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Bug Reports - Version 7.1

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I see a possible issue for familiar attack bonuses. The PRD says:
PRD said:
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons.
My witch PC has a thrush familiar, with Str 1 & Dex 15. Its attack bonus with its beak attack should be +6 (+0 BAB, +4 size, +2 Dex) but instead is calculated as -1 (+0 BAB, +4 size, -5 Str).

Adding Weapon Finesse gets the attack bonus to show correctly, but means the familiar then has a validation error for too many feats.
 
There is no choice of abilities at 3rd and 15th level for a crossblooded sorcerer for the primal (air) bloodline.
 
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Zen Archer (Monk Archetype):
Level 3 ability "Zen Archery" : You may use Wis instead of Dex ( for attacks with bows)

at the moment, you have no choice : the system uses WIS - and for ALL ranged attacks
could you put a drop-down in the ability to choose which ability to use ? (in case Dex > Wis)
 
I noticed that wearing armor which includes gauntlets (such as full plate) increases my encumbrance by one pound more than the weight of the armor, but only for the first such armor I have. So for example, adding two sets of full plate to my inventory adds 101 pounds. This additional extra pound persists even if I drop all my armor on the ground, but does disappear after I have deleted all gauntleted armor completely from my inventory.

This seems to be because the "Gauntlet (from Armor)" weapon which is added to my character when I have gauntleted armor has a 1 pound weight (verified by examining the properties of that weapon in the editor).

Also, dropping gauntleted armor on the ground does not remove the gauntlet weapon from my list of "Other Weapons". That may or may not be intentional, but the weight issue above does seem to be a bug.
 
I'm having a little difficulty trying to output stat blocks for the campaign I'm running. I built all of the opponents for the module (Whispering Cairn) in HeroLab, and there are 24 of them in the .por file. However, when I try to print the statblocks (I did select "Entire Portfolio"), only 12 of them are included (but it's 13 if I select Plain Text as the output format). Is there a character count (as in, text characters) limit for that output?

Other than printing each statblock one at a time, is there any way to get them all?

Also, is there any chance of adding an RTF output format? Some editable format with the bolding intact would be very helpful. RTF is almost plain text anyway. (I'd just go ahead and use plain text already, but trying to save time...)
 
This may have been mentioned, but Aasimar's weight, at least the female, is static at 90lbs and there is no randomizer for it.
 
Not sure if this has been mentioned, but Ancestral Arms is replacing the Adaptability special of a Half-Elf, but not removing and replacing the Skill Focus Feat.
 
Unless I am mistaken, HL is giving first-level Fighters a bonus General feat in addition to the fighter's bonus Combat feat.

The Double Slice feat is negating the penalty for using Power Attack with an off-hand weapon. I can't find any text in the latest printing of the CRB which supports this behavior.
 
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Unless I am mistaken, HL is giving first-level Fighters a bonus General feat in addition to the fighter's bonus Combat feat.

I just tried to get the same error but when I set up a new 1st level fighter (Human) I only received three feats total. (1 for 1st, 1 for fighter, 1 for human). How many do you get when you set up a 1st level fighter?
 
I have a Throwing, Returning weapon and am getting the warning that my Returning weapon ability is only for a thrown weapon.
 
Archaeologist bard still cannot add ninja tricks.

Also, loading up an existing Tiefling character results in the error:

"Errors were encountered when loading the saved portfolio! A record of these errors can be found in the file "C:\[path]\hero_lab_load_issues.log". If you notice incorrect behaviors in your portfolio, please report it to the data file authors (you can contact them from the Help menu).

Pick 'raTiResis2' has been orphaned due to missing thing in batch '465'"

I have no user data files on this install.
 
Errors were encountered when loading the saved portfolio! A record of these errors can be found in the file "/var/folders/. . . /hero_lab_load_issues.log." If you notice incorrect behaviors in your portfolio, please report it to the data file authors (you can contact them from the Help Menu).

Pick 'raTiResis2' has been orphaned due to missing thing in batch '480'
 
Also, loading up an existing Tiefling character results in the error:

"Errors were encountered when loading the saved portfolio! A record of these errors can be found in the file "C:\[path]\hero_lab_load_issues.log". If you notice incorrect behaviors in your portfolio, please report it to the data file authors (you can contact them from the Help menu).

Pick 'raTiResis2' has been orphaned due to missing thing in batch '465'"

I have no user data files on this install.

Errors were encountered when loading the saved portfolio! A record of these errors can be found in the file "/var/folders/. . . /hero_lab_load_issues.log." If you notice incorrect behaviors in your portfolio, please report it to the data file authors (you can contact them from the Help Menu).

Pick 'raTiResis2' has been orphaned due to missing thing in batch '480'

Are there actually any problems with these characters, or is it just that there's a confusing message?

If you change something about the character, save them, and re-load that character, is the message still reported when you open that character?
 
1.
Was just about to report the same error message as in posts #311 & #312, but as suggested in #313, saving and re-loading gets rid of the message (even without changing anything on the character).

2
Not really a glitches but typo's on a couple Rogue Talents:
Camouflage is misspelled as: Camoflage
Guileful Polyglot is misspelled as: Guileful Polygot
 
I also had the same error messages. Saving alone did not remove it. I had to change something and then save.
 
Are there actually any problems with these characters, or is it just that there's a confusing message?

If you change something about the character, save them, and re-load that character, is the message still reported when you open that character?
Just an FYI I am getting: Chained pick 'xResPoison' has been orphaned due to missing bootstrap in batch '445'

Off a .stock file for our Community Bestiary. I can't find anything that was using "xResPoison". Dirtying up the file and re-saving made it go away and it seems like its fine. Just figured I would let you know.
 
FYI the Agathion subtype has the wrong value for the poison situational save. It is supposed to be +4, but the situational macro assigns +2.
 
The Daredevil Boots from Ultimate Equipment (and, I suspect, a whole lot of other items) are flagged as "Not available to Pathfinder Society characters". The latest "Additional Resources" from Paizo makes almost everything from UE PFS-legal.
 
The Hexcrafter magus archetype doesn't have access to the Brand cantrip, even though the Spells entry of the archetype says

A hexcrafter magus adds the following spells to his magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.
 
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.

I am having the same issue.

Also: Reach (Ex): One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet.

Does not have option for weapon (I am not using natural attacks). Note the Reach (Ex) evolution does not say "pick one natural attack."

James Jacobs answer to whether or not reach can be applied to weapon attacks (Yes they can.) can be found HERE

The same post answers Yes, and Eidolon can select Improved Natural Armor at level 1.
 
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