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Pathfinder Bug Reports - collection 3

I double-checked and most conditions seems to be working fine. The two that doesn't work according to the rules though are Grappled and Pinned (see below).

Looks like these are differences between Pathfinder and the SRD that I missed. I'll get these fixed. Thanks for catching them.
 
The minimum height for both Elves and Half-elves is incorrect, still going off the 3.5 minimums instead of the Pathfinder ones. Likewise, the die type for the Male elf's height modifier has been increased from 2d6 to 2d8.

And given that Pathfinder uses a Weight Modifier that is a multiplier (x3 lbs. for an elf, as opposed to the 3.5 x[1d6] lbs.), would it be easier to force an averaging of the die roll, or change to a multiplier?

I apologize - I didn't pay any attention to the height and weight calculations to figure out if they'd changed. I'll get this fixed, thanks for the report.
 
An error with the Editor - when you copy a race the editor adds an index="0" attribute to the <bootstrap> tags which then causes a validation error.

Manually editing the xml and removing this errant attribute allows the race to compile correctly.

Could you tell me which race you copied? Also, what steps did you take after making the copy? Did you give it a new unique ID, then immediately save and test it? Or did you add things before doing that?

I just tried copying the elf race, gave it a new ID, saved the file, and tested it, and didn't run into any problems.

If you can duplicate the problem again, go ahead and email the file to me - my email address is my username here (in lowercase), @wolflair.com (I apologize for not writing it out - I'd rather not attract too much spam to it).
 
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Problems creating new class

Hi Mathias.

I'm trying to re-create the spellless variant of the Ranger class. I've copied the Ranger class in the editor and renamed it, checked that it counts as Ranger class (I also tried without doing this), and looked at everything I can think of. I've also taken out all the references to spell ability.

When I level up to the point he gets bonus feats and abilities the class tab gives the option to select them, but when I click I get the error box No Selection Exists (can't remember if that's the exact wording but it's close).

I figure I'm missing something, but have no clue what it is!

Thanks!
 
There's an editor selection for "Allow Custom Abilities..." (along with "Allow Secondary Abilities...", and tertiary) - you'll need to select ranger in those menus, as well as the "Counts As Classes"
 
Actually, the real problem there is that it's adding a tag for a language that doesn't exist - note that lEvlen is at the bottom of the list - out of alphabetical order. That means it's a tag that isn't in the official list. So, the real bug is that Tieflings aren't allowed to select Elven as a language. This'll be fixed in the next update. Thanks for catching it.
 
The Wolf animal companion for the Ranger wasn't given the 'Trip' ability by default, and it looks like it's skill bonuses are short (Bestiary has it at +8 Perception, +6 Stealth).
 
Sacred Conduit trait doesn't appear to be factored-in to a Cleric's Channel Energy-related DC checks. Also the description for Sacred Conduit says it's +2 to DC when printed-out instead of +1. Finally traits got printed out two times on the character sheet. Are traits/flaws fully implemented?
 
The Wolf animal companion for the Ranger wasn't given the 'Trip' ability by default, and it looks like it's skill bonuses are short (Bestiary has it at +8 Perception, +6 Stealth).

The missing trip will be fixed in the next update.

If I add a wolf companion to a 1st level druid, then give the companion the skill focus: perception feat, and assign one skill point to each of perception and stealth, the wolf has perception +8 and stealth +6. A higher level druid's companion will have more HD, and therefore more skill points, and may be able to get higher bonuses. A first level druid's wolf companion has 2HD, just like the default Wolf, so everything happens to work out the same if you make the same feat and skill choices.
 
When I add a level of cleric to an otherwise blank character, he has DC 10 for channel positive energy. I then added the Sacred Conduit feat, and the channel positive energy DC went up to 11.

Could you tell me where you see the two instances of the traits? I'm not finding a second one. What display settings do you have active? Which trait(s) are you seeing?

I'll fix the summary text for Sacred Conduit. It was probably something I missed changing from the SRD version.
 
When I add a level of cleric to an otherwise blank character, he has DC 10 for channel positive energy. I then added the Sacred Conduit feat, and the channel positive energy DC went up to 11.

Could you tell me where you see the two instances of the traits? I'm not finding a second one. What display settings do you have active? Which trait(s) are you seeing?

I'll fix the summary text for Sacred Conduit. It was probably something I missed changing from the SRD version.

Try it using a Cleric with Sun and Destruction domains -- still seems to be off by one by my count but I'll double-check.

I turned-on the "display feat descriptions" option and it printed-out the Sacred Conduit trait multiple times (once on the first page and again on the second page).

It would be useful if HeroLab told you how it was calculating a given skill/DC (e.g. +3 (stat bonus) +3 (class skill) +1 (ranks) +1 (Sacred Conduit) ...) Maybe you could do this as a hover-over tooltip in the UI...
 
Try it using a Cleric with Sun and Destruction domains -- still seems to be off by one by my count but I'll double-check.
No change when adding those domains. You've considered the effects of the level, the effects of your attributes, the effects of any other feats/traits, etc.?

I turned-on the "display feat descriptions" option and it printed-out the Sacred Conduit trait multiple times (once on the first page and again on the second page).

Each section of the character sheet should have a header in gray. Which headers is it under?

It would be useful if HeroLab told you how it was calculating a given skill/DC (e.g. +3 (stat bonus) +3 (class skill) +1 (ranks) +1 (Sacred Conduit) ...) Maybe you could do this as a hover-over tooltip in the UI...

Take a look at the Cortex, Savage Worlds, or 4ed files (in demo mode if you don't have them) for how this will look when finished. Those are our newer game systems, so the tracking mechanics could easily be built in from the beginning. Pathfinder was derived from the d20 files - the oldest one. So, implementing that is something we want to add, but it's a large chunk of effort, and we just haven't gotten to it yet.
 
No change when adding those domains. You've considered the effects of the level, the effects of your attributes, the effects of any other feats/traits, etc.?



Each section of the character sheet should have a header in gray. Which headers is it under?



Take a look at the Cortex, Savage Worlds, or 4ed files (in demo mode if you don't have them) for how this will look when finished. Those are our newer game systems, so the tracking mechanics could easily be built in from the beginning. Pathfinder was derived from the d20 files - the oldest one. So, implementing that is something we want to add, but it's a large chunk of effort, and we just haven't gotten to it yet.

Take a look at the attached portfolio. Roland, the Cleric, should have 14DC on his Channel Energy DCs by my calculations (10 + 1/2 cleric level (.5 round-up to 1) + 2 Charisma bonus + 1 Sacred Conduit = 14). Are you rounding-down the cleric level? Seems like the rules are a bit obtuse on this -- doesn't say to round-up or down.

Malachi, the Rogue, has Killer as a trait but when printed out it is listed both as a Feat/trait and also as a Special Ability...
 

Attachments

Sorcerer/Half orc bugs

Do not see these 2 being mentioned so i thought i would throw them in.

For a 1st level sorcerer with the draconic bloodline it is giving them the elemental resistance and the natural ac bonus at 1st level when they should get them at third level.
As well, When you choose the draconic blood line it gives you blindsense (0feet) which is not in the draconic bloodline.

As well the height calculation for half-orcs says it is the base plus 2d8 when it should be 2d12.
 
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When you add the Combat Casting feat to your spellcaster, the Concentration Check under the class tab is not updated with the +4 modifier.
 
Are you rounding-down the cleric level? Seems like the rules are a bit obtuse on this -- doesn't say to round-up or down.

Pg 12 of the main book:
"Unless otherwise stated, always round down."

I'll check the rest tomorrow.
 
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When you add the Combat Casting feat to your spellcaster, the Concentration Check under the class tab is not updated with the +4 modifier.

Unfortunately, combat casting isn't a bonus to ALL concentration checks - just to concentration checks made to cast on the defensive or while grappled. Pg. 206-207 has a list of 8 different situations that might require a concentration check. So, like all the other situational bonuses, it needs to stay in the special tab, and can't be added to what it modifies.
 
I've been having an error for a while, but haven't reported it yet since I haven't been able to pin down what causes it. I think I may have a clue now though... Sometimes when I create a creature and select a race the application locks up and I have to terminate it with either the Task Manager or ALT+F4. It seems that this error primarily occurs when I try to create a d20 monster, but it also seems to occur if I copy a d20 monster and adjust it to Pathfinder. For example, I've been having this problem with the Stirge.

EDIT: I found the cause of the lock up myself. What seems to have happened is that the syntax for Bonus Hit Dice have changed from d20. Instead of entering 1d10 you should enter 1 in the field Bonus Hit Dice and 10 in Hit Dice # Sides. If you don't the program interprets the hit dice string (in this case 1d10) as an extremely large number. So the reason the program locks up is probably because it's busy calculating the hit points from the extremely large number of hit dice.
 
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