• 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.
Error on Edilons

There's a bug in edilon evolutions. I am able to legally add "Improved Damage" to the same attack multiple times. At level 5, I have an edilon with 12d6 claw damage. While fun(!), it is illegal... sigh... After adding "Improved Damage" to an attack once, if done again, Hero Lab should report an error. It currently doesn't.
 
Troll doesn't list the Rend as a special ability, but lists it under weapons as Rend x2 and the damage.

Technically I think it should be listed in the Special tab, Rend (Ex).

I know picky again, but thats my thoughts.

Konrad
 
If this error has shown up somewhere else, I am sorry, but I searched the forums and could not find it. Everytime I open my herolab for Pathfinder I get the following error.

Quote:

The data files could not be loaded due to errors. Hero Lab will now attempt to load them in recovery mode. Once loaded, you can access the editor as normal to correct any errors.

The following errors occurred:

File: PFRPG_Modern_Core.user (line 500) - Thing - Duplicate record encountered ('wTonfa')

End Quote

How do I fix this?
 
Urban Barbarian Archetype

I have been trying to create an Urban Barbarian character and am having trouble with the loses medium armor proficiency ability.

The way I view the rule, is that the character is not granted Medium Armor when he takes the archetype class barabarian. (As if it were not listed in the Weapons/Armor profeciency section of the class). But if he gets it from another source (another class, or by taking the feat) he could become proficient.

But the way Hero Lab appears to be entering it is by actually taking away the armor proficiency feat regardless of the source or how many times he takes it. Even if manually give the character medium armor proficiency as a temporary effect it takes it away.

My current work around is customizing light armor, and applying medium encumbrance penalties. But I am not really happy with this as it creates a number of other errors, and I was wondering if anyone knows of a better work around. Thanks
 
Hmmm yea that does appear to be doing that. Even an adjustment does not work actually. Must be an Eval script that is being overall zealous in removing Medium armor. I would say report it to the bug thread.
 
Troll doesn't list the Rend as a special ability, but lists it under weapons as Rend x2 and the damage.

Technically I think it should be listed in the Special tab, Rend (Ex).

I know picky again, but thats my thoughts.

Konrad
Why? I mean with the number of stuff that prints in a Stat block why would you want to print nothing but Weapon Info that is already listed in the weapon section?
 
Troll doesn't list the Rend as a special ability, but lists it under weapons as Rend x2 and the damage.

Technically I think it should be listed in the Special tab, Rend (Ex).

I know picky again, but thats my thoughts.

Konrad

Why? I mean with the number of stuff that prints in a Stat block why would you want to print nothing but Weapon Info that is already listed in the weapon section?

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.
 
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?
 
Status
Not open for further replies.
Back
Top