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Pathfinder Bug Reports - Version 4.10

Shuriken don't seem to be adding in the strength bonus. They are thrown weapons (albeit with some properties of ammo). However in terms of damage, they fall on the side of being thrown weapons.

Page 141, left column, under Thrown weapons lists them and verifies that Strength Bonus applies.

Unless this has been errata'd. I'm betting it hasn't, but you never know.

Edit: Actually I'm not quite sure what is happening with this. I have a monk with a +2 Strength modifier who in (HeroLabs) is getting 1d2+1. So HeroLabs is giving him some kind of damage bonus, but not the full one. I can't follow why not.

Do you have them equipped in your off-hand? That would halve the strength modifier like any off-hand weapon.

I added shuriken to a blank character and adjusted the STR, and the damage changed with the STR mod.
 
This will probably be a small headache for Mathias. My regrets in advance.

Animal companions appear to be retaining their racial modifiers based upon an equivelent animal in the Bestiary. For example: if a 1st level Druid takes a lion animal companion, that animal companion (in HeroLabs) is receiving +4 in acrobatics and +4 conditional modifier for stealth in undergrowth.

This is a no no. Animal Companions do not receive racial modifiers like their Bestiary analogs.

Here is the documented answer from Paizo Creative Director James Jacobs (just to verify)

http://paizo.com/paizo/messageboard...alCompanionStatsNeedSomeHelpWithThis&page=1#8

And copied here:

This has been previously reported, but I haven't had time to address it yet.
 
Something that I noticed - and am not sure if its being recorded correctly - if you are using a military saddle - how do I know if that goes on the gear of the animal or if it goes on the gear of the PC? I really like the little hammer icon that tells me that I"m using a tool - and would like to see this too for ride skill.

This sort of thing is on my to-do list, but has not been implemented yet.
 
If you create a magic wand by scrolling down the list until you find said wand and add it to your character the wand doesn’t show the edit symbol by it (hammer and wrench) in the magic tab, the item also show up in the in-play tab right away where you can make adjustments to charges there but they don’t affect resale value. If you create a custom wand the edit symbol appears in the magic tab and it doesn’t show up in the in play tab until equipped. It would also be nice if the in play tab was synced to the edit tool to automatically adjust cost of wand for how many charges are left.
PS. Hero Lab is awesome and thanks.

The in-play tab's uses do not change the total uses of the item because it's easy to overshoot the mark when using more than one charge (wands can't use more than one, but other items that look the same on the in-play tab can), or even from a stray mis-click. You shouldn't have to edit the item to fix a mistake.

Wands aren't set up to be adjustable once created, because there aren't any game rules for altering a wand short of esentially re-creating it (and getting the old price as a discount on the new item). Recharging is handled on the in-play tab, simply by undoing the charges used.
 
When Inputing in to Adventures Journal a new journal entry starts at the top of the list and list go from the newest to the oldest, when inputing into the Prestige Award journal a new entry starts at the bottom of the list and the list goes from the oldest to the newest.

That is annoying as all hell *Never mind that they where separated in the first place is annoying*, please have them both new entries start on the top of thier lists and go from the newest to the oldest.

I've put this on my to-do list, thanks for the report.
 
Weapon proficiency feats are being removed and shouldn't be.

Bestiary pg. 289: "A Zombie loses all feats possessed by the base creature, and does not gain feats as its Hit Dice increase, but it does gain Toughness as a bonus feat."

There's no exception given there for weapon proficiencies.

All feats are being printed in the feats section of the statblock output, making it confusing.

Fixed in the next update, thanks for the report.
 
"Melee Touch Attack"(thingid.wTouchFine) is not tagged with "wCategory.Melee". Think it should as it is a melee type of attack.

What context are you referencing this in?
I noticed when I was doing Challenge Evil buff that the Melee Touch attack does not get the bonus. The ranged buff Bomber's Eye did correctly change Ranged Touch Attack as it is marked as a Ranged weapon. I am thinking that a Melee Touch attack is a melee weapon and should get any bonuses that other melee weapons get.
 
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I beleive the multiattack feat is not properly being attributed to the secondary attacks on an Eidolon. The bonus feat is gained at summoner lv 10. It shows as a special ability but the secondary attacks are still -5 not -2.

Fixed in the next update, thanks for the report.
 
The Gloves of Dueling are not working properly. When they are equipped, the text on the fighter ability is increasing by 2, but this bonus is not being applied to the pertinent weapons attack and damage.

Fixed in the next update, thanks for the report.
 
The Wintry Touch ability for the Waves Oracle states that it is usable 3+CHA modifier times per day, yet in Hero Lab it seems to always default to 3/day, even for someone with 18 CHA (which would of course have a mod of +4, meaning 7/day).

Fixed in the next update, thanks for the report.
 
Cestus : they can't be made of silver/mithril/...
as they are not configured to be part metallic.
however description says: leather gloves with metal reinforcement plates (even spikes) .

shouldn't the "contains metal tag" be active ?
(In the meantime I made a custom cestus replacing the existing, but just to know)

In my opinion, the Cestus fits into this part of the Mithral material's description: "Items not primarily made of metal are not meaningfully affected by being partially made of mithral." They're primarily made of leather.
 
The Rage Prophet ability Savage Seer reads:
A Rage Prophet's Class levels stack with barbarian for determining the effects of his Rage Powers, and with Oracle Class Levels for determining the effects of his Oracle Revelations, and Oracle Curse. This does not grant additional abilities.

But it doesnt increase the Oracle class level for the benefits of Revelations and curses...for instance If you take Oracle of Heavens revelation, and take Interstellar Void, Rage Prophet levels should add to the damage dealt per level by it. And it should add in to determine how much AC you gain from Coat of many stars...etc.

Also I have 8 Levels of Oracle , 2 Level of Barbarian, and 7 Levels of Rage Prophet on the char builder, and have Lame as the curse. It is giving the 5th and 10th level abilities of the curse (which is weird, since some sort of stacking must be going on) but not the 15th level ability (8+7 = 15)

And one more minor nitpick...under the Rage prophet Class tab, in the abilitiy description for Rage Caster it has level 4 showing up as getting the Save DC and level 7 showing the Caster level Check bonus. It should be the opposite.

Fixed in the next update, thanks for the report.
 
The optinal "No Encumberance" is checked off in the "Configure Hero Settings. And she has nothing else other than her weapons on her anyway. Table 6-6 reads as follows;

Full Plate, 1500 gp, +9 AC Bonus, +1 Max Dex Bonus, -6 Armor Check Penalty...........

It's showing the +9 AC Bonus, it shows the +1 Dex Bonus (Her dex is 14), but it isn't showing the +1 magic bonus enhancement.

Check the armor you've added and make sure that the +1 was set.

I added 5 levels of fighter, DEX 12, and +1 full plate to a blank character, and the AC is 21.
 
1. The trait Elven Reflexes does not apply the +2 initiative

I added Elven Reflexes to a blank character, and the initiative went up to +2. Is there something else that could be affecting the character's initiative? Remember that trait bonuses don't stack - if you have another trait that's adding an Initiative bonus, you'll only get the better bonus.

2. Summoner Eidolons do not have Improved Natural Armor evolution available at first level (official forum response verified that you could take it at level 1)

Could you provide a link to the original post, please?

3. The feat 'Summoner's Call', when activated on the In-Play tab, adds +2 to all 3 available scores instead of one single score (it should allow you to choose it), throwing off many stats

Fixed in the next update, thanks for the report.
 
I am getting a wierd error. If you make a race with a selection of Racial Custom Specials, and to each of the R Cust Specials you bootstrap Racial Abilities, the Racial abilities are showing up on the Specials tab disabled because they are not equipped. For some reason they are having the Helper.SpcNotWorn tags applied. Thought I would drop you a line.

The racial custom specials themselves appear on the special tab, and unlike custom class specials whose individual abilities might kick in at different levels, the racial custom specials are generally always going to be active.

They were never envisioned as needing to bootstrap other specials, so this wasn't checked. Is there really a need to add multiple abilities from a single choice?
 
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