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Pathfinder Bug Reports - Version 6.18

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.

On the In-Play tab is an adjustment for EXTRA or REMOVED heads. The value is set at 5, so it looks like HeroLab is adding the extras for 5 more heads. If you set that back to 0, the numbers look correct. I ran across this myself last night while building a 7-headed Hydra. I *think* the only error is that the counter needs to be reduced on the "stock" Hydra entry.
 
I have a mounted character who is wielding a lance one handed and a shield in the other hand. However, every so often HeroLab makes the lance two-handed and then complains that I'm weilding a 2-handed weapon with a shield out.
 
Concerning Shield Master:

I've searched the old threads, and it seems that the enhancement bonus to AC also applying to attack and damage thing is not implemented yet (but Mathias is aware and working on it).

So something else I noticed as well, when weilding two shields (one main hand and one off hand) only the penalties (from size and two weapon fighting) from the offhand shield are removed, with the mainhand shield still having the full penalties. According to the wording of the shield master feat, both shields should have the penalties removed.

Apologies in advance for it being an edge case, just noticed it as I used it in a weird build that I had played around with.

prototype00
 
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This might sound really stupid but, I think this is a bug... Why can a Bear take the Amateur Gunslinger feat??? Its a Bear. It is dangerous on its own without guns. Bears do not have opposable thumbs so I don't see how they could actually fire such a weapon.

So I figured I would go ahead and report this one as a bug, because logic says it is.
 
When I add the "Urban Ranger" Archetype to a level 1 ranger, I get the following error box:

Tag 'ClassSkill.skHandAnim' not defined
Location: 'eval' script for Component 'BaseVary' (Eval Script 'Most Archetype Changes') near
line 78​

This one is VERY annoying, because every time I make a change to the character the box pops up again. I click "Okay," change something, and there it is again . . .

I've removed all of the .user files I've made myself and it still comes up, so I'm 99% sure it's not something I've done.
 
When using "new magic, masterwork or custom armour" some of the modifications for making the armour of mithral are not being implemented. For example a mithral breastplate is still max dex +3 and arcane spell failure is still 35%. The weight is halved and the ACP is reduced.

(I am at light encumbrance)
 
This might sound really stupid but, I think this is a bug... Why can a Bear take the Amateur Gunslinger feat??? Its a Bear. It is dangerous on its own without guns. Bears do not have opposable thumbs so I don't see how they could actually fire such a weapon.

So I figured I would go ahead and report this one as a bug, because logic says it is.

Find us a rule in the books that prevents this.
 
Elven Immunities - Sleep description says:

"You are immune to Sleep effects."

but I believe it should say:

"You are immune to magic sleep effects"


This came up last night when an Elf was affected by a Poison that had them go to sleep. Can anyone corroborate this?
 
It should definitely be magic sleep effects.

I remember a particularly bad piece of editing in 3.5 that had "immune to magic, sleep effects and..."
 
Thanks for fixing the Composite Bow Strength issue!

New issue: Standard wayfinders with an Ioun Stone inserted should lose their ability to cast Light.
 
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re: bears taking the Amateur Gunslinger feat

Find us a rule in the books that prevents this.

If the bear is an animal companion, then it would fall under the Animal Feats section of the Animal Companion description. You can find that on page 53 of the CRB.

If it's not an Animal Companion, though, I don't see any reason why it would not be a valid choice. Of course, most GMs would probably disagree, but it's not technically "against the rules".
 
Zen Archer Monk Archetype is no longer offering Improved Precise Shot as a bonus feat and is offering Improved Critical instead.
 
And Master of Many Styles Archetype only has Snapping Turtle Style available as a bonus feat

--- Disregard my comments above. They were solved by uninstalling Shadow et al's Eberron package
 
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--- Disregard my comments above. They were solved by uninstalling Shadow et al's Eberron package
Just confused a little as that package has nothing to do with those Archetypes. All it does is add NEW things to HL it does not do a single code or Replace Thing ID so it could not have affected the above archetypes.
 
Sorcerers and the Quicken Feat

I did a search for this bug before reporting it. It looks like someone mentioned it in passing around May 20th, but the language in that report is not very specific. The poster says the language conforms to 3.5 rules and not Pathfinder.

I'm going to report it again (not that it was neglected, I imagine the team is very busy with the ARG), but rather because I want to be very specific.

Sorcerers can use the Quicken Feat normally. It is an exception to the Full Round Action rule for metamagic feats used by sorcerers.

These are images from HeroLabs and from Paizo's official PRD, which I submit as proof. I guess you could say the emphasis is mine.
 

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Please fix this!

Apologies for the pseudo-rant that follows. ShadowChemosh cleared this up for me in a following post, and I explained in my reply why I was making the error so that hopefully others can not make the same ones.

This has been a known issue for at least 4 months now (there's a post in a thread devoted to this topic from February 4th).

(Before I go farther, let me clarify that this is not a problem with being able to select spells higher than level 0 - I've got that figured out).

My reading of this ability is that I can learn an additional spell every time I level up by taking this option. I can't find anything in the FAQ with an alternate interpretation, there's no indication anywhere that I can find that states you can only take this option once per spell level. If I'm misreading the FC option, I'll apologize most profusely when the correct reading is pointed out to me . . .

  • At levels 1, 2 & 3 I can learn an new Cantrip.
  • At levels 4 and 5 I can learn a new 1st level spell.
  • At levels 6 and 7 I can learn a new 2nd level spell.

So I made a 6th level Sorcerer, took this ability four times:
  1. Level 3 - Level 0 Spell
  2. Level 4 - Level 1 Spell
  3. Level 5 - Level 1 Spell
  4. Level 6 - Level 2 Spell

By my reckoning, that should give me 8 Cantrips (7 +1), 6 1st level spells (4 +2), 3 2nd level spells (2 +1), and 1 3rd level spell.

But instead, I get an error message indicating that I should not have taken this option for an additional 1st level spell (at level 5), HL gives me only 3 "Activated Abilities" on the In Play tab (there should be 4), and HL gives me only 5 1st level spells.

Changing my option at Level 4 to a Level 0 spell makes no difference in the number of spells HL grants at each level, nor in the number of "Activated Abilities" HL grants on the In Play tab. And I still get the error message, but now it's red for 0 level spell instead of 1st level spells.
 
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