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Pathfinder Bug Reports - Version 3.6

The feat Shatter Defenses lists Point Blank Shot in the red text. In the full text it lists the correct feats.

Fixed in the next update, thanks for the report. (fortunately, it was looking for Dazzling Display to fill that prereq, just listing the wrong feat in its text).
 
The mount of cavalier has armor proficiency (light, medium and heavy), but this is incorrect.
It start only with Light Proficiency bonus feat.
Fix this pls!

In the description of the Animal Type (Bestiary, pg. 306), it says "Proficient with no armor unless trained for war."

Rather than restricting it to light armor proficiency, I've interpreted this as meaning that the Combat Training trick (from animal handling) grants light, medium, and heavy armor proficiencies.

Otherwise, the riding dog as listed in the bestiary would not be proficient with the scale barding it's pictured in (admittedly, an illustration shouldn't be relied upon for this sort of thing). I haven't seen anything else that suggests a war-trained animal should need to purchase additional armor proficiencies. As 2 HD creatures, if they receive light armor proficiency free from combat training, the riding dog and horse don't have the feat slots available to purchase both medium and heavy armor proficiencies. So how do you get a mount in full plate barding?

If anyone's seen any errata or official answers that support this or refute it, I'm happy to alter my interpretation of the rules.
 
I took a standard (5 HD, 5 heads) Hydra and added 7 HD to it to make a 12-headed Hydra. Most increases were OK, but a couple of things went wrong:

The Hydra ended up with 17 heads. It looks like it took all the HD and added on the initial 5 heads, rather than taking the additional HD and adding the initial heads (or even just taking the total HD as the total heads).

The hydra's natural armour didn't increase in line with what the bestiary says. According to the bestiary, each additional HD should add a head and a point of natural armour, but there was no increase in the natural armour.

When I add 7 HD to the hydra using the "Additional HD" option on the classes tab, the hydra has 12 bite attacks and fast healing 12. The # heads added or removed counter on the in-play tab also properly goes from -12 (all the heads chopped off) to +12 (they can't have a total number of heads beyond 2 * HD). I'm afraid I can't duplicate what you're seeing.

The AC increase with additional HD wasn't being applied. Thanks for reporting that, it'll be fixed in the next update.
 
So how do you get a mount in full plate barding?
If anyone's seen any errata or official answers that support this or refute it, I'm happy to alter my interpretation of the rules.
While I am in 100% agreement here as Plate Barding is pretty common for a heavy warhorse and be strange to have to waste 2 additional feats to get it. On the other strange hand the write up for the Cavalier Mount says the following: The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat.

So by exact wording it is only Light by reading it RAW. Though JJ seems to sort of imply HERE that the wording was too change when the final version was to come out.

So while I will house rule all three armors for War-Trained it's not exactly what the rules say. Best I can show for additional info. :confused: :( :) :)
 
The spell Pillar of Life is a 6th level spell and in the program it is showing as a 1st level spell.

Fixed in the next update, thanks for the report.

The description for the Tieling Bite Special attack is wrong. It has the same description as the +1 vs. good outsiders abilities, when it should have the bite description.

Fixed in the next update, thanks for the report.

Noticed not all tiefling alternate special abilities are in the menu to be selected.

From the FAQ:

Added the option for Tieflings to use the variant heritages and variant abilities from Pathfinder #25. To see these, the Council of Thieves source must be selected. Because there are 100 different abilities, only the first 20, #67 and #100 have been added so far. A few more will be added with each update until the list is complete.

I'm sorry I haven't gotten them all done, I just have too many other things to do. I'm happy to fill in one or two requests if you need one for your character/NPC. They should hopefully be relatively easy to add in the editor, if you only need a few.
 
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Another Cavalier mount problem.
According to the description on P33 APG; The mount functions as a druids animal companion,using the Cavalier's level as his druids level.
So far so good.
I go to the druid entry in the Core Rulebook and on P.54 they list a horse as a companion. It gives the horse a +4 natural armor bonus. Yet it does not give it to the cavalier's mount in Hero Lab?

Fixed in the next update, thanks for the report.
 
The cavalier appears to be taking his armor check penalty to the Ride skill. A class feature for them is that they do not have armor affect Ride.

Because this effect only applies to Ride checks while riding the mount, not all ride checks, it isn't displayed in Hero Lab.
 
Also, when I make a quadraped eidolon with a single attack (bite) it should automatically get 1.5 Str bonus to damage, I shouldn't have to select an evolution for this.

Starting with a blank character, I added a level of summoner, added the Eidolon, and then selected Quadruped. The bite's damage is 1d6+3, with a STR bonus of +2, so it's including the x1.5. What are you seeing?
 
As an experiment, I created a Nymph Druid 1/Sorcerer 6/Mystic Theurge 10 and that all seemed to work fine so I think the problem is just the Mystic Theurge spellcasting enhancement not picking up racially-inherent spellcasting.

Thanks for the report. I've put this on my to-do list.
 
The BAB from the Monk's class even when flurrying DOES stack with other classes. If it didn't it would be a MAJOR draw back for the class if they ever multiclassed. Plus this would be very strange as the default behavior of BAB is to stack from other classes and if it didn't their would have to be a special notation saying its an exception to the normal rules.

HERE is the link to Jason clarifying that a Monk 5/Fighter 5 that did Flurry would have a +10 BAB.

Matthias, any chance of getting this changed given the clarification from Jason?

I'm not sure if I'll get to it before the next update, but I've put it on my to-do list.
 
1. In the Gear section of the PDF, spells in a scroll are cut off instead of wrapping to multiple lines. I created a scroll with 5 spells on it, and the last few spells on the scroll are cut off and dont' show up on the PDF at all.

I've put this on my to-do list, thanks for the report.

2. The Special Abilities section appears in two places on the character sheet (one on the first page and one on the second page, after the Gear and equipped weapons and armor sections), and each section displays different special abilities. Please consolidate all special abilities into one section

3. Weapons appear in several different places (some on the first page, and some on the second page after the Gear section -- this is very annoying since you must look all over the character sheet to find your weapons). Please consolidate all weapons into one section.

When the lists can't finish putting everything on the first page, they spill over to the second page.

4. Weapons show up in undesirable order, and unequipped weapons are often shown before equipped weapons. For example, on my dwarven ranger, unarmed strike shows up on the character sheet before his waraxe. It would be great if equipped weapons always showed first in the list. It would also be nice if unarmed strike was not shown at all unless the character is a monk or has the improved unarmed strike feat. If that's too complex to code, then perhaps have a checkbox next to unarmed strike that gives you the option to hide it when exporting the character to PDF.

Weapon ordering is on my to-do list.

On the configure hero form that you see when you create a new character (or go to the character menu and select "Configure Hero Form", click on the list of options that's on the right hand side. Near the bottom of this list will be "Hide Unarmed (in weapons)"
 
While I am in 100% agreement here as Plate Barding is pretty common for a heavy warhorse and be strange to have to waste 2 additional feats to get it. On the other strange hand the write up for the Cavalier Mount says the following: The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat.

So by exact wording it is only Light by reading it RAW. Though JJ seems to sort of imply HERE that the wording was too change when the final version was to come out.

So while I will house rule all three armors for War-Trained it's not exactly what the rules say. Best I can show for additional info. :confused: :( :) :)

I think I'll hold off on this for a little while, and see if we can find something more directly on point. Thanks for the quick answer.
 
Starting with a blank character, I added a level of summoner, added the Eidolon, and then selected Quadruped. The bite's damage is 1d6+3, with a STR bonus of +2, so it's including the x1.5. What are you seeing?

I think this is all my fault, I was trying to select the Improved Natural Attack (bite) evolution and the Bite evolution was throwing me off. But I did notice that HL says you need to be a 5th level summoner to select the Improved Natural Armor Evolution and thats not correct.
 
I think this is all my fault, I was trying to select the Improved Natural Attack (bite) evolution and the Bite evolution was throwing me off. But I did notice that HL says you need to be a 5th level summoner to select the Improved Natural Armor Evolution and thats not correct.

From the natural armor evolution: "This evolution can be taken once for every 5 levels the summoner possesses."
 
While I am in 100% agreement here as Plate Barding is pretty common for a heavy warhorse and be strange to have to waste 2 additional feats to get it. On the other strange hand the write up for the Cavalier Mount says the following: The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat.

So by exact wording it is only Light by reading it RAW. Though JJ seems to sort of imply HERE that the wording was too change when the final version was to come out.

So while I will house rule all three armors for War-Trained it's not exactly what the rules say. Best I can show for additional info. :confused: :( :) :)
I think I'll hold off on this for a little while, and see if we can find something more directly on point. Thanks for the quick answer.
I found something more on point from JJ yesterday and figured I will point you to the post. The full post is located HERE.

He is kind of rambling but the important part is "For now, though, it's safe to assume that a mount that's trained for war gets Light Armor proficiency for free, but needs to spend feats to get better armor. This does mean that most normal horses will never be able to get heavy armor training, and I'm kind of okay with that."

Hope that helps.
 
Not sure if this is a bug but when changing the size category of a 2-handed weapon to small for a medium sized creature it becomes light and 1-handed and reduces the atk bonus by -2 which is correct.

However if you dual wield say a small greataxe you get the 1.5x str bonus (not sure if thats normal or not, i get the impression from other places that the 1.5x str mod is to a weapon considered 2-handed not if you wield it that way) and you don't receive a further -2 to your atk bonus if you have two weapon fighting.

Is that correct? currently I get a 1.5x str mod to dmg and only -2 atk bonus to both weaps, which in this case leaves me with +7 to atk bonus from a +9 normal on both, i wouldve assumed that i would get the extra -2 to atk bonus from dual wield to give a -4 total.
 
Not sure if this is a bug but when changing the size category of a 2-handed weapon to small for a medium sized creature it becomes light and 1-handed and reduces the atk bonus by -2 which is correct.

I don't think it becomes light, but it does become 1-hd. I am not 100% sure what you are going for here, but this is what I get from your question: you are taking a 2-hd weapon, and making it small (for instance, a greataxe sized for a halfling). Then, I assume you are going to give this weapon to a medium creature (for instance, obtain the halfling's greataxe and give it to a human for use). Then, you want said human to have two of them and dual-wield.

However if you dual wield say a small greataxe you get the 1.5x str bonus (not sure if thats normal or not, i get the impression from other places that the 1.5x str mod is to a weapon considered 2-handed not if you wield it that way) and you don't receive a further -2 to your atk bonus if you have two weapon fighting.

Not quite correct. You get 1.5x STRmod to damage when you wield a 1-hd or 2-hd weapon with two hands (not light weapons). If you wield two of these (such as your two halfling greataxes), you will apply 1x STRmod to damage for the main hand and 0.5x STRmod to damage for the off-hand. The feat Double Slice will let you apply 1x STRmod to damage for the off-hand.

If you are wielding one weapon in each hand, you cannot get 1.5x STRmod, because you aren't using anything 2-handed, you are using a 1-hd weapon in each hand. Assuming you have the Two-Weapon Fighting feat, this will affect your attack modifier as follows: you are at -2 to both attacks for using a weapon sized for something other than yourself, and -4 to each hand for two-weapon-fighting with a 1-hd weapon in each hand. This is a total of -6 penalty to each attack (-2 for wrong-sized weapons, -4 for TWF with 1-hd/1-hd weapons)

Is that correct? currently I get a 1.5x str mod to dmg and only -2 atk bonus to both weaps, which in this case leaves me with +7 to atk bonus from a +9 normal on both, i wouldve assumed that i would get the extra -2 to atk bonus from dual wield to give a -4 total.
 
Thats right, thats what i was assuming when i saw it. Hero Lab seems to be only giving me a total of -2 to atk with TWF for both hands and its applying the 1.5x str mod to both weapons.
 
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