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Pathfinder Bug Reports - Version 4.8

Only when combined with a manufactured weapon otherwise a bite attack should be full plus 1.5 as it is the only natural attack. So if you equip a manufactured weapon then the -5/.5Str is applied correctly. Or at least it is on my copy.

Except that in the feat description it says your strength modifier, not 1.5 times your strength modifier. Do you have a different version of the APG than I do? I am using the first print run.
 
There is a Qadira trait that allows you to pick a spell and forever cast that spell at +1 caster level...I don't think that the software is adding +1 to the save DC of same. I'm under the assumption that it should....I could be mistaken.
 
Except that in the feat description it says your strength modifier, not 1.5 times your strength modifier. Do you have a different version of the APG than I do? I am using the first print run.
I was quoting the normal rules for Natural Attacks: "If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 the creature's Strength bonus on damage rolls. "

So I was just pointing out that is what HL is applying as it is a natural attack. It would be up to HL or Mathais if he was to add a special TAG to make this one ability work different then the normal rules.

Plus I think if we could ever get Paizo to give an official answer that they will say that it should work like the normal core rules for natural attacks.
 
The info text for the spell Animal Growth says "One animal/two levels doubles in size". According to the PRD the spell affects one animal, not 1 per 2 levels.
 
I just created a first-level gnome Wizard. I gave him a large crossbow and equipped it in both hands. In Hero Lab, his to-hit bonus with the crossbow is +2, as it should be (+1 size, +1 dex). However, on the Print Preview, it shows his attack bonus as -2. The portfolio is attached.
 

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I have both a Druid and Inquisitor that are showing "Unwitting Ally" as a 0 Level Spell for them. It only shows on the Spell Sheets.

Can you try something for me, please? Create a new druid and/or inquisitor (as a new character), give them a few spells, and take a look at their spell sheets - do they have this problem? If they don't have the problem, it's probably a bug I've seen before with some 0-level spells that hang around on older portfolios, but I haven't managed to track down yet.

If the new characters don't have this problem, would you mind emailing the old ones to me - my email is my user name here, @wolflair.com, hopefully that'll help track the bug down.
 
Two problems I have had with the oracle:
  • When I output my character to printer or PDF, I don't see my revelations listed anywhere.
  • When I add the "Friend to the Animals" revelation from the "Nature" mystery, it automatically adds the "Summon Nature's Ally" spells to my spells know, taking up my precious spells slots. I see nothing in the description that says I *MUST* learn the spells.

You left out the word "still" from the second sentence. I interpret this second sentence to be them pointing out / reminding you that this only adds the spells to the spell list (not your spells known). Please excuse me if this is an incorrect interpretation. What happens if you gain the revelation at a level where you do not get new spells known for a spell level?

The revelations should be in the Special Abilities list on the character sheet - that appears at the bottom of the right-hand column, with spill-overs onto the following pages. One possibility is that all of your revelations are ones like Skill at Arms or Cinder Dance whose effects are represented elsewhere on the characters sheet (as bonus feats) - specials like that are left off the list to reduce clutter.

I think you're right about the Summon Nature's Allies spells - you're not forced to take them. I'll put that on my to-do list, thanks for pointing that out.
 
Sound Burst spell is missing the "Area" description.

Actually, none of the spell descriptions have Area text - this is on my to-do list.

When creating a Masterwork/Enchanted Temple sword for a monk, it says he is not proficient. (Could be a user error. I am new to HL)

I'm having trouble tracking down exactly why this error is happening, so I've put it on my to-do list. The problem does only exist while the weapon is in the list - once you've selected Temple Sword as the type of custom weapon to use, your monk should be proficient in it. Thanks for the reports.

Update: It turns out there's a problem in HL that's keeping this from working correctly, but Colen's suggested a hack that will make it function until that can be fixed, so the problem with Monks (or Elves, or Bards, etc.) not showing the correct proficiencies when selecting which weapon to base a Custom/Magic weapon on should be fixed in the next update.
 
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The monster races Drow and Drow Noble both give the "Elven Magic" trait that normal Elves possess where the bestiary entry does not.

Fixed in the next update, thanks for the report.

I also made a character with the vampire template ending with a +11 dex modifer, on the character sheet it is calculated as a +1 dex modifer.

I'm afraid I can't duplicate this. Could you specify exactly where you're seeing that a +1 is used in the calculations, and give me more details about the character (like worn armor)?

You might also want to check the character's weight - is he heavily encumbered? That imposes a Max DEX of +1, independant of any worn armor.
 
Howdy.

Great product and thanks for the support of Pathfinder.

I have a 2nd level Summoner whose Biped Slam attack is taking the "improved damage (slam)" evolution.

However, your software seems to make her improved damage as if it were turning into a "large" creature versus just increasing the damage value up a rank/class.

I am fairly sure that it should go from 1d8 to 1d10 versus 1d8 to 2d6.

Could you advise if this is an issue or not? Thanks!

Bestiary, pg. 315 - the improved natural attack feat lists the progression of damage dice as "1d2, 1d3, 1d4, 1d6, 1d8, 2d6...".
 
Created a 7th level Cavalier and took the 'Practiced Tactician' feat twice. On the 'In-Play' tab it still registers 2 uses per day; he should get 4.

I'm afraid I can't duplicate this. I added 7 levels of Cavalier and 2 copies of the Practiced Tactician feat to a blank character, and the character has 4 uses/day of Tactician. Could you tell me more about the character? (I'd normally ask about Order, feats, race, etc., but I can't think of anything else that is supposed to alter tactician)
 
HL is not applying feats such as Weapon Focus: Claw and Improved Natural Attack: Claw to Rake attacks.

ETA: Rake really shouldn't be shown as a separate "weapon" anyway, as it's not a natural attack per se but rather an extraordinary ability that grants additional claw attacks in certain situations. However, if you're going to show it in the weapons list anyway--for ease of reference or as a handy reminder, perhaps--then it should have exactly the same attack and damage statistics as the creature's regular claw attacks.

Tying the rake to the attack it came from so that it can share damage and feats is on my to-do list.
 
There is a Qadira trait that allows you to pick a spell and forever cast that spell at +1 caster level...I don't think that the software is adding +1 to the save DC of same. I'm under the assumption that it should....I could be mistaken.

What's the name of the trait you're asking about? The closest one I can find is Eastern Mysteries, but that trait chooses the spell as you cast it, and can be applied to a different spell with each use.
 
I'm afraid I can't duplicate this. I added 7 levels of Cavalier and 2 copies of the Practiced Tactician feat to a blank character, and the character has 4 uses/day of Tactician. Could you tell me more about the character? (I'd normally ask about Order, feats, race, etc., but I can't think of anything else that is supposed to alter tactician)

Hmmm. With this prompt I reconfigured the character, deselecting all of my custom sources. It now reads 4 uses per day. Now if only I knew enough about programming (and had the time) do track down what I did in my user files that disables the feat . . .

OK, not a bug with the HL program but with my user files! Never mind.
 
I just created a first-level gnome Wizard. I gave him a large crossbow and equipped it in both hands. In Hero Lab, his to-hit bonus with the crossbow is +2, as it should be (+1 size, +1 dex). However, on the Print Preview, it shows his attack bonus as -2. The portfolio is attached.

Just below the "Ranged" line in the weapon's stats is the "Ranged, Two Hands" line that shows the +2 it would be if equipped in both hands. The printout shows both options for how a character might use that weapon during the game.
 
What's the name of the trait you're asking about? The closest one I can find is Eastern Mysteries, but that trait chooses the spell as you cast it, and can be applied to a different spell with each use.

The trait is Gifted Adept:

Your interest in magic was inspired by
witnessing a spell being cast in a particularly dramatic
method, perhaps even one that affected you physically
or spiritually. This early exposure to magic has made it
easier for you to work similar magic on your own. Pick
one spell when you choose this trait—from this point
on, whenever you cast that spell, its effects manifest at
+1 caster level.

My interpretation was that it would increase the save DC as well the "effect". Maybe I am mistaken? It's debatable.
 
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