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Pathfinder Bug Reports - version 6.13

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On the Marilith the weapon mastery is not taking the minuses off for two weapon fighting or allowing it to fight with the same size weapon in its off hand at no minus

And not sure but shouldnt it count as two weapon fighting for double slice and and improved two weapon fighting but its not
 
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Aaron said:
Pezmerga said:
Double Slice allows full damage from the second head of a double weapon with power attack. It should still be 50% for the offhand attack, as Double Slice only grants full strength damage with an offhand, not full power attack damage.
It says you use your strength bonus to damage for off hand attacks, which implies to me that you'd use the same modifiers for full strength bonus to damage you get with power attack. I'm inclined to leave it as is, absent an official errata.

To all my knowledge, Pezmerga was correct - Double Slice should not increase power attack damage on an off-hand weapon. Double Slice only affects Strength damage, and while Power Attack acts similarly, it is not strength damage and does not reference strength damage in any way. No errata would be required.
 
Meteor Hammer

According to Ultimate Combat (pp132-133) when you use the meteor hammer in "fortress mode" it is a two-handed weapon (i.e., both hands) and adds a +1 shield bonus to AC. However, the program does not add the shield bonus. Nor does the program list it as a trip weapon.
 
Actually, it has the "trip" special quality.
Also, If you take a close look, you have two buttons on the weapon. One "both" for the two-handed mode and one "double" for use as a double weapon. If you click "both" only, you can activate the entry in the armor section like a normal shield.

So, the weapon works fine...
 
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Shadow CMD

I noticed that the CMD entry in Hero Lab does not match the Bestiary.

In the Bestiary, the CMD is listed as 17. When I import stock hero from Hero Lab the CMD is instead of 19.

I think this is due to the fact that even if the Shadow lacks the Strength ability, it has anyway a +2 ability modifier.

I solved this problem by giving a permanent -2 penalty to CMD in the Personal Tab. It bothers me that monsters in Hero Lab do not match perfectly the entries in the Bestiary: this forces me to double-check any monster I import, and this is time consuming.

By the way, why has the Shadow a +2 ability modifier both in Strength and Constitution even if it lacks these traits?
 
Incorporeal creatures use their dex-modifier instead of their (nonexistant) strength modifier for attack rolls and CMB. I guess the herolab developers simply ruled that incorporeal creatures use their dex-modifier instead of strength in every situation. So in the case of the CMD, hero lab uses the dex-mod twice, which results in a 19 instead of 17.

All in all, this is a bug, as you stated.

PS: The constitution modifier is actually the charisma modifier. This is correct due to the Undead traits.
 
Not sure if this was already addressed, but I created a Rogue 3/Wizard 3/Arcane Trickster 5. Dex is 18/20 (Belt of Incredible Dexterity, +2) wearing a +1 Mithril Chain Shirt. I should have an AC of 21, however it is giving me an AC of 19 (10 + 5(armor) + 3 (dexterity) + 1 (dodge)

Not sure what's up with that? Everything is checked as being worn.
 
Not sure if this was already addressed, but I created a Rogue 3/Wizard 3/Arcane Trickster 5. Dex is 18/20 (Belt of Incredible Dexterity, +2) wearing a +1 Mithril Chain Shirt. I should have an AC of 21, however it is giving me an AC of 19 (10 + 5(armor) + 3 (dexterity) + 1 (dodge)

Not sure what's up with that? Everything is checked as being worn.

Encumbrance? That's usually the first thing to check when your AC is lower than expected!
 
The tooltip text for the Acid Splash spell has an error: it lists two uses of acid as an alchemical power component:
Acid (M): The spell deals +1 point of damage
Acid (F): The spell lasts 1 round longer than normal

This is backwards; the focus component grants +1 damage, and the material component makes the spell last longer.
 
This has been bugging me for ages! There is a rule mechanics fault. You can only have one trait of each type. Currently you can take multiple regional traits. This fault is present when a character takes addition trait feat.
 
The Fox in not available as a familiar.

I got around this by using the editor to make a copy of the Fox in my custom game file, and then checking the "Familiar" check box for the race. There's probably a way of modifying the XML file for the "real" Fox, but I'm not familiar enough to go messing about with it. :)
 
Inscribe Magical Tatoo feat doesn't seem to be categorized as an Item Creation Feat:

image1lsh.jpg


Also, because its not categorized as a Item Creation feat its not shown in the Wizard's bonus feat list:

image3fn.jpg


Should it?
 
Eidolons Evolutions

Two things.

Doesn't "Improved Damage" stack with "Improved Natural attack"?

And shouldn't I be able to put two claw evolutions on a quadraped since it comes with two sets of limbs(legs)?

Thanks for your help.
 
Looks like a Bead of Force should have a craft cost of 1,500gp, not 3,000gp

image1gjd.jpg


and Belt of Dwarvenkind should have a craft cost of 7,450gp, not 14,900gp.

image1hzo.jpg


and Boots of Levitation should have a craft cost of 3,750gp, not 7,500gp.

image1ks.jpg


and Boots of the Winterlands should have a craft cost of 1,250gp, not 2,500gp.

image1qtb.jpg


ok...looks like there are a bunch so I'll just list them now instead of screenshooting them to prove it:

  • Boots, Winged should be 8,000gp to craft instead of 16,000gp
  • Bottle of Air should be 3,625gp to craft instead of 7,250gp
  • Chime of Opening should be 1,500gp to craft instead of 3,000gp
  • Goggles of Night should be 6,000gp to craft instead of 12,000gp
 
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Icon of the Midwife has visible "& #150;" that should be a "–" in its description.
 
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Two things.

Doesn't "Improved Damage" stack with "Improved Natural attack"?

And shouldn't I be able to put two claw evolutions on a quadraped since it comes with two sets of limbs(legs)?

Thanks for your help.

Also it looks like energy attack with acid doesn't show up in the weapons tab. I'm I missing something?

By the way this is all on the summoners eidolon tab.
 
Two things.

Doesn't "Improved Damage" stack with "Improved Natural attack"?
My interpretation is that they should. They are two different things even thought they do the same thing. Nothing specifically calls out that those two things do not stack. The Improved Damage Evolution also says "Select one natural attack form and increase the damage die type by one step." If you have multiple attacks of the same form (like claws) it should apply to all of them, not just one pair of claws. So... Bug Report!
And shouldn't I be able to put two claw evolutions on a quadraped since it comes with two sets of limbs(legs)?
No. Note the bold from the PRD:
Claws (Ex): An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.
You can, however, add a set of arms and then take the claws evolution a second time.
 
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Meteor hammer issue

I recently tried to make a masterwork meteor hammer, and hero labs isnt showing an option to get the AC bonus for using the weapon in fortress mode. It shows the shield AC option if the weapon is just a vanilla Meteor Hammer, but it doesn't for masterwork or magical.
 
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