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Bug Reports - Version 7.1

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If you choose weapon focus unarmed strike for a monk it does not add the +1 to flurry of blows. It remains unchanged.
 
An old report of a problem with the "Dark Adept" feat was fixed, but the tail end of that thread mentioned the "Umbral Scion" feat having the same problem. That appears NOT to have been fixed yet.. instead of listing the separate spell-like abilities granted, the feat just lists itself in the spell-like abilities section of the spells tab.

Original report: is here
 
Planar Binding appears on the 6th level Wizard spell list twice. There is no visible difference in the two entries.
 
Book: APG and Core
Classes: Vivisectionist Alchemist and Rogue.

So this strange Archetype gives Sneak Attack in sort of a strange way. It reads (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on)

So it should be a 2nd level Vivisectionist / 1 Rogue to get 2d6 SA. Unfortunately a level 1 Vivisectionist / 1 Rogue is being given +2d6 Sneak Attack. :(

Just wanted to add I think the wording of this Archetype is stupid. The way this interacts with PrC's is so screwy now. So much easier to just say it adds +1d6 SA at the same levels. Who cares if a level 1 Alchemist / 1 Rogue has 2d6 SA? Sigh....
 

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Amulet of Mighty Fists w. Agile property

Hero Lab lets me create An Amulet of Mighty Fists w. the Agile property (and, correctly, does not require a +1 enhancement before letting me apply the Agile property).

But even with the item equipped the damage from my Monk's unarmed attack (and flurry of blows) is being calculated using my (+2) STR bonus, not my (+5) DEX bonus.
 
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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--

This still occurs in every instance of making a samsaran I've tried.
 
Sythesist natural attacks are showing up as +0 instead of BAB+STR.

I get the same as well with no other weapons being wielded.

I took a bipedal form, and it is saying I'm immune to trip(???) and have a base speed of 40 in the Basics column.

AC is also wonky :)
For example my 5th Level Synthesist
AC is coming up as 20 (10 +6 Dex +2 Natural Armor +2 Shield)
My Dex is 16 (gives me a +6 to AC for DEX for some reason, should be +3)
Natural AC is +2 (that is correct)
Shield of +2 is correct due to Shielded Meld
By 5th Level, you get to add +4 as an Armor Bonus or to Natural Armor (or divided as you wish), but I see no way to distribute that...except maybe use Barkskin in Adjustment. But still have to remove 3 points of that extra Dex.
 
radionausea, I can't reproduce this error, everything seems to be working fine on my system. Can you give me some more information or a portfolio to investigate?


Sure thing. I left most of it incomplete (just changed the alignment so I could see whether "Syntax error in dynamic 'candidate' tag expression" still popped up (it did)).

edit: Just tried this a few classes.

Wizard - no problem

Witch - lists more options than just spells. Begins with "-none- no primary weapon" followed by "Choose - Add An Additional Ab...". If selecting any option (in this case Fireball) then
"Syntax error in dynamic 'candidate' tag expression
- - -
Syntax error in dynamic 'candidate' tag expression
- - -
Syntax error in dynamic 'candidate' tag expression"

Sorceror - As Summoner

Cleric - No problems

Druid - As sorcerer

Thanks :)
 

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Tracked resources does not color in blocks on PDF output

I could not find if this was covered somewhere else or not, but my issue is with printing to the standard character sheet output. If this was covered somewhere else, please direct me to this thread.

The problem is that the In Play tab (where you mark the resources used) does not get applied to the PDF output under Tracked Resources. For example, I have a wand with 32 charges and in the In Play tab I have 5 used. When printing the PDF character sheet though, it shows 32 white boxes. It should either (Under Tracked Resources):
1) Show 32 boxes but color in the first 5
2) Show 27 boxes
 
I have been working with the ARG and with each thing I pick ro racial abilitys I get the following error.

Attempt to access container from script with no ability to do so
Location: 'pre-requisite rule' script for Component Set 'CustRaceTr' near line 12
- - -
Attempt to access container from script with no ability to do so
Location: 'pre-requisite rule' script for Component Set 'CustRaceTr' near line 12
- - -
Attempt to access container from script with no ability to do so
Location: 'pre-requisite rule' script for Component Set 'CustRaceTr' near line 12

This time it was repeated 3 times other times 6-8 times.

If I just ignore everthing seems to work right, just concerned.
 
I have been working with the ARG and with each thing I pick ro racial abilitys I get the following error.

Attempt to access container from script with no ability to do so
Location: 'pre-requisite rule' script for Component Set 'CustRaceTr' near line 12
- - -
Attempt to access container from script with no ability to do so
Location: 'pre-requisite rule' script for Component Set 'CustRaceTr' near line 12
- - -
Attempt to access container from script with no ability to do so
Location: 'pre-requisite rule' script for Component Set 'CustRaceTr' near line 12

This time it was repeated 3 times other times 6-8 times.

If I just ignore everthing seems to work right, just concerned.
I'm getting this same message with the elemental races (ifrit, oread, etc) and it usually kicks in when I choose an alternate racial trait. Once it's there, I can't get rid of it.
 
Hmm, there seems to be a problem with the underfoot adept archetype for halfling monks.

At monk level 1, it removes the 1st level bonus feat just fine (replaces for underfoot grace), however for the second level of monk, it gives two bonus feats (when Monks only get one).

Either that or there is something in the rules that I'm missing.

prototype00

Edit: Ah, right almost forgot. The bite damage from the ring of rat fangs is not being calculated properly for creatures larger than medium. It becomes 2d6 for large creatures (should be 1d6) and 4d6 for huge creatures (should be 1d8).

Also, Improved Ki throw isn't actually requiring improved bull rush even though it says so in the description (i.e. it doesn't turn red when I don't have improved bull rush).
 
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Yes, but a even a 1st Level Summoner can choose it once. I assume that this isn't possible (grayed out) for "hangarflying". He should check if the Evolution was already chosen, if so, Herolab would be right to deny an additional selection until the Summoner reaches Lvl 5.

What brought this to my attention was that after the recent update, the Eidolon had an error flag, of which it did not have prior to the update. Upon looking at the evolutions, the "Improved Natural Armor" evolution is highlighted red on the "Minion" tab. I have three other evolutions also selected (the summoner has the "Extra Evolution" feat). The other three evolutions being "Claws", and "Tail", and "Improved Bite". When I delete "Improved Natural Armor" and then try to re-select it, it is grayed out and warns that the summoner must be 5th level prior to selecting this evolution.
 
Just discovered an interesting bug.

In the character configure menu, when you check Do not use Hero Points option but have checked over in the the advanced players guide hero points, it adds an extra feat to the total feats the character can spend.

I am fairly sure that is a bug.
 
Just discovered an interesting bug.

In the character configure menu, when you check Do not use Hero Points option but have checked over in the the advanced players guide hero points, it adds an extra feat to the total feats the character can spend.

I am fairly sure that is a bug.

No, it's not. APG pg. 324, the Antiheroes sidebar.
 
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