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Pathfinder Bug Reports - version 4.11

Eidolon bug

The eidolon claws evolution needs a combo box specifying whether they apply to arms or legs, with backing validation on whether there are enough limbs to place them. Currently HeroLab incorrectly allows things such as a biped with Claws-Arms and slam without following the slam-replacement text and adjusting the printout sheet.

As it stands, HeroLab assumes all biped that have slam have chosen claws-legs. It also allows claws (and prints out the attack) without any backing limbs to support them.
 
If you mean you have a magical +1 Light Shield and that HL only gives a total of +1 instead of +2 this is correct. See Jason Bulmahn's post HERE about it.

Note that the official errata for 2nd printing contradicts Jason's post. I assume 3rd and 4th printing use the new text.

The new text reads:

"Add your shield's enhancement bonus to attack and damage rolls made with
the shield as if it were a weapon enhancement bonus."

Although in this case the +1 Light shield is the same either way.
 
Note that the official errata for 2nd printing contradicts Jason's post. I assume 3rd and 4th printing use the new text.

The new text reads:

"Add your shield's enhancement bonus to attack and damage rolls made with
the shield as if it were a weapon enhancement bonus."

Although in this case the +1 Light shield is the same either way.
I wish Paizo would include previous errata in the new versions so one does not have to check multiple PDFs. Oh well.

Actually then with this change the OP is actually correct. If one is using a non-magical shield they get NO bonus. If using a +5 Shield they should be getting a +5 bonus on Hit/Dmg. Damn that really makes that a nice feat now.
 
I wish Paizo would include previous errata in the new versions so one does not have to check multiple PDFs. Oh well.

I keep all the printed Errata inside the core book just for this very reason, it makes it easier to reference the correct information. But it just gets messy when there's loads of sheets!
V3.5 Errata anyone? one ring binder full of plastic pockets containing numerous clarifications!:eek:
 
Target / Area / Effect missing from tooltip spell summary

This may have been posted before, but when looking at the tooltips for spells (hover mouse over the ? ), the entries include Level, Casting Time, School, SubSchool, Components, Range, Duration, Saving Throw, and whether or not Spell Resistance applies .. but not the Target, Area, or Effect entries.
 
I wish Paizo would include previous errata in the new versions so one does not have to check multiple PDFs. Oh well.

Actually then with this change the OP is actually correct. If one is using a non-magical shield they get NO bonus. If using a +5 Shield they should be getting a +5 bonus on Hit/Dmg. Damn that really makes that a nice feat now.

Supposedly, they produce 1 PDF per previous printing with all of the errata for each printing. So, for a 1st Printing copy, you would look for the updated 1st printing PDF each time a new set of errata is released. Are you seeing cases where that is not true?
 
Supposedly, they produce 1 PDF per previous printing with all of the errata for each printing. So, for a 1st Printing copy, you would look for the updated 1st printing PDF each time a new set of errata is released. Are you seeing cases where that is not true?

I just checked, they keep the changes for each errata in each edition of it.
 
If you create a new rogue and add 10 levels all at once, all Rogue Talents are unlocked for the 5 you have to choose (it should be 4 regular rogue talents plus 1 advanced rogue talent).
 
If you create a new rogue and add 10 levels all at once, all Rogue Talents are unlocked for the 5 you have to choose (it should be 4 regular rogue talents plus 1 advanced rogue talent).

You should be creating high-level characters level-by-level if you're worried about this. Without fundamentally altering the way Hero Lab builds characters, the choices taken at each level can't be tracked.
 
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If you select a deity for your inquisitor with alignment CG, CE or NE you get validation errors when you choose valid alignments for your character. If you select a CG deity only NG as your character's alignment doesn't result in a validation error, while CE and NE deities doesn't seem to allow any alignment for your inquisitor.
 
You shold be creating high-level characters level-by-level if you're worried about this. Without fundamentally altering the way Hero Lab builds characters, the choices taken at each level can't be tracked.

Which is the only real problem I see with HL. It takes a long time to explain the "level by level" to players and when you think they get it, you find a PC with too many feats of high pre-reqs they couldn't have possibly qualified level by level.

I would think it would be easy to add a column to the feat selection that allows a person to tag a feat with a string. Then this string could be used to sort the character feats in the list (would make auditing easier.) No scripting required, just user entered text.

Same for talents right?
 
It is possible to design a feat that allows the user to specify what level they took it at. I had to do so for Vow of Poverty from the Book of Exalted Deeds in d20, but it is a serious pain. I don't know if what you suggest would be easy risner.
 
I always create my characters level by level, I didn't know if this is inherent to HL or not.

Anyway, here's another little bug. When creating +1 arrows (I don't know why you'd do this, but okay), the costs are screwed up under '?'. It calculates that the 'masterworking' costs of 300 is applied to each arrow. So for accounting purposes, it thinks you've paid about 15000+ gold for 50 arrows.
 
Anyway, here's another little bug. When creating +1 arrows (I don't know why you'd do this, but okay), the costs are screwed up under '?'. It calculates that the 'masterworking' costs of 300 is applied to each arrow. So for accounting purposes, it thinks you've paid about 15000+ gold for 50 arrows.

Excuse me, but this is the second time you have reported this problem in THIS thread. I have already responded to your first post, telling you that you're not the first person to report it, and it's already on my to-do list.
 
Excuse me, but this is the second time you have reported this problem in THIS thread. I have already responded to your first post, telling you that you're not the first person to report it, and it's already on my to-do list.

This is actually one that I haven't reported before. The other one had to do with arrows of a specific 'Special Material' type. This time, this is for arrows defined as 'Masterwork' or 'Magical.'

PS. Is the to-do list public? I'd like to double-check I'm not reporting things on there already.
 
After you've worn the headband for 24h, the bonus to INT becomes a permanent bonus. On pg. 555, in the Permanent bonuses section, it says "Modify all skills and statistics related to that ability" - the number of bonuses for INT is a statistic related to INT.

Even still, the Headband should not give you a bonus language. First off, look at the descriptor text from page 518:

This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.

Notice how any information related to languages has been excluded. Now combine that with what James Jacobs said in a post about it in this thread. He states in the edit that:
I'm not sure if excluding bonus languages from the things the headband grants was an oversight or intentional. I think it might have been intentional, but I'm not sure.

So as it stands now, it looks like headbands shouldn't be giving you a bonus language. I do think this deserves greater clarification from Paizo, tbh.
 
I just checked, they keep the changes for each errata in each edition of it.
Not sure where you looking, but I am looking at Errata 1.0, Errata 2.0, and Errata 3.0. These are ALL different and each does not contain the previous errata information. Learned this the hard way as I did a search in Errata 3.0 for shields and it does not contain the Shield Master feat changes.

Granted the CORE pdf does contain all the changes, but I was trying to quickly find the specific errata notes. So in future I have to remember search all three documents not just the last one put out. :)
 
Even still, the Headband should not give you a bonus language. I do think this deserves greater clarification from Paizo, tbh.

I disagree with your first statement, but agree with your second. If you can manage to get Jason B to comment on the language. Such as saying "you do" or "you do not" gain the lang. I'm sure things will be changed here.
 
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