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Bug Reports - Version 7.1

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I see a possible issue for familiar attack bonuses. The PRD says:

My witch PC has a thrush familiar, with Str 1 & Dex 15. Its attack bonus with its beak attack should be +6 (+0 BAB, +4 size, +2 Dex) but instead is calculated as -1 (+0 BAB, +4 size, -5 Str).

Adding Weapon Finesse gets the attack bonus to show correctly, but means the familiar then has a validation error for too many feats.

Well I'll be a monkey's Uncle! Oook Ook! Fixed.
 
Zen Archer (Monk Archetype):
Level 3 ability "Zen Archery" : You may use Wis instead of Dex ( for attacks with bows)

at the moment, you have no choice : the system uses WIS - and for ALL ranged attacks
could you put a drop-down in the ability to choose which ability to use ? (in case Dex > Wis)

I'm showing it automatically using the higher of Dex or Wis, for Bows only. Must have been fixed in a previous release?
 
Unless I am mistaken, HL is giving first-level Fighters a bonus General feat in addition to the fighter's bonus Combat feat.

I can't reproduce this. Are you human? That gives you a bonus feat.

The Double Slice feat is negating the penalty for using Power Attack with an off-hand weapon. I can't find any text in the latest printing of the CRB which supports this behavior.

This was previously discussed and decided against making a change unless there is some official eratta.

Edit: Scratch that, change made.
 
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This may have been mentioned, but Aasimar's weight, at least the female, is static at 90lbs and there is no randomizer for it.

I'm planning to do a review of the ARG height/weight tables, I suspect we may have missed a few in the rush.
 
1.
Was just about to report the same error message as in posts #311 & #312, but as suggested in #313, saving and re-loading gets rid of the message (even without changing anything on the character).

2
Not really a glitches but typo's on a couple Rogue Talents:
Camouflage is misspelled as: Camoflage
Guileful Polyglot is misspelled as: Guileful Polygot

Thanks for the typo fixes.
 
The Daredevil Boots from Ultimate Equipment (and, I suspect, a whole lot of other items) are flagged as "Not available to Pathfinder Society characters". The latest "Additional Resources" from Paizo makes almost everything from UE PFS-legal.

It looks like we missed some of the items in which were present in previous books and not allowed, but were updated in UE. Thanks for the alert, if you find any more, please inform us.
 
I am having the same issue.

Also: Reach (Ex): One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet.

Does not have option for weapon (I am not using natural attacks). Note the Reach (Ex) evolution does not say "pick one natural attack."

James Jacobs answer to whether or not reach can be applied to weapon attacks (Yes they can.) can be found HERE

The same post answers Yes, and Eidolon can select Improved Natural Armor at level 1.

Thanks for the citation, change made.
 
From what I can tell this is an error in the fact that the builder does not give you an Eidolon as a synthesis it mearly runs a seperate overlay for that part of the character mods, that the class power "cSumFusEid" not "cEidolon" since at 16th level it then adds "cEidolon" as a class feature. This is just a guess. This happens for any feat requiring an Eidolon. I have tried to make a fix for it but since I am missing one key structure to figure it out, when you add a point to "hero.childfound[cEidolon].minion.child[resRaceCus].field[resMax].value" it does not also add to "hero.childfound[cSumFusEid].minion.child[resRaceCus].field[resLeft].value". I'm am sure that I'm off here because, I am not really sure if "hero.childfound[cSumFusEid].minion.child[resRaceCus].field[resLeft].value" is correct since it does not work when I make a Test Feat to try is. Though I can fix the red out for the requirements pretty easy. I am also not sure on how the interaction will affect the other arctypes. I think that most things that add to eidolon can be added to a synthsis in this way by just knowing the right location to add it in at.

Reference for Interactions on Synthsis and regular Eidolons found:
http://paizo.com/paizo/faq/v5748nruor1fz#v5748eaic9o7n
http://livingpf.wikia.com/wiki/Synthesist

Quote from Sean K Reynolds,
Feat Qualification: Does the fused eidolon qualify as an "eidolon class ability" for feat qualifications? Yes. Since the Ultimate Magic and Ultimate Combat books do not contain a feat that requires a "fused eidolon", the fused eidolon qualifies as a normal eidolon for feat selection.
—LPF Judge Vote Aug 28, 2011
Then later, a confirmation:
From the archetype:
"In all other cases, this ability functions as the summoner's normal eidolon ability..."
—Sean K Reynolds, Nov 11, 2011

Updated several feats to detect the Sythesist's Fused Eidolon as an Eidolon for pre-reqs.
 
Eidolon's flight evolutions have an option to increase their fly speed; I'm not super good with the editor, how do I add an evolution?

Currently I'm just leaving an evolution point unspent, and added 20 ft to the fly speed as an adjustment, but it looks a little awkward for PFS usage.

Thanks for pointing this out, the previous version was working by adding the Flight evolution again for each speed increase, but this would cost 2 or 4 points per enhancement (instead of 1 point).
 
There is an error with feats that use #skillranks in their scripts when using #skillinnate in creating a race/monster. #skillranks does not seem to recognize the number of ranks assigned with #skillinnate.

For example, the Alertness feat does not give the +4 bonus (vs. +2) if you have 10 or more ranks in Perception or Sense Motive assigned by #skillinnate. However it does work if you add ranks normally via the skills tab.

I'm not able to reproduce this, my test was the balor race, + the Alertness feat (Perception increases by 4, from 38 to 42) and with the Decietful feat (Bluff increases 31 to 35)
 
Grappling Arrows (and possibly other items) have become inaccessable even though I have Adventurer's Armory.

I'm not showing that item anywhere in any package, anything else you notice missing? This item is now present and sourced to Adventurer's Armory.
 
I'm able to select multiple archtypes (ATs) even if I'm not allowed. Sometimes it works right, other times it does not. At first, I thought it was only happening when the two ATs "changed" rather then "replaced" the same ability (Musker Master & Pistolero), but it is not just then. I can take, as a paladin, the Oath Against Fiends and the Oath Against Undeath, both of which replace the 6th level mercy AND the Aura of Resolve.

Looks like Aura of Resolve wasn't being replaced by Oath against Undeath, but I am not seeing that there should be a conflict between Musket Master and Pistolero.

Musket Master replaces:
gunslinger's dodge, utility shot, and firearm training 1, 2, 3, and 4

Pistolero replaces:
startling shot, and menacing shot.
modifies:
deadeye

There are no conflicts.
 
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