• 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

Another bug?

EightBitz

Well-known member
I just opened this as a ticket, but I'm putting it out here too, as I've been known to miss things.

I made a gnome sorcerer, and I think its attack/damage bonuses are off. It has a strength of 8, so it should be at -1 to hit and for damage, but it's not. It doesn't appear to be assisted by its heritage, background, skills or feats. Shouldn't the melee dagger be at +2 instead of +3 to account for the -1 from the 8 STR?

Barleybane
Gnome sorcerer 1
Common, NG, Small, Gnome, Humanoid
Perception +4; darkvision, low-light vision
Languages Common, Dwarven, Elven, Gnomish, Orcish, Sylvan
Skills Arcana +6, Crafting +7, Deception +7, Diplomacy +7, Engineering Lore +6, Forest Lore +6, Medicine +4, Nature +4, Occultism +6
Str 8 (-1), Dex 10 (+0), Con 14 (+2), Int 16 (+3), Wis 12 (+1), Cha 18 (+4)
Other Items dagger, sling (20 sling bullets), backpack, bandolier, bedroll, belt pouch, belt pouch, caltropss (2), chalks (10), flint and steel, rations (1 week)s (2), rope (foot)s (50), sheath, soap, torchs (5), waterskin, purse (13 gp; 4 sp)
--------------------
AC 13; Fort +5; Ref +3; Will +6
HP 16 Focus Points 1 Hero Points 1
--------------------
Speed 25 feet
Melee [1] dagger +3 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4-1 piercing/slashing
Ranged [1] dagger +3 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4-1 piercing/slashing
Ranged [1] sling +3 (propulsive, range increment 50 feet, reload 1), Damage 1d6-1 bludgeoning
Sorcerer Spellcasting DC 14, attack -1; 1st (3 slots) ant haul, charm, magic missile Cantrips (1st) detect magic, disrupt undead, ghost sound, light, ray of frost
Feats Burrow Elocutionist
Other Abilities blood magic (fey)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
 
And then there's this.

Never mind, I can't upload the screen shot. But if you make a ranger, and add a bear as the animal companion, it's added as a "small" creature.
 
Last edited:
No, Daggers have the Finesse trait, meaning they can use your DEX for the to-hit modifier, not STR. Your DEX mod is +0, so a +3 to-hit for a first-level character Trained in simple weapons is correct.

This is not a bug, it's working as intended per the rules.
 
No, Daggers have the Finesse trait, meaning they can use your DEX for the to-hit modifier, not STR. Your DEX mod is +0, so a +3 to-hit for a first-level character Trained in simple weapons is correct.

This is not a bug, it's working as intended per the rules.

Cool. Thanks.
 
And then there's this.
Never mind, I can't upload the screen shot. But if you make a ranger, and add a bear as the animal companion, it's added as a "small" creature.
Also correct as per the rules (PF2 Core pg. 215). It starts off as a cub and grows as you advance it.


 
Back
Top