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Mathias
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Old November 1st, 2012, 08:08 AM
A new update for the Pathfinder files for Hero Lab is available from the automatic updates mechanism within Hero Lab.

This update adds Paths of Prestige to the existing Campaign Setting #8 package. This package already contains Giants Revisited and Magnimar, City of Monuments, and is available for $4.99.

We've also added Campaign Setting: Artifacts & Legends as the first item in a new Campaign Setting #9 package. This package is also available for $4.99, and will receive at least one more book from Paizo's Campaign Setting line, as they are released.

There are a number of smaller announcements for this update - player content from Pathfinder #63, Resonant Powers for Ioun stones, and a large number of bug fixes.

Here's the complete change list, copied from the FAQ:

New Releases!
  • Content from Paths of Prestige is now available as part of the Pathfinder Campaign Setting #8 package.
  • Content from Artifacts & Legends is now available as part of the Pathfinder Campaign Setting #9 package.
Enhancements & Changes
  • The Weapon summary tab now shows Melee attack bonus, Ranged attack bonus, or both as appropriate.
  • If you have selected the "Average HPs at New Levels" optional rule, and you are creating an NPC or an animal companion or an eidolon, the default HP will now alternate between the average roll of each hit die rounded down and rounded up. The average HP for PCs has not changed - it is still the average roll of each hit die, rounded up. This way, the total HP for an NPC will be the same as if you had totaled the average rolls for all the character's hit dice, then rounded the total down after totaling them. This also applies to animal companions and eidolons created for a Pathfinder Society character, who will now calculate their HP correctly.
  • Added a few new adjustments, one that adds the spell like abilities available to a coven, and another which allows you to add/subtract extra levels to a chosen class ability.
  • The way that favored classes that grant bonus spells known has been modified to be clearer and easier to use.
  • Player Content from Pathfinder #63, The Asylum Stone has been added.
  • For those who own the The campaign setting #2 package, the method 1 version of resonant powers from Seekers of Secrets have been implemented for Ioun Stones. Use the gear icon (it looks like a sack) to move the ioun stone into a wayfinder to activate this.
  • Scrolling through the list of weapons on the "Choose Weapon" form should now go much faster.
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Old November 1st, 2012, 08:10 AM
Bug Fixes
  • The Naga Aspirant archetype's Aspirant Bond ability was limiting the spells selected to those of a level you could cast at that level. It now allows the user to choose any level spell to add to their spell list, in case they want to choose something they can't cast yet for the purpose of not having to make Use Magic Device checks or something.
  • The Add an Additional Ability option for Aasimar variant abilities was not functioning correctly. It did add an extra slot, but when adding a second ability there would be a conflict because the first had already replaced Daylight (or the equivalent heritage spell like ability). Now you should be able to add a second, but upon adding a third the program will throw errors. The Tiefling version of the ability had the same issue and has been fixed as well.
  • The Thassilonian Specialist Wizard archetype was incorrectly allowed for PFS Characters.
  • The Temple Vanity indicates you belong to or work at a temple, but it was showing as a container. Unlike a home or someplace else you own, the temple you belong to may or may not allow you to store your stuff there, so the vanity has been changed to no longer be a container.
  • The Additional Variant Ability for Aasimar and Tieflings were throwing errors when a second ability was selected.
  • The Spell Mastery feat had no way to note which spells have been mastered.
  • The Agile item power was adding the Dex bonus to damage even when the hero wielding it didn't have the weapon finesse feat.
  • The Glitterdust spell was missing the "Resistance: No" line.
  • The Vampire Hunter Inquisitor archetype was adding a Detect Undead paladin class ability it shouldn't have.
  • Hellknight Plate, although already masterwork, was getting an additional ACP reduction for being forced to masterwork by the material selection.
  • Snailplate was marked as being metal, meaning druids who wore it were getting errors.
  • Several Ioun stones from Seeker of Secrets were incorrectly marked as illegal for PFS characters, because they were not marked as allowed when reprinted in the Rise of the Runelords anniversary edition.
  • The Underfoot Adept archetype was not removing the first level bonus feat from 2nd to 6th level.
  • The Peri-Blooded Aasimar heritage had an incorrect summary.
  • The Deadeye's Lore spell was duplicated.
  • The Disfiguring Touch spell was duplicated.
  • The Enemy's Heart spell was duplicated.
  • The Stirge's Attach special ability was not interacting correctly with the Grappled Condition.
  • The Spells from the ARG needed a requirement that PFS characters be of the same race to cast them.
  • The spell Gloomblind Bolts was incorrectly spelled "Gloombind Bolts".
  • The Feral Combat Training feat was reporting errors if your natural attacks were temporary (for example, the claws of a Draconic Sorcerer). Feral Combat training also now may select natural weapons that are not on the hero (so that you will gain the effects of this feat when you turn on whatever ability grants you natural attacks at certain times).
  • The Xenophobic Custom Racial Quality was priced at -1 RP instead of 0 RP.
  • The Emerald Ellipsoid Ioun Stone was limiting the temporary Hp to only 25, when they should stack with no limit.
  • The Bomb weapons that deal damage needed critical ranges and multipliers.
  • The Alchemist's Alchemy class ability was not adding a situational modifier.
  • The Bomb and other weapons that are ranged only, were showing melee attacks on the Weapons summary tab.
  • Under certain circumstances, the Monk's Robe was not applying its effects to a Monk.
  • The Lenses of Detection were missing their situational modifier.
  • Thrown only weapons were showing a melee attack on the printed character sheet.
  • The Shaping Focus feat was not taking into account that other things may be adding extra levels to the druid's wild shape before limiting it's own bonus.
  • The Ogre Hook was incorrectly marked as in the Close weapon group.
  • Templates that changed racial HD sizes were not being reflected when applied.
  • Lead Blades and Strong Jaw were not affecting the unarmed strikes of Monks.
  • The Mystic Past Life Samsaran ART wasn't functioning correctly for most classes selected.
  • The Touch of Rage bloodline ability had a typo "rools" instead of "rolls".
  • The Desert Dweller feat was throwing errors when added.
  • The Archeologist Bard archetype now has access to the sane Ninja Tricks that a rogue would have.
  • The Point Blank Shot feat was adding to melee attack rolls when activated, now only adds to ranged attack bonus.
  • The Mountain Druid's Mountain Stance class ability was throwing an error if you haven't enabled the APG Combat Maneuvers.
  • The Oread Fighter favored class was throwing an error if you haven't enabled the APG Combat Maneuvers.
  • The Wayang race was missing the Lurker ability.
  • The Sacred Shield was not applying the correct bonus to AC when activated.
  • The Crossblooded Sorcerer archetype was incorrectly limiting arcane familiar selections even when you didn't choose Serpentfriend at 3rd level.
  • The returning and throwing weapon powers were not interacting correctly.
  • The Seeker Sorcerer archetype had several abilities that were replacing themselves. Tinkering ability was not stacking correctly with Rogue Trapfinding, and was missing a situational macro.
  • Added some text to the Prone condition noting limitations on movement. Changed the activation to reduce movement speed to 5 ft.
  • The Latent Psion trait was not showing on the specials tab, and didn't have a situational.
  • The Share Spells class special had old text from 3.5, which has now been updated.
  • The Orange Prism Ioun Stone was not adding to CL for spells and spell like abilities.
  • Two handed weapons were not taking penalties when two-weapon fighting with weapons that don't require a hand to use.
  • The Caves domain's Tunnel Runner ability needed some situationals.
  • The Tengu race's Swordtrained racial ability now grants Exotic weapon proficiency with swords. The distinction is important because some weapons can be used as another weapon, but if you have exotic proficiency in them you gain some extra bonus (the aldori dueling sword, for instance).
  • Crimson Sphere Ioun stones were not granting skill ranks, as other Int boosting items do.
  • The Chevalier PrC was missing the Second Darkness source.
  • Added activations for certain items that can grant a fly speed (Winged Boots and Cloak of the Bat).
  • Weapon Focus (grapple) was not adding to the grapple CMB.
  • The Ioun stone, opalescent white pyramid was not allowing you to select weapons that you have on your hero. It now allows the selection of any weapon to gain proficiency in.
  • The Bard's Sea Singer archetype was missing the familiar bonus and Alertness options. Its World Traveller ability was calculating charges incorrectly, and the situational modifier Sea Legs applied was incorrect.
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Old November 1st, 2012, 08:10 AM
  • The Diabolist PrC incorrectly had the Infernal Transport ability at 7th level. The Augment Summoning class ability was missing any text.
  • Items that grant Linguistics ranks now also increase the number of languages known for each granted rank.
  • The Abundant Revelations feat was not adding to Channel Energy uses when choosing the Life Mystery's Channeling revelation.
  • The Starsoul bloodline had an incorrect summary.
  • Several errors were discovered in the Synthesist's Fused Eidolon Calculations, the racial AC bonus for the eidolon base form (and any evolutions adding to it) were not being added to the hero when fused. The Natural AC from advancement was being added, but it was calculated incorrectly, at half the proper rate. The Dexterity on the Fused Eidolon was adding it's attribute modifier to AC in addition to the Dexterity on the hero (doubling the correct AC bonus). The number of natural attacks allowed wasn't increasing with level.
  • Flurry of Blows was not including the bonuses from Weapon Focus.
  • The Half Elf Summoner Favored Class and the Extra Evolution feat both add to Fused Eidolons appropriately now.
  • Point Blank Shot was adding to Melee attack rolls when activated.
  • The Cat Burglar's Boots had a typo in the name, spelling it "Burgler"
  • The Eldritch Heritage feat lines were having trouble selecting bloodline abilities that varied based on which element/dragon type was selected. Those bloodlines now have a single class special they add that changes itself based on what is selected, rather than several different ones that are only added if their associated element was picked.
  • The Sky Druid archetype was missing the Liberation domain (and subdomains) from it's nature's bond.
  • The Cloistered Cleric archetype was adding Scribe Scroll at 1st level, rather than 4th.
  • The Familiar Magus arcana was allowing itself to be selected by Bladebound Maguses.
  • The Hide Shirt armor had outdated stats, updated to latest source's stats (from Varisia, Birthplace of Legends).
  • Flurry of Blows was not taking into account Non-proficiency with a monk weapon, or the broken condition on that weapon.
  • The Desert Druid archetype was incorrectly replacing the Nature Sense class ability.
  • Custom/Magical versions of the Agile Breastplate were not reducing the ACP for Climb.
  • The Headband of Mental Superiority +4 was only applying a +3 enhancement bonus to all mental stats.
  • The Extra Rogue Talent feat was not functioning correctly with archetypes that give non-rogues talents (such as the Bard (archeologist) or Witch (white haired witch)).
  • The Entangle and Euphoric Tranquility spells were not marked as part of the wood school.
  • The Crusader's Flurry feat was not making your deity's favored weapon a Monk weapon.
  • The Broodmaster Summoner archetype was throwing an incorrect error claiming you had too many or too large eidolons, even before you had the eidolon ability and even if you had fewer than the maximum number/size of eidolons.
  • The Improved Natural Armor evolution was incorrectly requiring Summoner level 5th.
  • The Umbral Scion feat now correctly adds spell like abilities.
  • The Planar Binding spell was duplicated.
  • The Chevalier PrC was not adding the Immunity to Poison special at the correct level.
  • Improved Ki Throw had incorrect pre-requisites.
  • The Half-Drow Paragon feat was not allowing you to take feats that required the drow race.
  • Familiars were not using Dex to calculate their natural attack attack bonuses.
  • The Camouflage rogue trick was misspelled "Camoflage" and the Guileful Polyglot was misspelled "Guileful Polygot".
  • The Agathion subtype was applying the incorrect bonus for its situational to save vs Poison.
  • Several Items that were reprinted in UE and were not allowed for PFS in their previous books (mostly the ARG), are now allowed for PFS. Affected items/powers include: Weapon Item Powers (Cruel, Deadly and Furyborn), Rings (Ring of Rat Fangs), Rods (Rod of Shadows), Staves (Staff of Dark Flame, Staff of Heaven and Earth, Staff of Hungry Shadows, Staff of Mithral Might) and Wondrous (Cap of Human Guise, Cat's Eye Crown, Cloak of the Scuttling Rat, Daredevil Boots, Meridian Belt, Seafoam Shawl, Shackles of Durance Vile, Stonemist Cloak).
  • The Hexcrafter Magus archetype was not adding the Brand Cantrip as a magus spell.
  • The eidolon's reach evolution can now be applied to any attack, even weapon attacks (based on a ruling made by James Jacobs).
  • Several feats that required an Eidolon were not detecting the version of the eidolon possessed by the Synthesist archetype.
  • The Bandolier was not a container.
  • The Eidolon's Flight evolutions were not charging the correct amount for increases to speed. There is now a seperate evolution to increase speed by 20 ft for 1 point.
  • The Multitalented Mastery feat was allowing the user to choose favored class bonuses for all their classes, but those bonuses were not being applied when selected.
  • Racial Traits were not enforcing a limit of 1 per character.
  • Two items from Adventurer's Armory, the Grappling Arrows and Grappling Bolts, were accidentally deleted, they have been restored.
  • The Oath against Undeath Paladin archetype was not replacing the Aura of Resolve ability.
  • The Orc Weapon Expertise feat didn't have a place to note what manuever you wanted a bonus in when choosing the Trickster option.
  • The Editor had a typo "Spell Descriptior".
  • The Meta Word Mastery feat was not allowing the selection of spellbook casters.
  • Several new Metamagic rods were missed when adding the data from UE, but should now be present. The added rods are: Burning, Concussive, Echoing, Flaring, Piercing, Rime, Thanatopic, Threnodic, and Toppling.
  • The Critical Focus feat had a typo in pre-reqs, "Crtitical".
  • The Hamatulatsu feat is now an option for the 6th level monk bonus feat.
  • The Cavewight and Scavenger Half Orc ARTs needed situationals.
  • Zen archery and the Guided item power were stacking when applied to the same weapon.
  • The Belier's Bite feat was not applying the +1d4 bleed damage to unarmed strikes.
  • The Sprinter racial ability was not increasing the Run/Charge/Withdraw speed displayed on the Condition tab.
  • Armor spikes were generating an incorrect name, and not interacting correctly with materials that change weight or cost.
  • The Claw natural attack was showing as P/S, but updated to be B/S as stated in the Bestiary.
  • The Witch Patrons from the APG were using an obsolete method of adding their spells to the spellbook.
  • The Draconic Sorcerer bloodline was adding the Blindsense racial ability before 20th level.
  • The name of the Aasimar Bard Favored Class was too long, making it hard to see which performance was chosen by the selector.
  • The Holy Lance Domain ability had the incorrect usages per day.
  • The Vishkanya's Toxic racial ability was not calculating DC correctly.
  • The Hand of Glory was allowing the hero to equip an unlimited number of rings, rather than just 1 extra.
  • The Adamantine material now allows shields (in case you want to make your shield bashes ignore DR as adamantine).
  • The Ghost Touch item power was not allowing ammunition.
  • The Increased DR rage power was interacting incorrectly with the Invulnerable Rager archetype.
  • The Grab special was applying the +4 grapple bonus once per time it was added, resulting in some monsters (like the dire tiger), having an inflated grapple bonus.
  • The Oracle's Channel ability was not handling the extra levels (such as from an Aasimar's favored class bonus) correctly.
  • Armor Training 2 was not allowing the hero to run at full speed when in heavy armor.
  • When a character had Double Slice and activated Power Attack, the Power Attack damage was not halved for off hand attacks.
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Old November 1st, 2012, 08:11 AM
  • The following races gained statistics for random age, height, and weight generation: Goblin, Hobgoblin, Ifrit, Kobold, Orc, Oread, Ratfolk, Sylph, Undine, Changeling, Suli, Strix, Vanara, Vishkanya.
  • Aasimar height decreased to +2d8 (from +2d10) and given they were given a flat weight multiplier of 5 (instead of 2d4 random). Intuitive years increased to 4d6 from 1d4, Self Taught increased to 6d6 from 1d6, and Trained increased to 8d6 from 2d6.
  • Drow Female height increased to +2d8 (from +2d6, which males still get).
  • Duergar base weight increased to 150 (male) and 120 (female) from 130 and 100 respectively.
  • Gillmen and Grippli gained height dice and a weight multiplier.
  • Svirfneblin base weight decreased to 35/30 from 40/35 and they gained a weight multiplier of x1
  • Tiefling Minimum age increased to 60 (from 15), and they were given a weight multiplier of 5 (instead of 2d4 random). Intuitive years increased to 4d6 from 1d4, Self Taught increased to 6d6 from 1d6, Trained increased to 8d6 from 2d6.
  • The Adaro had a darkvision value of 6 ft.
  • The Void worm/Gorazagh had a darkvision of 60 ft (rather than the 30 ft it should have been).
  • The Shadowcaster archetype was granting darkvision at 1st level, rather than at 5th.
  • Some Crypt Breaker Draughts were applying a darkvision value in addition to Scent.
  • Creatures with the Undersized Weapons quality couldn't equip shields of the smaller, correct size.
  • Shape Emotions had a linebreak.
  • The abilities added by the Ghost, Jiang-Shi, Lich, Penanggalen, Vampire, and Worm that Walks templates, unlike most racial abilities, should calculate their DCs using total HD, instead of racial HD.
  • Animal companions that automatically gained Multiattack at higher levels were throwing an error that the animal companion couldn't pick that feat unless Int was 3+.
  • Changing initiative values of pending actors on the Tactical Console disabled the "Integrate" button incorrectly.
Data File Authoring
  • Added a Hero.ProfPerf tag. When assigned to the hero, this gives proficiency in all performance weapons, regardless of normal proficiency requirements. This is used for the Pit Fighter prestige class.
  • Added some new buttons to the editor for automatic calculations of class ability charges. See the Data File Authoring entry for update 6.19 for info on how these tags work.
  • Added the #hastrait[Id] macro. It can be used to test whether a character has a trait, the same way #hasfeat[Id] macro tests for feats.
  • Added a Helper.AlwaysMast tag to mark armor that is always masterwork. This is used for the HellKnight Plate.
  • Added a RaceSplPFS identity tag that is generated by each race. When a spell is marked with this tag, only PFS characters of a matching race can legally take it. Non Pathfinder Society characters will be unaffected by this tag and may still freely take the spell, regardless of race.
  • Added the MelAttOver and RanAttOver tag groups, when applied to a weapon, that weapon will use a non-standard attribute to generate it's attack bonus. This overrides the base attribute used, so the new one chosen is used regardless of which is higher.
  • Added the MelAttOpt and RanAttOpt tag groups, these function similar to the tags described above, but the higher of the two attributes will be used to calculate attack bonuses.
  • Added the mtWeigMult (cost multiplier based on weight) and mtCostMult (cost multiplier) fields to Materials, as a way to automate and streamline common material functions (see the editor for more explanation). Eval scripts based on the old examples should still work fine.
  • Darkvision has been modified to be easier to manipulate and change with scripts. Now one of the darkvisions becomes "Primary" and searches through all darkvisions on the hero, setting its abValue field to the highest among them. Only if all present have no value set will it default to 60. This means it is now possible to set darkvision to values less than 60. abValue2 is now used to store a bonus/penalty that is added to the base darkvision range stored in abValue.
  • If the Helper.DCUseTotHD tag is added to a racial ability, that ability will calculate its DC using the character's total HD, instead of using the character's racial HD (which is the default for racial abilities).
  • Added the Hero.HasDarkvis and Hero.HasLowLig tags, they are assigned fairly early to the Hero when a hero has one of those abilities.
  • Added the HasMetaMag tags, so that custom spells with metamagics will be marked with what has modified them. This enables a user to seek out certain combinations of spells and metamagics and then manipulate them (see next entry).
  • Added the ReduMMCost tags, which serve to reduce the cost of certain Metamagics. There are two ways to use this. If the tag is applied to the hero, then all Metamagic spells with a matching HasMetaMag tag will be reduced in cost by an equal number of tags. For example, if you want all Maximized spells to be reduced from +3 levels to +1 level, apply 2 ReduMMCost.mmMaximize tags to the hero. The other method is to foreach through the custom spells and find some combination, then apply the ReduMMCost tag directly to that spell, so only it is lessened. For example, an ability that said Maximized Fire spells cost only +2 levels would foreach through all spells, looking for those with the fire descriptor and HasMetaMag.mmMaximize, and apply 1 ReduMMCost.mmMaximize tag to each of those. Any other maximized spells who don't meet the requirements of the foreach would still cost +3 levels.
  • Added several new fields to class helpers that count bonus levels for the purposes of gaining new Primary (cSpecBonLv), Secondary (cSpBonL2nd), Tertiary (cSpBonL3rd), Quaternary (cSpBonL4th), or Quintenary (cSpBonL5th) custom abilities abilities. For example, if you have a hat which makes you count as a bard of 5 levels higher for the purposes of gaining versatile performances, you would add 5 to the cSpecBonLv field on the cHelpBrd class helper when it was equipped.
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Old November 1st, 2012, 03:44 PM
Because we let a very annoying bug related to favored class options through, we've published a 7.3 update to fix that. Here's the change list for this update (we were able to fix a few other things while fixing the main problem):

Enhancements & Changes
  • -
Bug Fixes
  • A Champion of Irori with fewer than 4 monk levels was not getting a Ki pool.
  • The Musket Master archetype was reporting an error about Gun Training that it should not have been reporting.
  • Some favored class options were reporting an error even if the character had no levels in the associated class or hadn't chosen that favored class option.
  • The new Favored Class options that allow you to select additional spells known were not preserving previous choices using the old method.
Data File Authoring
  • Added the "Any Neutral" options to the "Alignment Required" and "Alignment Forbidden" options that are available on many editor tabs. (There were already options for "Any Neutral (Law/Chaos Axis)" and "Any Neutral (Good/Evil Axis)" - this new option checks both axes, instead of just one).
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Maidhc O Casain
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Old November 1st, 2012, 05:43 PM
Wow. Just . . . wow! Thanks heaps for all of the bug fixes! I may be in the minority, but I prefer that what we have already bought be working as close to perfectly as possible before we're given/sold new material.

This is a great update!
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CorzatTheGray
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Old November 1st, 2012, 06:44 PM
Quote:
Originally Posted by Mowgli View Post
Wow. Just . . . wow! Thanks heaps for all of the bug fixes! I may be in the minority, but I prefer that what we have already bought be working as close to perfectly as possible before we're given/sold new material.

This is a great update!
Seconded!

Thanks for this!
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dafrca
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Old November 1st, 2012, 08:18 PM
Mathias, thanks for jumping on that odd bug and killing it so far.

I just love how you'all take care of us.

Well done.
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maxgravity
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Old November 2nd, 2012, 01:14 AM
Can you guys please change the misleading info in the HL update screen for this addition? The update screen suggest that both Paths of Prestige and Artifacts are in CS #9. I was very disappointed when I spent $5 for Paths of Prestige and found out otherwise.

-Maxgravity
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Maidhc O Casain
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Old November 2nd, 2012, 01:54 AM
Quote:
Originally Posted by dafrca View Post
Mathias, thanks for jumping on that odd bug and killing it so far.

I just love how you'all take care of us.

Well done.
And Aaron! You were a bug stompin' machine!
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