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Pathfinder Bug Reports - version 6.13

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The Synthesist "Fused Eidolon" checkbox (in-play tab) still does almost nothing:
* no STR/DEX/CON adjustments
* no temp HP
* no given attacks (ex claws bites)
* no removal of low-light vision
* no gain of natural AC
* no gain on BAB
* no modification to speed (if appropriate)
* no conferring of other special abilities: darkvision, evasion, etc
 
When making scrolls/potions/oils/wands, the spell descriptions are not included with them. When you are going to create them... they are there, but once created there is nothing.
The above are all custom. The potions that are in the magic list and not custom, there is a brief description but not enough that one can rely on without actually having to also look them up too.
 
Animal Lord Template; Summoner update; Cleric help

I can't find the animal lord template with the Bestiary 3 install. has it not been added yet? Also When will the Synthesis be added to the program?

I have been playing a tiefling cleric for a while now, but with errors. My program removes Shield pro and Armor pro (med) as soon as I try to add armor of any type. Manually giving the feats back does nothing to help. I have to add a level of Palidan or Fighter, but the Medium Prof. goes away. Any help?
 
Ranger Favored Enemy Bonuses

Wow, a long time since I have posted (I am a lurker by trade).

Is there a way we could added an adjustment or in-game button to activate Ranger Favored Enemy bonuses? Since these bonuses are static, I think this is a valuable tool.

Same goes for favored terrain.

Right now, I have to make a series of individual adjustments, and as I level, I have to make a lot more. My adjustment tab is busy.
 
Shapeshifting hunter feat

Hello all,

I am trying to level my druid/ranger and picked this feat from Ultimate combat. It is still listed as not implemented and UC has been out for quite some time now. Will this be implemented soon or is there a work around. Thanks,

-Matt
 
Feat count when Duplicating an NPC/Hero

I've been seeing this issue for several versions now, but was hoping someone would catch it in an upgrade. Alas...no such luck.

Basically, the problem is when I create a Monster/NPC, I get a certain number of feats from whatever race and class they are.
However, if the encounter includes more than one instance of the monster/npc (5th lvl Drow Fighters x 4), when I use the "Duplicate" function under the Portfolio menu option, all of the duplicate npc are getting the "Too Many Feats Have Been Added" error message. The original npc is fine; no errors, however the other duplicate npc have the error, even though they are 100% identical to the original.

I tried to search around to see if this had been reported already and didn't find anything, so forgive me if this issue has already been addressed.

Can someone confirm that this is a bug or point me in the right direction on how to fix this?

Thanks!

-GP
 
Too Many Feats when Duplicating a Hero

I've been seeing this issue for several versions now, but was hoping someone would catch it in an upgrade. Alas...no such luck.

Basically, the problem is when I create a Monster/NPC, I get a certain number of feats from whatever race and class they are.
However, if the encounter includes more than one instance of the monster/npc (5th lvl Drow Fighters x 4), when I use the "Duplicate" function under the Portfolio menu option, all of the duplicate npc are getting the "Too Many Feats Have Been Added" error message. The original npc is fine; no errors, however the other duplicate npc have the error, even though they are 100% identical to the original.

I tried to search around to see if this had been reported already and didn't find anything, so forgive me if this issue has already been addressed.

Can someone confirm that this is a bug or point me in the right direction on how to fix this?

Thanks!

-GP
 
Would I be correct in assuming that since this thread has been moved here, this has been recognized and deemed a "bug"?
I just want to know if I should stop searching for an alternative solution and let you guys handle it.
Thanks.
 
Flaw with Bite and Claw attacks

Per the rules presented in the Advanced Players Guide, Bite and Claw attacks gained through the Feral Discovery for the Alchemist and Master Chymist are supposed to be designated as primary attacks and as such should be receiving full strength bonuses to both attack and damage. The software is instead treating those attacks as secondary attacks giving no attack bonus and half strength bonuses for damage. I have been looking in the editor for the file that needs to be changed and have not been able to find it.

I would assume that if the Bite and Claw attacks are wrong for the Alchemist and Master Chymist, then they most likely are incorrect for all creatures that use the bite and claw attacks.


Dallas Honeycutt
 
Per the rules presented in the Advanced Players Guide, Bite and Claw attacks gained through the Feral Discovery for the Alchemist and Master Chymist are supposed to be designated as primary attacks and as such should be receiving full strength bonuses to both attack and damage. The software is instead treating those attacks as secondary attacks giving no attack bonus and half strength bonuses for damage. I have been looking in the editor for the file that needs to be changed and have not been able to find it.

I would assume that if the Bite and Claw attacks are wrong for the Alchemist and Master Chymist, then they most likely are incorrect for all creatures that use the bite and claw attacks.


Dallas Honeycutt

I'm afraid I can't duplicate this. The attacks it adds are showing up as primary attacks for a character with no other weapons, and like all natural attacks, become secondary attacks while you're also equipping a manufactured weapon.
 
I'm afraid I can't duplicate this. The attacks it adds are showing up as primary attacks for a character with no other weapons, and like all natural attacks, become secondary attacks while you're also equipping a manufactured weapon.

That was it. The fact that he had a weapon was making it a secondary attack. Thanks for pointing that out to me, it was driving me crazy, lol........
 
This has to do with the Custom Output in the XML. It appears to incorrectly set the Languages on NPCs when you use the "Customize" option. It appears that all the languages are getting output not just the currently active ones.

I have included some screen shots to help out.
 

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The Fey creature Template is not allowed to be be added to a creature with class levels and the rules would allow this.
 
Bestiary 1 Dark Creeper is missing the Rag Armor (EX) from its description and AC calculation stat block.

Rag Armor (Ex)

A dark creeper's multiple layers of filthy rags function as leather armor when worn by one of their kind.
 
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Bestiary 1 Dark Creeper is missing the Rag Armor (EX) from its description and AC calculation stat block.

Rag Armor (Ex)

A dark creeper's multiple layers of filthy rags function as leather armor when worn by one of their kind.

The rag armor counts as leather armor - so purchase a suit of leather armor through the custom armor dialog - that will let you rename it "Rag Armor"
 
The rag armor counts as leather armor - so purchase a suit of leather armor through the custom armor dialog - that will let you rename it "Rag Armor"

True but it's actually in the dark creepers stat block as Rag Armor (EX) and not a seperate piece of armor, not necessarily a bug but an omission nonetheless.:cool:
 
This has probably been around forever, but I'm just noticing it. If I chose my cleric's spells (probably same for other Vancian characters) while owl's wisdom is in effect, it allows me to chose bonus spells for some levels. I can see always-on magic items causing this to happen legitimately, but it seems Hero Lab should not use spell-based stat buffs to do this.
 
New errors?

I just updated Hero Lab. I now have this error showing up on my character

Code:
Usage pool 'psiPPUsed' has been orphaned for pick index '0'
Usage pool 'jXP' has been orphaned for pick index '0'
Usage pool 'jSP' has been orphaned for pick index '0'
Usage pool 'jPrestige' has been orphaned for pick index '0'
Usage pool 'jPresSpent' has been orphaned for pick index '0'
Usage pool 'facPresSpt' has been orphaned for pick index '0'
Usage pool 'facPresTPA' has been orphaned for pick index '0'
Usage pool 'jPP' has been orphaned for pick index '0'
Usage pool 'jGP' has been orphaned for pick index '0'
Usage pool 'jCP' has been orphaned for pick index '0'

Any ideas?
 
FWIW, I'm getting the same error, but only with PCs. All my custom NPCs load without a problem, and the PCs seem okay after I clear the error message on loading.

Edit: This refers to the "Usage pool '..." error Provos has listed.
 
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