• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Pathfinder Bug Reports - version 6.13

Status
Not open for further replies.
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.

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...

I was getting ready to reply to the above post with this but I can't replicate your solution. I choose "both" only, but no option for the meteor hammer is showing up in the armor tab. I wonder if this is some relation to the Monk's Robe bug? (Sometimes you get the proper AC bonus, sometimes it's one less than it should be. It can vary each time you load herolabs, or even change just by adding or deleting an item.)

In any event, getting the shield bonus should not require a separate choice. The weapon description states "...in fortress mode you cannot use it as a double weapon but gain reach and a +1 shield bonus to AC." When you aren't using it as a double weapon, it should automatically give a +1 shield bonus.
 
Last edited:
I was getting ready to reply to the above post with this but I can't replicate your solution. I choose "both" only, but no option for the meteor hammer is showing up in the armor tab. I wonder if this is some relation to the Monk's Robe bug? (Sometimes you get the proper AC bonus, sometimes it's one less than it should be. It can vary each time you load herolabs, or even change just by adding or deleting an item.)

In any event, getting the shield bonus should not require a separate choice. The weapon description states "...in fortress mode you cannot use it as a double weapon but gain reach and a +1 shield bonus to AC." When you aren't using it as a double weapon, it should automatically give a +1 shield bonus.

Thanks for the input, but the AC bonus from the meteor hammer is showing up as a Sheild AC bonus when i have the weapon equipped in both Only when I am using a non-masterwork version of the weapon.

If the weapon is added from the "Custom/masterwork/magical" weapons button, even if I don't make the weapon masterwork, the shield ac when wielding a meteor hammer in both hands is neither added automatically to my overall ac, nor is there a button to click on for the +1 to sheild AC in the armor tab. Should be, but isn't.
 
Also, for the unarmed fighter archetype, the Dan Bong is not listed as a usable weapon, even though it is a monk weapon and the Unarmed Fighter is proficient with all monk weapons including exotic ones
 
Found a few issues with the Dragon Empire Primer:

1) The Sorcerer bloodline Oni is giving Intimidate which a sorcerer already has. Paizo is saying that it should be giving Disguise actually as its suppose to a be a skill the sorcerer does not already get as a class skill.

2) Vulpine Pounce feat is a Combat feat but is not marked as one.

3) Sword Saint archetype is removing "Cavalier's Charge" which a Samurai does not even get. The ability at level 4 to be replaced is Mounted Archer per the developer of the Archetype. Then "Brutal Slash" moves to level 4 to match.

4) White haired witch archetype. The White Hair says "At 4th level and every four levels thereafter, a white-haired witch's hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level." So the *Hair* gains 5ft of reach but the current archetype adds 5 ft to the race. So at 4th level a human White Haired Witch is listed as having 10ft reach with every weapon they wield. Should only be with the hair.
 
Last edited:
Pinned condition does not function correctly.

It does not apply a -4 penalty to AC as it should
It incorrectly applies the flat-footed condition - Paizo errata'd this out and changed it to "denies dex bonus" (flat footed != denies dex bonus (Opp attacks still possible with no dex bonus)).

This bug has been reported multiple times now, over the last few versions.
 
1) The Sorcerer bloodline Oni is giving Intimidate which a sorcerer already has. Paizo is saying that it should be giving Disguise actually as its suppose to a be a skill the sorcerer does not already get as a class skill.

3) Sword Saint archetype is removing "Cavalier's Charge" which a Samurai does not even get. The ability at level 4 to be replaced is Mounted Archer per the developer of the Archetype. Then "Brutal Slash" moves to level 4 to match.

Are these part of the official errata or just forum posts?

4) White haired witch archetype. The White Hair says "At 4th level and every four levels thereafter, a white-haired witch's hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level." So the *Hair* gains 5 ft of reach but the current archetype adds 5 ft to the race. So at 4th level a human White Haired Witch is listed as having 10ft reach with every weapon they wield. Should only be with the hair.

The witch gets her hair as a primary natural attack that is constant. Thus at 4th level she threatens everyone within 10 ft, that is her reach, so that is what I did.
 
Are these part of the official errata or just forum posts?
They are Forum Posts. We don't get official errata for the small 32 page books. But replacing the Cavalier ability that a Samurai does not get can't be correct. Also giving a skill bonus to a class that already gets that skill also can't be right. :)

But if you don't want to change it that is fine. I know these as I had manually already entered these classes and feats myself. So its why I noticed how they didn't make sense.

The witch gets her hair as a primary natural attack that is constant. Thus at 4th level she threatens everyone within 10 ft, that is her reach, so that is what I did.
Correct the "hair" has 10ft reach. If I pick up a longsword I don't get 10ft reach though and the way its changing the "global" reach it would read that I have 10ft reach with all weapons not just my hair.

I changed the live name of the Hair to list the reach of the "hair" in the weapon section. That is how I solved the issue but that is me. ;)
 
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!

No. Note the bold from the PRD:

You can, however, add a set of arms and then take the claws evolution a second time.

Hmmm...I have to disagree with your interpertation of the claws. When I read that I see that I can have the claw evolution for every Lims(legs) evolution I have. So in the quadrapeds case I should be egible for two claw evolutoins.

What do you think about the acid attack? Shouldn't it show up in the weapons area? Thanks for your input.
 
With Skill Focus and the adjustments for Skills you cannot select any of the Knowledge, Perform, Profession or Craft skills.

Never Mind.... Forgot you have to have the skill selected in the character before you assign the feat. :rolleyes:
 
Last edited:
With Skill Focus and the adjustments for Skills you cannot select any of the Knowledge, Perform, Profession or Craft skills.

Frumple, add the appropriate skill to your character and then it will be available for selection.
 
With Skill Focus and the adjustments for Skills you cannot select any of the Knowledge, Perform, Profession or Craft skills.
You have to add the Skill to the character before it will show in the drop down. So if you want Skill Focus (Know Arcana) you first add Know(Arcana) to the character on the Skill section and then you can select it in the Skill Focus feat.

Damn Ninja Aaron..... :)
 
Last edited:
nevermind... I guess if you use the roll dice/manual attribute entry you need to pay attn...
 
Last edited:
No. I was referring to Eidolons and giving them the energy attack evolution. It doesn't show up in the damage. Thanks.

That is what ShadowChemosh was referring to as well. NO weapons in Hero Lab display property damage normally. This includes a flaming scimitar or a icy burst amulet of mighty fists as well as an Eidolon's energy attack. I believe this was a deliberate design choice in Hero Lab since these properties can be turned on and off (unlike enhancement bonuses). The link Shadow posted will show you how to get the Eidolon's attacks - or any weapons - to display property damage.

Edit Insert: I wouldn't mind seeing property damage as an option on the "in-play" tab, but I don't know how hard that would be to implement.

As to putting claws on more than one set of limbs (legs) I don't see how you can read it that way. The description specifically says it can only be added to the limbs (legs) evolution once. Compare to the pincers evolution, which does not have that limitation. If you are still unconvinced, I suggest you post a question on the Rules forum of the Paizo messageboards.
 
Last edited:
Gobin Sorcerer

For Goblin Sorcerer's the extra spell's known option does not open in the in-play tab. So you cannot change the bonus spell known level. The human one works.
 
mac beta! (woohoo!)

just downloaded mac beta and tried... everything works so far, so nothing to report.

just wanted to say thanks for this, also to ask if this thread here is for bug report (if they come up).
 
Some of the magic item pricing is way off. The CRB lists the variant bags of tricks as 3400, 8500, and 16,000 gp, but Hero Lab is letting me buy them for 900, 3000, and 6300. Also, it keeps listing the price of a custom scroll of remove disease as 50 gp when it should be 150 gp.
 
The Bag of Tricks, Rust, has an err on the 86-100 roll, by Hero Lab the PC should pull a Black bear, by CRB PG 501/502 it should be a leopard.
 
Status
Not open for further replies.
Back
Top