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Pathfinder Bug Reports - version 3.3

Dodge Description

Another PDF cosmetic bug here (I think):

The description for Dodge in the 3.3 Pathfinder update says:

"+1 to AC vs attacks from one opponent."

The PRD doesn't say the part about one opponent:

http://paizo.com/pathfinderRPG/prd/feats.html#dodge

Quote: "Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat."

Is the PRD out of date?

Thanks!

-joe
 
I don't have my Pathfinder book in front of me, but I believe the original D20 version said the bonus only applied vs one opponent, and the Pathfinder version just said you get a +1 Dodge bonus all the time.
 
Most things in Hero Lab have two versions of the description text - the description, and the summary. In the conversion from the SRD files to the Pathfinder files, I replaced all the description text (at least for feats) with the new Pathfinder text. I didn't always catch the need to change the summary text. (The SRD version of dodge only applied to one opponent).

You can see the description text by moving your mouse over the ? on the right-hand side of an item's display, and can see the summary text displayed on the Specials tab and on the printout.

So, I'll get this fixed for the next update. (Also, one of the projects I want to get to in the next few weeks is to check the summary text for all the feats).
 
You'll have to be more specific than that about what's wrong.

Update: I found an error if the hero is not Size M, but please remember that generic "something's not right" reports don't help me track down the problem. What you do see, what you should see, and where you see it are always things I need to know in order to be able to track down a problem.
 
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Not sure the skeleton HD thing was fixed for all races. My skeletal dire rat still gets an additional HD from the skeleton template.
 
Pulled in from older bug report thread. Hmm, didn't include my old test in with yours when I quoted.
If you decrease the INT until it won't go down any further, you'll be at the correct value - it's not properly changing the default value of the INT, but the minimum is still correct. Fixing the default value is on my to-do list.
Well, when I pressed the down arrow to reduce INT, it stopped reducing before it got to the correct value and I had to use the adjust tab to get it correct.
I'm afraid I can't duplicate this. I went to the gear tab, selected Parchment from the list, and changed the number to purchase to 10. The total cost was recalculated as I went, so once I reached 10, the calculated cost was 2gp. Once I changed the number to purchase, pressing the "Set" button next to the Cost (Total) filled in the "Pay" fields. On a character who has 15pp, 150gp or 1500sp, the set button makes change correctly, always removing as many small coins as possible.
Must have got it into some weird state. Was not able to duplicated the problem myself.
On the main character, remove some money (either on the journal tab or the configure hero form), and add the same to the minion (on the configure hero form). Now, on the minion, purchase armor normally. The cost/weight changes for different sizes/non-humanoid shapes will be calculated for you (all armors can be made into barding). Now transfer the change back to the main character. A shared money pool is something I want to add, but that's the workaround until that's been added.
My character is a gnome who was putting barding on his riding dog which is medium. While medium barding weighs the same, it costs double. However even when I bought armor directly on the mount it cost what it would for a humanoid, not a mount. Did not find any checkbox or anything that indicated explicitly that this item is barding.
 
The following sort of seems like a bug, but could just be the way HL works. I only found it as I have been creating separate .user files, but trying to use the same source. Here is the example break down of the issue.

For MyData1.user I created a new source as follows:
Code:
<usesource source="PcAdvenArm" parent="Sources" name="Adventurers Armory"/>

Later I created a new .user file called MyData2.user and checked the same Source as I created in MyData1.user file. Everything was fine unless MyData1.user file is not present, because MyData2.user file only had the following for the source:
Code:
<usesource source="PcAdvenArm"/>

Now this is pretty easy for me to fix now that I know about it as I can just open it up in TextPad and do a quick replace and then everything works fine. Both MyData1 and 2 will work correctly with or without the other file so it does not hurt for .user files to have the full usesource info.

So is this a bug or just the way it works and I need to remember in this circumstance to change it in TextPad before sharing the file?

Thanks
 
Possibly more skeleton template errors? (I'm not an expert, so it might be an error on my part).

Making a skeletal hill giant hero. Made a hill giant raced hero, changed the alignment to NE so that I could add the skeleton template. When I did this, it dropped the CR from 7 to 1/6. I think this is an error.

Edit: looking in the Bestiary at the skeleton template, it looks like, with 10 hit dice from hillgiant, it should go to CR 5?
 
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Possibly more skeleton template errors? (I'm not an expert, so it might be an error on my part).

Making a skeletal hill giant hero. Made a hill giant raced hero, changed the alignment to NE so that I could add the skeleton template. When I did this, it dropped the CR from 7 to 1/6. I think this is an error.

And now that I look back on the skeletal dire rat I'm having issues with, I see that it's CR drops from CR1 to CR 1/6.

A skeletal dire rat and a skeletal hill giant intuitively shouldnt be the same CR. :)
 
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-2 penalty is applied, if medium one-handed sword is used as two-handed sword by small creature. There should be no penalty.

The rule is:
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.
 
-2 penalty is applied, if medium one-handed sword is used as two-handed sword by small creature. There should be no penalty.

The rule is:
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.
That is only part of the rule their is still a cumulative -2 penalty when using a weapon of the wrong size see pfsrd Weapon Sizes.
 
Not sure the skeleton HD thing was fixed for all races. My skeletal dire rat still gets an additional HD from the skeleton template.

I'm afraid I can't duplicate this. Yes, there's still an enter HP space for the template, but there's no HD reported to its left, and the HD total listed under the level is "0+1" - 0 class levels+1 racial HD. I'll put removing the HP space on my to-do list.
 
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Well, when I pressed the down arrow to reduce INT, it stopped reducing before it got to the correct value and I had to use the adjust tab to get it correct.

I added a level of Wizard to a blank character, selected a familiar for the wizard, and then on the familiar, selected the Cat race. On the abilities tab, I decreased the INT until it wouldn't decrease any further, and it stopped at 6, which is correct for a 1st level wizard. I added 2 more wizard levels, and the familiar's INT went to 7. Wiz 10's familiar had an INT of 10, and Wiz 20 had an INT of 15.

My character is a gnome who was putting barding on his riding dog which is medium. While medium barding weighs the same, it costs double. However even when I bought armor directly on the mount it cost what it would for a humanoid, not a mount. Did not find any checkbox or anything that indicated explicitly that this item is barding.

The race definition for the riding dog was missing the setting that would have told HL to double the armor price. That'll be fixed in the next update, thanks for pointing it out.
 
The large sunblade should be usable one handed its a large shortsword

Actually, the real problem was that a size M sunblade was a 1-handed weapon (like a Bastard Sword), rather than a light weapon like a shortsword. Once that was fixed, HL properly changes a size L sunblade wielded by an M character into a 1-handed weapon.

Thanks for the report, this will be fixed in the next update.
 
Possibly more skeleton template errors? (I'm not an expert, so it might be an error on my part).

Making a skeletal hill giant hero. Made a hill giant raced hero, changed the alignment to NE so that I could add the skeleton template. When I did this, it dropped the CR from 7 to 1/6. I think this is an error.

Edit: looking in the Bestiary at the skeleton template, it looks like, with 10 hit dice from hillgiant, it should go to CR 5?

And now that I look back on the skeletal dire rat I'm having issues with, I see that it's CR drops from CR1 to CR 1/6.

A skeletal dire rat and a skeletal hill giant intuitively shouldnt be the same CR. :)

My Giant Trolls for the CoT adventure path did the same. CR1/6

You're correct - there's an error in the HD - CR conversion (and embarrassingly, it's correct on the Skeleton Champion, but not for the Skeleton or Zombie templates, so I fixed it in one case a while ago and didn't carry that fix to the other cases).

This'll be fixed in the next update, thanks for the report.
 
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