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Bug Reports - Version 7.1

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Half-Elf oracles have the option of, as a favored class option, taking an additional spell known, as long as the spell known is 1 level lower than the max able to be cast. I am making up a L3 oracle, and at L7 he is capable of casting L3 spells. I take the favored class option for +1 spell known. It only allows me to select a zero level spell, AND it also adds the half-elf sorcerer favored class option of +1/2 bloodline power use/day.
Question #3 of the FAQ has your answer how to do this.
 
The description text for the Ioun Stone, Pearly White Spindle matches the powers of the Ioun Stone, Pearly White Spindle, Cracked, not the flawless version.
 
I'm in the process of building Caizarlu Zerren (a NE Old Human Thassilonian Specialist Necromancer 5 from the RotRL Anniversary Edition) in Hero Lab.

Two things:

First, I select wizard at 1st level, then select the "Thassilonian Specialist" Archetype - so far, so good. I build the abilities, but when I add the "Aging Effects: Old" in the Personal Tab, the Thassilonain Specialist archetype becomes red, like it is giving me an error.

Second, as an evil necromancer, he should be getting Command Undead as a bonus feat, but Hero Lab is giving Turn Undead.
 
Because their are no rules for past level 20. Pathfinder has yet to come out with Epic/Mythic rules for the game so be pretty hard to program software to do it. :)

I think you can take a new class though to get you to level 21 actually (so have to be 20 rogue/1 fighter). I think I remember Mathias saying that works.

Thanks! Any ideas about the issue with the Drow Noble? My DM won't allow the Noble as it currently lists in HL, but would if it were listed per the Advanced Race Guide.
 
Thanks! Any ideas about the issue with the Drow Noble? My DM won't allow the Noble as it currently lists in HL, but would if it were listed per the Advanced Race Guide.

Have you read the drow entry in ARG? They've got a feat tree that starts with a feat called "Drow Nobility".
 
The Ogre Hook should be in the "Axe" category with regards to fighter weapon training. Currently, it is listed in the "Close" category.
 
Kensai Archetype Broke

The Kensai Magus archetype doesn't seem to work in Hero Lab. It calculates the spell reduction penalty and adds the Weapon Focus bonus but doesn't also add Exotic Weapon Proficiency and the Canny Defense AC bonus. Adding them manually produces warnings. Without the Exotic Weapon Proficiency, the Weapon Focus doesn't work.
 
Basic Monster stats are 10, 10, 10, 10, 10, 10 as per the Bestiary (page 292). Actually, technically this would be the case for medium creatures. Creatures of different sizes have different base STR, DEX, and CON based on Table 1-3, page 292.

In any case, the base stats of 11, 11, 11, 10, 10, 10 is a 3.5 rule.
 
Basic Monster stats are 10, 10, 10, 10, 10, 10 as per the Bestiary (page 292). Actually, technically this would be the case for medium creatures. Creatures of different sizes have different base STR, DEX, and CON based on Table 1-3, page 292.

In any case, the base stats of 11, 11, 11, 10, 10, 10 is a 3.5 rule.

You've quoted two different rules, but you haven't explained what problems these are actually causing. How does Hero Lab's current state differ from what you expect to see?
 
You've quoted two different rules, but you haven't explained what problems these are actually causing. How does Hero Lab's current state differ from what you expect to see?

True, I guess it's not an actual problem. Abort! Abort! Nothing to see here!

EDIT: Except when you go to customize the creature, the extra "1" for those abilities that HL built based on an "11" go away, and you have to manually readjust the abilities. Not really a problem, more of an annoyance.
 
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EDIT: Except when you go to customize the creature, the extra "1" for those abilities that HL built based on an "11" go away, and you have to manually readjust the abilities. Not really a problem, more of an annoyance.

That's one of the things that the "Customize" button next to the race for NPCs does.
 
Bug report for the Pathfinder Tactical Console: There's a disconnect between Temporary Adjustments from the console and the various options on the Adjust tab.

If I add a new effect as a Temporary Adjustment via the tactical console, it shows up under the appropriate section of the Adjust tab, but it can't be removed (no X). On the other hand, only effects added as Temporary Adjustments (under the Other Adjustments section of the Adjustments tab) show up in the Tactical Console (but without the X to remove them).

In other words, only 1/3 of effects that are added in the main editor show up in the tactical console, and effects from both the main editor and the tactical console can only be deleted from the side which added them in the first place.

This would be managable, except that the TC sorts by intiative roll, and the main editor sorts by name. I can easily find Goblin #5 in the main editor's Dashboard (it's between Goblin #4 and Goblin #6), but he'd be almost impossible to find in the midst of 20 goblins in random initative order in the TC.
 
Bug Report for Magic Item.

If you are a Monk that does not have Stunning Fist, due to an archetype, and elect to add Stunning Fist back as a regular Feat, subsequently attempting to equip the "Robe, Monk's" wondrous item throws the error:

"Attempt to access non-live pick via script fails for pick 'fStunFist' Location 'eval' script for Thing 'ioBlMonks' (Eval Script '#2') near line 8"




-k
 
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Spells such as Lead Blades and Strong Jaw should affect the Monk's unarmed strike per the ability description:

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

These two spells, and most likely others, are not adjusting the Monk's unarmed strike as expected. Presumably because both of those spells specifically exclude unarmed attacks, without checking for this special condition.
 
Don't know whether this is a bug or the only way that it is possible to implement the option. When using the samsaran alternate racial feature Mystic Past Lives a lot more things are available as selectable than just spells. It takes a long, long time of scrolling back and forth to get the correct spell.

The drop-down menu also isn't wide enough to see what spell you're selecting in some cases. E.g. there are a lot of different versions of Summon Nature's Ally I-IX. Because the drop down isn't wide enough to see which numbered spell it is you need to select one, hope it is the correct one, if not move to the next in the list, hope that is correct.

While doing that you also get the "Syntax error in dynamic 'candidate' tag expression" error message.

--Found while making a Samsaran Summoner with no archetypes added--
 
The Kensai Magus archetype doesn't seem to work in Hero Lab. It calculates the spell reduction penalty and adds the Weapon Focus bonus but doesn't also add Exotic Weapon Proficiency and the Canny Defense AC bonus. Adding them manually produces warnings. Without the Exotic Weapon Proficiency, the Weapon Focus doesn't work.

It does work? To select your chosen weapon click on "Special Abilities" under the magus tag and select your weapon for both "Chosen Weapon" and "Weapon Proficiency". Your AC from Canny Defence is added if you have your chosen weapon equipped.
 
Having an animal companion will produce PFS validation errors once you hit level 9, since it claims that the multiattack ability that all animal companions get is not available to Pathfinder Society characters.
In the same vein, animal companions get validation errors for picking feats like Improved Natural Armour and Improved Natural Attack. You're not allowed to take those feats for a PFS character, but it should still be fully legal for an animal companion since it's an animal companion feat that is not restricted.
 
Touch of Rage statblock has "rools" instead of "rolls" misspelling. You can get that by taking the Orc Bloodline as a Sorcerer.
 
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