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Bug Reports - Version 7.1

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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.
This has been reported a half-dozen times in thread and it can be taken at level 1. The link to the Official FAQ should clear that up. :)
 
I am getting the below error since upgrading to 7.0:

Code:
The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

Thing 'anWRhino' - Bootstrap thing 'raFomtramp' does not exist
 
I looked in every file in HL and there's no instance of anWRhino, but I did find an instance of raFromtramp in C:\ProgramData\Hero Lab\data\pathfinder\importbackup\PFRPG_SecondDarkness_WOC_Giants.user, so this tells me the issue is your community files, and not with Hero Lab.

I may be wrong, but if this is true, then it's not a bug report, but an issue with the community files. (Which Wolf Lair has no control over).

ShadowChemosh is a good resource for this.


BoomerET

(Edited to change good resource)
 
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An issues with the Zen Archer and using a guided weapon has come up. Instead of just applying the wisdom bonus to attack once, Hero Lab is adding the wisdom modifier twice, once for the guided weapon enchant, and a second time for the Zen Archery class ability. I do not know if this is intentional or just a bug as it appears to me that the bonus from each ability should not stack.
 
when you create a bard 1 / Sorcerer 1 : HL gives you only 1 pool of spell known.
if I choose charm person as bard spell, it's not proposed in the list for a sorcerer' spell known
 
Double Slice causes Power Attack to give the full damage bonus to offhand attacks, when it should only be giving 50%. Without Double Slice, Power Attack gives the correct amount.

Double Slice just allows you to take the full strength bonus on damage rolls, but Power Attack does have anything to do with the strength bonus to damage, and is only modified from its +2 damage by whatever kind of weapon you are using.
 
Not sure if this is intended but the feat Belier's Bite does not display the 1d4 bleed damage under the unarmed strike damage in weapons.
 
Headband of Mental Superiority +4 is only adding +3 to stats (looks to be a straight-out data files issue)

if (field[gIsEquip].value <> 0) then
#enhancementbonus[hero.child[aINT], 3]
#enhancementbonus[hero.child[aWIS], 3]
#enhancementbonus[hero.child[aCHA], 3]
 
Hexcrafter Magi don't have access to the Brand cantrip.

edit: it is tagged as a hexcrafter spell in the editor but it doesn't get added to the automatic list of cantrips known, nor is there a way to manually add it to the magus' spellbook
 
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Book: ARG
Race: Catfolk
Problem: Catfolks have the "Sprinter" racial ability that adds 10ft to Charge, Withdrawing, and running. On the "Condition" tab those three things get a movement speed listed but is not reflecting the 10ft racial bonus. I did check and these abilities all have abValue so they can be adjusted.

Book: Core
Thing: Armor Spikes (Magical)
Problems:
1) If you make the "Armor Spikes (Magical)" made from Mithral the weight should be reduced from 10lbs to 5lbs.
a) The Cost of the Mithral, which should be 5,000gp, does not display on the "Create Custom Weapon" window. It still shows the Mithral spikes costing 50gp and you can not adjust the value in anyway.
b) After adding the "Mithral Armor Spikes" if you look on the "Weapon" tab it displays "Armor Spikes" not "Mithral Armor Spikes". The desc does show it as Mithral.
c) Cold Iron Armor Spikes are not increasing the cost to 100gp.
2) The base 50gp cost of Spikes are not being added to the "Gear Value" score on the hero. So if you have Chain Shirt with Armor Spikes gear value shows 150gp not 200gp. Note if you make them masterwork the 300gp gets added but still the base 50 does not.

Book: Bestiary
Problem: Claws are displaying as doing "Piercing/Slashing" damage in HL but they do "Bludgeoning/Slashing".

Book: APG
Class: Witch
Problem: The "Custom Ability" Elements (thingid.cWitVipeSp) is using the older mechanic of "count:Classes.Witch >= 2" to control adding the spells to the Witch instead of the newer "BonusSplAt.2" tag. Not high on the list of issues but this is making the ability not work correctly with one of my archetypes. =(
 
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Nagaji - Naga Aspirant Druid Archetype

Hero Lab is only allowing you to choose spells that you are of a high enough level to cast (in other words you can't choose divine power at 1st level). As the ability adds the spell to the druid spell list, you should be able to select any spell at any level. As an example you may want to add fireball to your spell list at level 4 so you can use a wand of fireball without a UMD check even though you cannot prepare the spell yet.

Fair point, there's nothing in the ability text stating you must choose a spell you'd be able to cast at that level, and I agree the UMD thing's a reason you might want to. I've updated it to allow you to pick any of the listed spells at any level.
 
Aasimaar is requiring you to select one of the heritages if you don't want a error message. (New with Blood of Angels).

What if we just want the vanilla aasimar?

This appears to have been fixed when revamping the way heritages work in 6.20.
 
Communications error in the last bug thread:




Hero Lab is currently NOT banning the Thassilonian Specialist archetype for Organized Play characters, that's the issue.

Sorry, misunderstood the question the first time. The archetype is now banned for PFS characters.
 
When Pathfinder Society is turned on why does the Vanity, Temple show up as a Container in the Other Tab.

Also a Wayfinder, Jade and Temple shows up as a "(S)", small item when purchased for a Medium-sized creature.

W0CkV.jpg

The Temple Vanity indicates you belong to or work at a temple, but it was showing as a container. Unlike a home or someplace else you own, the temple you belong to may or may not allow you to store your stuff there, so the vanity has been changed to no longer be a container.

The S showing means you must have added that item while either your character was small, or when you had Small selected for the size of gear/weapons/armor added. Gear needs to persist with what size it is, so it's not a bug, it's a feature, as they say. I'd just ignore it, but you could delete the vanity and make sure you have the gear size set correctly and then re-add it for free.
 
For animal companions (at least under Cavalier) the attacks of the Horse is not treated as primary and secondary (they are all treated as primary). The hoofs should be treated as secondary in this case. I imagine that this might be the same with other places that animal companions or the like pop up.

http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks



An Oracle with the Tongues curse should be able to pick a second language to speak during stressful situations (the language is then added to his list of known languages). The Oracle I have built seems unable to add a second language and is only able to choose his first language again (resulting in an error).

http://www.d20pfsrd.com/classes/base-classes/oracle/oracle-curses

Horses have a special rule that their hoof attacks are primary if they are meant for battle, so no error there.

The Tongues Curse adds 1 language slot to your character which you are meant to use for one of the listed language choices, and then you can choose the added language with the selector. At 5th level you gain another bonus language known, which you can add to the personal tab and select with the second selector. Everything seems to be functioning as I'd expect.
 
You left out the option of getting 2 variant aasimar abilities. This is from Blood of Angels page 19 under d%100. This would only apply to the 99 abilities listed above it.
Also not sure if you will add it but the features from page 31 would be great to add under personal.

Added and corrected to allow you to pick a second without throwing an error. Same for the Tiefling option.
 
The Drow, Noble is showing up under Featured Races instead of NPC Races when selecting a race. Also when you have No Featured Race and No Uncommon Race checked the regular versions of those races don't show up in the NPC Races...

I'm not aware of any official word on the Drow, Noble. It wasn't featured in the ARG, so you're probably right it doesn't belong in the Featured Races with it's parent race, but it isn't so different that I think it should be an NPC race either. Other subraces (like the rainbow kobolds and the goblins) are bumped into the Uncommon races, so that's what I've done for the Drow Noble too.

The function of the No Featured/Uncommon Race selection is working as intended. It's not supposed to be a "Bump all these races into NPCdom" function, but an on/off switch for the respective races to be shown.
 
Is there anywhere in Hero Lab where you can pick the spells you have mastered with Spell Mastery?

In a word, No. But rejoice! While there is no way to fit a variable, and surely numerous number of selectors, I have added a space where you can type in the spells you picked.
 
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