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Pathfinder Bug Reports - version 3.3

Not sure if I am correct here, but when I create a sorcerer, the attack bonus always seems to be +1 higher than it should. A first level sorcerer should have an attack bonus of +0 but it shows as +1, a level 3 should be +1 but it shows as +2.... It seems to calculate the attack rolls properly though. It keeps throwing one of my players off when he tries to wield a weapon that he's picked up after the sheet has printed and he has to calculate manually.

BTW I noticed that it was doing this several versions ago.
 
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Not sure if I am correct here, but when I create a sorcerer, the attack bonus always seems to be +1 higher than it should. A first level sorcerer should have an attack bonus of +0 but it shows as +1, a level 3 should be +1 but it shows as +2.... It seems to calculate the attack rolls properly though. It keeps throwing one of my players off when he tries to wield a weapon that he's picked up after the sheet has printed and he has to calculate manually.

BTW I noticed that it was doing this several versions ago.

I'm afraid I can't duplicate this. I added a level of Sorcerer to a blank character, and the character shows an attack bonus of +0, which is correct for 1st level.

What's your race? feats? etc.?

If your race is halfling, gnome, or some other size S race, the +1 to hit modifier for being size S is incorporated into the attack bonus that's displayed on the basics tab.
 
Using the editor I made a copy of the Lich's racial special "Fear Aura". After testing my monster, it showed my new racial special but said it came from the Lich. The editor doesn't show any association to the Lich for my copied special ability, but a text editor showed this line:

Code:
<tag group="SpecSource" tag="Lich" name="Lich" abbrev="Lich"/>
 
My fighter is getting an extra skill point per level. He should have 3 per level, +1 from the intelligence bonus. Hero Lab is giving me 4. My favored class bonus has been going to hit points so that isn't the issue.
 
It seems that with undead characters who have a nonexistent CON score, HL is still adding +1 hit point per hit die. I just made a Huecuva/Cleric 4 character with all favored bonus given to skill points, no feats yet, and he is 7 hit points higher than I believe he should be. Next to each level is shown +1 hit point.

EDIT: I'm a dummy. Just realized his CHA is a 13, which yields a +1 to hit points for undead characters.
 
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Using the editor I made a copy of the Lich's racial special "Fear Aura". After testing my monster, it showed my new racial special but said it came from the Lich. The editor doesn't show any association to the Lich for my copied special ability, but a text editor showed this line:

Code:
<tag group="SpecSource" tag="Lich" name="Lich" abbrev="Lich"/>

You're correct - that line is what's causing the Lich source to be there. It's a holdover from the d20 version of the files, when racial specials tended to be specific to a race. You can either delete that line in the text editor, or start by copying a different ability.

You may also want to take a look in the Bestiary, pg 300, at the "Frightful Presence" special - that seems to be the new standard ability for fear auras, so you may not need to make your own. You can look at how the Bone Devil bootstraps the ability to learn how to set the range and duration.
 
My fighter is getting an extra skill point per level. He should have 3 per level, +1 from the intelligence bonus. Hero Lab is giving me 4. My favored class bonus has been going to hit points so that isn't the issue.

Is your character human, and getting the human's +1 skill point/level bonus? If not, you'll need to tell me more about the character before I can figure out what's going wrong. Race, feats, traits, etc.
 
I'm afraid I can't duplicate this. Yes, there's still an enter HP space for the template, but there's no HD reported to its left, and the HD total listed under the level is "0+1" - 0 class levels+1 racial HD. I'll put removing the HP space on my to-do list.

Thanks
 
You're correct - there's an error in the HD - CR conversion (and embarrassingly, it's correct on the Skeleton Champion, but not for the Skeleton or Zombie templates, so I fixed it in one case a while ago and didn't carry that fix to the other cases).

This'll be fixed in the next update, thanks for the report.

You're awesome as always!
 
In the Pathfinder Bestiary it does not appear that the Giants have the correct weapon proficiencies. As humanoids they should all receive simple weapons. Did not look beyond giants where I came across this but probably all humanoids would have this issue.
 
Grappling Hook rules are incorrect in tooltip on gear

Sorry if I double-posted , there are two 'bug' forums here and I'm new here.

In the equipment list when you view the rule / tooltip for Grappling Hook it shows the rules for 3.5E, targeting a DC against the Use Rope Skill. The entire tooltip is not correct for pathfinder.

3.5E -- DC Use Rope Check of 10 + 2 per 10' thrown.

Should be:

Throwing a grappling hook is a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to attach a hook are AC 5.
 
Amulet of Mighty Fists is very incorrect

I covered this here pretty well: http://forums.wolflair.com/showthread.php?p=39583#post39583

But the Amulet of Mighty Fists doesn't function in HL at all the way that it should or does by the PF rules. The Amulet is listed as a flat +1 to +5 when it should be configurable as per the rules. I'm not familiar enough to know the ins and outs of Hero Lab, but is this something that can be added, or am I going to need to add a billion different versions of the Amulet depending on what enchant / enhancement combos are chosen?
 
In the Pathfinder Bestiary it does not appear that the Giants have the correct weapon proficiencies. As humanoids they should all receive simple weapons. Did not look beyond giants where I came across this but probably all humanoids would have this issue.

Currently, none of the Types are assigning their weapon proficiencies. This'll be fixed in the next update.
 
The effect in greater magic fang is wrong.

Hero Lab said:
One natural weapon of subject creature gets +1/three caster levels on attacks and damage rolls (maximum +5).

This does not correspond to the effect from the PRD.

PRD said:
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.

Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).

I marked the differences in effect in bold.
 
This isn't the only spell that's still using the SRD description text. Updating them all as a batch is something I hope to get to soon.
 
Guess I should report this here, but I think its more of the core HL program issue then the pathfinder DB. I created a new Armor Thing and a new Weapon Thing. I then accidentally bootstrapped the Armor Thing to the Weapon Thing and the Weapon Thing to the Armor Thing. I know dumb mistake, but it was late.

When I tried to select the Armor thing to add it to the hero the program hung and eventually I had to kill the program. Restarted HL with no issues and thought maybe it was a fluke so tried to add the armor again. Again HL hung and I had to kill the program.

Here is the bad part. When I restarted HL again it had lost my license and went back into a mode where it thought I didn't have any data bases downloaded. It wanted me to activate my license again which I thought would have been bad or start it in demo mode.

Luckily I was able to restore the whole HL folder from my nightly backup and everything was fine again, but losing the license is sort of bad.... :eek:
 
(This is no longer the active bug reports thread, please use the bug reports thread stickied to the top of the forum)
 
Guess I should report this here, but I think its more of the core HL program issue then the pathfinder DB. I created a new Armor Thing and a new Weapon Thing. I then accidentally bootstrapped the Armor Thing to the Weapon Thing and the Weapon Thing to the Armor Thing. I know dumb mistake, but it was late.

When I tried to select the Armor thing to add it to the hero the program hung and eventually I had to kill the program. Restarted HL with no issues and thought maybe it was a fluke so tried to add the armor again. Again HL hung and I had to kill the program.

Here is the bad part. When I restarted HL again it had lost my license and went back into a mode where it thought I didn't have any data bases downloaded. It wanted me to activate my license again which I thought would have been bad or start it in demo mode.

Luckily I was able to restore the whole HL folder from my nightly backup and everything was fine again, but losing the license is sort of bad.... :eek:

Firstly, if your license vanishes for some reason, you can just go the license menu and choose "Reactivate License" to get it back, including all of the packages you're authorized for. So don't worry about that. :)

Secondly, we're adding extra handling in v3.6b to detect "bootstrap loops" like the one you accidentally made - in 3.6b the compiler will give you an error if you have two things bootstrapping each other. So hopefully this won't be a problem in future. :)

Do you still have the files that caused the problem? If so, could you email them to me at colen@wolflair.com? If you still have them, I can test them to make sure that 3.6b catches the error properly and doesn't cause this problem.

Thanks!
 
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