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Pathfinder Bug Reports - Version 6.18

and my group found another bug, the gunslinger ability nimble +1 (gained at level2) gives a plus one dodge bonus to AC, dodge bonus's to AC should also be added to CMD, but nimble does not appear to be adding to the CMD value in herolab.

This it the same character who had the bullet bug, he seems to like finding bugs. :)
 
Super minor, but Sylph race description text (not any of the functional rules) is using the Ifrit description: "This muscular, fiery-skinned man has flaming hair and spotted horns upon his brow." It should read: "This pale, waifish woman, her hair waving in a nonexistent breeze, looks as if she might fade away into mist entirely at any minute."

Less minor, but the 2nd printing of Ultimate Magic includes some errata for the Extra Evolution feat. Previously (and currently in Hero Lab) it read: "Special: You can gain Extra Evolution multiple times, but only once for every five summoner levels you possess." It should read "Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th." Currently Hero Lab restricts characters from taking it as many times as the revised rule allows.

I'm guessing there's other info from the Ultimate Magic 2nd printing that needs to be changed, too, but there's a summoner in my group who wants the extra evolution points.
 
That option makes the feats from Rise of the Runelords not count against you. So it only works on "upbringing" feats and these feats only exist for Rise of the Runelords.

If you want a free any feat just put in an adjustment for Feats and give yourself +1.
 
customize race checkbox

Hello everybody,
it is just me doing something wrong, or the customize checkbox in the background tab is seriously broken?

If the box is selected, Hero Lab seems to delete any pre-set skill of feat choices for the particular race... and that would be fine, so then I could pick whatever I want. The problem is that the previously auto-selected (and now deleted) feats seem to still affect the character! For instance, a previously selected and then re-customized Dodge feat (e.g. on a Bodak npc) still adds a +1 dodge bonus to AC! The same is true for a power attack feat that still add to the in-play tab the power attack checkbox...

Similarly, re-assigning pre-set innate bonus to skills doesn't work. For instance if I try to equip an headband of intellect +X, bonus skill points are not added if the customize checkbox is selected, and incorrectly stack with racial innate bonus if the checkbox is NOT selected (surfing the forums this is probably a known bug). By the way, a easy workaround is to modify the aforementioned magical items to add the skill points as external bonus, not innate.

For you editor experts, what actually happens when I select the customize checkbox? It seems that all bootstrapped elements are still there, and so the customize buttom is completely unusable save the simplest cases! What can I do? Is there a workaround or temporary fix available?

Mirto
 
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kinevon said:
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 in e
 
Still happening in e


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 to 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.

The update last night seems to have fixed the problem. HL no longer freezes and is only a little unresponsive when using the custom weapon maker which does go away after a minute. No more crashes. Thank you for fixing this so quickly.
 
When you get a free upbringing feat just choose it last. There will be 0 feats left to choose but it will not invalidate your character if you choose an upbringing feat. HL does not add to the feats number available it just doesn't count the upbringing feat if choosen last.

I don't know how this got here. I posted this in another thread. Weird.
 
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the broken adjustment... is broken?

Hello everybody,
I just noticed that the broken adjustment seems to not work properly for armor.
Take for example a Full Plate armor, and a CUSTOM +3 Mithril Full Plate armor.
For reference the stats are:

(base) Full plate: AC +9, ACP -6

+3 Mithril Full plate: AC +12 (+9 armor +3enhancement), ACP -3 (-6 base +3 mithril)

Let's apply the Hero Lab "broken adjustment" to the two armors.
In the first case we have:

Broken Full plate: AC +4, ACP -12.
Simple enough.

(broken) +3 Mithril Full Plate: AC +7 (+4 armor +3 magic), ACP -9 (-12 base + 3 mithril).
What?? Wait a minute. Apart from not displaying the name correctly (the "broken" prefix is missing), the broken penality seems to apply to the base version of the armor, BEFORE magic or mithril properties are added.
But I don't think that the correct behaviour according to raw!

If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.

The quote does not specify magical or non-magical armor, so we should apply this definition to the total , shouldn't we? My interpretation seems to agree with several published statblocks (e.g. bodak antipaladin in Undead Revisited).
According to this interpretation, the expected behaviour should be:

Broken +3 Mithril Full Plate: AC +6 (+12 halved), ACP -6 (-3 doubled).

After some testing with the adjustment in the hero lab editor, I propose two fixes.

1) modify the timing of the eval scripts, so they apply AFTER the armor is customized (this fix the "broken" string prefix and the armor check penality calculation). In my testing I set the scripts to the final and post-level phase and increased their priorities to 5 figures numbers. (however I'm a noob, so you can probably craft a more elegant solution).
2) modify the eval script that halves ac bonus, as follows:

~ If we're armor, modify AC and check penalty
if (focus.tagis[component.BaseArmor] <> 0) then

var bonus as number
bonus = focus.field[arAC].value + focus.field[BonEnhance].value
focus.field[arAC].value = round(bonus / 2,0,-1) - focus.field[BonEnhance].value
focus.field[arArmorChk].value *= 2

~ PREVIOUS VERSION
~focus.field[arAC].value = round(focus.field[arAC].value / 2,0,-1)

endif

What do you think?
 
Corrosive burst on ranged weapons

I double checked this to be sure.

In both the PRD and the advanced players guide. A corrosive Burst melee weapon is a +2 enhancement, and a Corrosive Burst ranged weapon is a +1 bonus. However when adding corrosive burst to my Bow hero lab has it set to a +2 bonus. While this would be in keeping with the trend of the other burst abilities (which are +2 for both), it is not technicaly 'By the book' i checked and am unable to find an erata for this, so until that happens shouldn't the bonus on a bow be a +1 ?
 
Curve elven blade, numbers don't change...

When I create a half-elf, I noticed that the + to hit number doesn't change when I try selecting the Exotic Weapon proficiency with curved elven blade chosen, and then i delete the feat from my list. Why is that? Does the half elf automatically gain proficiency with that weapon?

Thanks!
 
I'm pretty sure that only Elves can treat Elven weapons as martial instead of exotic. That being said, you'd still need a character class than gains martial weapons proficiency, or you'd need to take that as a feat.

As a Half-Elf, you'd have to separately take exotic weapons (Curved Elven Blade) proficiency as a feat to use it. It sounds like you've tried that, but did you add a character class first? If not, you'll have to do that because you need a base attack bonus of at least +1 before you can take an exotic weapons proficiency. Now, if it were my campaign and your Half-Elf character (or any other race, for that matter) were raised by Elves, I'd just give you that feat for free because it'd be warranted by your character's background.
 
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I'm pretty sure that only Elves can treat Elven weapons as martial instead of exotic. That being said, you'd still need a character class than gains martial weapons proficiency, or you'd need to take that as a feat.

As a Half-Elf, you'd have to separately take exotic weapons (Curved Elven Blade) proficiency as a feat to use it. That being said, if it were my campaign and your Half-Elf character (or any other race, for that matter) were raised by Elves, I'd just give you that feat for free because it'd be warranted in your character's background.

If that is the case then Hero Lab has another bug that needs to be fixed. although I did take one level of fighter, so maybe it does become a marital weapon for a half-elf...
 
Sorry, it looks like I edited my post right when you were replying! :) According to the PF Core Rulebook, Half-Elves don't gain the Weapon Familiarity trait that Elves have. Though if you added a level of fighter, and then you add the exotic weapons feat, you should be seeing the change in stats...

I just ran through creating a Half-Elf fighter, gave him the EW feat, and gave him the blade, and it increased his hit from -4 to +2 with that particular weapon.
 
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I currently have a half-elf fighter/ninja, level 4, and I dont have the Exotic Weapon Proficiency. When I add it and select the Curved Elven blade, it doesn't change my numbers at all...
 
Actually I just created a 1st level fighter, half elf, and chose the Curved Elven Blade and it gives me a +1 without the feat. I have the latest HL update too.
 
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I am seeing the same issue in my install of HL Beta for Mac and my windows version under Parallels.

It is apparently a problem with the coding of the curve blade in the current PF data set.
 
Oracle question

Hi,

Ultimate Magic stipulates that with the ancestor mystery, the Oracle is suppose to get Spiritual weapon as a bonus spell at 4th level.

My current Ocale is at 5th level and i didn't get the spell at 4th. The program tells me i will get it as a 3rd level spell.

Can you check this out please?

Thanks

Pat
 
Alchemist Extracts per day

in the rulebook there is this line:
he receives bonus extracts per day if he has a high Intelligence score

however when i build a alchemist with INT 18 i still only get the following:
GERALD CR 1
Male Human (Chelaxian) Alchemist (Grenadier) 2
NN Medium Humanoid (Human)

--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Flail, Heavy +3 (1d10+3/19-20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Bomb +4 (1d6+4 Fire)
Special Attacks Bomb 1d6+4 (8/day) (DC 15)
Alchemist (Grenadier) Spells Known (CL 2, 3 melee touch, 3 ranged touch):
1 (3/day) Shield (DC 15), Enlarge Person (DC 15), Endure Elements (DC 15)
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 12, Int 18, Wis 11, Cha 13
Base Atk +1; CMB +3; CMD 15
Feats Extra Bombs, Martial Weapon Proficiency: Flail, Heavy, Point Blank Shot, Throw Anything
Traits Conspiracy Hunter: Knowledge (Local)
Skills Appraise +9, Craft (Alchemy) +9, Disable Device +7, Fly +7, Knowledge (Arcana) +9, Knowledge (Local) +10, Knowledge (Nature) +8, Linguistics +5, Perception +5, Spellcraft +9, Survival +4 Modifiers Alchemy +2
Languages Common, Daemonic, Draconic, Dwarven, Elven, Gnome
SQ +1 Extracts in Formulae Book., Alchemical Weapon (Move Action) (Su), Hero Points (1), Infusion, Mutagen (DC 15) (Su), Poisoning (Standard Action) (Ex), Precise Bombs (Ex)
--------------------
TRACKED RESOURCES
--------------------
Bomb 1d6+4 (8/day) (DC 15) (Su) - 0/8
Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1
--------------------
SPECIAL ABILITIES
--------------------
+1 Extracts in Formulae Book. Add one extract formulae from the alchemist's list to the character's formulae book. This formulae must be at least one level below the highest formulae level the alchemist can create.
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (8/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Mutagen (DC 15) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Aas you can see it says only 3 per day under spells known. i would think this should be 7 (base 3 + 4 INT)
 
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