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Pathfinder Bug Reports - Versions 4.20 and 4.22

When choosing a breath weapon for an Eidolon, you cannot choose what type it is going to be (fire, cold, etc.) if it is a cone. If it is a line, there is a sliver for the drop down box that you can click, then you press the down arrow key to select your type.

Fixed in the next update, thanks for the report.
 
Version: 4.20
Craft: Armor is listed twice. Once with the ID: skCrafArm and a second time with the ID: skCrafArmr.

No additional sources are enabled.

I'm afraid this is waiting on a program update that will allow me to delete the duplicate without breaking the saved characters of anyone who's used the wrong one.
 
When I splited 50 crossbolts (+1 frost) in three stasks then transfert reduced stack to other hero, the amount of bolts transfert to each heros was 50 instead of the 15/15/20 stack.
The price for each bolts was also way too high.

The transfer bug has been added to my to-do list. Thanks for reporting it.

Please be more specific about the steps needed to replicate the error, though.

The following doesn't have any errors:

Click on the bag icon on the crowwbow bolts, and select "give to hero"

The following does have an error:

From the other hero, press the bag icon on the dashboard of the hero who currently has the bolts, and then choose the crossbow bolts as the item to fetch.

The cost bug for magical ammo has been previously reported and is on my to-do list.
 
It appears one of the revelations for Oracle: Mystery of the JuJu is not working properly. False Death is not populating the spell list with Charm Person and Dominate Person per the revelation description.

I tried to edit it myself, but as a class in a supplement I'm not able to edit and save ;-)

Thanks for all the hard work, you guys make my life 100x easier!

Added to my to-do list, thanks for the report. I've added a note to the ability in the meantime.
 
On the conditions page, Kneeling is listed as a +2 ranged, and -2 Melee attacks. When it should read. Kneeling +2 ranged and -2 melee AC. not a bonus and negative to attacks but in defense AGAINST those attacks.

Actually nope. Its a bit confusing but you have to remember their is no such thing as a AC vs Range and AC vs Melee. Their is however a To Hit value for those. So you activate that condition when YOU are attacking a kneeling target and that way the math works out the same its just opposite from how you normally do it is all.

Anyways that is how it is scripted by Mathias to work so its actually a WAD (works as designed). :) :p

Thinking about this, I shouldn't be inconsistant about how I handle the adjustments. Everything else on the Condition tab is about the status of the person checking it. So, I've decided to remove the Kneeling/Sitting option. Once I have the time to modify AC in order to add separate handling for the vs. ranged and vs. melee ACs, I can add Kneeling back in as an AC modifier.
 
Advanced Player's Guide
Oracle Life Mystery Description when you mouse over the ? shows odd Levels for gaining spells. On the PRD on their website it is even levels.

Though it is properly assigning the spells. It appears to be only the tool trip stating the wrong info.

Waiting for a FAQ from Paizo - I'm using the text copied ffrom the APG.
 
When you make a Hellknight, their 19th level ability 'Infernal Armor' only works with a regulae suit of Hellknight armor. When I make a magic suit of Hellknight armor the Infernal Armor ability grays out and says I dont meet the requirements.

Fixed in the next update, thanks for the report.
 
Adding a +1 Steel (Heavy or Light, Wooden or Steel) will result in the shield appearing in the Weapon section without the +1 in the Description. Granted that the +1 is not an attack bonus, the +1 should be there for indentification purpose.

Note: Some special shields like the Absorbing Shield or the Caster's Shield are described as their non magical counterparts (ie Heavy Steel Shield and Light Wooden Shield respectively)


In addition, editing the Shield via the Weapon tab will change the name to just the option you choose. ie. If you change it to a +2 the name will change to "+2". Nor can they be deleted from via the Weapons tab, or moved to another bag.

I've added these to my to-do list. Thanks for the reports.
 
There are 7 pages, so I apologize if this has already been mentioned. The alchemist discovery "Sticky Poison" requires you be level 6, but does not have that requirement in Hero Lab.

Fixed in the next update, thanks for the report.
 
5) Gloves of dueling don't add two (+2) to Weapon Training even on Fighter wi Weapon Training alternate class feature.

I have a Weapon Master (APG) Fighter with Weapon Training (Ex) ability, and the Gloves of Dueling are not added +2 to the Weapon Training bonus.

The code in the Gloves say:
~find all our weapon training abilities and increase their bonuses by 2
foreach pick in hero from BaseCustSp where "SpecSource.cHelpFtr"
eachpick.field[abValue].value += 2
nexteach

I'm not sure I understand it, as it seems to loop on all abilities that came from the Fighter class? How does it limit itself to only modifying the Weapon Training class features?

Is it not finding it because of the Archetype?

Edit: Did some checking:
The base Fighter Weapon Training (Ex) is a BaseCustSp sourced from cHelpFtr.
The Archetype Weapon Master Fighter's Weapon Training (Ex) is a BaseClSpec source from cHelpFtr named cFtrWeapTr.

Shouldn't that script search both BaseCustSp and BaseClSpec looking for the idstring of the two abilities? So it doesn't add to something it shouldn't?
Should it check to see if weapon is being wielded?
 
Last edited:
Not really a bug, just an error.

Gnolls are listed as having a CR 1/2 rather than a CR 1. Additionally (not anywhere near as important) they have a default of zero hit points on two HD.

(Running Legend of Fire and there is many gnolls; workaround has been using the personal tab to increase the CR for calculations)
 
Salve of slipperiness is a +10 against grapple checks to CMD as well as +20 to escape artist checks. Right now it is showing as +20 to escape artist checks only.

Page 529 of the Core Rules Book.

Should this show up on the Character? At least so it shows as against grapple?
 
Sorry, don't know if this was mentioned, but the Musket's range is 20 feet instead of 40 feet. Also, the Gunslinger ability "Deadly Shot" DC is double what it should be in the generator (Ex: DC 52 when it should be DC 27).

Thanks Mathias : )
 
Gnolls are listed as having a CR 1/2 rather than a CR 1. Additionally (not anywhere near as important) they have a default of zero hit points on two HD.

Fixed the CR in the next update, thanks for the report.

For the HP, we decided not to give default HP to any of the races listed in the Alternative Races sidebar on pg. 406 of the Core Rulebook.

Thanks for the reports.
 
Salve of slipperiness is a +10 against grapple checks to CMD as well as +20 to escape artist checks. Right now it is showing as +20 to escape artist checks only.

Page 529 of the Core Rules Book.

Should this show up on the Character? At least so it shows as against grapple?

I'm afraid this is among the category of Magic Items that haven't been updated from SRD to PRD. Doing them all as a batch is on my to-do list.
 
Sorry, don't know if this was mentioned, but the Musket's range is 20 feet instead of 40 feet. Also, the Gunslinger ability "Deadly Shot" DC is double what it should be in the generator (Ex: DC 52 when it should be DC 27).

Fixed in the next update, thanks for the reports.
 
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