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Silveras
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Join Date: Aug 2010
Posts: 1,528

Old May 31st, 2012, 04:19 PM
Quote:
Originally Posted by Jeff Wilder View Post
Stock hydra has 10 attacks. Should be 5.

Adding HD seems to work correctly. (E.g., I added two HD and got two additional attacks to 12 (should be 7).)

Also, for some reason when I Customize the Hydra, it wants me to pick a language. INT still shows as 2.
On the In-Play tab is an adjustment for EXTRA or REMOVED heads. The value is set at 5, so it looks like HeroLab is adding the extras for 5 more heads. If you set that back to 0, the numbers look correct. I ran across this myself last night while building a 7-headed Hydra. I *think* the only error is that the counter needs to be reduced on the "stock" Hydra entry.
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Iammars
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Join Date: Apr 2012
Posts: 2

Old June 2nd, 2012, 06:18 AM
I have a mounted character who is wielding a lance one handed and a shield in the other hand. However, every so often HeroLab makes the lance two-handed and then complains that I'm weilding a 2-handed weapon with a shield out.
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prototype00
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Join Date: May 2012
Posts: 37

Old June 2nd, 2012, 07:20 AM
Concerning Shield Master:

I've searched the old threads, and it seems that the enhancement bonus to AC also applying to attack and damage thing is not implemented yet (but Mathias is aware and working on it).

So something else I noticed as well, when weilding two shields (one main hand and one off hand) only the penalties (from size and two weapon fighting) from the offhand shield are removed, with the mainhand shield still having the full penalties. According to the wording of the shield master feat, both shields should have the penalties removed.

Apologies in advance for it being an edge case, just noticed it as I used it in a weird build that I had played around with.

prototype00

Last edited by prototype00; June 2nd, 2012 at 07:46 AM.
prototype00 is offline   #243 Reply With Quote
Lord Magus
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Join Date: Jan 2011
Location: Quebec, QC, Canada
Posts: 464

Old June 2nd, 2012, 06:47 PM
Wraiths are listed as having energy drain 1d6 levels, instead of doing 1d6 negative energy damage
Lord Magus is offline   #244 Reply With Quote
RavenX
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Join Date: Jan 2011
Location: Nowhere, Virginia
Posts: 3,633

Old June 2nd, 2012, 11:24 PM
This might sound really stupid but, I think this is a bug... Why can a Bear take the Amateur Gunslinger feat??? Its a Bear. It is dangerous on its own without guns. Bears do not have opposable thumbs so I don't see how they could actually fire such a weapon.

So I figured I would go ahead and report this one as a bug, because logic says it is.
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Maidhc O Casain
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Join Date: Nov 2009
Location: Jonesboro, AR (USA)
Posts: 858

Old June 3rd, 2012, 04:38 AM
When I add the "Urban Ranger" Archetype to a level 1 ranger, I get the following error box:

Quote:
Tag 'ClassSkill.skHandAnim' not defined
Location: 'eval' script for Component 'BaseVary' (Eval Script 'Most Archetype Changes') near
line 78
This one is VERY annoying, because every time I make a change to the character the box pops up again. I click "Okay," change something, and there it is again . . .

I've removed all of the .user files I've made myself and it still comes up, so I'm 99% sure it's not something I've done.
Maidhc O Casain is offline   #246 Reply With Quote
radionausea
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Join Date: Apr 2012
Location: London, England
Posts: 176

Old June 3rd, 2012, 07:04 AM
When using "new magic, masterwork or custom armour" some of the modifications for making the armour of mithral are not being implemented. For example a mithral breastplate is still max dex +3 and arcane spell failure is still 35%. The weight is halved and the ACP is reduced.

(I am at light encumbrance)
radionausea is offline   #247 Reply With Quote
Mathias
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Join Date: May 2005
Posts: 13,213

Old June 3rd, 2012, 07:57 AM
Quote:
Originally Posted by RavenX View Post
This might sound really stupid but, I think this is a bug... Why can a Bear take the Amateur Gunslinger feat??? Its a Bear. It is dangerous on its own without guns. Bears do not have opposable thumbs so I don't see how they could actually fire such a weapon.

So I figured I would go ahead and report this one as a bug, because logic says it is.
Find us a rule in the books that prevents this.
Mathias is offline   #248 Reply With Quote
harmor
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Join Date: May 2011
Posts: 133

Old June 3rd, 2012, 08:42 AM
Elven Immunities - Sleep description says:

"You are immune to Sleep effects."

but I believe it should say:

"You are immune to magic sleep effects"


This came up last night when an Elf was affected by a Poison that had them go to sleep. Can anyone corroborate this?
harmor is offline   #249 Reply With Quote
radionausea
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Join Date: Apr 2012
Location: London, England
Posts: 176

Old June 3rd, 2012, 09:25 AM
It should definitely be magic sleep effects.

I remember a particularly bad piece of editing in 3.5 that had "immune to magic, sleep effects and..."
radionausea is offline   #250 Reply With Quote
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