• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Pathfinder Bug Reports - Version 6.7

Status
Not open for further replies.
ShadowChemosh - he wants it to match the way Rend is displayed in the Bestiary. This is a known issue that's been on my to-do list for a while, along with a number of other discrepancies about how Hero Lab generates the statblocks.
If it is to match the way of the Bestiary then it should "NOT" display in a separate section from the weapons. Rend is a Universal Monster rule and does not actually display in the stat block. Take a look at the troll pg268 of B1.

So if you are going to add this text in the future I will just go make a copy of Rend now so that it does NOT appear. Stat blocks are already huge and I don't need extra text repeating what a weapon lists. Of course that is my opinion and if it many others want it the other way I can just fix it for my games.

Thanks
 
From the B1 entry for the troll:

Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+7)

From Hero Lab's entry for a troll:

Melee Bite (Troll) +8 (1d8+5/20/x2) and
. . Claw x2 (Troll) +8 x2 (1d6+5/20/x2) and
. . Rend x2 (Troll) +8 x2 (1d6+7/20/x2) and
. . Unarmed Strike +8 (1d4+5/20/x2)
Space 10 ft.; Reach 10 ft.

So, I need to get rend to display among the special attacks, rather than among the attacks. For this statblock, it isn't going to change the total number of lines required.
 
The Intimidate skill is being calculated incorrectly for alchemists that have the feral mutagen discovery and True Mutagen Discovery after taking a True Feral Mutagen. The -2 to the relevant stat should represent a -1 to Intimidate. Subsequently, Feral Mutagen is supposed to offer a +2 to Intimidate, meaning a net gain of +1 should take place. Currently, a -1 is being shown for the intimidate when you have the relevant discoveries and take that mutagen.
 
I have found an issue with the Tetori Monk Archetype. It grants an invisible bonus to Grapple CMB, which increases at certain levels. The progression is as follows:

1-2: +0
3-4: +1
5-7: +2
8: +6
9-12: +7
13-16: +8
17-20: +9

The bonus comes from nowhere that I can find, and I took into account the Improved and Greater Grapple feats, along with all of the other Tetori and Monk abilities (like Maneuver Mastery, and such). I looked through the editor and didn't find anything. I'm still getting used to the editor, so I may have missed it. The bonus is nowhere in the books either, so I assume it's a mistake in Hero Labs.
 
Tetori Monk - it's the Graceful Grappler ability

Most of it is not. The grab ability gives the Monk +4 to grapple at 8th, so there's one of my mistakes. They still get this:

3-4: +1
5-8: +2
9-12: +3
13-16: +4
17-20: +5

So that's a pattern, at least. This is still an invisible bonus, and I think I see where it's coming from now. The Tetori gets his full monk level to Grapple at first level, and ALSO get's Maneuver Mastery at 3rd level. I think he's getting the bonus twice. I don't know how Hero Labs intricately works, but I have an idea now. The Maneuver Mastery ability doesn't replace the BAB to CMB/D, but instead supplements the values at certain levels to make the total equal to the monks level. If that is the case, then the Tetori Monk is getting this supplement twice, once from Graceful Grappler, and once from Maneuver Mastery, and both are adding to Grapple. Maybe I'm wrong about how HL works, but mechanically, the Tetori is getting the supplement to Grapple twice, when there is no reason he should. Maneuver Mastery adds the supplement to Grapple again, when it should not.
 
Last edited:
It is critical to understand that the section on Permanent Ability Increases on Page 555 encompasses more than one method of increasing an ability score. What became all the rage on the Paizo boards is that folks started considering that passage only in the context of Ability Increasing Items, and ignoring that the passage also has to apply to Wishes and Tomes.

Any ways this issue has been around sense 2008 and still no errata or FAQ on the issue. So it's up to each DM to rule and a simple adjustment in HL can be used to solve the issue. :)

Any chance this is planned to be fixed? Items other than the Headbands (that specifically grant you skill ranks defined at the time of the item creation), such as ioun stones, that don't specifically state an exception to the RAW, are still not granting skill points in HL despite further clarification on this issue.

In the thread about the headbands, the previously referenced post (Thu, Oct 8, 2009, 09:33 PM) that was cited to back up why the headbands didn't grant you dynamic skill ranks:
http://paizo.com/paizo/messageboard...dOfVastIntelligenceSkillSkillpoints&page=1#27

The newer post from 6 months later (Tue, Apr 13, 2010, 07:23 PM) that restates the general (core) rule to be followed unless specifically stated otherwise (such as the case with headbands):
http://paizo.com/paizo/messageboard...der/pathfinderRPG/rules/intAndSkills&page=1#9
 
Picking Spells

Is it possible with hero lab to use a higher level spell slot when leveling up to pick a lower level spell? When I try to do it it tells me I have picked too many spells for that level.
Thanks
-Sky
 
Last edited:
Temple Sword

The temple sword does not seem to be displaying. I have both the AGP and Adventurer's Armory data packs loaded. It will show up if I load the Curse of the Crimson Throne content, but then it shows that the monk PC I want to buy it for is not proficient with it.
 
Is it possible with hero lab to use a higher level spell slot when leveling up to pick a lower level spell? When I try to do it it tells me I have picked too many spells for that level.
Thanks
-Sky

This bug has been previously reported, and is on the to-do list. In the meantime, the workaround is to add a pair of "Spells Cast Per Day" adjustments from the Other Adjustments list on the Adjust tab - one to decrease the number of the higher level spell slots and the other to increase the number of lower-level spells slots.
 
Minor annoyance but

Unsure if this is a bug as it only happens on my Win XP machine.

On the configure game defaults options no matter how many times I set everything to on, Cheliax, Sargova and Taldor always uncheck themselves.

This happens every time I load Hero Lab which means I have to re tick them before I can start any NPC work.

As I stated my XP box is the only machine this happens on my Vista laptop happily remains in the fully configured state!
Even a re install failed to stick.

Any ides?
 
On the configure game defaults options no matter how many times I set everything to on, Cheliax, Sargova and Taldor always uncheck themselves.

After selecting what you want do you hit the "Set Defaults" button? That is what saves what you select as default for all your PCs.
 
Posting this for a third time

I am not trying to be a jerk, but this is the third time that I have posted this bug without so much as a reply. Is this something that you all are looking into, or is this something I just have to accept and live with???

The Intimidate skill is being calculated incorrectly for alchemists that have the feral mutagen discovery and True Mutagen Discovery after taking a True Feral Mutagen. The -2 to the relevant stat should represent a -1 to Intimidate. Subsequently, Feral Mutagen is supposed to offer a +2 to Intimidate, meaning a net gain of +1 should take place. Currently, a -1 is being shown for the intimidate when you have the relevant discoveries and take that mutagen.
 
After selecting what you want do you hit the "Set Defaults" button? That is what saves what you select as default for all your PCs.

I know, it doesn't stick that's why I'm politely asking the question and why I'm pointedly saying it only happens on my Win XP system and not Vista laptop!
I'm not sure it's a bug.

It just won't darn well keep my preferred default setting, regardless of shouting, pleading, button pushing, waving pointy sticks or ignoring the blasted thing!
Curse you multiple hardware / software configurations!;)
 
the Feat Channeling Scourge is coming up for my fighter...it's only available to classes with the Inquisitor chanel energy feature.
 
the Feat Channeling Scourge is coming up for my fighter...it's only available to classes with the Inquisitor chanel energy feature.

What Inquisitor Channel Energy feature - does anyone know what ability, or even what archetype they were referring to when they wrote that feat? Without knowing what was meant, that prereq for that feat was left un-implemented.
 
Ghost Template: Is not changing my Minotaur's HD from 10 to 8.

Dunno if this has been mentioned before or not, 48 pages is a lot to sift through.
 
What Inquisitor Channel Energy feature - does anyone know what ability, or even what archetype they were referring to when they wrote that feat? Without knowing what was meant, that prereq for that feat was left un-implemented.
I am pretty sure it is suppose to look like this:
Prerequisite: Inquisitor, channel energy class feature.

So the idea is you are a Inquisitor and some class that gives Channel Energy(Cleric or Oracle...). This way if you where a Inquisitor/Cleric your channel energy class feature would keep going up as you take inquisitor levels.

Sorry I have no official post or link but I am 99% sure that is what was meant by the way the feat is worded.

It is in the community UC Errata thread so we may get an official answer at some point. :rolleyes:
 
Last edited:
Status
Not open for further replies.
Back
Top