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Pathfinder Bug Reports - version 6.13

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Any chance firearm bullets can be made of metal in the program so that I can add the Alchemical silver quality to them. There still is no mechanism to have silver firearm bullets.

Select weapons tab/New Magic, custom weapon / -Custom Magic /
select pellets or the ammo you need then Material Used.

You have to be sure that the option in the Character / Configure hero the option
Hide Firearms & Related are not checked...
 
Select weapons tab/New Magic, custom weapon / -Custom Magic /
select pellets or the ammo you need then Material Used.

You have to be sure that the option in the Character / Configure hero the option
Hide Firearms & Related are not checked...

When I do that I still get a validation error.
 
Summon Monster spells are a bit off - I and II are correct, III is missing and all subsequent ones are too low in level.

What class?

If you're talking about the summoner, re-read their spell list in the APG - they're suppposed to get summon monster spells at a different progression than a wizard.
 
Enable Arson Subdomain of Fire Domain for Druids

I'm creating a druid and purchased the Goblins of Golarion package to give him the Arson Domain, only to find it wasn't showing up for Druids (although it is for clerics). As a subdomain of Fire, it is available to Druids as well.
 
Summoner Glitched

The Summoner's Eidolon level is supposed to be directly tied to the level of the Summoner but when you gain level 4,8,16 and 20 the Eidolon does not gain HD as it is supposed to.
 
I just created a Summoner with both the Improved Damage evolution and the Improved Natural Attack feat. However, Hero Lab throws a validation error on the Improved Damage evolution, saying that it "May not be taken twice for the same attack."

Nothing in either of the abilities says that they are not allowed to be taken for the same attack, and I was not able to find any FAQ or errata saying that they cannot be used together.
 
The Summoner's Eidolon level is supposed to be directly tied to the level of the Summoner but when you gain level 4,8,16 and 20 the Eidolon does not gain HD as it is supposed to.
There is a table that shows the HD of the eidolon based on the summoners level and what you listed is correct.
 
v3.9b with pathfinder 6.13 data files (not sure about bestiary version but I have that also and problem pertains to that content).

Anyhow this may be a simple issue and not a bug, but here it is...

When adding a burning skeletal template to a monster, the feats/abilities/etc that get removed appear to be removed/disabled in the "special" tab but still print out in stat blocks and output dumps. Example:

This seething devil deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.
--------------------
SKELETAL BURNING BEARDED DEVIL CR 4
Male Devil, Bearded
NE Medium Undead (Devil, Evil, Extraplanar, Lawful)
Init +7; Senses Darkvision (60 feet), See in Darkness; Perception +0
--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 39 (6d8+6)
Fort +3, Ref +5, Will +5
DR 5/bludgeoning, 5/good or silver; Immune cold, fire, poison, Undead Traits; Resist acid 10, cold 10; SR 16
Weakness Vulnerability to Cold
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Claw x2 (Devil, Bearded) +8 x2 (1d6+4/20/x2) and
Claw x2 (Skeleton) +8 x2 (1d4+4/20/x2) and
Unarmed Strike +8 (1d3+4/20/x2)
Special Attacks Beard (DC 14), Infernal Wound
Spell-Like Abilities Teleport, Greater (self plus 50 lbs. of objects on
--------------------
STATISTICS
--------------------
Str 19, Dex 17, Con -, Int -, Wis 10, Cha 12
Base Atk +4; CMB +8; CMD 21
Feats Improved Initiative
Skills
Languages Celestial, Common, Draconic, Infernal; Telepathy (100 feet)
SQ Fiery Aura (Ex), Fiery Death (DC 14) (Su)

--------------------
SPECIAL ABILITIES
--------------------
Beard (DC 14) (Ex) If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiery Aura (Ex) Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.
Fiery Death (DC 14) (Su) A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice the skeleton possessed (minimum 1d6). A Reflex save (DC = 10 + 1/2 the skeleton's Hit
Immunity to Cold You are immune to cold damage.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Infernal Wound (Su) The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch-a DC 17 Heal check stops the damage, and any attempt to heal a cr
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
See in Darkness The creature can see perfectly in darkness of any kind, including that created by deeper darkness.
Spell Resistance (16) You have Spell Resistance.
Summon Monster (level 3, 1 bearded devil or 6 lemures, 50%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

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Creating a weapon made of silver always reduces its damage by 1, when it should only be applied to slashing and piercing weapons.
 
I would like to revise my previous fix for XP in PFS Journals. It would be best if you could choose between 0.5 XP, 1 XP, 2 XP, and 3 XP.

0.5 XP - Slow Play
1 XP - Scenario Play
2 XP - Under old rules, if you died in a module you would get -1 XP & PA. There is also a scenario worth 2 XP instead of 1.
3 XP - Surviving a module under old and new OP rules.

I don't see anything else ever happening in PFS that would require any other amounts of XP.
 
Any chance firearm bullets can be made of metal in the program so that I can add the Alchemical silver quality to them. There still is no mechanism to have silver firearm bullets.

It will still let you add it and it appears to be priced correctly, it just gives an error in the validation check.
 
A Mithral Shirt which is a specific item does weigh in at 10lbs. Click the link or look it up in the CORE book.

But when you go to create one the rules say to take half the weight of the item so you get 12.5 lbs. This is exactly the same as it was in 3.5 and HL is doing it exactly like the CORE rules say to.

Its just another quirk of the Pathfinder/d20 rule set. :)

Thanks, what about the haversack? Is there a way to fix it besides just waiting for the new files? The difference is just enough to push my encumbrance over the line into medium and throws off the numbers for AC, etc.
 
Thanks, what about the haversack? Is there a way to fix it besides just waiting for the new files? The difference is just enough to push my encumbrance over the line into medium and throws off the numbers for AC, etc.

There's an "Encumbrance" adjustment on the other adjustments table on the adjust tab.
 
Creating a weapon made of silver always reduces its damage by 1, when it should only be applied to slashing and piercing weapons.

Exactly which weapons are you reporting this on? I just tried making a silver heavy mace, and the damage is fine.
 
The Performance Combat is never being calculated correctly.

Also, is there a way to show resonance powers of ioun stones in wayfinders? I know they don't currently show up whenever you slot an ioun stone into a wayfinder.
 
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Believe I have found an error in the Monk abilities. The Quivering Palm special ability. On the In Play page, I believe it shows that it is a 1/week ability. The text says "he can use this quivering palm attack once per day"..." Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level."
 
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