• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Bug Reports - Version 7.1

Status
Not open for further replies.
Ammunition counts and Special Materials

For Pathfinder Society play, Arrows and Bolts have to be purchased in lots of 20 and 10, respectively, unless they're magical. That means that non-magical arrows made of Cold Iron, Mithral, or Alchemical Silver are required to be purchased in smaller lots than the "New Magic, Custom, or Masterwork weapon" choices allow.

Suggested fixes:

1) Add a second listing in the base weapons type for "Arrows (x20)", but don't allow magical arrows to be built this way.
2) Replace the "Arrows (x50)" with a single arrow cost. I realize this may cause problems with other calculations.
3) Add a non-magical entry for each type of special material, which is what I'm doing for a workaround as necessary.

Thanks!
 
Last edited:
An elven alchemist grenadier can not choose composite longbow or composite short bow as his weapon. They are consider to be martial weapons.
 
Last edited:
I missed Aaron's reply to me in another thread a few weeks ago. Finally noticed it, went back, and saw that the issue I brought up is still there, so here it is: Not all of the races from the ARG have their age/height/weight information put in.
 
bug in AC computing for this very obscure condition: character has at least 20 dex (+5 bonus), wearing studded leather armor (+4 to AC, max dex +5), has at least 5 levels of wizard, specializing in Transmutation (gets a +2 enhancement to a stat.) if a stat other than Dex is selected for the +2, AC computes correctly, using +5 for the dex part. when Dex is selected for the ability bonus, then AC goes wrong, showing only +3 for the Dex part of AC, instead of the +5 (dex bonus is +6 now, but max dex for the armor is +5).

I can provide a .por file with a character with all this in it.
 
Monk flurry of blows

I was playing in my regular game and I noticed that the flurry of blows attack bonus that was calculated on the back of my monk sheet did not include the strength bonus to the attack rolls. No wonder I had been missing so much...
 
Nice simple one here.

In the editor, under the Spell School tab, there's a typo. "Spell Descriptior" should be "Spell Descriptor".
 
For wordcasters who are not spontaneous casters the Meta Word Mastery feat is not allowing their class to be selected from the list of classes available in the drop-down. This is causing the feat's +3 bonus to daily Meta Word use to not be applied on the In-Play tab.

Editing the feat and removing "CasterType.SpontKnow" from FieldID "usrCandid1" appears to fix this issue - wordcaster classes who prepare spells are now available in the drop-down and their daily Meta Word limit is increased on the In-Play tab.
 
PFRPG Oracle Class

+ Cinder Dance +10' speed doesn't appear in output stat block
+ Wings of Fire (Fly 50 ft. doesn't appear in output stat block
 
I'm able to select multiple archtypes (ATs) even if I'm not allowed. Sometimes it works right, other times it does not. At first, I thought it was only happening when the two ATs "changed" rather then "replaced" the same ability (Musker Master & Pistolero), but it is not just then. I can take, as a paladin, the Oath Against Fiends and the Oath Against Undeath, both of which replace the 6th level mercy AND the Aura of Resolve.

Please report this bug in terms of specific combinations you've found that shouldn't be compatible.

I have come across numerous. I would suggest going through all of the ATs and double checking them.
 
Current version isn't showing the Paladin's Special Ability 'Channel Positive Energy' at 4th level.

It shows when clicking Special but it doesn't show up on the printed version anywhere.

Ignore/delete this post. Created a new character and it's working fine, something is wrong with my existing character apparently.
 
Last edited:
The metamagic rods that are unique to Ultimate Equipment do not seem to be available in Hero Lab, such as Burning Metamagic Rod, Concussive Metamagic Rod, Rime Metamagic Rod, etc.
 
Edilon Natural Armor Bug

Edilon Natural Armor is not validating. It should be available at level 1 and have an additional instance at 5th level. But now the validation is saying it requires the caster to be level 5 to take it.
 
Both tiefling and aasimars can have alternate racial abilities for darkness and daylight respectively. One of the options is "Add an Additional Ability"; but when it is selected and 2 options are choosen, a(n incorrect) validation error occurs.
 
Furious Focus isn't affecting to-hit when power attacking.

e.g. I have a 1st level human paladin who's feats are power attack and furious focus. He's using a sansetsukon as his primary weapon.

His to hit is +6 and when I select power attack in in-play it drops to +5 (as it normally should). But as I only have one attack and furious focus eliminates the to-hit penalty of power attack for the first attack it should still be +6.
 
Blinding Critical feat
The Blinding Critical feat has a typo in the Prerequisite. Critical Focus is misspelled "Crtitical Focus". (Hooray for snickering teenagers.)

Hamatulatsu feat from Inner Sea World Guide
According to the descriptive text, this should be available to monks as a bonus feat at 6th level, even if the monk doesn't meet the prerequisites, but it does not show up in the monk's Bonus Feats menu.

Summoner (Wild Caller archetype from Advanced Race Guide)
This is really just Paizo's shortcuts to minimize page count being transferred to HL, and me being OCD about it...
If I'm reading it correctly, the Summon Nature's Ally ability is supposed to have a duration of 1 minute/level, (just like the base summoner's Summon Monster ability) but the descriptive text doesn't specifically note that. It only references the Summon Monster ability, which does have that note.
 
Edilon Natural Armor is not validating. It should be available at level 1 and have an additional instance at 5th level. But now the validation is saying it requires the caster to be level 5 to take it.

Eidolon Improved Natural Armor should not validate at levels 1 to 4. According to page 8 of the Core Rule Book, "Unless otherwise noted, whenever you are must round a number, always round down." And the description of Improved Natural Armor states, "This evolution can be taken once for every five levels the summoner possesses."

Therefore, because your summoner does not posses five levels, then the evolution can only be taken zero times. You do not get to round up to five. Neither does the text that the evolution can be taken once for every five level block, but rather once per five levels possessed.
 
Status
Not open for further replies.
Back
Top