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Pathfinder Bug Reports - Version 4.2

In the configure hero form, go to the Hero Settings, and at the bottom, right click on the "Show Feat/Ability Descriptions" option (which is what adds the text to the printout). It reads "Selecting this option shows up to 3 lines of description summary under each feat or special ability in output"

So, it's probably cutting off at the specified 3 lines.

Adding a second option for complete description text is on my to-do list.

Once again thanks.

Viking
 
The discription for Fortication under armor is not right. Looks like it is using the 3.5 rules discription and not the pathfinder rules.

3.5
Light = 25%
Medium =75%
Heavy = 100%

Pathfinder
Light = 25%
Medium = 50%
Heavy = 75%

Once again thanks for a great program

Viking
 
CM Defense

I've been meaning to post about this. The CM Defense calculation on my character is incorrect. It is showing 17 = 10 + 3 + 0 + 3 + -. That should give me a total of 16, not 17. I tried uploading an attachment of the portfolio (but it didn't work.) I did import the character from previous versions, if that matters.

I didn't see any mention of this problem in the forums.

Mark
 
Problem with Witch Spells

I was creating a 2nd level Witch and for some reason only the 1st level patron spell was available for selection, that rest of the witch's 1st level list was unavailable.

Shane
 
Risner said:
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.

Not fixed in 4.2

For more info, I have two items:
1) An item grants +1 insight bonus to AC (which does add to CMD)
2) An item grants +2 insight bonus to CMD and CMD.

The +1 Insight AC doesn't stack with the +2 CMD (or shouldn't)

My current code is like this:
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

With this code (the extra if to add to tCMB) is required to modify CMB.
But my CMD isn't correct. It adds the +1, but the item with the applybonus above doesn't add a second one to CMD?

Am I just doing it wrong?

Also, the Flurry seems to be off (Fighter 2/ Monk 1/ Rogue 2) and my Flurry is -1/-1 instead of +2/+2. I'm not sure how it calculated -1/-1 (my best guess is it somehow miscalculating my BAB as 1 when it is +4 (since monk considered full bab)? or applying some negative to it?
 
Just found an error with special materials for armor. I have a character with a +3 Dex modifier that is raised to +4 with a belt. He also has a +1 mithril breastplate. This should mean that he gets a +4 Dex modifier to his AC, but he only gets +3.
 
Just found an error with special materials for armor. I have a character with a +3 Dex modifier that is raised to +4 with a belt. He also has a +1 mithril breastplate. This should mean that he gets a +4 Dex modifier to his AC, but he only gets +3.
Just tested and the armor appears to be working correctly. So I am going to go with the assumption that your character is carrying too much gear which then sets a limit to max Dex and to ACP.
 
I bought the new APG addon and I'm trying to make the Invulnerable Rager under the Barbarian archtype. The 3rd level option is Extreme endurance in which one is supposed to be able to choose between heat or cold resistance. The program only allows for cold resistance as an option.
 
Not sure how you would handle this. But there is a conflict with the Druid Spell "Blessing of the Salamander". The Table of Spells and Description of the Spell doesn't match. According to Paizo Forum the rule of thumb is the Description is right when the Table is wrong. Right now you have the Table definition for it. (it confused me trying to figure out which one to use!)

http://paizo.com/paizo/messageboard...inder/pathfinderRPG/general/aPGDruidSpellTypo

I've switched this to fast healing 5, fire resistance 20
 
*grin* I apologize not sure if I should post this here or not. But wondering if future versions we can turn "off" Ranged Attacks for weapons with Melee / Thrown category in the Configure Hero area. Adds extra data that the people I play with never use.

Real issue that derrives from this is Two Weapon Fighting. Have a Rogue w/ 2 Weapon Fighting with a Dagger and Rapier. Rapier is in the Primary Hand and Dagger in the Off-Hand. The Dagger shows up where Weapons are with 8 lines of different attacks it can do (a bit excessive).

The Primary weapon doesn't show up until the 2nd page after the Gear is shown. Quite a big Gap when someone is using Two Weapon Fighting.

Sorry for any Confusion :) New here. Just bought Hero Labs and loving it so far. So wasn't sure where to post this ..

I'll put this on my to-do list.
 
Found an issue with the Cavalier specifically for the 2nd level ability of the "Order of the Star".

How to duplicate
-Any new 2nd level cavalier.
-Give a positive Cha modifier.
-Set to order of the star.
-The ability Calling (and their are 4 different ones: cCavCallAb, cCavCallAt, cCavCallSa, cCavCallSk) show a +0 both in the In-Play tab and on the printed character sheet. It should show the Cha modifier.

Fixed in the next update, thanks for the report.
 
Last edited:
I've been meaning to post about this. The CM Defense calculation on my character is incorrect. It is showing 17 = 10 + 3 + 0 + 3 + -. That should give me a total of 16, not 17. I tried uploading an attachment of the portfolio (but it didn't work.) I did import the character from previous versions, if that matters.

You'll need to tell me what +3s are making up your character.

(If this involves monks or defensive combat training, that has been reported previously, and is on my to-do list).

(The other common thing people miss is that the Dodge feat's AC bonus is of a type that gets added to CMD).
 
I was creating a 2nd level Witch and for some reason only the 1st level patron spell was available for selection, that rest of the witch's 1st level list was unavailable.

Like a Wizard, a witch must add spells to her familiar, like a wizard adds spells to a spellbook, before they can be prepared. There's a large blue oval with a picture of a book on it, labeled "Familiar's Spells" on the left-hand side of the Witch tab.
 
Also, the Flurry seems to be off (Fighter 2/ Monk 1/ Rogue 2) and my Flurry is -1/-1 instead of +2/+2. I'm not sure how it calculated -1/-1 (my best guess is it somehow miscalculating my BAB as 1 when it is +4 (since monk considered full bab)? or applying some negative to it?

Please look in the 3.6 bug reports thread for this, post #28, and then the answers near the end.
 
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