimitar; a +1 trait bonus to DC of channeled energy; or Knowledge (religion) is always a class skill for you." replaces="trW1DawnIn" uniqueness="unique">
    <comment>Wayfinder#1 pg2</comment>
    <fieldval field="usrCandid1" value="thingid.wScimitar|thingid.cClrChan|thingid.skKnowRel"/>
    <usesource source="PathLegacy" parent="PathSRD" name="Legacy of Fire"/>
    <usesource source="Wayfinder1" parent="UserParent" name="Wayfinder #1"/>
    <tag group="trCategory" tag="Regional" name="Regional" abbrev="Regional"/>
    <tag group="ChooseSrc1" tag="Thing" name="All Things" abbrev="All Things"/>
    <tag group="Helper" tag="ShowSpec" name="ShowSpec" abbrev="ShowSpec"/>
    <tag group="SpecType" tag="Skill" name="Skill Modifiers" abbrev="Skill Modifiers"/>
    <eval phase="PreLevel" priority="5000" index="2"><![CDATA[~Pre-Levels 5,000
      ~ If we've not chosen anything, get out
      doneif (field[usrChosen1].ischosen = 0)

~If scimitar selected make the character proficient
if (field[usrChosen1].chosen.pulltags[thingid.wScimitar] = 1) then
      foreach pick in hero where "IsWeapon.wScimitar"
        perform eachpick.assign[Broadcast.WepProf]
      nexteach
endif
~If Know(Religion) selected make it a class skill
if (field[usrChosen1].chosen.pulltags[thingid.skKnowRel] = 1) then
   #makeclassskill[skKnowRel]
endif
~If Channel Energy selected give it a +1 to the DC
if (field[usrChosen1].chosen.pulltags[thingid.cClrChan] = 1) then
      if (hero.childlives[trSacrCond] = 0) then
           #dc[xChannel] += 1
           ~also add to the DC of our help
           #dc[fComUnHelp] += 1
           #dc[fTurUnHelp] += 1
      endif
endif]]></eval>
    <eval phase="PreAttr" priority="5000">~Pre-Attributes 5,000
#skillbonus[skKnowRel] += 1
~#makeclassskill[skAppraise]</eval>
    </thing>
 
6) Cloak of the Crusader is fixed to allow Arazni (thanks) but it doesn't check to see if equipped before adding the Natural AC. It is equipped in the character, but I might have it unequipped ;-)
 
7) Hmm, I tried to add Armor Spikes to the Rosewood Armor by editing the existing armor. When I did, the "Set" button was there to set the price, but the area that would show the pp/gp/sp/cp section/value doesn't exist. Clicking "Set" produces four:
"Attempt to access transaction pick from script when no transaction context exists."
 
Sorry for the spam of issues, I built 3 characters today (for me and others) and ran into all kind of issues.

8) It seems I have screwed up my journals. I have them entered in order on the program (one goes one direction, the other goes the other direction) and they look find (and have the correct dates) in the program. But when I print out the sheet, they seem to be randomly arranged and I can't seem to determine the order. I tried to manually shift the order in the .por file but there must be something other than "first appearance in file" that dictates the order?
 
This was mentioned in a post back in September, but I thought I'd bring it up again in case you missed it. The description for the spell "Crafter's Curse", from the APG, is incorrect. It reads, "Subject gains +5 on next Craft check." The spell should give a -5 penalty on the next Craft check.

Thanks!
 
Bard (Street Performer Archetype)

When I select the Street Performer Archetype, it limits the number of times per day that I can add the Streetwise ability. According to the APG, there is no limit to the number of times per day this can be used. It should just be a hard modifier that is always applied.

Thanks
 
In the description of the Animal Type (Bestiary, pg. 306), it says "Proficient with no armor unless trained for war."

Rather than restricting it to light armor proficiency, I've interpreted this as meaning that the Combat Training trick (from animal handling) grants light, medium, and heavy armor proficiencies.

Otherwise, the riding dog as listed in the bestiary would not be proficient with the scale barding it's pictured in (admittedly, an illustration shouldn't be relied upon for this sort of thing). I haven't seen anything else that suggests a war-trained animal should need to purchase additional armor proficiencies. As 2 HD creatures, if they receive light armor proficiency free from combat training, the riding dog and horse don't have the feat slots available to purchase both medium and heavy armor proficiencies. So how do you get a mount in full plate barding?

If anyone's seen any errata or official answers that support this or refute it, I'm happy to alter my interpretation of the rules.

Apologies if this has been covered - I used my feeble search-fu to try and find it but didn't see another mention.

According to Jason Buhlman in the (FAQ, Combat Training does not grant armor proficiency. I made a Druid with a tiger companion and noticed that HL is still granting all of the armor proficiencies with the Combat Riding trick - any chance of this getting fixed in the next update?

Jason Buhlman said:
Does training an animal using Handle Animal to be Combat Trained (pg 98 in the Core Rulebook) grant it Light Armor Proficiency?

No, using Handle Animal to train an animal, or mount, in this way does not grant it a free bonus feat. It is not unreasonable, however to assume that an animal specifically designed to be ridden (such as a horse or dog) could be purchased with Light Armor Proficiency as one of its feats (swapping out Endurance or Skill Focus respectively) for the same cost. (JMB, 10/21/10)

–Jason Bulmahn (10/21/10)
 
According to Jason Buhlman in the (FAQ, Combat Training does not grant armor proficiency.
I created a community add-on months ago that makes this change. Just download from d20pfsrd from the zMisc folder. Its called PFRPG_AnimalCompanionArmorRAW.user and just drop it in your Data\Pathfinder folder and your done.
 
Hellknight Smite chaos doesn't add the bonus to attack (from Wisdom), it adds in the bonus to damage (including double when that is activated). Shouldn't it have an entry under 'Tracked Resources' as well?
-EDIT- Hellknight armor abilities now work with created custom/magic armor. Awesome!!
 
Chevalier PrC (from the Second Darkness AP data package) has another bug I discovered when my current char hit his 3d level in the class.

Final emphasis mine.
The Chevalier class seems to be bootstrapping the Smite Evil ability of the Paladin class directly, and as a result incorrectly calculating the smite using the character's class level in Chevalier rather than his overall character level.
That strikes me as a typo - "Character level" instead of "Chevalier level" It's the sort of thing a spellchecking program could easily create.

Hmm... I assumed it was intentional, as the prestige class is only 3 levels long, but I'll try to get a clarification on the Paizo forums.
 
Mathis, can you change code in the Pathcore.pkg file for me?

There is code like this:
~ Set up our candidate expression
if (tagis[Adjustment.Attribute] <> 0) then
field[pCandExpr].text = "component.BaseAttr"
elseif (tagis[Adjustment.Skill] <> 0) then
field[pCandExpr].text = "component.BaseSkill"
...
else
field[pCandExpr].text = "FALSE"
endif

To add an if into the if/elseif/endif:

elseif (tagis[Adjustment.Custom] <> 0) then
~ Leave the candidate express alone, assigned by the user via a field setting.
else
field[pCandExpr].text = "FALSE"
endif

This way I can program new cases you don't have in the if/then to be used. This would be useful to me in both Pathfinder and D20.
 
I created a community add-on months ago that makes this change. Just download from d20pfsrd from the zMisc folder. Its called PFRPG_AnimalCompanionArmorRAW.user and just drop it in your Data\Pathfinder folder and your done.

Danke, Shadow! That'll work great for now; I'd still like for the official product to work correctly, of course . . .
 
10) Improved Natural Attack (Bestiary p315) says "attack forms", so I take that to mean all weapons of that type (say if you have a bite and gain a bite from a feat or other effect, both should be improved.)

I updated INA to handle this case, and here is the "free to use" code. I consider it a bug in Pathfinder, so if you agree Mathis, you are welcome to include it.

Code:
  <thing id="fImpNatAtk" name="Improved Natural Attack" description="Attacks made by one of this creature&apos;s natural attacks leave vicious wounds.{br}{br}{b}Prerequisite{/b}: Natural weapon, base attack bonus +4.{br}{br}{b}Benefit{/b}: Choose one of the creature&#146;s natural attack forms (not an unarmed strike). The damage for this natural weapon increases by one step, as if the creature&#146;s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. {br}{br}A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8." compset="Feat" summary="The damage of a natural attack increases by one step." replaces="fImpNatAtt">
    <tag group="fShowWhat" tag="WeaponsNat" name="Natural Weapons" abbrev="Natural Weapons"/>
    <tag group="ChooseSrc1" tag="Thing"/>
    <tag group="Helper" tag="NoPathSoc"/>
    <evalrule phase="PreLevel" priority="10000" message="You must have the weapon and may not take it twice for the same weapon." summary="You must have the weapon and may not take it twice for the same weapon."><![CDATA[
      ~ If we're disabled, do nothing
      doneif (tagis[Helper.FtDisable] <> 0)

      ~if nothing's been chosen, there's nothing we can do
      doneif (field[usrChosen1].ischosen = 0)


      var searchexpr as string
      searchexpr = "thingid." & field[usrChosen1].chosen.idstring

      foreach pick in hero from BaseNatWep where searchexpr

            ~ Upgrade damage of this weapon
            perform eachpick.assign[Helper.DamageUp]
      
            if (eachpick.tagis[HasFeat.fImpNatAtt] = 0) then
              @valid = 1
            endif

            ~ Assign the weapon a tag saying that it has this feat
            perform eachpick.assign[HasFeat.fImpNatAtt]
      nexteach]]></evalrule>
    <exprreq message="Base attack bonus +4 required." iserror="no"><![CDATA[child[Attack].field[tAtkBase].value >= 4]]></exprreq>
    <prereq message="Natural Weapon required." iserror="no">
      <validate>
        perform findchild[BaseNatWep].setfocus
        @valid = state.isfocus</validate>
      </prereq>
    </thing>
 
Dwarven dorn-dergar

After selecting the Dwarven dorn-dergar weapon it shows in the info that its slashing when it should be bashing.
 
Barbarian Rage and CMD

I noticed that my CMD does not increase when I select Raging on the In-Play tab. Does it not go up with the strength boost from the rage?

Thanks
 
Unfortunately, the caster level of a character is determined so much later in the priority sequence than the effective master level of an animal companion needs to be established, that I'm not sure how to implement the proper level calculations for the Imp. I've added that to my to-do list.

As a temporary fix would you be able to add a level up button for imps, so you can level them up manually?

Or custom ability +x levels?
 
Issues:

1) Rosewood Armor (Adventures Armory) bootstraps a weapon "Armor Spikes (Rosewood)" but this weapon doesn't show up when the armor is worn in the weapon list.

Please clarify your question. When I add rosewood armor to a blank character and equip it, the spikes show up on the weapon list. What are you seeing, and what should you be seeing?

2) Lucerne hammer (APG) has Reach, shows it has Reach in the ? pop up, but when printed it only says Brace. This might be a truncation problem.

Added to my to-do list.

3) Bellis Log Roller (Andoran, Spirit of Liberty) says "CMB when attempting to resist trip attacks" and I wonder if they meant CMD? If so, it doesn't apply the bonus to CMD vs Trip.

Fixed in the next update, thanks for the report.

4) Missing "special" languages from Seeker of Secrets p25 (the whole book is PFS allowed.) Anyone (including Mathis) is welcome to use.

Those don't take up language slots to learn - they're roleplaying elements.
 
6) Cloak of the Crusader is fixed to allow Arazni (thanks) but it doesn't check to see if equipped before adding the Natural AC. It is equipped in the character, but I might have it unequipped ;-)

Okay, gotten this for the next update.
 
Sorry for the spam of issues, I built 3 characters today (for me and others) and ran into all kind of issues.

8) It seems I have screwed up my journals. I have them entered in order on the program (one goes one direction, the other goes the other direction) and they look find (and have the correct dates) in the program. But when I print out the sheet, they seem to be randomly arranged and I can't seem to determine the order. I tried to manually shift the order in the .por file but there must be something other than "first appearance in file" that dictates the order?

It looks like there is currently no sort order being applied to the journal entries during printing, so I believe they would default to sorting by the order in which they were originally created. I've added this to my to-do list.
 
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