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Pathfinder Bug Reports - Version 4.3

1. homunculous minion does not allow adding additional hit dice as per the description. the selection is grayed out.
2. when adding costs for special materials in the create custom weapon box, the program only adds the cost of ammunition once to the whole batch instead of for each item.

I've put these on my to-do list. Thanks for the reports.

3. melee touch attack bonus is unaffected by the weapon finesse feat inspite of being a light or natural weapon.

Although I agree with you that this is the way it ought to work, I can't find anything in the rules that says that a melee touch attack is considered a light or natural attack, and therefore eligible for weapon finesse.
 
I recently made a 6th level summoner character with a quadraped eidolon. The eidolon has two claw attacks, improved damage x2 (making the claws do 2d6 apiece) and Rend. However, the rend damage says it is 1d4 under the weapons tab but under the description it says it does an additional amount of damage based on the claw damage.

Fixed in the next update, thanks for the report. (The same problem existed for the constrict evolution, and I've fixed that, too).
 
one other issue. The white/greyish text is hard to read on the light brown background when making custom weapons
 
Although I agree with you that this is the way it ought to work, I can't find anything in the rules that says that a melee touch attack is considered a light or natural attack, and therefore eligible for weapon finesse.
Does it have to be from Paizo? I ask as I think of PFRPG and 3.5 as pretty darn close in many ways. So unless PFRPG specifically says no to something then it should be the same as 3.5 was. In example PFRPG specifically says using a ranged touch attack in a threatened square provokes an AoO where no such wording existed in 3.5.

The point being that the 3.5 book Complete Arcane pg73 lists the weapon feats that do apply to Touch and Ranged touch attacks. But agree that I can't show that exact wording in a Paizo book that specifically says Ranged Touch Attack can use Weapon Finesse. :(
 
It's a limitation in the printing functions in HL, I'm afraid.

I recommend word processor files if your background goes above a few paragraphs of summary - that way you'll get formatting options, as well as having unlimited space.

Will this be fix when you add the Character Sheet Customization?
 
I've put these on my to-do list. Thanks for the reports.



Although I agree with you that this is the way it ought to work, I can't find anything in the rules that says that a melee touch attack is considered a light or natural attack, and therefore eligible for weapon finesse.

pg182 core rulebook.
"“Armed” Unarmed Attacks: Sometimes a character’s or
creature’s unarmed attack counts as an armed attack. A
monk, a character with the Improved Unarmed Strike feat,
a spellcaster delivering a touch attack spell, and a creature
with natural physical weapons all count as being armed
(see natural attacks)."
i was always going under the assumption that this defined melee touch attack spells as natural attacks. if this is not how you read this could you tell me where to adjust this myself in the editor i would appreciate it.
thanks again for all your hard work.
~S
 
will-o'-wisp in the HL bestiary add-on lists the shock melee touch attack at +2.
the bestiary(book) lists the melee touch attack at +16.
the will-o'-wisp also has the weapon finesse feat.
if the weapon finesse feat was applied to the HL version of the wisps touch attack it would bring it to +16 which is the same as what the bestiary has.
I don't know if this helps any but either the wisp numbers need adjusted, or the weapon finesse needs implemented for melee touch attacks.
thanks again....
still diggin'...
~S
 
if this is not how you read this could you tell me where to adjust this myself in the editor i would appreciate it.
thanks again for all your hard work.
~S
I can help as its actually pretty easy and one of the great features of HL as far as I am concerned to do your own custom stuff.

Start HL and select Tools->Launch Editor.... In the editor select File->New Data File. You will have a large selection of Tabs then to select from click on Weapon. In the bottom left corner click the blue button marked New(Copy) and from the new window look for "Melee Touch Attack" and double click it to create a new copy.

From the new window find Unique ID at top and change w? to wTouchFine and on the right side where it says "Replaces Thing Id" enter wTouch. Then in the middle of the window scroll down and look for Weapon Finesse Applies? and place a check mark next to it.

After that simply click File->Save Data File give the data file a new file name. Now to get this to work as its part of the character all the time you will need to simply exit HL and restart. When you do Weapon Finesse will now apply to your touch attacks.

Hope that helps.
 
Risner said:
Also, the Flurry seems to be off (Fighter 2/ Monk 1/ Rogue 2) and my Flurry is -1/-1 instead of +2/+2. I'm not sure how it calculated -1/-1 (my best guess is it somehow miscalculating my BAB as 1 when it is +4 (since monk considered full bab)? or applying some negative to it?
Please look in the 3.6 bug reports thread for this, post #28, and then the answers near the end.

I needed this to calculate correctly, so I made a patch (adjustment) and it appears to work. The only problem is I don't know how to make the Adjustment not require a value entered. I don't use the value entered. How can I not have it prompt the user for a value in the Adjust tab?

Code:
<thing id="pFixFoB" name="Flurry of Blows RAW" description="Official interpretation is that abilities are self referencing only, so when it says your Flurry is full BAB instead of 3/4 BAB and you need to add your BAB from other classes.\n
\nhttp://www.enworld.org/forum/pathfinder-rpg-discussion/281578-multiclass-monk-flurry-progression-question.html#post5243967" compset="InPlay" summary="Add BAB from non-Monk classes to Monk FoB BAB">
    <eval phase="Level" priority="29999"><![CDATA[
      ~ If we're not enabled, get out now
      doneif (field[pIsOn].value = 0)

      ~ If we don't have FoB, get out now
      doneif (#hasability[cMnkFlurr] = 1)

      ~ Add to Monk Flurry Levels
      hero.child[cMnkFlurr].field[xExtraLev].value += hero.child[Attack].field[tAtkBase].value - int(0.75*hero.child[cHelpMnk].field[cTotalLev].value)

debug "Actual Monk BAB"
debug int(0.75*hero.child[cHelpMnk].field[cTotalLev].value)]]></eval>
    </thing>
 
Not a bug report, but a request.

I have a dragon bloodline sorcerer. While the number of claws he gets per day shows up in the In Play tab, I would like to have HL add a claw attack under the weapon section (much like an animal) if a special ability give a character a claw attack. That way if you have weapon focus or weapon finesse, the attack bonus and damage would be calculated for you.

I have already created a user file for this, but it'd be nice to have the program do it for me.
 
I have a dragon bloodline sorcerer. While the number of claws he gets per day shows up in the In Play tab, I would like to have HL add a claw attack under the weapon section (much like an animal) if a special ability give a character a claw attack. That way if you have weapon focus or weapon finesse, the attack bonus and damage would be calculated for you.

I have already created a user file for this, but it'd be nice to have the program do it for me.

Did you notice that the In-Play entry for the claws is a checkbox to activate the ability?
 
I first tried it with half-elf. I just checked again. Gnomes, Half-Elves and Halflings are not getting the APG favored bonus, Humans and Dwarves are getting the APG favored bonus.

The Gnome Rogue and Wizard, the Halfling Ranger and Rogue, and the Half-Elf Rogue turned out to have errors. I apologize for letting that many slip by, and they'll be fixed in the next update. Thanks for finding them.
 
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