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Bug Reports - Version 3.14

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Natural Bond feat doesn't appear to calculate Druid levels correctly, for purposes of animal companions, anymore!
 
Natural Bond feat doesn't appear to calculate Druid levels correctly, for purposes of animal companions, anymore!

Out of curiosity, did this happen after you downloaded the 'user community material" LawfulG v1.6 update?

If so, then I'm seeing a pattern emerging when it comes to animal companions/mounts. See my bug report in the 'Bug Reports - Community Created D&D 3.5 Data Set' thread.

Nigel Fogg, aka The Wayfarer
 
:eek:
Out of curiosity, did this happen after you downloaded the 'user community material" LawfulG v1.6 update?

If so, then I'm seeing a pattern emerging when it comes to animal companions/mounts. See my bug report in the 'Bug Reports - Community Created D&D 3.5 Data Set' thread.

Nigel Fogg, aka The Wayfarer

I'm going to answer in the positive, as I've been using the V1.6 files for a while and I haven't actually built a Druid before using the vanilla datasets.

However I'll try my other basic system later just to check.
 
Natural Bond feat doesn't appear to calculate Druid levels correctly, for purposes of animal companions, anymore!

Your effective druid level can't exceed your character level, according to Natural Bond. So, a single class druid with Natural Bond won't give the druid any more effective levels than normal. Natural Bond was made more for rangers and multi-classed druids. Maybe this is what you are seeing?
 
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Your effective druid level can't exceed your character level, according to Natural Bond. So, a single class druid with Natural Bond won't give the druid any more effective levels than normal. Natural Bond was made more for rangers and multi-classed druids. Maybe this is what you are seeing?

That kind of makes sense. I only looked at the Druid not the Ranger. Plus I didn't check if it was a core feat or a splat feat!:( my bad.
 
So I rolled a weapon up a couple of weeks ago that my groups Cleric won. While inputting things into herolab for export to D20pro I noticed that herolab shows Screaming effect as 1d4 damage. The description in the Magic of Faerun book shows 1d6 damage.

I made sure this wasn't changed in the Errata for MoF in case I missed something. Am I missing something? Or was this a typo?

Just thought I would post this as a bug.

Thanks for a wonderful product.
 
Originally Posted by Nigel Fogg 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 bug 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

**a gentle, friendly, reminder bump** :)
 
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 bug in the software?

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

**a gentle, friendly, reminder bump** :)

Someone forgot to make the Scabbard of Keen Edges a container. :o

Nigel Fogg, aka The Wayfarer :)
 
Any news on when, or if, the d20 system is going to get some attention. It's been well over a year since anything has been done... alot of bugs here. I'm particularly interested in having the speed enhancement error fixed.
 
Apologies if this is the wrong thread, but I was wondering how to find the Mephit, Water race? I can see all the other Elemental Mephits, but not the Water one.
 
Will there be a list of what bugs actually got fixed? (I'm not finding any, except for an attempt at fixing the aNormMod bug, which was made worse).
 
Reducing damage from size reduction for natural attack damage on 2d8->3d8 sizes down to 1d10 when it should be sizing down to 2d6. 2d8->2d10 sizes down correctly though.
 
Masterwork weapons that have a magic weapon spell placed on them (and thus an enhancement bonus) are not calculating correctly. The masterwork bonus to hit is stacking with the enhancement bonus to hit.
 
The Feat: Far Shot increases the range increment of a projectile weapon, such as a bow, by a multiple of 1.5 and for a thrown weapon the range increment should be increased by a multiple of 2.

For the Net and Javelin specifically, and I suspect other thrown weapons as well, HL is using the projectile muliplier when it should be using the thrown multiplier (x2).

Keep up the good work,
Nigel Fogg, aka The Wayfarer

Reminder: the Far Shot feat is still in error. It is still only giving a 50% increase to all of the thrown weapons I've tested instead of a 100%, i.e. doubling, of the range increment.

Nigel Fogg, aka The Wayfarer :)
 
Metamagic display & Reach Spell

A reminder about an old bug report & a request for a change.

Bug: when doing spell selection as a paladin (and I suspect this is true for other classes) I use the Custom/Metamagic Spell option. Picking "Cure Light Wounds" I add the metamagic feat of "Reach Spell" to give it a range of 30 feet. The problem is an error message which is, as far as I've been able to determine, falsely claiming that the character must first posses the "Rapid Spell" metamagic feat.

Request: currently the printed sheet would list the above example (plus a genuine 3rd level spell: Healing Spirit) as "Paladin 3: Cure Light Wounds, Reach, Healing Spirit" but this makes it look like there are three 3rd level spells. One called Cure Light Wounds, another called Reach and finally Healing Spirit. I therefore request that the metamagic component of a spell be listed in parenthese followed by the comma separator: "Paladin 3: Cure Light Wounds (Reach), Healing Spirit"

Thanks in advance & apologies to Aaron for adding to his workload,
Nigel Fogg, aka The Wayfarer :)
 
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Psicrystals are missing. These could probably be treated similarly to animal companions or familiars, and are gained when taking the Psicrystal Affinity feat.
 
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