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Pathfinder Bug Reports - Version 4.27

When I transfert magic arrows from a hero to another, the stack of 20/20 become 50/50. Previously you asked me how I transfer magic arrows from a hero to another to obtain that bug. I just did it today ...
I open the weapon section then click on the bag item then transfert gear to hero.
When I went to the hero to whom I trasfert the stack of magic Arrows, there is 50 arrow instead of the orginal 20. I did it three times. One with 20 arrow, and twice with 15 arrow. Then all of the stack became stack of 50 arrows.
 
Regardless of what you think, Hero Lab seems to think there are flaws in Pathfinder. I'm being prompted to add Flaws (as per the screen shot below)...
Their is no thinking Pathfinder the RPG has no flaws.

Please fully read my post to see where Flaws are coming from. In this case you have specifically told HL to use Flaws and Traits and 3.5 material. Then you are asking why HL is showing you Flaws from 3.5? :)
 
The Expert Acrobat ability states that the character does not suffer armor check penalties on Acrobatics, Climb, Sleight of Hand, and Stealth while wearing light armor.

The builder is imposing the armor check penalty on Acrobatics while wearing a Chain Shirt... Chain Shirt is light armor...
:(
 
Re: Flaws

If you look at the top right corner of your screen shot it says that flaws are only available to starting characters. At what level are you trying to take flaws?
 
Last edited:
ShadowChemosh said:
[...] In this case you have specifically told HL to use Flaws and Traits and 3.5 material. Then you are asking why HL is showing you Flaws from 3.5?

Not quite so. The "Use Traits & Flaws" is listed under "Optional Rules". It is not identified as a 3.5-specific feature. Yes, it was selected and I'm sure I must have done so. However, nothing indicates that by doing so I was enabling 3.5 content.

I am new to Pathfinder (though I've been DMing for over 30 years) and I was hoping Hero Lab would help me manage and keep track of some of the Pathfinder details as I go through the process of learning the system. I find that confusing and misleading "features" like this are hindering rather than helping my learning.

I have also been a software developer for over 30 years. I know a thing or two about application development and testing.


Re: Flaws

If you look at the top right corner of your screen shot it says that flaws are only available to starting characters. At what level are you trying to take flaws?

If you'll read my message, that red text in the top right corner is precisely what I specifically quoted in my text. The NPC is level 16. If these can only be added to a starting character, why is Hero Lab prompting me to add them?
 
Sometime you can run into a problem when you create a character at levels higher then 1, when it comes to things like flaws and backgrounds at least. have you tried to create the character at level 1, add the flaws/backgrounds, then added the rest of the levels after that? just curious if that will take care of it.
 
Not quite so. The "Use Traits & Flaws" is listed under "Optional Rules". It is not identified as a 3.5-specific feature. Yes, it was selected and I'm sure I must have done so. However, nothing indicates that by doing so I was enabling 3.5 content.

While the "Use Traits & Flaws" option is not listed as 3.5 option - it's primarily intended for those who want to create their own sets of traits and flaws to add to Hero Lab, the specific list of flaws you're seeing is from the "Open Content from Unearthed Arcana" option, and that is part of the "Prior SRD Content" grouping.
 
Sometime you can run into a problem when you create a character at levels higher then 1, when it comes to things like flaws and backgrounds at least. have you tried to create the character at level 1, add the flaws/backgrounds, then added the rest of the levels after that? just curious if that will take care of it.

Actually, I created this character as a level 1 character and added each level, one by one, to get him to level 16. He's a mix of Bard and Sorcerer. I really, really don't want to have to re-do all that work. I just deselected the "Use Traits & Flaws" item and, as far as this particular character is concerned, the problem went away.

This touches on a point I just moments ago raised in a new thread, NPC vs. PC -- Opinions Solicited. The character we've been discussing is a major NPC that I developed in Hero Lab as a PC, rather than an NPC.
 
"Use Traits & Flaws" is listed under "Optional Rules". It is not identified as a 3.5-specific feature.

NPC is level 16. If these can only be added to a starting character, why is Hero Lab prompting me to add them?

The program can't help you on this issue, as you need to know the material. You need to know that "Trait and Flaws" refers to 3.5 Unearthed Arcana Traits and Flaws (and any more you add yourself.)

Pathfinder Traits are automatically enabled when you have society material added (or it maybe always) to the character.

If you have a feature selected, that can only be taken at 1st, and you delete the option (because the DM told you it was invalid) then there would be no way to add the correct one back if you were unable to add 1st level material at 15th level.

In any event, if you don't have Unearthed Arcana enabled, the flaws selection will be empty (until you add some of your own.)
 
If you'll read my message, that red text in the top right corner is precisely what I specifically quoted in my text. The NPC is level 16. If these can only be added to a starting character, why is Hero Lab prompting me to add them?

I noticed that you have "Everything" showing for the picks in the flaw screen. If you click on the drop down box and choose "Only Valid Items" then everything that is ghosted out will not show. However once you do this, if you attempt to add a flaw you will not be able to since you have nothing to choose from in the flaw screen since you show "Only Valid Items." You can't open the window again until a trait is created in the editor that is not a flaw only available to first level characters. <-- This could be a possible bug, since you can't go back and later add a flaw even if you wanted.

Since the only flaws that are available in HL (Open Content from UA) can only be added at first level, you'll need to create the other flaws in UA that are not Open Content for yourself, unless you can find someone that has already completed them. Also even though these traits are only available to 1st level characters the flexibility of HL allows you to choose these traits even though you have a character that is not 1st level without encountering any errors.
 
Actually, I'm really not all that interested in Flaws. I don't want them or need them, I only saw someone else complaining about issues with Flaws and I piped in to state that I saw similar things too. As I mentioned in an earlier post, I just deselected the "Use Traits & Flaws" option and all my issues with them went away.

As I have familiarized myself with Flaws as a result of this conversation, I think it makes sense that they would be established at character creation. My only outstanding complaint about their implementation in Hero Lab is that the program asks the user to select them when there are none available for selection. In my book, that's a bug.
 
I noticed that you have "Everything" showing for the picks in the flaw screen. If you click on the drop down box and choose "Only Valid Items" then everything that is ghosted out will not show. However once you do this, if you attempt to add a flaw you will not be able to since you have nothing to choose from in the flaw screen since you show "Only Valid Items." You can't open the window again until
In this case simply start a new 1st level character. This will allow the Flaws to show up as you have a level 1 character. Then change the list back to "Everything".

Open an existing character and you will now be able to access the Flaws again past level 1.

This technique works in other situations also like Archetypes.

Pathfinder Traits are automatically enabled when you have society material added (or it maybe always) to the character.
Traits also automatically show up for any of the Adventure paths or at least the Pathfinder ones. Not too sure about the previous 3.5 ones.

So for my own games I have all my own campaigns show under AP Source section so that Traits are enabled when my players select my campaign source.


Last thing that comes up allot is the idea that HL shows/gives errors. It doesn't it has warnings ONLY. This means if I want to give my character 100 feats I can without issue. HL will give a warning but that is all. So getting a warning message is their to help if you wish to follow the CORE rules but if you want to break it or ignore it go right ahead and HL will work correctly.
 
Badger - Animal Companion - Movement Rate

(hope this is right :))

I've created a badger companion for a player's druid and noticed that the animal's movement rate/speed is 0 ft. but it has got a burrowing speed of 10 feet.
 
Chainmail Barding says that it costs 150GP. The description says that it is a suit of Chainmail Barding designed for a Riding Dog or other medium sized mount. However, Barding for a Medium mount is x2 the cost of the armor. Thus, Riding Dog chainmail should be 300, and a chainshirt should be 200GP.
I know that I had created a data file for this fix a while back, but I don't have it enabled for this latest update.

When I go to the Other tab of a blank character, purchase a Dog, Riding, and then switch to the dog, then purchase a suit of Chainmail for the dog (I purchase the armor on the dog's armor tab, not the master's armor tab), that armor costs 300gp and the Chain Shirt is 200gp. Could you please clarify the problem you're running into?
 
Characters with Defensive Combat Training ~ CMD is still using BAB rather than HD for calculation.

When I add 10 levels of Wizard to a blank character, the character has a CMD of 15. After adding the Defensive Combat Training Feat, the CMD is 20. What are you seeing?
 
The item power 'Vital Guard' (ipVGuard) has a 2nd eval script that causes it to apply slowing to any armor it's added to (the first eval script handles the weight modification). This is not borne out by the source:

Please read the header text before these abilities that describes them - the slowing effect is correct.
 
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