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Pathfinder Bug Reports - Version 6.18

Found another thread and folowed the instructions there.
Deleted some user files I had downloaded from the other great sites and now all is wonderful once again.

Sorry to have bothered the community and Thank you all agian for all of the work you do for those of us who are somewhat computer challenged :-)
 
New user here!

So, I'm unsure whether it's a *bug* per se so much as a menu design or usability issue, but:

My first two characters designed with HL are a sorcerer and an inquisitor, both *human*. There's a human favored-class bonus which allows, for these classes (as well as other spontaneous-cast classes) an added spell-known per level, spell to be one level lower that the max level castable.

In neither class - sorcerer or inquisitor - does the bonus spell menu seem to work.

Initially, at any level it will only offer zero-level spells. Now, reading the (somewhat unclear) instructions, one must add the feature each-for-each, then go to in-play to tweak the level, then come back and add it (or something; it's confusing). The fact is, it simply doesn't work, and strikes me as a coding issue (I say this because the feature seems to be a modular issue affecting all spontaneously-casting classes which have the favored-class bonus available).

What *should* happen is that the menu should refer to the class level of bonus selection and offer spell levels accordningly; so - to use a sorcerer as an example - at levels 1, 2 and 3 the favored-class bonus menu should offer +1 hit point, +1 skill point and bonus spell: 0; at level 4, it should offer +1 hit point, skill point, bonus spell: 0 and bonus spell:1; at 10th the bonus hit point, skill point, and bonus spells 0,1,2,3 and 4 (all separate entries, and so on.

(I know it's a known issue, but it seems persistently unresolved - and not too difficult TOO solve - so I mention it again :))

DH
 
New user here!

So, I'm unsure whether it's a *bug* per se so much as a menu design or usability issue, but:

My first two characters designed with HL are a sorcerer and an inquisitor, both *human*. There's a human favored-class bonus which allows, for these classes (as well as other spontaneous-cast classes) an added spell-known per level, spell to be one level lower that the max level castable.

In neither class - sorcerer or inquisitor - does the bonus spell menu seem to work.

Initially, at any level it will only offer zero-level spells. Now, reading the (somewhat unclear) instructions, one must add the feature each-for-each, then go to in-play to tweak the level, then come back and add it (or something; it's confusing). The fact is, it simply doesn't work, and strikes me as a coding issue (I say this because the feature seems to be a modular issue affecting all spontaneously-casting classes which have the favored-class bonus available).

What *should* happen is that the menu should refer to the class level of bonus selection and offer spell levels accordningly; so - to use a sorcerer as an example - at levels 1, 2 and 3 the favored-class bonus menu should offer +1 hit point, +1 skill point and bonus spell: 0; at level 4, it should offer +1 hit point, skill point, bonus spell: 0 and bonus spell:1; at 10th the bonus hit point, skill point, and bonus spells 0,1,2,3 and 4 (all separate entries, and so on.

(I know it's a known issue, but it seems persistently unresolved - and not too difficult TOO solve - so I mention it again :))

DH
Try answer 2 in the FAQ. Should help you out.
 
Doing a portfolio for Jade Regent 2, and noticed these:

Werebear hybrid (and animal) form is Large, should be Medium. (Based on black bear, not brown or dire bear.)

Spider Eater Perception of +15 is flagged as invalid. (This seems to be a violation in the Bestiary, since Spider Eater isn't listed with a racial bonus to Perception. Still, it shouldn't be flagged in HL, but instead added in with an Adjustment.)

Executioner's Hood Climb skill is only +8, should be +13.

"Customize" doesn't remove existing feats, even though they don't appear in the list. (E.g., Ogre Mage and Combat Expertise (still on In-Play), or Blindheim and Dodge (still calculated in AC).) I suspect that pre-existing values are kept somewhere, so that they can be re-added should the Customize checkbox be unchecked, but these values are still affecting new choices.
 
Urban Ranger archetype gives this error when chosen:

Tag 'ClassSkill.skHandAnim' not defined
Location: 'eval' script for Component 'BaseVary' (Eval Script 'Most Archetype Changes') near line 78
 
Is the Qinggong Monk supposed to replace all the abilities listed in the archetype? I thought it was a pick and choose kind of thing according to the Paizo boards?

prototype00
 
Also, why is it not possible to get shields made out of adamantine as it is all other weapons (as shields are both weapons and armor)? The program is also stopping me from main handing a heavy steel shield (as my primary weapon) and off handing a light weapon as a two weapon fighting ranger, is this prohibited by the rules?
 
The "Watching Taldor" trait displays the correct information, but doesn't add the +1 bonus to initiative and doesn't even list that portion of the trait in the printed character sheet.
 
Spell Descriptions incomplete

Hi Guys,

When are you going to complete the spell descriptions.

As this is not a print book, is it possible to have the full spell description associated with a spell instead of "See other spell".

Example of Invisibility and Greater Invisibility.

If you only have greater invisibility in your spellbook, then you don't have the spell description as it is only in invisibility.
 
Alchemist discovery spontaneous healing creates a tracked resource block that does not follow the abilities usages per day. It always says 10 per day
 
The program is also stopping me from main handing a heavy steel shield (as my primary weapon) and off handing a light weapon as a two weapon fighting ranger, is this prohibited by the rules?
It was at one time actually as all the wording was "off-hand" for shields. The official update is out and that is no longer the case. Just thought I would post the link so that everyone is on the same page is all. Its REALLY easy to miss out on all the thousands of rules like this....

Official FAQ said:
Shield Bash: If I make a shield bash (page 152), does it always have to be an off-hand attack?

The text for a shield bash assumes you're making a bash as an off-hand attack, but you don't have to. You can, for example, just make a shield bash attack (at your normal, main-hand attack bonus) or shield bash with your main hand and attack with a sword in your off-hand.

Update: Page 152—In the Shield Bash Attacks section, in the first sentence, delete “using it as an off-hand weapon.”
 
In the Statblock output, if the Hero has multiple different CMDs (such as a Fighter who has taken the Human Favored Class ability to add +1/2 to the CMDs against two different types of Combat Maneuvers), the numbers run together. For example:

Base Atk +7; CMB +11; CMD 25 (29 vs. Grapple29 vs. Sunder)

There should probably be a comma and space separating the items in the list.
 
The Sensei Archetype is supposed to allow use of WIS bonus in place of STR or DEX bonus for Combat Maneuver checks and Attack rolls with Unarmed or Monk Weapons. I've made a Sensei 4/Cleric 4 with a 22 WIS (+6).

HL returns his CMB as +7; it looks to me like it should be CMB +13 (Monk 4, Cleric 3, WIS 6). This is the case whether I have his Unarmed or Dagger weapon "armed" or not.

The attack bonus is reflected for his Unarmed Strike (+6/+1 becomes +12/+7) and with Monk Weapons, so it's just the CMB that is being incorrectly calculated.

Sorry if I'm jumping the gun on this, but we've been through a couple of updates since I mentioned it and it hasn't been addressed (either by changing it or by explaining why it hasn't been changed).

Not trying to be pushy; just wanted to make sure it didn't get lost in the shuffle ;)
 
Mowgli, I've been busy doing non-bugfixes, so thank you for the reminder. If it's in this thread, it will be on my list eventually, but we've got a big book coming out next month that's taking a lot of effort. Sorry about the delay, in the meantime please use adjustments to compensate.
 
Not sure if this has been dealt with, and I'm not one to dig though more than 10 pages of text to find out...

But the only class able to get any animal companion are Druids (Despite Rangers, Paladins Cavaliers supposedly being able to have mounts or pets aside from just a horse or dog)

Or am I just being a derp?
 
Mowgli, I've been busy doing non-bugfixes, so thank you for the reminder. If it's in this thread, it will be on my list eventually, but we've got a big book coming out next month that's taking a lot of effort. Sorry about the delay, in the meantime please use adjustments to compensate.

Thanks, Aaron - I've got the adjustments set up. I'm not in a hurry; as I said, just wanted to make sure it's on the list.
 
I have an 6th level Oracle / 2nd level Harrower with Reach Metamagic. I tried adding "Spider Climb" which is a spell from the Possessed Oracle arch type under "Favorite Metamagic Spells" but the spell is not listed in the list.
 
Stock hydra has 10 attacks. Should be 5.

Adding HD seems to work correctly. (E.g., I added two HD and got two additional attacks to 12 (should be 7).)

Also, for some reason when I Customize the Hydra, it wants me to pick a language. INT still shows as 2.
 
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