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Pathfinder Bug Reports - Version 3.6

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).

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

I've put this on my to-do list. Thanks for the report.
 
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.

Thanks for that link - now I can point my GM to it as well!
 
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.

Matthias, any chance of getting this changed given the clarification from Jason?
 
Quirks/bugs in exported PDF character sheet

The following quirks and bugs pertain to the PDF version of a character sheet, when a character/portfolio is exported to PDF using the File > Save PDF of Active Hero option.


1. In the Gear section of the PDF, spells in a scroll are cut off instead of wrapping to multiple lines. I created a scroll with 5 spells on it, and the last few spells on the scroll are cut off and dont' show up on the PDF at all.

2. The Special Abilities section appears in two places on the character sheet (one on the first page and one on the second page, after the Gear and equipped weapons and armor sections), and each section displays different special abilities. Please consolidate all special abilities into one section.

3. Weapons appear in several different places (some on the first page, and some on the second page after the Gear section -- this is very annoying since you must look all over the character sheet to find your weapons). Please consolidate all weapons into one section.

4. Weapons show up in undesirable order, and unequipped weapons are often shown before equipped weapons. For example, on my dwarven ranger, unarmed strike shows up on the character sheet before his waraxe. It would be great if equipped weapons always showed first in the list. It would also be nice if unarmed strike was not shown at all unless the character is a monk or has the improved unarmed strike feat. If that's too complex to code, then perhaps have a checkbox next to unarmed strike that gives you the option to hide it when exporting the character to PDF.


All-in-all, I really like this tool and am glad I bought it. However, the changes suggested above are important, so please give them serious consideration.

Keep up the good work!!
 
Hate to keep harping on the familiar intelligence thing, but I think there is still a problem. I am attaching a character with this problem. It is an arcane bond sorcerer (level 7). Minimum intelligence is 9 but Hero Lab won't go below 12.

An addition to intelligence, it has a natural armor class that is too high. At 7th level, it should be adding +4, but it is adding +7 instead. A cat (which I used in the sample character, though actually I use a pseudodragon) does not have any normally. BTW, it would be useful if the adjustment tab could adjust natural armor.

This turns out to only be a problem for the sorcerer's arcane bloodline - it's accidently doubling the effective level for the scripts that calculate INT, AC and SR, so your example is getting the values that a 14th level sorcerer would get. That'll be fixed in the next update, and thanks for the report.

The older issue with familiar intelligence - that like all attributes, INT defaults to 10, and for an arcane familiar, you have to decrease it until the program won't let you go lower to get the correct intelligence - I haven't figured out how to solve that one yet, but I am still working on it. There's some wierd scripting required in order to get an attribute to have a minimum value other than the normal 3, which is what's required for a familiar, since the Pseudodragon familiar of a Sor7 should still have its INT 10, but a cat familiar of a Sor7 should have its INT of 2 increased to the minimum of 9. The real problem is that the INT value needs to be something that can be altered, but still have the minimum imposed by the character level. That turns out to be very annoying to code (and I can't re-write the entire attribute mechanism to handle it better without wrecking all existing saved characters). I apologize that I haven't been able to solve it yet.

Update: I've solved the familiar's default INT problem, that'll be in the next update.
 
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I wasn't able to find this when I read back through the bug thread, and I even kind of vaguely remember commenting on this myself and couldn't find that either.

My wife's Barbarian has Swift foot as a rage power, but nowhere does it appear on her character sheet.

Anyone have any idea why this might be?

Checking the upgrade box for Swift Foot and Increase Damage Reduction was an error - while you're using HL as an electronic character sheet, they're automatically applied when you activate rage, so the user doesn't need a reminder on the special tab that they exist, but when printed, you do need that reminder. So, I've unchecked the "Upgrade" box, and it'll be visible on the character sheet in the next update.
 
Ran into a problem with the Fire clerical domain - have a 7th level Inquisitor of Sarenrae with this domain picked. According to source, powers granted should be Fire Bolt at 1st, Resist Fire 10 at 6th, Resist Fire 20 at 12th, and Immunity to Fire at 20.
Instead at 7th Level I am getting Immunity to Fire (welcome, but a bit premature).
Tested with a generic 8th level Cleric and got the same result, though this seems to be unique to the Fire domain (gave the test char his second domain and he had the powers appropriate to his level with that one).

I'm afraid I'm not able to duplicate these. I added 7 levels of Inquisitor, Sarenrae, and the Fire domain to a blank character, and he's only got Fire resistance 10. An 8th level cleric with the fire domain also has fire resistance 10.

Could you try this starting with blank characters and see what you get? Otherwise, please tell me more about your character - multiclassed, race, feats, etc.

If you've added any user content to HL, try moving all the files with a .user extension out of the c:HeroLab/data/pathfinder folder, then use the file menu...switch game system, and come back to HL, then test these again, and see if things change. (then move the files back and switch game system again to put them back into your copy of HL).
 
Found another minor bug. Cavalier gets a banner which provides a + 2 save vs fear and +1 attack. This is supposed to go up to +3 vs fear and a +2 attack at 10th lvl. However, the banner only increases to +3 vs fear and +1 attack. Missing that extra +1 to attack.

Fixed in the next update, thanks for the report.
 
Second: I am having issues with Hero Lab not correctly calculating the To hit modifiers for a 1st lvl monk using monk weapons and the Flurry of Blows option as a Full attack action, in the program it (the program) is calculating a 1st level monk with 2 light monk weapons in each hand as having a -2 for his/her primary hand and a -6 with his/her Off-hand to attack rolls. It seems that the program is not taking into account that the character is using light weapons and the Two-Weapon Fighting feat in tandem to reduce those penalties to -2/-2 respectively and the Flurry of Blows penalty of -1/-1 for a total of -3/-3 not adding STR or Bab to the equation if any; Also the Off-hand damage calculations only show half of the STR mod to damage, instead of his/her full STR bonus to damage.

I would greatly appreciate any insight you can give me concerning this issue.

Thank you!

Improving the flurry display is on my to-do list. Currently, the flurry of blows effects are not reflected on the weapon tab, so what you're seeing are the combat stats for the monk using a non-flurry attack with a weapon in each hand.
 
I saw this listed here http://forums.wolflair.com/showthread.php?t=9190&highlight=domain+immune, but if you select a domain with energy resistance (air, earth, fire or water), the statblock from 'Output Active Hero Summary' will say you have immunity regardless of level even though immunity is only available on lvl 20.

Fixed in the next update, thanks for the report (the previous report was about the character sheet, I had fixed that, but missed the same error on the statblock and specials summary tab).
 
When importing a stock hero, I noticed that the "Skeleton, Burning (human)" is labelled as "Sksleton, Burning (human)"

Fixed in the next update, thanks for the report.

And another small one that's Bestiary-related - The Advanced Creature (and Advanced Creature - Animal) template should increase CR by +1. It currently doesn't change the CR.

I'm afraid I can't duplicate this. I added the Advanced Creature template to a blank character (CR 1/2), and the CR increased 1 step, to CR 1.

Could you tell me more about the character where you saw this? Race? Other Templates?
 
In the magic items section the Staff of Heaven and Earth has a cost of 26 GP. I had a player ask if she could buy two at first level. :rolleyes:

Fixed in the next update, thanks for the report (the cost had accidently been entered as "26,500", rather than "26500", so Hero Lab dropped everything it couldn't parse).
 
When you add a composite bow (either long or short), in either the "normal" weapon section or the masterwork/magical weapons section, the Strength bonus selector is black text against a dark grey background.

This has been on my to-do list for a while, and I'm sorry I haven't gotten to it before now. It'll be fixed in the next update.
 
Found an error in preparing metamagic versions of spells for a wizard.

I select the "custom/metamagic spell" option, which works OK. Then I select the spell to enhance with metamagic. Two problems here. First, I get a complete list of spells rather than just the spells in the wizard's spellbook. Second, when I select the spell an error pops up which says "Syntax error in dynamic 'candidate' tag expression".

Selecting the metamagic feats to apply all then works OK and the spell gets put into a slot of the correct level.

Fixed in the next update, thanks for the report. This was apparently created when custom wands and scrolls were added, and I apologize for not testing thouroughly enough to have caught it before release.
 
I have a Str 12 Fighter that has Exotic Weapon Proficiency and uses a bastard sword one handed. It keeps giving me an error that I need to have a Str of 13 for EWP in that weapon, however according to the rulebook and http://www.d20pfsrd.com there is no strength requirement for a bastard sword under either the feat or the sword description. I think this might be a holdover from d20 when EWP needed to have the Str 13 requirement for a bastard sword.

I had missed this change from d20 to Pathfinder. Thank's for catching it, it'll be fixed in the next update.
 
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