• 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 3.6

The character sheet doesn't correctly apply the "hide unarmed" and "hide ammo" character preferences for a companion (in this case a mount). The main character displays correctly, it's just the mount that shows the ammo and the unarmed attack in the statblock. (There are arrows in the mount's saddlebags, the mount is not planning to use the ammo.)
 
Is there a way to mask the error "If you take special abilities, your weapon must be +1 or better" so it does not post if a specific property is enabled?
Through some trial and error testing I was able to find the tag(Helper.NotMagicPw) which prevents the error message.

I found that doing the following script at Phase First/5,000 worked best on the Thing you want to not be magical.
Code:
~Tells HL for custom magic armor that this power does not require +1
perform assign[Helper.NotMagicPw]
 
Composit long bow (str +3) dose not seam to limit the max damage from strength correctly. On my character I equiped a +3 strength bow, and got a correct damage mod of +3. when I added a temperary STR bonus due to spell it uped the damage to +4.
 
Ok, I have discovered that a script First Priority 1:
if (field[gIsEquip].value <> 0) then
~ Add +2 Insight bonus to CMB/CMD
#applybonus[BonInsight, hero.child[Maneuver], 22]
endif

Applies the value (22) twice to CMD and once to CMB.

I can't find any place between First and Final that applies only once to CMD and applies to CMB.

I may have a workable hack:
~ Attributes Priority 10001
if (field[gIsEquip].value <> 0) then
~ Add +2 Insight bonus to CMB/CMD
if (hero.child[Maneuver].field[BonInsight].value < 2) then
hero.child[Maneuver].field[tCMB].value += 2 - hero.child[Maneuver].field[BonInsight].value
#applybonus[BonInsight, hero.child[Maneuver], 2]
endif
endif

~ Applies twice for CMD
~ #applybonus[BonInsight, hero.child[Maneuver], 22]

~ Doesn't work for both CMB and CMD properly
~ hero.child[Maneuver].field[BonInsight].value =
~ maximum(hero.child[Maneuver].field[BonInsight].value, 2)

~ Doesn't work
~ #applybonus[BonInsight, hero.child[Maneuver].field[tCMB], 2]
 
Last edited:
I can't select a specific DR when I choose DR as an evolution for the edilon.

Also, the remaining gold on a character doesn't appear to show up on when I select "Output Active Character Summary" from the File menu.

Finally, is there any way to get a detailed look at the remaining gold of an NPC, rather than just an estimate?
 
Last edited:
Wizard shouldn't know automatically 0-th spells from forbidden schools. They can learn those spells, but they don't have them in their spellbook at character creation.
 
It looks to me like HL calculates the Monk's bonus for Flurry of Blows only on the Monk level. It should be calculated using Monk level plus BAB gained from any other class.

e.g. I made a Monk 2/Fighter 2/Rogue 2. BAB is +4 and HL calculates Flurry bonus as +0/+0. I think it should be +3/+3 (+2 Monk/+2 Fighter/+1 Rogue, -2 for TWF).

From the Conversion Guide (emphasis mine):

"A monk’s base attack bonus when performing a flurry of blows is now equal to his level. His attacks are made as if using Two-Weapon Fighting (and its improvements at later levels). Table 3–10 summarizes these bonuses. Change your flurry of blows base bonuses to match these values (plus any increases to your base attack bonus from other classes, which might give you additional attacks with your primary strike). Note that other increases to your base attack bonus do not increase the number of attacks you can make with your off hand, as the bonus feats to gain these attacks are not gained until you reach the required level of monk."

Apologies in advance if there's been a different answer on this from Paizo - I couldn't find one but I have trouble navigating the Paizo boards sometimes.
 
So a player pointed out a issue with a custom racial weapon of mine and I checked with a core item and it does the same thing.

Here are the steps to duplicate it.
-New character
-Take one level in fighter
-Take race of Dwarf
-Go to weapons tab and try and add a Custom/Magical Dwarven Waraxe.
-In the list it shows "Waraxe, Dwarven" as being not proficient.

If you select the weapon it calcs correctly and if you go back into the list this time it shows it correctly.

Thanks
 
I just wanted to give you all a heads up - my main priority right now is getting APG content added to Hero Lab before Paizo releases the APG, so that we can release on the same day. I am keeping an eye on this thread, and I'll be fixing any critical bugs that are reported.

If I haven't responded to your report yet, it's because I haven't had the time to study the problem and fix it. I'm not likely to have time for many bug fixes before Gen Con, but I'll make sure to get to all of them in the weeks after Gen Con (the first week of August).
 
my main priority right now is getting APG content added to Hero Lab before Paizo releases the APG, so that we can release on the same day.
Only because you are doing the APG will we let this go Mathias. :)

Found another small thing that can wait until after GenCon. It has to do with the new shields and shield bash.

Take any old new character and and add a heavy steel shield under the Armor tab. Then switch to the Weapon tab and click on the "Edit This Weapon" button next to the Shield, Heavy Steel. Make the weapon Masterwork. You will notice that the name changes from "Shield, Heavy Steel" to "Mastework" not "Masterwork Shield, Heavy Steel".

Thanks
 
Very minor PDF (standard sheet) issue with sorcerer spells. In Hero Labe, number of 0-level spells for a first level sorcerer correctly lists as 4/4, but when converted to PDF for the standard sheet, the Spell & Powers section lists Spells Known/Per day as 4/99x0. Spells of other levels display the per day value correctly.
 
Very minor PDF (standard sheet) issue with sorcerer spells. In Hero Labe, number of 0-level spells for a first level sorcerer correctly lists as 4/4, but when converted to PDF for the standard sheet, the Spell & Powers section lists Spells Known/Per day as 4/99x0. Spells of other levels display the per day value correctly.
Actually wouldn't the 4/4 be the incorrect value as 0-level spells are unlimited use per day? Which is what the 4/99x0 is trying to say....
 
Sorcerer with Bloodline Arcana must choose only one Knowledge skill from add to his class skill list.
Now Hero Lab adds all Knowledge skill at class skill list.
Fix it pls.
 
I was just creating a few adjustments for common spells. When I got to Magic Vestment, I selected "Current Armor" in the Show Menu dropdown. When I added the adjustment to a character, it didn't give me anything to choose from despite the character having armor and a shield. When I selected "Current Equipment" instead then all his gear was listed, including the armor and shield.

"Current Weapon" seems to work OK so I think the bug is just with "Current Armor".
 
Dragonhide isn't allowed in PFS yet HL allows it.

Same for all Beastiary races (aasimar etc) are not PFS legal but is currently allowed.
 
I tried out the new custom Amulet of Mighty Fists and gave one to a Spirit Naga. I made it +1 and added Spell Storing to it. Got the following error (and get it every time I load the portfolio).

Attempt to access field 'CustDesc' that does not exist for thing 'wBite'
Location: 'eval' script for Thing 'iAmMightFs' (Eval Script '#1') near line 6

Attempt to access field 'CustDesc' that does not exist for thing 'wBite'
Location: 'eval' script for Thing 'iAmMightFs' (Eval Script '#1') near line 7

Other than the error, it seems to work OK so the error is more of an annoyance than a show-stopper.

Edit: The error only pops up when I equip the amulet, not when it's created.
 
Last edited:
While I was making the Spirit Naga above I also hit an issue with spells.

When I create a vanilla Spirit Naga, there's a Racial Spells tab that correctly has a mixture of sorcerer and cleric spells but, when I add a few levels of sorcerer to the naga, the Racial Spells tab disappears and is replaced with a Sorcerer tab. The only spells that can be selected via that tab are sorcerer spells.

According to the bestiary:

Spells: A spirit naga casts spells as a 7th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a spirit naga.

I'm guessing that Paizo intended that extra sorcerer levels on a spirit naga should also benefit from getting access to clerical spells as well. Check out the stat block for Engeldis on p52 of Pathfinder #35 for an example.
 
Dragonhide isn't allowed in PFS yet HL allows it.

Same for all Beastiary races (aasimar etc) are not PFS legal but is currently allowed.

Dragonhide is allowed in PFS, characters simply don't have open access to it. They have to wait until their PA is high enough to purchase it or they have to get access via an adventure log.
 
Back
Top