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Looks like every class is now getting Fly as a class skill. Even when NO class is picked Fly is still listed as a class skill. I am assuming it has to do with having xFly bootstrapped to all characters now.
The fiendish and celestial templates are not calculating their SR properly when you add class levels to them (both of thier SRs are suppose to be 5+new CR).
Importing a Zombie (Human) from the stock gives me the following error:
Pick 'spScriCha0' has been orphaned due to missing thing in batch '235'
This is more of a user interface with editor bug, but I'm going to put the complaint here if you don't mind.
If you do "New (Copy)" there are two issues that annoy me:
1) If the name is so long that the unique id scrolls off the right side of the scroll window, it makes it hard to identify specific lines. If you copy it, you don't often know for certain which unique id you copied.
2) It clears out the Unique ID field and replaces it with "f?" for example if a feat. I would prefer it retained the unique id of the copied item. Both ways (retain the same id and using the "f?" id) cause a compile time failure. So there isn't a benefit to doing it the current way.
Please either increase the width (or make it expand to fit the size of the named objects) or retain the same unique id. Or both (preferred.)
Book: Advanced Players Guide
Archetypes: All
Issue: If you try to apply a archetype to a class past level one and at some point changed the list to "Only Valid Items" you just get a pop-up window that says "Nothing to choose from". Their is no way in that character to change the list back to all items.
Work Around: Create a new character and add one level of barbarian and add an archetype. Then in the selection window you can change the list to be "Everything". Then re-load the character and you will be able to add an archetype.
Ogrekin racial option oversized limbs.
Oversized Limb: The ogrekin can wield weapons one size category larger than normal without any penalty and gains a +2 bonus to its Strength.
It does not seem to be letting a character with the oversized limb option actually wield a oversized weapon.
Druid Spells
Looks like Aspect of the Bear and Barkskin are allowed to stack. This is probably something that can't be coded and must be mitigated by the DM, but I thought I would throw it out there.
I was recreating the iconic "Seoni" character, and I noticed that the "Varisian Tattoo (Evocation)" feat shows up in the "Specials" tab, along with its description, but the spell-like ability "Dancing Lights" 1/day doesn't show up on the "In-Play" tab.
I'm fairly certain it used to in earlier versions, though I can't be 100% sure.
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?
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.
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
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.
This problem existed in the last version, and still seems to be happening in this one.
When I add gear to a backpack (or any other container, for that matter) and then try to transfer this backpack to "another hero" from the location menu, HeroLab crashes out with the following message:
It seems to happen any time I move a container which isn't empty from one hero to another. I've created a workaround by making a custom location in the character called "Horse", and I just put all their mount-carried gear there, but it doesn't keep track of what the character's mount is carrying (in terms of weight). Besides, it's nice to be able to just quickly grab the character's backpack from their horse before they delve into that dungeon!
ETA: Sorry, should have clarified that single items (including empty containers) transfer without a problem - it's only a container which holds something that seems to cause the error.
Apologies if this has been mentioned before, but a stack of multiple Valuables is shown as being worth the Valuable's gold value X [quantity squared]. For example, two 100gp gems in a stack causes the stack to be valued at 400gp; three such gems makes the stack value 900gp, four gems makes it 1600gp, and so on.
Adding Custom Valuable - when adding a new stack of custom valuables... a stack of 2 - 50gp items is coming up with a total value of 200gp.
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.
It looks like Stern Gaze isn't adding the ½ Class Level (Minimum +1) to the Sense Motive skill. On checking, it's not adding to the Intimidate skill either. Adding a level of Inquisitor results in a +1, so it appears that it's the 'Minimum +1' that's not being accounted for.