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Bug Reports - Version 7.1

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The Agile weapon property (Pathfinder Society Field Guide) is not applied to weapon damage properly.

The spell description for Glitterdust is missing "Spell resistance: no"

"Not applied to weapon damage properly" is a little vague and unhelpful. I investigated and found that the weapons were applying the Dex to damage even if the hero did not have the weapon finesse feat, so I fixed that. I hope that was the issue you were reporting, but if not then please re-post with more detail.

Glitterdust is fixed. I always appreciate attention to detail, thank you!
 
Hellknight Plate (inherently masterwork full plate) made from Adamantine or Mithral (materials that are always considered masterwork) gets the masterwork reduction for ACP twice, ending up with one less ACP than it should.

Surprisingly, this was a pain, but it's fixed for the next release.
 
Amber, Emerald, and Onyx are now appearing, but are marked with "This selection is not available to Pathfinder Society Characters."

Crimson Sphere is still not flagged with the Seeker of Secrets source. It appears the Sihedron medallion was given this source instead (the medallion is not in SoS).

Fixed, RotRL anniversary edition didn't note those as available to PFS, but SoS did. I don't see that source for the medallion.
 
The headband of vast intellect +4 does not appear to be adding any skill ranks for the selected skills. I created a level 1 human and elf and equipped the item. Selected Stealth and Intimidate and did not gain any ranks, or have the total modifier move. I tired it with a +6 headband and a couple of other skills and did not see anything change. (It also did not work on my existing character that did have it working prior to the update but tried it out on fresh characters with no extra user files to confirm before posting.)

Not sure if this is a bug, or if I am not using the items correctly after the change to the programing.

Fixed in prior release.
 
Bug: Deadeye's lore appears twice on the clerics spell list. Both sourced differently and one missing the target from the spell stat block.

Possible Bug or missing combat conditional :
Stirge special attack :- Attach (Ex) When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.

To emulate the attack I added the grappled condition to my stirge expecting the AC to reflect the penalty but it didn't alter from the bestiary AC standard.

Obsoleted the older version of Deadeye's Lore and updated the sources.

Added an eval script to Attach so that the stirge loses Dex bonus to AC when grappling.
 
Thunder and Fang Feat

This feat allows you to Wield a Earth Breaker (two hand) and Klar (1 hand, light weapon) and treat it as a Double Weapon (two weapon fighting), without loosing the AC Penalty. Does not appear to function in Hero Labs

I can't reproduce this. When taking the feat the earth breaker become 1 handed, equipping it in the main hand with the klar in the off has the correct penalty for 2 weapon fighting, and equipping the shield portion of the klar while both weapons are equipped does not throw an error.
 
Magic, Custom & Masterwork Armor - Agile BreastPlate

When adding Mithral as Material Used, only adjusts Weight and Treat As One Category Lighter.

Should also decrease Spell Failure Chance by 10%, increase Max Dex Bonus by 2, decrease Armor Check penalties by 3, and should only increase price by 1000 GP(Item is Torso only, not full suit needing 4000 GP increase)

Ah, you must be using the piecemeal armor variant. That's a bit complicated.

The Spell Failure chance reduction and Max Dex changes only take effect if all pieces worn are of the same material AND it is a reduction from the Cumulative stats of all the armor pieces worn (which is the worst of any piece worn for spell failure and Max Dex), so they can't be reflected in the stats displayed for individual pieces on the Armor tab. Instead, the program must check for them and then adjust things down before applying the effects to the hero.

So, example character is a 5th level wizard with all 3 armor proficiency feats, 20 Str (so he won't get encumbered) and 20 Dex (for the AC bonus check). Add a normal Agile Breastplate torso piece and one made out of mithral.

Before equip anything, AC is 15 (+5 Dex), spell failure is 0%.
When normal agile breastplate is equipped AC is 19 (6 armor, 3 dex) and spell failure is 25% (You have to look on the Wizard tab to see the amount of spell failure applied)
When mithral agile breastplate is equipped AC is 21 (6 armor, 5 dex) and spell failure is 15% (Again, look at the wizard tab)

Now add a normal chain armor piece and a mithral chain armor piece
Mithral Agile Breastplate and normal Chain arm piece should get no reduction from mithral armor material since whole suit isn't made of mithral. Worst of all worn pieces is Max Dex +2 and 30% (from the arm piece). Equip them both and we see AC 19 (7 armor, 2 Dex) and 30% spell failure.
Mithral Agile Breastplate and mithral Chain armor piece has the same worsts (+2 Max Dex and 30% failure from the arm piece), but it should get the mithral reduction so we should see +4 Max Dex and 20% failure. Equip and what do we get? AC 21 (7 Armor, 4 Dex) and 20%.

The Plate Torso piece is a heavy armor Torso piece, so it is correctly costing 4000 gp. It only counts as medium armor when worn alone, not for cost purposes. Plus, it doesn't make sense that something that costs 4000 gp when you make it out of mithral in one system would only cost 1000 when you make it in this variant.
 
I don't know yet if there are more of these, but I juts Noticed on my Human the spell Linebreaker is mark as legal for PFS play. Though it is legal for play, it is only legal for Half-Orcs.

Edit: Yes there are more of them. I am assuming you can't distinguish legality based on race?

If true that will cause problems, too many players don't confirm if HeroLabs is correct for PFS legality, I will have to keep a close eye on that.

It took some doing, but PFS legality based on race is now implemented.
 
Summoner (Master Summoner) - Summoning Mastery I shows up correctly in the Special Abilities tab, but does not show up under Tracked Resources on the In-Play tab.

It's showing on the spells tab, as a spell like ability.

Magus does not have an area for putting in favorite Metamagic spells.

Magus casts from a spellbook. Only spontaneous casters have favorite Metamagic forms.

Summoner (Master Summoner) - Eidolon is not giving the Eidolon form options, it is asking for a race instead.

The race is the form of the Eidolon.
 
Couple of things I noticed after I updated yesterday:

#1) The Headband of Vast Intelligence is not properly displaying the skill ranks granted from the assigned skills.

Fixed in a previous release.

#2) I have a druid trying to gain the feat, Feral Combat Training. He has the pre-req of Weapon Focus in a natural weapon (Slam, in this case.) Feral Combat Training remains unavailable to him, however, with the error that it requires Weapon Focus with a natural weapon.

Is this a case of the feat not being available to the PC because he technically doesn't possess nor can he possess a Slam attack?

Yeah, the way it was working was that the natural weapon would apply the tag that Feral Combat Training was checking for, if it had Weapon Focus. Switched it so Weapon Focus applies the tag itself if a natural weapon is chosen, that way you don't actually have to have the pick on the hero. I also changed the selector for Feral Combat Training so it is also not limited to those weapons on the hero.
 
Advanced Race Guide, under language quality on page 220 lists Xenophobic as 0 RP.

Hero Lab is treating it as -1 RP.

It didn't make sense to me that Xenophobic would cost the same as the Standard Language array, so I was pretty sure that was a typo. Apparently it was a spirited battle on the paizo boards to decide between the Xenophobic costing 0 or -1 and I didn't find a final answer. I'd have been on the -1 side. Upon further review though, it looks like it is 0 RP in all the example builds later in the book, so duly adjusted. Oh well. Such is life.
 
I am not able to reproduce this. I know you say you don't below, but are you absolutely sure you didn't have "Don't Restrict Companion Races" on in your configure hero window? Or something weirder? Does the problem still persist after the most recent update?

Hi All,

Current Version of HL for Pathfinder and all expansions purchased.

Druid - 1st Level

Ranger - 4th Level

Animal Companion Questions...

First off - with the Druid it's basically letting me select just about everything and no I don't have it on everything...shouldn't it be like only a dozen or so...even a few more from D20pfsrd for example.

There are about a hundred (106 to be exact) different animal companion races now. A straight druid should be able to select almost any of them (except 11 that require a certain feat or class).

Second - my Ranger is now not able to select anything when I don't have it on "everything" it tells me I have to be a druid to select and of course I'm high enough level Ranger.

The ranger has a much more limited list, 15 or so valid options. I think the ranger and druid you are speaking of are separate characters? Even if your character is a Drd 1/Rgr 4 you'd be limited to the more restrictive list (the ranger) and your effective animal companion level should be 2nd.

_________

One - it's adding 2 HD (either Druid or Ranger) to the Minion after I select it and it's at full size "creature" - my animal companion should have only 2HD...and I quote from the SRD

HD
This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.


Why is it making the creature "normal size" and then adding two HD ... something very wrong here...it's either 2 additional HD are to be added to the base creature (I'd doubt that) or something changed materially in the logic.
_________

I'm... a little confused by this part, to be frank. 2 HD is the correct number of HD for the characters you listed above (since they both have an effective druid level of 1). I don't know how you might have gotten "normal size" (by which I assume not-animal companion versions with racial HD) of the races.

Two - the only ROC I can select as an Animal Companion is now the Gargantuan one rather than a Medium one...not that it existed before.

_________

Do you mean a Roc, as in a gigantic bird that swoops down and carries away elephants? I don't think that is an animal companion that Paizo has published. Perhaps you found it in a 3rd party source? Is that what you mean by "not that it existed before"?

Need help fast as I have a party which I'm DM'ing and this is really creating alot of extra work for both them and me.

Thanks.

Sorry that this slipped through the cracks. When we get busy with major books we tend to let the bugthread gather reports and then do them as a batch a few updates later.
 
Really no further bug reports since I started my streak yesterday? You guys going easy on me or something?
 
There seems to be an issue with the Emerald Ellipsoid Ioun Stone. I claims to have a maximum of 25 temporary hit points, but in both of the sources it references (Rise of the Runelords, and Seekers of Secrets), they say that there is no upper limit.

Well, dog my cats! Looks like you're right and the 25 Hp limit is from the old version in the original AP. Power limiters removed!

I'd suggest at more than 50 you start applying sight based perception penalties, but that's just a house rule.
 
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