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Haste and Natural Attacks. Not sure what the official ruling is on this, have read both for and against. But have you thought of adding a Haste: Natural Attack. You would specify which natural attack gets the extra attack.

Right now Herolab doesn't add an extra attack with natural attacks. Would be nice to be able to specify which one got it so you don't forget when in battle and you turn on Haste.

Thanks,

Konrad
 
I hope its OK to put suggestions here. I've got one more I'd love. There are so many bonuses to remember in combat!

Flanking, Menacing, and Outflank. It would be nice to have a condition for Menacing and Outflank you could turn on so you don't have to remember to add it. If they were a subset of flanking it would be even better Can only be enabled when flanking is enabled or something like that. Outflank only enabled when you actually have outflank.

Thanks!

Konrad
 
I believe Combat States, like outflank would be, can't be show/not shown based on having a feat, so if you create/add an outflank state, it will always be there for every character. I did create one that was pretty simple (search recent forum posts for Outflank). When enabled, it adds its bonus to the bonus that the Flanking state provides. If you just click outflank, it does nothing.
 
I believe Combat States, like outflank would be, can't be show/not shown based on having a feat, so if you create/add an outflank state, it will always be there for every character. I did create one that was pretty simple (search recent forum posts for Outflank). When enabled, it adds its bonus to the bonus that the Flanking state provides. If you just click outflank, it does nothing.

Cool. Al I did was add three adjustments all +2 to melee weapons. Flank/Outflank/Menacing. So I just remember to not use the flank condition. Then I checkmark the three adjustments that are applicable. Should work, I just gotta remember.
 
I've got an Eidolon with natural attack Bite, snatch, and a amulet of mighty fists +1. In Herolab Basics it says his CMB is +29 and his Grapple is 33 (+4). All good. If I add your Weapon: CMB adjustment with a 0 as a test it lists a CMB for that weapon as 29, but it should be one higher because of the amulet, shouldn't it? If I add the grappled condition it goes down by two (this is where I need a specific adjustment for weapon: Grapple CMB so it knows not to do a -2 when grappling). If I checkmark magic fang Bite +3 the bite attack goes up, but the Bite CMB doesn't.

Thanks for such awesome addons to Herolab!

Konrad

Grapple is not an attack that benefits from having an enhanced weapon. I know you're talking about a natural weapon/unarmed strike and an AoMF, but the RAW does not provide for the bonus applying to grapple.

You could certainly add grapple to the list of adjustments in the script, but that would be a house rule.
 
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Grapple is not an attack that benefits from having an enhanced weapon. I know you're talking about a natural weapon/unarmed strike and an AoMF, but the RAW does not provide for the bonus applying to grapple.

You could certainly add grapple to the list of adjustments in the script, but that would be a house rule.

I had a look through the paizo forums and the FAQ, I never realized a natural weapon with a bonus wouldn't get its bonus when grappling. Seems silly, if its easier to hit in melee, why not easier to snatch an opponent up, but thats fine I'll go with it. Just seems it would be much simpler if there weren't so many exceptions.

Thanks!
 
Grapple is not an attack that benefits from having an enhanced weapon. I know you're talking about a natural weapon/unarmed strike and an AoMF, but the RAW does not provide for the bonus applying to grapple.

You could certainly add grapple to the list of adjustments in the script, but that would be a house rule.

It still would be good to have a Grapple Weapon: CMB adjustment since when you set the grapple condition that weapon's CMB shouldn't go down by two when its the weapon you are using to grapple (Bite).
 
Grapple is not an attack that benefits from having an enhanced weapon. I know you're talking about a natural weapon/unarmed strike and an AoMF, but the RAW does not provide for the bonus applying to grapple.

You could certainly add grapple to the list of adjustments in the script, but that would be a house rule.

Hmm, I gotta research more, but from reading the Paizo FAQ Blog it looks like if you are doing the grapple as a free action due to the Grab ability/Snatch Feat then you do get all your weapons bonuses on your grapple check. At least that's what it seemed like, but there are lots of pages to wade through on that one! :) Its an exception, but it makes sense I think.

Something else I never noticed, luckily I don't do a lot of CM's. But in Herolab, spells like Divine favor, divine power, and Heroism don't add to your CMB, Sunder, etc. So you have to manually remember to add the bonuses. And yet Haste does add the bonus. All those spells add a +1 to attack rolls (different typed with Haste being untyped).
 
First off, your adjustments are awesome as usual. Not sure if requests are taken in this thread? This might even be doable already since there are so many things in Herolab and your adjustments, but I've tried and couldn't find it.

I would like to show a weapons CMB for a certain maneuver type with the weapon. I see you have it, but I'm not sure it works the way I thought weapon CMB works, maybe I'm wrong on that? Here is an example.

I've got an Eidolon with natural attack Bite, snatch, and a amulet of mighty fists +1. In Herolab Basics it says his CMB is +29 and his Grapple is 33 (+4). All good. If I add your Weapon: CMB adjustment with a 0 as a test it lists a CMB for that weapon as 29, but it should be one higher because of the amulet, shouldn't it? If I add the grappled condition it goes down by two (this is where I need a specific adjustment for weapon: Grapple CMB so it knows not to do a -2 when grappling). If I checkmark magic fang Bite +3 the bite attack goes up, but the Bite CMB doesn't.

Edit: after another user mentioned you don't get attack bonuses on grapple checks I did some research. This is correct except for one exception. If the grapple check was part of an attack that has the grab ability. Then the attack's bonuses apply. Magic fang and or Amulet of mighty fists along with Haste, Prayer, etc. should all apply.
And I really think a Weapon: Grapple CMB adjustment would be useful so that when applying the grapple condition the CMB for that specific weapon doesn't go down -2.

Thanks for such awesome addons to Herolab!

Konrad
I will look into this for the next release thanks for the info. But the official answer is that the above does not apply. If a Amulet of Mighty Fists which is always on does not work I don't see why a temp spell would.

I will see about adding something for those that disagree. As long as I put a note that its not official it should be fine.

Haste and Natural Attacks. Not sure what the official ruling is on this, have read both for and against. But have you thought of adding a Haste: Natural Attack. You would specify which natural attack gets the extra attack.

Right now Herolab doesn't add an extra attack with natural attacks. Would be nice to be able to specify which one got it so you don't forget when in battle and you turn on Haste.
This is a good point actually. One natural attack is to get an extra attack from Haste. I can't find the official rule right now but I know it exists.

I hope its OK to put suggestions here. I've got one more I'd love. There are so many bonuses to remember in combat!

Flanking, Menacing, and Outflank. It would be nice to have a condition for Menacing and Outflank you could turn on so you don't have to remember to add it. If they were a subset of flanking it would be even better Can only be enabled when flanking is enabled or something like that. Outflank only enabled when you actually have outflank.
Suggestions here are totally fine. Good ideas I will take a look for next release.
 
Hmm, I gotta research more, but from reading the Paizo FAQ Blog it looks like if you are doing the grapple as a free action due to the Grab ability/Snatch Feat then you do get all your weapons bonuses on your grapple check. At least that's what it seemed like, but there are lots of pages to wade through on that one! :) Its an exception, but it makes sense I think.

Thanks, that's good to know. So many rules, and sooooo many exceptions.
 
I will look into this for the next release thanks for the info. But the official answer is that the above does not apply. If a Amulet of Mighty Fists which is always on does not work I don't see why a temp spell would.
release.

That link only talks about bonuses to unarmed attacks and natural weapons and Grapple. Since grapple is not an attack action the bonuses do not count. Fair enough and makes sense. Grapple is a standard action. Trip, Sunder and Disarm are actually substituted for attack actions so the bonuses apply. So you start a grapple as a standard action, not an attack, so you can't add your bonuses.

But farther down SKR talks about bonuses applying if the grapple was initiated by an attack that gets to do a grapple on a hit as a free action. For example the Grab ability lets you start a grapple for free when you hit with your natural attack. Then the bonuses for your attack should all apply, things like the amulet, Haste, Prayer, etc. They all contributed to the hit so they contribute to the CMD roll to grapple.

At least thats how I read it. I'll ask the question at the Paizo forums along with some other questions I have.
 
That link only talks about bonuses to unarmed attacks and natural weapons and Grapple. Since grapple is not an attack action the bonuses do not count. Fair enough and makes sense. Grapple is a standard action. Trip, Sunder and Disarm are actually substituted for attack actions so the bonuses apply. So you start a grapple as a standard action, not an attack, so you can't add your bonuses.

But farther down SKR talks about bonuses applying if the grapple was initiated by an attack that gets to do a grapple on a hit as a free action. For example the Grab ability lets you start a grapple for free when you hit with your natural attack. Then the bonuses for your attack should all apply, things like the amulet, Haste, Prayer, etc. They all contributed to the hit so they contribute to the CMD roll to grapple.

At least thats how I read it. I'll ask the question at the Paizo forums along with some other questions I have.
I just like how one of Pathfinder key selling points originally was how it made 'Grapple' so much easier to use and understand. :D

I have an idea on how I could make it a dropdown choice for the adjustment if grapple should get all the "bonuses" or not. That way I cover everyone including houserules. ;)
 
I noticed that under the Community Player Pack v2.24 in the Pathfinder Modules section, it has "Doom Comes to Dustpawn" listed twice. Is that intentional? Thanks!
 
Another Script request - Broadhead Arrows

I would like to create an Adjustment in Hero Lab Editor when using Broadhead Arrows. These arrows when activated would cause the damage die to increase but not by size. Shortbow doing 1d6 would now do 1d8 base damage. Longbows doing 1d8 would now do 1d10 base damage. Using these arrows would also cause a -1 penalty to chosen ranged weapon.

If someone already posted the script somewhere, please direct me to the post.

Thanks!
 
Not sure if this belongs here or as a bug report. I am entering Wrath of the Righteous into RW and using the community bestiary. I am getting the following error when I try to open the following portfolio.

Error: Pick 'xDamRdCldM' has been orphaned due to missing thing in batch '697'

Portfolio: Documents\Hero Lab\Portfolios\pathfinder\Community Bestiary\Wrath of the Righteous\Chapter 1 - The Worldwound Incursion\Part 3 - Amid the Ruins\I - Blackwing Ruins

Not sure which character is erroring or what xDamRdCldM is.
 
I just discovered that you have weapon-specific CMB output in here, which is awesome, but not giving me the result I expect.

I am using an adamantium guisarme as a 9th level fighter with 18 strength, a dusty rose ioun stone in a wayfinder, weapon focus guisarme, 2 levels of weapon training (polearms), improved trip, and greater trip

I would expect CMB trip to show up as:
+9 (BAB) +4 (STRbon) +2 (weapon training), +2 (imp trip) +2 (grtr trip), +1 (weapon focus), +2 (insight from ioun stone) +1 (adamantium weapon counts as MW) for a total of +23.

However, the adjustment is giving me a value of +34, and I can’t figure out why.
 
I just discovered that you have weapon-specific CMB output in here, which is awesome, but not giving me the result I expect.

I am using an adamantium guisarme as a 9th level fighter with 18 strength, a dusty rose ioun stone in a wayfinder, weapon focus guisarme, 2 levels of weapon training (polearms), improved trip, and greater trip

I would expect CMB trip to show up as:
+9 (BAB) +4 (STRbon) +2 (weapon training), +2 (imp trip) +2 (grtr trip), +1 (weapon focus), +2 (insight from ioun stone) +1 (adamantium weapon counts as MW) for a total of +23.

However, the adjustment is giving me a value of +34, and I can’t figure out why.
Thanks for the bug report. I will have this fixed in the next release. Until then go to the Adjust tab and you can set a -11 on the Adjustment using the counter to get it display the correct value.

Update: It would also appear that their is a bug in the Ioun Stone as its not adding its bonus to CMB but it is getting to the CMD.
 
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Haste and Natural Attacks. Not sure what the official ruling is on this, have read both for and against. But have you thought of adding a Haste: Natural Attack. You would specify which natural attack gets the extra attack.

Right now Herolab doesn't add an extra attack with natural attacks. Would be nice to be able to specify which one got it so you don't forget when in battle and you turn on Haste.

Thanks,

Konrad
This can be done currently by using the adjustment called "Weapon Attacks: Force Extra High" and selecting your natural attack. This is the generic adjustment that will add an extra attack at your full BAB.
 
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