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Pathfinder Bug Reports - Version 4.27

Chainmail Barding says that it costs 150GP. The description says that it is a suit of Chainmail Barding designed for a Riding Dog or other medium sized mount. However, Barding for a Medium mount is x2 the cost of the armor. Thus, Riding Dog chainmail should be 300, and a chainshirt should be 200GP.
I know that I had created a data file for this fix a while back, but I don't have it enabled for this latest update.
 
Characters with Defensive Combat Training ~ CMD is still using BAB rather than HD for calculation.
 
Demonic Boon says I have no Choices for my powers so I cant even put the powers into the character
 
Bug in Unarmed Strike vs Brass Knuckles (and maybe Cestus too but I didn't check)

Paizo will post FAQ or Errat on the RAW in regard to this problem. Here are a couple posts saying they should be separate from Unarmed Strikes.
SKR talking on how Cestus/Brass Knuckles are not Unarmed Strike attacks
SKR says they are 100% not like Unarmed Strikes

So there are two possible interpretations of RAW, and HL uses a third.

HL doesn't allow you to choose Weapon Focus Brass Knuckles.
HL doesn't provide Weapon Focus Unarmed Strike bonuses to BK.
HL doesn't use the highest enhancement bonus available between BK and Unarmed Strike.

The two possible interpretations are as follows and it would be good if HL picked one:
1) They are the same weapon. +5 BK grants +5 enhancement bonus to the Unarmed Strike Weapon, uses Unarmed Strike damage, and displays any bonuses you have to Unarmed Strike (best way to handle this is my FoB mod taking bonuses from Unarmed Strike and add weapon enhancement.)

2) They are different weapons. +5 BK doesn't make your Unarmed Strike +5 to hit. You must choose between WF Unarmed Strike and WF Brass Knuckles. You gain no benefit from tohit/todamage on Unarmed Strike for BK but BK uses Unarmed Strike damage dice. Best way to fix this is to take the "Don't Allow Selection?" check mark off BK.

The weapon as it is now in the dataset is option 2 with the checkmark checked. I'd suggest removing that checkmark or implementing option 1.

This really should be a house rule option, as it is heavily debated. I play a Monk in PFS from level 1 to 12 (waiting on playing the Tier 12 arc) and I've found about half the DM's play it one way and the other half the other way. I hate that it is debated, but I've mostly not noticed this bug in HL until someone mentioned you can't choose WF for Brass Knuckles.
 
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Characters with Defensive Combat Training ~ CMD is still using BAB rather than HD for calculation.
I am assuming your looking at the Printed character sheet? The BAB value does not change their but the HD is being used to calculate the final value.

I just created a 2nd level rogue with 10 Str and Dex. With the feat HL shows 12 for the CMD value which is correct even though the printed sheet shows that only +1 BAB is being added in.
 
Point Blank Master for 6th Level Ranger gets to use weapon focus instead of weapon spec. I had a player in my Wed night PFS use this feat from 6th level Ranger.

So I coded up a fix that I believe should work well. It checks if a Ranger bonus feat and if so checks if WF is assigned. I tested as a Ranger bonus feat at 6th, as a normal feat with a 6th ranger. Both seem to work and I think if any case ignores prereqs it should continue to work as normal.

Code:
  <thing id="fPoiintBM" name="Point Blank Master (fixed)" description="You are adept at firing ranged weapons in close quarters.\n\n{b}Prerequisites{/b}: Weapon Specialization with selected ranged weapon.\n\n{b}Benefit{/b}: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.\n\n{b}Normal{/b}: Using a ranged weapon while you are threatened provokes attacks of opportunity.\n\n{b}Special{/b}: Starting at 6th level, a ranger with the archery combat style may select Point Blank Master as a combat style feat, but he must have Weapon Focus instead of Weapon Specialization in the selected weapon." compset="Feat" summary="You do not provoke AoO for firing the selected ranged weapon." replaces="fPointBMas" uniqueness="useronce">
    <fieldval field="usrCandid1" value="component.BaseWep & wCategory.Range? & !Helper.NoSelect & !component.Specific & !wCategory.Ammunition"/>
    <tag group="fShowWhat" tag="WeaponsRan"/>
    <tag group="fCategory" tag="Combat"/>
    <tag group="ChooseSrc1" tag="Thing"/>
    <tag group="BonusFor" tag="RgrArch6"/>
    <eval phase="PreLevel" priority="5000"><![CDATA[
      ~ If we're disabled, do nothing
      doneif (tagis[Helper.FtDisable] <> 0)

      ~ If we haven't chosen anything, get out now
      doneif (field[usrChosen1].ischosen = 0)

      ~ Assign the appropriate tag to all weapons that meet the criteria
      var id as string
      id = field[usrChosen1].chosen.idstring
      foreach thing in BaseWep where "IsWeapon." & id
        perform eachthing.amendthing[description,eachthing.field[descript].text & "{br}{br}{b}Addition from Point Blank Master{/b}: You do not provoke attacks of opportunity for firing this weapon."]
        nexteach]]></eval>
    <evalrule phase="Validation" priority="5000" message="Point Blank Master without Weapon Specialization." summary="Point Blank Master without Weapon Specialization."><![CDATA[      ~if we come from a bonus feat from Ranger and a weapon is chosen
      if (tagis[BonusFeat.cHelpRgr] + field[usrChosen1].ischosen = 2) then

        ~we'll use the chosen weapon's unique ID to construct the tag that will be assigned to the hero if the hero has weapon focus for this weapon
        var searchexpr as string
        searchexpr = "WepFocus." & field[usrChosen1].chosen.idstring

        ~we're good if the hero has that weapon specialization tag
        validif (hero.tagcountstr[searchexpr] <> 0)
        ~otherwise specify the error messages
        @message = "Point Blank Master taken without Weapon Focus for " & field[usrChosen1].chosen.field[name].text & "."
        @summary = "Point Blank Master without Weapon Focus."
      else
        validif (tagis[thing.skipprereq] <> 0)
      endif

      ~if a weapon's been selected for this feat
      if (field[usrChosen1].ischosen <> 0) then

        ~we'll use the chosen weapon's unique ID to construct the tag that will be assigned to the hero if the hero has weapon focus for this weapon
        var searchexpr as string
        searchexpr = "WepSpec." & field[usrChosen1].chosen.idstring

        ~we're good if the hero has that weapon specialization tag
        validif (hero.tagcountstr[searchexpr] <> 0)

        ~otherwise specify the error messages
        @message = "Point Blank Master taken without Weapon Specialization for " & field[usrChosen1].chosen.field[name].text & "."
        @summary = "Point Blank Master without Weapon Specialization."

      ~if nothing has been selected for this feat, we'll let other rules handle that
      else
        @valid = 1
        endif]]></evalrule>
    <exprreq message="Weapon Specialization required."><![CDATA[tagis[WepSpec.?] <> 0]]></exprreq>
    </thing>
 
Risner, PLEASE stop throwing large blocks of code at me with insufficient description. I do not have the time needed to read and understand your code to figure out what you're trying to tell me.
 
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Risner, PLEASE stop throwing large blocks of code at me with insufficient description. I do not have the time needed to read and understand your code to figure out what you're trying to tell me.

I apologize, I was trying to help. I'll do as you wish.

Should I post this in separate threads?
Should I not post them, and simply put them on the community site?
Should I post them here with better description?
 
For now, I'm making the assumption I didn't document the issues and you would like more docs.

The Ranger 6th level Point Blank Master bonus feat choice doesn't currently implement ignoring Weapon Spec requirements, so it isn't listed as a 6th level Bonus feat.

I made two changes to the feat:
1) Tag BonusFor.cRgrArch6 to allow selection from 6th level Archery Bonus feat.
2) I replaced the first line of the EvalRule (validif...skipprereq) with an if then/else block that checked if this feat was added via ranger bonus and if so checked for weapon focus.

As far as I can tell, this properly functions in all cases of use.
 
Should I post this in separate threads?
Should I not post them, and simply put them on the community site?
Should I post them here with better description?

Better descriptions, please. I'm afraid to say that your bug reports in the last few weeks have been hard to understand, in general, and the large blocks of code make that even harder.

Please focus on what Hero Lab is currently doing, and what Hero Lab should be doing. Your revision of the most recent report is a good example of what level of detail and discussion is helpful to me in terms of finding and fixing the problem you're reporting.

Paizo has 3 hardcovers and many smaller books coming out in the next 6 months and I'm also working on Shadowrun in the same time period. I will be very busy for the next few months, so be aware that I may have to put some things off for the future.
 
The item power 'Vital Guard' (ipVGuard) has a 2nd eval script that causes it to apply slowing to any armor it's added to (the first eval script handles the weight modification). This is not borne out by the source:
Faction Guide said:
Vital Guard: A truly well-designed armor reinforces its defense in the most vulnerable locations. Whenever an opponent scores a critical threat against the wearer, treat the wearer’s armor bonus as +2 higher than normal for the confirmation roll. Cost: +500 gp; Weight: +15 lbs.
 
I am having a problem with the Initiative sorting in the tactical console.

The following error occurs frequently but not EVERY time. It also seems to appear more when I have more than 2 characters. It also does not seem to be related to initiative modifier. It may also be occurring more frequently if many characters have the same initiative number (which happens very quickly in combats with a lot of delay and ready actions).

If you set a character to Delay or Ready in a round and that character continues to delay or ready to the next round. When that character takes an action they will be assigned their correct initiative to the next active characters number. However, when the next person in the list goes that new person is positioned in the list BEFORE the previously readied character.

Example:
Char 1: Init 10
Char 2: Init 10
Char 3: Init 10

Char 1: Delays. Init stays 10
Char 2: Takes Action. Init stays 10
Char 3: Takes Action. Init stays 10

Next Round is clicked.

Char 1: still delayed at the top with Init 10
Char 2: Takes Action. Init stays 10.
Char 1: Decides to take action. Init set to 10 since next character will act on 10.
Char 3: Takes action. Init stays 10, but they appear in the list BEFORE Char 1.

So the list appears like
Char 2: Init 10
Char 3: Init 10
Char 1: Init 10

Instead of what it should be:
Char 2: Init 10
Char 1: Init 10
Char 3: Init 10

I wish I could reproduce it every time to be sure, but I saw it many times. You may need to try a couple rounds of ready and actions to reproduce consistently. I know it seems pretty odd scenario, but like I said during our combats we are seeing it a couple times per game session.
 
Polymorph is listed as both a 4th and 5th level spell for wizards in Hero Lab. If I recall (I didn't check), it should be 5th.
 
I don't think the weight of multiple items is being calculated correctly. For example, I added 3 'Rations, trail' for a Small character. The total weight displayed is 0.25 lbs, which is the weight of a single item.



Thanks!
 
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I don't think the weight of multiple items is being calculated correctly. For example, I added 3 'Rations, trail' for a Small character. The total weight displayed is 0.25 lbs, which is the weight of a single item.

Thanks!

Not looking at it right now, but IIRC the display shows the weight for a single item but the weight is actually calculated correctly. I'd rather have the display show the weight for the total number of items, as well.
 
Spider Swarm Error

The Spider Swarm from Bestiary I is supposed to use its Dexterity instead of its Strength for Climb checks.

Because of this the swarm is supposed to have a Climb +11, but it only has a Climb +5.

Also the Crab Swarm from Bestiary I is supposed to "use Dex to modify Swim" which would give it a Swim +10, it only has a Swim +4 in HeroLab.

The Leech Swarm also uses Dex to modify Swim checks; Bestiary - Swim +12; Hero Lab - Swim +6

Will also be posting in the main board, because I need to figure out the coding for this for the Ochre Eurypterid from Serpent's Skull AP.
 
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Quasit Poison

The quasit in hero lab has:
Poison: Claw—Injury (DC 11) (Ex) Poison deals 1d2 DEX damage, 1/round for 6rounds, cure 1 save.

Should be (from Bestiary and after double checking errata and online):
Poison (Ex) Claw—injury; save Fortitude DC 13 (includes a +2 racial bonus); frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves.

Poison requires 2 saves, Hero Labs only has 1 save now.

So ~ I can learn ~ the abValue2 for the Quasit needs to be 2. :)
 
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