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Bug Reports - Version 7.1

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Half-Elf Summoner Synthesist level 1.

My total Dex is 10, but it keeps showing me as having a Dex Bonus of +1 when Heavy Encumbered and +2 when Medium Encumbered, but only when calculating AC. The In-Play Fused Eidolon ability is turned off as well.

/confused
 
Since upgrading to Pathfinder 6.20, I've been getting these errors from some characters and not others, with no apparent rhyme or reason:

Pick 'abDRCIrMag' has been orphaned due to missing thing in batch '61'
Pick 'abDamRdMSB' has been orphaned due to missing thing in batch '62'
Pick 'abDamRsDiv' has been orphaned due to missing thing in batch '63'
Pick 'xDamRdCldM' has been orphaned due to missing thing in batch '405'
Pick 'xS2DRBlMa' has been orphaned due to missing thing in batch '440'
Pick 'xS2DRGoPi' has been orphaned due to missing thing in batch '441'

From one of the portfolios:

<pick thing="abDRCIrMag" index="72" batchindex="61" uniqueness="unique" count="0" fieldcount="3" live="no">
<reference/>
<field id="abOrder" value="1."></field>
<field id="usrChosen1"></field>
<field id="usrChosen2"></field>
</pick>
<pick thing="abDamRdMSB" index="73" batchindex="62" uniqueness="unique" fieldcount="3">
<reference/>
<field id="abOrder" value="2."></field>
<field id="usrChosen1"></field>
<field id="usrChosen2"></field>
</pick>
<pick thing="abDamRsDiv" index="74" batchindex="63" uniqueness="unique" fieldcount="3">
<reference/>
<field id="abOrder" value="3."></field>
<field id="usrChosen1"></field>
<field id="usrChosen2"></field>
</pick>

I don't see these values in any data files, and they're not in all the character portfolios.
 
Hope this isn't a re-post. (Did Ctrl+F on each page so far, but may still have missed it.)

When using "Add New Assimar Abilities", if I select "Add an Additional Ability" and any two other custom abilities, I get the following error:
Daylight (Sp): Replaced by more than one Variant Class

Also of note, if one or both of the custom abilities I add is a bonus to an attribute, (Str, Dex, etc.) or a skill (Acrobatics, etc.) those bonuses disappear when the second custom ability is added. This does not seem to occur for save bonuses, but I have only tried a few of the many possible combinations.
 
Pick 'abDRCIrMag' has been orphaned due to missing thing in batch '61'
Pick 'abDamRdMSB' has been orphaned due to missing thing in batch '62'
Pick 'abDamRsDiv' has been orphaned due to missing thing in batch '63'
Pick 'xDamRdCldM' has been orphaned due to missing thing in batch '405'
Pick 'xS2DRBlMa' has been orphaned due to missing thing in batch '440'
Pick 'xS2DRGoPi' has been orphaned due to missing thing in batch '441'
These are "Damage Reduction" Things from the Community Bestiary. My guess is you use to have the Community Bestiary installed when you saved these characters so DR always gets attached to the Hero. So now that the CB is gone HL is letting you know these can't be found anymore.

If its a normal character I doubt you where using these Things. So my advice is to open the character file and dirty it up, this means make a change like up a skill and then down it again, and save the file. The next time you open the character you should not get these warning messages again.
 
Summoner (Synthesist archetype)

Extra Evolution Feat
- This is currently grayed out
- If selected, it does not increase the Fused Eidolon's Evolution Pool
- If selected, it generates the error message: Eidolon Required

Half-Elf Synthesist Favored Class bonus (+1/4 Evolution Pool)
- If selected (for any multiple of 4 times), this dos not increase the Fused Eidolon's Evolution Pool

I didn't think anything about either of those combinations, until one of my players showed me this post on the Paizo Blog where designer Sean K Reynolds points toward the line in the archetype description that reads: "In all other cases, this ability functions as the summoner's normal eidolon ability..."
 
If you are creating an Aasimar with 2 variant abilities there is a problem when the second ability is chosen. If spell resistance is chosen first it appears on the special tab but when a second ability is chosen spell resistance disappears from the special tab and both abilities are no longer in bold print.
 
Using the HeroLab --> D20 Pro exporter:

The Notes page no longer shows any of the descriptions for these Specials.

For instance, a barbarian character with Increase Damage Reduction as a special only shows:

"Increase Damage Reduction (Ex):" and it does not give the description.

Looking at the XML output of the exporter, the special code looks like this:
Code:
<special name="Increase Damage Reduction (Ex)">While raging, your DR increases by 1.</special>

It SHOULD look like this:
Code:
<special name="Increase Damage Reduction (Ex)"><![CDATA[While raging, your DR increases by 1.]]></special>

Looks like the export tool got modified and no longer appends <![CDATA[ ... ]]> to the description text... and hasn't for around 6 months or so. Looking back at old exported characters, the formatting is now way sloppier as well (one huge block of text rather than what used to group and cleanly space all the XML.

What happened?
 
Cat Burglar's Boots (Shards of Sin)

The Cat Burglar's Boots that appear in Shards of Sin, the first volume of the Shattered Star Adventure Path, has a typo in its name (Cat Burgler's Boots) and I believe that it doesn't provide the +2 Acrobatics it should provide.
 
Repeating a bug report outside the bug reports thread will simply get that post moved back into the bug reports thread where it belongs. It will not alter where your original post is in the bug queue, or when we deal with it.

Yes. But, sometimes we report a bug outside the bug thread because (a) our posts get quickly lost among the others (b) we want to see if we are doing something wrong. Maybe if you said "Yes, this is a bug, so we are moving the post to our bug thread for us to deal with." Instead of just moving it and not saying anything, other than what you said above, which, didn't even happen when my post was moved and has yet to be answered. It gets frustrating for us. :mad:
 
When we're this late on Ultimate Equipment, would you rather we delayed that project by many days more in order to clear out the bug reports?

In my experience, it's more efficient to deal with bug reports in batches than to pause whatever other project I'm working on in order to fix a bug that's just been posted, and that applies to testing the reports, too. Sometimes, a report depends on a very specific set of circumstances on the character, which means they take a long time to study before we can verify that it is a bug or not. I think it's simpler to just study them during the fixing process - if you find there's something wrong, you can work on fixing it from there, and if not, you can start investigating what was misunderstood.

Would you like to see us reply "Thanks for reporting this, I've added it to the to-do list" to every post here, meaning this thread increases to 46 pages, instead of the current 23? If I see that something is obviously a rules misunderstanding or that a person isn't finding something that's already in Hero Lab, I do try to reply to those items soon after they're posted, but I don't see the point in replying to every bug report that doesn't fall into those categories, since the replies would start to look like an automated script. Once a report has been posted here, it's in the queue, and they'll be dealt with once we have the time to deal with them.

If your post is moved into the bug reports thread, it is a bug, or at a minimum, it's something I can't figure out quickly, and is worthy of further study.

In terms of posts getting lost inside the bug reports thread, take a look at page 2 of this forum. The posts there are only three days old. That's why we keep a single bug reports thread - posts move down so quickly, since there are so many other posts coming in, that if a bug report post was outside the bug reports thread, it could easily be lost on page 10 or 20 by the time we got to dealing with the bug reports - and that's when we're caught up on bug reports. Right now, while we're dealing with Paizo's late summer burst of large books, some of the posts in this thread would probably be on page 40 or 60 by now if they hadn't been moved in here.

When we do have time to deal with reports, we'll be going through them in order, so they're not going to get lost. Your original post in this thread is #149, I see.
 
Multi-Armed trait for created races.

The Multi-Armed trait states that it can only be taken by races with more than 20 Race points. However when I select the Monstrous Custom Race option (allowing for >20 Race points), it still grays/reds out the Multi-Armed trait. Am I doing something wrong/missing something, or is it a bug?

multi.jpg


Upon further examination, this problem seems to happen with anything marked that it's for Monstrous Races, as the Multi-Armed is.
 
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Half-Elf Summoner (Synthesist) lvl11 with 19 Charisma :
- I take Eldritch Heritage (Draconic)
- I take Improved Eldritch Heritage, but i can only choose the 9th level ability (Breath Weapon ), not the 3rd level ability (Dragon Resistances)
 

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Missing a "Coven" spell list for when Hags, witchfires and the like from a coven. When you put three hags in, they should form some sort of coven and another list of spells pop up and able to put in to use as a GM. Maybe some sort of clicky on the In play tab?
 
I added a Basterd Sword as a one handed weapon with a shield for my Fighter. It still shows red as the fighter not having the Exotic Weapon Feat. Yet the discription both in the core rule book and in your own product shows that if used one handed it is just a martial weapon.

Shouldn't it not show red unless I mark it being used two handed?
 
I added a Basterd Sword as a one handed weapon with a shield for my Fighter. It still shows red as the fighter not having the Exotic Weapon Feat. Yet the discription both in the core rule book and in your own product shows that if used one handed it is just a martial weapon.

Shouldn't it not show red unless I mark it being used two handed?

Please re-read the text. What it says is:

"A character can use a bastard sword two-handed as a martial weapon". You're saying the opposite - that it's a martial weapon while one-handed.
 
Please re-read the text. What it says is:

"A character can use a bastard sword two-handed as a martial weapon". You're saying the opposite - that it's a martial weapon while one-handed.
Yep I missread the core rulebook then once I locked it in my head I kept reading it wrong. Sorry. Feel free to delete my silly post. :(
 
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