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Pathfinder Bug Reports - Version 4.4

Also in Vegepygmy you have its 2 claw attacks at -4 they should be +1

I'm afraid Hero Lab currently has trouble with "OR"'s in the weapons listing for a statblock.

What the statblock is listing is the set of equipped weapons and shields that are on the weapon and armor tabs. In this case, having a manufactured weapon (the longspear) equipped makes all natural weapons (the claws) into secondary attacks (-5).

The current workaround for this is to un-equip all of the weapons and shields before generating a statblock - that will come closer to the official statblock format, although I know it's not exactly the same.

This is on my to-do list to solve (or at least handle better), but I'm afraid its not simple, and will take me some time to accomplish - consider the Xill - a race that has 4 arms, each with the option to be used as a natural attack or to hold a manufactured weapon, plus a bite. Or consider a character like Amiri, from the pre-generated characters for adventure path issues 31-36 - she's carrying 6 different weapons around, but the statblock doesn't list 5 of them.
 
The short description for the Fencer Trait (ie what is on the character sheet) is "Fencer +1 to hit with dagger or sword AoEs", but it should be AoOs. Long description is correct.

Fixed in the next update, thanks for the report.
 
This is on my to-do list to solve (or at least handle better), but I'm afraid its not simple, and will take me some time to accomplish - consider the Xill - a race that has 4 arms, each with the option to be used as a natural attack or to hold a manufactured weapon, plus a bite. Or consider a character like Amiri, from the pre-generated characters for adventure path issues 31-36 - she's carrying 6 different weapons around, but the statblock doesn't list 5 of them.

I am glad it is on your to-do-list, this is my biggest problem with bestiary stats in HeroLabs.
 
Swashbuckler rogues do not gain proficiency with racial weapons selected with martial training.

For example, an elven swashbuckler rogue does not gain proficiency with an elven curve blade if they select it with martial training, even tho it is a martial weapon due to elven weapon familiarity racial trait.

On the weapons tab, when you buy the weapon, it is in black and there is no warning that it isn't proficient, but when you get to the weapon screen to actually equip it the "No" icon appears and it is calculated as non-proficient.

Fixed in the next update, thanks for the report.
 
The description of spell Weapon of Awe is incomplete.
The description of spell Divine Power is incorrect.

If I choose Poverty-Stricken trait, it don't give any bonus to survival checks.

The description text for spells is currently only using the text from the spell listings that are at the beginning of the spells chapters in the APG and main book. One of the projects on my to-do list is to make these the summary text and add in the full description text for all spells, but I'm afraid I haven't had the time to accomplish that yet.

I'm afraid I can't duplicate the error you're seeing with Poverty-Stricken. I added it to a blank character, and the Survival bonus changed from +0 to +1.

Are you perhaps combining it with a second trait that also grants a trait bonus to survival? Trait bonuses don't stack with each other.
 
On the Alchemist. Both the Mutagen and Infused Mutagen for Constitution properly show the text for lowering Charisma... neither of them lower the actual ability. It works correctly for the Strength/Int and the Dexterity/Wis versions.

Fixed in the next update, thanks for the report.
 
Oracle Sidestep Secret is supposed to use CHA bonus to modify AC; it is still using DEX,

I'm afraid I can't duplicate this error. I added a level of Oracle, the Mystery of Lore, and Sidestep secret to a blank character. As I change the character's DEX, the AC does not change, but as I change CHA, the AC does change.

Also: Would be nice to have the ability to add weight and name customer items when selecting them.

This was accidently removed in the last update, and I'll get it added back in.
 
I have see the problem. It is human variant race: Human (Shoanti), Human (Ulfen), ecc. Human Ulfen, in my particular case give to PC 2 bonus feat and 2 bonus skill rank.
So the favored class bonus is missed only for this variant race.
This races need fix i think.

I'm afraid you'll need to contact the person who created the file you're using to get those races. The version of Human (Shoanti) that's in HL is correct, and Human (Ulfen) is not a race that I've added.

What happened is that for the Alternate Racial Traits, there are traits that replace the bonus feat and bonus skill point that a human gets with some other ability. Those effects had been on the race itself, with the "Bonus Feat" and "Skilled" specials only being text. The effects were moved off the race, and onto the specials.

The solution is to open those races in the editor. Among the options (close to the beginning), you'll find "Bonus Feats" and "Bonus Skill Points", both set to 1. Delete both entries, then save and test that race.
 
The Pioneer trait from the Kingmaker AP should allow you to choose Ride as one of the +1 train bonus on skills. Climb, Handle Animal, Perception, Survival and Swim are listed, but not Ride.

Thanks for the report, this will be fixed in the next update. Also thanks for telling me which book to look in - that made fixing it faster.
 
None of the Incorporeal undead (allip, wraith, etc.) list Incorporeal Attack as an actual attack under weapons. It's under special attacks but you can't take feats that improve natural attacks.

The weapon focus feat specifically allows you to select rays (ranged touch attacks) as an option, but does not offer melee touch attacks as an option.

Improved natural attack only applies to HP damage, not special effects.
 
LUNGE "description" is wrong when populating under "Feats, Traits & Flaws". It states "-2 to Hit for +5' Reach". It should read and actually does calculate "-2 to AC for +5' Reach".

Fixed in the next update, thanks for the report.
 
Lance can be used only two hands in HeroLab, but actually riding can also be used with one hand.
Fix it pls.

This has been previously reported, and is on my to-do list. In the meantime, the workaround is the "Weapon Ease of Use" adjustment, available on the adjust tab - you can use that to bump the lance from two-handed to one-handed during those times you're mounted.
 
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.

This is one of a couple of places where the colors are off in the weapons. They've been on my list for a while, but I haven't gotten the chance to track down exactly what controls the colors under what circumstances and fix those. Sorry about that.
 
The weapon focus feat specifically allows you to select rays (ranged touch attacks) as an option, but does not offer melee touch attacks as an option.

Melee Touch attacks are considered "Armed" unarmed attacks *Pg 182 Core under unarmed attacks* so in the case of Weapon Focus, Weapon Focus: Unarmed would give the feat bonus.

Edit: It is less clear about Weapon Finesse and Touch Attacks, and not sure if they cleared that up yet.
 
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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.

In the errata, they addressed the shark animal companions, and specifically said they have low-light vision (but of course they didn't address the Bestiary sharks). That makes me think this is more likely to be an omission in the Bestiary than an intentional change from the Type.
 
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