Quiche Lisp
Member
Hi,
I've created a human Cleric (Divine Strategist) 8 with Herolab v7.5 on a Macbook Pro (Mac OS 10.6.8).
Her stats are as follows:
Str 14
Dex 12
Con 18
Int 10
Wis 14
Cha 8
This character has light encumbrance, and wears a +2 chainmail (she is proficient with it).
Among other feats, she has the Improved Initiative feat.
She also as, by virtue of her archetype:
Master Tactician (Ex)
[...] the divine strategist gains a bonus on initiative checks equal to 1/2 her cleric level. [...]
So, when it comes to initiative, she should have:
+1 dex bonus + 4 divine strategist bonus +4 Improved Init. bonus = +9
But Herolab lists only a +5 bonus
. In fact, if I toggle on and off the Improved Initiative feat, nothing changes - which leads me to believe Herolab doesn't take that feat into account when calculating the overall initiative bonus.
Is it possible to fix that ?
Thanks in advance.
P.S. Included below is the whole output statblock, in case it may help determine what the problem is.
Hedjouret CR 7
XP 3200
Female Human Cleric (Divine Strategist) 8
LN Medium Humanoid (human)
Init +5; Senses Perception +7
Aura deflection aura (8 rounds) (1/day)
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 71 (8d8+32)
Fort +12, Ref +5, Will +10
Defensive Abilities aura of protection (8 rounds/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Shortspear +10/+5 (1d6+3/x2) and
Javelin of lightning +4/-1 (1d6+2/x2)
Cleric (Divine Strategist) Spells Prepared (CL 8):
4 (2/day) Spell Immunity
3 (3/day) Protection from Energy
2 (4/day) Barkskin
1 (5/day) Shield
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 18, Int 10, Wis 14, Cha 8
Base Atk +6; CMB +8; CMD 19
Feats Bodyguard, Combat Casting, Combat Reflexes (2 AoO/round), Improved Initiative, In Harm's Way
Skills Acrobatics -3 (-7 jump), Appraise +4, Bluff +0, Climb -2, Diplomacy +3, Escape Artist -3, Fly -3, Heal +6, Intimidate +0, Knowledge (arcana) +5, Knowledge (local) +2, Knowledge (religion) +5, Linguistics +7, Perception +7, Ride +0, Sense Motive +10, Spellcraft +4, Stealth -3, Swim -2
Languages Celestial, Common, Draconic, Magdar, Trade Tongue
SQ aura, caster support +4, domains (defense), master tactician (+4/+2), spontaneous casting, tactical expertise +0 (1/day)
Combat Gear Potion of cure serious wounds; Other Gear +1 Chainmail, +1 Shortspear, Javelin of lightning, You have no money!
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Protection (8 rounds/day) (Su) 30'r aura grants Energy Resistance 5 and a +1 deflection bonus to AC.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Caster Support +4 (Su) Use aid another to grant +4 bonus on caster level and concentration checks.
Cleric (Divine Strategist) Domain (Defense) Associated Domain: Protection
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deflection Aura (8 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Master Tactician (+4/+2) (Ex) A divine strategist can always act in a surprise round even if she fails to make a Perception check to notice enemies, though she is considered flatfooted until she acts. In addition, the divine strategist gains a bonus on initiative checks equal to
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Tactical Expertise +0 (1/day) (Ex) +0 bonus to hit while flanking or making attacks of opportunity.
I've created a human Cleric (Divine Strategist) 8 with Herolab v7.5 on a Macbook Pro (Mac OS 10.6.8).
Her stats are as follows:
Str 14
Dex 12
Con 18
Int 10
Wis 14
Cha 8
This character has light encumbrance, and wears a +2 chainmail (she is proficient with it).
Among other feats, she has the Improved Initiative feat.
She also as, by virtue of her archetype:
Master Tactician (Ex)
[...] the divine strategist gains a bonus on initiative checks equal to 1/2 her cleric level. [...]
So, when it comes to initiative, she should have:
+1 dex bonus + 4 divine strategist bonus +4 Improved Init. bonus = +9
But Herolab lists only a +5 bonus

Is it possible to fix that ?
Thanks in advance.
P.S. Included below is the whole output statblock, in case it may help determine what the problem is.
------------------
Hedjouret CR 7
XP 3200
Female Human Cleric (Divine Strategist) 8
LN Medium Humanoid (human)
Init +5; Senses Perception +7
Aura deflection aura (8 rounds) (1/day)
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 71 (8d8+32)
Fort +12, Ref +5, Will +10
Defensive Abilities aura of protection (8 rounds/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Shortspear +10/+5 (1d6+3/x2) and
Javelin of lightning +4/-1 (1d6+2/x2)
Cleric (Divine Strategist) Spells Prepared (CL 8):
4 (2/day) Spell Immunity
3 (3/day) Protection from Energy
2 (4/day) Barkskin
1 (5/day) Shield
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 18, Int 10, Wis 14, Cha 8
Base Atk +6; CMB +8; CMD 19
Feats Bodyguard, Combat Casting, Combat Reflexes (2 AoO/round), Improved Initiative, In Harm's Way
Skills Acrobatics -3 (-7 jump), Appraise +4, Bluff +0, Climb -2, Diplomacy +3, Escape Artist -3, Fly -3, Heal +6, Intimidate +0, Knowledge (arcana) +5, Knowledge (local) +2, Knowledge (religion) +5, Linguistics +7, Perception +7, Ride +0, Sense Motive +10, Spellcraft +4, Stealth -3, Swim -2
Languages Celestial, Common, Draconic, Magdar, Trade Tongue
SQ aura, caster support +4, domains (defense), master tactician (+4/+2), spontaneous casting, tactical expertise +0 (1/day)
Combat Gear Potion of cure serious wounds; Other Gear +1 Chainmail, +1 Shortspear, Javelin of lightning, You have no money!
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Protection (8 rounds/day) (Su) 30'r aura grants Energy Resistance 5 and a +1 deflection bonus to AC.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Caster Support +4 (Su) Use aid another to grant +4 bonus on caster level and concentration checks.
Cleric (Divine Strategist) Domain (Defense) Associated Domain: Protection
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deflection Aura (8 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Master Tactician (+4/+2) (Ex) A divine strategist can always act in a surprise round even if she fails to make a Perception check to notice enemies, though she is considered flatfooted until she acts. In addition, the divine strategist gains a bonus on initiative checks equal to
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Tactical Expertise +0 (1/day) (Ex) +0 bonus to hit while flanking or making attacks of opportunity.