• 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 3.5

Shield bashing doesn't seem to work for custom shields. I tried a +1 mithril heavy shield, just a plain heavy steel shield using the custom armor window, and mixes of the above with no luck.
 
Last edited:
The new display of save DC for spells doesn't seem to work for Wizards (all spells with a save are showing as DC 0).

Bards, Clerics, Druids, Paladins and Sorcerers all seem to work OK.
 
Shield bashing doesn't seem to work for custom shields. I tried a +1 mithril heavy shield, just a plain heavy steel shield using the custom armor window, and mixes of the above with no luck.
Just wanted to say I can confirm this also. I even removed all my .user files to make sure it was not one of them causing an issue. FYI for those using my shieldbash.user file you may wish to remove it as you will want to start using the base HL stuff instead of my modified code.

I can see all the new stuff that got setup just as Mathias said in the editor, but can't actually get the weapon part to show up anywhere to select.
 
Just wanted to say I can confirm this also. I even removed all my .user files to make sure it was not one of them causing an issue. FYI for those using my shieldbash.user file you may wish to remove it as you will want to start using the base HL stuff instead of my modified code.

I can see all the new stuff that got setup just as Mathias said in the editor, but can't actually get the weapon part to show up anywhere to select.

I removed your file but I still can't get the shield bash to show up anywhere. I also am not seeing the shield spike show up on the character sheet or on the weapon tab.
 
The new display of save DC for spells doesn't seem to work for Wizards (all spells with a save are showing as DC 0).

Bards, Clerics, Druids, Paladins and Sorcerers all seem to work OK.

I get that when selecting spells for my spellbook but they seem to be ok after I select them as prepared spells. It shows up correctly in HL and on the character sheet.
 
I get that when selecting spells for my spellbook but they seem to be ok after I select them as prepared spells. It shows up correctly in HL and on the character sheet.

True, but it's the spellbook printout that I need to be correct as I print out the party wizard's spellbook for him to use during our gaming session. I know I could also select to prepare one of every spell in his spellbook and print that out, but he's a 12th-level wizard with a VERY large spellbook.
 
Shield bashing doesn't seem to work for custom shields. I tried a +1 mithril heavy shield, just a plain heavy steel shield using the custom armor window, and mixes of the above with no luck.

I removed your file but I still can't get the shield bash to show up anywhere. I also am not seeing the shield spike show up on the character sheet or on the weapon tab.

Just wanted to say I can confirm this also. I even removed all my .user files to make sure it was not one of them causing an issue. FYI for those using my shieldbash.user file you may wish to remove it as you will want to start using the base HL stuff instead of my modified code.

I can see all the new stuff that got setup just as Mathias said in the editor, but can't actually get the weapon part to show up anywhere to select.

I apologize for this. I am certain I had this working at one point, because I remember it took me a half-day of backtracking and re-working to solve this problem, but I apparently made some mis-copies later in the process and overwrote my solution. It'll be fixed in the next update, and shield bashing does still work for non-custom shields.

The shield spikes are no longer their own weapon, they're a modification of the weapon stats on the shields. Unfortunately, shield spikes can't be added unless you're creating a custom shield, and those don't currently add the weapon stats, so shield spikes aren't available right now.
 
The new display of save DC for spells doesn't seem to work for Wizards (all spells with a save are showing as DC 0).

Bards, Clerics, Druids, Paladins and Sorcerers all seem to work OK.

Fixed in the next update, thanks for the report.
 
This was the last thing posted to the previous bug report so reposting in case it was missed and editing somewhat for my stupidity.

The mouse over for the ? symbol of 2nd level barbarian ability Uncanny Dodge on the barbarian tab brings up the IMPROVED uncanny dodge info. The reverse is occuring when mousing over the ? for improved uncanny dodge. However, the info for the two abilities are identical where they should not be (uncanny retains Dex while improved uncanny prevents flanking)

And finally, should uncanny dodge's retain dex bonus when flatfooded auto calculate into the flatfooded ac?
 
Intelligent Magic weapons not showing lesser ability to cast any 0 level sorcerer/wizard spell. I was expecting all of the options available in the PCRB to be in the item generation for Hero Lab.
 
I've been asking about this one in a prior thread for a while, but figured I might get a response here...

I cast Animal Growth on my Bear Animal Companion, so I went to the adjustments tab and made all the necessary changes, but the size increase didn't boost my bear's natural weapons damage dice. So I did the weapon size increase adjustment, and that didn't change the number's either.
 
Also not seeing Flat Footed AC being calculated correctly with a rogue having uncanny dodge. Shows FF AC without Armor Dex Bonus.
 
Fire giant cleric

I was trying to make an NPC fire giant cleric, but there was an issue in the CR calculation. Herolab increases the CR of the giant by 1 for each cleric level I add, except for the first. However, by page 297, bestiary, as a cleric is not key for a fire giant, CR should increase by 1 for every 2 cleric levels until 10 cleric levels are added (as 10 is the original CR of the fire giant).
 
Intelligent Magic weapons not showing lesser ability to cast any 0 level sorcerer/wizard spell. I was expecting all of the options available in the PCRB to be in the item generation for Hero Lab.

I'm sorry to say that there are still a few things missing for intelligent items.
 
I've been asking about this one in a prior thread for a while, but figured I might get a response here...

I cast Animal Growth on my Bear Animal Companion, so I went to the adjustments tab and made all the necessary changes, but the size increase didn't boost my bear's natural weapons damage dice. So I did the weapon size increase adjustment, and that didn't change the number's either.

Yes, this error is on my to-do list, but I have not gotten to it yet.
 
Also not seeing Flat Footed AC being calculated correctly with a rogue having uncanny dodge. Shows FF AC without Armor Dex Bonus.

Sorry, I don't understand what you're reporting. Could you please re-phrase, perhaps with examples?
 
Back
Top