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Mathias
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Join Date: May 2005
Posts: 13,213

Old November 19th, 2010, 07:54 AM
Since the updates error isn't specific to the pathfinder system, I've created a single thread for it in the general discussion forum:
http://forums.wolflair.com/showthread.php?t=11759
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KilroySummoner
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Join Date: Nov 2010
Posts: 22

Old November 19th, 2010, 10:01 AM
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
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Lawful_g
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Posts: 1,245

Old November 19th, 2010, 04:29 PM
The Roper's Pull ability (raPull) has an incorrect Summary, it looks like it has the summary for Ferocity instead.
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hooly
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Join Date: Dec 2009
Location: Brisbane, Australia
Posts: 34

Old November 19th, 2010, 07:43 PM
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.

Could this be corrected for the next build?
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Maidhc O Casain
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Location: Jonesboro, AR (USA)
Posts: 858

Old November 20th, 2010, 10:18 AM
Resolved.

Last edited by Maidhc O Casain; November 20th, 2010 at 01:16 PM.
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Aresian27
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Join Date: Aug 2010
Posts: 8

Old November 20th, 2010, 12:20 PM
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.
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quixoticparadigm
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Join Date: Oct 2010
Posts: 38

Old November 20th, 2010, 01:04 PM
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.

Could this be corrected for the next build?
I had this exact problem. It is not allowing wizards of necromancy to channel, or take any of the feats associated with this (like Improved Channel).

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).
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ValaraukarU
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Join Date: Aug 2010
Location: Dayton, Ohio
Posts: 165

Old November 20th, 2010, 02:41 PM
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)
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ValaraukarU
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Join Date: Aug 2010
Location: Dayton, Ohio
Posts: 165

Old November 20th, 2010, 03:05 PM
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).

Re-create:
create a fighter with at least a +2 Str bonus
add the Power Attack feat
add a two-handed weapon (greataxe?)
add a double weapon (orc double axe)

See bonuses on greataxe = 1d12+3 (1.5*2=3)
See bonuses on double axe = 1d8+2 (1*2=2)

In the in-play tab check power attack.

See bonuses on greataxe = 1d12+6 (1.5*2 (str) + 1.5*2(PA)= 6)
See bonuses on double axe = 1d8+2 (1*2(str) + 1*2 (PA) = 4)
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KilroySummoner
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Join Date: Nov 2010
Posts: 22

Old November 20th, 2010, 03:37 PM
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.
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