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Pathfinder Bug Reports - Version 3.6

New Bug,

Celestial Plate Armor is a +3 full plate with a dex bonus of +6, yada yada yada. Well, It only gives you the enhancement bonus of +3 and not the other +9 for being full plate.
 
Weapon Training in Natural Weapons

When I give a Ghoul Fighter weapon training in natural weapons, his claw and bite bonuses do not seem to change.
 
Hate to keep harping on the familiar intelligence thing, but I think there is still a problem. I am attaching a character with this problem. It is an arcane bond sorcerer (level 7). Minimum intelligence is 9 but Hero Lab won't go below 12.

An addition to intelligence, it has a natural armor class that is too high. At 7th level, it should be adding +4, but it is adding +7 instead. A cat (which I used in the sample character, though actually I use a pseudodragon) does not have any normally. BTW, it would be useful if the adjustment tab could adjust natural armor.
 

Attachments

BTW, it would be useful if the adjustment tab could adjust natural armor.
What I like so much about HL is that you can script this stuff yourself if you want. Here is a thread from awhile ago where someone asked for those different adjustments also. At the very end is my post with a .zip file attachment that has a .user file with two new adjustments(Dodge and Natural).

That should help some.
 
Formatting request

Not a bug, just a request :)
When you add a composite bow (either long or short), in either the "normal" weapon section or the masterwork/magical weapons section, the Strength bonus selector is black text against a dark grey background.

It's not too bad on an ordinary monitor, but on a laptop (especially running on battery and therefore reduced screen brightness) it's just about invisible.

Could the text be changed to a contrasting colour?

Thanks! (And thanks++ again for all your fantastic work. I think I'd give up Krispy Kremes before I'd give up Hero Lab! :) )
 
Possible bug with Barbarian rage power

I wasn't able to find this when I read back through the bug thread, and I even kind of vaguely remember commenting on this myself and couldn't find that either.

My wife's Barbarian has Swift foot as a rage power, but nowhere does it appear on her character sheet.

Anyone have any idea why this might be?

RB
 
Ran into a problem with the Fire clerical domain - have a 7th level Inquisitor of Sarenrae with this domain picked. According to source, powers granted should be Fire Bolt at 1st, Resist Fire 10 at 6th, Resist Fire 20 at 12th, and Immunity to Fire at 20.
Instead at 7th Level I am getting Immunity to Fire (welcome, but a bit premature).
Tested with a generic 8th level Cleric and got the same result, though this seems to be unique to the Fire domain (gave the test char his second domain and he had the powers appropriate to his level with that one).
 
Found another minor bug. Cavalier gets a banner which provides a + 2 save vs fear and +1 attack. This is supposed to go up to +3 vs fear and a +2 attack at 10th lvl. However, the banner only increases to +3 vs fear and +1 attack. Missing that extra +1 to attack.
 
Monk Flurry of Blows To hit calculations.

Hi Mathias, First: i want to say to you and your team of developers, you all are doing a great job.

Second: I am having issues with Hero Lab not correctly calculating the To hit modifiers for a 1st lvl monk using monk weapons and the Flurry of Blows option as a Full attack action, in the program it (the program) is calculating a 1st level monk with 2 light monk weapons in each hand as having a -2 for his/her primary hand and a -6 with his/her Off-hand to attack rolls. It seems that the program is not taking into account that the character is using light weapons and the Two-Weapon Fighting feat in tandem to reduce those penalties to -2/-2 respectively and the Flurry of Blows penalty of -1/-1 for a total of -3/-3 not adding STR or Bab to the equation if any; Also the Off-hand damage calculations only show half of the STR mod to damage, instead of his/her full STR bonus to damage.

I would greatly appreciate any insight you can give me concerning this issue.

Thank you!
 
Ok so far using HL for a few days, I have found one error. It looks like it is an holdover from 3.5.

Fortification (For Armor) is using the the 3.5 rules and not PathFinder rules.

Thanks

Viking
 
I noticed that the monk's unarmed strike is not giving the correct attack bonus when he flurries.
 
OK, found a small bug to replace the non-bug I reported earlier.

When importing a stock hero, I noticed that the "Skeleton, Burning (human)" is labelled as "Sksleton, Burning (human)"

And another small one that's Bestiary-related - The Advanced Creature (and Advanced Creature - Animal) template should increase CR by +1. It currently doesn't change the CR.
 
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In the magic items section the Staff of Heaven and Earth has a cost of 26 GP. I had a player ask if she could buy two at first level. :rolleyes:
 
Found an error in preparing metamagic versions of spells for a wizard.

I select the "custom/metamagic spell" option, which works OK. Then I select the spell to enhance with metamagic. Two problems here. First, I get a complete list of spells rather than just the spells in the wizard's spellbook. Second, when I select the spell an error pops up which says "Syntax error in dynamic 'candidate' tag expression".

Selecting the metamagic feats to apply all then works OK and the spell gets put into a slot of the correct level.
 
EWP and Bastard Sword

I have a Str 12 Fighter that has Exotic Weapon Proficiency and uses a bastard sword one handed. It keeps giving me an error that I need to have a Str of 13 for EWP in that weapon, however according to the rulebook and http://www.d20pfsrd.com there is no strength requirement for a bastard sword under either the feat or the sword description. I think this might be a holdover from d20 when EWP needed to have the Str 13 requirement for a bastard sword.
 
The feat Shatter Defenses lists Point Blank Shot in the red text. In the full text it lists the correct feats.
 
The mount of cavalier has armor proficiency (light, medium and heavy), but this is incorrect.
It start only with Light Proficiency bonus feat.
Fix this pls!
 
Another Bestiary-related bug.

I took a standard (5 HD, 5 heads) Hydra and added 7 HD to it to make a 12-headed Hydra. Most increases were OK, but a couple of things went wrong:

The Hydra ended up with 17 heads. It looks like it took all the HD and added on the initial 5 heads, rather than taking the additional HD and adding the initial heads (or even just taking the total HD as the total heads).

The hydra's natural armour didn't increase in line with what the bestiary says. According to the bestiary, each additional HD should add a head and a point of natural armour, but there was no increase in the natural armour.
 
I noticed a small error.

The spell Pillar of Life is a 6th level spell and in the program it is showing as a 1st level spell.

The description for the Tieling Bite Special attack is wrong. It has the same description as the +1 vs. good outsiders abilities, when it should have the bite description.

Noticed not all tiefling alternate special abilities are in the menu to be selected.
 
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