• 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.
I recently got ultimate combat added to my liscence. when i first used it, it worked fine, then later when I loaded portfolios that contained the feat "boar style" the feat becamed 'orphaned' from the characters and would not appear on nay of the feat lists. it keeps claiming that it is missing in batch 444 or 449.

My DM has no issue with this feat to my knowledge and it is in the Ultimate Combat book.

any help would be great
 
Sling bullets seem to be a little too light...

Looking on the PRD, 10 sling bullets weigh 5lb, or .5lb per.
In HeroLab they weigh 2lb for 10, .2lb per.
 
This has happened with most NPC's I've made, but not all, and I've double checked my math numerous times. I set their starting GP to the amount appropriate for their heroic or nopc class and level, buy their gear, then, if I change the starting gold again to reflect the pocket money I want the NPC to be carrying, it instead of turning into say... 33 gp, it turns into -33 gp. Every time this happens, it becomes the negative of the exact value I'm trying to put it as.
 
This has happened with most NPC's I've made, but not all, and I've double checked my math numerous times. I set their starting GP to the amount appropriate for their heroic or nopc class and level, buy their gear, then, if I change the starting gold again to reflect the pocket money I want the NPC to be carrying, it instead of turning into say... 33 gp, it turns into -33 gp. Every time this happens, it becomes the negative of the exact value I'm trying to put it as.

Adjust the money on the Journal tab.
 
Gravewalker Witch bug (Ultimate Magic)

The gravewalker archetype for the Witch has the class feature "Bonethrall". This ability is supposed to be at first level, but Hero Lab has it at fourth (the level of the Hex replaced). The wording of the ability confused me, too, but I got confirmation here from Paizo that it is supposed to be at first.

Obviously not a huge bug, but I thought I'd let you know.
 
NPC's don't have a journal tab.

Besides, no matter how I adjust it, the math SHOULD work right.
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".
 
This has happened with most NPC's I've made, but not all, and I've double checked my math numerous times. I set their starting GP to the amount appropriate for their heroic or nopc class and level, buy their gear, then, if I change the starting gold again to reflect the pocket money I want the NPC to be carrying, it instead of turning into say... 33 gp, it turns into -33 gp. Every time this happens, it becomes the negative of the exact value I'm trying to put it as.

Are you setting the starting gold value to be the amount of pocket change you want it to have, or are you adding the amount of pocket change you want it to have to whatever's there?
 
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.
 
Last edited:
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...
 
Status
Not open for further replies.
Back
Top