• 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 6.7

Status
Not open for further replies.
On the configure game defaults options no matter how many times I set everything to on, Cheliax, Sargova and Taldor always uncheck themselves.

After selecting what you want do you hit the "Set Defaults" button? That is what saves what you select as default for all your PCs.
 
Posting this for a third time

I am not trying to be a jerk, but this is the third time that I have posted this bug without so much as a reply. Is this something that you all are looking into, or is this something I just have to accept and live with???

The Intimidate skill is being calculated incorrectly for alchemists that have the feral mutagen discovery and True Mutagen Discovery after taking a True Feral Mutagen. The -2 to the relevant stat should represent a -1 to Intimidate. Subsequently, Feral Mutagen is supposed to offer a +2 to Intimidate, meaning a net gain of +1 should take place. Currently, a -1 is being shown for the intimidate when you have the relevant discoveries and take that mutagen.
 
After selecting what you want do you hit the "Set Defaults" button? That is what saves what you select as default for all your PCs.

I know, it doesn't stick that's why I'm politely asking the question and why I'm pointedly saying it only happens on my Win XP system and not Vista laptop!
I'm not sure it's a bug.

It just won't darn well keep my preferred default setting, regardless of shouting, pleading, button pushing, waving pointy sticks or ignoring the blasted thing!
Curse you multiple hardware / software configurations!;)
 
the Feat Channeling Scourge is coming up for my fighter...it's only available to classes with the Inquisitor chanel energy feature.
 
the Feat Channeling Scourge is coming up for my fighter...it's only available to classes with the Inquisitor chanel energy feature.

What Inquisitor Channel Energy feature - does anyone know what ability, or even what archetype they were referring to when they wrote that feat? Without knowing what was meant, that prereq for that feat was left un-implemented.
 
Ghost Template: Is not changing my Minotaur's HD from 10 to 8.

Dunno if this has been mentioned before or not, 48 pages is a lot to sift through.
 
What Inquisitor Channel Energy feature - does anyone know what ability, or even what archetype they were referring to when they wrote that feat? Without knowing what was meant, that prereq for that feat was left un-implemented.
I am pretty sure it is suppose to look like this:
Prerequisite: Inquisitor, channel energy class feature.

So the idea is you are a Inquisitor and some class that gives Channel Energy(Cleric or Oracle...). This way if you where a Inquisitor/Cleric your channel energy class feature would keep going up as you take inquisitor levels.

Sorry I have no official post or link but I am 99% sure that is what was meant by the way the feat is worded.

It is in the community UC Errata thread so we may get an official answer at some point. :rolleyes:
 
Last edited:
Just a curious question as I may just be missing it but why would the Ghost Template lower a creatures hit dice? :confused:

The sample Ghost is a 7th level character and has 7 HD not 5HD.

Just wondering is all.

class level HD don't change, only HD derived from race (in this case, Minotaur). As a point of clarification, it changes the die used, not the quantity (in this case, it changes the Minotaurs d10 to a ghosts d8), so that power of the template doesn't apply to the example used, since Humans don't get racial HD

Sorry for the confusion, I was short handing it.
 
Last edited:
Arcanamirium Crafter from Inner Sea Primer

It doesn't look like they are getting the bonus 3rd level feat.

Arcanamirium Crafter (Absalom)


The most famous magical college of the Inner Sea region, the Arcanamirium of Absalom teaches a broad array of specialties, but its most intensive specialty is no specialization at all. It is one of the primary training academies of universalist magic on Golarion, and the wizards who graduate from the school become well respected, well paid, and highly soughtafter in their homelands. An Arcanamirium crafter is one of the builders of the arcane world, assembling magic items with facility, skill, and power. He is intimately familiar with the craft and practice of imbuing items with arcane power, and works with precision even early in his career to help create some of the most powerful magic items of Golarion.

Associated School: Universalist.

Replacement Power: The following school power replaces the hand of the apprentice power of the universalist school.

Metacharge (Ex)

As an Arcanamirium crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.
 
Not-quite-a-bug and a question:

The Yeti is supposed to do 1d6+4 plus 1d6 cold damage, but when used as a character, only shows the 1d6+4 (omitting the cold damage). The cold damage is noted in plain text under the Cold racial ability.

Is there any way to add the variable cold damage directly to the attack, as opposed to needing to remember to read the text?

Cheers, TX
 
I'm getting the following error when trying to load some Spiders as Stock Heroes. I've tried adding them one at a time as well. Am I going about this the wrong way or ...?:

One or more required sources are not accessible for hero 'Spider, Giant'. Subsequent errors may be the result of this problem.
Pick 'rGianSpide' has been orphaned due to missing thing in batch '426'
One or more required sources are not accessible for hero 'Spider Swarm'. Subsequent errors may be the result of this problem.
Pick 'rSpidSwarm' has been orphaned due to missing thing in batch '426'
One or more required sources are not accessible for hero 'Spider, Giant Black Widow'. Subsequent errors may be the result of this problem.
Pick 'rGianBlack' has been orphaned due to missing thing in batch '431'
 
Temporary Ability Score Damage under the adjust tab, hero lab is not accounting for the damage once its applied
 
Temporary Ability Score Damage under the adjust tab, hero lab is not accounting for the damage once its applied
Are you accounting for the fact that ability damage only is applied for every two points of damage? (-1 penalty to ac, reflex, dex skills per 2 points of dexterity damage for instance). It no longer matters if the score is even or odd.
 
When I applied a archtype to my Barbarian that costs his proficiency with Medium armor, and then take a class that gives it back (such as Fighter), it lists Heavy Armor as illegal. It doesn't give Medium Armor proficiency back with the new class, but it should.
 
Divine Favour and Prayer are both luck bonuses to attack and damage.

Under the Adjust Tab when you turn both on it correctly only adds one to attack, but it adds both to the damage.
 
Are you accounting for the fact that ability damage only is applied for every two points of damage? (-1 penalty to ac, reflex, dex skills per 2 points of dexterity damage for instance). It no longer matters if the score is even or odd.

Yes I am. I had a character that took 3 points of constitution damage, which should have lowered his hit points immediately, Hero Lab did not make the adjustment when I applied the damage with the adjust tab.
 
Yes I am. I had a character that took 3 points of constitution damage, which should have lowered his hit points immediately, Hero Lab did not make the adjustment when I applied the damage with the adjust tab.
Strange, I just tried it and hp went from 30/30 to 26/26.
 
Not sure if this has been mentioned, but "firearms" is missing from the list of things available for "Exotic Weapon Proficiency". Individual weapons are displayed, which is fine for "Weapon Focus" and such, but "firearms" is supposed to be the blanket feat for proficiency.


Thanks
Chris
 
Status
Not open for further replies.
Back
Top