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Pathfinder Bug Reports - Version 4.25

Not sure if you would consider this a bug. But when you print the Character Sheet of a Half Fiend or Stat Block. It prints out the Abilities it may not be eligible for due to not having enough Hit Dice. (IE 19-20 Hit Dice needed for Destruction Ability, yet shows up with Hit Dice of 9).

Hero Labs application does show those features as greyed out and Requirements Not Met. It's just the Printed/Exported version.
 
Dawnflower Initiate stacks with Sacred Conduit and it shouldn't since they are both trait bonuses

If I make a 1st level Cleric with all abilities 10, his DC of Channel is 10.
Adding Sacred Conduit grants +1 trait to DC (for 11)
Adding Dawnflower Initiate Channel Energy grants +1 trait to DC should maintain 11, but goes to 12.

DI is in Legacy of Fire/Wayfinder #1
SC is in APG traits/Character Traits Web Enhancement

Why did I think of Spinal Tap? ;-)

I'm afraid Hero Lab doesn't currently have modifier types on the DCs of abilities, which means this can't currently be enforced.
 
The item Murderer's Blackcloth has the wrong stats. It currently has +5 Armor class with a Max Dex of +4, but since it is a +1 Padded Armor it should be a +2 Armor class with a Max Dex of +8. Also, the Armor Check Penalty and the Spell Failure chance are both wrong. It should be - and 5% not -2 and 20%.

Fixed in the next update, thanks for the report. (It looks like I created it by copying mistmail, which is immediately before it in its book, but forgot to change the armor type it was based on from Chain Shirt to Padded).
 
Piranha Strike from Sargava is reverse of Power Attack. (+6/-3 vs PA's -3/+6)
I thought this was reported before, but it might have been for Deadly Aim (which matches PA now.)

Fixed in the next update, thanks for the report.
 
The Phalanx Soldier is working for most shields with polearms or spears but not with tower shields. A tower shield is still a shield so it should be allowed to work per the Archetype rules IMO.

Fixed in the next update, thanks for the report.
 
First Issue:
Not sure if this is known or not, but it's something I've seen repeatedly, and only just now remembered to post.

Weapons tab->click New Magic ...->double click Custom/Magic weapon.

Screen that comes up looks normal, until I select a weapon type. At that time, the "Cost (Each)" line appears; and it and all the other cost lines below it are in white text. Which, on the parchment background, is impossible to see on my laptop unless I angle the screen at least 60 degrees.

Second Issue:
I recently picked up half a dozen +1 flaming crossbow bolts. Unfortunately, I can't control the maximum of my magical ammunition, and it seems that the cost is ridiculously calculated in total gear. My character (now down to 4 of those bolts) is listed as having ~416208 worth of gear. It appears that it takes the cost for 50 bolts (8305), and treats each of the 50 as being worth that much (415,250 total), and then counts the full 50, even though I only have 4 left. The total worth should be 664.4 ((8305/50)*4). I'd also like to be able to control the maximum that instead of saying 4/50, it would say 4/6, but that falls more into feature than bug.

These are both already on the to-do list, but I'm afraid I have not had the time to fix them yet.
 
If you make a character and check the "Don't Use Hero Points" option on the configure hero screen... the one under starting gold. It will give you an extra feat. If you then spend that feat and save you will get a validation error when you reopen the character as it correctly recalculates the feats you should have.

I found this while making some characters at level eight, but was able to duplicate it will a first level character before even selecting a class.

I'm afraid I can't duplicate this. When I select the Hero Points option for a blank character, then select the "Don't Use Hero Points", the character correctly has a single feat slot. Saving and reloading that character, he still has that 1 feat slot. Adding the Alertness feat, saving, and reloading, I don't encounter any errors - still 0 feat slots remaining.
 
Hi there just updated and found the Staff of Fire and Staff of Evocation are calculating charges differently as well as use of charges is inaccurate. Anybody have an idea?

The Staff of Fire was still using the 3.5 charge costs, and that'll be fixed in the next update, but could you please be more specific about what's wrong with the Staff of Evocation? I don't see anything wrong there.
 
Chevalier PrC (from the Second Darkness AP data package) has another bug I discovered when my current char hit his 3d level in the class.

Final emphasis mine.
The Chevalier class seems to be bootstrapping the Smite Evil ability of the Paladin class directly, and as a result incorrectly calculating the smite using the character's class level in Chevalier rather than his overall character level.

That strikes me as a typo - "Character level" instead of "Chevalier level" It's the sort of thing a spellchecking program could easily create.
 
Beastiary

Half-Fiend Template is missing the +4 to Three Abilities option and +2 to the other three. Right now it's only doing the +2

Copy/Paste from Beastiar

Abilities: A half-fiend gains a +4 bonus on three ability
scores of its choice and a +2 bonus on the other three.

Check the background tab - the base template adds +2 to all ability scores, and there are three selectors on the background tab that you use to select the ones that get an additional +2.
 
The Diabolist Prestige class (Book of the Damned 1:Princes of Darkness)

Has a requirement of Knowledge (planes) 3

While the skill in the system is Know:The Planes so doesn't seem to register as having met the pre-req.

Also in the diabolist prestige class for the imp companion to determine its abilities it says.

"Class Level
This is the diabolist's class level plus her highest caster level. This does not stack with class levels that grant an animal companion."

So if you are wizard 10 diabolist 1 it should be a level 11 pet, while if you are a wizard 5/cleric 3/diabolist 1 it should be level 6.

While at the moment it's just based purely on your diabolist level.

The actual requirements are Knowledge (religion) 3 ranks and Knowledge (planes) 5 ranks - both are working properly, but the religion one is mis-labeled as "knowledge (planes) 3 required". I've fixed that for the next update, thanks for the report.

Unfortunately, the caster level of a character is determined so much later in the priority sequence than the effective master level of an animal companion needs to be established, that I'm not sure how to implement the proper level calculations for the Imp. I've added that to my to-do list.
 
Classic Horrors Revisted

Electric Skeleton Template. Under Special when you mouse over the Electric Bones ? the description is incorrect. It mentions "frost" instead of Electric.

Fixed in the next update, thanks for the report.
 
Not sure if you would consider this a bug. But when you print the Character Sheet of a Half Fiend or Stat Block. It prints out the Abilities it may not be eligible for due to not having enough Hit Dice. (IE 19-20 Hit Dice needed for Destruction Ability, yet shows up with Hit Dice of 9).

Hero Labs application does show those features as greyed out and Requirements Not Met. It's just the Printed/Exported version.

I've added this to my to-do list. Thanks for the report.
 
Several of the Magus Arcana added for the Round 3 playtest are missing from the updated Magus class in HL. Also, the existing Magus Arcana still have their old text (referring to sacrificing prepared spells).

Fixed in the next update. I'm afraid I completely forgot to check whether any of the Arcana needed to be updated when I updated the rest of the class. Thanks for reporting this.
 
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