• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Pathfinder Bug Reports - Version 4.4

When creating a level 2 druid with the Bear Shaman archetype, it asks me to add one Totem Transformation option to the druid's abilities, which it appears to add to the character permanently.
My understanding of the rules is that each time you use Totem Transformation (one use per level per day), you choose which option to use, and that the option lasts for the one minute that the ability is active.
 
There's nothing in HL to prevent you from deleting that totem transformation and changing it to a new one.

I'm afraid there isn't a good way at this point to distinguish between choices like the totem transformations, where the selection can be changed, spell selections for a sorcerer, where you can make a limited set of changes every few levels, and archetype choices, which shouldn't ever be changed. I'll put on my to-do list someway to distinguish at a glance those lists that can be changed often from lists that cannot be changed.
 
Lance can be used only two hands in HeroLab, but actually riding can also be used with one hand.
Fix it pls.
 
If I may make a suggestion, the method by which HL deals with the barbarian's raging and rage powers would work perfectly for Totem Transformation. At level 2, an animal shaman could get check boxes added to the In Play tab reflecting "Movement", "Natural Weapons", "Senses," etc. which would adjust the character when checked just as Rage does.
 
Chainmail movement rate and armor check penalty

Magical chainmail shows armor check of -2, should be -5. Speed should be reduced. In this case, the size is medium so movement rate should be 20 with a base speed of 30.:cool:
 
I have 3rd level Gnome bard, When using a Short Bow it add the STR mod to the bows damage thus making it 1D4 -2 instead of 1D4
 
I have 3rd level Gnome bard, When using a Short Bow it add the STR mod to the bows damage thus making it 1D4 -2 instead of 1D4
Yep as seen in the Description for a short bow that is actually correct and was the same in 3.5 too.

You need two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below), but not a regular shortbow.
 
Yep as seen in the Description for a short bow that is actually correct and was the same in 3.5 too.

You need two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below), but not a regular shortbow.

Oh damn, thanks for that man :D
 
Please provide more detail for this report. This does not help me diagnose any problems you may be seeing.

Under what circumstances are you seeing a problem? Where are you seeing any discrepancies? What sort of character are you seeing this on? Can you re-create the problem with a bare minimum character (just the bow and the strength), in case there's a feat or class ability interfering with what you're seeing?

Ahh, I see, it's a visual thing (kind of).

1. Go to Weapons
2. Create a Custom Weapon.
3. Choose 'Composite Longbow' and just click Add.
4. Notice that the interface has a Modifier scale for Composite Max Str, it's whited out, which means it looks like it can be edited, until you change the money value.

It's just a visual bug.
 
I do want to add another thing. I created a 2H Fighter with Elven Curved Blade, and it looks like when you get Furious Focus (first attack ignores Power Attack minus to Hit), HL still applies the minus to Hit for the first attack.
 
I do want to add another thing. I created a 2H Fighter with Elven Curved Blade, and it looks like when you get Furious Focus (first attack ignores Power Attack minus to Hit), HL still applies the minus to Hit for the first attack.
Just an FYI HERE is Mathias's response about this when it got reported in the v3.6 report thread.
 
Thank you for the update. :) The Half-Elf Rogue favored bonus is coming up as +1 vs Magical Writing when it should be +1/2 to Diplomacy and Bluff. Also, I took the Ancestral Arms Alternate Racial Trait and selected shuriken from the list, but I'm not getting the shuriken proficiency.

Fixed both of these for the next update. Thanks for the report.
 
The Agile Feet granted power is missing for Clerics who choose the Travel Domain.

I'm afraid I can't duplicate this. I added a level of Cleric and the Travel domain to a blank character, and the ability is listed on both the class abilities list for the cleric and on the special tab. Where are you not seeing it?
 
In your Output Active Hero Summary you have Ecology coming after Special Abilities, the prober way to do a Paizo Stat block is for the Ecology to come before Special Abilities.

Also noticed you have unarmed attacks added to every monster, which makes them all wrong. Are you working on a way to take this out so every stat block for the bestiary is not incorrect?

Edit: This one is Picky but not a big deal in your HTML outputs for AC you have the </b> coming after the Number which bolds the number Instead of before it so just the AC is bolded. Another Picky, you are putting Colons after every section in Ecology (Environment, Organization, and Treasure) there should not be a Colon there, but thanks to fixing the issue of ecology not being in HTML format!

I've gotten these fixed in the next update, thanks for reporting them.

Note that the unarmed strike in the statblock has been linked to the same "Hide Unarmed (in attacks)" option that applies to the character sheet, so that the user can decide whether they want to see the unarmed strike stats.
 
Note that the unarmed strike in the statblock has been linked to the same "Hide Unarmed (in attacks)" option that applies to the character sheet, so that the user can decide whether they want to see the unarmed strike stats.

Yup found out yesterday... Though I think the Default should be that turned off.
 
Shark - You have it's BAB at +2, it should be +3
Shark - Why would you stat the fly skill for shark?!?!?
Shark - You gave the Shark low light vision,which it does not have

You did not add Darkvision 60ft to Vegepygmy

Also in Vegepygmy you have its Base Attack at +1, it should be +0

Also in Vegepygmy you gave it Fly Skill, they don't have the fly skill

Water Mephit - You have its Stinking Cloud spell-like Ability set at 1/hour it should be 1/day
Water Mephit - Summon ability should be set at 1/day
Water Mephit - BAB should be +3 not +4, CMD should be 15 not 16

It looks like the size modifier is applied to the BAB shown.

I suspect any skill which has modifiers applied to it (in this case, a penalty to Fly for large size) is automatically stated out.

Animal's by default have low-light vision, and sharks are one of the few that explicitly do not have it, so I could see how it got missed.

Thanks for the reports.

The fly skill is being shown in many cases because HL is currently showing every skill whose total bonus is not equal to the linked attribute's modifier, and those creatures have size modifiers. I've added this to my to-do list - I'll have an option to restrict the list to only those skills that have ranks added, along with Perception, whether it has ranks or not.

The statblock will now display the BAB, rather than the total attack bonus. I've put on my to-do list that the basics summary panel should show both the BAB and the attack bonus.

I've fixed the Vegepygmy's darkvision and the mephit's summon and stinking cloud frequencies for the next update.

For the shark's low-light vision, does anyone know whether the animal type granting low-light vision to all animals should take precedence over the statblock?
 
For the shark's low-light vision, does anyone know whether the animal type granting low-light vision to all animals should take precedence over the statblock?

If you look at the Animal Type on Page 306 & 307 for both features and traits it says this.

Animals posses the following Features/Traits (Unless otherwise noted in the creature's entry).

I would say that would fall into Unless otherwise noted.
 
Back
Top