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Aaron Beal's page
Lone Wolf Development. 17 posts (72 including aliases). No reviews. No lists. No wishlists. 1 alias.
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This month's release includes 2 new modules and the next issue of the Strange Aeons adventure path. You can also discover the powers of the outer plane, godly and otherwise, in Divine Anthology and Planes of Power!
New Releases
- Divine Anthology is now available as part of the Pathfinder Player Companion #24 package!
- Planes of Power is now available as part of the Pathfinder Campaign Setting #16 package!
- Two new pathfinder modules are available for purchase! Daughters of Fury features a family of tieflings attempting to recapture their wayward half sister for a nefarious ritual! Doom Comes to Dustpawn includes shadowy cultists and an approaching evil that transforms the bodies and minds of the innocent into bestial, enraged mockeries! Each are each available as their own package!
- Episode 2 of Strange Aeons is now available as a new chapter in our latest Encounter Library.
Enhancements & Changes
- Furious Focus now counteracts the first attack's power attack penalty, when both feats are activated.
- Flexible Wizardry is now implemented. When memorizing a flexible slot, add it as a metamagic power to select both partially prepared spells.
- Added adjustments to apply the various effects of the Kineticist's Basic Chaokinesis ability.
Bug Fixes
- Legendary items which required the user to select something (such as a legendary headband of vast intelligence) were not functioning.
- The Dragon Disciple class was not stacking properly with the Draconic bloodlines for the Sorcerer or Bloodrager classes.
- On the iPad, for a weapon that needs to show separate ranged and melee damage (like a dagger wielded by someone using the point-blank shot feat), only the melee damage appeared in the weapon display and in the dice roller options.
- Unchained Monks of 20th level were not changing their type to outsider for the Perfect Self (unchained) ability.
- The Elf Arcanist favored class bonus was throwing off the refresh rate of the arcane pool.
- The Dirty Fighting feat was not eliminating the attribute requirements of "Improved X" maneuver feats as well, only those which required those feats.
- Inquisitors with the Living Grimoire archetype had no slots in which to memorize spellbook spells.
- Certain Druid Animal/Terrain domains were not correctly marked as such, and thus couldn't be taken by Green Faith Marshal inquisitors.
- Changelings with the Hag Magic ART (Agents of Evil version) had an incorrect spell description for one of their racial abilities.
- The Champion of Irori prestige class was advancing the Lay on Hands dice of paladin levels more quickly than it should have.
- Items selected by the Timeworn adjustment were not halving their gear value, which resulted in some characters exceeding their recommended wealth thresholds.
- Characters with the Divine Commander archetype were showing "too many general purposes selected" validation errors for their animal companion/mounts.
- The Combat Stamina feat was disabling feats which require at least 1 point of stamina remaining, even when it should not have.
- Mithral Full Plate of Speed was applying the wrong ACP, incorrectly counted as medium armor for all purposes (rather than needing Heavy Armor Proficiency), and had an obsolete description.
- Animal Companions of a Sacred Huntsmaster were getting incorrect validation errors when activating an animal focus on the companion.
- Several Final Revelations were not functioning correctly with oracle archetypes that replaced the Final Revelation.
- Expanded Arcana could incorrectly choose Arcanist levels.
- A shaman with the flight hex wasn't getting the ability to use flight or levitate.
- Warpriests weren't benefitting from the phylactery of positive/negative energy.
- Elemental ascetics now get kinetic fist automatically for free.
- At 8th level, a Kineticist (Blood Kineticist) must choose Foe Throw as an infusion. Previously, you needed to ignore the error message that there were no associated blasts for that infusion and add it anyway. Now, it will not generate any error messages for a Blood Kineticist (8th), and once added, will properly modify Water Blast and Blood Blast if the infusion is activated on the In-Play tab.
- Elemental Overflow was only adding a ranged attack bonus to kineticist blasts, not a melee attack bonus, so if you were using Kinetic Blade or Kinetic Whip, those blasts would not show their attack bonus.
- Kinetic Blade was not changing Composite Blasts into melee weapons.
- While Kinetic Blade was active, characters with a high BAB would not show more than one attack for the blasts. Using Kinetic Blast as a ranged attack is a standard action, so it can only be used once a round, but Kinetic Blade is activated as part of an attack, charge or full attack action, so it can be used multiple times in a round.
- The Kineticist's Force Ward ability had not been updated to take advantage of the new mechanisms for temporary hp.
- A Kineticist 20 with an infusion turned on would see an incorrect DC (1 too high) on the blasts on the weapon tab, but the correct DC listed for the infusion by itself.
- The Kineticist's Shroud of Water ability was confusing to use, since if you switched to shield mode, you then had to adjust the incrementer, or it would give you a greater shield bonus than your minimum (so a bonus that meant burn had been applied). Now, the incrementer simply represents the amount of burn applied to this ability, Note that existing hydrokineticists will need to change the incrementer the first time they're used after this update.
- The Kineticist's Shroud of Water ability can no longer have both of its modes activated at the same time.
- The situational modifier added by the Kineticist's Air's Leap ability to the Acrobatics skill was not clear about where the bonus was coming from.
- An activation has been added to the Kineticist's Waterdancer ability, to apply its effects.
- The Kineticist (Elemental Annihilator)'s bonus feat list was missing Weapon Finesse and Weapon Focus.
- The Kineticist (Elemental Annihilator)'s Devastating Infusion ability now lets you choose whether your devastating infusion weapons are light or one-handed weapons.
- The Cloud, Deadly Earth, Mobile Blast and Wall infusions now display the number of rounds they can be sustained.
- The Elemental Pupil trait should add a damage bonus to kineticist blasts of the corresponding element.
- Added Gravity Blast and Void Blast to the list of blasts for Pushing Infusion.
- Added the Void element to the Pushing Infusion and the Suffocation Wild Talent.
- Added Wood Blast and all the Wood composite blasts to the list of blasts for Pushing Infusion, Entangling Infusion, Impale, and Deadly Earth.
- Added the Wood element to Kinetic Cover, Pushing Infusion, Entangling Infusion, Impale, and Deadly Earth.
- The Pushing Infusion now calculates and displays the CMB to use with that infusion.
- The Emotion Surge ability of the First Folk Paragon's Passion aspect was not calculating it's rounds/day correctly.
- First Folk Paragons which took both Improved Expertise (Sorcerer) and Improved Expertise (Bard) was not able to properly track the two sets of spells in separate slots.
- Phantoms were getting too many skill points per hit die.
- Angel Wings was not granting a fly speed correctly.
- The Holy Book weapon of the Living Grimoire archetype was not upgradeable.
- The Blessings of Fervor (Attack) was incorrectly stacking with Haste bonuses.
- Plant Shape polymorph effects (such as the spell adjustments and wild shaping) were showing the Plant Eidolon races from Heroes of the Wild as available races to polymorph into.
- The Warpriest (forgepriest)'s Craft Magic Arms & Armor feat was not set as a bonus feat, so it was not ignoring the normal caster level prereq on that feat.
- The horn Three Reasons to Live, from Plunder and Peril, can now be equipped and activated on the In-Play tab, in order to show its effects when used to start a bardic performance.
- The Barbarian (Mooncursed) archetype could not choose Tiger as the type of race it can shapeshift into. Note however, that the only Tiger races Paizo has published are size L, so until you reach level 11, there are no races for these characters to polymorph into, and at level 20, there will not be a size H option to make use of.
- The Deep One Hybrid's natural armor ability was not adding a natural armor bonus to AC.
- For characters who use the Class Pack entry path, but not the Ranger class pack, the feats Seething Hatred and Stalker's Focus would not have any options to select from.
- For characters who use the Class Pack entry path, but not the Ranger class pack, the combat styles from Ulimate Intrigue were not available.
- The Cestus should be in the Close fighter weapon group, in addition to the Monk group (which it was already set as).
- The Barroom Brawler feat should be in the Combat category.
- The Inner Sea Intrigue version of the Lion Blade prestige class had an incorrect Diplomacy prereq.
- The Elder thing dart gun (from Emerald Spire) should have a threat range of 19-20.
- Quicken Spell was missing from the bonus feat list for the Psychic Sorcerer bloodline.
- The Redemption inquisition's 8th level ability Second Chance ability was showing on the Spell-Like abilities table for characters who weren't yet 8th level in that class.
- Updated the text on the Witch's Evil Eye hex to the most recent printing of the APG.
- The elven curve blade and elven branched spear were not being affected by the High elven bracers.
- High elven bracers were granting an untyped bonus to attack and damage, but should be granting competence bonuses.
- Pale strangers were not getting multiple attacks with their pistols.
- The Druid (Goliath Druid) archetype should lose the Elemental and Plant versions of Wild Shape.
- The Shaping Focus feat was not improving a Goliath Druid's Wild Shape (Giant).
- The Druid (Feral Child) archetype's Beast Family ability offered a drop-down to select the type of animal that raised the character, but that means that in order to select an animal, you need to own a bestiary or other book with the correct race. So that has been changed to a text box, to let the user enter any type of animal (and possibly provide more description).
- The saving throws for vermin and plant companions were not being calculated correctly - their reflex saves were using the poor save progression instead of the good save progression.
Data File Authoring
- The way that templates and races add types has slightly changed. The presence of tags on a pick triggers a bootstrap of the type, rather than all types being added to all heroes and then being activated by a certain tag.
- The way that attack bonuses are stored has changed so that the values of individual attacks can be directly modified. Read below for details.
[LIST]
- The old way was to use the value of the final attack value field (wAttack for melee attacks, and wRanAtk for ranged attacks), then in a finalize script call a procedure to generate text for display for subsequent attacks based on various factors. The results could only be viewed, not manipulated.
- The new way begins with the "Assign number of Iterative attacks" script at Final 12500. This script assigns a number of Helper.ExtraIter tags to the weapon based on that weapon's Base Attack Bonus field, whether it is the off hand weapon while two weapon fighting, and so on. For natural attacks (and weapon like special abilities which count as them) it eliminates any ExtraIter tags when appropriate (exceptions being when the Helper.NatHasIter tag is assigned or when animal companions with only 1 natural attack apply Helper.AnimCExtra). For both types of weapons the presence of Helper.SingleAtt on the pick or Dependant.NoIterAtk on the hero (applied by certain optional rulesets in Pathfinder Unchained) also eliminates all ExtraIter tags.
- At Final 15000 "Calc wMeleeAtts and wRangeAtts Column 1 for Main Hand" runs. Instead of the old 6 row array for the different attack options with a weapon (Row 0 - Main hand only, Row 1 - Both Hands, Row 2 - TWF (the main hand attack when paired with a non-light weapon), Row 3 - TWF (Main hand when paired with a light weapon), Row 4 - This is the off hand weapon, Row 5 - This is being wielded as a double weapon), we have expanded each of those rows to be 10 rows in the new wMeleeAtts/wRangeAtts matrix. Each row in the matrix represents another iterative attack, and each cell represents an attack at that iteration. This script changes the cells in the first column of the first 10 rows (the extra attacks at each iteration is handled in a later script), starting with cell [0,0] and proceeding down a number of rows equal to the number of ExtraIter tags. The decrease with each step down is stored in the wIterGap field for that weapon (the default is 5). The default value for each cell of the matrix is -999 (you can use the #noiterattack[] macro as a stand in for this number), so if you need to detect if a cell contains an attack value you can check for a value other than that. Oh, this is also where the Helper.SingleRAtt and Helper.SingleMAtt tags override any Helper.ExtraIter tags present.
- At Final 17500 "Handle Precision tags" alters any iterative attacks in those first 10 rows, increasing them in response to the count of Hero.Precision tags present on the hero. This script doesn't raise the 2nd and subsequent attacks any higher than the highest attack's bonus, so keep that in mind if for some reason you want to mess around with iteratives in a way that they could exceed the highest attack (though no examples of this exist yet).
- At Final 20000 "Calc wMeleeAtts and wRangeAtts Column 1 for Other Equip States" copies the contents of the first 10 rows to the rest of the matrix, displacing each cell in column 1 down in sets of 10 (so the contents of cell [0,0] are copied to cell [10,0], and so on). There are a series of macros which can be used to refer to the beginning row for each set (#atttype_wepmain[] = 0, #atttype_wepboth[] = 10, #atttype_wepmain_off[] = 20, #atttype_wepmain_offlight[] = 30, #atttype_wepoff[] = 40, #atttype_wepdouble[] = 50), and you can use those when referring to cells in code. For example, if you wanted to refer to the 2nd attack of the weapon when wielded with a light off hand weapon, you should write that as matrixvalue[#atttype_wepmain_offlight[] + 1,0] instead of matrixvalue[31,0]. While this script is transferring the values, the appropriate modifications for two weapon fighting penalties, etc are applied.
- At Final 22500 "Calc wMeleeAtts and wRangeAtts Column 2+" runs down the first column of the matrix, and for any cell which has a value (remember that -999 represents an unmodified, valueless cell) checks to see if we get any extra attacks at that iteration. This is based on the number of Helper.ExtraHigh + Helper.ExtraMelHi or Helper.ExtraRanHi for the first attack. Subsequent iterations have their own tags which do not distinguish between ranged/melee (Helper.Extra2nd for the 2nd attack, Helper.Extra3rd for the 3rd and so on).
Kineticist Infusions now have an AllowInfus identity tag. If this tag is added to the hero, that infusion will be allowed, even if the character does not have any blasts the infusion can be used with. This is used for the Blood Kineticist's Blood Throw, which uses a script to expand the list of blasts that can be used for the Foe Throw Infusion once it's been added to the character.
Added the tRchNotes herofield, which is a matrix which stores non-default reach values of weapons on the hero.
Added the wReach to the AttDam component, which is used to store a non-default reach value of weapons and weapon-like special abilities.
The Hazard component has had the amount of text its text fields store increased.
Added the pickname field to races, which overrides the normal name once the race is added to the hero. This allows races with awkward names required for sorting together in the race list to show more coherant names in statblocks and elsewhere.
Added the Helper.NoNmPreTou tag. When this is added, wCategory.Touch will not prepend text to the start of the livename and sbName of a weapon-like special ability.
Added the Helper.NoNmPreInc tag. When this is added, wCategory.Incorpor will not prepend text to the start of the livename and sbName of a weapon-like special ability.
[/LIST]

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Hey, thanks for your patience everyone! The eagerly anticipated Ultimate Intrigue, and the long awaited Southlands Bestiary are our stars this release, but also check out the new spellbook mechanisms we added at fan request! We have plans for further expansion of this system, hopefully next month!
We also have Deific Obedience support for some 15 further gods, thanks to Inner Sea Faiths, continued support for the 2nd chapter of Hell's Vengeance, and the usual complement of bug fixes!
Note: This release is immanent, and should be out within the next hour or so.
New Releases
- Fill your game with new conspiracies and defend against games of deception, with the highly anticipated Ultimate Intrigue supplement! This package is available now for $9.99.
- Ultimate Intrigue Playtest material is <b>no longer available</b> - if you created a Playtest Vigilante, you must purchase the new Ultimate Intrigue package to access and update it to the released version.
- Inner Sea Faiths, now part of our Campaign Setting #15 package ($4.99), adds Boons and Obediences for 15 lesser-known deities!
- Kobold Press's Southlands Bestiary contains almost 100 new monsters, perfect for adventures in sprawling jungles and desert empires! This package is available now for $9.99.
- Episode 2 of the Hell's Vengeance Adventure Path is now included in our Hell's Vengeance package, available for only $24.99!
Enhancements & Changes
- Spellbook-using classes (like the Wizard and Witch) now track how many free spellbook spells they gain at every level, and have a separate table on the Spellbook form to add those free spells. Extra spells can be added from a second table, which charges you for the additional spells you add.
- Spellbook-using characters created before this version can transition to the new model by dragging and dropping spells from their "Additional Spells" table into the new "Free Spells" table.
- Physical spellbooks are now tracked in greater detail. Spellbooks (and related items like formula books) now have an Edit button on the Gear tab, which you can use to choose the spells and preparation rituals available for the book. For now, any spell added to a gear spellbook will be counted as a spell someone else wrote, indicating that you need to make a spellcraft check to prepare it - we're planning to improve our spellcasting functionality in the next release, by allowing you to keep your character's spellbook spells entirely within spellbooks on the Gear tab.
- Many missing spellbooks from various books (Arcane Anthology, Ultimate Magic) have been entered, including the spells they contain.
- The format used to display spells is now much closer to that used in the Pathfinder rulebooks.
- Several improvements have been made to the tactical console's active weapons list to provide a more useful subset of attacks.
[LIST]
- Weapons hidden on the hero will no longer be shown in the active attacks section of the tactical console.
- Weapons which have been melded into the hero due to polymorph are no longer shown in active attacks.
- Weapon-like special abilities (like those of the Annihilator robot or the Aoandon race) now show in active attacks.
- Unarmed strikes will only be shown in the active attacks if the character has the Improved Unarmed Strike feat or is otherwise "good" at them, like a monk.
- Ammunition which can be used as a weapon in its own right won't show in the active attacks.
Added an adjustment for the Beacon of Hope ability, thanks to David Birchbauer!
[/LIST]
Bug Fixes
- Added the Iron Gods AP source to the Timeworn item adjustment.
- Steward of the Great Beyond was showing an incorrect number of uses per day.
- The ogrekin's oversized limb mutation was not working.
- The Sawback sword was incorrectly complaining when added to a non-magic weapon.
- The Bloatmage PrC was granting 3 skill points per level, rather than 2.
- Mnemonic Esoterica now adds a cloned spell which becomes whatever spell is selected.
- Student of Philosophy's diplomacy situational was incorrect.
- Noble Scion of Aulamaxa was not showing a tracker on the in-play tab.
- Last releases change to the sensate archetype was made in error, and has been reverted to replacing all weapon trainings.
- Channel Evil was not meeting the pre-reqs of feats needing negative channeling.
- Believer's Hands was not calculating the number of dice healed for non-paladins correctly, and was not adding a single charge for non-paladins.
- Choosing Trample for the Ability Focus feat was not increasing the DC.
- Swarmshape Summon V was incorrectly showing on the Magus spell list.
- The Assegai weapon had no attack bonus.
- The Barbarian secondary class wasn't counting its level towards rage power requirements.
- A number of races were incorrectly listed as "forbidden" when the Midgard Campaign Setting sourcebook was active.
- Adding some tags to archetypes related to setting up spellcasting were not being transferred to the archetyped class.
- The Arcane Sorcerer Bloodline's Bloodline Arcana was not increasing the DC of MM applied spells.
- Several Subdomains of Protection were missing text describing their granted powers.
- The Halfling Sling-staff was not showing a melee attack.
- The Gear and Abilities Dossier was not showing the generated description for some Hazards.
- The Sonic Rifle was incorrectly marked as a siege weapon, and had an incorrect range increment.
- The Zero Rifle had an incorrect range increment.
- The Acrobatic Stunt and Escaping Stunt were incorrectly generating too many charges.
- Several of the Anointing items from Arcane Anthology were incorrectly sourced.
- The Unnerving Gaze ART was not calculating the DC based on total HD (including class levels).
- The Poisoning sheath was not a holder.
- One version of the Ring of summoning affinity had a typo in the name.
- The <i>ki</i> strike abilities gained by the Iroran paladin at 7th, 10th, and 16th level were showing as "requirements not met."
- Utilitarian Magic was adding an incorrect DC bonus.
- The kusarigama had the wrong fighter weapon groups.
- The babau's protective slime ability wasn't showing as a defensive ability.
- For Army Characters, Siege weapons were not increasing OM and Consumption correctly.
- For Army Characters, Hunters were getting too high of a spellcasting bonus.
- The Mesmirist's Manifold tricks was displaying 1 too many tricks when activated.
- The Caligni Dark Folk's Death Throes ability was not calculating it's DC correctly.
- Accomplished Sneak Attacker wasn't updating the additional damage from Sneak attack.
- The filcher archetype wasn't granting Immproved Steal and Greater Steal with an unchained rogue.
- The Shadowsworn class' shadow familiar was not working.
- Psychic Maestro now works when bootstrapped with Target tags.
- Hasted Assault magus arcana had an incorrect summary.
- The Good planar focus had the text of the evil focus (although it was applying the correct effects).
- The Survivor Druid archetype was not replacing the sub-abilities of wild shape.
- Multiclass druids were getting the effect of the shaping focus feat, even when not possessing that feat.
- Archetypes which were adjusting the level at which wild shape was gained (like Aquatic Druid), were not seeing that reduction in the progression of forms available to the polymorph form.
- The Hammer of Thunderbolts was not showing it's activation when the hero had a Belt of Giant Strength equipped.
Data File Authoring
- Added Helper.ClonSpSel2, which is intended to be used along with a bootstrapped cloned spell. As with the Mnemonic Esoteric, adding this tag to the root ability directs the cloned spell to look at the second selector for the spell it should copy.
- Added Hero.ProfShlWep, which makes the user proficient with shields as weapons, which was needed for some interactions of the Shield Champion class with feats like weapon focus.
- Added Hero.NoItemEnha, which is added by the automatic bonus progression sources from PU. It turns off the enhancement bonuses for specific magical arms/armor and disables the enhancement bonus selector when creating custom arms/armor.
- Added the sBookCost field to spells, which calculates the cost to scribe the spell into a spellbook (spell level squared x 10 gp, minimum 5 gp).
- Added the following fields to the Class component to support tracking spells gained from leveling up. cSbkFrMax is the maximum number of free advancement spells for this class at this level. cSbkFrUsed is the number of free advancement spells used. cSbkFrLeft is the number of spells left, calculated from cSbkFrMax and cSbkFrUsed. cSbkFr1st is the number of free advancement spells gained at 1st level (it defaults to 3 + the Spellcasting Modifier). cSbkFrRate is the rate that free advancement spells are gained after 1st level (it defaults to 2).
- Added the Helper.InSpellbk tag, which marks spells added to spellbook gear items (as opposed to the spells added to the spellbook form on a class' tab).
- Added the SbkChoice component (added to the Class compset), with the cSpkChoNam field. This records the text displayed when a class is selected by a spellbook gear item.
- Added the Buyable and Sellable components to the Spell compset, so that spells can be sold and bought.
- Added the Helper.StartCantr tag to classes which start with a selection of Cantrips in their spellbooks.
- Added the Helper.NonPhysSbk tag to classes which store their spells in a non-physical item and should not be able to be selected by spellbook gear items to associate spells to. This is chiefly for the Witch classs, who keeps her spells in a familiar.
- Added the Helper.NoSplName tag. When applied to an item with a gizmo that contains spells, it prevents those spells from interfering with the livename generated for the item so tagged.
- Added the Helper.SplBkError tag. Spells inside a spellbook gear items which are marked as understood but associated with a class whose spell list they do not belong to gain this tag, which generates an error.
- Added the Helper.SplBkSplSp tag. Spellbook gear items which choose to split the associated classes of the spells within them assign this tag to all spells within them, which causes them to display a selector.
- Added the SbkPageNum tag group, which has generated tags for numbers 1-600. Spellbook gear items have a default of 100 pages which can be increased or decreased by an incrementer, but assigning one of these tags will change the starting number of pages.
- Added the Helper.CfgNoSkill, when added to a configurable, any class skill tags on Custom Specials added to that configurable will not be gained by the hero.
- Added the SbNameApp.ShowZeroes tag, when added to something generating a name automatically and appending a value, this tag causes a value of 0 to be appended. Normally a value of 0 is ignored. Same tag added to the SbNamePar, LvNameApp, and LvNamePar tag groups.
- Added the Spellbook compset, and an editor tab to support it. This is mostly the same as the mundane gear component, but has a default entity defined, into which spells may be bootstrapped.
- Added the cFav1Name and cFav2Name fields to Class Helpers, which is used to set some aspects of the Favored Enemy/Favored Terrain tables. Archetypes like the Dandy can change both this and the resObject field of the governing resource to switch from, for example, "Favored Enemy" to "Favored Nation".
- Applying Helper.NoIncr to a favored enemy/favored terrain pick should now hide the incrementer, useful if an archetype allows only a single terrain/enemy which is then upgraded at a set rate.

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Hmm wrote: BigNorseWolf wrote: Gauss wrote: Guys, stop pretending we are attacking the program. WE ARE NOT ATTACKING THE PROGRAM. Looks up with a mouth full of computer chips
I don't know the down command, you're going to have to push... [dice=Handle Animal]1d20+13
Darn. I could teach you the trick, but today? Pushing is straight out!
__________________________________
To me, it has always been clear that Hero Lab is neither an official Paizo product nor an official rule source. When people ask me about how I got those pretty character sheets of mine, I tell them this, and mention the double cost price tag of owning something in both Hero Lab and Paizo book / PDF. Some people are still interested, others mention that they have a limited budget.
I'm really happy that Aaron G is in here, talking about his product and looking at Hero Lab errors.
Aaron, while you're in here, can you double-check the "Versatile Familiar" feature of Duettist Bards? My familiar is not getting the benefits of versatile performance to her skills. I'm having to pencil in the real numbers on the sheet and I hate doing that.)
Hmm
Yeah, looks like there is a bug with that. I'll try and get it fixed before next release, thanks! Although, in future please submit any issues you find through our support system, if you please.
Edit:
Turned out to be simpler than I initially thought, so it is now definitely fixed for next release.

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Nefreet wrote: 1) Rules atrophy
HeroLab is a crutch. Why bother to learn how your character works when the program does it for you? I have watched over the last few years as once great rules gurus have devolved into "because HeroLab says so". This isn't anecdotal forum experience, these are real people I game with. The example I often use is the 12th level Bull Rush specialist who kept applying a miscellaneous -4 penalty to his CMB. When I looked it over I realized HeroLab was applying his Power Attack penalty. Not something that'd be happening if he just went off his character sheet.
Forgive me, but this seems sorta elitist and dismissive, it reminds me of people in Call of Duty who are like "Git gud n00b". You say it's a crutch, I say it is a convienance which makes the game more accessible to newcomers and veterans alike. With pathfinder a system with so many rules and their interactions, it can be quite intimidating, and anything we can do to make it less so is too the good. As for veteran gamers relying on it, I see that as a testament to the quality of our program and how often it is correct. Of course there will always be areas where we have a bug, but I'm proud to say more often than not, we're right.
Also, as an untyped penalty to attacks power attack it would apply to CMB rolls in any round where you used it. It sounds like the person you were talking too was leaving his power attack on all the time, instead of only when he needed it, which is an error on the user's part, not the program's.
Nefreet wrote: 2) Rules arguments
This tends to happen more at Conventions (but not in this last year, as I don't allow HeroLab at my PFS tables) but the rate of rules arguments during a session is greater when people are tabbing through HeroLab. This relates to Rules Atrophy. When people have a number in front of them, on their screen, and I'm telling them that's wrong, they're more likely to argue the point and eat up game time. They feel empowered by the "evidence" in front of them. It takes away the authority of being GM. By simply not allowing HeroLab at the table I eliminate that unneeded stress.
Again, this empowerment is a positive in my book. Perhaps you're always correct when you try to set your players straight, but every DM is not you. I get many many bug reports from players and DMs that think HL is doing something wrong, only for me to point them at a rule they had forgotten. Every DM is not always right and the program can help point that out to their players. In my opinion, GM authority is less of a concern than everyone understanding the rules by which they play. If the GM doesn't like the way the official rules go, they are free to negotiate with their players how things will work at their table (although not in PFS, obviously) but the player has to be made aware of the deviation first.
Nefreet wrote: 3) Time killer
The game that made me finally put my foot down involved a Mystic Theurge who spent more time tabbing through HeroLab than he actually spent doing his turns (and during a fast paced PFS Special). He had so many circumstantial modifiers that he'd have to edit or whatever during game that I just kept telling him he'd have to delay until he figured out what he was doing. In regular play I still see this happen. Players waste their turns tabbing this or that while others get frustrated at the slowdown. Being indecisive is already a prevalent problem. Adding clicking and scrolling to that is too much.
One, it sounds like he might have not been used to the character or used to using HL, if navigating around to click on things truly took him so long.
Two, it could have had something to do with the fact that Mystic Theurge is a class we can't support very well in HL. He may have been employing a variety of workarounds that could prove clunkier than usual.
Three, I think keeping his character accurate and taking advantage of whatever bonuses he should be getting is important enough to give him and others a break on the time pressure.
Nefreet wrote: 4) "I own HeroLab"
This literally happened today. A player stated she'd spent $150 on HeroLab packages and wanted to bring a new character to game next week. With the aid of my VC we diplomatically tried to tell her HeroLab wasn't Paizo, and that she'd have to own the sources she was planning on using. But it's not a discussion that usually goes well. You know that look people give you when they're clearly not believing what you're telling them? Yeah. That's the sort of look these players all share. It creates tension and usually means they're completely turned off to PFS. It creates an enemy rather than an ally.
I don't think we've ever implied that Hero Lab was owned or operated by paizo, or that it was a replacement for owning the required sources for PFS. In fact, our Character Creation Stations at the various Cons we attend all have signs saying "you still need the legal source handy". I do know that we can't control how people react to you explaining that to them. Sorry that you're in a difficult position here, but I feel laying the blame at the feet of our product is unfair.

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This month's release includes two new books and a very complex class from our friends over at Kobold Press. Plus the usual bugfixes to stuff in your stockings. Happy Holidays!
New Releases!
- Content from Giant Hunter's Handbook is now available as the first book in the new Pathfinder Player Companion #18.
- Content from Lost Treasures is now available as part of the Pathfinder Campaign Setting #13 package.
- From Kobold Press, the New Paths Compendium has expanded to include the Theurge base class, and a variety of spells from KP have been updated with new or updated mythic text.
Enhancements & Changes
- Added player content from Pathfinder #89 "Palace of Fallen Stars".
- Several new spell adjustments have been added and older ones updated to have Mythic effects. Big thanks to forum user ShadowChemosh for his donation!
- Gear tracking now breaks down how much wealth falls into each category. You can also mark certain pieces of gear as personally crafted, so they count less, using an adjustment on the Adjust tab.
- Updated the Technology Guide to incorporate the December 2014 errata 1.0.
Bug Fixes
- A Kineticist's blasts and other abilities that count as weapons were not included with the weapons on the printout.
- Composite longbows and shortbows should only be charged for strength bonuses, not for strength penalties, meaning that the composite longbow for a Strength 8 character shouldn't be free.
- Summoners with the Spirit Summoner archetype weren't getting Weapon Specialization and Greater Weapon Focus at the right levels from the Battle Master hex.
- The Skvader and Wolpertinger from the Shattered Star adventure path were missing.
- The Giant Snapping Turtle animal compaion was getting its stat increases at druid level 4, not 7.
- The Kineticist's Plasma blast had the incorrect description and pre-reqs, those of Magma blast.
- Two oracle revelations of the Lunar Mystery, "Gift of Claw and Horn" and "Moonbeam", were both incorrectly granting darkvision.
- The Lunar Mystery's final revelation was incorrectly named and was not being properly replaced by certain archetypes.
- The Eldritch Heritage feat was not requiring a skill focus when the Arcane bloodline was added through it.
- The numbers for Attack bonuses displayed on the Abilities tab were not displaying.
- The Hooded Champion's Panache class feature was not counting as panache for fulfilling pre-requisites.
- The Improved Natural Armor summoner evolution was still applying its effects even when disabled.
- Certain abilities with automatically calculated charges were not applying the "Minimum 1" parameter correctly, resulting in 1 too many charges.
- The generated statblock for a kingdom would not show any armies after any army which did not have text entered for the "Army Commander Name" field.
- For kingdoms, user entered army names were not being shown on the kingdom's foreign relations tab.
- The Pistolero gunslinger archetype's "Proficient in One handed Firearms" feature was not granting proficiency in one handed firearms only.
- The Musket master gunslinger archetype's "Proficient in Two handed Firearms" feature was not granting proficiency in two handed firearms only.
- The Improved Flight feat was not interacting correctly with certain things which granted fly speeds (like the angelic aspect feat).
- The Lucky Drunk's mail was not applying a luck bonus to saves when equipped.
- The Kinetecist's Self Telekinesis, Greater power was missing a pre-req for the earlier instance of that power.
- The Kinetecist's Expanded Element power would add a slot to take an extra blast type, even when choosing Aether for an Aether focused character. Since Aether has only 1 blast type, this resulted in an unresolvable error for the hero.
- The First Memories trait was not correctly removing or modifying the base gnome race's SLAs.
- The Fencing Grace feat was not applying the damage substitution when wielding a rapier in the off hand. Enjoy dual wielding two rapiers!
- The Failed Aspirant trait had a typo in its name, "Failed Apsirant".
- The Winding Path Renegade brawler archetype was not removing the bonus feats at 2nd, 8th, and 14th level. It was also not replacing the brawler's AC bonus special.
- The Winding Path Renegade's Mystery of Unblinking Flame was removing the enhancement bonus to speed based on the monk's normal restrictions, instead of always applying the bonus even in armor or encumbered.
- Winding Path Renegade Monk abilities were not being disabled when the Martial Flexibility ability was not activated.
- Typed bonuses applied to the Attack Helper for both melee and ranged attacks were not being passed to the CMB calculations correctly. Only bonuses specifically to melee attacks were passing down, which meant some things, like the Prayer spell adjustment, were not being reflected in CMD totals.
- The Ki pool granted by the Ki Pool rogue talent was including half rogue levels as bonus charges, instead of only the Wisdom bonus (minimum 1)
- The O-yoroi armor was missing the Ultimate Equipment source.
- Scrolls, Potions, and Wands made of spells with an expensive material component were not increasing their price by the component cost.
- The Beast-Bonded witch archetype was not gaining access to their familiar based class abilities (like being able to communicate with their familiar) as though they were 1 level higher.
- The Damned feat wasn't applying its attribute bonus.
- Voice of the Grave was missing the APG source.
- Fiend Blood wasn't making its chosen skill a class skill.
- The half-elf paladin favored class bonus was increasing an aura's bonus instead of its radius.
- The Qinggong Monk's Spring Attack ki power had the wrong description.
- The gnome paladin's favored class bonus was increasing the die type of lay on hands.
- The darksire amulet wasn't increasing your energy resistance if you had the scaled skin alternate racial trait.
- The death's touch revelation was showing the wrong damage and had the wrong uses per day.
- Buckler proficiency and light shield proficiency were showing up as selectable feats.
- The Magaambyan arcanist's aura wasn't counting for the pre-requisite for Sacred Summons.
- Many items were not correctly marked as not allowed for Pathfinder Society play.
- The True Primitive's Trophy Fetish ability was not applying as a morale bonus to damage, meaning it was stacking incorrectly.
- The Titan Mauler's Massive weapons ability was not correctly counteracting the size penalties of larger weapons.
- The Arcanist (Blade Adept)'s Black Blade was not correctly calculating its enhancement bonus, intelligence, etc.
- Favored Class Options which add spells to spellbooks/formula books/familiars have had their displayed name slightly tweaked, to avoid confusion with a portion of the arcanist's rules for spellcasting.
- The Weapon Cord gear item has had its text updated to reflect the paizo FAQ that recovering a weapon so attatched should be a move action.
- A Cavalier (Emissary) who selected Heavy Armor proficiency as one of the Cavalier class' bonus feats would not get the effects of that feat.
- An Investigator's Inspiration pool at 1st level was being calculated as if the 1/2 level portion had a minimum of 1, but it should be the attribute modifier, not the level that has a minimum of 1.
- The Kineticist's Blasts that are ranged touch attacks were not getting the benefits of the Weapon Focus (Ray), Weapon Specialization (Ray) or Greater Weapon Specialization (Ray) feats.
- Archetypes which were supposed to expand the starting languages allowed based on your class were not doing so.
- The agile weapon power, when assigned to a two-handed weapon (like the Elven Curve Blade), was allowing the Dex modifier to be multiplied by 1.5, which is specifically disallowed by the power's description.
- Custom built scrolls and potions were not multiplying their cost by their quantity for gear values when stacked together.
Data File Authoring
- Added the ChargeCalc.FinalMin1 and ChargeAttr.Minimum1 tags, which are variations on the existing minimum tag. ChargeCalc.Minimum1 (the original) causes the minimum of base charges (those gained based on number of HD or levels) to be 1. ChargeAttr.Minimum1 causes the number of charges from a selected attribute to be no less than 1. ChargeCalc.FinalMin1 ensures that the summ of base and attribute charges is no less than 1.
- Added the Helper.SplExpBook tag, which can be applied to a class helper so that the spell expansion table limits itself to only those spells found in that class' spellbook. This is used for the Innate spells for the Theurge class.
- Added several new herofields to track the amount of gear in each subcategory for wealth tracking (tGrWepVal/tGrProVal/tGrMagVal/tGrLimVal/tGrOthVal).

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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 & 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 "Wounds and Vigor" 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".
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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.
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