I tried out the new custom Amulet of Mighty Fists and gave one to a Spirit Naga. I made it +1 and added Spell Storing to it. Got the following error (and get it every time I load the portfolio).
Fixed in the next update, thanks for the report.
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I tried out the new custom Amulet of Mighty Fists and gave one to a Spirit Naga. I made it +1 and added Spell Storing to it. Got the following error (and get it every time I load the portfolio).
While I was making the Spirit Naga above I also hit an issue with spells.
When I create a vanilla Spirit Naga, there's a Racial Spells tab that correctly has a mixture of sorcerer and cleric spells but, when I add a few levels of sorcerer to the naga, the Racial Spells tab disappears and is replaced with a Sorcerer tab. The only spells that can be selected via that tab are sorcerer spells.
According to the bestiary:
Spells: A spirit naga casts spells as a 7th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a spirit naga.
I'm guessing that Paizo intended that extra sorcerer levels on a spirit naga should also benefit from getting access to clerical spells as well. Check out the stat block for Engeldis on p52 of Pathfinder #35 for an example.
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.
No problem. I also updated the Unofficial FAQ with the info as well yesterday. I guess I had that in my own notes, but never updated the site. Oh well its their now.Thanks for that link - now I can point my GM to it as well!
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.
Celestial Plate Armor is a +3 full plate with a dex bonus of +6, yada yada yada. Well, It only gives you the enhancement bonus of +3 and not the other +9 for being full plate.
When I give a Ghoul Fighter weapon training in natural weapons, his claw and bite bonuses do not seem to change.
Hate to keep harping on the familiar intelligence thing, but I think there is still a problem. I am attaching a character with this problem. It is an arcane bond sorcerer (level 7). Minimum intelligence is 9 but Hero Lab won't go below 12.
An addition to intelligence, it has a natural armor class that is too high. At 7th level, it should be adding +4, but it is adding +7 instead. A cat (which I used in the sample character, though actually I use a pseudodragon) does not have any normally. BTW, it would be useful if the adjustment tab could adjust natural armor.
I wasn't able to find this when I read back through the bug thread, and I even kind of vaguely remember commenting on this myself and couldn't find that either.
My wife's Barbarian has Swift foot as a rage power, but nowhere does it appear on her character sheet.
Anyone have any idea why this might be?
Ran into a problem with the Fire clerical domain - have a 7th level Inquisitor of Sarenrae with this domain picked. According to source, powers granted should be Fire Bolt at 1st, Resist Fire 10 at 6th, Resist Fire 20 at 12th, and Immunity to Fire at 20.
Instead at 7th Level I am getting Immunity to Fire (welcome, but a bit premature).
Tested with a generic 8th level Cleric and got the same result, though this seems to be unique to the Fire domain (gave the test char his second domain and he had the powers appropriate to his level with that one).
Found another minor bug. Cavalier gets a banner which provides a + 2 save vs fear and +1 attack. This is supposed to go up to +3 vs fear and a +2 attack at 10th lvl. However, the banner only increases to +3 vs fear and +1 attack. Missing that extra +1 to attack.
Second: I am having issues with Hero Lab not correctly calculating the To hit modifiers for a 1st lvl monk using monk weapons and the Flurry of Blows option as a Full attack action, in the program it (the program) is calculating a 1st level monk with 2 light monk weapons in each hand as having a -2 for his/her primary hand and a -6 with his/her Off-hand to attack rolls. It seems that the program is not taking into account that the character is using light weapons and the Two-Weapon Fighting feat in tandem to reduce those penalties to -2/-2 respectively and the Flurry of Blows penalty of -1/-1 for a total of -3/-3 not adding STR or Bab to the equation if any; Also the Off-hand damage calculations only show half of the STR mod to damage, instead of his/her full STR bonus to damage.
I would greatly appreciate any insight you can give me concerning this issue.
Thank you!
Fortification (For Armor) is using the the 3.5 rules and not PathFinder rules.
I saw this listed here http://forums.wolflair.com/showthread.php?t=9190&highlight=domain+immune, but if you select a domain with energy resistance (air, earth, fire or water), the statblock from 'Output Active Hero Summary' will say you have immunity regardless of level even though immunity is only available on lvl 20.
When importing a stock hero, I noticed that the "Skeleton, Burning (human)" is labelled as "Sksleton, Burning (human)"
And another small one that's Bestiary-related - The Advanced Creature (and Advanced Creature - Animal) template should increase CR by +1. It currently doesn't change the CR.
In the magic items section the Staff of Heaven and Earth has a cost of 26 GP. I had a player ask if she could buy two at first level.![]()
When you add a composite bow (either long or short), in either the "normal" weapon section or the masterwork/magical weapons section, the Strength bonus selector is black text against a dark grey background.
Found an error in preparing metamagic versions of spells for a wizard.
I select the "custom/metamagic spell" option, which works OK. Then I select the spell to enhance with metamagic. Two problems here. First, I get a complete list of spells rather than just the spells in the wizard's spellbook. Second, when I select the spell an error pops up which says "Syntax error in dynamic 'candidate' tag expression".
Selecting the metamagic feats to apply all then works OK and the spell gets put into a slot of the correct level.
I have a Str 12 Fighter that has Exotic Weapon Proficiency and uses a bastard sword one handed. It keeps giving me an error that I need to have a Str of 13 for EWP in that weapon, however according to the rulebook and http://www.d20pfsrd.com there is no strength requirement for a bastard sword under either the feat or the sword description. I think this might be a holdover from d20 when EWP needed to have the Str 13 requirement for a bastard sword.