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Pathfinder Bug Reports - collection 3

I'm not sure that the Defensive Combat Training feat is working properly. When making a 6th-level monk with this feat, we kept somehow ending up with an unexplained +6 bonus to CMD. I *think* what's happening is that the feat is adding the character's HD to BAB, when -- as I read it -- the character's HD should *replace* BAB in the CMD formula instead.

Oh, also, not a bug, but in the magic category it would be great to have "Add custom potion" and "Add custom wand" options a la "Add custom scroll." (I know items can be created in the editor, but just to toss that in.)
 
Found it. If Defensive Combat Training is added, it adds the monk's modified AC bonus (inclding WIS) to CMD a second time. Good catch. It'll be fixed in the next update.

Custom potion and custom wand selections have been on my to-do list for a while, but I haven't had a large enough block of time to implement them. Sorry about that.
 
One of my players has an Ankylosaurus familiar. The Bestiary has the Tail Slap damage as 1d6, but Herolab is outputting 2d4 on the PDF.
 
I don't suppose anyone's seen any errata for the Ankylosaurus? Every other animal companion, when it increases size by 1 step, increases the damage on its natural attacks by 1 step.

The ankylosaurus' tail attack goes from 1d6 to 2d6, which is two steps (the table is on pg 145 of the main book), so the 2d4 produces the correct damage at level 7+.

One more size step up (to huge) on the weapon gives 3d6 damage, which matches the damage for the base animal at that size.
 
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I'm confused!! I guess I don't understand the rules completely on this. The character is 1st level, so I assumed the familiar's stats should align with the starting stats given in the Bestiary.
 
For animal companions, they do use the animal companion stats given at the bottom of their entries. In the case of the Ankylosaurus, I think there's an error in those stats. Natural attacks change damage when their size changes, but the Ankylosaurus' tail is the only example of an animal companion that doesn't follow the same progression as the others. To match the size L damage you'd get at druid level 7+, and the size H damage that's given in the statblock, the size M damage for a druid level 1's companion would have to be either 2d4 or 1d8.
 
Quote:
Originally Posted by modus0 View Post
The minimum height for both Elves and Half-elves is incorrect, still going off the 3.5 minimums instead of the Pathfinder ones. Likewise, the die type for the Male elf's height modifier has been increased from 2d6 to 2d8.

And given that Pathfinder uses a Weight Modifier that is a multiplier (x3 lbs. for an elf, as opposed to the 3.5 x[1d6] lbs.), would it be easier to force an averaging of the die roll, or change to a multiplier?

I apologize - I didn't pay any attention to the height and weight calculations to figure out if they'd changed. I'll get this fixed, thanks for the report.

I am glad I looked thru the bug reports first. I have also noticed issues with Height and Weight. The half-orc minimum height is correct but the random dice roll is set to 2d8 rather than 2d12.

Also, with the half-orc the random weight calculation is incorrect.
The correct calculation should be 150 + (2d12 * 7), for the male half-orc.

Glen
 
Cleave under the "Special" tab

The explanation for cleave under the "Special" tab is incorrect for the Pathfinder rules (though correct for D&D 3.5). It reads kill a creature, get an extra attack, where under Pathfinder, if you hit the first creature you get a second attack whether you kill it or not. The explanation for the feat under the "Feats" tab is correct.
 
Bug in LOF Campaign Trait

Hi, for the Legacy of Fire campaign trait "Missionary" the skills HL allows are only Bluff, Diplomacy, and Sense Motive. Intimidate, Knowledge (Religion), and Perform (any) should also be allowed. Hopefully this will be an easy fix for you.

Also, and I just may be wrong here, HL only allows 1 campaign trait. That may be in the rules and maybe I missed it. Would you mind confirming?

Overall I really really like your product. You can thank Jamie Chambers for "selling" me on it.
 
The explanation for cleave under the "Special" tab is incorrect for the Pathfinder rules (though correct for D&D 3.5). It reads kill a creature, get an extra attack, where under Pathfinder, if you hit the first creature you get a second attack whether you kill it or not. The explanation for the feat under the "Feats" tab is correct.

Fixed in the next update, thanks for the report.
 
Hi, for the Legacy of Fire campaign trait "Missionary" the skills HL allows are only Bluff, Diplomacy, and Sense Motive. Intimidate, Knowledge (Religion), and Perform (any) should also be allowed. Hopefully this will be an easy fix for you.

Fixed in the next update, thanks for catching this.

Also, and I just may be wrong here, HL only allows 1 campaign trait. That may be in the rules and maybe I missed it. Would you mind confirming?

I've been going with the implied restriction here (pg 3 of the web traits supplement, top left):

For Pathfinder Adventure Paths, there are two categories of traits to choose from. One of your traits must be a campaign trait chosen from the list given in that Adventure Path’s Player’s Guide—this trait ties your character into the campaign’s storyline and gives you a built-in reason to begin the first adventure. Your other trait can be chosen from one of the other types of traits: basic traits, region traits, race traits, or religion traits.


Since you must take 1 campaign trait and 1 non-campaign trait, that implies that you can only ever have 1 campaign trait. Since the program doesn't know if a character using one of the adventute path sources is actually being played through that adventure path, or is just adventuring in Golarion, the minimum 1 campaign trait isn't enforced. I think this assumption is supported by the fact that the organized play faction traits are noted to be a type of campaign trait, and they're specifically restricted to 1 faction trait.​
 
I agree

Since you must take 1 campaign trait and 1 non-campaign trait, that implies that you can only ever have 1 campaign trait. I think this assumption is supported by the fact that the organized play faction traits are noted to be a type of campaign trait, and they're specifically restricted to 1 faction trait.​

AH yes, I think that the organized play rule does demonstrate the spirit of the rule. Being a CPA I have a tendency to read RPG rules the same way I have to read the IRS code and the "CAN be an x, y, or z trait" was not the same as a "MUST" or "SHALL". But I believe you accurately identified the spirit of the rule. And your interpretation makes sense. Logic rarely applies to IRS rules. :-)
 
It looks like HL is limiting characters to starting languages allowed by race even if they take the Linguist skill multiple times.

I'm making an 8th level Halfling who's taken 8 ranks in Linguistics, but in the language choices most of the selections are still grayed out with the message 'Your background doesn't allow you to learn this language as a starting language.'
 
Also Improved Disarm/Improved Trip now add +2 CMB for Disarm/Trip attempts, and +2 CMD vs. those particular maneuvers.

Greater Trip adds an additional +2 CMB to Trip, and allows AoOs vs. Tripped Opponents.
 
It looks like HL is limiting characters to starting languages allowed by race even if they take the Linguist skill multiple times.

I'm making an 8th level Halfling who's taken 8 ranks in Linguistics, but in the language choices most of the selections are still grayed out with the message 'Your background doesn't allow you to learn this language as a starting language.'

If you select them on the Personal tab, they won't complain once selected.
 
Also Improved Disarm/Improved Trip now add +2 CMB for Disarm/Trip attempts, and +2 CMD vs. those particular maneuvers.

Greater Trip adds an additional +2 CMB to Trip, and allows AoOs vs. Tripped Opponents.

To be fixed. Going systematically through the files and checking that the summary text is still relevant is a project I never got to.
 
minor error.

Herolab has this item cost start at 6k to 150k and the description is not correct. Maybe more items like this?

Amulet of Mighty Fists
Aura faint evocation; CL 5th
Slot neck; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3),
80,000 gp (+4), 125,000 gp (+5); Weight —
Description
This amulet grants an enhancement bonus of +1 to +5 on attack
and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities,
so long as they can be applied to unarmed attacks. See Table 15–9
for a list of abilities. Special abilities count as additional bonuses for
determining the market value of the item, but do not modify attack
or damage bonuses. An amulet of mighty fists cannot have a modified
bonus (enhancement bonus plus special ability bonus equivalents)
higher than +5. An amulet of mighty fists does not need to have a +1
enhancement bonus to grant a melee weapon special ability.
Construction
Requirements Craft Wondrous Item, greater magic fang, creator’s
caster level must be at least three times the amulet’s bonus,
plus any requirements of the melee weapon special abilities;
Cost 2,500 gp (+1), 10,000 gp (+2), 22,500 gp (+3), 40,000 gp
(+4), 62,500 gp (+5)
 
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