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Pathfinder Bug reports - version 2.6

1 - It only allows you to select a class you *already have*. I find nothing in the trait that would indicate such a restriction (A lvl 1 Fighter might take such a trait for Wizard, and then pick up Wizard as a class later on)

You can just leave the Magical Knack unselected until you gain the other class - just ignore the validation error.
 
The Armor Expert trait (thingid trArmorExp) is correctly lowering the ACP on armor and shields, but the actual value being applied to the skills does not include the lowered ACP. So for example it shows only -2 ACP on the armor, but it still removes -3 from the actual skills.

Also it appears the trait is lowering the ACP of shields and going by the wording I think it should only lower armor values not shields also.

Thanks

Fixed in the next update - thanks. I think you're right about the shields, and I've changed that, too.
 
The weapon Sai (thingid wSai) has the following description "Special Monk weapon. +4 to Disarm rolls with a Sai." The issue is that in PFRPG a sai gives a +2 bonus on Combat Maneuver Checks to sunder an enemy's weapon.
 
Minor bug:

The shadowdancer prestige class gives darkvision 60ft, unless your race has darkvision already, in which case it adds 30ft. The ability reads correctly in the SHD tab, but the Special tab only lists darkvision 60ft from the SHD and nothing from my race (Aasimar). Tested with dwarf as well, still no 90ft range
 
Minor bug:

The shadowdancer prestige class gives darkvision 60ft, unless your race has darkvision already, in which case it adds 30ft. The ability reads correctly in the SHD tab, but the Special tab only lists darkvision 60ft from the SHD and nothing from my race (Aasimar). Tested with dwarf as well, still no 90ft range
 
The "Armor Training" trait is actually making my negative skill modifier MORE negative.

1st lvl fighter with Armor Training, Chain Shirt, Large Shield, 17 Str (+3 mod) and no ranks in Climb is showing -4 total to climb, and when I delete the "Armor Training" trait, it improves to -3.
 
It looks like the armor check penalty is stored as a positive number, then subtracted where needed. What the eval script is doing is adding one to the number instead of subtracting it. Try replacing the eval script with this:

Code:
      foreach pick in hero from BaseArmor
        if eachpick.field[arArmorChk].value >=1 then
          eachpick.field[arArmorChk].value -= 1
        endif
        nexteach

This should cycle through every armor on the hero, and decrease its armor check penalty by 1 if it has one.
 
The "Armor Training" trait is actually making my negative skill modifier MORE negative.

1st lvl fighter with Armor Training, Chain Shirt, Large Shield, 17 Str (+3 mod) and no ranks in Climb is showing -4 total to climb, and when I delete the "Armor Training" trait, it improves to -3.

By "Armor Training" do you mean the "Armor Expert" trait or the "Armor Training" ability for the Fighter?

When I add a Chain Shirt, and a Heavy Steel Shield to a STR 17 Fighter 1, I get a climb skill of -1 (0 + 3 STR - 2 for a chain shirt, -2 for a heavy steel shield). Adding the Armor Expert trait modifies the skill value to 0, since it lowers the chain shirt to -1.

Please check earlier posts in this thread - are you reporting the bugs that armor training and armor expert are applying their modifiers too late for those to be applied to the skills?
 
It looks like the armor check penalty is stored as a positive number, then subtracted where needed. What the eval script is doing is adding one to the number instead of subtracting it. Try replacing the eval script with this:

Code:
      foreach pick in hero from BaseArmor
        if eachpick.field[arArmorChk].value >=1 then
          eachpick.field[arArmorChk].value -= 1
        endif
        nexteach

This should cycle through every armor on the hero, and decrease its armor check penalty by 1 if it has one.

This is incorrect - arArmorChk is stored on the armor as a negative number. Are you looking at this from the perspective of the editor? There the ACP is displayed as a positive number, but the field value that's calculated from what you enter in the editor is negative.
 
Sorry, I meant the trait. Everything being equal (just deleting the trait and re-adding it), the trait made my climb, swim and ride skills get worse by 1 point, not better.

(If it helps, it was a Pathfinder Society character (only optional toggle hit), level 1, as I described. His traits were Armor Expert and Vengeful (Taldor). He was a Bard 1, 17 str, no ranks in climb, swim or ride, chain shirt, heavy wooden shield, 10 dex, and the total skill mod for climb, swim and ride were -4. When I deleted the Armor Expert trait, they all went to -3.)


EDIT: I just tried it with a demo version at work. Adding skills before selecting the trait gave no benefit. Adding the trait didn't change the numbers in either the skills tab nor the armor tab. Unequiping the armor (with the trait in effect) and then re-equiping it gave the right numbers on the armor tab, but had no effect at all on the skills tab. In any case, this is a different issue than what I was seeing in my portfolio at home. Right now, with the demo at work, I can't get the Armor Expert Trait to give any benefit with chain shirt + hvy wooden shield.
 
Last edited:
The magic weapon Venom Dagger(thingid iDagVenom) shows in Tracked Resources that it can be used twice per day, but the description for the item says once per day.

The stranger part is I see that its marked in the editor as 1 for "Total Charges" so I don't know why its showing up as two...
 
This is incorrect - arArmorChk is stored on the armor as a negative number. Are you looking at this from the perspective of the editor? There the ACP is displayed as a positive number, but the field value that's calculated from what you enter in the editor is negative.

I was looking at it from the editor's perspective. My apologies. Perhaps it's a timing issue?
 
The magic item "Amulet of Mighty Fists" (Thingid ioAmFists1 to 5) only applies its bonus to unarmed attacks and does not apply the bonus to any natural weapons. This is a needed now that Eidolon can wear them and have natural attacks.
 
Made an Elven Fighter (6)/ Wizard (1)/ Arcane Archer (5) and when I go to purchase an Elven Curve Blade it tells me I am not proficient with that weapon. I haven't checked with any other setup to see if its just that one or not. And Fighter was the first class I picked. Thank you.
 
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