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Pathfinder Bug Reports - Versions 4.20 and 4.22

When I create a Sorcerer and try to select a bloodline...I can not do it. And when I lv the character up and it appears as a tab..the Blood line "Orc" does not appear as a choice.

The Orc Bloodline requires that the "Orcs of Golarion" source be checked - you'll find it in the Player's Companion section of the Configure Hero form (Character Menu...Configure Hero) - find it in the list of options on the right-hand side of the form.
 
1) Pale Green Prisim Cracked Attack (seeker of secrets)
Broken select requests a selection but says "nothing to select"
Probably broken on the saves one also..?

2) If you have a process (like a text reader) with data.hlz open when doing a compile HL crashes to desktop with an error instead of gracefully stating it can not write data.hlz due to access denied windows error. I realize I'm strange viewing this file in a window, but I do it to quickly examine code from everywhere and I trip on this error severals times a day.

3) The various ion stones (crimson sphere and the others, search for "to intelligence") don't seem to add a bonus language nor a max skill per two (+2) Int like hat of intelligence does.

4) Ioun stones in way finders don't add synergy bonus (probably need a house rule setting to set the type of resonance chosen by DM.)

5) Gloves of dueling don't add two (+2) to Weapon Training even on Fighter wi Weapon Training alternate class feature.

6) Not really a bug in the way finder, but isn't pretty at all. If you have more than one way finder, they all print "Light (at will) (Sp)" in Spell Like Abilities. Possible to fix in PDF export print to unique identical lines.

7) Minions doesn't print gear it is holding or CMB/CMD. I didn't verify, but suspect ediolon/animal companion do also?

I checked to see if any of these have been reported before and didn't notice them, but if I failed to detect a previously reported problem please accept my apologies.
 
One of my players has an inquisitor with an extra spell that is not on his list, Unwitting Ally. It doesn't show up on his known spells, but it is listed on his spell tab.. only it is "grayed" out. It doesn't hinder using the portfolio, but is there a way to get rid of it?

I'll attach it zipped up. Just look on the Spell Tab.
 

Attachments

Not sure if this is a bug or if I am adding something wrong.
I've built a 4th level fighter. He is wearing Scale Mail +1 and has a MWK Light metal shield. He has a Dex of 18 and the Dodge feat.
Hero Lab says his AC is 21. By my count it should be 22. HeroLab is acknowledging that the armour's Max dex is 4 (due to Armour Training 1).
So base AC of 10 plus 6 (Scale Mail +1) plus 1 (shield) plus 4 (dex) plus 1 (Dodge) is 22.
After experimenting unequipping items drops the AC by the correct amount, dropping Dodge drops AC 1 but lowering Dexterity to 16 does not lower the AC.
It appears the program is not adding in the full DEX bonus of 4. It must not be allowing in the Armour Training, even though the item says Max Dex 4.
 
Not sure if this is a bug or if I am adding something wrong.
I've built a 4th level fighter. He is wearing Scale Mail +1 and has a MWK Light metal shield. He has a Dex of 18 and the Dodge feat.
Hero Lab says his AC is 21. By my count it should be 22. HeroLab is acknowledging that the armour's Max dex is 4 (due to Armour Training 1).
So base AC of 10 plus 6 (Scale Mail +1) plus 1 (shield) plus 4 (dex) plus 1 (Dodge) is 22.
After experimenting unequipping items drops the AC by the correct amount, dropping Dodge drops AC 1 but lowering Dexterity to 16 does not lower the AC.
It appears the program is not adding in the full DEX bonus of 4. It must not be allowing in the Armour Training, even though the item says Max Dex 4.

Is he carrying a Medium load?
 
Is he carrying a Medium load?


Oh for frick's sake...
Thanks. I didn't realize that was the issue. I don't use Hero Lab for equipment but I still have the fighters old weapons and armour, just not checked. It still adds to weight though unless you drop it to the ground.
Thanks lol...
 
Oh for frick's sake...
Thanks. I didn't realize that was the issue. I don't use Hero Lab for equipment but I still have the fighters old weapons and armour, just not checked. It still adds to weight though unless you drop it to the ground.
Thanks lol...

NP - it's come up a few times before so it was the first thing that came to mind. :)
 
Races with natural ability to cast as any caster with added spells from other caster list looses those extra spell lists when levels of the same racial caster type are stacked with natural ability.

Example - Lamia Matriarch has racial casting as Sorcerer 6, + Cleric spells. When Sorcerer levels are added to the race, it's dropping the Cleric options when the tabs get replaced.

Under the "Racial Spells" it works correctly, but after you add those Sorcerer levels it seems to ignore the "+ Cleric spells" part of the equation after it replaces the "Racial Spells" tab with the "Sorcerer" tab.

I've made additional custom races with the editor with different combinations to test this theory - happens each time.
 
Lance Bug

In Pathfinder HL with the mounted condition activated a non-magical lance gives option to be one or 2 handed but a magical lance does not allow it to be wielded one handed.
 
Bestiary 2 Data Package
Angel, Cassisian Race
'Master's Alignment Near' value is Lawful Good, should be Neutral Good
 
Cleric Sub-Domains

Looked through and didn't see this down yet:

Chaos (Azata) when chosen as the subdomain gives the 'Touch of Chaos' special ability at level one instead of the 'Elysium's Call' special ability.
 
I was just messing around with a Witch character. When I go to select Ray of Enfeeblement as a prepared spell, I noticed it showed "Save: DC 14 None".

Note that this was listed as a fix in 2.4 ("The Ray of Enfeeblement spell allows a Fort save for half, rather than no save."), though perhaps for a different class spell list.
 
When building the Giant Ant Worker I ran into an oddity. I put in Bite as 1d6 and STR of 4 (14). In Hero Lab it shows it as Bite 1d6+3. If I drop the strength down to 13 in the Lab, it drops to +1. Just in trouble shooting I added the Sting and suddenly the Bite in Lab became 1d6+2. Remove the Sting and it goes back to +3.
 
Read the Natural Attack rules on pg. 302 of the Bestiary - you're seeing the effects of having a single natural attack on a creature - that attack gets 1.5x STR bonus.
 
When building the Giant Ant Worker I ran into an oddity. I put in Bite as 1d6 and STR of 4 (14). In Hero Lab it shows it as Bite 1d6+3. If I drop the strength down to 13 in the Lab, it drops to +1. Just in trouble shooting I added the Sting and suddenly the Bite in Lab became 1d6+2. Remove the Sting and it goes back to +3.

If the bite is it's only attack, it counts as Primary I think. Thus the STR modifier is 1½. Since PF rounds down, +1 mod stays +1, +2 mod becomes +3.

EDIT: Ninja'd!
 
Book: Bestiary
Template: Fiendish (thingid.tmFiendish)

Issue: Spell Resistance for the fiendish template is not correctly taking in class levels which do increase the CR.

Duplicate: New character and select Treant, then add the Advanced Creature template, then add Giant Creature template, and then add Fiendish. At this point the CR is 11 and the SR is correct at 16.

Now finally add 15 levels of druid and you see the CR jump to 25 but the SR is still at 16.

Thanks
 
Shadow - that's the known issue that HL doesn't currently handle monster roles. You should be able to use the CR adjustment to fix the CR from adding druid levels, and the template's SR should be correct.
 
Shadow - that's the known issue that HL doesn't currently handle monster roles. You should be able to use the CR adjustment to fix the CR from adding druid levels, and the template's SR should be correct.
Oh sorry, my bad. I thought sense it was actually giving a CR that changes when adding class levels that it was a NEW bug in the SR template script.
 
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