• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Pathfinder Bug Reports - Version 6.7

Status
Not open for further replies.
That's not a bug.

It's a bard 2, cleric 2, inquisitor 1, magus 1, ranger 1, sorcerer/wizard 2, witch 2 spell. So if created by one of the classes for which it's a 2nd level spell it's a 2nd level wand.

My bad. The spell description on the right doesn't have the list of classes. I should had realized that the spell was in a different spell list at level two as you noted.
 
I think I know what happened. I deleted the original .user file I had and redid it as 2 separate files. So I think the 0-level spells in gray are phantoms from the original .user file.

Please check all the .user files you currently have - if an item without the same Id as the thing that was originally there were not somewhere in your .user files, there wouldn't be a way for Hero Lab to know what it was, in order to put it in your spell list.
 
Prehensile hair doesn't use int instead of Str for bonuses

Well just like it says. When making a witch character, the prehensile hair hex comes up as a weapon in the weapons menu. The hair uses the characters str onus instead of the int bonus (as the hex is described) to calculate it's to his and damage bonus.

I would also like to see the prehensile hair divided into normal attack and touch attack.

Thanks
 
Last edited:
I have found a bug. When I try to create a magus with the bladebond and Kensai archtypes with a level of fighter the progam will not add back in the light armor proficincy that the Kensai removes so I get valadation errors on the feats tab.
 
One little Bug in Changelings

Hello Everyone!

As this is my first post in a forum for quite a lot of years, please forgive me if I post in a somehow inappropiate way.

I have one small bug to report: The Changeling Race should receive 2 claw attacks instead of one. Although the text is confusing, when looking at the statistics of the creature:
http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/changeling
you can see it should have been two claws.

I also wanted to report that as magus, you could take more that one archtype with the diminished spellcasting feature; but this seems to have been fixed already...
 
The 'Arcane Armour Training' Feat was not working ... possible because the character only had 10% Arcane Spell Failure. Checked the Eval script and there was a reference to how much penalty there was. I lowered it from 2 to 1 and it worked but perhaps the check should be greater than 0?

I thought I'd leave that to the experts as I'm just a patient and clumsy amateur at this.

I have fixed the wrist sheaths to become containers ... also added a weapon belt and bandolier that are containers. Boot sheaths, upper arm sheaths, behind the neck, small of the back, etc are next but I'd like to make a sheath where you can pick which part of the body it is affixed but that's way over my head for the moment.

I have encountered a few other little wrinkles that I've fixed ... if I can remember them I'll post them here.
 
Another issue. There is no side-scroll to access the bottom of my Sorcerer tab. so after setting a few metamagic favourites there is no way to access it without deleting them all and putting them all in at one go.

264m59l.jpg


Here's a screenshot so you know what I'm babbling about. :D
 
Last edited:
String size for plain text statblock output maxed at 50

I use plain text statblock output to capture stats into a virtual tabletop program's tokens.

I noticed that a special ability's name is trimmed, like so:

attachment.php


attachment.php


Typing it out:
"Serpent's Fang + Poison (1 CON) (9 rounds/day) (DC" = 50 characters

If at all possible, it would be really great if this could be fixed.
 

Attachments

  • sfang1.gif
    sfang1.gif
    37.6 KB · Views: 73
  • sfang2.gif
    sfang2.gif
    106.5 KB · Views: 73
Something that has annoyed me for a really long time...the ammunition price calculation is wrong for enchantments.

50 +1 Bolts = 2000gp.
However, HeroLab Translates this into 50x that when you sell it. Also in the gear score, it says the 50x price.
 
I know this is a contested feat, but wouldn't raw allow Extra Evolution to be taken at 1, 5, 10, 15, 20? (yeah i know no feat selection at 20 but w/e).

Special: You CAN take this MULTIPLE times, BUT only once for every five summoner levels you possess.

That reads to me as the "for every 5 summoner levels" only applies when taking it multiple times. Meaning the first time you take it does not apply against this restriction. "You can take it multiple times, but when you do only once for every 5 summoner levels you possess."

Otherwise wouldn't it just say Special: "you can only select this feat once every five levels."
 
Yrthak seems to be missing. It's not a selectable race and has no stock portfolio entry. It's a Bestiary 2 monster.
 
Output Text: Typos/Problems

Problem indicated in boldface.

- Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
- Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects......objects <TEXT TRUNCATED>
- Lycanthropic Empathy +6 (Ex) Improve the atttitude of your type of animal, as if using Diplomacy.
- Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
- Create Yellow Musk Zombie (Su) As a full-round action...... When a creatur <TEXT TRUNCATED>
- Pollen Spray (DC 15) (Ex) As a standard action, a yellow musk creeper ...... An ent <TEXT TRUNCATED>
- Special Arrows (10/day) (DC 12) (Su) When a pixie ...... A pixie can generate a number of <TEXT TRUNCATED>
- Immunity to Magic (Ex) An ice golem effects function di <TEXT TRUNCATED>
- Disease (DC 14) (Su) Ghoul Fever: Bite-injury; save ...... A humanoid <TEXT TRUNCATED>
- Skullface (DC 13) (Su) As a standard action, a krenshar ...... The krenshar can emit a lou <TEXT TRUNCATED>
- Arcane Pool (+1) (3/day) (Su) At 1st level, the magus ...... The poo <TEXT TRUNCATED> (I don't even want to *think* about arcane poo. Lol.)
 
Something that has annoyed me for a really long time...the ammunition price calculation is wrong for enchantments.

50 +1 Bolts = 2000gp.
However, HeroLab Translates this into 50x that when you sell it. Also in the gear score, it says the 50x price.

As luck would have it, I just fixed this bug. It should be in the next release. It's been in the queue for a long time, a quick search of the forums shows reference at least back to February (Steev42 posted about it and it was already known then). But everyone should keep in mind we don't fix things in the order that we have them reported. It has to be weighted by amount of work required vs reward. Just luck it happened to have risen to the top just now.
 
Last edited:
I created a level 6 Duergar Polearm Master which was a CR 5. I then added the skeleton champion template to the monster and the CR went to 10. This does not correspond to the listing in the bestiary that it uses the skeleton CR chart +1.

UNNAMED HERO CR 10
Male Duergar Fighter (Polearm Master) 6
NE Medium Undead
Init +7; Senses Darkvision (120 feet); Perception +11
--------------------
DEFENSE
--------------------
AC 24, touch 14, flat-footed 20 (+8 armor, +3 Dex, +2 natural, +1 dodge)
hp 93 (6d10+2d8+24)
Fort +7, Ref +5, Will +6
Defensive Abilities Channel Resistance +4; DR 5/bludgeoning; Immune cold, paralysis, phantasms, poison, Undead Traits; Resist Duergar Immunities
Weakness Light Sensitivity
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +2 Glaive +15/+10 (1d10+11/20/x3) and
Claw x2 (Skeleton Champion) +6 x2 (1d4+2/20/x2) and
Unarmed Strike +11/+6 (1d3+4/20/x2)
Special Attacks Pole Fighting -3, Steadfast Pike +1
Spell-Like Abilities Enlarge Person (1/day), Invisibility (1/day)
--------------------
STATISTICS
--------------------
Str 18, Dex 16, Con -, Int 12, Wis 12, Cha 14
Base Atk +7; CMB +11; CMD 25
Feats Cleave, Dodge, Great Cleave, Improved Initiative, Lunge, Power Attack -2/+4, Toughness +8, Weapon Focus: Glaive, Weapon Specialization: Glaive
Skills Acrobatics +2, Climb +3, Escape Artist +2, Fly +2, Intimidate +12, Knowledge (Religion) +11, Perception +11, Ride +2, Spellcraft +11, Stealth +6, Swim +3
Languages Common, Dwarven, Giant, Undercommon
SQ Slow and Steady, Stability
Combat Gear +2 Glaive, +2 Mithral Agile Breastplate

Mithral: Weighs half as much as normal.;
--------------------
SPECIAL ABILITIES
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Duergar Immunities +2 racial bonus to save vs. Spells and Spell-Like effects.
Enlarge Person (1/day) (Sp) Cast Enlarge Person once per day.
Immunity to Cold You are immune to cold damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Phantasms You are immune to Phantasms.
Immunity to Poison You are immune to poison.
Invisibility (1/day) (Sp) Cast Enlarge Person once per day.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Lunge -2 to AC for +5' reach
Pole Fighting -3 (Ex) Use a spear or polearm against adjacent targets with a -3 penalty.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Steadfast Pike +1 (Ex) +1 to hit on readied attacks and AoO with polearms & spears.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
 
It would seem that the Exploration Sub-Domain is not being included when the God chosen is Abadar (who has access to Travel).

Other gods who have the Travel domain do actually get access to exploration correctly.
 
It would seem that the Exploration Sub-Domain is not being included when the God chosen is Abadar (who has access to Travel).

Other gods who have the Travel domain do actually get access to exploration correctly.

This is not a bug. Golarion gods do not necessarily give access to all the subdomains of their top-level domain. Per the table on page 91 of the APG, Abadar does not give the exploration subdomain.
 
The 'Arcane Armour Training' Feat was not working ... possible because the character only had 10% Arcane Spell Failure. Checked the Eval script and there was a reference to how much penalty there was. I lowered it from 2 to 1 and it worked but perhaps the check should be greater than 0?

Arcane Armor Mastery does appear to be working as intended, but I was able to duplicate the Arcane Armor Training bug. No change in reported failure chance when "Arcane Armor Training" is selected on the In-Play Tab.
 
I know this is a contested feat, but wouldn't raw allow Extra Evolution to be taken at 1, 5, 10, 15, 20? (yeah i know no feat selection at 20 but w/e).

Special: You CAN take this MULTIPLE times, BUT only once for every five summoner levels you possess.

That reads to me as the "for every 5 summoner levels" only applies when taking it multiple times. Meaning the first time you take it does not apply against this restriction. "You can take it multiple times, but when you do only once for every 5 summoner levels you possess."

Otherwise wouldn't it just say Special: "you can only select this feat once every five levels."

It's not contested. It was clarified many months ago by SKR

A summoner can select this evolution once for levels 1—4, again for levels 5–9, a third time at levels 10–14, a fourth time at levels 15–19, and a fifth time at level 20.
 
Status
Not open for further replies.
Back
Top