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Pathfinder Bug Reports - version 6.13

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Problem with the Half Celestial Template

Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

The template only appears to allow adding a +2 bonus to three abilities and doesn't allow +4 to the other three.
 
Problem with the Half Celestial Template

Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

The template only appears to allow adding a +2 bonus to three abilities and doesn't allow +4 to the other three.

I believe what it's doing is automatically applying the +2 bonus to *all* scores, and then asking you to which three you want to apply an *additional* +2.

I admit, though, that the process is really confusing. It would probably be better to have three selections for +4, and another three for +2, so the user really understands what is happening.
 
A small type:
in "Import Stock Hero...", under "Miscellaneous Monsters (S-T)", I see "Sksleton, Burning (Human)" in place of "Skeleton, Burning (Human)".
 
Preparing portfolio for distribution

When you prepare a portfolio for distribution it removes Ultimate Combat as a source when it shouldn't (for example, if hero has a weapon from that book).
 
When you prepare a portfolio for distribution it removes Ultimate Combat as a source when it shouldn't (for example, if hero has a weapon from that book).

Which specific weapons is this happening for?

Is Ultimate Combat the only source on that weapon? If not, are any of the other sources things you don't need to purchase, like ISWG?
 
Vivisectionist in PFS Organized Play

In a PFS character, I chose the Vivisectionist archetype and the Brew Potion feat replacement doesn't seem to have worked correctly. It seems that the character still has Extra Bombs instead. For reference (from the "PFS Organized Play - Additional Resources" document:)

"...the vivisectionist alchemist gains Skill Focus (Craft [alchemy] or Knowledge [nature]) in place of Brew Potion at 1st level..."​

This is probably known, but haven't been able to find a note about it in the bugs list so adding it here.
 
I believe what it's doing is automatically applying the +2 bonus to *all* scores, and then asking you to which three you want to apply an *additional* +2.

I admit, though, that the process is really confusing. It would probably be better to have three selections for +4, and another three for +2, so the user really understands what is happening.

Good to know. I didn't look that closely at the results, it had everything up else up front and just the three places to add +2, so I presumed it was missing without actually checking. May be a non issue then.

Thanks.
 
I know sawtooth has been reported before but also saw it had an update in 6.13 so I apologize for reporting if already on the to-do list.
[*]The Sawtooth Sabre has been updated to the latest version (from Inner Sea World Guide), and now counts as Light for the purposes of Two Weapon Fighting only (and not for weapon finesse or other things).
So I was playing around with the "Helper.TwoWpLight" tag as I wanted to use it for some house rules and found strange results. So I went back to my CORE data set with no .user files and tested out the Sawtooth weapon.

What I found was the value for the Main hand is 2 points off. I used as a test character a level 1 Fighter, all abilities scores as 10, Exotic Weapon(Sawtooth) feat, Two-Weapon Fighting feat, and two normal non-magical Sawtooth weapons.

What I got when I equipped one sawtooth as main and the 2nd as off-hand was that the main hand was at -3 and the off-hand was -1. See attached image.

So it should be -1 for both main and off hand same as if I was wielding a sawtooth and a dagger.

Main: +1 Bab, +0 Str, -2 TWF with a light-off hand = -1
Off-Hand: +1 Bab, +0 Str, -2 TWF with a light-off hand = -1

Thanks
 

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Some armors are incorrectyl affecting armor check penalties to skills, and incorrectly reducing speed. Chain Shirts and Studded leather both reduce speed as if they were medium, and a Masterwork Chain Shirt and normal Studded both report acp values of -1 on the armor tab, but apply a -2 to acp affected skills.
 
Favorite Wordspells Issue - List doesn't scroll - Any Updates?

Does anyone know if there has been any recognition or correction to the issue (mentioned twice: http://forums.wolflair.com/showpost.php?p=59076&postcount=287, http://forums.wolflair.com/showpost.php?p=66498&postcount=72) regarding Wordcasting Sorcerers and the Favorite Wordspells list? The second above-linked post did not seem to get any acknowledgement within the Bug Reports thread, and was made ~3 months ago, while the first went unaddressed ~4 months prior to that.

Even something as simple as putting the "Create Favorite Wordspells" button-feature at the top of the Favorite Wordspells list would be an improvement, as one would retain the ability to construct more spells and add to the list, which will show up fully in a scrolling list on the spells tab. Presently, once one has constructed enough favorite wordspells, the interface element that allows the construction of more is bumped off the bottom of the page while no scrollbar is created to allow access.

As I had no desire to replicate a post in the Bug Report thread (as the issue is clearly reported), I've created this thread to see if anyone has any additional information.

For a Wizard or a Cleric, this is hardly an issue, as they are prepared casters and are therefore not going to want to put together a list of all possible combinations of valid Wordspells, just the spells they'll want to memorize. For spontaneous casters, however, this is a critical issue, as it means that there is no way to construct a complete list of Wordspells that the character is able to put together, since spontaneous wordcasters can do so on the fly.

Further, when a wordcaster knows enough Words (the top list on the class page), the entire list of favorite wordspells gets pushed off-screen with no means to access it.
 
Not sure if this is a bug or not, but I am going to report it.

CMD shows the full Dex bonus on the calculation line when it is penalized for medium or heavy load. The total of the CMD still accounts for the load penalty, but the numbers shown add up to the full value for an unencumbered character.
 
I am not sure if this has been reported before; I don't recall seeing it in previous posts, anyway:

The "Other Adjustments" section of the Adjustments as some wonkiness with the Remove buttons. I added four to a PC, so they appear in two rows of two. The first row in the "Other Adjustments" section of the "Adjust" tab has no "x" buttons to remove the entires, but the second row does.

Viewing the same character with the pop-up window, the same adjustments have "x" buttons on the first row but not on the second. The layout is the same for both, so the entries that do not have an "x" on the Adjust tab do on the pop-up window, and the ones to do have it on the adjust tab do not on the pop-up window.
 
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