• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Pathfinder Community Packs

My guess is the bonus from Weapon Training (Heavy Blades) is being lost when activating Backswing. :confused:
So as I feared Weapon Training "bonuses" are there own separate unique field. Which I missed. :(

I fixed this and created a new v1.6 file and uploaded it. Just have your HL do a fresh download of v1.6 and install again. You should be good to go. :)
 
So as I feared Weapon Training "bonuses" are there own separate unique field. Which I missed. :(

I fixed this and created a new v1.6 file and uploaded it. Just have your HL do a fresh download of v1.6 and install again. You should be good to go. :)

:D There are so many bonuses in this game now... :D

Downloaded and imported. The bonuses are calculated correctly. Thank you!
 
New Features
  • Path of War (ShadowChemosh) - Created two new "Dossiers" (ie Character Sheets) that will appear when you print your character from inside of HL. These only display for characters that can initiate maneuvers. The first sheet "(Community) Path of War Maneuvers - Summary" Prints a summary of each maneuver or stance your character has. The second sheet "(Community) Path of War Maneuvers - Description" Prints the full text in a two column layout of each maneuver and stance your character has.
I just wanted to highlight this part of the new features for the Pack. When you go to print a character that is from Path of War and can initiate maneuvers. You will be presented with these two new choices:
Dossiers.jpg

These two new character sheets allow the maneuvers/stances to be printed similar to spells. This is an important step forward for being able to change how maneuvers/stances are displayed in HL. ;)

An example of the new character sheet for Path of War characters is attached to this post. :D
 

Attachments

Awesome!

Half of my group are absolutely in love with Spheres of Power, the other half with Path of War.
Both are eagerly awaiting each new addition to Hero Lab, as our table rules are that if it cannot be built within Hero Lab, it cannot be taken as a character option; HL is being used as the legal/valid build checker.
 
I've been tooling around with some bits of the Bloodforge Infusions playtest, so I figured I'd toss the file so far up here and see if anybody might want to try to roll it into the 3PP pack stuff. Note that this isn't even close to finished, but some is better than none, right?

Includes so far:

ARTs:
Kitsune (coyotl, huli jing, kumiho, yokai, zenko kitsune)

Rage Powers:
Bloody Fist

Psionic Powers:
Distant Voice

Feats:
Kumiho Huntress
Liver-Eater

Traits:
Celestial Essence
Hot-Blooded

Known bugs:

For yokai kitsune, I'm not sure how to make Change Shape let you pick a Tiny fox and yet only turn you Small. Bluh!

Tooth and Nail still needs a toggle for hiding/showing natural attacks that enables/disables the Disguise bonus in human form.

Kumiho Huntress doesn't give the additional use of Bloody Fist, since I'm not sure how to do that yet.

Liver-Eater doesn't apply the "works even with keen" critical range change, since I'm not sure how to do that yet.​

I'm probably also going to try my hand at one or two of the shorter DSP Monster Classes soon. The Lizardfolk one seems pretty simple, for example.
 

Attachments

Last edited:
I've been tooling around with some bits of the Bloodforge Infusions playtest, so I figured I'd toss the file so far up here and see if anybody might want to try to roll it into the 3PP pack stuff. Note that this isn't even close to finished, but some is better than none, right?
I am happy to have new additions. A few things though is once I add this you will need to use GitHub to make future changes to the file. You can find more information in THIS thread.

First change would also require ALL the unique IDs you have to be changed/updated. This is because we use a 2 digit value in all our strings to make sure we are 100% future unique. In example raZenko would need to become ra3PZenko.

I can make this change for you if you wish. But part of using GitHub would be that you will be able to pull down the changes I do to the file. This way I don't have to keep duplicating the work over and over again. :)

If you want to wait until its 100% finished because its easier for you that is fine also. Let me know...
 
I am happy to have new additions. A few things though is once I add this you will need to use GitHub to make future changes to the file. You can find more information in THIS thread.

First change would also require ALL the unique IDs you have to be changed/updated. This is because we use a 2 digit value in all our strings to make sure we are 100% future unique. In example raZenko would need to become ra3PZenko.

I can make this change for you if you wish. But part of using GitHub would be that you will be able to pull down the changes I do to the file. This way I don't have to keep duplicating the work over and over again. :)

If you want to wait until its 100% finished because its easier for you that is fine also. Let me know...

Oh, I can do that, sure. I'll see about updating those IDs and making a pull request.
 
I think I have found a Bug in the Conferred Ability Adjustment for the Magus: Spell Combat or I'm understanding it's usage wrong.

I do have a Level 5 Magus:

By default the Penalty the is chosen ist 0, so 0 bonus is added to the Concentration check. However also 0 Penalty is taken at the Weapons Attack Value. This should be -2 already.

If I select -2 as a penalty the Weapon Attack Value gets also -2 but also a +2 Bonus is applied to Concentration Checks, which shouldn't be the case.

I think the penalty to Attack should always be the chosen value -2, because I can't find any indication in the rules that the initial penalty for Spell Combat is already added to the Concentration Check as a bonus.
 
I think I have found a Bug in the Conferred Ability Adjustment for the Magus: Spell Combat or I'm understanding it's usage wrong.

I do have a Level 5 Magus:

By default the Penalty the is chosen ist 0, so 0 bonus is added to the Concentration check. However also 0 Penalty is taken at the Weapons Attack Value. This should be -2 already.
Actually it should be 0. HL is already providing a -2 when you equip your one-handed weapon in the primary hand and "Touch Attack" or "Ranged Touch Attack" weapon as the off-hand.

Here is a image with a level 1 magus with 10 Str:
Magus1.jpg
As can be seen the -2 to Hit is already taken into account correctly by HL.

In addition there is a "Touch Attack, Damage" adjustment that lets you set the damage value instead of "As Spell". Which I just tried and its not working correctly. So I will fix that also. :(

If I select -2 as a penalty the Weapon Attack Value gets also -2 but also a +2 Bonus is applied to Concentration Checks, which shouldn't be the case.
When you entered -2 you are saying I am taking an additional penalty to hit (on top of the normal TWF rules) to get a Plus bonus to concentration. So this is correct.

I think the penalty to Attack should always be the chosen value -2, because I can't find any indication in the rules that the initial penalty for Spell Combat is already added to the Concentration Check as a bonus.
I will try and update the wording/note to make this more 'clear' on how the adjustment is meant to work. That is my bad for being in a hurry. Sorry! :(
 
Last edited:
This however does not work in my case, because my char is using Dervish Dance with the Scimitar and if I "equip" the Touch Attack it falls back to STR based Attack/Damage.
 
This however does not work in my case, because my char is using Dervish Dance with the Scimitar and if I "equip" the Touch Attack it falls back to STR based Attack/Damage.
That is a different issue that I can take a look into.

Update: This is fixed and will be in the next Pack release.
 
Last edited:
Error in v1.6 iPad

I downloaded and installed the v1.6 Pathfinder Pack to my iPad and I get the following error trying to add a new portfolio:

Thing Extension fStunnPin - thing fStunnPin not defined

Any help would be appreciated.
 
I downloaded and installed the v1.6 Pathfinder Pack to my iPad and I get the following error trying to add a new portfolio:

Thing Extension fStunnPin - thing fStunnPin not defined

Any help would be appreciated.
Well thats not good. HL is not suppose to care about a missing Thing anymore. :(

I assume you don't have the Pathfinder Unchained license?

I will need to look into this. You are not suppose to need a "specific" license anymore.
 
Last edited:
I downloaded and installed the v1.6 Pathfinder Pack to my iPad and I get the following error trying to add a new portfolio:

Thing Extension fStunnPin - thing fStunnPin not defined

Any help would be appreciated.

I haven't tried this on the iPad, but it should work fine - are you sure your copy of HL for iPad is up to date? Try updating it from the app store - what version does it show at the top-right of the "select portfolio" screen?
 
Questions from a newbie (just bought HL today):

I want to use HL to run my encounters out of Realm Works. For this I need to build my encounters first via the encounter builder in HL (right?). Now right of the bat, I needed a monster not in the three bestiaries, but luckily in the Pathfinder Pack (the shrieker from Forgotten Foes, https://is.gd/bRZOUX). So, I went and followed the installation instruction for the community pack.
Now when I open HL and am presented with the char creation view, I check the box for Forgotten Foes on the right side. But when I try to set the race of the char to shrieker, I only get violet fungus (because it mentions shriekers in its description).
But that's not what I really want, so I go to the encounter builder and search for shrieker. Now all I got is Beetle, Giant Boring.

And even that beetle triggers a warning, because it wants Occult Adventures. Before downloading the community pack, I checked the forum entry and there was no mentioning of any prerequisites. For the deprecated Community Bestiary there were some mentioned, but for the unified pack nothing was said, so I assumed the creators somehow got rid of these dependencies.

Which leads me to my questions:
1. Can I even use the Pathfinder Pack with just the basic Rulebook package of HL and the bestiary bundle added?
2. If yes, what am I doing wrong? How do I find the shriekers?
3. If no, what do I need to use it?

Thanks in advance!

PS: Sorry if this has been answered before, but I lack to time to read through the 90+ pages of this thread.
 
Last edited:
Shriekers, among some other former monsters, are classified as "Hazards" in D&D 3.x and Pathfinder. They are not a race you can select.

See the Core Rulebook p. 415 for their entry.

Violet Fungi are still classified as monsters, and appear in the first Bestiary.
 
Shriekers, among some other former monsters, are classified as "Hazards" in D&D 3.x and Pathfinder. They are not a race you can select.

See the Core Rulebook p. 415 for their entry.

Violet Fungi are still classified as monsters, and appear in the first Bestiary.

You are correct, of course. According to this page however, Forgotten Foes has stats for shriekers. And these I wanted to add to the encounter (the idea being here, that the shriekers wake up a plethora of other fungal creatures).
Also my question concerning dependencies still stands.
 
Back
Top