• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Pathfinder Bug Reports - Version 6.7

Status
Not open for further replies.
There should be two pulldowns. The first is the type of weapon, the second is the specific weapon that the trait will refer to. You need to buy a weapon of the type you pick in the first one, and then the second one will show it and you can pick it.

Also you must add a weapon to your character's gear before the second pulldown will populate. You can use the price adjustments while 'purchasing' it to do it... however Heirloom Weapon currently does it (it changed recently and I can't remember if you pay nothing or pay the base cost and get MW or what). Then you should be able to designate that weap as Heirloom.
 
Before you answer Heirloom weapon questions, look at the Adventurer's Armory errata and the changes to Heirloom weapon that had to be made in Hero Lab in the 6.1 update.
 
The Firearms equipment (ie Weapons, and Gear) are either using the Playtest costs or are not listed at all.
Pistol, coat should be 750GP
Pistol, dagger: missing
Pistol, dragon should be 1000 gp

Culverin: missing
Double hackbut: missing
Firelance: missing
Musket, double-barreled: Missing
Musket, Warhammer: Missing

Revolver: should be 4000gp

Rifle: should be 5000gp
Rifle, pepperbox: Missing
Shotgun: should be 5000gp
Shotgun, Double-barreled: missing

Black Powder (dose): missing
Black Power (Keg): missing

A couple of the Alchemical Cartridges are prices incorrectly.

Tasha,

PS if this has been addressed in a previous post, I apologize for only looking back 3 pages of bug reports :D

It pretty much looks like the data from the Playtest doc was kept and not updated.

PS it would also be nice to see houserule options for the rarity of Firearms (which modify firearm and supply costs)
 
In Ultimate Combat. The Samurai class doesn't have the Katana listed as a starting weapon proficiency. It should be.

It also needs to have the Wakizashi listed as well.

Copied from my pdf of Ultimate Combat:
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).
 
The first Wood spell I can find quickly is level 5 "Fickle Winds". So not allot of spells for wood is probably the issue.

From the Wood School:

At 1st level, add the following spells to your Wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.

-AND-

Wood Elementalist Wizard Spells: 0—light; 1st—alter winds [APG], animate rope, charm person; 2nd—cat’s grace, entangle, protection from arrows, web, whispering wind; 3rd—cloak of winds [APG], tongues, tree shape, wind wall; 4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind [APG], secure shelter, sirocco [APG]; 5th—command plants, fabricate, fickle winds [UM], mirage arcana, sending, telepathic bond; 6th—battlemind link [UM], cat’s grace (mass), tree stride; 7th—control weather, liveoak, scouring winds [UM]; 8th—charm monster (mass), euphoric tranquility [APG], transmute metal to wood; 9th—control plants, refuge, winds of vengeance [APG].

And yes... there are wood spells in my spellbook.
 
I don't know if this has been posted or not, that is a lot of pages to read through, but I just bought this product and I made a Human Rogue. I have a Dex of 20, which is a +5 bonus. I purchased Studded Leather armor, which allows for a max dex bonus of +5. I equipped the armor and looked at the sheet. It is only giving me a +3 bonus to my dex. I take off the armor, and it still only gives me a +3 to dex. Is there something that I'm missing, because if not, this is a bug and needs to be fixed.
 
Ok, I just purchased this and went to make my character up for my Thursday game. I am a level 2 Human Rogue. I have a Dex of 20, which is a +5 bonus. I have Studded Leather armor, which allows for a +5 Dex bonus. I equip the armor and look at my character sheet. It is only giving me a Dex bonus of +3, not +5. I remove the armor, and it still shows a +3 Dex bonus. Am I not doing something right? If so, then this is a bug and should be taken care of quickly.
 
Ok, I just purchased this and went to make my character up for my Thursday game. I am a level 2 Human Rogue. I have a Dex of 20, which is a +5 bonus. I have Studded Leather armor, which allows for a +5 Dex bonus. I equip the armor and look at my character sheet. It is only giving me a Dex bonus of +3, not +5. I remove the armor, and it still shows a +3 Dex bonus. Am I not doing something right? If so, then this is a bug and should be taken care of quickly.

Check your encumbrance. It is probably because you are medium encumbered.
 
Trying to print the formula book for a 10th level alchemist. The "Spells in Spellbook" printout gives the "Nothing to print" message. This used to work before the new spell printouts was introduced.

Only way to get the spells printed out is to learn 1 of everything and then use the "Spells" printout. It's a workaround, but frustrating.
 
The elemental subschools do not have their specialized spells added so you cannot add any specialized spells. This is for the subschools of Fire, Water, Air, and Earth.
 
I couldn't find this posted anywhere else. When I updated HL on my laptop I got this error message.

Attempt to access pick or thing information when no context exists
Location: 'eval' script for component 'Totals' (Eval Script '#13') near line 4

Whenever I change something (skills, gear, feats etc) it pops up.

I updated on my computer and it works fine.
 
The Version 6.1 of Heirloom Weapon gives you three options. I've chosen the third one, proficiency. I have the weapon of choice purchased and equipped, yet the Heirloom Weapon Selection pulldown still has no weapons listed in it. It still reads, "Nothing to Select."
 
Is there a way to turn off encumberance, as most if not all of my games do not even bother with that?
Yes. Open up your character (ie .por file) and go to Character->Configure Hero...

The right side of the window is a list of options scroll down to Optional Rules near the bottom and check mark "No Encumbrance". I assume you would also like/want the "No Coin Weight" then also as that starts to add weight very quickly.
 
The Version 6.1 of Heirloom Weapon gives you three options. I've chosen the third one, proficiency. I have the weapon of choice purchased and equipped, yet the Heirloom Weapon Selection pulldown still has no weapons listed in it. It still reads, "Nothing to Select."
Your "weapon of choice" is not a masterwork weapon is it? As the new traits is only for a non-masterwork weapons. So the pull down only shows non-masterwork non-exotic weapons.
 
Command Undead and Inevitable subdomain

Command Undead is a third-level spell for the Inevitable subdomain; it is being listed as a second-level choice in the domain spells.
 
pathfinder Hero Lab Pre-req Bug

I only have the demo version.

Ranger Combat Style Feats: Will not allow picks without the Pre-reqs.

Game rule is that one may take any of the Feats WITHOUT needing the Pre-Reqs. Hero Lab will not allow one to take the feats without first having the Point Blank Shot prereq.
 
Status
Not open for further replies.
Back
Top