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Bug Reports - Version 3.14

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Ah, I see. Essentially bonus spells from domains and from specializing as a wizard. Gotcha, I have not done this. Is there a race that gets bonus secondary spells like this?
 
Several. I am currently working on the Angel, Planetar, which gets to choose from a couple domains for it's racial spellcasting.
 
Hmm, I had thought that choosing cleric as a spellcasting class covered that, but in truth, I haven't yet made a monster with the cleric spellcasting ability. I did not know it wouldn't do the domains, live and learn.
 
While creating the Power Attack adjustment for my game, I came across something that was baffling me for a while until I figured out it is being applied to all double weapons. Double weapons can be used two-handed, getting 1.5 times the strength damage, when not using the weapon as a double weapon (i.e., using each end). Using a double weapon as a two-handed weapon and NOT as a double weapon is not applying the 1.5 strength bonus to damage, only the normal strength bonus.

PHB, page 113: "The character can also choose to use a double weapon two-handed, attacking with only one end of it..."
 
Custom Scroll Error

I have made a custom scroll, one of the spells on it is a custom spell, otherwise just normal spells from the d20 SRD. Before I report it as a possible error, I'd like to see if the community has seen this already. After I have created the scroll, the following pops up: "Live state of gizmo 'CustScroll' is being tested before live state of parent pick 'sCustomScr' is resolved". There are 5 different spell on the scroll, including the custom one of course. Any ideas, or is it a bug?
 
At 12:25 PM 3/12/2007, you wrote:

Bags of Holding are definitely working, complete with the contents weight not being propagated upwards. However, it appears that the Handy Haversack and Efficient Quiver were overlooked as containers. That's easily fixed, so we'll get it sorted out for the next update, which is targeted for the end of this week.

Thanks for flagging these oversights to us!!!

-Rob

Being a good guy I searched for references to containers and weight before posting. Hence this old thread coming back to life. :p

While the weight of contents isn't being carried forward (good thing) there also isn't any check that I can see going on to make sure regular sacks/bags/backpacks or their magical equivalents aren't being overloaded by pack-rat players.

Am I wrong in thinking that's wouldn't be a hard thing to have the software check? A 'disallow more items being added to the container' script once the maximum capacity of the item is reached. No?

Nigel Fogg, aka The Wayfarer
:)
 
Lawful,

Would it make sense to make a class of the same name as the race then bootstrap it to the race? It doesn't seem like adding secondary abilities to a race is possible (and it certainly isn't easy if it is). It wouldn't be pretty but it might work.
 
BTW, there are a couple of Pathfinder Beastiary 2 monsters (Agathion, Draconal and Undine) that use domain spells. I don't have the package, but maybe there's something there that could be used to help in d20.
 
Found out the enhancement bonuses are being applied to Speed incorrectly. Currently, the Speed is enhanced by the stated amount despite encumbrance or armors worn. It is enhancing the tSpeedMod value rather than the tSpeed value. As a result, armor or encumbrance takes a character from 30 ft. to 20 ft., then it applies the enhancement bonus making the new speed 50 ft., I'm sure that was not intended.

PHB, page 147:
"Always apply any modifiers to a character’s speed before adjusting the character’s speed based on armor or encumbrance, ... "

SRD:
http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#tacticalMovement
 
Shot on the Run has an incorrect pre-req. Text correctly says needs BAB +4, but actually set to be satisfied at +1.

Hey Mathias, don't know if you'll read this here, but after a year since the last meaningful update and 12+ pages of reports, can we expect a bugsplat for this system pretty soon?
 
I've noticed a change in the way aNormMod works for attribute values after this last update. Before the update, I discovered that any modifications to Intelligence using aNormMod will not apply to previous levels of the character, but after the update if you add anything to Intelligence using aNormMod it automatically gives the character 4 additional skill points, as if these were gained at 1st level in the class you had at 1st level. These skill points should not be there.

UPDATE: Well, to add to the strangeness, its not any value, its only odd values. Odd values add an extra 4 skill points to the character's 1st level class, but removes them once you bring the aNormMod total back to an even value. This makes a workaround incredibly difficult, if not impossible, to implement.
 
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Glove of Storing not a container

Not sure if I should post this here or in the bugs, so please feel free to move this thread if needed.

I just purchased Hero Lab, and have started to input some of my characters, and came across the fact that the Glove of Storing is not configured as a container. I have created a custom item to work around this for now, but figured I would drop a line here to see if it can get updated in the main sources.

Also, Great product!

Gilmax
 
Crossbow bolts - cost error

Seems that there is an error in the cost of crossbow bolts.

When I purchase a set of 10 bolts I am charged 1 G.P. (= 1 S.P. each) and this is correct. :)

However, if I try to sell a single bolt at the 100% rate, it isn't paying me 1 S.P., instead it says they are only worth 1 C.P. apiece. :(

Nigel Fogg, aka The Wayfarer
 
Seems that there is an error in the cost of crossbow bolts.

When I purchase a set of 10 bolts I am charged 1 G.P. (= 1 S.P. each) and this is correct. :)

However, if I try to sell a single bolt at the 100% rate, it isn't paying me 1 S.P., instead it says they are only worth 1 C.P. apiece. :(

Nigel Fogg, aka The Wayfarer

Okay, in addition to what I have above about the cost of crossbow bolts, I now have what appears to be a Metamagic bug.

I take the metamagic feat "Reach Spell" but when I am on the Spell Tab and try to use custom/metamagic spell to create a Cure Light Wounds spell that will work at 30 ft., I get a red error saying that "Rapid Spell" must be taken first.

If I drop my "Reach Spel" metamagic feat and pick up the "Rapid Spell" metamagic feat and go back to the custom/metamagic option of the Spell Tab, I now find I can choose either "Rapid Spell +1" or "Reach Spell +2" as the metamagic add-on even though I had removed the "Reach Spell" metamagic feat from my list of feats possessed on the Feat Tab.

So have I missed a rules change somewhere along the way or is this a goof in the software? :confused:

Please don't forget the crossbow bolt cost bug while puzzling over the metamagic event I've described above,
Nigel Fogg, aka The Wayfarer
 
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