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Pathfinder Bug Reports - version 4.11

Inquisitor, Teamwork feats change/day - does not appear to be using WIS modifier.
Wondrous Items, Boot of Striding and Springing - competence bonus to Acrobatics appears to be always applied instead of just for jumping.

Fixed in the next update, thanks for the reports.
 
The Eidolon evolution 'Energy Attacks' doesn't show the damage on the Eidolon's pdf for each natural attack. I'm not sure what the default is for normal weapons, but it would be nice to show on the pdf, for example:

+6, 2d4 +1d6 cold

Previously reported, and already on the to-do list.
 
I have recently created a Wizard specialising in Necromancy and went to add the Sacred Sonduit Trait from the Advenaced Players Guide. Unofrtunately it says that the character can't because as a wizard he would not normally be able to channel energy.

The Necromancy specialist school states that this specialist can channel energy but only when commanding undead creatures. Therefore this Trait should still be allowed.

This is part of the Core system, is this going to be implemented any time soon? I noticed the note in the ability that it is not yet.

Fixed in the next update, thanks for the report.
 
I also have a separate issue to report. If you add any headband that increases your intelligence modifier (and you put the new skill ranks into something other than linguistics), as soon you apply it to the character, it automatically asks you to add a new language from the 'Personal' tab. This shouldn't be the case because you only get more languages by putting skill ranks into Linguistics (or your base INT going up).

After you've worn the headband for 24h, the bonus to INT becomes a permanent bonus. On pg. 555, in the Permanent bonuses section, it says "Modify all skills and statistics related to that ability" - the number of bonuses for INT is a statistic related to INT.
 
The smite evil in-play adjustment for paladins is stacking with other deflection bonuses. Deflection bonuses do not stack. In this case the only the highest deflection bonus should be applied.

Re-create:
Create Paladin character with at +1 Charisma bonus
Add a ring of protection +1 => AC has the +1 (deflection)
On the in-play tab, check the Smite Evil: activated check box => Deflection bonus now shows as +2 (deflection) instead of staying at +1 (deflection)

Fixed in the next update, thanks for the report.
 
The damage bonuses for double weapons wielded in Both hands as a two-handed weapon (i.e. not as a double weapon) are not including the 1.5* strength and the 1.5*power attack. Double weapons act as two-handed weapon when not being used as a double weapon. This error occurs with the "Both" option checked or not. Note: the bonuses for a double weapon appear correct when using it as a Double weapon (half Str and half PA with the off hand).

Fixed in the next update, thanks for the report.

Also, thanks for giving such clear "how to replicate this" instructions in your bug reports. That speeds up the process of addressing these, and makes sure there aren't any misunderstandings about what issue's being discussed.
 
I was told by my DM that nearly all of the skills for druid animal companions were way off and he had to manually calculate them. He said it was applying 'racial modifiers' instead of treating it as an animal companion. For example, my level 2 druid has a velociraptor companion with 3 skill points, but the 3 values are:

Acrobatics +15
Perception +13
Strealth +19

Although these are class skills, they all seem insanely high for a single skill point each.

Animal companions are NOT a direct copy of the bestiary. There is a forum quote from Paizo staff on the subject and they are special creatures that follow their own rules and level with the player. You only get what is in the player description for them.

Previously reported, this is already on the to-do list.
 
Hi,
For the Magus playtest, Arcane Weapon is no longer an open choice since v3.6f. You can't bond with a new weapon nor change the specifics of the weapon bonded.
Bran

I tried adding 4 levels of Magus to a blank character and added two weapons. I can select either of the weapons for the Arcane Weapon ability. What problem are you seeing?
 
I get an error when I open up the Stock Hero Wight

Errors were encountered when loading the saved portfolio! A record of these errors can be found in the file "C:\Users\user name\AppData\Local\Temp\hero_lab_load_issues.log". If you notice incorrect behaviors in your portfolio, please report it to the data file authors (you can contact them from the help menu).

Pick 'spScriCha0" has been orphaned due to missing thing in batch '234'
Pick 'spScriCha0" has been orphaned due to missing thing in batch '235'

Edit: Same error with all the Zombies
Same error with Wasp, Giant - 25 Nov 10

These are false errors that Hero Lab is reporting. You can click through them, and there shouldn't be a problem. I'll try to keep the errors from being reported. Thanks for noting these.
 
When creating a +1 Longbow, Composite (Str +1), the correct price shows up when you click on the 'Edit this weapon' button, but it adds 100 gp to the item when you hover your mouse over the '?' button.

(+1) + (Masterwork) + (Longbow, Composite) + (Str +1) = 2000 + 300 + 100 + 100 = 2500 gp. The '?' has 2600 gp listed.

For each increase in the Str rating for the Longbow, Composite, the price of the item when you hold your mouse over the '?' button incorrect raises the cost by 100 gp, no matter if its regular, masterwork, or magical.

I also believe this value throws off the 'Wealth' and 'Gear Value' number stated at the top.

Creating ammunition out of special materials is also off. The 'Edit this weapon' button price for Adamantine Arrows (x50) is 62.5 gp. The '?' button price is 3002.5 gp. The '?' button price is the correct price because each piece of ammunition should have an additional cost of +60 for each arrow made of adamantine.

The same thing also happens for ammunition created from silver. The 'Edit this weapon' button price for Adamantine Arrows (x50) is 4.5 gp. The '?' button price is 102.5 gp. The '?' button price is the correct price because each piece of ammunition should have an additional cost of +2 for each arrow made of adamantine.

Ammunition prices for cold iron are fine.

Once again, these differences in prices may be screwing with 'Wealth' and 'Gear Value.'

Previously reported, these are on the to-do list.
 
I believe there may be a bug with the Raging Vitality feat (APG pg.168). I've got a level 12 Barbarian with Raging Vitality but when I enable the Raging option on the In-Play tab my unmodified Con of 16 goes to 22. The way I'm reading it Con should go to 24, +6 for Greater Rage and an additional +2 for Raging Vitality. So am I reading the feat wrong or is this a two morale bonuses not stacking in the software issue?

Fixed in the next update, thanks for the report.
 
Shield Master (Combat)
Your mastery of the shield allows you to fight with it without hindrance.

Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.

Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.

To me it looks like the feat is not working properly.It does not seem to be adding in the enchantment bonus of a shield to hit and damage.
If you mean you have a magical +1 Light Shield and that HL only gives a total of +1 instead of +2 this is correct. See Jason Bulmahn's post HERE about it.
 
If you mean you have a magical +1 Light Shield and that HL only gives a total of +1 instead of +2 this is correct. See Jason Bulmahn's post HERE about it.

No, it was a +5 shield but I see from that post that that feat is kind of lame if it only adds the shields base non magical bonus to hit and damage. I was hoping to get away from adding shield spikes.
 
Gloves of dueling are not displaying weapon training properly.
Here is an example a level 20 fighter has 4 weapon training groups.

At level 20, Without the gloves on they display properly as:
+4 (first group taken at level 5)
+3 (second taken at level 9)
+2 (third group taken at level 13)
and +1 (Fourth group taken at level 17)

when you equip the gloves, it shows like this:

+6 (1st group taken, which should be the highest)
+7 (2nd)
+8 (3rd)
+9... (4th group)

The bonuses with gloves on should be:
+6 (1st group)
+5 (2nd group)
+4 (3rd group)
+3 (4th group)
 
After you've worn the headband for 24h, the bonus to INT becomes a permanent bonus. On pg. 555, in the Permanent bonuses section, it says "Modify all skills and statistics related to that ability" - the number of bonuses for INT is a statistic related to INT.
Just an FYI here is James Jacob's latest post, Tuesday 11/30/2010, on the subject. Not sure its that helpful as he sort of saying its correct both ways. :p

Maybe someday we will get an official FAQ entry.
 
For the Rage Prophet Mystery you can currently add an additional spell slot, but some of the spells you can choose as a Rage Prophet aren't in the standard list. e.g. See Invisible at level 2, is it possible to change the drop down to show the spell list rather than just add a spell slot.
 
I guess this is more of a pet peeve then a bug. With that being said it is a problem though. With wizard/sorcerer spells that have more then one version of it like lesser globe of invulnerability and globe of invulnerability have an issue where if you select the higher version of the spell you do NOT get the description and it refers you to look up the lesser version instead. While this might not seem like much but as a DM it just slows us down that much more to have to either go back to the wizard tab and select the lesser version of the spell illegally (if it was not selected before) to get the description or look the spell up in the book.
This just slows things down for the DM that much more with software that should be all about speed and efficiency for the DM and the player.
 
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