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Pathfinder Bug Reports - collection 3

Not sure if this is a bug or an unavoidable aspect of the program. When I change one of my custom class specials and test it, all of the class levels already applied to the hero lose many of the choices applied to them.

For example, in the custom Ranger we've been working on, I change the Fast Movement class special. Levels two, three and four go red, the HP for those levels are set to zero, the class abilities (combat style, bonus feat and favored enemy) are set to zero and he loses his previously detailed animal companion), and his choice of class from his 'Finding Haleen' trait is deleted.

This is a two minute fix at his current level, but I can see it being a pretty big deal if one is making a higher level character and needs to change a custom . . .
 
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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...

I apologize for not being able to find this. I fixed it in my development system a week ago, but it isn't in the user version yet.
 
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.

The AC and resistances will be fixed in the next update.

I can't find a mention of Blindsense 0'. Blindsense 60' is present at 20th level.

As well the height calculation for half-orcs says it is the base plus 2d8 when it should be 2d12.

All the races' heights and weights haven't been converted over from the d20 versions yet.
 
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.

Actually, the mechanics are what changed. In d20, you entered a value for the number of hit dice, and text for what should be displayed to the user. In Pathfinder, you enter values for the number and size of the hit dice, and the display text is generated within the program.

I've done my best to give information to the user through the ? next to each editor entry as to what sort of information belongs in that field.
 
Not sure if this is a bug or an unavoidable aspect of the program. When I change one of my custom class specials and test it, all of the class levels already applied to the hero lose many of the choices applied to them.

For example, in the custom Ranger we've been working on, I change the Fast Movement class special. Levels two, three and four go red, the HP for those levels are set to zero, the class abilities (combat style, bonus feat and favored enemy) are set to zero and he loses his previously detailed animal companion), and his choice of class from his 'Finding Haleen' trait is deleted.

This is a two minute fix at his current level, but I can see it being a pretty big deal if one is making a higher level character and needs to change a custom . . .

When you test something that's already present on your character, a message pops up asking if you want to delete and re-add the thing, to warn you that this will happen.

If you're trying to build a replacement for the class your current character is using, may I recommend you do your testing on a new character, instead? Once you're done, then load the real character.
 
Ah, and since changing a class special is changing the class it actually has to delete and re-add the entire class . . . I get it.

So my current understanding is if I load the character I've already made after I've tested/saved the changes the old levels won't be deleted.
 
I've done my best to give information to the user through the ? next to each editor entry as to what sort of information belongs in that field.

Yeah, I noticed that after I saw that the creature got an absurd amount of hit dice.
 
minor error

spells and powers list Flaming Sphere as 2d6 damage

it should be

Flaming Sphere
School evocation [fire]; Level druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (tallow, brimstone, and powdered iron)
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere

Saving Throw Reflex negates; Spell Resistance yes
A burning globe of fire rolls in whichever direction you point
and burns those it strikes. It moves 30 feet per round. As part
of this movement, it can ascend or jump up to 30 feet to strike
a target. If it enters a space with a creature, it stops moving for
the round and deals 3d6 points of fire damage to that creature,
though a successful Reflex save negates that damage. A
flaming sphere rolls over barriers less than 4 feet tall. It ignites
flammable substances it touches and illuminates the same area
as a torch would.
The sphere moves as long as you actively direct it (a move action
for you); otherwise, it merely stays at rest and burns. It can be
extinguished by any means that would put out a normal fire of its
size. The surface of the sphere has a spongy, yielding consistency
and so does not cause damage except by its flame. It cannot push
aside unwilling creatures or batter down large obstacles. A flaming
sphere winks out if it exceeds the spell’s range.
 
Pg 12 of the main book:
"Unless otherwise stated, always round down."

I'll check the rest tomorrow.

I believe that if you have at least 1 level of the appropriate class, the minimum "appropriate class" modifier is +1. So at 1st thru 3rd level, the modifier is +1, than at 4th-5th, the modifier is +2, and so on. I don't have the PF book in front of me, however, so I'm going off memory. :)
 
I believe that if you have at least 1 level of the appropriate class, the minimum "appropriate class" modifier is +1. So at 1st thru 3rd level, the modifier is +1, than at 4th-5th, the modifier is +2, and so on. I don't have the PF book in front of me, however, so I'm going off memory. :)

The description of channel energy doen't mention anything about minimum DC, so the system default (round down) applies.
 
Not sure if this is an error on my part or if it is a bug. Creating a race that has bite as a natural weapon. I added this via a bootstrap. It shows up fine in HL except that the damage isn't listed (in this case, it is a small creature so bite damage should be 1d4).

Also, bite is supposed to be a Primary natural weapon... but the to hit bonus seems to be calulating with a -5 from what it should be.

Not sure if I entered the bite bootstrap incorrectly or if this is a bug. I suspect it has to do with tags within the bite bootstrap...

Never mind... I found the Natural weapons portion of the help files. :)
 
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I suggest you take a look at existing races with bite attacks to see how they set up the damage and Primary/Secondary (there are too many exceptions to set natural attacks as primary/secondary for all cases, so whether they're primary or secondary is defined for each creature).

You'll be looking in the bootstraps menu for the race, in the tags section.

At the bottom of the reference information page in the editor manual is further information about natural attacks.
 
I've just discovered Hero Labs (which is excellent, by the way) and for my first post there a couple of things that either I don't understand or are bugs!

I think Aristocrat is missing All Profession skills and Perception from the class skills

Arcane Trickster has All Craft and All Profession skills but shouldn't

Eldritch Knight shouldn't have All Craft skills

Is there any way to set (or re set) the order weapons appear in, both on the system and the character sheet? at present it seems to put the newest weapon at the top when I really want the favourites at the top and tertiary weapons (like gauntlet) at the bottom.

Weapons that can be either melee or missile (Dagger or Spear for example) only appear with the melee to hit stats - is it possible for these to appear twice, once as melee and once as missile?

It would be useful to have Touch and Ranged Touch attacks clearly listed
 
I think Aristocrat is missing All Profession skills and Perception from the class skills

Arcane Trickster has All Craft and All Profession skills but shouldn't

Eldritch Knight shouldn't have All Craft skills

Fixed in the next update. Thanks for the report.

Is there any way to set (or re set) the order weapons appear in, both on the system and the character sheet? at present it seems to put the newest weapon at the top when I really want the favourites at the top and tertiary weapons (like gauntlet) at the bottom.

No, I'm sorry, there isn't. I'll keep it in mind for future updates, though.

Weapons that can be either melee or missile (Dagger or Spear for example) only appear with the melee to hit stats - is it possible for these to appear twice, once as melee and once as missile?

I'm afraid a proper display for melee/ranged weapons has been on our to-do list for a while, but fixing it properly involves changes to some of the core display functions, which is why it hasn't been fixed yet. Sorry about that.

It would be useful to have Touch and Ranged Touch attacks clearly listed

This is something I intend to add while working on the Bestiary project (see this thread http://forums.wolflair.com/showthread.php?t=9481 for the estimated timeline).
 
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celestial template on my Neutral Sorcerer familiar Raven says Masters Alignment may not be evil and it is not available to me(grayed out)

Is there a way I can add to my concentration check? I have the trait desperate focus from the Pathfinder Companion - Cheliax Empire of Devils that gives me +2 to concentration. Is see no place where I can add that to concentration in adjust.

Do you plan/can add in the pathfinder companions like the - Cheliax Empire of Devils to the current data-set?

thanks
 
celestial template on my Neutral Sorcerer familiar Raven says Masters Alignment may not be evil and it is not available to me(grayed out)

Fixed in the next update. Thanks for catching that - I had the alignment restriction reversed (fiendish is OK).

Is there a way I can add to my concentration check? I have the trait desperate focus from the Pathfinder Companion - Cheliax Empire of Devils that gives me +2 to concentration. Is see no place where I can add that to concentration in adjust.

Concentration checks were added to the class tabs (for spellcasters) in v2.0. In the help menu, select "Pathfinder Roleplaying Game FAQ" to see the change list for each version. Here's the relevant section:

The caster level of a specific class is stored as cCasterLev. the check vs. spell resistance is cOverSplRs, and concentration checks are cConcCheck.
The tConcCheck field on the hero stores a value that is added to all classes' cConcCheck fields (for example, the focused mind trait adds +2 to herofield[tConcCheck].value - the individual classes then incorporate that into their own values).

Do you plan/can add in the pathfinder companions like the - Cheliax Empire of Devils to the current data-set?

thanks

Unfortunately, the Pathfinder Companion line is not OGL, and therefore, we'd need to license them from Paizo.
 
Unfortunately, the Pathfinder Companion line is not OGL, and therefore, we'd need to license them from Paizo.

I wouldn't have any problems paying extra for non-OGL updates if the price was reasonable. I used e-tools for a long time until wizards pulled the rug out from under us.
 
You know that paying for the non-OGL is not a bad idea. I have used the editor to put in some of the material but I just do not have the time and would rather pay for it than have to do it myself. I have no idea what hero labs cost would be but I would be willing to pay for it. It could be put in a bundle or individual like PDF's are.
 
I'm not sure if I am missing something or if this is an actual issue, but I will post it here to see.

When I am creating a new Hero in the Pathfinder module and purchasing equipment for the hero, I have continually run into a potential bug. When I accidentally spend more than the Hero has to spend, the total GP goes into red. If I go into the journal to increase the gold, it attempts to even out the total and then goes further into negative once is switches past zero again.

I have been unable to fix this issue yet, once it happens.
 
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