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July 20th, 2020, 05:48 #481
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Pathfinder Core Rules
and
Pathfinder Ultimate Equipment
have the weight of a dagger set incorrectly at 0 lbs
it should be 1 lb
I, uhm imagine that's been there a whileLast edited by Zygmunt Molotch; July 20th, 2020 at 14:50. Reason: sarcasm
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July 20th, 2020, 18:51 #482
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July 20th, 2020, 18:54 #483Developer for lots of adventures, particularly 5E, Pathfinder, Starfinder, and Pathfinder 2E
Timezone: US Eastern Time
Ultimate License Holder
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July 20th, 2020, 19:49 #484
Hi Zygmunt, thanks for the catch. I am the one who developed/maintains Ultimate Equipment so I fixed that and you should see the fix in the TEST environment today and in the LIVE environment a week from tomorrow.
By the way, I saw about two dozen other items that should have had a weight of 1 lb. but were listed as 0. I went ahead and preemptively fixed those too.
Just one minor note that there are a few items that are listed as 0 but should be 1/2 lb. The development tools don't allow for fractional values so they are listed as zero. Also, there are some weapons that are mods to an armor or shield. These have weight 0 because the weight itself is listed on the armor/weapon. These are primarily in the system to provide the weapon damage and have their weight as zero so the weight is not double-counted when you add the armor/shield and then the weapon stats for it. Just a FYI in case you wondered (or see it later and wonder why).Developer for lots of adventures, particularly 5E, Pathfinder, Starfinder, and Pathfinder 2E
Timezone: US Eastern Time
Ultimate License Holder
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July 21st, 2020, 19:16 #485
AP: Hell's Rebels
Mod: 1. In Hell's Bright Shadow
Encounter: A New Friend In Need (Parcel 1)
Item: Silver Dagger, Masterwork
Issue: The item isn't correctly tagged with the "silver" identifier to get past DR.
How it looks on the Actions tab when added straight from the mod:
Capture.PNG
How it should look to get past DR: silver:
Capture.PNG
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July 21st, 2020, 21:23 #486
AP: Hell's Rebels
Mod: 1. In Hell's Bright Shadow
Encounter: The Old Hideout
Item: +1 Leather Armor
Issue: For some reason, the +1 bonus is not in the standard "Bonus" field and instead there is an [AC: 2 enhancement] effect applied causing the Armor to only provide a +2 to AC instead of +3:
Capture.PNG
I believe it should look like this:
Capture.PNG
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July 22nd, 2020, 03:31 #487
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cheers sciencephile, I have a question about the half pound thing, is it possible to explain why not?
other modules have say, Belt Pouch at .5 lbs, and they suffer no issues, same for homemade modules, while the official ones can't do it for somereason?
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July 23rd, 2020, 01:35 #488
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July 23rd, 2020, 08:31 #489
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the Monster Codex has lots of spells typed/parsed incorrectly, mostly on their DCs, on the spell ability use, there seems to be an erroneous +12 on the DC for various things
example:
Boggard Swampseer:
Entangle (DC 13), should be well, DC 13, but the reflex roll challenges a 25, looking into the NPC char sheet spell setting, one can see a CLASS DC + 12, base +2
to my eyes that 12 should be zero, DC of a spell is 10+LVL+MOD
it's base 10, +1 for lvl 1 spell, +2 because the Boggard Swampseer has WIS 15, and thus should be DC 13 (as the naming text states)
same true for I believe ALL NPCs (certainly ALL the boggard line) in that module that the spells are typed/parsed incorrectly en masse
the FG system provides a way of stating the DC, I don't see why there are erroneous +# added into the mod field unless it's a hefty bug in the parserLast edited by Zygmunt Molotch; July 24th, 2020 at 04:35.
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July 24th, 2020, 17:16 #490
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