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Pathfinder Bug Reports - version 4.11

I disagree with your first statement, but agree with your second.
And as can be seen no one can really agree on how this is suppose to be by RAW. What I think though is that HL should allow an easy to use method to have the bonus language or not. This allows each group to play as they like.

For this idea I added an adjustment to the spell thread that others can use or hopefully will make it officially into HL. This adjustment will let one increase/decrease the number of Languages Known so each group can play then as they wish. :)
 
Not sure where you looking, but I am looking at Errata 1.0, Errata 2.0, and Errata 3.0. These are ALL different and each does not contain the previous errata information. Learned this the hard way as I did a search in Errata 3.0 for shields and it does not contain the Shield Master feat changes.

Granted the CORE pdf does contain all the changes, but I was trying to quickly find the specific errata notes. So in future I have to remember search all three documents not just the last one put out. :)

The current errata for the 1st printing core rulebook is 1.2.

Errata 1.0 was the errata for the 1st printing that was included in the 2nd printing.

Errata 2.0 was the errata for the 2nd printing that was included in the 3rd printing. The same material was added to errata 1.0 to make errata 1.1 for the 1st printing.

Errata 3.0 is the errata for the 3rd printing that is included in the 4th printing. The same material was added to errata 1.1 to make errata 1.2 for the 1st printing and 2.0 to make 2.1 for the second printing.

So, you should only ever have to get the latest version of the errata file for your printing of the core rulebook, which has the cumulative changes based on the printing. If you are relying on 1.0, 2.0, and 3.0, then, yes, you will not see previous errata "carried forward" because the later files are for books that already have the previous errata included.
 
Somethings I have noticed (sorry if the list includes things posted earlier):

1. second selected trait isnt showing in "Special" abilities tab. On my understanding, the problem persists when printing out statblocks.

2. Swift Foot rage power (from Core Rules) should increase barbarians speed only while raging.

3. Antitoxin (vial) is displayed in "Special" abilities tab
 
Not sure where you looking, but I am looking at Errata 1.0, Errata 2.0, and Errata 3.0. These are ALL different and each does not contain the previous errata information. Learned this the hard way as I did a search in Errata 3.0 for shields and it does not contain the Shield Master feat changes.

Granted the CORE pdf does contain all the changes, but I was trying to quickly find the specific errata notes. So in future I have to remember search all three documents not just the last one put out. :)

You are looking at the wrong One... This is how it Works..

1.x is the errata for the first prints only

2.x is the errata for 2nd print only

3.x is the errata for the 3rd print only.

so if the error was fixed in the 2nd printing it won't be in the 3rd printing errata because the third printing does not have the error, only the 1st did. You only need to download the errata based on your printing, because errors where fixed in your book if you have a later printing. So the 3.0 errata ddoes not have it because the error is not in that book.
 
My summoner just hit level 7 and I seem to be missing out on somethings for the eidolon. It should be getting an +2 to its AC this level and that is not happening. Also it should be getting a +1 to it's STR and DEX, but that is not happening either.
 
More from the Rage Powers Conversion front:

Though the description lists 5 energy types for Resistance, Resistance (Greater) and Absorption powers, I'm only finding five in the editor. Sonic seems to be missing from all three.
 
Isn't PF like 3.5 in that Sonic isn't an energy type? Or am I confused?

Don't know. I do know that it's specifically listed in the description in the APG:

Energy Resistance (Ex): While raging, the barbarian gains
resistance to one energy type (acid, cold, electricity, fire, or
sonic) equal to 1/2 her barbarian level (minimum 1). The
energy type is chosen when this rage power is selected and
it cannot be changed. This rage power can be selected more
than once. Its effects do not stack. Each time is applies to a
different energy type.
 
Extra 0-level Bard spells on spellcasters

All of the characters I am tracking with spellcasting classes (Cleric 2, Bard1/Sorcerer1, Paladin 2, Sorcerer 2) are showing an extra entry of 0 uses of the 0-level Bard cantrip Unwitting Ally (none of them actually have it).

Previously, the same were showing extra entries for 0 uses of Prestidigitation in the same places (including a second entry if they actually had it).

If I disable the "Advanced Players Guide" source, the extra entries disappear, but that prevents me from using other content from the APG.
 
Two more possible errors I noted in Rage Powers.

Flesh Wound rage power (APG) should require 10th level Barbarian. At the moment it seems 10 levels in any classes will do.

Aspect of the Beast (Claws of the Beast) -feat (APG) gives incorrect validation message: "You already have Low-Light vision or Darkvision - this ability would be redundant". My character has those abilities, but the feat itself gives me claws (doesn't alter my vision).
 
For Eidolons, there is currently no way to designate certain skills as class skills. It instead picks 4 skills.

The 4 it picks are the 4 you get as class skills.
There is a 5th that is a Knowledge.
But I think all the ones you add from Add Additional Skill are tagged as class skills.

But to do a non craft/perform/knowledge, you would need an adjustment.
 
The 4 it picks are the 4 you get as class skills.
There is a 5th that is a Knowledge.
But I think all the ones you add from Add Additional Skill are tagged as class skills.

But to do a non craft/perform/knowledge, you would need an adjustment.
I think he is talking about the 4 skills you get to designate at level 1 that are also to be Class skills. So in the end the Eidolon should get a total of 8 class skills, 4 hard coded and 4 chosen at level 1.

To pick the 4 chosen ones you use the Adjust tab to designate which skills are also to be class skills.
 
All of the characters I am tracking with spellcasting classes (Cleric 2, Bard1/Sorcerer1, Paladin 2, Sorcerer 2) are showing an extra entry of 0 uses of the 0-level Bard cantrip Unwitting Ally (none of them actually have it).

Previously, the same were showing extra entries for 0 uses of Prestidigitation in the same places (including a second entry if they actually had it).

If I disable the "Advanced Players Guide" source, the extra entries disappear, but that prevents me from using other content from the APG.


It was an earlier bug that added those entries. I believe the fix was to re-develop the Character Sheets. I could be wrong but I had the same problem. Just re-made them and it was fixed.
 
Think I found a visual bug with the no stats system. Made a monster race that has the undead type, then created a character with it, the score for Con is correctly shown as "-" but it has a modifier listed as -1. Don't know if it affects other things like concentration checks.
 
Think I found a visual bug with the no stats system. Made a monster race that has the undead type, then created a character with it, the score for Con is correctly shown as "-" but it has a modifier listed as -1. Don't know if it affects other things like concentration checks.

Is the creature's CHA 8 or 9? The effective CON mod for undead = the CHA mod.
 
So it is, I know they use Charisma where living creatures use Con, but I didn't think HL listed the same modifier under Con as Charisma. If this is how it is intended to work then no problem.
 
Had a problem with stacking spell lists...

I made the Lamia Matriarch as a custom NPC Race which has the Spellcasting Class of Sorcerer (CL6) + Additional spells from Cleric. This worked well by itself as a character, until I added two levels of Sorcerer to the creature... The "Race Spells" tab then disappeared and was replaced with a "Sorcerer" tab, which added the levels of racial sorcerer and the class (total CL 8) correctly but doesn't include the cleric spell options on the spell list anymore.



Also, Happy Holidays everyone! :)
 
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