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Pathfinder Bug Reports - Version 6.7

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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.
 
Put a headband of Mental Superiorty +6 (Acrobatics, Fly, Swim) on a nymph and the skills wont work right. The nymph wants to add 8 to skills already, so it makes the ranks higher than the HD. When you hit customize it just takes all the ranks away and let's you do whatever you want with them. (Including the ranks meant for the skills selected.) This is true even if you add class levels or whatever to make a nymph higher than a 8 HD creature.

And if you do that and try to assign the points to the skills selected, it will take away a skill point and a max rank for every point (effectively eliminating the bonus from the headband and causing you to use your actual skill points on the skill ranks...)
 
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Adding Class levels to a Nymph increases her Blinding Beauty and Stunning Glance DC by 1 for every 2 levels...This should not be the case. It is a static save DC based on Charisma (Starts at 21 with a standard Bestiary Nymph's Cha Score.).

I am trying to put in Nyrissa from Kingmaker Volume 6 so that's why I am seeing all of these off the wall bugs lol.
 
The Arcane Pool of a Bladebound Magus is not being calculated correctly. I created a 1st level magus, gave him 18 int and the bladebound archtype and he had 5 arcane pool points. When I leveled him to 5th his arcane pool had dropped to 4.

A magus without the bladebound archetype displays the correct pool amount.

Also confirmed on my 4th level build. I went to 18 int when I hit 4th level so I should have 1/3 my level (4) min of 1 plus 4 from int for a total of 5.

I've confirmed this myself, a level 8 Bladebound Magus with 17 int only has Arcane Pool uses 3/day. The arcane pool should have points equal to 1/3 the magus level (with a minimum 1) plus Int mod.
 
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Adding Class levels to a Nymph increases her Blinding Beauty and Stunning Glance DC by 1 for every 2 levels...This should not be the case. It is a static save DC based on Charisma (Starts at 21 with a standard Bestiary Nymph's Cha Score.).

I am trying to put in Nyrissa from Kingmaker Volume 6 so that's why I am seeing all of these off the wall bugs lol.

Aren't most abilities DCs = 10 + 1/2 HD + Ability Modifier? If so, then this is not a bug. It's exactly the way it is supposed to work.
 
Achaierai Bestiary 2

Thing
rAchaierai
Skill skFly

One extra skill point allocated to Fly resulting in error message on base creature!

Standard is 42 allocated = 43

Remove hero.child[skFly].field[skInnate].value += 1 from eval script
 
The second level spell from the Desert Domain "Shifting Sand" is not available to pick it is programmed as a lev 3 spell.
 
It only counts Racial HD, not class levels.
Where did you see that rule as its not listed with the Nymph and there are no Universal Monster rule for those abilities. The default rules for monsters DC is in the monster creation section of the bestiary: "The DC for almost all special abilities is equal to 10 + 1/2 the creature's Hit Dice + a relevant ability modifier (usually Constitution or Charisma depending on the ability)."

There are a few Universal Monster Abilities that do appear to use Racial HD only, like Breath Weapon, but most use the 10+1/2HD+Ability Modifier. So where do you see that its Racial HD only for the Nymph's abilities?
 
Hah! The day is mine!

*Does the "Caught up on the bug thread" Dance*

Marking here as the point to which I have either solved or recorded the bugs for later work.
 
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