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Pathfinder Bug Reports - Version 6.18

Ioun stone (orange prism) doesn't work correctly. It doesn't improve the caster level (and all the variable that depends on it).
This particular ioun stone doesn't work with neither single class (e.g. wizard) nor multiclass caster (e.g. sorcerer and druid).
 
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Headband of mental superiority extra skill ranks STACK (but they shouldn't) with skill ranks already spent (in the case of a monster race with pre-set skill points). Thus invalidating the character as skill ranks are now higher than total HD.
When using the customize option for monster races (to manually re-set skill points and feats), the headband skill points simply are not being added anymore.
The reproduce the bug simply set a monster race for the hero (in my case I was statting a cyclops with wizard levels), and try to add the headband.
 
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This happened a number of times as I was adding spells to a Thassilonian Transmuter

HeroLab.exe has encountered an error and needs to close.
(...)
C:\Program Files\Hero Lab\HeroLab.exe
3.9e 295

major: 5, minor: 1, build: 2600, platform: 2, version: Service Pack 3, spmaj: 3, spmin: 0, suitemask: 00000300, type: 1
ACCESS VIOLATION
Address: 0x005ba908
Type: bad read

This happens particularly as I am adding memorized Specialist spells, esp. the 2nd spell for a given spell level (whether that spell is the same as the first one, as by the rules, or not)

OS: WinXP

I'm getting the identical error, only it's with adding Wordcasting spells on a black blade magus.

C:\Program Files\Hero Lab\HeroLab.exe
3.9e 295

major: 6, minor: 1, build: 7601, platform: 2, version: Service Pack 1, spmaj: 1, spmin: 0, suitemask: 00000100, type: 1
ACCESS VIOLATION
Address: 0x005ba908
Type: bad read

I'm running Windows 7 32-Bit on an Asus eeePC netbook.
 
Well, it looks like someone broke the Strength modifier to damage for composite longbows which have one.

This is affecting both a 1st level PC with a composite longbow Str+2 with a 14 Str; and a 12th level PC with a composite longbow Str +3 with a 16 Str.

The attack values are correct, it is only not including the Strength bonus to damage.
Still happening with 3.9e
 
Adamantine Damage Reduction

When I equip a suit of adamantine heavy armor I don't see the damage reduction from it reflected anywhere.

What am I missing?
 
No items with the special material Adamantine seem to be granting damage reduction - however the magic items that already exists do grant DR.

For example the Adamantine Breastplate does grant DR.
 
No items with the special material Adamantine seem to be granting damage reduction - however the magic items that already exists do grant DR.

For example the Adamantine Breastplate does grant DR.

I originally checked with the Adamantine Breastplate, and it works there as you noted. When you create armor with this as the material, it appears DR is not being applied.
 
Still happening with 3.9e
FYI there are two different software versions. One is for Hero Lab the software application the herolab.exe. The other is the Pathfinder game data package.

3.9e is the Hero Lab application that controls reading the XML saving your character or printing. Pathfinder data package is what controls game mechanics like the composite bows.

So you need to wait for the next release of Pathfinder data package for bugs in the game mechanics be fixed.
 
I am getting the same errors as the above posters but it happens when I use the custom weapon feature. The moment I start using it the program starts being very unresponsive and it gets to the point it will no longer function. It then crashes. The next time I will copy and post the error message.
 
Herolab damage glitch

I have a L9 Fighter (Archer Archetype). When I leveled up from 8 to 9, I chose Iron Will for my level 9 Feat and got Expert Archer 2 and Safe Shot as bonus feats from the Archer Archetype. I also got Frost added to my +1 Composite Longbow. The Damage on the bow at level 8 was 1d8+7. At level 9 it should have gone up to 1d8+8 (with 1d6 Frost dmg) due to the Expert Archer 2 and the Frost ability added, yet it went down to 1d8+5 and there is no mention of the 1d6 I should get for Frost dmg.

Here are the major parts to the character:

Abilities:
Str 16
Dex 20
Con 14
Int 10
Wis 14
Cha 10

Feats:
Fighter Bonus Feats - Weapon Specialization: Longbow, Weapon Focus: Longbow, Point Blank Shot, Point Blank Master: Longbow, Clustered Shots, Hawkeye 1 (L2), Expert Archer +1 (L5), Hawkeye 2 (L6), Expert Archer +2 (L9), Safe Shot (L9)
Other Feats - Improved Initiative, Iron Will, Manyshot, Precise Shot, Rapid Shot

Weapon: +1 Frost Longbow, Composite (Str +3)

Armor: +1 Mithral Breastplate

Magic Items: Amulet of Natural Armor +1, Belt of Incredible Dexterity +2, Boots of Striding and Springing, Cloak of Resistance +1, Efficient Quiver, Gloves of Arrow Snaring, Handy Haversack, Ring of Feather Falling, Ring of Protection +2

Any help is appreciated.
 
This seems to be as of a mistake in the write up from Paizo itself, but the Martial Artist alternate Monk grants a number of ki powered abilities despite not giving a ki pool. Paizo's mistake is that they grant Abundant Step despite a lack of ki.

However, HL also lists Ki Defense. As this alternate does not have a ki pool, it shouldn't meet the requirements for either ability.

Here's the discussion on the Paizo forums...

http://paizo.com/forums/dmtz5858?Martial-Artist#5
 
I had the crash problem I described earlier when adding memorized spells for a specialist wizard, when I tried to remove a cantrip I had erroneously added. One of my players also had a crash after adding a custom scroll.
 
If I multiclass a monk (martial artist) with a non-lawful character, once I choose the second level of monk I get an error saying that the monk must be lawful.
 
Question about monk of the four winds archetype

So I was programming a newer PC into herolab and they are the four winds monk archetype.

For some reason it is showing Still Mind as being replaced, I have looked at the archetype and am not seeing anything on why - but by all means if I am just missing something let me know. :)
 
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A 4th Level Human Sorcerer when selecting the favored class ability that gives extra spells known should be able to take a first level spell, but are only allowed to take a zero level.
 
lol looks like my question qwas a bug issue. I was hoping I was looking at it wrong. Since I'm here might as well also point out animal companions don't seem to be validating if they carry gun ammunition unless you give them a gunsmithing feat.
 
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