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Bug Reports - Version 7.1

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Book: Ultimate Combat
Class: Alchemist
Class Ability: Bombs

The bombs for a Alchemist are show nothing for the Critical info. It should by default be 20/x2 actually. Nothing under Splash Weapons prevents a Critical hit and the Bomb ability says "On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike)."

So the class ability calls out that the extra d6's don't crit but the base 1d6+Int does crit.

Thanks

I added wCritMin.20 and wCritMult.2 tags to any bombs which deal damage.
 
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Before the latest update, the Headband of Vast Intelligence properly showed the skill ranks for the chosen ability. Since the update, they no longer show. I have the skill chosen for the headband, I've added the skill to my list of skills (Knowledge: Dungeoneering), but it doesn't show 5 ranks (my character level)anymore.

Fixed in a previous release.

I also am an Alchemist and I believe that before the update, the +5 bonus to Craft(Alchemy) was added in, but after the fix it is not. Bug?

It wasn't a bug when you reported it, since the ability only adds to Craft Alchemy checks to make items, not all checks. However, now we have the situational macro, so I added a situational modifier to the skill, so thanks for that.

Is there a problem with skill bonuses from items and class abilities? Is this a simple fix?

Simple enough. Not bigger than a breadbox though.
 
Do you mean a Roc, as in a gigantic bird that swoops down and carries away elephants? I don't think that is an animal companion that Paizo has published. Perhaps you found it in a 3rd party source? Is that what you mean by "not that it existed before"?

I am assuming I am misreading this, since it is an easy one to look up...

Pg 236 of the Bestiary lists the stats for a Roc animal companion. It has been an AC for Druids since Day 1.

That Said Roc AC look fine in HeroLabs
 
Drow Spell Resist and blindsense bug?

Hi!

Firstly I'm not technically minded at all so forgive me if I am speaking vaguely. I rolled a drow sorcerer earlier and I noticed a few oddities. Im not sure if they are bugs, or just rules I don't know about lol. Here is the list..

1. She had blindsense as a natural ability with range 0 in the background tab (she has the draconic bloodline so she will get that ability later at a 60 foot range, but she is not that level yet)

2. The other issue involves spell resistance. My understanding is that drow get a natural spell resistance equal to 6+spell level. This ability was not listed in the background section with the other racial stuff however it did appear on the special tab. This may be right and it doesn't truly matter as the net effect is correct on the abilities tab and on the printed character sheet.

I just thought I would bring it up, certainly not a game breaker at ll, thanks for all the hard work!
 
Well, not sure if it is something I have set wrong, but the Gunslinger class is not even showing up grayed out as an option, even for my 4th level Gunslinger character or in a new portfolio.

HL v4.0c
PF 7.1

Ninja and Samurai are showing up, though.
 
Hexcrafter Magi don't have access to the Brand cantrip.

edit: it is tagged as a hexcrafter spell in the editor but it doesn't get added to the automatic list of cantrips known, nor is there a way to manually add it to the magus' spellbook

Hi Aaron, this might have been missed in your bug-hunt. :)

I also can't see what Performance to apply the +1/2 performance level to with the Aasimar Bard favoured class bonus.
 

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Does not seem that the Alternate Racial Traits are replacing the default Racial Traits.

Example on my Devil-Spawn Tiefling I added Fiendish Sprinter and Maw or Claw (Bite), and I am still seeing my Skill Bonuses and my spell like Abilities

Fixed in a previous release.
 
At 8th level the "Good" clerical domain power Holy Lance shows as "Holy Lance for 4 rounds (1 rounds/day)". It should be "Holy Lance for 4 rounds (1/day)"
 
When adding LVL.4 Divine power to the adjustment tab and activating it. It will do all the appropriate modifications however it will no modify the HP of the character.

Spell states - +1 Hp per caster level.
Me being 10th lvl cleric should add 10 Hp but does not.

I noticed last night that it was also not adding the extra Attack like haste?
 
It is still showing the Melee attack Bonus for Bombs.

I've got the issue corrected for the character sheet, but the summary panel is giving me a little trouble. Doesn't want to seem to set it's height for each weapon displayed independently, so either weapons with both ranged and melee attacks have the bottom half cut off, or those with only one attack type have a blank spot where the other should be. Sigh. Still working on it.
 
The Drow Noble still shows Bestiary info., not the ARG info. that should include feats and a more rational ability adjustment. I bought the ARG, so why is that info. not showing up?

Also, why is it that I cannot add levels beyond level 20 to my rogue?

The Drow Noble race wasn't addressed in the ARG, save to introduce some feats that let you gain the abilities of that race. How this interacts with the Drow Noble race from the bestiary is not clear. Are the feats meant to replace the old race? Does the old race still exist but gets these feats as bonus feats? What do you mean by "more rational ability adjustments"? Who makes the call on what those ability adjustments should be? Me? You?

I've no way of knowing the answers to these questions. Unless we get word from paizo stating otherwise, I'm going to leave the old Drow Noble race as is.

As ShadowChemosh pointed out later, we don't have any rules for Pathfinder beyond 20th level, so you can't add 21 levels to your rogue, sorry.
 
I have a bug with Lens of Detection.
I can't equip these so the bonus can't be added.


Looks like an equip button was added with the UE update. I did notice that it wasn't adding a situational modifier to Survival to track, so I fixed that. Thanks.
 
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