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Daemonfey
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Join Date: Oct 2011
Posts: 49

Old December 16th, 2011, 08:36 AM
The Changeling receives the "Common" Language twice! Instead, it should start play knowing "Common" and "speaking the primary language of their host society" - thus a customizeable bonus language, I guess.
Also, following the fluff of the changeling, they are all female - but HL allows you to create male ones... - I would not change that, though.
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Jobe00
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Join Date: Nov 2008
Location: Jonesboro, Arkansas
Posts: 150

Old December 16th, 2011, 09:38 PM
I used the Editor to create a 3 level prestige class. The saves are all wrong for it.
For the "Fast" save, the progression is +1, +1, +2 when it should be +2, +3, +3.
For the "Slow" saves, the progression is +0, +1, +1 when they should be +0, +0, +1.

Last edited by Jobe00; December 16th, 2011 at 09:45 PM.
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blzbob
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Location: Mountlake Terrace, Washington
Posts: 407

Old December 16th, 2011, 09:50 PM
Quote:
Originally Posted by Jobe00 View Post
I used the Editor to create a 3 level prestige class. The saves are all wrong for it.
For the "Fast" save, the progression is +1, +1, +2 when it should be +2, +3, +3.
For the "Slow" saves, the progression is +0, +1, +1 when they should be +0, +0, +1.
Looks like Pathfinder changed the save progression for prestige classes. Every prestige class in the Core Book follows the progression in Hero Lab.
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Jobe00
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Old December 16th, 2011, 10:18 PM
Quote:
Originally Posted by blzbob View Post
Looks like Pathfinder changed the save progression for prestige classes. Every prestige class in the Core Book follows the progression in Hero Lab.
OK...I hadn't noticed that before.

I was converting over the old Paragon Classes, so I guess I need to make them as Core classes instead of Prestige classes.
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Pezmerga
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Join Date: Oct 2010
Location: Cincinnati, OH
Posts: 328

Old December 17th, 2011, 12:25 AM
Two things.

1. Feral Combat Training should augment your natural weapon damage if you are a monk.

Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.

2. Hulking Changeling doesn't add +1 damage to melee attacks, such as equipped weapons and Natural attacks, or your unarmed damage.

Hulking Changeling: A changeling who was born of an annis hag is much more physically formidable than other changelings. You receive a +1 trait bonus on any damage you inflict with a melee attack.
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blzbob
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Location: Mountlake Terrace, Washington
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Old December 17th, 2011, 05:08 AM
Quote:
Originally Posted by Jobe00 View Post
OK...I hadn't noticed that before.

I was converting over the old Paragon Classes, so I guess I need to make them as Core classes instead of Prestige classes.
I think that someone did this with one of the paragon classes already. If I recall, you can find it at d20prd.
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Silveras
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Join Date: Aug 2010
Posts: 1,528

Old December 17th, 2011, 11:52 AM
I had originally posted this as a suggestion in another thread, but the more I think about it, the more it seems a bug in the implementation.

Haunt Siphons (a magic item in the Carrion Crown AP) have several states. A siphon can be unused, it can hold the negative energy of a neutralized haunt, it can be expended (used but failed to neutralize a haunt), and consumed (a charged haunt siphon can be used as a splash weapon).

As implemented in the data set, the haunt siphon is just "there". It needs to be able to track the state in some way. Maybe it needs to be two items.. a second entry for a "Haunt Siphon (Charged)" that has a tracker similar to Alchemist's Fire or other splash weapons would be needed. It would be ideal if one entry could track all states, of course.
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Exitilus
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Join Date: Aug 2010
Posts: 90

Old December 18th, 2011, 07:12 AM
Advanced Player's Guide - Anti Paladin

Missing the Plaguebringer Special Ability gained at Level 3
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Exitilus
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Posts: 90

Old December 18th, 2011, 07:24 AM
Cleric Spell List - Vision of Hell

There are two Vision of Hell spells. One was presented in Book of the Damned 1 and then that was added (and slightly adjusted) in Ultimate Magic.
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Solonar
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Join Date: Jun 2011
Posts: 9

Old December 19th, 2011, 10:59 AM
In attempting to create a Magus with the Kensai archetype, there appears to be a scripting (possibly timing?) issue with Armor Proficiency (Light), as it will not allow that feat to be possessed, even when added from another class or entered in under the adjustment tab.

Addition: Once the Kensai archetype is selected, the character also cannot learn the feat Martial Weapon Proficiency (All), even when another class is taken (such as fighter).

I'm sure I could create an alternate Kensai archetype that wouldn't have these errors, but I would like to see them fixed in an update.

Last edited by Solonar; January 5th, 2012 at 11:20 AM.
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