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Pathfinder Bug reports

Incorrect dex mod to AC being applied

I created a first level ranger with a dexterity of 18 and studded leather armor. The studded leather has a maximum dexterity bonus to AC of 5, but the character sheet is only listing the dexterity AC bonus as being 3. Unequipping the armor does not change anything, as the character sheet still lists the dexterity bonus to AC as being 3.
 
The descriptions of some of the conditions under the Adjust tab have incorrect Skill references.

Blinded references the Spot skill
Deafened references the Listen skill
Fascinated references both Listen and Spot
 
For the SinSpawn (ie greedspawn etc) in the ROR adventure path should the claw attack not be a primary attack thus not getting a -5 adjust to attack the same as the basic sinspawn creature?
 
For the ROR adventure path the Sinspawn creatures have an error on their natural attacks. The claw attack is the primary attack and thus should not suffer the -5 penalty to attacks. As well the creature has 2 claw attacks.
 
Did a 3rd level rogue and in the output sumary the sneak attack comes like this

Sneak Attack +2d6 +1d6 to your Sneak Attack damage.
 
Output Active Hero sumary is not showing quantities of items placed in the hero inventory, I bougth 3 potions of invisibility 2 of remove desiese and 3 screming bolts, and it only showed as having one, also a +1 glamered studed leather showed only as a +1 studded leather.

Equiping a crossbow shows as being able to use it with one hand or two hands in the print preview with two hands adding a +2 to attack
 
I can't open any of my characters created with Traits this message happens when I try to add the Fencer Trait. I get this error Message

Ouch.

While we figure out what's going wrong, the problem is in the script, so removing the script will keep it from crashing. This will at least provide a temporary workaround.

Open the editor (tools menu...Launch editor). In the file menu, select "new data file", then go to the "Trait" tab. On the bottom left, press "New (Copy)", then select "Fencer" from that list. On the top of the screen, slightly right of center, the "Unique Id" field will say "tr?" - change that to "trFencerA" (or something like that). To the right of that is the "Eval Scripts" button, which should have purple text. Press that button, then press the grey X in a circle on the right-hand side of the form that pops up. Confirm that you want to delete it, then press "OK" to exit the form. The button will no longer have purple text. Somewhat below that button is an empty field labeled "Replaces Thing Id". Enter "trFencer" into that. Now on the top left of the screen, press "Test Now!" When it prompts you to save your file, give it a file name and save it in the default directory.

Once that's done, fencer has been replaced by a version that doesn't have the script that's causing the crash bug, and you should be able to open your portfolios again.
 
I created a first level ranger with a dexterity of 18 and studded leather armor. The studded leather has a maximum dexterity bonus to AC of 5, but the character sheet is only listing the dexterity AC bonus as being 3. Unequipping the armor does not change anything, as the character sheet still lists the dexterity bonus to AC as being 3.

Does he have medium or heavy encumbrance? Those impose max DEX penalties, too.
 
The descriptions of some of the conditions under the Adjust tab have incorrect Skill references.

Blinded references the Spot skill
Deafened references the Listen skill
Fascinated references both Listen and Spot

Skill synergies are still being referenced in the skill descriptions.

This text hasn't been switched over from the SRD descriptions yet.
 
For the SinSpawn (ie greedspawn etc) in the ROR adventure path should the claw attack not be a primary attack thus not getting a -5 adjust to attack the same as the basic sinspawn creature?

For the ROR adventure path the Sinspawn creatures have an error on their natural attacks. The claw attack is the primary attack and thus should not suffer the -5 penalty to attacks. As well the creature has 2 claw attacks.

The conversions of the SRD adventure paths from SRD to Pathfinder were very quick, and I didn't pay attention to little details like attacks being primary or secondary. I suggest you make a replacement version of the race with the corrected natural attacks. I'm afraid it will be quite a while before a detailed fix of the SRD adventure paths becomes a priority.
 
Output Active Hero sumary is not showing quantities of items placed in the hero inventory, I bougth 3 potions of invisibility 2 of remove desiese and 3 screming bolts, and it only showed as having one, also a +1 glamered studed leather showed only as a +1 studded leather.

The item counts in the statblock will be fixed.

In the custom weapon form, did you enter a "Custom Item Name", and that's not being shown? Auto-generating those custom names has always been something we've wanted to do, but it's never been enough of a priority considering the time required to implement it.


Equiping a crossbow shows as being able to use it with one hand or two hands in the print preview with two hands adding a +2 to attack

Pg. 145: Crossbow, Light: "However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls."
 
The item counts in the statblock will be fixed.

In the custom weapon form, did you enter a "Custom Item Name", and that's not being shown?

I didnt entered a custom name, I just created a +1 studded leather armor with the glamered special ability, it shows as a "+1 Studded Leather, Glamered" in the Standard Character Sheet were it shows you the bonus and damge but in the Gear section it only shows as a "+1 Studded Lether" and in the plain text text output format it also shows as just a +1 Studded Leather.

I also created a +1 Rapier, Bane (Humans) and Im having the same problem, it seems special abilitis are not being considered for the Gear Listing and the plain text output
 
I also created a +1 Rapier, Bane (Humans) and Im having the same problem, it seems special abilitis are not being considered for the Gear Listing and the plain text output

That's what I meant - look at the name of the weapon on the weapons/armor tab. That's the name that will be displayed in most cases. Type something in the "Custom Item Name" field to change that.
 
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