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Pathfinder Bug Reports - Version 4.18

The bonus from a amulet of natural armor and Barskin should not be cumulable. In the present version, it is!
 
Hi,
I was working on a character making a magical weapon and I noticed that the description of the "wounding" ability has not been updated to Pathfinder rules yet.

I'm afraid a great many magic items haven't had their text updated from the SRD yet. I intend to handle them as a group, but I haven't been able to fit that project into my schedule yet. So, I'm afraid this is a known issue. Thanks for reporting it.
 
Both the Rage Powers Ferocious Trample and Greater Ferocious Trample are titled 'Ferocious Trample.' cBbnGrFeTr should be titled 'Ferocious Trample, Greater.' (APG)

The barbarian rage power "Fiend Totem, Greater" has an eval script that looks like it grants a claw attack, and a raPounce bootstrap. Not sure if this is a bug or not, but it didn't look to me like they had anything to do with the Totem Power they're attached to. (APG)

1. There's a blank Eval Script attached to the rage power Hurling, Lesser. (APG)

2. The short description for the rage power Overbearing Onslaught is incorrect - it says 'Attacks deal +1d6 energy damage while raging.' It's also set as a Supernatural ability, and should be Extraordinary. (APG)

The eval script from the 'Drunk' rage powers was copied into the 'Witch Hunter' rage power. (APG)

Fixed in the next update, thanks for the reports.
 
The spell Displacement is listing a DC on the spells list.

The Saving Throw entry for displacement is "Will Negates (harmless)" - every spell with a save entry, even if its harmless, has its DC displayed on the list. (Only the non-harmless ones are listed in the statblock, IIRC).
 
Book: Core
Class: Cleric
Domain: Protection
Thingid: dProResist
Desc: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Issue: The Post-Levels script is using #totallevelcount[]/5 to calculate the Resistance bonus instead of using the Cleric level or the level of the class that gained the domain power. So a 4th level cleric/1st level fighter is being given a +2 Resistance bonus instead of +1.

Fixed in the next update, thanks for the report.
 
Im not sure if the program takes these two things into account
But Furious Focus feat doesnt effect my first attack.
and there is no way to turn Overhand Chop on or off from the two handed fighter

Furious Focus is not calculated because the first attack bonus is also what's used for Attacks of Opportunity. I'd rather a user remember to apply the effects of Furious Focus than remember to remove its effects when they make an Attack of Opportunity.

Overhand chop is also a situational bonus - HL doesn't know if you're making a single attack or multiple attacks with that weapon.
 
I think there is a bug in the Class editor, as all the save type dropdowns have Fast, Medium, and Slow rather than Good, Average, Poor (or whatever they should have).

The class editor has another bug. The class skills list has 'skBalance' at the very bottom instead of 'Balance' in the proper alphabetical point.

These are on my to-do list. Thanks for the report.
 
For the Free-hand Fighter Archetype (Advanced Player's Guide), the Elusive replacement ability is showing up at 2nd level instead of 3rd. While my player's very happy about this, I figured you'd want to know. ;)

Fixed in the next update, thanks for the report.
 
Not sure if this has popped up in previous bug reporting threads, but I only noticed it after the 4.18 release (first time I statted up a level 20 fighter).
Keep getting an error along the lines of 'invalid tag expression specified for 'foreach' statement: eval script for thing FtrWepMas (eval script #1) near line 18' (not verbatim).

Looking at the cFtrWepMas object the problem area seems to be thus:
Code:
      foreach pick in hero where id
        perform eachpick.assign[Broadcast.CritMult]
        nexteach

This disappears when a weapon is picked for the Weapon Mastery class special, but is kind of jarring until that point.

Fixed in the next update, thanks for the report.
 
Created a fighter with archetype 'two weapon fighter' (this is titled 'two weapon warrior' in the advanced players guide) and the system allowed me to add the 'mobile fighter' archetype too. These two archetypes overlap and should be exclusive.

Unfortunately, there's a limitation in the code that checks for conflicts between archetypes before you select them. That's what you're seeing here. However, once you've selected Mobile Fighter, you'd see an error message reporting that Armor Training had been replaced by two different archetypes. Overcoming the limitation is already on my to-do list.
 
1x Itching powder (Adventurer's Armory) has 0/0 on tracked resources.

Other alchemical items doesnt seem to have entry there at all.

There's currently a bug in the usage tracking for regular gear. Until I get that fixed, most gear isn't set to be tracked (I guess I missed the itching powder).
 
I noticed the alchemist's bombs still show up as unusable after being affected by reduce person. I wasn't sure if this was truly fixed in the release and I'm not understanding the change (it does seem different for some other weapons), or if perhaps the "fixed in next release" for this will be in v. 19 or later?

My PFS character is a pyromaniac gnome alchemist, and his standard tactic is Dexterity mutagen + reduce person otherwise I'd never have noticed this...In fiddling around with his next level (Alchemist 2) I also noticed that his pyromaniac alternate racial trait is not increasing the damage of his fire bombs.

Thanks for the hard work!
 
You posted your original question between when 4.18 was finished and when it went live, so those fixes will be in the next update.

For the fire bombs, please read the text of the Pyromaniac ability as Hero Lab presents it - there's a note that's relevant to your report.
 
I've found this happens with every character I'm creating, not just any particular combination.

If I put gear into a container (say a backpack), and then attempt to move the container to another hero (like the character's horse), HeroLab crashes and creates the following error log file:

C:\HeroLab\HeroLab.exe
3.6g 231
ACCESS VIOLATION
Address: 0x00446b50
Type: bad read
major: 6, minor: 1, build: 7600, platform: 2, version: , spmaj: 0, spmin: 0, suitemask: 00000100, type: 1

I have to move the gear one item at a time to the horse, go into the horse and then put everything in the backpack. If I try to then move the backpack back to the character, the same crash occurs again.
 
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