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Pathfinder Bug Reports - version 4.11

Mathias

Moderator
Staff member
(a bug reports thread for the 11/18/10 update)

(note that 4.11 was packaged up on Monday afternoon, but its release was delayed - a few bugs have been reported on its bug report thread since then - please don't repost them here - I'll address the existing posts)
 
Inquisitor, Teamwork feats change/day - does not appear to be using WIS modifier.
Wondrous Items, Boot of Striding and Springing - competence bonus to Acrobatics appears to be always applied instead of just for jumping.


I think both these problems existed in earlier versions as well.
 
After I updated Herolabs to 3.6f I am getting an error.

An unexpected error occurred. Click locate files for details.

Then Once I select the ? mark I get this

Unable to retrieve Licensed updates from server:
Update Error: <?xml version="1.0"?>
 
Is there any problem with the actual updates, or is it just an error message that if you click through, everything else proceeds as usual?
 
I also received the error above, but it went away when I restared HL.

The bug for magical ammunition is still present, where the value of a stack of ammo seems to be multiplied by the number of individual pieces of ammo in the stack. I.e. I have 50 +1 bane arrows that get a value of 415,002 gp and 5 sp.

EDIT: When I open HL I noticed that it said NEW UPDATES up in the right-hand corner, even though I had just updated. When I clicked it I got the attached error. When I click OK I come to the Latest Updates dialog.
 

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NPCs are getting maximum hit points for first level if they are a creature that doesn't have racial hit dice and have a class. They should be getting half rounded down for first level.
 
Energy Attacks

The Eidolon evolution 'Energy Attacks' doesn't show the damage on the Eidolon's pdf for each natural attack. I'm not sure what the default is for normal weapons, but it would be nice to show on the pdf, for example:

+6, 2d4 +1d6 cold
 
The Roper's Pull ability (raPull) has an incorrect Summary, it looks like it has the summary for Ferocity instead.
 
Trait Issue: Sacred Conduit

I have recently created a Wizard specialising in Necromancy and went to add the Sacred Sonduit Trait from the Advenaced Players Guide. Unofrtunately it says that the character can't because as a wizard he would not normally be able to channel energy.

The Necromancy specialist school states that this specialist can channel energy but only when commanding undead creatures. Therefore this Trait should still be allowed.

Could this be corrected for the next build?
 
Half Elf Rogue

On the Class tab the half elf rogue favored bonus is listed as being +1 to bluff, but the Special tab shows it as +1/2 (which i believe is correct) and calculates it as such.
 
I have recently created a Wizard specialising in Necromancy and went to add the Sacred Sonduit Trait from the Advenaced Players Guide. Unofrtunately it says that the character can't because as a wizard he would not normally be able to channel energy.

The Necromancy specialist school states that this specialist can channel energy but only when commanding undead creatures. Therefore this Trait should still be allowed.

Could this be corrected for the next build?

I had this exact problem. It is not allowing wizards of necromancy to channel, or take any of the feats associated with this (like Improved Channel).

I also have a separate issue to report. If you add any headband that increases your intelligence modifier (and you put the new skill ranks into something other than linguistics), as soon you apply it to the character, it automatically asks you to add a new language from the 'Personal' tab. This shouldn't be the case because you only get more languages by putting skill ranks into Linguistics (or your base INT going up).
 
The smite evil in-play adjustment for paladins is stacking with other deflection bonuses. Deflection bonuses do not stack. In this case the only the highest deflection bonus should be applied.

Re-create:
Create Paladin character with at +1 Charisma bonus
Add a ring of protection +1 => AC has the +1 (deflection)
On the in-play tab, check the Smite Evil: activated check box => Deflection bonus now shows as +2 (deflection) instead of staying at +1 (deflection)
 
The damage bonuses for double weapons wielded in Both hands as a two-handed weapon (i.e. not as a double weapon) are not including the 1.5* strength and the 1.5*power attack. Double weapons act as two-handed weapon when not being used as a double weapon. This error occurs with the "Both" option checked or not. Note: the bonuses for a double weapon appear correct when using it as a Double weapon (half Str and half PA with the off hand).

Re-create:
create a fighter with at least a +2 Str bonus
add the Power Attack feat
add a two-handed weapon (greataxe?)
add a double weapon (orc double axe)

See bonuses on greataxe = 1d12+3 (1.5*2=3)
See bonuses on double axe = 1d8+2 (1*2=2)

In the in-play tab check power attack.

See bonuses on greataxe = 1d12+6 (1.5*2 (str) + 1.5*2(PA)= 6)
See bonuses on double axe = 1d8+2 (1*2(str) + 1*2 (PA) = 4)
 
I was told by my DM that nearly all of the skills for druid animal companions were way off and he had to manually calculate them. He said it was applying 'racial modifiers' instead of treating it as an animal companion. For example, my level 2 druid has a velociraptor companion with 3 skill points, but the 3 values are:

Acrobatics +15
Perception +13
Strealth +19

Although these are class skills, they all seem insanely high for a single skill point each.
 
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