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Lone Wolf Development

The November release includes lots of 3rd party stuff, including more than 50 templates from Green Ronin and half a dozen archetypes from kobold press! On the paizo front, this month brings the Ranged Tactics Toolbox and the next AP issue. Enjoy!

New Releases!


  • Content from Green Ronin Publishing's Advanced Bestiary is now available as a separate package for $19.99!
  • Content from Ranged Tactics Toolbox is now available as part of the Pathfinder Player's Companion #17 package.
  • The Monk and Ninja content from Kobold Press' New Paths Compendium has been added to their existing package.

Enhancements &amp Changes


  • Added player content from Pathfinder #87 "Valley of the Brain Collectors".

Bug Fixes


  • Tweaked skill descriptions so that AncientOne's custom output sheet works once more.
  • Some long skill descriptions (e.g. Acrobatics) were being cut off - they have now been neatly trimmed with references to the core rulebook.
  • The Loremaster prestige class was showing that it still needed Skill Focus (any knowledge skill) when the character already had it.
  • A Master of Many Styles monk was requiring Pummeling Bully before being able to take Pummeling Charge.
  • Grave candles were marked as not allowed for Pathfinder Society play.
  • The Wintry Touch oracle revelation was adding its frost damage before the character was 11th level.
  • Assassin vines were missing fire resistance 10.
  • Stonesinger wasn't appearing on the character sheet.
  • The giant ant queen was huge instead of large.

Data File Authoring


  • The editor now has 3 new tabs for clones and augmentations (meant to be used with the advanced bestiary) and hazards (which encompass poisons, diseases, and curses) with more general applications.
  • Added the Hero.MnkSpArmOK and Hero.MnkACArmOK. By deleting the AddReq.ArmorNone tag from the Monk's Fast Movement or AC Bonus class special and applying the matching Hero tag, the character will ignore the currently equipped armor for the purposes of that ability. This is used for the Clockwork Monk's Armored Speed ability.

Lone Wolf Development

Today's release is mostly to get the remaining Occult Adventures playtest classes out as well as a few more bugfixes. It also includes a new feature, equipment sets! Paizo's monthly book releases have been pushed back to the 24th, so we are planning another release early next week!

New Releases!


  • The remaining classes from the Occult Adventures Playtest are now available, making the Occult Adventures Playtest complete!

Enhancements & Changes


  • Characters can now set up equipment sets on the weapons tab, which are pre-defined equip states for weapons and shields. Once you've set up several equipment sets, you can change to a different set with a single click. Also, when generating a statblock, if there are equipment sets defined, the statblock will be built with those, instead of listing all of a character's weapons. The "Print Equipment Sets" option on the Weapons tab also gives you the option to show the weapon sets on the printout. The equipment sets can be clicked and dragged to re-order them, and the printout will show the same order as the Weapons tab, so that you can prioritize your equipment sets.
  • Skills now include the full descriptions from the core rulebook!

Bug Fixes


  • The Scavenger alternate racial trait wasn't applying its Appraise bonus.
  • Charmed Life was showing an activation box, and wasn't displaying its bonus correctly.
  • Traits that need to have something selected by the user were showing on the In-Play tab, even if their selection was not something that you can change in play.
  • The Cleric (Theologian)'s Domain Secret ability could not select a spell.
  • The Constrictor Snake, Black Bear and Polar Bear races were incorrectly assigned to the SRD Animals option, instead of Bestiary Free Content and Bestiary 1, which meant that when imported from the Encounter Builder, there were errors in their portfolios.
  • The negative levels adjustment wasn't being applied correctly to individual combat maneuvers.
  • The Rod of Absorption was being reset by the night's rest button.
  • Arcanists weren't displaying their spells per day information on the character sheet.
  • The elven paladin favored class bonus was increasing the die size for lay on hands instead of adding a bonus.
  • Snakescale armor wasn't marked as not allowed for Pathfinder Society play.
  • Bracers of the merciful knight was missing its usage tracker.
  • Glass was missing as a material for weapons.

Data File Authoring


  • The editor now can copy procedures, so users can view the previously unviewable code or they can also create their own.
  • Added the Hero.TowAtkPen2 tag. Instead of equipped tower shields applying an untyped penalty to attack themselves, they apply this tag to the hero, which signals every weapon to apply the penalty to themselves. This change was necessary because each equipment set needs to decide penalties based on its own unique equip state, rather than those of the hero in general.
  • Added the wTowerPen field to weapons, based on the presence of the Hero.TowAtkPen2, this field applies a penalty to the weapon's attack.
  • The function of the Helper.TowAtkRed tag has been altered slightly. It should now be applied to the hero rather than to each tower shield.
  • Metamagics now have the option to select a required feat, and once selected, Hero Lab will build a prereq to require that feat before that metamagic can be added. The existing metamagics that can take advantage of this have had their feat prerequisites removed and replaced with this option.
  • Metamagics now each generate an MMAllowed tag with their Id. If this tag is present in the gizmo of the custom spell the metamagic is being added to, that metamagic is legal, even if the character doesn't have the required feat. This can be seen in use on the Domain Secret ability of the Cleric (Theologian) archtype.

Lone Wolf Development

A new Pathfinder release is now available, and it's a big one! Read on to find out more! I love exclamation marks!

New Releases!


  • More content from the New Paths Compendium has been added to the New Paths Compendium package. This section includes gunslinger themed archetypes for a variety of classes, and the White Necromancer and its associated archetypes. One of them even grants a completely new sort of companion creature, an undead servant that grows in power along with its master!
  • Content from Champions of Corruption is now available as the first book in a new Pathfinder Player Companion #17 package.
  • Content from the Technology Guide is now available as the first book in a new Pathfinder Campaign Setting #13 package.

Enhancements & Changes


  • Equipment kits now add their component items when purchased (but those already bought are unchanged). The displayed weight of many kits has been corrected to be equal to the summed weight of the component items, as per clarification from Paizo.
  • A new Night's Rest button is now present on the In-Play tab, allowing you to reset daily abilities, spells, and heal damage overnight with just a couple of clicks. (This replaces the "Reset Abilities" and "Reset Spells" buttons on the iPad.)
  • When purchasing Vanities that have a menu to select the faction to pay from, the first faction with > 0 PP is now selected by default.
  • Added a note to the Antipaladin's Fiendish Servant bond ability, directing users how to add the servant (since they do not progress as an animal companion).
  • Added player content from Pathfinder #86 "Lords of Rust".

Tome of Horrors Complete Changes


  • Changed the Aberrant to Aberrant Giant per yet to be released errata.
  • Added constrict attack to the Abyssal Harvester.
  • On Abyssal Larva, replaced raFGALaAci with raFGAcid. raFGALaAci is now obsolete.
  • Anemone, Great Sea 'Defensive Curl' added an activation to grant it natural armor bonus.
  • Theriontropes were counting class levels when calculating number of theriontrope attacks.
  • Abyssal Larva 'Maggot Spray' now shows in tracked resources and as ranged attack.
  • Algoid 'Mind Blast' now shows in tracked resources.
  • Anemone, Great Sea tendrils now show damage.
  • Anemone, Great Sea 'Acid Cloud' now shows in tracked resources.

New Paths Compendium Changes


  • Added White Necromancer class and archetypes.
  • Added Gunslinger archetypes.
  • Spell-less Ranger Animal companion not calculating at full class level.
  • Coil Gunsmithing not counting as Gunsmithing for prerequistes.

Bug Fixes


  • The Arcanist's Arcane Reservoir is now tracked in the same direction as the other trackers on the in-play tab (0/max now means you haven't used any).
  • The Luring Cavalier archetype's Far Challenge ability was getting twice as many uses per day than it should have.
  • The Judgment Surge feat was allowing users to activate a 2nd judgment or 3rd judgment if within 3 levels of those abilities, even though they are seperate class abilities from the "Judgment" ability.
  • The Skald's Inspired Rage ability was naming itself incorrectly, and needed an activation.
  • The Evangelist's Multitude of Talents skill was not interacting correctly with certain other abilities which enable you to use skills untrained.
  • The Noble Scion of War had the incorrect summary, that of Noble Scion of Peace.
  • The Quenching item power was not being limited to melee weapons.
  • The Beyond Morality mythic path ability was causing the selected alignment on the Background tab to show red.
  • The Deck of silvering fate needed to show weapon stats on the weapons tab.
  • Elemental Fist wasn't counting brawler levels correctly.
  • Menhir Savant wasn't modifying the class name correctly.
  • Technic Training wasn't allowing the selection of a firearm.
  • Manifest Heaven Spirit was adding the wrong bonus.
  • Celestial plate armor had an incorrect armor check penalty.
  • Technologist was marked as prohibited for Pathfinder Society play.
  • The Holy Vindicator's channel energy wasn't stacking properly with a cleric.
  • Swashbuckling Finesse wasn't meeting the requirements for some feats.
  • The graveknight's bonus feats were showing pre-requisite errors.
  • Alchemists were missing their immunity to poison.
  • The stinging whip wasn't counting as being made of metal.
  • Preferred Spell wasn't allowing arcanists to select a spell.
  • On the iPad, the dice roller for combat maneuvers would display incorrect values for specific maneuvers.
  • On the iPad, spells added by magic items were not disappearing appropriately when the magic item was un-equipped.
  • Eidolons were still sharing item slots when the Eidolon Link class ability was replaced by an archetype.
  • On the iPad, you can now set the size for new gear being purchased at the top of the Weapons, Armor, or Gear tabs.

More Bug Fixes!


  • If a character added the Ranger's Sable Company Marine archetype, but did not add the Monstrous Mount feat, errors were being generated.
  • The grappled condition was applying an extra -2 to CMBs.
  • A Brawler/Monk wearing a Monk's Robe would apply the bonus levels from the robe to both classes, meaning that unarmed strike ended up counting as if it were 10 levels higher than normal.
  • If an Inquisitor (Sanctified Slayer) selected Ranger Combat Style as a Slayer Talent, he could not select the specific combat style or any feats to go with it.
  • The Mask of the Forgotten Pharoah, if added to a Neutral character, was not allowing the character to select whether he wanted to be treated as good or as evil to determine which powers the Mask has.
  • Classes which gained Improved evasion were still showing normal evasion in the statblock output.
  • The Skald's Inspired Rage adjustment was still using the name and description of the playtest version.
  • The Totem spear had not been updated to the stats and description from it's most recent source, and was marked as not valid for PFS characters.
  • The Harrower PrC was incorrectly marked as invalid for PFS.
  • The Unconventional Inspiration Investigator talent was incorrectly requiring 9th level, instead of 17th level.
  • The Enhanced Ability mythic path abilities were adding the wrong sort of attribute bonus, so the increase to Intelligence did not grant bonus languages and such.
  • The Focused Inspiration feat was incorrectly limiting itself to just a few skills, even though inspiration can be used with any skill.
  • Several feats with the "Hex class ability required" pre-requisite were not being fulfilled by a sufficiently high level Spirit Summoner character.
  • The Pickaxe weapon (from Second Darkness) was not marked as an axe-type weapon for the purposes of fighter weapon training.
  • Two abilities of the Broken Soul template were not correctly calculating their DCs or setting how they should be shown in statblocks.
  • The Heavens Spirit was not adding the spells/abilities for its greater/true spirit ability when added to a shaman, or at incorrect levels if added to a shaman with an archetype that changes what levels those are gained at.
  • The free gauntlet weapon which comes with certain armors was not correctly changing its size and weight with non-medium sized heroes.
  • Half-elves and Half-orcs had access to ARTs from both sides of their heritage, despite those ARTs not having any abilities to replace.
  • Deeds added through the Flamboyant Arcana magus arcana which require Panache were incorrectly disabling themselves.
  • The Extra Hex feat could not choose Spirit Summoners to add a hex to.
  • In some cases, the Animal Speaker Bard archetype's animal friend abilities could shift around.
  • Characters with more than 20 levels of effective druidry would generate errors when adding an animal companion.
  • Custom Potions/Scrolls/Wands of 1st level Bard only spells had an incorrect minimum caster level of 2, instead of 1st.
  • Warpriests who took the Believer's Boon feat were generating an incorrect message that their blessings must match the domain chosen for Believer's Blessing.
  • The Path Dabbler mythic path ability was incorrectly allowing the character to take other abilities from the chosen path with their normal path ability slots.
  • The Sylvan Bloodline was incorrectly reducing the effective druid level of characters that also gained an animal companion from another source, instead of adding at minimum 1 level.
  • For vermin companions, the +2 attribute bonus from Eye for Talent (Human ART) was not removing their mindlessness. They were also not getting increased number of tricks as their intelligence rose.
  • The Spirit Summoner summoner archetype was replacing both instances of Aspect, instead of just the first.
  • The Iroran Paladin archetype was missing helper abilities to activate the various Ki Powers.
  • The Iroran Paladin archetype was incorrectly calculating the number of ki charges allowed from Charisma, when charisma boosting items were worn.
  • The Ninja's Ki attack special ability needed an activation to apply an extra attack.
  • Monstrous Insight wasn't tracking its uses per day, and needed an activation.
  • The isitoq wasn't available as an arcane familiar.
  • The giant ant drone had wrong wisdom and charisma.
  • The Mummy's Mummy Rot special was not adding "plus mummy rot" to the slam attack.
  • The ghost had a +8 racial bonus to Fly.
  • The Andoran Falconry feat, if added to a character with the option to take more than one animal companion (like a Ranger (Beast Master) or a Druid (Pack Lord)), would report errors.
  • The Ravener template was correctly removing a dragon/s DR/magic, but then not putting the same value into DR/good.

Data File Authoring


  • Added the #range macro, which functions just like #duration but for the abRange field instead.
  • Added SBSortOver.Constant and SBSortOver.AtWill. Although HL needs to show abilities which are spent as rounds/day (and similar) as having charges to be marked off, paizo's statblock groups such spell like abilities on the At-will line. For that reason, a component script now applies these override tags automatically for certain Usage tags.
  • Added the abArea tag group (abArea.Line, abArea.Cone, etc), currently used in the Sorcerer's Breath Weapon class ability.
  • Added the sSBSortNam field to the spell component. Paizo's statblock spell sections sort by the name of the spell {i}not including metamagic prepends{/i}, so this field preserves the original spell name for sorting while allowing the sbName field to accept the prepends for display in the statblock.
  • Hide.Statblock now can be applied to feats to prevent them from being shown in the statblock.
  • Added the fMyAssoc tag group, which lets mythic feats choose the "associated" non-mythic feat. A component script then finds the matching feat and hides it from the statblock, so only the mythic version is shown.
  • Added the SpellEff.CreaUndead tag, which marks spells that create undead (used chiefly for a White Necromancer ability).
  • Added the tSpdArmRed field to the Speed Helper, and renamed tSpeedMod to "Speed (Modified)". tSpdArmRed now stores the reduction in speed from wearing armor or being encumbered, which used to be internal to tSpeedMod's calculation. It has been seperated out so that the statblock can easily detect and reverse it to show the original speed.
  • Added the ability for the editor to define new companion types by creating and linking together a Companion Class Helper and a Companion Type. Unlike the standard Companions, these are added to a new table on the class tab. To make a Companion Type available for selection, assign the CompAvail tag for that type to the class helper. See the Grave-Bound White Necromancer's Undead Companions for an example.
  • Added the cCompExpr field to the class helper. It uses the CompAvail tags assigned to the class helper to generate a candidate expression allowing certain companion types.
  • Added the CompHDArr and CompHDNum fields to Companion Types. The former is an array which stores the number of HD the companion should have at each master level, while the latter is the actual number of HD allowed at the current master level (and can be used for the bootstrap conditions of the companions bonus HD picks). There are similar fields added for AC bonuses (CompACArr/CompACNum), attribute bonuses (CompStrArr/CompStrNum, CompDexArr/CompDexNum, etc), extra tricks (CompTriArr/CompTriNum), and racial custom ability points (CompAbiArr/CompAbiNum).
  • Added the CompBonSum text field. It uses the Array and value fields above to generate a summary of the current bonuses the master's levels grant the companion and is displayed in the same table which the alternate companion is added to.
  • Added the ApplyBonus tag group, which are present on the Bonus Type selections. These are also used when applying the value of CompACNum to the companion, to decide if it should be a natural armor bonus or something else.
  • Added the Helper.LuckUseINT/Helper.LuckUseWIS/Helper.PanaUseINT/Helper.PanaUseCHA, which function similar to the Grit tags. When assigned to the Grit tracker, they change the attribute used to calculate the uses of Luck or Panache respectively.

It's two announcements in one! 10.3 was released the following day (today) as a bugfix release.

Bug Fixes


  • The Night's Rest button is now more accurate about which abilities and spell-like abilities should be reset by a night's rest.
  • Natural-Born Leader was raising an error with the Nobility and Leadership domains.
  • The Exotic Weapon Proficiency (heavy weapons) feat was missing.
  • Eidolons were getting too many evolution points.
  • The Sythesist summoner's Fused Eidolons were getting no evolution points.
  • Bless wasn't adding to the combat maneuver bonus.
  • The paladin's channel energy and lay on hands weren't counting their uses properly.
  • The White Necromancer was missing the majority of its spell list.
  • The Eidolon of a summoner with the First Worlder archetype wasn't getting any class skills.

Data File Authoring


  • Editor tabs that offer tracking information now have a "Dont' reset with a night's rest" checkbox that prevents that ability/item from being reset when the user clicks the Night's Rest button on the In-Play tab.

Lone Wolf Development

A new Pathfinder release is now available, and it's a big one! Read on to find out more! I love exclamation marks!

New Releases!


  • More content from the New Paths Compendium has been added to the New Paths Compendium package. This section includes gunslinger themed archetypes for a variety of classes, and the White Necromancer and its associated archetypes. One of them even grants a completely new sort of companion creature, an undead servant that grows in power along with its master!
  • Content from Champions of Corruption is now available as the first book in a new Pathfinder Player Companion #17 package.
  • Content from the Technology Guide is now available as the first book in a new Pathfinder Campaign Setting #13 package.

Enhancements & Changes


  • Equipment kits now add their component items when purchased (but those already bought are unchanged). The displayed weight of many kits has been corrected to be equal to the summed weight of the component items, as per clarification from Paizo.
  • A new Night's Rest button is now present on the In-Play tab, allowing you to reset daily abilities, spells, and heal damage overnight with just a couple of clicks. (This replaces the "Reset Abilities" and "Reset Spells" buttons on the iPad.)
  • When purchasing Vanities that have a menu to select the faction to pay from, the first faction with > 0 PP is now selected by default.
  • Added a note to the Antipaladin's Fiendish Servant bond ability, directing users how to add the servant (since they do not progress as an animal companion).
  • Added player content from Pathfinder #86 "Lords of Rust".

Tome of Horrors Complete Changes


  • Changed the Aberrant to Aberrant Giant per yet to be released errata.
  • Added constrict attack to the Abyssal Harvester.
  • On Abyssal Larva, replaced raFGALaAci with raFGAcid. raFGALaAci is now obsolete.
  • Anemone, Great Sea 'Defensive Curl' added an activation to grant it natural armor bonus.
  • Theriontropes were counting class levels when calculating number of theriontrope attacks.
  • Abyssal Larva 'Maggot Spray' now shows in tracked resources and as ranged attack.
  • Algoid 'Mind Blast' now shows in tracked resources.
  • Anemone, Great Sea tendrils now show damage.
  • Anemone, Great Sea 'Acid Cloud' now shows in tracked resources.

New Paths Compendium Changes


  • Added White Necromancer class and archetypes.
  • Added Gunslinger archetypes.
  • Spell-less Ranger Animal companion not calculating at full class level.
  • Coil Gunsmithing not counting as Gunsmithing for prerequistes.

Bug Fixes


  • The Arcanist's Arcane Reservoir is now tracked in the same direction as the other trackers on the in-play tab (0/max now means you haven't used any).
  • The Luring Cavalier archetype's Far Challenge ability was getting twice as many uses per day than it should have.
  • The Judgment Surge feat was allowing users to activate a 2nd judgment or 3rd judgment if within 3 levels of those abilities, even though they are seperate class abilities from the "Judgment" ability.
  • The Skald's Inspired Rage ability was naming itself incorrectly, and needed an activation.
  • The Evangelist's Multitude of Talents skill was not interacting correctly with certain other abilities which enable you to use skills untrained.
  • The Noble Scion of War had the incorrect summary, that of Noble Scion of Peace.
  • The Quenching item power was not being limited to melee weapons.
  • The Beyond Morality mythic path ability was causing the selected alignment on the Background tab to show red.
  • The Deck of silvering fate needed to show weapon stats on the weapons tab.
  • Elemental Fist wasn't counting brawler levels correctly.
  • Menhir Savant wasn't modifying the class name correctly.
  • Technic Training wasn't allowing the selection of a firearm.
  • Manifest Heaven Spirit was adding the wrong bonus.
  • Celestial plate armor had an incorrect armor check penalty.
  • Technologist was marked as prohibited for Pathfinder Society play.
  • The Holy Vindicator's channel energy wasn't stacking properly with a cleric.
  • Swashbuckling Finesse wasn't meeting the requirements for some feats.
  • The graveknight's bonus feats were showing pre-requisite errors.
  • Alchemists were missing their immunity to poison.
  • The stinging whip wasn't counting as being made of metal.
  • Preferred Spell wasn't allowing arcanists to select a spell.
  • On the iPad, the dice roller for combat maneuvers would display incorrect values for specific maneuvers.
  • On the iPad, spells added by magic items were not disappearing appropriately when the magic item was un-equipped.
  • Eidolons were still sharing item slots when the Eidolon Link class ability was replaced by an archetype.
  • On the iPad, you can now set the size for new gear being purchased at the top of the Weapons, Armor, or Gear tabs.

More Bug Fixes!


  • If a character added the Ranger's Sable Company Marine archetype, but did not add the Monstrous Mount feat, errors were being generated.
  • The grappled condition was applying an extra -2 to CMBs.
  • A Brawler/Monk wearing a Monk's Robe would apply the bonus levels from the robe to both classes, meaning that unarmed strike ended up counting as if it were 10 levels higher than normal.
  • If an Inquisitor (Sanctified Slayer) selected Ranger Combat Style as a Slayer Talent, he could not select the specific combat style or any feats to go with it.
  • The Mask of the Forgotten Pharoah, if added to a Neutral character, was not allowing the character to select whether he wanted to be treated as good or as evil to determine which powers the Mask has.
  • Classes which gained Improved evasion were still showing normal evasion in the statblock output.
  • The Skald's Inspired Rage adjustment was still using the name and description of the playtest version.
  • The Totem spear had not been updated to the stats and description from it's most recent source, and was marked as not valid for PFS characters.
  • The Harrower PrC was incorrectly marked as invalid for PFS.
  • The Unconventional Inspiration Investigator talent was incorrectly requiring 9th level, instead of 17th level.
  • The Enhanced Ability mythic path abilities were adding the wrong sort of attribute bonus, so the increase to Intelligence did not grant bonus languages and such.
  • The Focused Inspiration feat was incorrectly limiting itself to just a few skills, even though inspiration can be used with any skill.
  • Several feats with the "Hex class ability required" pre-requisite were not being fulfilled by a sufficiently high level Spirit Summoner character.
  • The Pickaxe weapon (from Second Darkness) was not marked as an axe-type weapon for the purposes of fighter weapon training.
  • Two abilities of the Broken Soul template were not correctly calculating their DCs or setting how they should be shown in statblocks.
  • The Heavens Spirit was not adding the spells/abilities for its greater/true spirit ability when added to a shaman, or at incorrect levels if added to a shaman with an archetype that changes what levels those are gained at.
  • The free gauntlet weapon which comes with certain armors was not correctly changing its size and weight with non-medium sized heroes.
  • Half-elves and Half-orcs had access to ARTs from both sides of their heritage, despite those ARTs not having any abilities to replace.
  • Deeds added through the Flamboyant Arcana magus arcana which require Panache were incorrectly disabling themselves.
  • The Extra Hex feat could not choose Spirit Summoners to add a hex to.
  • In some cases, the Animal Speaker Bard archetype's animal friend abilities could shift around.
  • Characters with more than 20 levels of effective druidry would generate errors when adding an animal companion.
  • Custom Potions/Scrolls/Wands of 1st level Bard only spells had an incorrect minimum caster level of 2, instead of 1st.
  • Warpriests who took the Believer's Boon feat were generating an incorrect message that their blessings must match the domain chosen for Believer's Blessing.
  • The Path Dabbler mythic path ability was incorrectly allowing the character to take other abilities from the chosen path with their normal path ability slots.
  • The Sylvan Bloodline was incorrectly reducing the effective druid level of characters that also gained an animal companion from another source, instead of adding at minimum 1 level.
  • For vermin companions, the +2 attribute bonus from Eye for Talent (Human ART) was not removing their mindlessness. They were also not getting increased number of tricks as their intelligence rose.
  • The Spirit Summoner summoner archetype was replacing both instances of Aspect, instead of just the first.
  • The Iroran Paladin archetype was missing helper abilities to activate the various Ki Powers.
  • The Iroran Paladin archetype was incorrectly calculating the number of ki charges allowed from Charisma, when charisma boosting items were worn.
  • The Ninja's Ki attack special ability needed an activation to apply an extra attack.
  • Monstrous Insight wasn't tracking its uses per day, and needed an activation.
  • The isitoq wasn't available as an arcane familiar.
  • The giant ant drone had wrong wisdom and charisma.
  • The Mummy's Mummy Rot special was not adding "plus mummy rot" to the slam attack.
  • The ghost had a +8 racial bonus to Fly.
  • The Andoran Falconry feat, if added to a character with the option to take more than one animal companion (like a Ranger (Beast Master) or a Druid (Pack Lord)), would report errors.
  • The Ravener template was correctly removing a dragon/s DR/magic, but then not putting the same value into DR/good.

Data File Authoring


  • Added the #range macro, which functions just like #duration but for the abRange field instead.
  • Added SBSortOver.Constant and SBSortOver.AtWill. Although HL needs to show abilities which are spent as rounds/day (and similar) as having charges to be marked off, paizo's statblock groups such spell like abilities on the At-will line. For that reason, a component script now applies these override tags automatically for certain Usage tags.
  • Added the abArea tag group (abArea.Line, abArea.Cone, etc), currently used in the Sorcerer's Breath Weapon class ability.
  • Added the sSBSortNam field to the spell component. Paizo's statblock spell sections sort by the name of the spell {i}not including metamagic prepends{/i}, so this field preserves the original spell name for sorting while allowing the sbName field to accept the prepends for display in the statblock.
  • Hide.Statblock now can be applied to feats to prevent them from being shown in the statblock.
  • Added the fMyAssoc tag group, which lets mythic feats choose the "associated" non-mythic feat. A component script then finds the matching feat and hides it from the statblock, so only the mythic version is shown.
  • Added the SpellEff.CreaUndead tag, which marks spells that create undead (used chiefly for a White Necromancer ability).
  • Added the tSpdArmRed field to the Speed Helper, and renamed tSpeedMod to "Speed (Modified)". tSpdArmRed now stores the reduction in speed from wearing armor or being encumbered, which used to be internal to tSpeedMod's calculation. It has been seperated out so that the statblock can easily detect and reverse it to show the original speed.
  • Added the ability for the editor to define new companion types by creating and linking together a Companion Class Helper and a Companion Type. Unlike the standard Companions, these are added to a new table on the class tab. To make a Companion Type available for selection, assign the CompAvail tag for that type to the class helper. See the Grave-Bound White Necromancer's Undead Companions for an example.
  • Added the cCompExpr field to the class helper. It uses the CompAvail tags assigned to the class helper to generate a candidate expression allowing certain companion types.
  • Added the CompHDArr and CompHDNum fields to Companion Types. The former is an array which stores the number of HD the companion should have at each master level, while the latter is the actual number of HD allowed at the current master level (and can be used for the bootstrap conditions of the companions bonus HD picks). There are similar fields added for AC bonuses (CompACArr/CompACNum), attribute bonuses (CompStrArr/CompStrNum, CompDexArr/CompDexNum, etc), extra tricks (CompTriArr/CompTriNum), and racial custom ability points (CompAbiArr/CompAbiNum).
  • Added the CompBonSum text field. It uses the Array and value fields above to generate a summary of the current bonuses the master's levels grant the companion and is displayed in the same table which the alternate companion is added to.
  • Added the ApplyBonus tag group, which are present on the Bonus Type selections. These are also used when applying the value of CompACNum to the companion, to decide if it should be a natural armor bonus or something else.
  • Added the Helper.LuckUseINT/Helper.LuckUseWIS/Helper.PanaUseINT/Helper.PanaUseCHA, which function similar to the Grit tags. When assigned to the Grit tracker, they change the attribute used to calculate the uses of Luck or Panache respectively.

It's two announcements in one! 10.3 was released the following day (today) as a bugfix release.

Bug Fixes


  • The Night's Rest button is now more accurate about which abilities and spell-like abilities should be reset by a night's rest.
  • Natural-Born Leader was raising an error with the Nobility and Leadership domains.
  • The Exotic Weapon Proficiency (heavy weapons) feat was missing.
  • Eidolons were getting too many evolution points.
  • The Sythesist summoner's Fused Eidolons were getting no evolution points.
  • Bless wasn't adding to the combat maneuver bonus.
  • The paladin's channel energy and lay on hands weren't counting their uses properly.
  • The White Necromancer was missing the majority of its spell list.
  • The Eidolon of a summoner with the First Worlder archetype wasn't getting any class skills.

Data File Authoring


  • Editor tabs that offer tracking information now have a "Dont' reset with a night's rest" checkbox that prevents that ability/item from being reset when the user clicks the Night's Rest button on the In-Play tab.

Lone Wolf Development

Lots of new stuff this release! The first half of the content from the New Paths Compendium, the Technology Guide, and 2 different player companions! Also, fixed lots of bugs (including some which were reported a lot).

New Releases!


  • The New Paths Compendium is now available as a stand alone package from Kobold Press! Currently half of the content has been completed, and the remainder (the traits, the legendary items, the archetypes for core classes (like monk and gunslinger), the White Necromancer and Theaurge classes) should be added soon!
  • Content from People of the River is now available as part of Pathfinder Player Companion #16.
  • Content from People of the Stars is now available as part of Pathfinder Player Companion #16.
  • Content from the Technology Guide is now available as the final book in Pathfinder Campaign Setting #12.

Enhancements & Changes


  • Added player content from Pathfinder #85 "Fires of Creation".
  • Characters with only a single active faction now auto-select that faction when creating prestige journal entries.
  • Old Pathfinder Society factions (Andoran, Cheliax, etc) are now flagged as "Retired".
  • Double weapons now show both normal and two weapon fighting attack/damage in the output hero statblock when equipped as a double weapon.
  • Some further enhancements to the output statblock have been made, to bring it closer to the paizo standard.

Bug Fixes


  • The kensai magus's Canny Defense ability was applying the wrong kind of bonus.
  • Shatterspike was missing its enhancement bonus.
  • The ocean doman's Surge ability wasn't calculating its DC correctly.
  • Extra Hex was limiting itself to being taken once.
  • The Beast Totem rage power wasn't applying its bonus correctly.
  • The magus' Arcane Pool was not calculating correctly at 1st level.
  • The warpriest's Sacred Weapon ability wasn't handling the case of a deity without a favored weapon correctly.
  • Crossblooded sorcerers were incorrectly reporting an error from their blooline spell choices.
  • Extra Investigator Talent was limiting itself to being taken once.
  • Destined Strike was appearing twice at 12th level instead of once at 1st and once at 12th.
  • Arcane Deed was limiting itself to being taken once.
  • Mythic path abilities weren't being counted correctly when taken.
  • Empiricist wasn't removing the Poison Use ability.
  • Spell Perfection wasn't working for arcanist spells.
  • Pummeling Charge had a misspelled pre-requisite.
  • Sanctified Slayer wasn't granting a slayer talent at 8th level.</li
  • The Librarian trait wasn't adding its bonus to Linguistics and Profession (Librarian)
  • The wolverine animal companion was missing its speed.
  • Slashing Grace had a wrong pre-requisite.
  • The warpriest's Sacred Weapon ability was showing an incorrect bonus.
  • Combining the Razmiran Priest and Crossblooded sorcerer archetypes was removing the Razmiran Priest's granted spells.
  • Overprotective was showing its modifier on every skill on the printed character sheet.
  • Final Revelation of the Heavens was applying its bonus at low levels.
  • Iron Skin was appearing in the DR section of the character sheet.
  • The mirror of mental prowess was raising an incorrect error.
  • A Living Monolith with a ka stone wasn't getting his base attack bonus increase when enlarged.
  • The prestige award requirements on vanities would sometimes display incorrect faction requirements.
  • The Social tab now appears correctly on the iPad.
  • Adept Champion was adding the wrong bonus to CMB.
  • If the Piecemeal Armor rules from Ultimate Combat are enabled, you can now equip more than one piece of armor at the same time on the iPad.
  • Familiars from the Bestiary are now tagged with the "Bestiary Familiars" source, available to everyone.
  • Some races from the Bestiary were not tagged with the "Bestiary Free Content" source correctly.
  • Fixed many mis-spellings of an Inquisitor's Judgment.
  • The "Firebrand" Alchemist Discovery was not working correctly.
  • The Arcane Pool ability was counting as the Arcane Strike feat for the purposes of pre-requisites (which was a feature dropped after the playtest).
  • The Lion and Tiger animal companions incorrectly had a situational bonus to stealth.
  • The Gauntlet and Spiked Gauntlet weapons were not adjusting their weight based on the size of the weapon.
  • The Acolyte of the First Step vanity was throwing errors when added with the Priest of the Third Step vanity.
  • The Khol of uncanny discernment was not showing an activation to apply its bonuses.
  • The Naga Aspirant druid archetype was not replacing the Venom Immunity class ability.
  • The Mongrel Mage sorcerer archetype was throwing errors if added without any sorcerer levels.
  • The Swashbuckler's dares were not counting against their bonus feats allowed.
  • The Tengu's Exotic Weapon Training ART was not working with the version of meteor hammer defined in the Jade Oath files.
  • The Alignment Modifier for kingdom statistics was not working.
  • The Dual-Cursed Oracle lesser curse was not granting the spells and abilities allowed at 1st level.
  • Several of the hybrid classes had a text glitch when displaying non core rulebook parent classes.
  • Several combat feats with an Intelligence pre-req were not substituting Charisma for swashbucklers.
  • The Celestial template would sometimes throw errors when automatically applied to a high level paladin's mount.
  • The Envoy of Balance's Spiritual Equilibrium ability was not causing the PrC's levels to stack with cleric levels for channeling energy.
  • The Spell Specialist arcanist archetype was reducing spells per day incorrectly.
  • The Blade Adept arcanist archetype was not removing exploits at higher levels correctly.
  • The Jabbing Style and Pummeling Style feats had incorrect pre-reqs (with the BAB pre-req seperated from brawler and monk flurry).
  • The Slashing Grace feat was incorrectly applying to one handed weapons equipped in 2 hands.
  • The Extra Slayer Talent feat was not able to be added more than once.
  • The Infernal Mortification ability of the Fiend Flayer magus archetype had no activation to apply Con damage.
  • The Amateur Gunslinger feat was incorrectly marked as not allowed for PFS characters.
  • The Mount ability of the Sacred Commander archetype was not fulfilling the pre-req for Monstrous Mount.
  • The printed output for Journals was showing a capitol journal, even if the source for Ultimate Campaign's extra systems was not turned on.
  • In some cases, an inquisitor judgment would be activated but hidden on the activated ability list, leading to a "too many judgments active" error.
  • The Phantom Touch oracle revelation was not calculating its uses per day.
  • The Master of Many Styles was not properly handling several of the newer style feat paths for its bonus feats.
  • The Directed Blast alchemist discovery was displaying the wrong range in its summary.
  • The Hunter's Tactics hunter ability was only adding teamwork feats taken as Hunter bonus feats to the companion, rather than all teamwork feats (regardless of source).
  • The Animal Archives optional rule for enforcing animal item slots for Quadruped (hooves) was incorrectly banning foot and head slot items.
  • Elemental Schools, when added to an Arcanist (School Savant), were incorrectly requiring 2 opposed schools.
  • The Weretiger template's natural weapons were dealing too much damage.
  • The Kapenia Dancer magus archetype's Canny Defense ability was adding the wrong type of bonus to AC.
  • The Scabbard of many blades was not allowing some weapons to be stored within it.
  • The Horseshoes of great burden were not doubling encumberance limits when equipped.
  • The Exploiter Wizard archetype was not qualifying for the Extra Exploit feat.
  • The Catfolk Exemplar (Sharp Claws) feat was not fulfilling pre-requisites as though it were the Cat Claws ART.
  • The Arcane Reservoir ability was throwing errors when added to non-arcanists (such as by the Exploiter wizard archetype).
  • The Warpriest was incorrectly qualifying for feats which required channelling at lower than 4th level.
  • In some cases, arcanist with wordcasting enabled were throwing errors.
  • Arcanists were showing word spells in their spellbook, even when Words of Power source was not on.

Data File Authoring


  • Added the CompPowNot tag group, which can be applied to an animal companion before First 500 to prevent the addition of default animal companion racial abilities (such as multiattack/extra attack).
  • Added a 3rd feat table to both classes and configurables. The various fields and tags follow the same patterns as the previous 2 tables. A Skin Changer (Companion Bound) character can need up to 6 different bonus feat tables!

Lone Wolf Development

Hey guys, sorry for the delayed post. Obviously the big release this time was the advanced class guide and the new adventure path content. We'll be playing catch up to get the recent Player Companion and Campaign Setting books done when we return from GenCon. Till then, happy gaming!

New Releases!


  • The Advanced Class Guide is now available for purchase as a stand alone data package!

Enhancements &amp Changes


  • Added the Iron Gods Player's Guide.
  • Since there are now several different classes which pull custom special abilities from other classes, the use of abCategory tags has been expanded and the category of a custom special is now displayed when selecting it. Thus, your investigator can see at a glance which options he can pick are Rogue Talents, which are Investigator only Talents, and which are Alchemist Discoveries.
  • Added the Light Shield Proficiency feat, which was needed for several classes/archetypes from ACG.
  • The Monk's various Ki expenditures which were formerly part of other abilities, have been split off into their own class specials. This is because they are technically part of the Ki Pool ability. For example, the Sacred Fist warpriest archetype grants ki pool (and the ability to spend a point for +20 speed), but it does not grant fast movement.
  • Added an "other" gender option, allowing you to enter a custom gender for the character.

Bug Fixes


  • The Urban Druid archetype's Resist Temptation ability was applying an incorrect situational.
  • The Bootlegger archetype's Liquid Courage ability was adding double the number of charges it should have.
  • The Bonded Firearm feat was applying an untyped bonus to attack, instead of a luck bonus.
  • The Sea Witch archetype was missing its 6th level bonus patron spell.
  • The Spell Info button on the class tab was not updating the attribute referenced when that was changed by an archetype.
  • The Blood of Heroes oracle revelation was applying an untyped bonus to damage, instead of a morale bonus.
  • The Lymirin Discourses (Third and Fourth Acts) gear item was applying an untyped bonus to damage, instead of a sacred bonus.

Data File Authoring


  • Added the sClassNot tag group. You can tag spells with this to specifically exclude them from a certain class. For example, the Hunter uses the Druid and Ranger spell lists, which have a lot of overlap. Any spells that are duplicated are supposed to use the lower level example. Thus, all higher level duplicates have been marked with the sClassNot.cHelpHun tag, so only the lower level copy is available for selection.
  • Configurables can now dynamically determine whether their bonus feat tables should ignore pre-requisites or not. If the Helper.BonFtNoPre is present on the configurable, then the primary feat table will ignore pre-requisities. Helper.SBonFtNoPr fulfills the same function for the secondary feat table.
  • Added the cBonFtTxt field to class helpers. If text is placed into this field, it will be shown in the header of any bonus feats added through the primary table. This is used to warn users to be extra careful when adding Brawler bonus feats (as they have a rather vague requirement for what should be available). The cSBonFtTxt field does the same thing for bonus feats added through the secondary table.
  • The macro #allowuntrained[ID] has been added to simplify the process of designating a skill as one that can be used untrained
  • Added several new AbReplace tags, for Sorcerer Bloodline Xth level abilities. For example, adding AbReplace.cSorBl9th will search through the bloodlines' bootstrapped class abilities, find the one bootstrapped at 9th level, and disable it. This includes logic to correctly identify which is the 9th level ability, should there be multiple bootstrapped to that level.
  • The Grit/Panache/Luck all use the trkGrit special, but with a Helper.Grit/Helper.Panache/Helper.Luck tag on the bootstrap. This is to allow them to calculate the charges using different attributes and pool them into a single tracker.
  • Added another new AbReplace tag, cMnkStunFi, which replaces all the different stunning fist monk abilities with a single tag.

Lone Wolf Development

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Deep Magic, from Kobold Press is now available for purchase! We also have the player content from Pathfinder Adventure Path #83 and #84, and monthly Bug fixes. Unfortunately, between that and all our work on the upcoming Advanced Class Guide, the People of the River sourcebook has slipped back to the August release.

New Releases!


  • Deep Magic is now available as a stand alone package from Kobold Press!

Enhancements &amp Changes


  • Added player content from Pathfinder #83 "The Slave Trenches of Hakotep".
  • Added player content from Pathfinder #84 "Pyramid of the Sky Pharaoh".
  • Several races and templates which had been unsourced have been given the new "Bestiary I Free Content" source. We wanted to keep these freely available for character/monster creation, but at the same time make it possible to exclude them if you are running a "Core Rulebook Only" type of game. The source should be on by default so users don't need to do anything.
  • The four Age Effects adjustments have been combined into a single one which lets you pick what age your character is.
  • The Timeless Body abilities of the Monk and Druid have been implemented.
  • Based on a ruling by the paizo developers, the attribute modifiers of certain Dhampir heritages (Ru-Shi and Ajibachana) have been changed.
  • Psionic Characters can now print their known powers to a dossier with either full descriptions or only brief summaries.

Bug Fixes


  • Thanks to extensive testing by superfan Risner, many things which were missing their sources or were incorrectly tagged for PFS have been corrected.
  • The Greater Heroism spell adjustment was granting too large a bonus to attacks, saves, and skills.
  • The Monk of the Lotus' Touch of Serenity ability wasn't displaying correctly.
  • Domain Spells were not granting eligibility to take their mythic versions.
  • Bonus spells from things like sorcerer bloodlines or oracle revelations were not granting eligibility to take their mythic versions.
  • The Static Bonus Feat racial ability for Custom Races was showing both the mythic and mundane versions of feats.
  • The Ambitious Schemer ART was applying a trait rather than racial bonus.
  • The Elixir of darksight was throwing an error when activated.
  • The Crystal Dragon's Scintillating Aura was missing a DC.
  • Two handed firearms were not being marked as taking a Full-rd action to reload.
  • The Musket Master's Fast Musket ability was not reducing reload times.
  • Rapid Reload was not correctly applying when bootstrapped with a pre-selected choice.
  • The Skinsaw and Reaper's masks were adding an untyped bonus to damage, instead of a profane bonus.
  • The Ring of Emancipation was not applying a bonus to sunder, and was not bootstrapping an item spell.
  • The Nautical Chart was not applying a situational.
  • The Aldori Swordlord's Deft Strike ability was allowing the dex bonus to damage to be increased when wielding the sword two handed.
  • On the character sheet, ranged flurries were showing damage as though they were melee attacks.
  • The Power Attack feat was doubling penalties to CMB when activated.
  • The Amateur Gunslinger feat configurable was allowing selection of deeds higher than 1st level.
  • The Guarding Blade was missing the Dancing item power.
  • The Aspect of the Falcon spell adjustment was applying an untyped bonus to ranged damage, instead of a competence bonus.
  • Prestige Classes that grant extra spellcasting levels were not displaying that correctly on their class tab's Spells info button.
  • The Bruising Intellect trait was not allowing Intimidate to use either Cha or Int (whichever is higher).
  • The Theologian's Focused Domain ability was not functioning.
  • The Dangerously Curious trait was applying a trait bonus, rather than an untyped bonus.
  • The Irorian Paladin archetype was missing its Improved Unarmed Strike.
  • Characters using the &quot;Wounds and Vigor&quot; rule from Ultimate Combat were being shown as disabled when their Vigor was 0.
  • The Dagger of Repossesion wasn't able to be equipped.
  • After changing the default GP a character started with, it would always display as 0 startng GP (although the actual value would be properly added).
  • If you change your starting cash on the configure hero form at all, it no longer changes automatically between 150gp & 0gp when switching the hero back and forth between PC & NPC modes.
  • The Reincarnated Oracle archetype was missing a pre-requisite.
  • The Robe of Runes was not granting item ranks and extra language slots for it's Intelligence enhancement.
  • The Divine Commander summoner Archetype was throwing errors until you added a domain.
  • The Prayer (ally) spell adjustment was applying an untyped bonus to damage, which incorrectly stacked with other adjustments like Divine Power.
  • The Divine Power spell adjustment was not granting an extra attack or adding the correct situational to Strength.
  • Celestial armor incorrectly had a ACP of -1 instead of -2.
  • The Corset of the vishkanya was incorrectly marked as not allowed for PFS characters.
  • Skills with no associated attribute linkage (like Skill Tricks) were throwing errors when added to the character.
  • Individual maneuver CMD and CMB bonuses were being doubled when displayed in the iPad app.

Data File Authoring


  • When creating a deity you can now assign it an explicit tag to control what order the deity is shown in the selection list. Any diety with such a tag is shown before other, untagged Deities (such as the default golarion deities), and those with the same explicit tag are sorted then by their category and name. The higher the explicit tag's value, the lower that grouping appears in the diety list (but always before those without a tag). For example, you could create a national pantheon and give each god belonging to it a explicit.3 tag, which would cause them to group together before the default golarion deities. Within that grouping however, they would be organized alphabetically. You could then define several gods related to a particular mountain, give them all an explicit.10 tag, and they would appear below the national pantheon (but still before the Golarion deities) in their own group organized alphabetically. Within the editor, this is referred to as the "Deity Category Order Group".

Lone Wolf Development

Lots of new stuff this month, as we finally catch up! Occult Mysteries and the remainder of Inner Sea Combat are now out, as well as this month's Blood of the Elements and Numeria, Land of Fallen stars. We have the usual monthly bug fixes and AP content, and some exciting new features for data file authors to take advantage of.

New Releases!


  • All remaining content from Inner Sea Combat is now included as part of Pathfinder Campaign Setting #11.
  • Content from Blood of the Elements is now available as the first book in the new Pathfinder Player Companion #16.
  • Content from Numeria, Land of Fallen Stars is now available as the first book in the new Pathfinder Campaign Setting #12.
  • Content from Occult Mysteries is now available as the second book in the Pathfinder Campaign Setting #12.

Enhancements &amp Changes


  • Added player content from Pathfinder #82 "Secret of the Sphinx".
  • Containers with a limited amount of weight they can hold (like bags of holding), will now report an error if too much gear is stored in them!
  • Ranged weapons now act as containers that can only hold ammunition. Ammunition held by a ranged weapon appears associated with it in statblock output.
  • When ammunition cartridges are put into firearms, they reduce the action needed to reload them, which can enable full attacks when combining them with rapid reload.
  • Incorporeal characters now ignore encumberance (allowing them to have money or other gear in their possession), but cannot equip items which do not have the ghost touch property.
  • Added a "Custom Oil" option to the magic tab that works identically to potions except for the name. Now you can add "oil of magic weapon" rather than potions.
  • A number of new adjustments are available, taking advantage of the ability to select two things (such as a type of bonus and a thing to benefit from that bonus).
  • Many abilities and adjustments which were applying untyped bonuses to CMD or CMB now apply the correct typed bonus.
  • Individual combat maneuvers now display their own specific calculations.
  • Taking the wrong number of favored terrains & favored enemies now flags any appropriate class panels as invalid.
  • Languages have been organized into 4 broad groups (based on prevalence within the campaign) with a number of sub-groups (such as campaign setting). You can now apply tags to eliminate the groups (or individual languages) you do not want to see in your home campaign. See the Authoring section entry on LangCat and HideLanCat tags for details.

Bug Fixes


  • Storm druids had access to domains that they should not have been able to take.
  • CompList tags were not functioning for Eidolons.
  • Cayden's Cup was not applying the correct skill and initiative penalty when the "Mythic" version of the activation was checked.
  • History of Scars was applying a +1 bonus to Charisma skills, rather than a -2 penalty.
  • The Sniper's Helm was incorrectly marked as an ioun stone and thus could be placed into a wayfinder.
  • The Curse of Black Blood's penalties were not correctly stacking with other untyped penalties.
  • The Divine Power and Divine Favor spell adjustments were not stacking correctly with other luck bonuses to damage.
  • The Marid Sorcerer bloodline had switched the bonus spells added at 15th and 17th level.
  • The Phalanx Soldier's Fighter archetype's Stand Firm ability was throwing errors if you had not enabled the optional maneuvers from the APG.
  • The Monk of the Four Winds' Tiger aspect was incorrectly adding the Pounce racial ability.
  • The Monk of the Four Winds needed a class special spelling out the limitations of the Aspects.
  • The Monk of the Lotus' Touch of Serenity ability was incorrectly displayed in the list of class abilities on the Monk tab.
  • Darts were by default showing up on the incorrect line of the statblock (as melee attacks rather than ranged).
  • The Ochre and Umber Jelly monsters were missing their acid damage to slam/constrict and the grab special.
  • Monsters with no skills (such as those with no Int score) were still displaying an empty skills line in the generated statblock.
  • Dragonform armor's description was incorrectly italicised.
  • The Iroran Paladin archetype's unarmed strike damage was not correctly stacking with unarmed strike from monks.
  • Brother of the Seal could throw errors if adding multiple levels at once brought you above 2nd level.
  • Brother of the Seal and Champion of Irori PrC's were throwing off the BAB used to calculate flurry of blows attacks (effectively double adding to that total).
  • The Android's racial abilities were showing incorrectly in the statblock.
  • When creating a custom potion or scroll the line of the header which states the classes that can cast the displayed spell was missing.
  • The Celestial Commander Summoner archetype was not adding the chosen domain's spells to its spell list.
  • When a spell school was created through the editor, an associated sSchool tag was not being generated for tagging spells belonging to that school.
  • Archetypes which replaced a class ability were replacing it for all classes with that ability, rather than just the class they are linked to. They should now better target only those class abilities of the linked class.
  • The Acrobatics skill was incorrectly showing in the statblock based on having a situational modifier from speed greater/less than 30 ft.
  • The Lich's touch attack was not showing on the weapons tab or in the generated statblock.
  • The Unbreakable Fighter archetype's Unflinching ability was applying the same situational multiple times.
  • Gunslinger statblocks were displaying their deeds incorrectly.
  • The Bushwacker Gunslinger archetype was incorrectly reducing max Grit by 1 (rather than limiting only daily starting grit).
  • The Improved Familiar mythic feat was not adding to the SR and Natural armor of the familiar.
  • The Rapid Reload mythic feat was not applying the reduction in reload actions to all firearms and crossbows.
  • The Rapid Shot feat, when activated, was applying extra melee attacks when the weapon was both melee and ranged (like a dagger).
  • The Dragon's Breath alchemical cartridge had incorrect italics.
  • The Mythic Power ability was showing incorrectly for non-mythic custom monster creator races.
  • Custom monsters were reporting an incorrect error about being overspent on racial custom abilities.
  • The Frost fist amulet was not adding extra cold damage to natural weapons and unarmed strikes.
  • The Arcane Investigator and Expanded Repertoire bard archetype abilities were throwing errors until a spell level had been selected for them to modify.
  • The Witch's Charm hex had the DC listed twice in the livename.
  • The Light subdomain had a warning which was unnecessary, which would appear for non-clerics who added the domain.
  • The Scarred Witch Doctor Witch archetype was not causing the Prehensile Hair Hex to use Con for Attack and Damage instead of Int.
  • Animated Object races above Medium size had incorrect damage for their slam attacks.
  • Psionic Powers and Psi like abilities were not displaying correctly in the output hero statblock.
  • False Jewelry was throwing an error about filling in some details which could not be resolved.
  • The Sable Company Marine archetype could throw errors for some existing characters.
  • Vanities were showing a GP cost in their header.
  • The Aasimar Summoner favored class bonus was not working correctly when added to a Synthesist summoner.
  • Fused Eidolons were always showing as immune to trip, regardless of the number of legs evolutions added.
  • The selection for the Inquisitor's Slayer ability was unclear. It now puts the name of the selected ability in the livename of the Slayer ability and pulls the description tag for the selected judgment.
  • The Tatooed Sorcerer archetype was incorrectly disabling the Sorcerer Arcana.
  • Typed penalties were not being correctly passed down to individual weapons, though bonuses were working correctly.
  • The Smite Bias ability of the counterpoised template was allowing charisma penalties to apply to attack when activated (rather than only bonuses).
  • The Shining Knight paladin archetype's Skilled Rider ability was not adding the paladin's divine grace bonus to the mount's saves.
  • Templates which changed the character's type and retained an augmented old type were not adding the type abilities for the new type.
  • The Maneuver Master monk archetype's Flurry of Maneuvers ability had an unneccessary activation on the In-Play tab.
  • The Volcano Shield was not adding the effects of the Flaming item power on its shield bash.

Data File Authoring


  • Added the new gHeldMaxWt field, which can be defined as the maximum number of pounds of gear placed inside a container. If this value is exceeded, an error is thrown.
  • Added the SQListHide and SAListHide tag groups (Primary, Secondary, Tertiary, etc), which prevent the assembled list of Custom Class Special Abilities from being shown in the statblock when assigned to the class helper. This is used for the Cleric, who has Domains as their primary Custom Special ability, but the domains should not be shown on the SQ line of the statblock.
  • Added the SkillOpt tag group (aSTR, aDEX, aCON, etc) which function similar to other "Opt" tags like DamageOpt. That is, when SkillOpt is applied to a skill, the attribute bonus added to the skill will be the higher of "normal" attribute and the "optional" attribute. This functions after the previously created SkillOver tags.
  • Added the SkillAbil tag group (aSTR, aDEX, aCON, etc) which marks what ability the skill is currently using for it's attribute modifier. Because SkillOpt and SkillOver can change the default SkillAbil tag based on which attributes have the higher bonus, SkillAbil should only be checked during the PostAttr phase or later. Nonetheless, this tag makes it much easier to detect what attribute a skill is using in a candidate expression or foreach. Many abilities and items (like the circlet of persuasion), have been modified to use these tags rather than the old method of checking the skillattr linkage for each skill in the foreach.
  • Added the Hero.IgnoreEnc tag. When applied to the hero, this tag causes the hero to ignore the effects of encumberance (as though you had enabled the "No encumberance" optional rule). The total weight carried and normal break points for the various categories are still displayed, but no ACP or Max Dex limit from encumberance are inflicted. This is used for monsters with the Incorporeal special (who lack strength scores and thus would be encumbered by any equipment).
  • Added the Helper.ExtraMelHi and Helper.ExtraRanHi tags. These function just like Helper.ExtraHigh, but are targetted only to melee or ranged attacks.
  • Non-Spell Adjustments can now have a second selector. To this end, added the pChosen2 and pCandExpr2 fields, which function as the previously existing, similarly named fields pChosen and pCandExpr2.
  • Added fields for the granular typed bonuses for specific maneuvers. You can now apply a typed bonus to only CMD (cmdBonAlch, cmdBonTrt) or CMB (cmbBonus, cmbModCirc). The individual maneuvers should correctly inherit bonuses applied to the all maneuver helper (Maneuver), the CMD Helper (ManeuvDef), the CMB Helper (ManeuvBon), and either Armor Class or Attack Helper.
  • There are new Selection Helpers for the various types of bonuses (marked with the Selection.BonType tag) and penalties (Selection.PenType). They are used mostly with adjustments.
  • Added the LangCat tag group to group similar languages (such as those from a common campaign setting) together. The HideLanCat tag group inherits from this group, and can be applied to the hero to prevent the selection of languages with the associated group.
  • Added the HideLang tag group, which inherits its tag names from the Language tag group. It works just like HideLanCat above, but for individual languages rather than groups.

Lone Wolf Development

Ah, thanks Liz. I'm not allowed to have any direct contact with your company. I'll ask Colen to shoot you guys an e-mail.

Lone Wolf Development

Within the same line is unfortunately not sufficient.

I saw the current year product catalogue, is there a way to get the old ones for past years?

Lone Wolf Development

Hey everybody, Aaron from the Hero Lab team here. I'm setting up some code to display what the most recent source certain items were published in as part of our general statblock improvements. However, I am having trouble assembling an ordered list of when each book in the various lines was published. Is anyone aware of such a list? Or will I have to make my best guess approximation?

Lone Wolf Development

The first portion of Inner Sea Combat has been released, nearly 2 dozen archetypes! We also have the final chapter of Secrets of Adventuring, the Harrow Handbook, Pathfinder Adventure Path #81, and monthly Bug fixes.

Occult Mysteries unfortunately slipped into next month, sorry!

New Releases!


  • The first section of content from Inner Sea Combat, the archetypes, is now available as part of Pathfinder Campaign Setting #11. The remainder of the book will be released in subsequent months as a free update for those who already own package #11.
  • Content from the Harrow Handbook is now available as part of Pathfinder Player's Companion #15.
  • Content from Chapter 9 of Secrets of Adventuring has been added to the Secrets of Adventuring package. This last section completes the book!

Enhancements &amp Changes


  • Added player content from Pathfinder #81 "Shifting Sands".
  • Added an activation for the Shield of Swings feat.
  • Added a new attribute array, "Monster (levels) (+4/+4/+2/+2/0/-2)", as described in the bestiaries.

Bug Fixes


  • Archetypes which replaced Quaternary or Quintenary custom abilities were not displaying that information.
  • The Swashbuckler was missing the "Swashbuckler's Grace" deed.
  • The Mohrg's Ability focus feat was not set to automatically apply to the Paralysis ability, and the tounge attack did not note it inflicted paralysis.
  • Composite bows with the adaptive weapon power were still applying the insufficient strength penalty if bought with a higher strength rating than the character could normally use without Adaptive.
  • Material pre-requisites were applying incorrectly, not recognizing EquipType tags on their containing item.
  • The Obedience class ability was incorrectly disabling extra magic levels from PrCs which were not dependant on obedience. There was also some confusion on how to fulfill the requirements, so a note was added to direct folks to the In-Play tab.
  • The Ultimate Versatility ability had a typo in its name.
  • The Animal Skin and Delicious Fright hexes were requiring 18th level, rather than 10th.
  • The Psychopomp subdomains were conflicting with each other, even though they are subdomains of 2 different domains.
  • The Bravery ability was applying too high a bonus when the first copy was replaced by an archetype.
  • The Deific Obedience feat was incorrectly forbidden to PFS characters.
  • The Ring of friend shield's resistance bonus to saves was incorrectly stacking with other resistance bonuses.
  • Many selectors were incorrectly positioned.
  • The Burst Barrier ability was applying multiple situationals, rather than just 1.
  • The Amulet of Spell Mastery was missing a couple combinations of spell levels to select from.
  • The Flagbearer feat was not applying the correct type of damage bonus, and was not stacking correctly with certain magic items.
  • Archetypes were not displaying when replacing Quaternary and Quintenary custom special abilities.
  • Monsters from Mythic Adventures were incorrectly duplicated in the Encounter Builder.
  • Magic items with SpInfo tags were appending the spell text twice.
  • The order of fighter weapon training abilities in the output statblock was random, rather then descending from highest bonus to lowest.
  • Inquisitors were not showing the domains they had selected after the spells known section of their output hero statblock.
  • The spells section of the output statblock was not correctly indented.
  • Ioun stones were not setting their statblock name correctly.
  • The Inquisitor's Bane, Stern Gaze, and Teamwork Feat class abilities were displaying incorrectly in the statblock.
  • The damage on the Annihilator robot and myrmidon robot integrated ranged weapons were not displaying correctly.
  • The ghost touch weapon property was raising an error when applied to firearm cartridges.
  • The exalted and evangelist boons for Pharasma were swapped for Deific Obedience.
  • Snow Shape was showing as a first-level spell for clerics, sorcerers, and wizards.
  • Arcane Strike was only counting arcane spellcaster levels towards its bonus.
  • Specific armors with the Titanic item power were building their name incorrectly.
  • The Savage Barbarian archetype's Naked Courage ability was granting too high a bonus.
  • The Flagbearer feat was missing its situational bonus/penalty vs. fear and charm effects.
  • Custom Potions and Custom Wands were including an incrementer for the number of times the spell was included, when they should not have.
  • Daemons from the Book of the Damned 3 incorrectly listed their italicised text twice.
  • The Gunslinger's Targeting deed had typos.
  • The Animal Friend and Rapscallion traits were missing the Ultimate Campaign source.
  • The Noble Scion was granting its Regional Expertise ability at the wrong level.
  • The Issian trait was missing its situational bonus.
  • The Seducer's bane bracers were incorrectly granting their bonus.
  • Kitsune ninjas did not have access to the kitsune rogue favored class bonus.
  • The frost worm's bite was missing its cold damage.
  • Wordspells had incorrect capitalization and were displaying the text of their Meta words twice.

Data File Authoring


  • Changes have been made to the way that ChargeCalc.LevelDiv? tags are interpreted so that new tags in the same format will be correctly interpreted. For example, if an ability needs to divide the level by 8, it could define LevelDiv8 and it would work. The same goes for the ChargeCalc.RaceHDDiv? and ChargeCalc.HitDieDiv? tags.
  • Archetypes can now replace racial abilities, by applying RaReplace tags to themselves.
  • Added the Helper.GearNoQty tag. This prevents the quantity of the gear from being appended when it is being output in the statblock. It is used for things like rope, which should display as "rope (100 ft)" instead of "rope (2)".
  • Added the CustSpPick tag group (Primary, Secondary, etc). This tag group marks which table a custom special pick has been added to, because there are times when a Secondary ability is added to a different table (I.E. if an archetype adds the secondary abilities of a different class, but the secondary table for the archetyped class is already full so they are placed in the tertiary table).
  • Added the CustSpOrd tag group (ByValDesc1, ByValDesc2, etc). This tag group is intended to be applied to class helpers, and is intended to set the sorting of its custom ability lists for the statblock. The default (no tags of this group) is to order the abilities alphabetically from a-z, but the fighter uses these tags to order the primary abilities from highest bonus weapon training to lowest weapon training.
  • Added the abDuration tag group (which defines the period of the duration as rounds, minutes, hours, etc) and the abDuraText field. abDuraText takes the value in the pre-existing abDuration field and combines it with the tags to generate some text which can be used is Automatic livename Generation and Automatic sbName Generation (see below).
  • Added the abRange tag group (which defines the measurement of the range as Touch, feet, miles, sight, etc) and the abRangText field. abRangText takes the value in the pre-existing abRange field and combines it with the tags to generate some text which can be used is Automatic livename Generation and Automatic sbName Generation (see below).
  • Added Helper.DuraAbbrev and Helper.RangAbbrev, which determines if the contents of abDuraText and abRangText use the tag abbreviations (for example, without tag = "6 rounds" and with tag = "6 rds").

  • Added a system for Automatic sbName Generation based on tags assigned to a class or racial ability. The sbName is generated in 3 sections based on 3 tag groups (SbNameBase, SbNameApp, SbNamePar), and includes default states based on what type of thing it is. This allows you to only apply tags where you want to vary from the default behaviour.

  • Section 1 (SbNameBase) is the handling of the ability name, as well as the overall casing of the ability.

    • FieldThing/FieldShort/FieldLive determines whether the thingname, shortname, or livename is used for the name. If nothing is selected, a default tag is assigned based on the component of this thing.
    • CaseSenta/CaseLower/CaseTitle determines which case is used for the Statblock name as a whole, sentance case (Wind dance), lower case (wind dance), or title case (Wind Dance). If nothing is selected, a default tag is assigned based on the component of this thing.
    • CommaSwitc triggers a process which deletes a comma and moves the text after it to the front of the name. For example, it would cause a name of "aid, mass" to become "mass aid".

  • Section 2 (SbNameApp) is the handling of text AFTER the ability name but BEFORE any parenthesis.

    • DieSiz and DieCnt tags can be used to construct a die to output in the sbName. These tags can be set to a static value (DieSiz6, DieSiz8, DieCnt1, DieCnt15) or they can refer to a certain abValue field which can be set in eval scripts (DieSizVal looks at abValue for the die size, DieCntVal3 looks at abValue3 for the number of dice).
    • AppValue, AppValue2, AppValue3, and AppValue4 appends the value of the referenced abValue field. This is appended after any constructed dice from DieSiz/DieCnt.
    • SignDieCnt appends a sign ("+" or "-") before the first digit of the constructed Dice text. SignAppVal does the same before any appended numbers. Note that since appended numbers come after the dice, theis can be used to apply a modifier to the die (I.E. 1d6+2).
    • AppText, and AppText2 appends the contents of the referenced AppText field. This is appended after any dice or appeded values.
    • IncUses appends the usage information for the special, for example if it has a trkMax field of 3 and the "/day" usage tag, it would append "3/day" to the statblock name.

  • Section 3 (SbNamePar) is the handling of text inside any parenthesis.

    • DieSiz, DieCnt, AppValue, SignDieCnt/SignAppVal, AppText, IncUses function as detailed above, in section 2.
    • IncSelNm1 appends the name of the thing chosen by the first selector, and IncSelNm2 does the same for the second selector.
    • IncAction appends the contents of the abAction text field (swift, standard, etc).
    • IncDurati and IncRange append the contents of the abDuraText and abRangText text fields (see above).
    • IncDC appends the DC of the ability in the format of "DC X".
    • EncBracket, and EncParenth determine whether the contents of section 3 are contained in brackets "[]" or parenthesis "()". If not specified, the default is parenthesis.

  • Examples in use:

    • The Armor Training ability is displayed as "armor training X" in the statblock, where X is the value. Since the default for class abilities is lower case, we do not need to apply any SbNameBase tags. Since the value of X is stored in abValue (it is calculated in an eval script) and it is not displayed in parenthesis, we apply SbNameApp.AppValue. Nothing in parenthesis means no SbNamePar tags are needed.
    • The Battle Rage ability of the War domain is displayed as "battle rage (+X damage)" where X is the calculated value. Again, we are fine with the defaults of section 1, and there is nothing prior to the parenthesis so no need for section 2 tags.An eval script calculates the bonus and stores it in abValue, so we add SbNamePar.AppValue and since it is signed we also add SbNamePar.SignAppVal. To append "damage", add SbNamePar.AppText and set the abText field for this special to "damage".
    • The Fire Bolt ability of the Fire domain is displayed as "fire bolt (1d6+X fire)" where X is the calculated value. For the "1d6" you could add SbNamePar.DieCnt1 and SbNamePar.DieSiz6, but I would prefer them to reference a value field so that they are more easily manipulated from outside the ability. For that reason, I set abValue to 1 and abValue2 to 6 and add the SbNamePar.DieCntVal and SbNamePar.DieSizVal2 tags instead. The damage bonus is calculated in an eval script, stored in abValue3, and is signed, so apply SbNamePar.AppValue3 and SbNamePar.SignAppVal. Finally set the abText field to "fire" and add the SbNamePar.AppText tag.
    • The Aura of Madness ability of the Madness domain is displayed as "aura of madness (DC X, Y rounds/day)". Just add SbNamePar.IncDC and SbNamePar.IncUses.

  • Added a system for Automatic livename Generation based on tags assigned to a class or racial ability.

    • Livename generation uses many of the same tags as sbName generation above, with the following exceptions:
    • Although the livename is also generated in 3 sections, only the latter two of them are user modifieable with tag groups (LvNameApp, LvNamePar).
    • There is no equivalent of IncUses, IncDC or ShowSelNm tags, as all three of those bits of information are automatically appended in section 3 if they are present. So is any user entered text, array choices, and so on.

  • Psionic Powers can now be added to a configurable. The following fields have been added to control how powers can be added to a configurable:

    • cfgPower1 - This field's text is used in the title bar of the selection window.
    • cfgMaxPw1 - This field holds the maximum number of powers that can be added to the table
    • cfgSpenPw1 - This field keeps track of the number of powers that have been added to the table.
    • cfgAllwPw1 - This field holds the tag expression that determines which powers can be added to the configurable.

  • Added Helper.PwCountLev/Helper.SpCountLev tags. The powers and spells configurables now count the number of spells added as spent by default. If the CountLev tag is applied to the configurable, then each power/spells level is counted against the allowed limit for the table. For example, a 3rd level spell will consume 3 slots.

  • Lone Wolf Development

    1 person marked this as a favorite.

    Hey, we'd (by which I mean the data author team at HL) like some clarity on this too! I don't know what the next step up or down from 7d8 is either!

    I'll toss my FAQ onto the pile as well, for what it is worth.

    Lone Wolf Development

    A new update of the Pathfinder files for Hero Lab is now available from the automatic updates mechanism within Hero Lab.

    This update improves upon the encounter builder, with expanded stock portfolios and the ability to filter for monsters within a certain CR range.

    We have two new packages this month! The standalone Inner Sea Gods is chock full of divine content, including new items, spells, feats and traits for 9.99. The other two books, Alchemy Manual and Undead Slayers Handbook form the first part of the new Player Companion #15 package for 4.99. Check out the new reagents that can serve as power components, pimp out your homunculus with custom abilities, or just beat down the unholy forces of undeath using new equipment and archetypes!

    Inner Sea Combat didn't quite make it out the door this month, but we're working hard on getting that finished for our next release. Stay tuned!

    Finally, this update also adds player content from Adventure Path issue #80 "Empty Graves" and includes the usual batch of bug fixes.

    If you're not familiar with Hero Lab, please head over to the Hero Lab page of our website. There, you can download the program in demo mode and try it out. The only things you won't be able to do in demo mode are save and print (although you can see the print preview), so that you can give it a thorough test before you decide to purchase our program.

    Another option if you'd like to try Hero Lab is our Hero Lab for the Pathfinder Beginners Box program. This program is free, and does support saving and printing, and allows you to make heroes and monsters from the Pathfinder Beginner Box.

    Lone Wolf Development

    Just a note from us poor HeroLab folks programming these classes, It would be very helpful if I could get how frequently Aspect of War can be used, and also the name of the Plant Blessing's minor ability (it just says "Name", which I assume was a placeholder that was never replaced).

    Lone Wolf Development

    Researching the bug and I find the reporter, imagine that! Thanks Noah. It looks like you're correct, from what I see. I'm removing the Covering Shot class ability from the class, but I'll leave it in the program in case anyone wants to house rule it in (which should be simple).

    Cheapy: Yes indeed, to err is human after all. We do try to get things like this fixed ASAP though.

    Later, all!

    Lone Wolf Development

    Hey, Aaron from Lone wolf, here. This has been reported as a bug in Hero Lab, and I am researching it for a possible fix. I'd very much like this clarified officially one way or the other. Is anyone aware of such an answer?

    In the meantime, I guess I'll just add my nomination to get this in the FAQ.