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Pathfinder Bug Reports, Version 5.0

The Expanded Repertoire ability of the Magician alternate class for Bards does not allow for higher spell levels gained from prestige class levels.

For example: Bard (Magician) 9/Harrower 3 takes his next level in Bard, getting another pick for Expanded Repertoire. He should be able to choose 0 thru 5th level spells, however, he can only pick from 0 thru 4th (the spell levels earned directly by his bard levels).
 
Charda (monster)

Get an error message for the Improved Trip - Need to have Combat Expertise and Int 13+.... Need to check the 'No Pre-reqs' box.

Charda with Blacktongue Charda template:
lacking spell-like abilities: 1/day - acid arrow, control water, deeper darkness, obscuring mist, transmute rock to mud
 
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It looks like the Fighter Armor Training is not calculating correctly, or I am missing something (which is always possible).

My 11th level Fighter has +2 Full Plate and armor trainin 3, but it is showing an armor check penalty of -3. (Dex is 14, but I don't think that matters for this example)
The armor check penalty for normal Full Plate is -6.
+2 Full Plate is automatically masterwork, so it is reduced to -5.
Armor training 3, so it should be reduced to -2.
However, the armor check penalty remains at -3.

If something has changed that I am unaware of, or I am just plain incorrect. Please let me know.

Thank you
 
Please note that not all silver weapons get the damage penalty - only the slashing and piercing ones (Core Rulebook, pg. 155)
 
Charda (monster)

Get an error message for the Improved Trip - Need to have Combat Expertise and Int 13+.... Need to check the 'No Pre-reqs' box.

Look at the Feats entry for the Charda in the B2 - Improved Trip does not have a superscript B, meaning bonus feat. Therefore, that feat is one the critter's chosen with its feat slots, so it's supposed to follow the rules.

Missing feat prereqs and insufficient ability score requirements come up all too often in Paizo's monster creations.
 
It looks like the Fighter Armor Training is not calculating correctly, or I am missing something (which is always possible).

My 11th level Fighter has +2 Full Plate and armor trainin 3, but it is showing an armor check penalty of -3. (Dex is 14, but I don't think that matters for this example)
The armor check penalty for normal Full Plate is -6.
+2 Full Plate is automatically masterwork, so it is reduced to -5.
Armor training 3, so it should be reduced to -2.
However, the armor check penalty remains at -3.

If something has changed that I am unaware of, or I am just plain incorrect. Please let me know.

Thank you
So their does appear to be an issue but I don't think it has anything to do with Fighter but with magic armor.

After some testing it looks like Magical Armor is no longer applying the MW part to the ACP. I just used a blank 1st level fighter with three different suites of armor and you can see they are off. The ACP for the +1 Full Plate is at -6 not -5 like the MW armor.

I did use my CORE data set with no .user files for testing. Here is a screen shot so you can see what I mean.
 

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This afternoon we were playing a Society scenario. I was running my 1st level Witch. She went to cast Ray of Enfeeblement. In HL it has the duration as 1 minute/level. However, printing 4 of the Core has the spell listed as 1 round/level.:confused:
 
The DC on the Sandman Bard Class is not figuring correctly all my other abilities are DC 17 and it is DC 13

Edit for his steal spell ability
 
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So their does appear to be an issue but I don't think it has anything to do with Fighter but with magic armor.

After some testing it looks like Magical Armor is no longer applying the MW part to the ACP. I just used a blank 1st level fighter with three different suites of armor and you can see they are off. The ACP for the +1 Full Plate is at -6 not -5 like the MW armor.

I did use my CORE data set with no .user files for testing. Here is a screen shot so you can see what I mean.

Sigh. I fixed a minor bug - that Hellknight plate is already masterwork and doesn't gain another -1 to ACP if enchanted - and in the process created a major bug. I'll get this fixed in the next update. Thanks to everyone who reported this, and I'm very sorry for creating this problem.
 
You'll have to manually add Knowledge Skill(s) to the skill list on that tab. Once you do that, it/they will appear in the drop down list.

When a particular Knowledge skill is a class skill, why must it be added manually? Shouldn't it automatically show up?
 
When a particular Knowledge skill is a class skill, why must it be added manually? Shouldn't it automatically show up?

Automatically adding and deleting things is a large can of worms. What happens to the skill if you change your mind about what class you want - if you decide to make this character a Sorcerer instead of a Wizard, would you rather have your knowledge/arcana skill ranks stay intact, or would you be wondering why that skill, and that skill alone, had lost the record of the points you put into it (when it was deleted with the class that added it, the user-entered information was lost, too - the fresh copy added with the new class doesn't know there had been a copy before).

What about a Bard or a Wizard, who has every knowledge skill as a class skill - how many entries do you want to see in the skill list? With the current method, it's your choice how many of those you want to see (Bards can use all knowledge skills untrained, but we leave it up to the user how many of those they want to see in their skill list).
 
Advanced Players Guide

Wolf Shaman / Druid Totem Transformation. You can only apply the effects for a certain time limit a day. I just made myself a Wolf Shaman and found that when I choose which Totem Transformation. It gives me a Bite Attack that shows up permanently on the character sheet. Rather than an In-Play Adjustment.
 
Inaccuracy in Stealthy feat.

The Summary Text says, "You get a +2 bonus on all Hide checks and Move Silently" while the description text says, "You are good at avoiding unwanted attention and slipping out of bonds.

{b}Benefit{/b}: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill."

I found this when I printed my character and found the comment about Hide and Move Silently on the sheet. So, I loaded the editor and did a "New (Copy)" on the Feat tab. That way I could see where the erroneous text was.
 
Problem with Fighter (Archer archtype)

Weapon Master (20th level ability) should increase the critical multiplier of chosen weapon (longbow in my case) to x4, but it stays x3.
 
Longbow, Composite does not seem to appear in the Weapon Focus or Weapon Specialization lists when choosing the feats although it does show up in the Point Blank Master feat.
 
Composite Longbows count as Longbows for the purpose of feats. Choose that weapon and it will also affect the composite version.
 
Longbow, Composite does not seem to appear in the Weapon Focus or Weapon Specialization lists when choosing the feats although it does show up in the Point Blank Master feat.

Composite Longbows count as Longbows for the purpose of feats. Choose that weapon and it will also affect the composite version.

The bug here is that composite longbows are showing up for the Point Blank Master feat. I've put that on my to-do list.
 
After installing V5 i get this error when loading pathfinder up.

The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

the following errors occurred

thing 'cHelpCRM' - Bootstrap thing 'cPFRMAWepF' does not exist
 
RMR - Check what user files you have loaded. Look in the HeroLab/data/pathfinder folder, and try moving all the .user files out of that folder, and in HL press ctrl-r for a quick reload - make sure it works now. Then, put the .user files back in the HeroLab/data/pathfinder directory one at a time, using ctrl-r each time to try compiling things with the current set of user files, and identify which of those user files is the problem. Then, you can use the editor to fix the problem, now that you've identified which file to look in.
 
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