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Pathfinder Bug Reports - version 6.13

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In the built-in character sheet, a double weapon is shown as getting an extra 1/2 STR bonus for being wielded with both hands (as opposed to double). However, on the Paizo forums, James Jacobs ruled Nov 9, 2009, 12:56 PM this is incorrect ("while you wield a double weapon two-handed... the rules treat it as if you were wielding two weapons one-handed").

This issue is also summarized in Quandary's FAQ candidate post dated Jun 7, 2011, 10:27 AM.
 
In the built-in character sheet, a double weapon is shown as getting an extra 1/2 STR bonus for being wielded with both hands (as opposed to double). However, on the Paizo forums, James Jacobs ruled Nov 9, 2009, 12:56 PM this is incorrect ("while you wield a double weapon two-handed... the rules treat it as if you were wielding two weapons one-handed").

This issue is also summarized in Quandary's FAQ candidate post dated Jun 7, 2011, 10:27 AM.
A double weapon can be wielded one of two ways.
a) A Two-handed weapon where you only use one end of the weapon but it does get 1.5x Str.
b) A Double weapon where you treat one side as a One-handed weapon and the off-hand as a light weapon. In this case the main hand gets Str x1 and the off hand gets Str .5x.
c) Recently the errata removed the ability for a double weapon to be used in a single hand. :(

So are you saying that in the XML a double weapon shows as always getting the 1.5x Str?
 
Carpet of Flying

The weights in the write-up for the Carpet of Flying II and Carpet of Flying III are switched. The Carpet of Flying II should weigh 10 lbs and the Carpet of Flying III should weigh 15 lbs.
 
Not sure if this is a bug/oversight or if I'm just missing something. According to http://paizo.com/pathfinderSociety/resources, all of the deities listed in the Inner Sea Guide tables on 229, 231, and 234 are legal for play. However, I've noted that HL states several are unavailable for PFS characters, including apparently all of the Demon Lords, which are listed on p. 231.
 
The spell adjustment "countless eyes" contains a - seemingly defunct eval-script of "boiling blood".

Also, "boiling blood" has darkvision bootstrapped for no apparent reason...
 
1) The Unarmed Fighter Archetype is still overwriting proficiency with medium armor, heavy armor, and shields. The archetype should not gain those feats, but instead of simply not adding them it is setting them as "not allowed" for the character. Even if these abilities are gained via another class (paladin) or directly selecting the feat, HL is treating the character as non-proficient.

2) The Guided Hand feat is still acting beyond wacky for ranged weapons. Here's my earlier summary of the problem.
http://forums.wolflair.com/showthread.php?p=64995&highlight=guided+hand#post64995
 
1) The Unarmed Fighter Archetype is still overwriting proficiency with medium armor, heavy armor, and shields. The archetype should not gain those feats, but instead of simply not adding them it is setting them as "not allowed" for the character. Even if these abilities are gained via another class (paladin) or directly selecting the feat, HL is treating the character as non-proficient.
See THIS thread for a community temporary fix until its officially fixed. At least with this added you will be proficient in the armor.
 
Bane weapon quality bug

When I make a custom magic item with the bane quality it displays the focus of the bane twice. For example, a +1 bane (human) longsword is displayed as +1 Bane (human) (human) longsword
 
I noted that this problem was mentioned in version 6.7 but still has not be fixed.

The Ninja Ki Pool ability seems to reference the Monk's Ki Pool ability. While similar, my understanding is that the Ninja version should base the size of the pool on (1/2 ninja level + Charisma modifier), not (1/2 monk level + Wisdom modifier).

If you could fix this it would be appreciated.
 
When I created an Ape Companion for my druid it showed it's natural attacks as 1 bite and 2 slam attacks. Ape Companion have 1 bite and 2 "claw" attacks

It is the Gorrilla that does Slam attacks not the Ape Companion.
(See core rule book page 53)

Also it shows his speed as 0, it should be 30, climb 30

I raised his intellegence to 3 - this allows it to know all tricks and understand more complex commands which is not reflected on the sheet
It also will not allow me to equip him with any armor. War mounts and Dogs, along with most animals trained for battle can wear armor (barding) but I don't see where this is implemented.
 
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Hand of Glory

When you equip a Hand of Glory the additional spells gained do not appear under Magic Item Spells in the Spells tab. Thx!
 
Thrown-Weapon Mastery

The Charau-Ka's Thrown-Weapon Mastery race special does not add the +1 racial bonus to all thrown weapons.
 
Tiefling Abilities

Hi, I have a question regarding the tiefling Use Large Weapon ability.

This is mainly a clarification of a discrepancy that I want to clear up. The pathfinder adventure path (Council of Thieves) lists the ability as just an ability to use large weapons without penalty, but the Hero Lab files list it as Powerful Build, which not only allows you to use large weapons without penalty, but also to treat your size category as large when beneficial. When a tiefling character gains the Use Large Weapon ability, does he actually gain the Powerful Build trait, or was this just a simplification of processes (a short cut) that Hero Lab took?
 
Not a "bug" but can HL be set up so that the Save DC's for all scrolls, wands and even potions/alchemical items be listed with the item in question like a spell is??

This way we do not have to figure it out? Also have the description of the spell associated with the item in question so that we do not have to look it up or even forget that we do not have the description and forget the book and have a look of embarrassment on our faces when the GM asks for it?

thanks
 
SpecSource on types and subtypes

Not so much of a bug, but a request.

Can the SpecSource.X tag be assigned to bootstraps on types and subtypes? It would make it easier to hide/deactive the items bootstraped by those elements when a template or other ability requires it.

For example, on a template it is easy to hide/deactivate the Fire subtype (by setting the subtype.activated = 0) but the Immune to Fire and Vulnerability to Cold bootstraps are still active on the base creature.
 
Mac beta bugs

In the Mac beta there are no options for armor spikes or spiked shields.

The "Madu" which is a shield is only listed as a Weapon and not an Armor.
The special rules for the Madu are not implemented allowing a proficient user to only suffer a -2 to hit while fighting defensively instead of the normal -4.

If you add a level of fighter with gladiator archetype and then remove it, you retain the Performance weapon proficiency.

thanks
 
Pinned condition does not function correctly.

from the PRD (http://paizo.com/pathfinderRPG/prd/glossary.html#pinned)
"A pinned creature cannot move and is denied its Dexterity bonus.. A pinned character also takes an additional –4 penalty to his Armor Class."

HeroLab is not including the -4 AC penalty.
HeroLab is also applying the Flatfooted condition, which it should not be doing according to the errata'd Pinned condition.
 
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