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Pathfinder Bug Reports, Version 5.0

Multiple issues with Red Mantis Assassin & Sawtooth sabre.

- Red Mantis Assassin not receiving free feats weapon specialization, greater weapon focus or greater weapon specialization sawtooth sabre. (I can quick fix by just adding permanent feats but it's still an issue I guess)

- Sawtooth sabre not registering as a light weapon.

Thanks for all the incredible time and hard work you put in!

There may not be placeholders for those class specials appearing in the feats list, but as far as I can tell, the class specials are properly applying the effects of those feats.

When I add the Exotic Weapon Proficiency feat, and choose Sawtooth sabre, the sawtooth sabres are switching to light weapons (as both regular weapons and custom/magic weapons). What are you seeing?

(As a reminder, EWP: Sawtooth sabre was a bonus feat for the SRD version of the RMA, but in the ISWG version, it's instead a pre-req for the class, so if you originally created this character before the ISWG was added, make sure you've fixed the feats that would have been required to choose this class).
 
I am building Genie, Shaitan character. It gains Greater Bull Rush feat, instead of Improved Natural Attack. See Bestiary (1) page 143.

When I add the Genie, Shaitan race to a blank character, the feats it has are: Combat Casting, Greater Bull Rush, Imporved Bull Rush, Improved Initiative, Martial Weapon Proficiency - All, Power Attack, Quicken Spell-Like Ability: Glitterdust, and Simple Weapon Proficiency - All.

What are you seeing? What problem are you encountering?

How can I make Ghast? Adding advanced template to ordinary Ghoul isnt adding the special Stench ability. Is there any easy way of making official variants for Bestiary beasts?

Variants can currently be made using the editor - start with the original race and make the changes required for the variant. You can also bootstrap the Advanced Creature template to the race, instead of having to make all the template's changes individually.
 
Problem with Holy Vindicator. Level 20 Paladin/Level 10 Holy Vindicator. All pre-requisites have been met.

When I click the "Holy Vindicator" tab, there is a box which reads, "Add more magic levels (7 left)!" So, I click that box, then a combo box pops up that says "+1 level" and then I click the combo box to select my Paladin class (the divine spell casting class which gets the casting bonus.) When I select paladin, I get a dialogue box which says, "Level too high to support psionics" and then it sets my character so that it has NO spellcasting ability. If I delete the +1 level I just added, I get the spellcasting ability back, but it shows me still needing to add 7 magic levels. If I try to add more than 1 magic level, the other 6 combo boxes only say "No Selection" - I can't even select paladin. So, while my character should have a caster level of 24, it only shows as 18 (because it's 17 from the 20 levels of paladin, and only adds 1 magic level from being a holy vindicator, instead of adding 7.)

Just an additional comment to my note about the problem with the holy vindicator. I just had the same problem with adding magic levels to another character (bard/dragon disciple). I get the same errors that I did with the holy vindicator, so maybe the problem isn't in the class itself, but in the "add magic levels" routine.

Hero Lab does not currently support any elements of a class going beyond level 20, and using prestige classes to bring the magic level of a class above 20th level is not a way to get around this limitation. I am sorry that the errors that are reported when this happens are not very clear.
 
There is an error in the description of the Shadow Projection spell. The current description states that it "sheathes you in protective water." When in fact the spell should allow you to basically become a shadow. The the rest of the info about the spell is correct. Just an FYI.

Fixed in the next update, thanks for the report.
 
hi :-)
when i create a human azlanti pureblood there is a minor thingy. maybe i'm doing something wrong, but i guess it should not add another 2 points to a selected ability.

the pureblood azlanti gets +2 on all abilities. (works fine)
but then the rules need to see another selecton of +2 on a selected ability.
(because of the human base; one ability +2)

(i can easily compensate by adding a -2 permanent on the selected ability)

That is how it works if I read the book right. The Azlanti are made of win. :)

well, not entrely conviced i asked at piazo.
the answer is no.

http://paizo.com/paizo/messageboard...pathfinderRPG/rules/azlantiPureblood&page=1#2

so they are extremely well, but not that exceptional. ;)

Thanks for pointing me to this ruling. Fixed in the next update.
 
Could you please add the ability to add Custom/Metamagic spells to the Sorcerer spell list back in? It seems to have been removed in the last update.

Sorcerers and other spontaneous casters should never have had Custom/Metamagic spells - they don't need to prepare their spells with metamagic, they just choose at the time of casting to apply a metamagic feat. When you do so, check of a use of any of the spells that are at the correct level, instead of the spell you actually cast.
 
Hi all - I realize that the description of a buckler indicates that it's metal, but in two consecutive APs (Kingmaker and Carrion Crown) a darkwood buckler has been given out.

I may be wrong, and one of these might have been GM-randomized treasure, but I know that one of them was legitimately in the AP. So, do you think you could change bucklers to be darkwood compatible? I keep getting an exception thrown for No Metal items for my druid, and he's got a wooden buckler.

Here's the existing thread on this subject: http://forums.wolflair.com/showthread.php?t=11947&highlight=wood+buckler
 
Spirit Totem, Lesser (APG):

The mouse-over description is correct, citing 1d4 base damage. The output for the power lists damage as 1d6 base. Difficult to describe, so I'm attaching a screenshot with the mouse-over activated.

Fixed in the next update, thanks for the report.
 
A few things regarding arrow use and archers:
1) It doesn't appear that weight is being reduced when arrows get used up
2) It would be nice if feats like Point Blank Shot and Rapid Shot showed up in the special section with check boxes just like Deadly Aim uses.

To permanently use up arrows once you're sure how many you've fired and how many of those you were able to recover, go to the weapons tab and delete the stack of arrows. Instead of deleting the entire stack, change the "Sell Qty" to however many arrows you've lost.

Point blank shot is too situational to be reflected in the statblock, but Rapid Shot is already on my to-do list.
 
Okay I discovered a couple of things while working up a WereRat Witch NPC for a game. One is that even in Hybrid Form It does not seem to grant the natural attack appropriate for the animal. In this case a bite attack.

Fixed in the next update, thanks for the report.

The second point is that when I selected the Familiar. It did not seem to grant the Familiar any benefits from the Witch's 9 HD. Familiars are supposed to get treated as having the better of their or their master's HD.

The familiar's benefits are based on the Witch level, not the master's HD.

Side Note, while I know that the HD tging does not apply to Skills Feats etc. It would be nice to include that as an optional house rule in the Configure Hero Box.

I'm sorry, what does "HD tging" mean?
 
The 'Terror (su)' is not showing up for a wizard who specializes in the phantasm school from the advanced players guide until 8th level.

The 8th level ability 'Bedeviling Aura (su)' is appearing at 1st level in place of 'terror'

Fixed in the next update, thanks for the report.
 
Hi, did a cursory search and didn't see this mentioned before.

Building a Ranger (Urban Ranger) with the archery combat style. For his combat style feats, I can only choose the feats for which the ranger meets the pre-requisites (in this case, Point Blank Shot). The ranger does not need to meet the pre-requisites for his combat-style bonus feats, so it should give me the full bonus list appropriate for the ranger's level.

I'm afraid I can't duplicate this. When I add a few levels of ranger, the urban ranger archetype, and then choose Archery as the combat style, the bonus feats table on the ranger tab allows me to select from among many feats.
 
Hi, (probably the 9034884382 time one asks, but i could not find other posts related to this particular issue:

I created a half-elf / half-dragon pc
The half dragon should add a few things including the breath weapon. However, it is grayed out. Pre-requirements not met. I found in a message of 2009 that this was because of the character not having any HD (so the breath weapon automatically grayed out.)
I found this post:

http://paizo.com/paizo/messageboard...rRPG/rules/halfDragons&page=1&source=search#0 as an answer to the following question:
Upon reading the description of Half-Dragons I noticed the breath weapon is dependent upon racial HD. What about humans and other races that do not have racial HD? Do these just not get a breath weapon?

Races with no racial hit die are considered to have 1 HD, because that is the minimum any creature can have

The answer:
source: James Jacobs (Creative Director), Thu, Mar 18, 2010, 10:10 PM

"Correct; a half-dragon with no racial HD would have a breath weapon that deals 1d6 points of damage. Not an awful lot, but this was a purposeful design choice because the flavor of a humanoid half-dragon isn't one that we at Paizo particularly like, and it's one that a LOT of our customers have expressed exasperation with. Primarily because back in the 3.5 days, half-dragon was probably THE most overused template of them all. We (Paizo and our readers) mostly got sick of them, causing the half-dragon to go on the LIST for the last 50 or so print issues of Dungeon. That meant that if someone put a half-dragon into an adventure, they had to have a GREAT reason and GREAT background for that half-dragon"

so are there other reasons why it isn't enabled?
and ofcourse: how do i enable it?

Thanks for bringing this ruling to my attention, I've fixed this for the next update.
 
Several Bardic Performance abilities set their abValue variables with "=" instead of "+=" which makes it difficult to modify these values cleanly for homebrew or 3.5 converted entries.
Could you please be more specific than "Several"?
 
- After lvl2, the DEX bonus seems be used instead of WIS bonus for the ranged attack of the Zen Archer (Monk Archetype).

Could you please be more specific about what you're seeing - what numbers should be going into the calculations you're concerned about, and what are you seeing?

- The Furious Focus feat doesn't work when Power Attack is checked in In Play Tab.

Reported many times before:
http://forums.wolflair.com/showthread.php?p=47518&highlight=furious+focus#post47518
http://forums.wolflair.com/showthread.php?p=47165&highlight=furious+focus#post47165
http://forums.wolflair.com/showpost.php?p=49600&postcount=28

This is as intended - the first attack bonus is also used for things like AoO's, which makes the use of furious focus a situational bonus.

- I think the Overhand Chop feat is bugged for the Two Hand Fighter after lvl 3 : no damage bonus.

This is a situational bonus - Hero Lab does not know if you are making a single attack, or making a full attack, so the user needs to determine whether this applies or not.
 
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