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Pathfinder Bug Reports - version 4.11

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 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.

Actually the skills for the Velociraptor are correct according to the Bestiary for them. By adding 1 rank to them each AND using the class rank bonus they are dead on. They are one of the best hunting dino's and very agile and such. So it makes sense that they have what they do for the above mentioned skills.
 
Actually the skills for the Velociraptor are correct according to the Bestiary for them. By adding 1 rank to them each AND using the class rank bonus they are dead on. They are one of the best hunting dino's and very agile and such. So it makes sense that they have what they do for the above mentioned skills.

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.
 
I get an error when I open up the Stock Hero Wight

Errors were encountered when loading the saved portfolio! A record of these errors can be found in the file "C:\Users\user name\AppData\Local\Temp\hero_lab_load_issues.log". If you notice incorrect behaviors in your portfolio, please report it to the data file authors (you can contact them from the help menu).

Pick 'spScriCha0" has been orphaned due to missing thing in batch '234'
Pick 'spScriCha0" has been orphaned due to missing thing in batch '235'

Edit: Same error with all the Zombies
Same error with Wasp, Giant - 25 Nov 10
 
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When creating a +1 Longbow, Composite (Str +1), the correct price shows up when you click on the 'Edit this weapon' button, but it adds 100 gp to the item when you hover your mouse over the '?' button.

(+1) + (Masterwork) + (Longbow, Composite) + (Str +1) = 2000 + 300 + 100 + 100 = 2500 gp. The '?' has 2600 gp listed.

For each increase in the Str rating for the Longbow, Composite, the price of the item when you hold your mouse over the '?' button incorrect raises the cost by 100 gp, no matter if its regular, masterwork, or magical.

I also believe this value throws off the 'Wealth' and 'Gear Value' number stated at the top.
 
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Creating ammunition out of special materials is also off. The 'Edit this weapon' button price for Adamantine Arrows (x50) is 62.5 gp. The '?' button price is 3002.5 gp. The '?' button price is the correct price because each piece of ammunition should have an additional cost of +60 for each arrow made of adamantine.

The same thing also happens for ammunition created from silver. The 'Edit this weapon' button price for Adamantine Arrows (x50) is 4.5 gp. The '?' button price is 102.5 gp. The '?' button price is the correct price because each piece of ammunition should have an additional cost of +2 for each arrow made of adamantine.

Ammunition prices for cold iron are fine.

Once again, these differences in prices may be screwing with 'Wealth' and 'Gear Value.'
 
I believe there may be a bug with the Raging Vitality feat (APG pg.168). I've got a level 12 Barbarian with Raging Vitality but when I enable the Raging option on the In-Play tab my unmodified Con of 16 goes to 22. The way I'm reading it Con should go to 24, +6 for Greater Rage and an additional +2 for Raging Vitality. So am I reading the feat wrong or is this a two morale bonuses not stacking in the software issue?
 
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?


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.
 
Blowgun darts are not stacking

Never mind, but they should by default, I had to select stack.
 
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I'm making a Hellknight NPC, 5th level Ftr, 7th level Hellknight. When I add Hellknight armor it says that the character should be allowed up to a +4 Dex bonus. Currently the character has a 16 Dex (+3) but his AC is only adding a +2 Dex bonus. I'm not sure how to make screen shots so I'm not able to show it.
 
I found a couple of bugs today while creating my gnomish Rage Prophet, if you create a Rage Prophet and are a Nature Oracle with a Bonded Mount then it does not add your Rage Prophet levels to your Oracle levels to work out your pets Hit Dice etc.

The other odd one is that if you take the Mounted Fury Barbarian Archetype then it removes all the levels from your mount completely which is a little bizarre.

Not sure if it happens with all mounts, but definately does with wolves. Hope this helps.

Jon
 
arcane archer bug

I have found a bug with the Zen Archer monk archetype. If you select and arm yourself with a magical Guided bow, the builder counts your 'To Hit' value twice for your wisdom.

Zen archers get an ability at level 3 to use their wisdom modifier instead of their dexterity to their 'To hit' total when using a bow. The 'Guided' magical ability on a bow grants the monk the ability to use his wisdom for both 'To Hit' and for damage.

The builder is adding both of these wisdom bonuses together when it shouldn't. For instance, if you had a wisdom bonus of +3 and your total 'To Hit' value is +8, the builder will display the value as +11 instead of +8 as it should.
 
I have a bugged portfolio where, although I am human (level 2 druid), it only lets me select 1 feat. If any developer wants me to email them the /por file please let me know.

Edit: ### MY MISTAKE: had an alternate racial trait ###
 
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I have a bugged portfolio where, although I am human (level 2 druid), it only lets me select 1 feat. If any developer wants me to email them the /por file please let me know.

Please give me more detail about the problem before we go through the hassle of sending a portfolio - Did you pick "Human" as your race, or "Human (Shoanti)" or one of the others like that. Is that race still the standard HL version, or have you added any user content that might have replaced it?

What alternate racial traits has your character taken?

Can you think of anything else that would affect the number of feats your character might get?
 
Trait Kobold's Neighbor(thingid.trKobolNei) has a requirement for Andorian Faction which seems to be impossible to meet if one is not doing PFS as only with PFS checked do those additional factions show up.
 
Mage's Faithful Hound is showing up as a Level 4 Sor/Wiz spell and as a Level 5 Sor/Wiz spell. It is actually only a Level 5 spell.
 
While converting some of the APG rage powers for use in my Gestalt class (not finished yet . . . there are a LOT of 'em!) I came across a couple of errors:

Chaos Totem, Greater has the 'Special Ability Category' Beast Totem rather than Chaos Totem in the editor.

Also, the Damage Reduction (Lawful) bootstrap for Chaos Totem, Greater doesn't carry the condition 'Only While Raging.' (This one's minor because - I think - there is not a mechanical change on the portfolio. But I could be wrong on that so I thought I'd mention it in case).

Chaos Totem, Lesser has a Natural Weapon, Claw bootstrap. Looks like this was carried over from the Beast Totem, Lesser power by mistake.
 
Shield Master Feat.

Shield Master (Combat)
Your mastery of the shield allows you to fight with it without hindrance.

Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.

Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.

To me it looks like the feat is not working properly.It does not seem to be adding in the enchantment bonus of a shield to hit and damage.
 
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