Hero Lab making me question myself.


Rules Questions


So I am building a rough draft of a brawler for a game my wife plans to run, and I ran into an interesting glitch. When I put gauntlets on the damage is lower (1d3 rather than 1d6), and the damage never goes up no matter how many levels I put on the brawler.

So my question is: I thought that gauntlets were treated as unarmed strikes for all purposes except that they do lethal instead of nonlethal. Did I miss something in the rules? or is this a flaw in Hero Lab?

I know my brawler doesn't need the gauntlets, I was just buying them for the cool factor.

Thanks for any input.


By level 5, a brawler with close weapon mastery will be increasing the gauntlet damage.

Hero labs treats the gauntlets as unarmed attack for some stuff (weapon focus, amulet of mighty fists, Quain martial artist trait) but keeps the damage die of the gauntlet.

How it's supposed to work officially, Paizo still has to clarify that. Recently they gave indication that it'll be brought up for discussion for FAQ, but nothing so far.

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Anytime HeroLab does something that you don't want it to (whether it's because you have a house rule, you disagree with HL's interpretation, or you found a bug), go to the Adjustments tab. The Pathfinder Basic Pack from Shadow Chemosh has a robust selection of custom adjustments: you can do pretty much anything.

And if you think you've found a bug, be sure to report it.


Protoman wrote:


How it's supposed to work officially, Paizo still has to clarify that. Recently they gave indication that it'll be brought up for discussion for FAQ, but nothing so far.

Really? I'd love to see pathfinder move away from the 'amulet of mighty fists is the only way to enchant unarmed damage' and go to gauntlets and or handwraps. I was pretty sure that the only way to increase unarmed damage die was to use 'no weapon' - which includes gauntlets.


i believe... *grits teeth* hero lab is right... You can use gauntlet damage and material or brawler damage


Since the only mechanical difference is the damage die and it's worse on the option you want for cool factor, this may be a good moment for roleplaying the use of gauntlets and not actually using them, it's not a great solution, but if all you want is the image of a guy punching people wearing gauntlets it could work, even if not ideal.

The Exchange Owner - D20 Hobbies

For some reason everyone seems to confuse Unarmed Strike and Unarmed Attack.

Quote:
This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. Your opponent cannot use a disarm action to disarm you of gauntlets.

Gauntlets let you:

  • Deal lethal instead of non-lethal with your unarmed strike weapon.
  • If you attack with a gauntlet, you are attacking unarmed and provoke an AoO unless you have IUS. You deal gauntlet damage which is always 1d3 medium.
  • you can't be disarmed.


Hero Lab is usually right. Every time I think I find an error, I read deeper in my books and found out that it was right all along. I have reported a couple of bugs in my time though.


Usually, sure. Though, I did create an Unchained Summoner with an angel Eidolon and it got a speed fly 5ft at level 1 and, subsequently, couldn't be tripped. I couldn't find a rule to support it so I just ignored it.


I don't know which part you can't support, but you can't trip a flying creature. That said, I don't know if you always count as flying if you can change to flying at any point.

For instance, if it was a swim speed and someone teleported you into water, you would have to "activate" the ability to swim on your turn, you would just be swimming.

The same may go for flying.


I know that about flying. What I can't support is a level 1 angel eidolon having fly 5. They don't get that.

The Exchange Owner - D20 Hobbies

Buri Reborn wrote:
I know that about flying. What I can't support is a level 1 angel eidolon having fly 5. They don't get that.

That just sounds like a code bug. Report it.

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