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Pathfinder Bug Reports - Version 6.7

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rogue archetype (bug?)

hello, folks.

i am creating the swashbuckler. this archetype allows martial training and 2 rogue talents.

martial training is "on" correctly.

however, in the rogue tab, trapfinding is grayed out, which it should be, to allow getting the 2 talents. there is a "no more rogue talents allowed" greyed out message. if i choose any talents, i get red validation error flag.

allowing 2 rogue talents to swashbuckler needs to be "linked" or "turned on?" (also missing some description text in swashbuckler info).

thx

v3.8a.267
 
Please re-read the swashbuckler archetype. I see nothing there that grants extra Rogue Talents.
 
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I think the line causing confusion is "In addition, she may take the combat trick rogue talent up to two times."

This just means a swashbuckler can now take the Combat Trick talent twice if they want to as normally you can only take a talent once. You don't actually get two free talents right away.
 
Please quote the portion of the ability that grants 2 bonus rogue tricks.
"At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. "
 
I think the line causing confusion is "In addition, she may take the combat trick rogue talent up to two times."

This just means a swashbuckler can now take the Combat Trick talent twice if they want to as normally you can only take a talent once. You don't actually get two free talents right away.

yeah, i guess it did (confusion). thx
 
Change it to a PC instead and adjust the amount on the Journal tab. Then change it back to a NPC.

Also why not just give the pocket change and the WBL value just once together instead of trying to give different amounts of starting value. Your trying to use the Starting Value as an adjuster instead of the "starting value".

I am setting the initial amount to be what they should have as an NPC of their level, then buying equipment, and then modifying the starting value to reduce what is left the the amount of pocket change.

Now, the reason I'm doing it this way is because I am converting NPC's from 3.5. NPC gear value (and the value of some items) have changed between 3.5 and Pathfinder, so to be sure that the gear they're carrying falls within the amount allowed by the new Pathfinder guidelines (and item costs), I have to buy their equipment using those WBL guidelines. Then, after I'm done purchasing their gear, they normally within the module's stat blocks only have, say, 33 gp, but have a little over 500 of their NPC gear value left. Let's say 500 for a good round number.

500 - 33 = 467

Then, if their starting wealth was, say, 2,400, I'd go into the starting wealth and change it from 2,400 to 1,943. This SHOULD leave the NPC with 33 gold, but instead leaves him with -33 gold.

Is this the simplest way to change the current wealth of an NPC? Probably not, but it doesn't matter, the fact is that something is causing the arithmetic in the program to not calculate wealth correctly when starting values get changed. That's a bug, and it's a problem for me, the customer.
 
I also found a slight bug with the animated object ability metal. Even without the ability of Adamantine, it still gives a +6 bonus to AC when normally it should only give +2. Mithral give +4 to AC.
 
I just tried this:

Set an NPC to 2400 starting gold.
Purchase 1900 worth of equipment, leaving 500
I then set the total gold for this character to 1933.

The NPC has 33 gp remaining, as expected.

Could you give me the exact math you used on your character, please?
 
1) 3) Several of the greater metamagic rods (ectoplasmic, elemental, focused, intensified, lingering, selective) are priced the same as the lesser rods.

Specifically, the selective metamagic rod is labeled oddly, with a (4) in the name. Not sure what it means...
 
Sorry if already posted, but in Ultimate Combat the Knife Wielder Archetype should lose both Trapfinding and Trap Sense. Trap Sense is greyed out, but Trapfinding is still showing as active.
 
I don't know if this is a bug or a misunderstanding of the rules on my part. If I take a feat that allows my unarmed strike to be piercing (snake style for example), shouldn't I be allowed to use Impaling Strike with it so long as I meet all the other requirements? Or is this something that shouldn't be allowed with unarmed strikes?
 
When I select the rage ability Scent, Hero Lab gives me a validation error saying that the ability would be redundant. The barbarian is an elf with the beast totem and the rage turned on. If I unselect the the scent ability, I don't have it at all. Looks like HL is duplicating the ability.
 
Is there a way to manually adjust my wife's character's Favored Terrain? I keep getting a stupid validation error because it wants another favored terrain, and I can't find a way of adding it...

EDIT: Ok, it's only on my laptop. I went and put HeroLab on my PC downstairs and transferred the file to that computer and opened it and it was fine. That computer has a much higher resolution. My laptop has a 1366 x 768 display.
 
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Another issue with the current level-up is that the Ranger/Wizard is just now getting his animal companion, and now his wizard familiar is giving me errors saying a cat is not allowed for Rangers... um.... but it still says "Arcane Familiar".
 
Book: APG
Feat: Steel Soul (thingid.fSteelSoul)

Problem: This feat is suppose to give a +2 (total of +4) to the Dwarf Hardy ability but instead it is giving a +2 bonus to Stonecunning.

The code is:
Code:
#value[raStonecun] += 2

should be:
Code:
#value[raDwSaves] += 2
 
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