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Pathfinder Bug Reports - Version 6.18

Dimensional Agility question

According to the HL software, ninja's can take the DA feat even though they don't have dimensional door and abundant step. Is this a fluke or is there another reason they can take it?
 
Bug in Daredevil archetype

Found a bug with the bard archetype Daredevil. The Canny Foe ability doesn't list the following maneuvers: Dirty Trick, Drag, Reposition, and Steal.

Hmm... looks like other archetypes also have an issue with those maneuvers (such as the Cad). Looks like for some reason the maneuvers in question are not "live" children.
 
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Sorcerer Bloodline Power from the Efreeti Bloodline - Fire Ray.

This is supposed to do 1D6 + 1 for every two sorcerer levels you possess.

I have a 3rd level Sorcerer right now and the power still says "1D6+1".

Higher levels are ok, just 3rd level seems to have the problem.
 
Sorcerer Bloodline Power from the Efreeti Bloodline - Fire Ray.

This is supposed to do 1D6 + 1 for every two sorcerer levels you possess.

I have a 3rd level Sorcerer right now and the power still says "1D6+1".

Higher levels are ok, just 3rd level seems to have the problem.

What are you expecting to see?

At 2nd and 3rd level, you should get +1. Youll need to get to 4th level before you're at 1d6+2.
 
Has anyone looked at the Magus Archetypes yet? Soul Forger still can't combine with Staff Magus. I've looked over both of them several times and nothing in them conflicts in the slightest.
 
I think there's a bug with the Pinned condition.

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

It says they're denied their Dexterity bonus, not "dexterity bonus to AC". I guess that's a difference.
It correctly ignores Dex to AC and gives the -4 on top, but skill checks don't take the dexterity hit. (grappled condition correctly applies the -2 to dex to them, and with pinned being a more severe version of grappled, that just doesn't make sense if it wouldn't be the same)
Neither does the CMD get it's dexterity bonus denied nor does it get this -4 to AC (since all penalties to AC also apply to CMD).
 
Boon Companion

I am making a multiclass Barbarian(4)/Cavalier(3) and with the boon companion feat, this should bring the companion up to an effective level of 7 (it is +4 but up to main character's hit dice)

however...

it's not doing the progression correct...it starts the first level with 2 hd like it should, but then it adds more hd, and ends up with a total of 8, when it should be 6.

http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions

is there any way to fix this? maybe have a script i can copy/paste into an edited feat?

thanks.
 

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Evangelist Cleric

Trying to use the Feat Lingering performance and it shows red. The evangelist cleric gives me Bardic performance so i should be able to take this feat
 
Getting the following error when opening a previously saved or creating a new Fighter (Brawler archetype) character. It's looks like it's part of the Close Control Class Ability.
 

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Heirloom weapon (proficiency)
My paladin took the trait Heirloom weapon (proficiency) and the bought a kopesh. However, the trait will not allow her to select the kopesh (which requires exotic weapon proficiency) as her Heirloom weapon. It only permits her to choose her one of her other weapons, in which she is already proficient because they are martial weapons.

Did I misread the rules or is this a bug?
 
Heirloom weapon (proficiency)
My paladin took the trait Heirloom weapon (proficiency) and the bought a kopesh. However, the trait will not allow her to select the kopesh (which requires exotic weapon proficiency) as her Heirloom weapon. It only permits her to choose her one of her other weapons, in which she is already proficient because they are martial weapons.

Did I misread the rules or is this a bug?

Are you sure it was in the correct spot? Not in the place where magic weapons can go, but the one below where you cannot make a custom weapon? The item can't be masterwork, or editable to become masterwork/have magic properties.
 
Heirloom weapon (proficiency)
My paladin took the trait Heirloom weapon (proficiency) and the bought a kopesh. However, the trait will not allow her to select the kopesh (which requires exotic weapon proficiency) as her Heirloom weapon. It only permits her to choose her one of her other weapons, in which she is already proficient because they are martial weapons.

Did I misread the rules or is this a bug?

d20 PFSRD said:
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.
(Emphasis Mine)

So the "Proficiency with that specific weapon" will not be helpful for fighter/paladin/ranger (etc) types, but the other two options (+1 AoOs or +2 w/ one type of combat maneuver) would still be effective.
 
This is not an error but an overlooked fault. The adventure journal appears to be limited to one addition on normal xp progression. It would be better to allow manual entry.
I am running PFS sanctioned modules which grant 3xp. There is no way to add this xp without creating three journal enteries.
 
This is not an error but an overlooked fault. The adventure journal appears to be limited to one addition on normal xp progression. It would be better to allow manual entry.
I am running PFS sanctioned modules which grant 3xp. There is no way to add this xp without creating three journal enteries.

The alternative is to confuse new users with five or six different XP options to choose from - 1, 2 (adventure you died in), 3, and the slow speed versions of each. In my opinion, it's better to add three entries for each module than to make it harder to understand and to make the +1 button harder to find among that grid for those entering a normal scenario.
 
Why not just leave it for manual entry? Respectfully, I can not see how a player can get confused as to the amount of xp to enter as it is on their record sheet. Just allow the possible values to be entered.
 
Why not just leave it for manual entry? Respectfully, I can not see how a player can get confused as to the amount of xp to enter as it is on their record sheet. Just allow the possible values to be entered.
One or 1?

I am not 100% sold on this; wasn't the previous time it got discussed, either; it still is easier to deal with than extended fights over .5, 1 vs .5, 1, 1.5, 2, 3.

Especially since we don't know if there might not be new additions in the future.

PFS APs?
 
Apologies if I am rehashing an old argument. I not privy to any previous discussions and only commenting as it has become relevant to my play group.
 
Chivalrous trait not adding Knowledge (History) trait bonus

+1 trait bonus to Diplomacy and Knowledge (History). The Diplomacy bonus appears but not the Knowledge (History), even after the knowledge skills is manually added
 
Bug
Smite evil from Paladin levels and prestige class Inheritor's Crusader. Crusder levels also add to Paladin levels when determining number of Smite evil.
 
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