• 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

Pathfinder Bug Reports - version 3.4

I am not sure if you consider this a bug, but it bugs me :)

Nunchaku can be made of wood or metal, but the custom weapons function shows the selection of a metal for construction as a warning, or not valid chioce. It is forceable, but it should be regularly selectable.
 
It looks like one of the changes in the latest version was to list out staff powers in the tracked resources which is great, but...

A staff should only have 10 charges (not the 50 that they currently default to). IIRC 3.5 staves had 50 charges. Pathfinder reduced it to 10 but made the staves rechargeable.

I can create custom staves that override the standard ones so it's not an urgent fix but needs to be done at some point.
 
Amulet of Mighty fists no applies its to hit and damage bonus to natural attacks.

Any plan to allow us to modify the amulet to give it flaming, frost, etc.

A Amulet of Mighty fists +3 could be: +0 to hit and damage but also flaming, frost, shock.
A +5 could be flaming, frost, shock, vicious, keen
 
I am not sure if you consider this a bug, but it bugs me :)

Nunchaku can be made of wood or metal, but the custom weapons function shows the selection of a metal for construction as a warning, or not valid chioce. It is forceable, but it should be regularly selectable.

Fixed in the next update, thanks for the report.
 
It looks like one of the changes in the latest version was to list out staff powers in the tracked resources which is great, but...

A staff should only have 10 charges (not the 50 that they currently default to). IIRC 3.5 staves had 50 charges. Pathfinder reduced it to 10 but made the staves rechargeable.

I can create custom staves that override the standard ones so it's not an urgent fix but needs to be done at some point.

Fixed in the next update, thanks for the report.
 
Any plan to allow us to modify the amulet to give it flaming, frost, etc.

Yes, I do intend to allow the amulet of mighty fists and bracers of armor to be constructed with customizable powers, but in the meantime, it should be easy to create the specific combination you need as a new item in the editor.
 
Is there something special I need to do to support a character with more than 20 levels? I added a level of Loremaster to a character that was already a 20th level Oracle. I went to the Loremaster tab and selected Oracle as the class I wanted to increase in caster level, and it threw the pop-up "Level too high to support psionics!" On the Oracle tab, it now showed that my character had no access to any spells of any level (and a validation error that the PC had excess spells known.)

Selecting/unselecting adjustments on the adjustments tab for this character threw the "Level too high to support psionics!" error. A lot. Sometimes it repeated it in the same popup, on 2 lines separated by a line of 3 dashes.

Also in Loremaster - choosing a Secret for this character showed that secrets the character should be qualified for still were grayed as if he didn't meet the pre-reqs. Character has an Int of 26 (6 of that is an enhancement bonus, 5 is from a tome/permanent adjustment, 1 is from aging/permanent adjustment) for bonus of +8. So the character's Loremaster level + Int mod is 9. Character is unable to choose Secrets requiring a score of 7 or higher.

Aging - I selected "Aging Effects: Middle Age" on the adjustments tab. My abilities were correctly calculated, but the increase in Int did not give an increase in skill points. Manually increasing the stats one at a time with permanent adjustments also correctly calculated stats, and also correctly increased skill points.
 
By adding a magic level to a class that was already 20th level, you took it to 21st level casting ability - Hero Lab isn't set up to support more than 20 levels of any one class, and that includes its casting ability. I'll add some better warnings to keep people from choosing a class that would cause errors like that.

If I remove the magic level from the Loremaster, so that there are no longer any run-time errors being reported, the list of secrets available for an INT 26 character looks correct. Try that - there may be something in the calculations that was aborted when the error was encountered, and that may be affecting other things.

I'll change the aging effects to grant their bonus in a way that it alters skill points - I keep forgetting that in Pathfinder, permanent INT bonuses do change skill points, unlike the SRD.
 
Regarding a caster level over 21 - ah, I thought I'd read in an earlier posting that you had already implemented, or planned to, the admittedly thin rules in the Pathfinder core book for characters above 20. I knew that you couldn't go beyond 20 in a single class, not that taking a prestige class might still blow it up. PF does have rules for adding spell capability above a caster level of 20, but it's all picking from a menu of options rather than the fixed progression of earlier levels.

Oh, well.

Thanks for the response.
 
Found a bug while building magic armor (almost didn't catch it til I noticed a discrepancy between PF Hero Lab and sCORE b64 character generator excel spreadsheet).

Moderate Fortification is listed as 75% chance to ignore criticals in Hero Lab PF v3.4. The core PF book (and SRD) says 50% chance to ignore criticals.

Heavy Fortification is listed as 100% chance to ignore criticals in Hero Lab PF v3.4. The core PF book (and SRD) says 75% chance to ignore criticals.
 
Wand costs.

I am finding that certain wand costs for first level paladin/ranger spells are showing 1500 gp costs when they should be 750.

I checked the errata for 1.0 printing and it verifies this, I am using a 2.0 printing as reference.

:)
 
In Magic weapon item creation, the cost for building a +n Mighty (Str +1 or higher) Short comp bow is coming up incorrect (by 75gp), n = any plus.

Also, when building a non-magic non-masterwork mighty (Str +1 or higher) short comp bow, the price comes up wrong.

Ditto for a non-magic MASTERWORK mighty (Str +1 or higher) short comp bow

Incorrect calculation doesn't come up when the mighty part is +0 or when the item is changed to long mighty comp bow.
 
I see that the CR for skellies template has been fixed. THANKS!!! You had mentioned before that you were going to take out the hit points box for the skeleton and zombie template to prevent the error of 0 hit points. It isn't a huge issue, I just take 1 hp out of their racial hit dice and add it to the skeleton hit point box... I'm only mentioning this as I am not sure if this fell off the radar, was implemented but not working, or is planned but not implemented yet.

Again, thanks for the awesome job you do Mathias!
 
The +1 dodge bonus to AC that taking the dodge feat gives is being added into CMD. I believe that is incorrect isn't it?
 
Found a bug while building magic armor (almost didn't catch it til I noticed a discrepancy between PF Hero Lab and sCORE b64 character generator excel spreadsheet).

Moderate Fortification is listed as 75% chance to ignore criticals in Hero Lab PF v3.4. The core PF book (and SRD) says 50% chance to ignore criticals.

Heavy Fortification is listed as 100% chance to ignore criticals in Hero Lab PF v3.4. The core PF book (and SRD) says 75% chance to ignore criticals.

One of my projects for the near future is checking all the text in the spells and magic items, to check make sure all the changes from the d20 system to the Pathfinder system were caught - this information still matches the d20 versions of those powers.
 
I am finding that certain wand costs for first level paladin/ranger spells are showing 1500 gp costs when they should be 750.

I checked the errata for 1.0 printing and it verifies this, I am using a 2.0 printing as reference.

:)

Fixed in the next update, thanks for the report.

(FYI, it was because the spell level - caster level conversion for Paladin and Ranger spells for custom magic items was still using the d20 caster level progressions for those classes, so the level 2-4 spells were also incorrect).
 
In Magic weapon item creation, the cost for building a +n Mighty (Str +1 or higher) Short comp bow is coming up incorrect (by 75gp), n = any plus.

Also, when building a non-magic non-masterwork mighty (Str +1 or higher) short comp bow, the price comes up wrong.

Ditto for a non-magic MASTERWORK mighty (Str +1 or higher) short comp bow

Incorrect calculation doesn't come up when the mighty part is +0 or when the item is changed to long mighty comp bow.

I'm afraid I can't duplciate this. The price for a composite shortbow, +1 STR is correctly being calculated as 150gp (75 for the shortbow, 75 for each point of strength).
 
Back
Top