• 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.
The Shaping Focus feat from Ultimate Magic (+4 to druid level for purposes of Wild Shape up to character level) does not take into account if other classes add to the Wild Shape ability. For instance, I have a prestige class (Arcane Heirophant) that I added that adds to the druid level for Wild Shape. If I'm Drd3, Wiz3, AH3 and I take that feat, it should give me Wild Shape as a level 9 Druid. Instead, it gives me Wild Shape as a level 10 Druid (adding 4 levels instead of 3, and going over the total character level).

Alright, I have modified the feat to take into account the possibility of other things adding extra levels. Have your class add Extra levels to the wild shape abilities before Pre-Levels 5000 and the feat should take them into account. Hope that helps.

I also made an adjustment that allows you to pick a class ability and add/subtract extra levels to it, in case that's convenient.
 
Half-Elf oracles have the option of, as a favored class option, taking an additional spell known, as long as the spell known is 1 level lower than the max able to be cast. I am making up a L3 oracle, and at L7 he is capable of casting L3 spells. I take the favored class option for +1 spell known. It only allows me to select a zero level spell, AND it also adds the half-elf sorcerer favored class option of +1/2 bloodline power use/day.

The Favored class adding extra spells known is confusing, and I have an idea to address it, but likely at the end of this bugthread.
 
The description text for the Ioun Stone, Pearly White Spindle matches the powers of the Ioun Stone, Pearly White Spindle, Cracked, not the flawless version.

This must have been fixed with the UE update, because currently it looks like the normal and cracked versions have the correct text, respectively.
 
I'm in the process of building Caizarlu Zerren (a NE Old Human Thassilonian Specialist Necromancer 5 from the RotRL Anniversary Edition) in Hero Lab.

Two things:

First, I select wizard at 1st level, then select the "Thassilonian Specialist" Archetype - so far, so good. I build the abilities, but when I add the "Aging Effects: Old" in the Personal Tab, the Thassilonain Specialist archetype becomes red, like it is giving me an error.

I'm not able to reproduce this, the example 1st level Necromancer (Thassilonian Specialist) I built had no errors when the Aging Effects adjustment was added.

Second, as an evil necromancer, he should be getting Command Undead as a bonus feat, but Hero Lab is giving Turn Undead.

Unlike most things, the wizard school power description does not say anything about your alignment determining whether you turn or command undead, you get to choose. You can do that by clicking on the Class abilities button on the wizard tab and choosing which feat to gain in the selector on Power over Undead.
 
The Ogre Hook should be in the "Axe" category with regards to fighter weapon training. Currently, it is listed in the "Close" category.

You're half right, it shouldn't be a close weapon, but according to UE, it is in the Pole-arm weapon group. Thanks for pointing this out though, I removed the close group tag.
 
The Kensai Magus archetype doesn't seem to work in Hero Lab. It calculates the spell reduction penalty and adds the Weapon Focus bonus but doesn't also add Exotic Weapon Proficiency and the Canny Defense AC bonus. Adding them manually produces warnings. Without the Exotic Weapon Proficiency, the Weapon Focus doesn't work.

Seems to be working for my tests. Although it is weird, the wording of the archetype indicates that your chosen weapon and the weapon you gain proficiency with are not necessarily the same thing, so they are 2 different selectors in the class abilities. Make sure that you pick a Chosen weapon that you are proficient in (either because you took that weapon as your proficiency choice for this class, or from a race or different class), or else the weapon focus for that is gonna throw an error when you add that weapon to the character.

The Canny defense and other abilities only function when you have an example of your chosen weapon equipped.
 
Bug Report for Magic Item.

If you are a Monk that does not have Stunning Fist, due to an archetype, and elect to add Stunning Fist back as a regular Feat, subsequently attempting to equip the "Robe, Monk's" wondrous item throws the error:

"Attempt to access non-live pick via script fails for pick 'fStunFist' Location 'eval' script for Thing 'ioBlMonks' (Eval Script '#2') near line 8"

-k

That's odd... I've recently seen similar issues pop up here and there, where something that is not added because of a bootstrap condition, is added somewhere else, and then throws an error when a script fiddles with it. I'm gonna put this in our buglist if I can't figure out the immediate cause, so this may or may not be fixed for next release.
 
Spells such as Lead Blades and Strong Jaw should affect the Monk's unarmed strike per the ability description:



These two spells, and most likely others, are not adjusting the Monk's unarmed strike as expected. Presumably because both of those spells specifically exclude unarmed attacks, without checking for this special condition.

Well that seems like it would quickly get ridiculous, since damage increases do not have types and will stack from different sources. Somewhere, somehow, a munchkin begins to sing "Ding Dong, the Big Bad's Dead" and his DM sheds a single tear.

Nonetheless, I've found a post by James Jacobs confirming it, so whack away!
 
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--

Got this fixed, the issue was that when building the expression to choose the spell, classes with more than 1 sClass tags weren't being handled correctly, meaning there would be a comma where a | was supposed to be. And that borked everything, computers sure are funny that way, eh?
 
The Race Vishkanyas from the Advanced Race Guide is not calculating DC for the Toxic ability correctly. It is adding the Con modifier, but not the 1/2 HD for the race.

Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action.

Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save
 
Issues in current release:
- Headband of Intellect: does not assign ranks to selected skill anymore
- Wayfinder, basic: with ioun stone placed in it still provides light at will when it should not

Headband was fixed previously, the Wayfinder now stops bootstrapping that spell once it has something inside it.
 
This isn't a bug per se, but heads up to anyone doing authoring from the .xml output: the latest Pathfinder Herolab is outputting crits differently for weapons that crit on a 20.

It used to look like this:

<weapon name="Unarmed Strike" categorytext="Melee Weapon, Unarmed Attack" typetext="B" attack="-1" damage="1d3-1" crit="20/x2" useradded="no" quantity="1">

It now looks like this:

<weapon name="Adamantine battleaxe" categorytext="Melee Weapon" typetext="S" attack="+10" damage="1d8+7" crit="x3" equipped="bothhands" quantity="1">

The "20/" is now implicit. This is only true for weapons that crit on 20.
 
Book: Inner Sea World Guide
Thing: Ethnicities

I found this while looking at some Eberron stuff. I wanted to allow Ethnicities but they only become available if you have the "Inner Sea World Guide" active. Their does not appear to be independent way to just activate "Enthnicties" like you can for Archetypes, Factions, Alternate Racial Traits.....
 
There is an error in the wording for the following oracle spell (Ultimate Combat):

Bestow Weapon Proficiency said:
You bestow the subject with the ability to use a single type of weapon he is not proficient in as if he were proficient with that weapon. The weapon can be any type, including an exotic weapon, but the subject of the spell must be holding the weapon when you cast it.

In Hero Lab the spell is listed as this:

You bestow the subject with the ability to use a single type of weapon he is not proficient in as if he were proficient with that weapon. The weapon can be any type, including an exotic weapon, but the subject of the spell must be holding the spell when you cast it.

Correct wording is blue. Incorrect wording is red.
 
Last edited:
Not sure if this is a bug or something that just hasn't been fully added yet.

I've noticed that Cleric domain powers are only rarely showing up in the "In Play" tab for characters. I know Touch of Glory uses for the Glory Domain are showing up but the vast majority of the others are not.
The abilities do show up in the "Special" tab.
 
Many of them show up on the spells tab instead, you can increment/decrement them there. I'll put a "review which domain powers belong on which tab" on my list, but it's likely lower priority.
 
Book: CORE
Magic Item: Hand of Glory

The Hand of Glory should allow for only a single extra ring to be equipped for a max of Three. Currently its allowing an unlimited number of rings as the eval script simply deletes all instances of "Hero.EqpRing" instead of just one.
 

Attachments

  • Noname.jpg
    Noname.jpg
    32.7 KB · Views: 3
I think I have reported this before and it is still an error. A mate has a dagger specialist. When he checks deadly aim and point blank as active, the attack bonus and damage bonus is applied to both melee and thrown (ranged).
The bonus should only apply to ranged.

Deadly Aim seemed to be functioning correctly, but I corrected Point Blank Shot, thanks.
 
Status
Not open for further replies.
Back
Top