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Pathfinder Bug Reports - Version 6.7

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I couldnt find it reported anywhere, for an Oracle with the Mystery of Life, spells added for level 16 and 18 are not the right ones.
It adds mass cure critical at 16 instead of mass heal, and mass heal at 18 instead of true resurrection

Was going to quote the APG but thought it would be worth checking the erratta 1st. I'm glad I did...

Here's the original text:

Bonus Spells: detect undead (3rd), lesser restoration (5th),
neutralize poison (7th), restoration (9th), breath of life (11th),
heal (13th), greater restoration (15th), mass cure critical wounds
(17th), mass heal (19th).

Here's Paizo's errata:

detect undead (2nd), lesser restoration (4th), neutralize poison
(6th), restoration (8th), breath of life (10th), heal (12th), greater
restoration (14th), mass heal (16th), true resurrection (18th).

Good Catch.
 
For the special armor types from the Faction Guide, can you include information on the slowing effects of those item powers in the descriptions ( for example, vital guard). The items are correctly applying the penalties but no where in the description is it telling you why there is a penalty.
 
Hi guys - not sure if I'm posting this in the right place, but:

In the Ultimate Combat package with a Dervish Dancer Bard archetype, a bard is only supposed to be able to apply their Perform (dance) skill to Acrobatics checks (as part of Versatile Dance) at 2nd level. Currently, that's happening at first level.

Many thanks for the awesome product!
 
Bug yo

If I have a 12th level Human-Alzanti Pureblood rogue and make him a skeletal champion, all the rogue abilities are grey (stating requirements not met).
 
Ogre Hook Source

I did not find this posted previously with a search, but...

The Ogre Hook claims to appear in both Adventurer's Armory and Rise of the Runelords data sets. However, when the Adventurer's Armory is selected without Rise of the Runelords, it does not appear. It does appear, with the updated statistics from Adventurer's Armory, when I select the Rise of the Runelords data set (or both data sets).
 
The problem is that the skeletal champion (it's misspelled in Hero Lab) template turns off all of the base creature's special abilities, except for those derived from the other variant skeleton types.

At first, I thought that was what the template is supposed to do, but the description in the bestiary clearly states that "many gain class levels." Even This particular template shouldn't turn off special abilities granted by class levels.

The sample skeletal champion is just a level 1 warrior, so the stock creature's stats don't reveal the fact that all special abilities are disabled.

The quickest way to fix this is to open the editor and create a copy of the "Skeleton Champion" template and name it "Skeletal Champion." Then, go into the Eval Scripts and remove the following code from the first script:

Code:
      ~ Disable all special abilities apart from the ones that we bootstrap
      var searchexpr as string
      searchexpr = "!component.BaseFeat & !(SpecSource.tmSkeleton | SpecSource.tmBloodSke | SpecSource.tmBurnSkel | SpecSource.tmSkelCham) & !SpecType.Movement & !thingid.typUndead"
        foreach pick in hero from Ability where searchexpr
          perform eachpick.assign[Helper.SpcDisable]
          nexteach

You won't be able to add any of the variant skeleton templates or the magus template to it without modifying them to allow for the Skeletal Champion template, but it should meet your needs for creating a skeletal champion rogue 12 character.
 
You're welcome.

It's not the most elegant fix, but it will work until the code gurus can get back from GenCon and explain a better way to do it.
 
Missing armor

I just purchased the ultimate combat add on. None of the new armors were available in the armor selection list. Is this a latter update?
 
Hey folks!

This one is part BUG, part entry question. I figured the BUG part took precedence so I posted here.

According to the SRD, the Centipede is supposed to get a +2 racial bonus to it's poison for a total DC of 13. I'm only seeing 11. When I look at the data file, I can't find the racial bonus.

As I am currently entering the Sewer Centipede, how would I go about adding that on my own?
 
Problem with the Bard archetype Archeologist:

While the archetype does correctly eliminate Bardic Performance, Quartenary abilities are still available, with a quantity of 99 to chose.
 
I just purchased the ultimate combat add on. None of the new armors were available in the armor selection list. Is this a latter update?

Did you go into menu choices Character | Configure Hero and make sure that the new packages are checked for each character?
 
Arcane Armor Mastery not working with Caster Level 7

Created a Cleric 3/ Wizard 3 / Mystic Theurge 1. All levels increase the CAster Level to equal 7. Arcane Armor Mastery feat is not recognizing it.
 
Problem with the Bard archetype Archeologist:

While the archetype does correctly eliminate Bardic Performance, Quartenary abilities are still available, with a quantity of 99 to chose.

I saw this as well with the Archaeologist but it's not limited to just the Archaeologist. I noticed it with some of the APG bard archetypes as well.

Looks like the UC update has some quirks/bugs on the bard content.
 
Not sure if this has already been addressed or not, but the Biped (slam) build for Eidolon's is showing the free Slam evolution as being free for the build, as it's in green like the other options, but also costing 1 Evolution Point...
 
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Lion Blade PrC from Taldor, Echoes of Glory

The Lion Blade PrC has a d6 hit die, but it was written for 3.5 and is based off the Bard & Rogue classes. Pathfinder increased the Bard & Rogue hit die to d8, and d6 is now strictly for arcane spell-casters. The Lion Blade's hit die should be upgraded to d8 when converting it to Pathfinder.
 
Words of power table is incorrect

Starting at Level 3, you can do
(3) 0/0/0
(4) 2/0/0
(5) 2/2/2 or 3/1/1
(6) 3/3/3 or 4/2/2
(7) 4/4/4 or 5/3/3
(8) 5/5/5 or 6/4/4
(9) 6/6/6 or 7/5/5

Also, the "Boost" keywords do not work on Burst and Line.
 
Heirloom Weapon has been changed. From the latest PDF version of Adventurer's Armory:

Heirloom Weapon: You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
 
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