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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.)

Fixed in the next update, thanks for the report.
 
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.

I afraid I can't seem to replicate this.

I created a blank character, set STR = 16, and purchased a +3 STR composite longbow.

Then, on the adjustments tab, I added temporary, permanent, and starting adjustments for Strength, +2 each.

Enabling one of these adjustments at a time (or all three at a time), I don't see the damage for the longbow change.
 
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]

Was this fixed in 4.0? I think it's a bug I caught while working on something else.
 
I can't select a specific DR when I choose DR as an evolution for the edilon.

Fixed in the next update, thanks for the report. In the meantime, the work-around is to go to the Eidolon's minion tab. You'll see that the alignment has been pre-selected because you chose an alignment for your character. Click on the alignment to select a new one, and select the same alignment that was already there. Nothing will appear to change, but the DR should work.

(It's a wierd thing in the timing of some scripts and the way that Eidolons default to sharing their master's alignment).

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.

I've put this on my to-do list.

Finally, is there any way to get a detailed look at the remaining gold of an NPC, rather than just an estimate?

If you want to track an NPC in this sort of detail, just use the PC mechanisms rather than the NPC mechanisms. The goal of the NPC options are to simplify what a GM sees, in order to make NPC creation easier, so if you want the complexity, stick to the full character creation method.
 
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.

Previously reported. This turns out to be a big can of worms to fix, and I haven't had the time to sit down for a day or two and see if I can make it work.
 
(8/12/10, 2PM - I'll come back to this thread tomorrow and answer a few more of the posts)

(Update 8/13/10, 6PM, I guess I'll get to them Monday)
 
Last edited:
Delete the "Must be Evil" one.

Instead, go to the class tab for that class, and near the bottom of the list of options, find the "Alignment Required" option - select "Any Evil" there.

Delete the second pre-req.

Go to the class level tab, and make a copy of the class level for any existing prestige class that requires a certain number of ranks in a skill. Now, go to the Expr-Reqs section, and take a look through the requirements. For example, the assassin's 5 ranks of stealth requirement is:

Stealth 5 ranks required.
Code:
#skillranks[skStealth] >= 5

You'll have a separate Expr-Req for each of your two skill requirements.

OK, I tried all of that. Everything is now working! BTW, in the file:///C:/herolab/Data/pathfinder/authoring/pathfindereditwhere.htm#skills section of the help file, Intimidate is mispelled as kIntim, should be skIntim. Same for Craft, Other (listed as kCraftOther). Tried kIntim as listed and got an error. :D As I am a novice scripter, I was unsure if the skills listed in the help file were correct or if they had typos. Now I know :o /wink!

Again, thank you very much for your attention. Very nice of you!
 
Sorry, those are leftovers from the d20 editor manual that weren't caught in the conversion.

While working on an Eval Script, Expr-req, etc., look for the "Find Thing" button.

Move the cursor to where you need to add the Unique Id of something, press the "Find Thing" button, and specify which set of things to search through (Skills in this case) - find and double-click the the skill you want to add, and it will fill in the Id for you. That way you don't have to worry about finding them in a list somewhere or flipping between the editor and an html page.
 
Appreciate the tips, Mathias! I really appreciate the help, and now I can get back to fleshing out my Lamia Harridan Most High Ceoptra for my last Rise of the Runelords campaign.
 
Furious Focus - this feat removes the Power Attack to-hit penalty on the first attack of a round. I can take the feat in HL, but when I click on Power Attack, the attack string still shows the Power Attack penalty on the first attack. Can this be scripted in to show the proper attack string?

For instance:
my super-duper strength-based half-orc rogue at level 11 uses a falchion two-handed with an attack string of +19/+14 for 2d4+15

With Power Attack, that should go to +16/+11 for 2d4+24 - when I click the Power Attack option ON on the In-Play tab, that shows correctly.

With the Furious Focus feat, I should not get the -3 attack penalty on the first attack, and the string should be +19/+11 for 2d4+24, but it is not, it still shows the PA penalty and gives me an attack string of +16/+11.

Am I missing something?
 
Furious Focus - this feat removes the Power Attack to-hit penalty on the first attack of a round. I can take the feat in HL, but when I click on Power Attack, the attack string still shows the Power Attack penalty on the first attack. Can this be scripted in to show the proper attack string?

I decided against altering the display of the first bonus, because that first bonus also applies to Attacks of Opportunity later in the round. I'd rather that a user remember to apply a situational modifier (this feat), than have to remember to undo a situational modifier.
 
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.

From the Core Rulebook, pg 57:
For the purpose of these attacks, the monk's base attack bonus is equal to his monk level.

There's no second sentence allowing the BAB from other classes, and I'd say the Core Rulebook shouldn be followed rather than the conversion guide.
 
From the Core Rulebook, pg 57:
There's no second sentence allowing the BAB from other classes, and I'd say the Core Rulebook shouldn be followed rather than the conversion guide.
The BAB from the Monk's class even when flurrying DOES stack with other classes. If it didn't it would be a MAJOR draw back for the class if they ever multiclassed. Plus this would be very strange as the default behavior of BAB is to stack from other classes and if it didn't their would have to be a special notation saying its an exception to the normal rules.

HERE is the link to Jason clarifying that a Monk 5/Fighter 5 that did Flurry would have a +10 BAB.
 
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

Thanks, I hadn't noticed that the wEasyRace mechanism wasn't working for a custom weapon. I've gotten that fixed in the next update.
 
HL is granting Animal Companions their racial bonuses to Skills. Per the discussion linked below this is not accurate.

Animal Companion Racial Skills Discussion

I'll hold off on this fix until it's an official errata - I think most people will want to house rule it to the way HL currently handles it, and it'll be easier to remove than re-add.

(hopefully the errata is that they explicitly add those skill bonuses to the companion descriptions).
 
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 for the report. I've added this to my to-do list.
 
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....

I've changed it to 4/*x0, so that it's more clear about the unlimited uses/day.
 
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".

Fixed in the next update, thanks for the report.
 
Dragonhide isn't allowed in PFS yet HL allows it.

Dragonhide isn't available as a standard purchase, but if made available through a chronicle sheet's list of magic items you can purchase, it would be available.

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

Fixed in the next update, thanks for the report.
 
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