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Pathfinder Bug Reports - Version 6.7

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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.
 
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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
 
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


Exotic Weapon Proficiency: Firearms is a separate feat from the normal Exotic Weapon Proficiency, and it is also that case in Hero Labs.

Look for Exotic Weapon Proficiency: Firearms, it is there.
 
I still don't see it.

I have Ultimate Combat checked (I've had missing items before because I didn't have the book checked).

I looked manually. I tried searching for either "exotic" or "firearms".

It goes from "Exhausting Critical" to "Exotic Weapon Proficiency" to "Expanded Arcana"... What am I missing here?
 
There are new settings for firearm availability available on the configure hero form. Selecting "No Guns", "Commonplace Guns" or "Guns Everywhere" on that will remove the EWP (firearms) option (either because there are no weapons for it to apply to, or because the firearms have all been moved down to Martial or Simple).

A new setting in the "Equipment, Weapons & Armor" section of "Optional Rules" - Hide Firearms & Related will also hide that feat.
 
Ah, there we go...

I had "guns everywhere" checked because I figured it would give the most variety of guns... Now it's "emerging guns" and the feat shows up.


Thanks
Chris
 
Each of those options has specific rules associated with it, like price changes and changes to the feat required - you can right-click on them to read those rules.
 
The magus doesn't have the feats light armor proficiency, all simple weapons, or all martial weapons.

Never mind. It wasn't there when I made the magus the first time, but when I went in and made another one, it worked. wierd
 
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Zombies (Aquired Template)
I just started making a Zombie in HL and I think there is something wrong?

Since its an aquired template and does get to keep a few things from its previous "life" I started it off with one class level, Barbarian. Then added Zombie Template. All class HD are supposed to be dropped. But it keeps all of them. It does figure out the CR correctly, but the Hit points are too many.

Morval
 
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Message posted in black.

"Zombies (Aquired Template)
I just started making a Zombie in HL and I think there is something wrong?

Since its an aquired template and does get to keep a few things from its previous "life" I started it off with one class level, Barbarian. Then added Zombie Template. All class HD are supposed to be dropped. But it keeps all of them. It does figure out the CR correctly, but the Hit points are too many."



Morval please use an easy to read color (like black) when posting there are some members on this forum that are color blind and we can't help you if we can't see whats on your message, Thank you.
 
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