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Pathfinder Bug Reports - Version 6.7

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Output Text: Typos/Problems

Problem indicated in boldface.

- Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
- Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects......objects <TEXT TRUNCATED>
- Lycanthropic Empathy +6 (Ex) Improve the atttitude of your type of animal, as if using Diplomacy.
- Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
- Create Yellow Musk Zombie (Su) As a full-round action...... When a creatur <TEXT TRUNCATED>
- Pollen Spray (DC 15) (Ex) As a standard action, a yellow musk creeper ...... An ent <TEXT TRUNCATED>
- Special Arrows (10/day) (DC 12) (Su) When a pixie ...... A pixie can generate a number of <TEXT TRUNCATED>
- Immunity to Magic (Ex) An ice golem effects function di <TEXT TRUNCATED>
- Disease (DC 14) (Su) Ghoul Fever: Bite-injury; save ...... A humanoid <TEXT TRUNCATED>
- Skullface (DC 13) (Su) As a standard action, a krenshar ...... The krenshar can emit a lou <TEXT TRUNCATED>
- Arcane Pool (+1) (3/day) (Su) At 1st level, the magus ...... The poo <TEXT TRUNCATED> (I don't even want to *think* about arcane poo. Lol.)
 
Something that has annoyed me for a really long time...the ammunition price calculation is wrong for enchantments.

50 +1 Bolts = 2000gp.
However, HeroLab Translates this into 50x that when you sell it. Also in the gear score, it says the 50x price.

As luck would have it, I just fixed this bug. It should be in the next release. It's been in the queue for a long time, a quick search of the forums shows reference at least back to February (Steev42 posted about it and it was already known then). But everyone should keep in mind we don't fix things in the order that we have them reported. It has to be weighted by amount of work required vs reward. Just luck it happened to have risen to the top just now.
 
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I created a level 6 Duergar Polearm Master which was a CR 5. I then added the skeleton champion template to the monster and the CR went to 10. This does not correspond to the listing in the bestiary that it uses the skeleton CR chart +1.

UNNAMED HERO CR 10
Male Duergar Fighter (Polearm Master) 6
NE Medium Undead
Init +7; Senses Darkvision (120 feet); Perception +11
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DEFENSE
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AC 24, touch 14, flat-footed 20 (+8 armor, +3 Dex, +2 natural, +1 dodge)
hp 93 (6d10+2d8+24)
Fort +7, Ref +5, Will +6
Defensive Abilities Channel Resistance +4; DR 5/bludgeoning; Immune cold, paralysis, phantasms, poison, Undead Traits; Resist Duergar Immunities
Weakness Light Sensitivity
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OFFENSE
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Spd 20 ft.
Melee +2 Glaive +15/+10 (1d10+11/20/x3) and
Claw x2 (Skeleton Champion) +6 x2 (1d4+2/20/x2) and
Unarmed Strike +11/+6 (1d3+4/20/x2)
Special Attacks Pole Fighting -3, Steadfast Pike +1
Spell-Like Abilities Enlarge Person (1/day), Invisibility (1/day)
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STATISTICS
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Str 18, Dex 16, Con -, Int 12, Wis 12, Cha 14
Base Atk +7; CMB +11; CMD 25
Feats Cleave, Dodge, Great Cleave, Improved Initiative, Lunge, Power Attack -2/+4, Toughness +8, Weapon Focus: Glaive, Weapon Specialization: Glaive
Skills Acrobatics +2, Climb +3, Escape Artist +2, Fly +2, Intimidate +12, Knowledge (Religion) +11, Perception +11, Ride +2, Spellcraft +11, Stealth +6, Swim +3
Languages Common, Dwarven, Giant, Undercommon
SQ Slow and Steady, Stability
Combat Gear +2 Glaive, +2 Mithral Agile Breastplate

Mithral: Weighs half as much as normal.;
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SPECIAL ABILITIES
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Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Duergar Immunities +2 racial bonus to save vs. Spells and Spell-Like effects.
Enlarge Person (1/day) (Sp) Cast Enlarge Person once per day.
Immunity to Cold You are immune to cold damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Phantasms You are immune to Phantasms.
Immunity to Poison You are immune to poison.
Invisibility (1/day) (Sp) Cast Enlarge Person once per day.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Lunge -2 to AC for +5' reach
Pole Fighting -3 (Ex) Use a spear or polearm against adjacent targets with a -3 penalty.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Steadfast Pike +1 (Ex) +1 to hit on readied attacks and AoO with polearms & spears.
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

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It would seem that the Exploration Sub-Domain is not being included when the God chosen is Abadar (who has access to Travel).

Other gods who have the Travel domain do actually get access to exploration correctly.
 
It would seem that the Exploration Sub-Domain is not being included when the God chosen is Abadar (who has access to Travel).

Other gods who have the Travel domain do actually get access to exploration correctly.

This is not a bug. Golarion gods do not necessarily give access to all the subdomains of their top-level domain. Per the table on page 91 of the APG, Abadar does not give the exploration subdomain.
 
The 'Arcane Armour Training' Feat was not working ... possible because the character only had 10% Arcane Spell Failure. Checked the Eval script and there was a reference to how much penalty there was. I lowered it from 2 to 1 and it worked but perhaps the check should be greater than 0?

Arcane Armor Mastery does appear to be working as intended, but I was able to duplicate the Arcane Armor Training bug. No change in reported failure chance when "Arcane Armor Training" is selected on the In-Play Tab.
 
I know this is a contested feat, but wouldn't raw allow Extra Evolution to be taken at 1, 5, 10, 15, 20? (yeah i know no feat selection at 20 but w/e).

Special: You CAN take this MULTIPLE times, BUT only once for every five summoner levels you possess.

That reads to me as the "for every 5 summoner levels" only applies when taking it multiple times. Meaning the first time you take it does not apply against this restriction. "You can take it multiple times, but when you do only once for every 5 summoner levels you possess."

Otherwise wouldn't it just say Special: "you can only select this feat once every five levels."

It's not contested. It was clarified many months ago by SKR

A summoner can select this evolution once for levels 1—4, again for levels 5–9, a third time at levels 10–14, a fourth time at levels 15–19, and a fifth time at level 20.
 
It's not contested. It was clarified many months ago by SKR

A summoner can select this evolution once for levels 1—4, again for levels 5–9, a third time at levels 10–14, a fourth time at levels 15–19, and a fifth time at level 20.

I thought he only clarified Improved Natural Armor?
If that's the case, it only currently lets a summoner take it at 1, 10, 15, and 20. And should allow for 1, 5, 10, 15, and 20.
 
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It's not contested. It was clarified many months ago by SKR

A summoner can select this evolution once for levels 1—4, again for levels 5–9, a third time at levels 10–14, a fourth time at levels 15–19, and a fifth time at level 20.

Citation, please? We can't implement hearsay.
 
Citation, please? We can't implement hearsay.

Mathias, don't you think the RAW would allow it to be taken at 1,5,10,15, and 20? I can see how it is sort of ambiguous, but to me if you read it closely, it seems to read as it should be available at 1,5,10,15, and 20.

Special: You can take this MULTIPLE times, BUT (implying if you do take it multiple times) only once for every five summoner levels you possess.

I don't know if that's RAI, but as written, it should be 1,5,10,15,20.

Also being able to take at 1,10,15,20 is sorta clunky is it not? They sort of set a precedent with Pathfinder in other like cases. Heck I'd argue it be 5,10,15,20 before 1,10,15,20, but if that were the case, wouldnt Summoner level 5 be a prereq?
 
Considering it's worded identical to Imp. Natural Armor, and that can be found as clarified in the FAQ, it only stands to reason it works the same way ...

From the Paizo FAQ said:
Summoner: What's the minimum level to take the improved natural armor evolution (page 60) for an eidolon?

The description of the evolution says, "This evolution can be taken once for every five levels the summoner possesses." Unfortunately, that text is unclear.
A summoner can select this evolution once for levels 1—4, again for levels 5–9, a third time at levels 10–14, a fourth time at levels 15–19, and a fifth time at level 20.
This wording will be clarified in the next update document and print run for the APG.
Update: Page 60: Change the the Improved Natural Armor evolution to read as follows: "Improved Natural Armor (Ex): An eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th."

I also read the clarification in a post, but the FAQ has yet to reflect the clarification.
 
Not really a bug, but that being said it is something that should be corrected as it is rather important none the less. The wording for spells for casting time says things like one action.

It should read "standard action" or "swift action" or even "full round" action instead of just "one action".

The point of having the full spells listed in Hero Labs is to make it convenient for the GM and Player alike but having the spell listed as a "one action" casting time is not enough information and in many ways conveying the wrong information without having to look it up. At this point just on the casting time alone one needs to look up each spell to make sure the casting time is correct which makes it a moot point on even having the full spell description listed then.
 
Power Attack is adjusting Thrown Weapons, should only be melee

Splash Weapons are showing Str Bonus to hit on character sheet as well as Dex Bonus to hit.
 
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More Typos...

- Aasimar: Treasure NPC Gear (scale mail, hevy mace, light crossbow with 10 bolts, other treasure)
- Animated Object: Construct Traits (+20 HP) ...... requires a Fortitude save (unless the effe <TRUNCATED>
- Ankheg: Spit Acid (DC 14) ...... during this <TRUNCATED>
 
The Monk archetype Sohei still retains fast movement at level 6 and so on. It should lose all instances of fast movement.
 
Not sure if this is a bug or not, I have a 4 armed race, Thri-kreen, and the extra arms can be used to hold, use and throw weapons, but for some reason hero lab only shows me two sets of useable hands for equipping items even though I specified the race has 4. How do I get hero lab to account for the extra hands?
 
Not sure if this is a bug or not, I have a 4 armed race, Thri-kreen, and the extra arms can be used to hold, use and throw weapons, but for some reason hero lab only shows me two sets of useable hands for equipping items even though I specified the race has 4. How do I get hero lab to account for the extra hands?

You should be able to add the extra weapons as 2nd hand attacks up to the maximum number. See the Merilith in the Bestiary for an example. Note the Multiweapon Mastery racial ability for improving the off hand fighting.

I successfully did this with the Beatific One from the CotCT Bestiary available here: http://www.d20pfsrd.com/extras/community-creations/hero-lab
 
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