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    - The Lone Wolf Development Team

Version 7.3 of the Pathfinder files for Hero Lab is now available

Are you going to add a Method in the future to allow us to Make Non-Magical Named Armor magical without using the editor in the future?

Having to use the editor for this is just a bit annoying.
 
I don't believe we will, but as ShadowChemosh pointed out, you can now make an Elven Chain armor in the editor and give it an "always masterwork" tag. Then you can build it in HL with whatever item powers you like without having to use the editor thereafter.
 
there are some good videos in ShadowChemosh's signature that walk through the basics of the editor. Including copying and modifying an existing item to make something new.
 
Since I have no clue how do use the Editor, How do I do that?

Sometimes you gotta bite the bullet and dive in, best I can do is give you some guidance.

1 - Open the editor, and look for the "Armor" tab. Click on that.

2 - In the lower left, click the "New (Blank)" button. It is blue, with white lettering.

3 - In the top Center, just above the big blank grey box (the description box), you should see 2 fields, one for name (defaults to "????") and the other for unique ID (defaults to "m?"). Fill those in, for example you could put Elven Chain, and mElfChain. You can also fill in a description in the big grey box, but that is not required.

4 - Under the grey box, there are many options in a column. Most of them are self explanatory, but if you would like more info, click on the ? to the right of each item.

Of particular note, make sure you check "Always Masterwork?". It's the 6th or so checkbox under the "Weight" field.

5 - Once you've filled all that in, and everything looks good, hit the "Test Now!" button in the upper left. That integrates your changes (usually, once or twice I've run across something that required closing and restarting the program before it showed up).

6 - Test your new creation by opening a new portfolio, and adding the newly created piece of armor, both as a mundane thing and with various magical doodads. If everything works as expected, great! If not, check what you did in step 4 and adjust. If you're still having trouble and can't figure something out, ask on the forums for further help.



As said above, there are other resources available if you want to start to learn a wider set of skills for making things, but the above should be enough to make a new armor that will suit your purposes.
 
Well that is the problem... I was trying to make an editable copy of the actual Elven Chain which is under the Armor, Magic which does not have the Always Masterwork? option.

So would it not be easier for Lone Wolf to add it in as armor instead of as Magic Armor, since it is Not actually Magic Armor but just a Special type of Armor like Hellknight Plate?

In fact do that with all the Non Magic armor/shields so they can be made magical without going to to the Editor at all?

I understand they are in the Magic Item section of the Books, but they are not Magic and Magic can be added to them.

One of the things I am hoping for for Herolabs was the ability to do as much of the rules as possible with out going into the editor...
 
Well that is the problem... I was trying to make an editable copy of the actual Elven Chain which is under the Armor, Magic which does not have the Always Masterwork? option.

So would it not be easier for Lone Wolf to add it in as armor instead of as Magic Armor, since it is Not actually Magic Armor but just a Special type of Armor like Hellknight Plate?

In fact do that with all the Non Magic armor/shields so they can be made magical without going to to the Editor at all?

I understand they are in the Magic Item section of the Books, but they are not Magic and Magic can be added to them.

One of the things I am hoping for for Herolabs was the ability to do as much of the rules as possible with out going into the editor...

We do try to cover as much of the rules as possible without requiring the customer to use the editor, I assure you. Unfortunately, this is an area where the rules are unclear, so we're leaving it up to individual DMs to rule.

Consider the specific item from the Core Rulebook, the Mithral Shirt. Although it is described as a chain shirt made out of mithral, and most of the stats match up, the weight doesn't. A Mithral Shirt is 10 lb, a normal chain shirt weighs 25 lb, so when made of mithral it weighs half that, which is 12.5 lbs. Is one or the other a typo? If so it hasn't been errataed yet that I've seen.

We have talked internally, and even on the boards several times, about whether it is possible to enchant that specific Mithral shirt and save yourself the extra 2.5 lbs. Without an official ruling one way or the other, what we've finally settled on is that Specific Magic Item nonmagical armors stand alone as specific exceptions to the rules, not enhanceable.

Hellknight plate is different because when it was presented in the Inner Sea World Guide, it was shown and statted as a mundane armor. Thus it's clear that it can accept any and all powers.

So I hope that explains why we're doing what we're doing, even if you'd come down on the other side.

Anyhoo, am I correct in understanding that you've got things under control now that you're on the "Armor" tab, rather than the "Armor, Magic" tab?
 
There is no way to make a re item through the custom weapons/armor. The feat Create Reliquary Arms and Shields turns the arms and armor it is applied to a divine focus for a purchase cost of 500gp.

Is there a way to add this to the program or have I missed the way the program allows for it.
 
In UM page 67, Efreeti form is one round per level, appears to be configured for level / 2 under Sorcerer tab when that bloodline is chosen.

Can the melee touch & ranged touch attacks reflect DEX bonuses under Sorcerer tab?
 
Can you add 'Giant Form I' or 'Efreeti form' as a Spell Adjustment? Right now to make Efreeti form I have to find and add all of the random adjustments (ability scores, armor class, size category) manually.
 
Repost: I reported this before, but haven't seen it fixed nor any explanation as whether it shouldn't be fixed. If I've missed it, please point me?

* * *

I believe Druid Archetypes, like the Dragon Shaman, should have all the subdomains available from the primary domains offered.

Random supporting info:
http://paizo.com/pathfinderRPG/prd/a...tml#subdomains
"Subdomains can be selected by Druids (except the metal subdomain) and inquisitors (if their deity allows it)."

and

http://paizo.com/store/downloads/pat...#v5748eaic9nd9 (from SKR).

Thanks.

-Pain
 
Guys, this isn't the bug report thread, please put your bugs through the new reporting mechanism so we can avoid clogging things up here, k?
 
There's a stickied thread in this forum directing you to our bug reporting mechanism. Please report issues there.
 
First as the other posts said the official Bug Report is HERE.

In my campaign one of the player has a changeling and there area few problems with her character when generated by Hero lab:
- she has the hulking changeling racial trait, the +1 to melee damage isn't calculated in her damage output.
Yea Hulking does appear to not be adding in the +1.

- her claws are listed as doing B/P damage, but claws do S/P damage.
Actually claws in Pathfinder do S/B which is what HL shows.

- her claws are treated as secondary weapons, there is no output for their use as a primary weapon.
This will happen if you equip a weapon. If you unequipped the weapon the claws become primary again.
 
I am having difficulties with the use of the Automatic Calculations button; if I select Full Levels, it does not calculate the charges at all. It doesn't seem to calculate full levels in when combined with other modifiers as well.
 
Hmm, then something wonky is going on. Can you give me a specific example (either something in our files you've found not working, or a copy of your user file where things went awry)?
 
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