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Pathfinder Bug Reports - Version 6.7

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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.

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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Hero Lab - Bug issues

There are a couple of issues I am having since using Hero Lab to make NPCs and advanced monsters for my home game, and also having issues when trying to make 1st-lvl PFS characters for an up-coming convention.

1st off, I have the box to not print unarmed attacks checked as a default as most of the things I am making with Hero Lab would never use an unarmed attack, but Hero Lab still prints out the unarmed attacks no matter what I do.

2nd, with creating PFS characters, I made sure I had the PFS box checked and went to create a 1st-lvl Chiurgeon Crypt-Breaker Alchemist (I have all PFRPG data packs plus PFCS#6 with Inner Sea Magic), and for some reason the Crypt-Breaker Alchemist archetype isn't getting rid of the Extra Bombs feat like it is supposed to (since the archetype replaces Brew Potion, and PFS replaces Brew Potion with Extra Bombs); also for some reason the warnings thing is stating that 2 classes are replacing Mutagen, when only 1 thing (Crypt-Breaker archetype) is replacing Mutagen class feature.
 
Inteligent Magic weapons not working

Mathais when even I try to make a weapon intelligent and add an aligntment to the weapon I get an errror message
Existence tagexpr for pick 'aLawGood' is scheduled after primary condition test is scheduled

Is this because the Intelligent Magic weapon portion is broken?

On a side note are you working on implementing the Blackblade for the blade bound Magus archtype form Ultimate Magic.

In an earlyer post on hte above subject you said you were going to have to redo
that protion of hte program because it was hard coded. When you redo that portion could you add to the editor?
 
"Dependent" vs. "Dependant"

I found this in the greater command spell: Language-Dependant s/b Language-Dependent. I confirmed this with the core rules as well. I'd recommend that this be corrected in all HL content. I also looked this up on the web because I was curious about the difference:

Explanation:
Some dictionaries indicate that "dependent" and "dependant" are synonyms. However, other dictionaries indicate that the preferred use of "dependent" is as an adjective and that the preferred use of "dependant" is as a noun. One way to remember this distinction is to think of "confidant", which is a noun, versus "confident", which is an adjective.

Solution:
Use "dependent" when you’re modifying a noun to indicate contingent or relying on something or someone else; use "dependant" when you’re talking about a person who relies on or is supported by another.

Not being all preachy, just info. :)
 
More Typos...

- Blind-Fight: ....usual +2 bonus for being invisible. The onvisible attacker's bonuses...
- Detect Magic: or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates (s/b emanates)
- Inflict Moderate Wounds, Mass: This spell functions like mass inflict light ...... level (maximum +30). ict Serious Wounds
- Quicken Spell-Like Ability: ......it uses a quickened spelllike ability.
- Awesome Blow: ......the creature may perform an awesome blow combat manuever. (s/b maneuver)
- Multiattack: ......NormalWithout this feat, the creature's secondary......
- A piscodaemon's claws threaten a critical hit on an 18-20 and inf lict ×3
- Demon, Quasit (Cause Fear 30ft radius (1/day) (Sp)): As the spell. Caster level 6th, DC 11. Oncer per day.
- Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-footradius spread
 
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Feat: Guided Hand is not working properly when your deity's favorite weapon is a ranged weapon. It works fine for melee weapons, but for ranged weapons it appears to be using the sum of (Inverse of Strength Mod + Dex Mod + Wis Mod + BAB) as your attack modifier.
-That's what the weapon summary column shows. The Weapons tab and printouts may show different numbers depending on the actual stats.

Edit:
And the feat description in the Special tab and printouts seems to be giving different numbers for melee and ranged for some reason.

Example:
 

Attachments

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Book: Advanced Players Guide
Name: Witch's Hex "Evil Eye"
ThingID: cWitEvilEy
Issue: The description for the hex is missing the 2nd to last line that says "This is a mind-affecting effect." which is pretty important for the types of creatures the hex can affect.

Book: Ultimate Magic
Name: Witch's Hex "Poison Steep"
ThingID: cWitPoiSte
Issue: The "The witch must have the cauldron hex to select this hex." prerequisite does not appear to be working.

Book: Ultimate Magic
Name: Witch's Hex "Prehensile Hair"
ThingID: cWitPreHai
Issue: The natural attack that gets added to the character is not calculating its Attack and Damage based on the witch's Intelligence score.
 
Medium Mount Question

Should the weight for a medium mounts saddle be the same as a large mounts? It should be half the weight but it shows up as the same. It can be a real problem with mount encumbrance. If this is an error can it be fixed?
 
Creating a Level 5 Mystery of Metal Oracle. Size Tiny, Move: 20' with the Armory Mastery and Dance of the Blades Mysteries.

When I equip a metal weapon (a dagger or an Ironwood cestus) his move speed remains at 20'. It should increase to 30' with a metal weapon equipped. It doesn't increase when a normal dagger is equipped, either.

When I equip a +1 Comfort Vital Guard Breastplate his move speed is reduced to 15'. It should remain 20' (30' with his metal weapons equipped). Deleting the Vital Guard property restores his movement to 20', so it would appear that the problem lies in that property.
 
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