• 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 5.0

If you create a wizard you can select Hungry Pit (APG) as both a 5th and 6th level spell when adding spells to your spell book. It should be 5th level only (unless there's some ruling I'm not aware of).

Fixed in the next update, thanks for the report.
 
This is less of a bug and more just missing functionality, but the Shielded Fighter archetype's "Active Defense" ability is not being calculated. That ability says that the fighter gains a bonus to AC when fighting defensively, using Combat Expertise, or using Total Defense. However, the AC bonus does not appear when I choose Fight Defensively or Total Defense from the Conditions tab.

Thanks!

Added to my to-do list, thanks for the report.
 
I was making a character that has greater fortification on his armor. Greater Fortification according to the Book, is supposed to be 75% miss chance on Critical attacks and Sneak attacks. Hero-labs is stating that you are immune to crits and sneak attacks. For now it is only a small error, but it would be great to have it changed.

@ CloudX9: Not exacty miss chance as the regular attack is still in effect, but that may have been what you meant.

@ Leonal: Alright I re-looked at the book, your right the attack still goes through but damage is normal. But hero-labs still has in the description for Greater Fortification that you are immune to the crit or sneak damage.

I'm afraid this is one of many magic items that hasn't been updated from the SRD rules. Updating the whole lot of them as a batch is one of the things on my to-do list.
 
When creating a human sorcerer and selecting the optional racial ability of an extra spell it works fine until level 5. Nothing new is created in the in-play area. There seems to be a limit of 4 for this ability in the in-play area. This does not allow you to select a new spell and to make things worse all of the previous spell levels chosen are moved down one notch to the previous spell selected.

Does your Charisma and level allow you to cast 5th level spells?

On the Classes tab, you can click on "Customize Favored Class Options" to add additional copies of the ability - once you've done so, each of your sorcerer levels should be targetting a different copy of the ability, and once once of the sorcerer levels has selected that copy, you can set the level of spells that copy adds on the in-play tab.
 
Does your Charisma and level allow you to cast 5th level spells?

On the Classes tab, you can click on "Customize Favored Class Options" to add additional copies of the ability - once you've done so, each of your sorcerer levels should be targetting a different copy of the ability, and once once of the sorcerer levels has selected that copy, you can set the level of spells that copy adds on the in-play tab.

That is exactly what I have been doing. It works most of the time until character level 5. Then it stops working. I have been testing it several times now and it has stopped working as early as character level 2. The problem seems to be the in-play area. Most of the time nothing is being generated there.
 
That is exactly what I have been doing. It works most of the time until character level 5. Then it stops working. I have been testing it several times now and it has stopped working as early as character level 2. The problem seems to be the in-play area. Most of the time nothing is being generated there.

So no new copies of the human sorcerer ability are showing up there?

Remember that each of your sorcerer levels needs to select a separate copy of the ability, and that the abilities won't show up to change the spell level until one of the sorcerer levels has selected them (which regrettably means choosing from a large number of things that all look identical).
 
A few magic item issues.

impaler of thorns - Needs to be tagged as spear

Belt of the Snake King - Appears twice.
 
So no new copies of the human sorcerer ability are showing up there?

Remember that each of your sorcerer levels needs to select a separate copy of the ability, and that the abilities won't show up to change the spell level until one of the sorcerer levels has selected them (which regrettably means choosing from a large number of things that all look identical).

I just tried it several more times. After 4th character level no more copies are being created in the in-play area. Also this causes all of the previous spell level selections to be pushed down by one spot which messes everything up. I have even tried to make new characters and they are having the same problem but it is starting at 2nd level. Only one copy is made in the in-play area.
 
Dwayne,
Please email me the portfolio you're working with, and I'll take a look. My email address is my user name here, @wolflair.com
 
Not sure if anyone has reported this, but for the Alchemist class, the durations on the mutagens is incorrect.

before 14 level: should be 10 minutes/level, it is currently 1 minute/level

after you receive persistent mutagen at 14th: it should be 1 hour/level, it is currently 10 hours/level
 
A few magic item issues.

impaler of thorns - Needs to be tagged as spear

Belt of the Snake King - Appears twice.

Pathfinder #2, pg. 53 - A size-L copy of the Impaler deals 2d6 damage, is shown wielded in two hands, and has no thrown weapon entry - it's a longspear, not a spear.

(P.S. Please help me find the things you're talking about - give me a book reference. I paged through 5 pathfinder issues before I finally found the Impaler - all HL reords is that it's in the Rise of the Runelords adventure path).

I'm afraid the other problem is too late to fix now - we don't know which copy has been purchased by characters, so we can't remove one and leave the item inexplicably missing from saved characters.
 
Not sure if anyone has reported this, but for the Alchemist class, the durations on the mutagens is incorrect.

before 14 level: should be 10 minutes/level, it is currently 1 minute/level

after you receive persistent mutagen at 14th: it should be 1 hour/level, it is currently 10 hours/level

Fixed in the next update, thanks for the report.
 
Pathfinder #2, pg. 53 - A size-L copy of the Impaler deals 2d6 damage, is shown wielded in two hands, and has no thrown weapon entry - it's a longspear, not a spear.
Actually it is a spear. It would take me awhile to find James Jacobs orginial post but I do have an un-official pdf I created for the community for the RotRL AP. All the answers are from James Jacobs but I didn't save the links to the original posts. :(

Though it could still be in one of the AP's sticky thread for the Skinsaw Murders. I will try and take a look later to find the original post but it could be lost in their archives.
 
What's the race of this character? Any other settings that might be affecting this?


It has happened across all of the characters I have. Examples include Human, Half-Orc, Halfling, Gnome, Elf, Half-Elf, and Tiefling.


As far as settings, none that I am aware of. Any examples I should check on?
 
The familiar's benefits are based on the Witch level, not the master's HD.

I found out that this is a contentious issue on the Paizo messageboards. I guess I will just have to wait for an official decision from Paizo on what effects the higher Hit Dice affect.


I'm sorry, what does "HD tging" mean?

Wow, I'm not sure what I originally intended to type there, but what I was referring to was the below quote regarding familiar Hit Dice. Basically I was thinking it would be nice to have a checkbox in the configure hero menu that allows you have your familiar gain all the benifits of the higher HD from its master, or maybe just a setting that allows you to add HD to a familiar using the Additional Hit Dice. Just an idea.

SRD said:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
 
I'm finding that if I have a horse for a character, buy saddlebags and put something in them (doesn't seem to matter what it is), and then transfer the saddlebags to the horse, HeroLab crashes with the following message:
HeroLab.exe has encountered an error and needs to close.

Please email a DESCRIPTION OF WHAT YOU WERE DOING, in as much detail as possible, along with this message, to support@wolflair.com. PLEASE NOTE: Unless you tell us what you were doing, we won't have enough information to fix this problem!

Right click and choose "Copy to Clipboard" to copy these details:

C:\HeroLab\HeroLab.exe
3.6g 231
ACCESS VIOLATION
Address: 0x00446b50
Type: bad read
major: 6, minor: 1, build: 7601, platform: 2, version: Service Pack 1, spmaj: 1, spmin: 0, suitemask: 00000100, type: 1

Or you can find them here:

C:\Users\Aldaron\AppData\Local\Temp\lwderror4628.txt
 
1) Oracle's curse is based on oracle level plus one for every two hit dice or levels other than Oracle. HL appears to only be using Oracle level

2) When playing an infiltrator ranger, not all legal adaptations are showing up (For example when humanoid giant is selected as a favored class, resist energy is not appearing)

3) Shoanti War Paint (from Curse of the Crimson Throne 4): prices for silver and white varieties are reversed.
 
Apologies for not reading the whole thread, but a quick search came up with no results, so maybe this isn't old news.

1) Oread should have a speed of 30' instead of 20'.

2) Undine should have Cold Resistance instead of Fire Resistance.

-Skeld
 
Hero Lab does not currently support any elements of a class going beyond level 20, and using prestige classes to bring the magic level of a class above 20th level is not a way to get around this limitation. I am sorry that the errors that are reported when this happens are not very clear.

Will HL ever support level 21+ characters? The core game rules do, so I had presumed that HL would do so, as well.
 
Back
Top