Aaron "Lawful G" Beal's page
55 posts. Alias of Aaron Beal (Lone Wolf Development).
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Long for the great outdoors? Well long no-more, with all new shifter aspects and a variety of other nature-focused content in Wilderness Origins, out now! Wildlands too tame for you? Then follow the War For the Crown AP accross the planes and back again with the exciting final chapters "The Reaper's Right Hand" and "City in the Lion's Eye". And if you're looking for some new adventure to embark on, feel free to use the Player's Guide for the next exciting AP, Tyrant's Grasp!
Plus all the usual bug-smashy goodness! Happy March, folks!
Player Companion #34 (with Wilderness Origins!)
War for the Crown Encounter Library
New Releases
- Wilderness Origins is now available as part of our Player's Companion #34 package!
- The Reaper's Right Hand, Chapter 5 and City in the Lion's Eye, Chapter 6 of the War for the Crown AP are now available in our latest Encounter Library!
- The Player's Guide for the Tyrant's Grasp adventure path is now available as a free update for all users.
Enhancements & Changes
- Added an adjustments that appends more information to something's description text and one that overwrite's something's description text.
Bug fixes
- The Creeping Doom spell was showing twice for Druids, at both 7th and 8th level.
- When using Bestiary Monster Creation, the Custom Race Name would be lost when adding a template.
- The Shoggti Qlippoth was missing its stock portfolio, so it was not showing in the Encounter Builder.
- The Thulgant Qlippoth was missing its stock portfolio, so it was not showing in the Encounter Builder.
- The Ranged Study feat was not allowing studied strike to apply attack and damage bonuses to the chosen ranged weapon.
- Weapons with Fixed Damage Text (such as alchemist bombs) were not showing thier damage in the Tactical Console.
- The Touched by Divinity campaign trait was not showing it's usage tracker on the in-play tab.
- The First Mother's Fang archetype's Serpent Mount was not increasing the damage of its bite from 1d3 to 1d4 at 4th level.
- Weapon Focus selecting the Orcish Hornbow was not recognizing proficiency when that was gained through Orcish Weapon Familiarity.
- The Orcish Hornbow was displaying as proficient in the weapons list for all characters.
- The Witch (Synthesist) symbiosis ability was changing master's size when merged with familiar when the ability does not do so.
- The Brawler (Venomfist)'s Venomous Strikes was not describing the poison it adds, and was listed twice in special tab.
- The Powerful Shape feat was not applying its effects while the character is in Wild Shape.
- The Samurai (Warrior Poet) archetype might not offer any versatile performance abilities to choose from for users with the Class Packs entry path.
- The Technomancer PrC was not granting proficiency with guns if the Firearm Availability was set hign enough that guns became martial or simple weapons.
- Several feats and other picks were not assigned to the correct books.
- The Akaname race was calculating the DC for its filth fever incorrectly.
- The bonded holy symbol item for the Ecclesiarch cleric archetype was not equippable.
- Skalds were not qualifying for the Increase Damage Reduction rage power.
- The corsair fighter archetype was not showing the improved deck fighting ability in the class list at 6th level, though it was still granting effects.
- The Third Eye Divination implement power was not adding see invisibility under the correct circumstances, and none of the sense abilities were showing when added to an Inquisitor with the relic hunter archetype.
- The Siabrae template was not adding the blight bond ability when added to a druid with an archetype that similarly changed the nature bond of the base class.
- When using the piecemeal armor variant from Ultimate Combat, Mithral armor material was not reducing the ACP of non-proficient armor which was applied as a penalty to attack.
- Arcane Training of the Noble class was adding an Extra Cantrip feat which could not select the configurable with the noble's spellcasting.
- The Coin Shot spell was showing as forbidden for PFS.
- The Expanded Versatility versatile performance ability was unable to select Sense Motive.
- The Martial Skill occultist implement power was not calculating the bonus to Base attack bonus for the chosen weapon correctly.
- The Fungal template applied to the animal companion of a Fungal pilgrim druid was adding the Sylvan language.
- The Halfling Opportunist PrC's Exceptionally Lucky ability was applying the wrong bonus type to saves.
- The War-kilt of Sarenrae was applying an enhancement bonus to natural armor, but it should be an untyped bonus.
- The Hospitaller paladin archetype was getting an incorrect error about overusing lay on hands when out of channel energy.
- The Hex Strike feat wasn't checking for it's Hex prerequisite correctly.
- The Atavism spell adjustment was adding the effects of the advanced template twice.
Data File Authoring
- Added the Helper.PolyIgnoreSpLim tag, for use in conjunction with the generic Change Shape racial special. Normally, the PolyEffect tags for the spell limit what races may be chosen, and there are internal checks to verify a chosen polymorph race matches that spell. FormLimit tags override the choices, but that can result in picking a race which would normally be outside the purview of a particular spell, which will cause errors. Applying this helper tag causes the normal verification mechanisms for race types to be ignored, such that the usual PolyAllow tags (which define what racial abilities from the target race are adopted) for the spell are applied. This is used for the Changeling Familiar feat from Wilderness Origins, which allows Change Shape to a form of the master's race, as alter self. Since alter self is normally limited only to humanoids, but the master could be of any type, this tag is needed.
- Added the pcNonProfACP field to the PieceArmor pick to store the ACP of non proficient armor pieces.
- Added the Notes field to adjustments, which is shown if the User.ShowNotes tag is applied.

We continue the march of progress with our first release of the new year! Feel like you just haven't had enough vacation yet? Why not take a trip to the exotic with the new Plane-Hopper's Handbook, available in Player Companion #33! You deserve the content in this book, and more vacation, you handsome devils you! I'm not just saying that because I am an alien from the Plane of Consumerism, honest!
Is everyone around you kung-fu fighting? Are they fast as lightning? Well don't be left behind! You can kit your character out with all the skills and equipment they need to crane kick into glory with the new Martial Arts Handbook, which opens our Player Companion 34 package!
New Releases
- Plane-Hopper's Handbook is now available as the second book in our Player's Companion #33 package!
- Martial Arts Handbook is now available as the first book in our Player's Companion #34 package!
Enhancements & Changes
- The Tears to Wine spell adjustment has been donated by one of our users, Jacob L. Lemmons. Thank you very much for your contribution!
Bug fixes
- The Esoteric Magus archetype was not removing the magus bonus feats.
- An Investigator with Amazing Inspiration was increasing the number of dice for Inspiration to 3 at 20th level.
- A 20th level Shaman with the Manifest Heaven Spirit ability was not applying their Wis as a bonus to all saves.
- On a class tab spell totals summary display, for certain high casting attribute and multiple extra spells known characters, it was possible to push the last row off the bottom end, effectively hiding it.
- The Blood Veil adjustment included information in its description which could spoil events later in the Curse of the Crimson Throne AP.
- The Serpent-fire adept monk archetype's Chakra Training ability was not allowing manipulation of root chakra at 1st level on the Occult tab.
- The Ectoplasma Master alchemist archetype's Ectoplasmic Extracts ability was not working with the Blessed Book magic item.
- Equipping non-proficient armor was not applying its penalty to Initiative checks, while Initiative is a Dex check.
- The Vishkanya Bard's Favored Class Bonus was not interacting with an Archeologist's bard's Archeologist's luck ability.
- The Ganzi's Maelstrom Resistance ability was applying its save situational twice.
- The Jigsaw Shark was missing the Curse of the Crimson Throne GM Content source.
- Dragon Ferocity was showing an incorrect duration.
- The medicinal bezoar was missing its source.
- Halflings were reporting an error if the user had not added an optional ethnicity.
- Pazuzu's Demonic Obedience had the 3rd ability (True Temptation) showing in the 2nd ability table.
Data File Authoring

What wonders await beyond mortal sight? If you're just getting your feet wet outside the Prime Material, skip from a berk to a cutter with the secrets held in Planar Adventures, now available as a stand-alone package! Not to say you need to venture that far to find the exotic! From Psychic Orks to a united state of merfolk and sahuagin, find new tools for your wierd and wonderful adventurer in Heroes of the Finge, the first book in Player Companion #33! Finally, the drums of war sound throughout Taldor, and echo within the City in the Lion's Eye, chapter 4 of the War for the Crown!
Planar Adventurers
Player Companion #33 (with Heroes from the Fringe!)
War for the Crown Encounter Library
New Releases
- Planar Adventures is now available as a new package!
- Heroes from the Fringe is now available as the first book in our Player's Companion #33 package!
- City in the Lion's Eye, Chapter 4 of the War for the Crown AP is now available in our latest Encounter Library!
Enhancements & Changes
- The Power of Faith class ability adjustment (from Warrior of Light, in the APG) has been donated by one of our users, David Birchbauer. Thank you very much for your contribution!
- Monsters and NPCs from Lost Kingdoms have been added to the Encounter Builder.
- Monsters and NPCs from Magnimar, City of Monuments have been added to the Encounter Builder.
- Wraith spawn can now be created by adding an alternate racial trait to wraiths, and a wraith spawn has been added to the encounter builder.
- The swarm summoned by the Mad Monkeys spell was added to the Summoner's Sidekick Encounter Library.
- The additional summon monster options available to the Summoner's Shadow Caller archetype have been added to the Summoner's Sidekick Encounter Library.
- The effects of several traits have been added to the summoned monster enhancements available in the Summoner's Sidekick: Dep Guardian, Demonbane Summoner, Diabolical Dabbler, Natural-Born Leader, Outsider Ties, and Rage of Storms.
- The effects of the Fire Music feat has been added to the summoned monster enhancements available in the Summoner's Sidekick.
- The effects of the Mighty Summons Heirophant Path Ability has been added to the summoned monster enhancements available in the Summoner's Sidekick.
Bug fixes
- Many abilities from Legacy of the First World were not stopping their effects when either disabled, or if activated and then lowered below thier minimum level.
- The Maiden's Shield ability of the Sanguine Angel PrC was not ignoring the Dex requirements of feats when the proper combination of equipment was equipped.
- The Agile Maiden feat was not interacting correctly with the Armor Training ability of low level fighters.
- The Ectoplasm Master archetype was allowing Wizard Necromancy spells to the alchemist extract book, but once added they were falsely reporting an error that they were outside the spell list.
- The Reclusive oracle curse was not applying SR at level 15 when added to any class other than Oracle (such as when allowed by an archetype)
- The Eerily Centered feat was not noting its bonus type in the situational text applied to saves.
- The Mischievous Talent of the Fey Prankster archetype was adding too large of a bonus to skills.
- The Shadow Dweller of the Shadow Scion archetype was missing a portion of its description.
- The Lashunta race was incorrectly making all knowledge skills cass skills.
- Unchained classes where not having their names adjusted when an archetype was taken.
- Magical Spider-silk Bodysuit armor was not correctly adjusting its Max Dex value based on if a character had Drow Weapon Proficiency.
- The Deinonychus Weretouched Shifter was only receiving one foreclaw attack instaead of two.

Thanks everyone for your patience for this long awaited release! We're still playing catch up, but this is a big step to being current on PF releases again.
Explore powers once thought lost in the collapse of early empires with Blood of the Ancients! Pierce the cloak of secrets surrounding Nidal, Land of Shadows and it's Midnight Lord! Trailblaze across the infinite planes and visit 6 unique locations detailed in Distant Realms! Keep the campaign marching as another chapter of the War for the Crown, The Twilight Child, has been added to our Encounter Library, and the Player and GM content for all remaining chapters is being released.
Finally, we have integrated the changes for the New Path's Compendium's Expanded Edition into the existing package, which means current owners will see an automatic upgrade. If you haven't yet picked up this package, no time like the present! Also from Kobold Press, we are releasing the Advanced Races Compendium, which includes a plethora (more than 300 pages worth!) of options for existing exotic races, and several new races as well!
Player Companion #32 (with Blood of the Ancients!)
Campaign Setting #19 (with Distant Realms, and Nidal, Land of Shadows!)
War for the Crown Encounter Library
Advanced Races Compendium
New Paths Compendium Expanded
New Releases
Blood of the Ancients is now available as part of our Player's Companion #32 package!
Nidal, Land of Shadows is now available as part of our Campaign Setting #19 package!
Distant Realms is now available as part of our Campaign Setting #19 package!
The Twilight Child, Chapter 3 of the War for the Crown AP is now available in our latest Encounter Library!
Player and GM content from AP #130, City in the Lion's Eye, AP #131, the Reaper's Right Hand, and AP #132, the Six-Legend Soul are now available. Encounter libraries will be added in a future update.
The Advanced Races Compendium from Kobold Press is now available as a stand alone book!
The New Paths Compendium package has been updated with the changes from the Expanded Edition, as a free upgrade for existing users! New purchases will include this as well!
Enhancements & Changes
Implemented the changes from the FAQ for Ultimate Wilderness.
Added the following new adjustments: Spell DC, Specific Descriptor, Spell DC, Specific Subschool, and Gelik's Training (for serpent's skull AP).
The Centaur Alseid from Midgard Bestiary and Advanced Races Compedium are different enought that there are two seperate versions.
Gearforged and Gearborn have been implemented as seperate races.
The Gnoll from the Southlands book (Kobold Press) has been renamed the Gnoll Mayelee.
The Trollkin in Advanced Races Compendium has been implemented as a different race than the one appearing the the Southlands book.
Scaling Feats from New Paths Expanded have been integrated into Hero Lab. If you select the Scaling Feats options ever instance of the replaced feat(s) are exchanged for the scaling version.
In addition to new classes, many of the classes from the older edition of New Paths Compendium by Kobold Press have changed as follows:
The new Mystic Archer is a totally different class from what exisited before. The older one has been renamed "Mystic Archer (old)." Note, this class is effectively a replacement for the Elven Archer but that class has not been removed.
The Savant class is significally different as well. The older version has been renamed "Savant (old)."
Skin-Changer's Animal Shape now allow the user to actually change their form as per a polymorphing ability. Animal Shape and Animal Combat have slightly changed (see the class description).
The New Paths Shaman has been renamed to Spirit Shaman. Animal Spirits now only grant 1 spell.
Bonded Scion's force weapon and bane weapon now apply their abilities to the arcane bond weapon.
A Force Blaster's modifications to a Battle Scion's force blast now are fully implemented.
A Black Hat archetype's jinxs now act similar to grit abilities and are grouped together on the statblock.
Beast Soul Monk now sets what kind of animal companions we are allowed to take depending on our choce of animal style.
Clockwork Monk has been changed to work with the updated versions of the Gearforged race and Gear Points system in Advance Races Compendium.
Monk of the Compliant Style Rod has been renamed Iron Staff Monk.
Paper Drake Monk can now change you into swarm form with the One Thousand Cranes ability and Torn Form now allows you to change size.
Elemental Ninja archetype is now limited to the air, earth, fire, or water schools only.
Elemental Shaman has been updated to reflect the new rules in New Paths Expanded.
Primal Shifter's spellcasting and Enhanced Wild Shape has been changed to reflect the new rules in New Paths Expanded.
The Gravebinder archetype has been renamed the Death Warden.
The Trickster class's variant spellcasting and the Split Leadership feat have been implemented as options on the Configure screen.
Death Feats can been added in three different ways: 1) directly as a normal feat, 2) requiring a death flaw for each death feat, or 3) taking a death flaw grants you a death feat.
Broken Mirror Style now modifies the number of images you can have with the mirror image spell adjustment.
Extra Wild Shape has been implemented as two seperate feats: Extra Wild Shape and Extra Animal Shape. This is because it is feasible a hero can have both the Wild Shape and Animal Shape abilities, but we can only apply this feat to one of them each time it is taken.
Favored Terrain Expert now allows you to select your terrain directly.
Improved Arcane Aura now applies bonus to Arcane Aura ability.
Improved Covering Shot renamed to Improved Covering Fire.
Bug fixes
Basic Telekinesis was missing some of its text.
Mithril manacles had the wrong cost.
Hindrance Dismissal had incorrect pre-requisites and category tags.
The Fiendish Aspect of the fiendflesh shifter archetype was not calculating its minutes/day tracker.
The Fiendish Aspect of the fiendflesh shifter archetype was stacking its bonus to natural armor correctly.
The Ride Mount cavalier ability was not applying its effects on the printed character sheet.
Lances were not showing 1-handed options on the printout when the hero was mounted.
The Substance Tolerance ability of the fermenter alchemist archetype, was not reducing penalties of active Tonics.
The Starlight Juice tonic was having its dazzle condition eliminated by Substance Tolerance at too low of a level.
The Weapon of the Mind ability of the phantom blade spiritualist archetype was not able to grant Weapon Focus (unarmed strike) while stored in the consciousness.
The Adaptable Training fighter Advanced Armor Training was not granting the chosen skill as a class skill.
The Wild Shape (Aquatic/Water) ability of the kraken caller druid archetype was not gaining the benefit of the Shaping Focus feat.
Some Kineticist Blasts were showing incorrect damage calculations, though the final results were correct.
The Positive Energy Kineticist Blast and Positive Admixture Blast were calculating their damage as though they were physical blasts.
The Dragon Disciple was not adding a Bite attack at 2nd level when combined with the Bloodrager's Claw ability.
The Elemental Ascetic kineticist archetype was replacing Kineticist Defenses granted to other classes (such as a monk with the Water Dancer archetype).
The Spiritual Guardian feat was missing its pre-req for the Spirit Magic class ability.
An error was being reported when a character with Barracuda style had any other style feat active, even if Barracuda Style wasn't active.
An FAQ for the Emotional Conduit feat had not been applied.
The Lycanthropic Wild Shape ability of the weretouched shifter archetype was causing armor and other gear to merge with the form when assuming the hybrid form.
The Creature Focus feat was not counting as the Favored enemy class ability for the pre-reqs for some feats.
Psionic classes were calculating their Concentration Bonus field incorrectly.
The Prestigious Spellcaster feat was not offering the correct selection of slots for prestige classes missing more than one spellcasting upgrade slot.
The Wary (Daggermark) trait was not applying the correct value in its situational.
Familiars with racial abilities that calculate standard DCs were not treating their Hit Dice as their master's level when that would be advantageous.
The Telekinetic Maneuver ability of a Small Aether Elementals serving as a familiar was not taking into account the master's level serving as its HD.
The Air Blast ability of a Chuspiki serving as a familiar was not taking into account the master's level serving as its HD.
Unchained Monks who had taken the Quinggong Power ability more than once were treating the added powers as too high a level.
The Curator occultist archetype was removing both 1st level implements, rather than just 1.
The Curator occultist archetype's Exotic Implements were adding both schools of spells to the class spell list when activated, rather than just the selected school.
The Spirit Talker feat needed a way to record what revelation was currently evoked.
The Book of infinite spells item needed a way to record what spell was on the current page.
Spells added to a class' spell list expansion table could remain present but hidden taking up slots if what granted them was removed after spells were chosen, resulting in an unresolveable (and unhelpful) validation error.
The Investigator's Studied Combat ability should have been applying its effects only to melee attacks and melee damage.
Sharpstone sling ammunition was showing the wrong combination of damage types.
The Kineticist's Kinetic Whip Infusion was not changing affected blasts into melee weapons, meaning their attacks were still being calculated with Dex.
Neither Kinetic Whip, nor Kinetic Blade were showing equip controls, meaning there was no way to wield them 2 handed (if, for example, you wished to use Power attack's higher damage bonus with them).
Kinetic Whip was not allowing you to specify whether the weapon created was Light or One-Handed.
The Blooded Arcane Strike feat was not increasing the bonus applied by Arcane Strike when actively using the Vital Strike chain of feats.
The Summoner (naturalist)'s Nature's Call ability was not being displayed if you only owned the ACG, but did not own Inner Sea Magic.
Energize Weapon was allowing itself to be take with the wood elemental focus.
The unchained rogue's debilitating injury ability was increasing the penalty at 18th, rather than 16th level.
Gloves of Dueling was not increasing the bonus of certain versions of weapon training.
Draconic Might was not switching the Ki pool and some other monk abilities, to use Strength.
The First Mother's Fang was not allowed to choose an exotic ranged thrown weapon for its proficiency.
Certain Giant dieties were showing as not available for PFS characters.
In certain rare instances when making BP purchases for a Kingdom, attempting to explore a Hex would fail with a message about incorrect currency being charged.
The Warpriest's Sacred Weapon ability would not retain any spent charges on portfolio reload.
The Printout for a Drake Companion was showing the stat boosts they gained from growing as though they were temporary bonuses.
The Mount Benefits for a Cavalier Mount was not showing Evasion increasing to Improved Evasion at 15th level.
Mythic Companion was not registering tiers on the master for its pre-requisites.
The Heavenly Radiance feat was not increasing the uses/day of an Aasimar's daylight spell like ability.
The older version of the Lion Blade PrC (from Taldor, echoes of glory) was not checking for the correct number of skill ranks in its prerequisites.
The Wildfire warpriest blessing was incorrectly reporting needing the Air domain from the deity, rather than the fire deity.
Undead companions were not apply correct AC bonus if they were incorporeal.
Theurge class was missing the Wand Adept ability.
Futurist archetype has not removing the arcane familiar fully.
A bunch of spells in Deep Magic were incorrectly marked as Spirit Shaman spells when they should have been Shadowsworn spells. Several spells from Deep Magic that should be on the Shadowborn list were missing.
The Elemental bloodline Elemental Resistance was granting immunity even if we are replacing elemental resistance in an archetype.
Animal companions were showing both evasion and improved evasion. This is fixed as well as corrected error in statblock location of improved evasion.
A number of domain abilities had a SpecType of Aura when they shouldn't of and those that did were not diplaying the correct range.
Rodent Empathy was diplayed on the wrong statblock line.
Gunslinger ability Nimble was setting its bonus absolutely thus not allowing things to modify the bonus.
Grit Tracker Helper was showing on the Specials section of the statblock when it should be hidden.
When an archetype replaced the Deity Favored Weapon ability, worshippers of Irori and other Unarmed Strike favored weapon deities were still getting the Improved Unarmed Strike feat.
The breath weapon ability of draconic bloodlines had slightly confusing in its description when added by Dragon Disciple.
The Fiendskin Damnation feat was not changing the type of the hero to Native Outsider once enough other Damnation feats had been taken.
Data File Authoring
Similar to how races work, the candidate expression for classes available are now stored in a herofield, tClassExpr.
For minion characters, you can now force a certain attribute array to be used by assigning Helper.ActMethod directly to the desired Creation pick in an eval script.

Two exciting additions this month! They say war is politics by other means, and the political situation seems set to heat up as the War for the Crown adventure path kicks off in "Crownfall". In the struggle for Taldor's throne, who will your PC support? Then again, others claim wisdom is found in the grape, and if you're of that persuasion check out Inner Sea Taverns for several fascinating drinking establishments! Forget politics and get drunk, at least until the Barbarian mouths off about this or that politician and starts a bar brawl.
Campaign Setting #19 (with Inner Sea Taverns!)
War for the Crown Encounter Library
New Releases
- Inner Sea Taverns is now available as part of our Pathfinder Campaign Setting #19 package!
- Crownfall, Chapter 1 of the War for the Crown AP is now available as the first chapter in our latest Encounter Library!
- Added the Gentleman class from Old Spice, as a free release available to all!
Enhancements & Changes
- The Concordance faction and its associated traits have been added for Pathfinder Society play.
Bug fixes
- The Quick Draw feat was not adding its combat trick.
- The Mind Sword archetype's Mind Arsenal ability was basing its uses/day on Intelligence, not Charisma.
- Otyughs were not getting the +2 to CMD vs. trip for having three legs.
- Unchained barbarians did not have access to the Celestial Totem rage power.
- Shifters were not counting as druids for feat and custom special pre-requisites.
- The Dragon Shaman and Saurian Shaman were not flagged as replacing A Thousand Faces.
- The cheetah's sprint spell was misnamed cheetah's spirit.
- The Twilight Talon class was not adding Disguise as a class skill.
- The Royal class was not adding Handle Animal as a class skill.
- The Animal Exemplar ability was not adding Handle Animal as a class skill.
- The Sangudaemon race was not adding Knowledge (arcana) as a class skill.
- The Oaur-Ooung (Qlippoth Lord) race was not adding Knowledge (geography) as a class skill.
- Polymorphing into a race was not correctly updating the speed for your new form.
- The manticore's Survival bonus when tracking was not appearing as a situational bonus.
- The Feyspeaker's Fey Speech ability was not granting Sylvan as a bonus language.
- The Skinwalker's Change Shape was still imposing situational penalties to Charisma skills and ability checks when activated, even though that drawback was not included in the reprint of the race from Inner Sea Races.
- The Prestidigitation SLA from the Gnome's Utilitarian ART was being replaced when too low Charisma instead of too low Intelligence under certain circumstances.
- The Driven By Guilt trait's activation was not applying the correct bonuses.
- The Teisatsu Vigilante archetype was not granting the sub-abilities associated with the Ninja's Ki pool (for example, the Ki stealth ability).
- The Lightfingers spell was not showing a DC.
- The Vexing Trickster Mesmerist archetype was replacing the secondary abilities when it should not have.
- When Uncanny Dodge upgrades to Improved Uncanny Dodge, the description was not updating appropriately.
- The Air domain was, in some cases, applying its Immunity to Electricity too early.
- For a Shifter's Aspects, if any Major form was active, all other Major forms were showing their effects if that form had a minor form active.
- Spirit Talker's text hadn't been updated to the new errata.
- Shifters weren't counting as druids for pre-requisites.
- Communal water walk was listed as a 2nd-level spell.
- The Lion Blade PrC (Inner Sea Intrigue version) was only requiring a single rank for its Disguise and Stealth pre-requisites.
- The Lion Blade PrC (Inner Sea Intrigue version) was not adding its levels to bardic performance effective level.
- Kineticist abilities were displaying a modified burn cost before being added to the hero.
- A revolver did not have the metal equipment tag.
- Martial Focus couldn't be applied to tribal weapons.
- The Necroccultist's Necromantic bond ability was applying its bonus at first level.
- The Channeler of the Unknown archetype was not reducing the number of domains to 1 and requiring a certain selection there.
- The Channeler of the Unknown archetype was not marking channel energy as modified.
- Ex-Member archetypes were warning they needed to be added at 1st level, even though they are applied immediately when you lose access to the old class features, which may happen at any level.
- The shifter's defensive instinct ability was not applying a reduced bonus when in non-metal armor.
Data File Authoring
- Added the SpecGroup.Laser tag and applied it to a number of weapons. This is used for the Gentleman class' weapon proficiencies.

We break into the month of love with two exciting new prospects for the Pathfinder system. Learn to love (or loathe) several new philosophies from across Golarion, in Disciple's Doctrine. Use the tools found therein to win philosophical debates the adventurer's way, with violence! Speaking of, will your steel prove true enough and your spells mighty enough to destroy the aquatic evil lurking in the Ruin's of Azlant's final chapter? Or will destruction rain upon the unprepared surface lands?
Player Companion #31 (with Disciple's Doctrine!)
Ruins of Azlant Encounter Library
New Releases
- Disciple's Doctrine is now available as part of our Player's Companion #31 package!
- Beyond the Veiled Past (Chapter 6) of the Ruins of Azlant Encounter Library package is now available for purchase, completing this adventure path!
Enhancements & Changes
- The changes to the shifter class described in this thread have been implemented, adding the ability to bypass DR/magic and changing the ability from being a uses/day ability to an hours/day ability.
- Prestigious Spellcaster now requires the user to select which level of the PrC they wish to add a magic level too.
- The Stone Warder sorcerer archetype's Power of Stone ability no longer outright disallows the user adding spells with the specified descriptors, as the ban is on Casting said spells, not learning them. Presumably sorcerers with this ability would learn such spells, then apply some other effect (like a bloodline ability or metamagic effect), to replace the banned descriptors while casting them. To make this clear to the user, such spells requiring the removal of the forbidden descriptors now have a note appended to their name.
- The Pureblooded Azlanti human ethnicity has been altered to conform with the new rules spelled out in Chapter 6 of Ruins of Azlant. An appropriate ability score pick has been added for those wishing to construct an Azlanti using the Advanced Race Guide's point based race building system.
Bug fixes
- When using the Consolidated Skills rules from Pathfinder Unchained, Barbarians were not adding the correct number of skill points per level.
- The Metallic Wings feat was causing errors to be thrown when viewed in the feat list.
- When using Variant Multiclassing from Pathfinder Unchained, the Sorcerer was showing bonus spells from their bloodline on the Spells tab.
- When selected by a Beast Rider Cavalier, the Boar mount was requiring 7th level, rather than 4th level.
- The elementalist shifter archetype's Elemental Strike ability was not applying its effects to Unarmed Strikes, and it was not disabling its effects when the hero was affected by any polymorph ability other than the Shifter's Major Form.
- The Lantern Lighter ranger archetype was not accessible if you only had the Adventurer's Guide.
- Share Feature could not select the druid's Venom Immunity ability.
- The shifter's tiger aspect was not getting its rake attack correctly at higher levels.
- When combined with the base skeleton template, mudra skeletons were hiding the bonus feats they granted.
- The Unchained eidolon was unable to add the mount evolution.
- Spells assigned to be specifically available to the Prophet of Kalistrade PrC were not being shown unless they also obeyed the school limitations.
- The Prestigious Spellcaster feat was not working when added a 2nd or subsequent time.
- The Shadow Walker rogue archetype's Expanded Sight ability was not correctly increasing existing darkvision.
- Slipslinger Style's bonus to ranged damage with slings was applying even when not using the style.
- The Kobold Press version of the Shaman's Spirit's Warning ability was applying both Dex and Cha to AC when Dex was negative, instead of just the Cha.
- The Ectoplasmatist spiritualist archetype's Ectoplasmic Lash's reach was not increasing appropriately at higher levels.
- Viewing Signature Strike Triumph in the feat list would generate an error when closing the selection window.
Data File Authoring
- Added the Helper.ConsSkDiv4 tag, which is applied to class helpers. When the Consolidated Skills rules are in effect, the tagged class will reduce its normal number of ranks per level by a factor of 4 (rather than the usual factor of 2).

Hey everyone, I hope you all enjoyed your holiday season, and are raring to go into a whole new year of gaming! We've got a bevy of new content to greet you and help burn off that holiday pie! Rolling dice is exercise, right?
First up, People of the Wastes gives us a look into the hardy folk that thrive in the most harsh environments and provide options to make your own survivors. Then again not every hazard hails from the wastes, some find their danger among the noble and courtly, and few have been doing that longer than Taldor, the First Empire. If you hope to succeed in your scheming, or at least avoid the worst schemes of your foes, then you might want to check out the latest tools in Potions and Poisons. Then again, maybe you'd enjoy some time exploring the REAL first human empire (eat it, Taldor!) in the Ruins of Azlant, whose 4th and 5th chapter is now available as part of our Encounter Library. Or chill out In the Company of Unicorns instead, because imagining yourself to be a magical horse isn't any wierder than pretending to be a 4 foot tall hirsute biped with an axe fetish, now is it?
Player Companion #30 (with People of the Wastes!)
Player Companion #31 (with Potions and Poisons!)
Campaign Setting #19 (with Taldor, the First Empire)
In the Company of Unicorns
Ruins of Azlant Encounter Library
New Releases
- People of the Wastes is now available as part of our Player's Companion #30 package!
- Potions & Poisons is now available as the first book in our Player's Companion #31 package!
- Taldor, the First Empire is now available as the first book in our Pathfinder Campaign Setting #19 package!
- City in the Deep (Chapter 4) and Tower of the Drowned Dead (Chapter 5) of the Ruins of Azlant Encounter Library package are now available for purchase!
- Don't be the last unicorn to join the party! Level up as a unicorn with Rite Publishing's In the Company of Unicorns, available now as a new package!
Enhancements & Changes
- The Bouncy Body and Raiment of Command spell adjustments have been donated by one of our users, SunderedShadow. Thank you very much for your contribution!
- Added a Remove Language adjustment to remove a language that was granted by some template or race, but isn't available to a particular character.
Bug fixes
- Dire badgers were missing the ferocity ability.
- The shifter's defensive instinct ability was applying its bonus when the character was wearing armor.
- The Book ward spell was missing the descriptioin for protection from energy.
- The Murderous crow had a typo in its description.
- A worg's bite was missing the trip effect.
- The Birthmark trait had a typo in its situational text.
- The Hexcrafter magus archetype was not granting some spells with the curse descriptor.
- The Shifter's Tiger major aspect was not getting grab with its natural attacks.
- The Voidwalker ability was showing the wrong name in the list of class abilities.
- Weapon Focus was complaining about selecting non-proficient choices when Elven Weapon Familiarity reduced Leaf blades and Thorn blades to martial weapons which then were proficient because of a class.
- The Protection from Good spell adjustment displayed the wrong duration text.
- The Favored Prestige Class feat was not functioning.
- The Prestigious Spellcaster feat was not recognizing a matching selection on Favored Prestige Class.
- The Serpent-Fire Adept monk archetype was not replacing Stunning Fist.
- The Sczarni Executioner slayer archetype had a typo in its name.
- The Great glass shield was counting as a suit of armor when equipped, rather than a shield.
- Orb of the Void's mythic spell text was incorrect.
- The Mount evolution was not available to traditional eidolons.
- The Aldori defender's Disarming Strike had a typo in its name.
- Certain feats which required fighter levels but had specific exceptions were not counting Warpriest levels as fighter levels when taken as Warpriest bonus levels.
- Several kineticist blasts were not gaining the bonus if the hero had the Weapon Focus (blast) feat.
- The cyclops' Flash of Insight ability was not showing its charges on the in-play tab.
- The Fungal creature template was not granting a slam attack if the base creature had no natural attacks.
- The Mutant template's mutation Resistance was allowing selection of energy resisitances that it should not be.
- The Mutant template's deformity Vulnerability was not removing any resistances on the base creature.
- The Shifter's Deinonychyus Major form was not getting pounce when polymorphed.
- The Blighted defiler archetype's Elemental Might ability was not switching some aspects of blasts and talents to use Str instead of Con.
- The Water Dancer archetype was showing as available to unchained monks.
- The King Crab familiar was not applying a situational to the master for its familiar bonus.
- The Blessing of Fervor: Extra Attack adjustment was not adding an extra attack to flurries.
- Several feats from Heroes of the Jade Oath and Mythic Heroes Handbook needed the name of their source add to the feat's name so that it is clear when you are picking a variant feat and when you are selecting the normal version.
- Some weapon like special abilities, like Morphic Weapon, were not registering as proficient when selected by Weapon Focus, for example.
- The Phantom Blade archetype's Weapon of the Mind ability had a formatting typo in its description.
- The Phantom Blade archetype's Weapon of the Mind ability was not allowing the selection of exotic weapons made proficient by elven or dwarven weapon familiarity.
- The Untapped Potential trait was not showing its added spell like abilities correctly.
- The Sword Binder wizard archetype was not changing the number of uses it gained with Hand of the Apprentice while leveling up.
- The Moonbeam revelation of Moon oracles was not showing its DC.
- The Savvy Seafarer feat had a typo in its name.
- The Intrepid Volunteer (Combat Maneuver and Skill) traits were not reacting correctly when the new attribute had a lower bonus than the old attribute.
- The Bellflower Tiller's Barn favored terrain was incorrectly sourced, which could cause it not to be selectable even when the user otherwise had access to the PrC.
- The Sacred Servant Paladin archetype was still imposing its limited selection of animal companion races to companions gained by adding the Animal domain, and the effective level of said companion was not being reduced by an extra 3 levels for the weakening of the domain.
- In some cases, elves were retaining the benefits of weapon familiarity even when that racial ability was replaced by an ART.
- The Energy Resistance and Aborption rage powers' names have been made consistent with each other.
- The blue-ringed octopus is now tiny instead of small.
- Druidic Herbalism was not marked as forbidden for Pathfinder Society play.
- The snowball spell was missing the creation subschool, and its spell resistance setting was incorrect.
Data File Authoring
- Helper.SpiNoPower tag has been added. When this tag is on a shaman spirit ability it does not give the shaman's familiar abilities from that ability. Used in Primal Warden archetype.
- The tag Helper.ReinfCraft has been added. If this is on a weapon, armor, or shield, the broken condition's penalties are reduced to -1 attack/damage (instead of -2) for weapons and 1/4 AC (instead of 1/2) for armor.
- The procedure NumNat, which counts the number of natural attacks a hero has, has been improved with options that allow the inclusion of unarmed strike, attacks such as contrict and rake, disabled attacks, as well as not including weapons that have been hidden in the count. See the procedure for more details.
- The procedures FocusToRes, FocusToImm, FocusToVul and FocusEnerg have been added. These set the focus to an energy resistance, immunity or vulnerability depending what BloodEner tag is on either the pick the procedure is called from or whatever pick has been set as our focus before the procedure is called. There are options in all these procedures to output the id of the resistance, immunity, or vulnerability instead of focusing to it. Additionally, with FocusToRes there is an option to focus on the "specific" versions of the resistance and a tag expression filter can be passed to the procedure to pick out a resitance the given tag expression. FocusEnerg contains all the three previous procedures. Which one is used depends on a number passed to the procedure (0 = vulnerability, 1 = resistance, 2 = immunity). See each of these procedures for more detals.
- The procedure AlignSteps has been added. This returns how many steps difference the hero's moral, ethical and the full alignment is away from whatever pick called the procedure. The pick that calls this procedure must have the appropiate Alignment tags on it otherwise the procedure will exit without returning any results.
- The category abCategory.TrpNoDmg has been added. This designates a ranger trap as one that does not deal hit point or ability damage.
- the category abCategory.TrpModify has been added. This designates a ranger trap that modifies another trap.
- For weapon and armor powers that change the final price of an item by a percentage two new tag groups CstPercInc and CstPerDec have been added. The value on these tag groups detrermine the percetage increase/decrease a power has on an item.

As Halloween approaches the mind turns to dark and sinister things. That which goes bump in the night, and preys upon children to fuel fell magics and unnatural hungers lies at the heart of our October release, Blood of the Coven. Hags and Changelings gain more options, from custom built hag covens to a variety of archetypes and magic items. In other news, the intrepid heroes of the adventure path now venture into "The Flooded Cathedral" to confront the aquatic menace which has threatened their colony.
Player Companion #30 (with Blood of the Coven!)
Ruins of Azlant Encounter Library
New Releases
- Blood of the Coven is now available as the first book in our Player's Companion #30 package!
- The Flooded Cathedral, Chapter 3 of the Ruins of Azlant Encounter Library package is now available for purchase!
Enhancements & Changes
- Characters can now be identified as "Neutral", in addition to "Ally" or "Enemy". Neutral characters display in a different color on the Tactical Console.
- When printing, there is now an "all" dossier that can be chosen.
Bug fixes
- The bard secondary class was granting too many uses of bardic performance.
- The alchemist's poison resistance was displaying the wrong bonus on the character sheet.
- The reinforced version of the encounter on page 43 of Hell's Vengeance would load without the hippogriff stats if you didn't have Bestiary 2.
- The Calikang race was not granting the correct number of slam attacks when it was chosen as a polymorph form.
- The CL of lower level pearls of power was not the minimum to cast a spell of that level as a wizard.
- Certain exotic weapons with "elven" in the name were being granted as a proficiency to all elves, rather than being treated as Martial instead, meaning elf bards and wizards were showing able to wield weapons they shouldn't.
- Several minor alchemical remedies were missing activations.
- The Mythic Weapon Focus feat wasn't adding the correct value to attacks when activated.
- The Spell Resistance adjustment is now a modifier rather than a "take the greater of the two", so it can be used to decrease existing SR as well.
- The other types of dragon bloodlines (for esoteric or imperial dragons, etc) were not satisfying each others requirements when taken by a multiclass Bloodrager/Sorcerer.
- The Ember Weaver psychopomp was granting itself a bonus to initiative which did not stack correctly with other untyped bonuses.
- A variety of untyped bonuses with the potential to stack incorrectly have been corrected.
- One of the links in the editor help files was broken.
- The Skald was not fulfilling the pre-requisite of the Persuasive Performer feat.
- The Demonic Knight (ToHC) race had an incorrect spell like ability.
- Certain abilities of the Unsworn Shaman archetype were not able to select the currently hosted wandering spirit.
- The Courtly Hunter archetype was not changing which Foci were available to its animal companion.
- The natural armor of the Dunkleosteus animal companion was 4 too low at all levels.
- Several NPCs from the NPC gallery of Chapter 3 and 5 of Ironfang Invasion were not loading properly.
- Thirsting entanglement was showing as a 1st-level spell.
- Past-Life Memories from the Rebirth psychic discipline wasn't adding its bonus at first level.
- The text for Spell Sponge has been clarified.
- Peacocks were automatically speaking Common.
- Riding dogs were missing the trip special from their bite attack.
- Buying spells using the new purchase mechanism caused the cost not to be displayed correctly when buying other items.

Our September release brings the long awaited completion of the Ironfang Invasion adventure path; dare your heroes penetrate "the Vault of the Onyx Citadel" and defeat its dread hobgoblin master? The Ruins of Azlant path continues as the expedition delves deeper into the Aboleth's plot, piercing into "the Shattered Continent". Looking for something shorter and more trap filled? Challenge "the Gauntlet", a new pathfinder module now available for free!
Ever thought worshipping the powers of darkness was a good idea? Who hasn't? Crack open the new "Book of the Damned" and learn just how good it is to be bad, now available as a standalone package in hero lab! Then again, if you like just a bit of edge in your heroes, maybe the "Antihero's Handbook" is more your speed, which is added to our existing Player Companion 29!
Player Companion #29 (with Elemental Master's Handbook, and Antihero's Handbook!)
Book of the Damned
Ironfang Invasion Encounter Library
Ruins of Azlant Encounter Library
New Releases
- Antihero's Handbook is now available as the second book in our Player's Companion #29 package!
- The Book of the Damned is now available as a new package!
- Into the Shattered Continent, Chapter 2 of the Ruins of Azlant Encounter Library package is now available for purchase!
- Chapter 6 of the Ironfang Invasion AP is now available, completing that Encounter Library! Sorry for the delay!
- The Gauntlet module is now available for free! C'mon down to crazy Al's discount Deathtraps, Sunday sunDAY SUNDAY!
Enhancements & Changes
- Hovering over the damage for weapons now displays a breakdown of how the current bonus was calculated.
- Long description text (for example, for races like the Abysogh) now includes its full details and no longer ends abruptly.
- Added the Souls gear category for things (mainly souls) related to the Soul Trade.
- Lycanthropes now check for if a lycanthrope is afflicted or natural when determining what kind of DR they get.
- Racial version of sneak attack has been updated to show damage like the class versions.
- Alternate prereqs for the evangelist, exalted, and sentinel classes has been implemented for fiendish deities/powers as stated on pg 9 of Book of the Damned.
- The Expanded Preparation feat now has a note to explain where to select the level if gaining 2 slots.
Bug fixes
- The Improved Natural Armor feat was incorrectly being forbidden on the animal companion of a PFS character.
- Arcanists could not qualify for the Magaambyan arcanist prestige class.
- The Greed subomain's power, More for Me, was not a valid selection for the half-orc cleric favored class bonus.
- The Aldori Defender's Steel Net ability was being disabled if you wielded an Aldori dueling sword two-handed.
- Various Monk archetypes which replaced Flurry of Blows were not replacing the "Extra Flurry Attack" sub ability of the ki pool.
- The Increase Damage Reduction rage power was still showing as valid, even when the barbarian had replaced their damage reduction class ability (as discussed in the FAQ).
- The Flight Speed Enhancement evolution was not improving flight speeds for the eidolon.
- The Soul Lash ability of the Forsaken Lich template was not calculating its DC correctly.
- The Ghost Whisperer feat was showing incorrectly formatted description text.
- The Spiked Gauntlet was setting itself as proficient for all characters, as though it were an unarmed strike.
- The Well-Prepared feat was missing a usage tracker.
- The Dead man's headband was not increasing the DC of spells with the fear descriptor.
- The Good Hope spell adjustment was adding an untyped bonus to damage, rather than a morale bonus.
- The Mounted Mastery ability of the Order of the Wolf was missing an activation, and its situational for AC was not showing the correct number.
- The Slithering Rift variant race was missing.
- Double Weapons were showing the wrong attack bonus for the off hand side on the two weapon fighting line when printed out.
- A character who reached 29 or more mythic trials entered on the journal (and therefore qualifies for Tier 10) was incorrectly being shown as Tier 1.
- The owl from Bestiary 1 was missing from the stock portfolios.
- The Kyton and Medusa from Bestiary 1 were missing portraits in the Encounter Builder.
- The Faith Singer archetype wasn't replacing Versatile Performance.
- The Racial Paragon vigilante talent had an incorrect summary.
- The Obscurity vigilante talent was conflicting with itself.
- The Gory item power was not limiting itself to melee weapons (which is a limitation of wounding, the power it functions as).
- Cloned spells, spells that are copies of exisiting spells usually enhanced with metamagic effects, where not displaying any added text from the sNameMod field in the statblock.
- Creatures, such as the shadow demon, were not increasing speeds correctly when using sprint.
- The Sure-Footed feat was not displaying its Reflex save situational correctly.
- The Monster Insight class ability was not interacting correctly with the Improved Monster Lore feat.
- The Logical Spell and Intuitive Spell feats were reporting an error that the spell needed a particular component even when the spells had them.
- The Favored Prestige Class feat was not working.
- Abilities added to configurables which used both arrays and selectors were having them overlap, so that each's selections were obscured.
- The Pearl of power (4th level) had incorrect info on its creation text.
- In the iPad app's condition table, when something else activated a condition, there was no change to the displayed text to reflect that.
- Dwarven War shields, when equipped in both hands as weapons, were showing an error when one was equipped as a shield, even when the character had Two-Weapon Fighting as a feat.
- The Silksworn Occultist archetype's divination implement wasn't able to select garments associated with its slot.
- The Creature Focus feat was not meeting the pre-requisite of Foebane Magic.
- The Creature Focus feat was not increasing the effect of Favored Enemy Spellcasting which had chosen the same favored enemy.
- Weapons of non-medium size were not calculating their weight correctly for the purpose of special material 'per lb' costs.
- Brass Knuckles were unable to be added at sizes other than medium.
- The Large Evolution, when added to the Fused Eidolon form of the Synthesist Summoner, was always applying its natural armor bonus, even when the summoner was not fused.
- The Healer's Touch ability of the Shaman's life spirit had an incorrect append of the information on the Bane item power.
- When an archetype allowed Oracles to take channeling from two different sources they were incorrectly stacking, rather than remaining independant pools.
- Neutral Witches with the Hex Channeller archetype were not able to select whether they wanted to channel positive or negative.
- Shamans with the Unsworn Shaman archetype were not correctly moving the class levels of their primary wandering spirit's abilities.
- The Divine Tracker archetype was conflicting with the Shapechanger archetype, when a ranger took both they were trying to use the same table.
- The Shatterspell feat was missing the Dwarf race pre-requisites.
- The stock portfolio for the gearsman battleguard had the incorrect CR.
- A vigilante's social identity was not allowed the correct list of alignments to choose from (they should get any alignment within one step on either or both alignment axes).
- The elven branched spear is now tagged as containing wood, so that you can make a darkwood-hafted branched spear.
- The Spear Dancer feat's prereqs were not recognizing Weapon Focus (elven branched spear) as having weapon focus in a two-handed reach weapon.
- The Fighter (two-handed fighter)'s Greater Power Attack ability was not changing the damage from power attack.
- The Fighter (two-handed fighter)'s Overhand Chop ability now has an on/off checkbox on the In-Play tab to apply its effects when the ability is being used.
- The Fighter (two-handed fighter)'s Backswing ability now has an on/off checkbox on the In-Play tab to apply its effects when the ability is being used. Note that because the Pathfinder system in Hero Lab doesn't currently have support for listing the individual damage values of each attack in a full attack, the bonus damage will be listed after the normal damage, so for a character with Str 20, for example, it will say "+3 after the first", to tell the user they should add +3 to the damage of all attacks after the first one, since the difference between 2x a +5 str and 1.5x a +5 str is 10 - 7 = 3.
- The Vitalguard armor modification had an incorrect price.
- The Deivon's Parry spell had an incorrect casting time.
- Trying to sell something worth 1gp or 1sp would result in Hero Lab offering you 10sp or 10cp back, rather than the correct coin type.
- The Snake Charmer's Flute would sometimes throw an error when equipped.
- Several encounters (and all the art) were missing from chapter 3 of the Ironfang Invasion encounter library. Chapters 4 and 5 have had another quality assurance pass with a variety of small corrections.
- Hadregash was missing the text for its variant spellcasting text.
- Cyth-V'sug was missing its variant spellcasting.
- The Blighted Fey template's Thorn Throw ability was not always a primary attack.
- The Swashbuckler's Evasive deed was only granting uncanny dodge, rather than improved uncanny dodge when you have panache.
- The Extend Potion discovery had an incorrect summary.
- The Alchemical Golem had incorrect default hp.
- The Pugwampi Gremlin had incorrect default hp.
Data File Authoring
- Added the dmmBonPwAt and dmmBonPwMl fields, which store the bonus to melee damage from power attack and the current multiplier based on the equip state for this weapon. Both are calculated in "Specific weapon Inherits tDamPower values from Damage", at Final 15000.
- Added the wDamCalcBr field, which holds text displaying the breakdown of how the damage bonus was calculated. It is the equivalent to wAttCalcBr.
- Added wRanDmAttr and wRanDamTxt which store the value of the attribute used for ranged damage, and the name of the attribute used (in case that is changed by some ability).
- Added wMelDmAttr and wMelDamTxt which store the value of the attribute used for melee damage, and the name of the attribute used (in case that is changed by some ability).
- Added wRAttrMult and wMAttrMult, which store what factor wRanDmAttr/wMelDmAttr are multiplied by based on current equip states.
- Added the Helper.ExMemAdvan tag, which can be added to classes, and if present, suppresses the prereq that doesn't allow additional levels to be added to a class if you're an ex-member of this class. A checkbox has been added to the Class and Archetype tabs that adds this tag (and if added to an archetype, HL will copy the tag to the linked class). This is used for the Ex-Member archetypes in Antihero's Handbook, which allow you to continue advancing in a class that you're an ex-member of.
- Lycanthropes now check for the RaceGroup.NatLycan to determining what DR they get.
- Added RaceGroup.Sphinx to all sphinxes.
- Added RaceGroup.Vampire to all vampire templates.
- Added SpecGroup.SpecialKi for feats that have special text related to how ki or monk levels affect them.
- The fields deiTemples, deiWorship and deiMinions for a deity's temples, worshipers, and minions have been added.
- The tags Helper.FiendBoons and Hero.FiendBoons have been added. When the Helper tag is on a deity, the Hero tag gets forwarded to the hero. This, in turn, has the Evangelist, Exalted, and Sentinel prestige classes use the alternate prereqs as stated on pg 9 of the Book of the Damned.
- Added Helper.NoStackSnk. If this tag is present on the racial version of sneak attack, it will not add its number of dice to the class version. This is used for cases where we get sneak attack with a set number of dice only if we do not have the class version. Note: class version still takes precedence over the racial version.
- The Helper.GrPowerAtk tag, if assigned to a weapon, will set the multiplier for power attack damage to x2. The Greater Power Attack feat assigns this to two-handed weapons in order to apply its effect.
- The inner workings of Obediences and Boons have been updated.
[LIST]
- Least boons have all been given a helper for display on the statblock. This helper is to prevent the spell-like abilities granted by a least boon appearing in multiple places on the statblock.
- Obediences have been tagged so that they only show up as a situational in the statblock and under Special Abilities after the statblock.
- The various obedience configurables now use both SpecSource tags for the Evangelist, Exalted, and Sentinel prestige classes and the SpecSource tags for the hero's deity to generate the list of boons a hero can select. Since there are now feats that allow mixing of what kinds of boons we can get (<i>e.g.</i>, Damned Soldier and Damned Disciple) the tags Custom.Evangelist, Custom.Exalted, and Custom.Sentinel have also been added. Presence of these tags on the hero (<u>not</u> the obedience configurable) allows boons of those types to be selected as well as well as modifying the labels on the obedience configurable tables.
- Each of the obedience related prestige classes (Exalted, Evangelist, and Sentinel) now call the procedure FixObeFeat to set what kinds of obediences an obedience feat's configurable will allow.
- <b>IMPORTANT:</b> When modifying what kinds of boons a hero can get with an obedience, make sure you do not delete the SpecSource tag associated with their deity from the obedience configurable. In other words, do not blanket delete/replace all SpecSource tags with a statement such as delete[SpecSource.?] or tagreplace[SpecSource.?,SpecSource.cHelpXXX]. If you want to change what kind of boons a configurable grants, delete the specific SpecSource for the class you want to replace. Then either assign the specific SpecSource tag for the obedience class you want or assign one of the new Custom tags (see above) to the hero.
- <b>Note:</b> Having a boon use the polymorph gizmo is still problematic due to conflicts in the timing requirements for RaceCustom things and the polymorph gizmo. The best way around this is to make a RaceSpec thing that takes care of your shapeshifting and bootstrap that with your boon. Have the boon disable/hide this racial special as needed. (See the Baphomet boon Minotaur Form for an example).
- The procedure SetDeityOb has been added. This procedure takes care of correctly labeling the least boons of an obedience's configurable (including when the hero has access to multiple kinds of obediences due to feats such as Damned Soldier and Damned Disciple). It also sets up an obedience feat's configurable correctly depending on what kind of boons the deity grants and what kind of deity the hero worships (see note on the new Helper.BoonsXXX tags below).
- The tags Helper.BoonsSimpl and Helper.BoonsNone have been added. These, when added to a deity, are used to limit what kinds of boons the deity grants. Helper.BoonsSimpl is for deities that grant all three kinds of boons (least, greater, and superior) but do not grant different versions for the three obedience releated prestige classes (Evalgelist, exalted, and Sentinel). Helper.BoonsNone is for deities that do not grant obediences or boons. If neither of these tags in on a deity, it is assumed that the deity grants different boons for each of the obeduence related classes.
Spell-Like Abilities can now be set via a configurable using the spell tables on the configurable (for an example, see the update to the Imp [rmImp]). The following tags have been added for this mechanic:
- Helper.NoSLACnt - When added to a spell, hides the trkMax incrementer on the configurable.
- Helper.SLADefault - This needs to be added to SLAs that are bootstrapped with the configurable that to be considered default SLAs.
- Helper.SLA1st, 2nd, and 3rd - Specifies what table on the configurable an SLA is to be listed on.
[/LIST]

This month continues pathfinder's exploration of the deep, with the release of Blood of the Sea. What wonders hide in the depths? Buy the book and find out! The other content of this release is the Player and GM content for the latest chapter of the Ironfang Invasion! Unfortunately, some setbacks have delayed the portfolios for chapter 6 being added to the encounter library, but we'll get that done as soon as possible!
Our newest packages:
Player Companion #28 (with Adventurer's Armory 2, and Blood of the Sea!)
Ironfang Invasion Encounter Library
New Releases
- Blood of the Sea is now available as part of our Player's Companion #28 package! Options for the deep peeps!
- Ironfang Invasion chapter #6 Player and GM content is now available in the Encounter Library, although unfortunately the portfolios for the last chapter are not yet complete.
Bug fixes
- Several rage powers from the Advanced Class Guide were missing their source.
- The Ecclesitheurge archetype was having trouble with the domains of its secondary domain.
- Extra Lay on Hands was not reacting correctly when multiple possible targets were present.
- Gloves of dueling were showing Advanced Fighter Trainings in their lists of selections.
- Archetypes which added spellbook spellcasting to certain classes were not showing the option to print the spellbook's contents.
- The Mostly Human ART was not allowing the user to add extra copies of non-unique favored class bonuses.
- Several meta words from Deep Magic had typos in their descriptions.
- The Legalistic oracle curse was missing situationals.
- The Blessed Touch trait was not adding to the Healer's Way ability.
- The Vortex gun was listing the incorrect damage.
- The Shaped Capacity (Instant Armor) ability was not increasing its bonus when the total defense condition was activated.
- In some cases, Challenge was not increasing its effects in response to some magic items boosting that.
- Experimental Caster was not able to select races with racial spellcasting.
- The Usher of Lost Souls' channel energy wasn't showing it DC, damage, or uses per day.
- The Deific Obedience boons for Pharasma were showing incorrectly.
Data File Authoring
- Added the FavClass.Any tag, for favored class bonuses which can be associated with any favored class (such as with the Cecaelia's Focus Tattoo favored class bonus).
- The Grande Temple of Jing player content is no longer enabled by default.

Great news, everyone! Adventurer's guide is mostly here, filled with content specific to organizations unique to Golarion! The remaining two chapters (Lantern Bearers and Houses of Perfection) should be available next time. If you've been following the Ironfang Invasion, the next issue of that adventure path is available as well, taking you to the dwarven citadel of Kraggodan! Unfortunately, mischievous fey have played us for fools, and the Legacy of the First World is missing. I'm sure we'll find it between the couch cushions in time for next release.
Our newest packages:
Adventurer's Guide
Ironfang Invasion Encounter Library
New Releases
- The Adventurer's Guide is now available as a new package. (Please note - the Houses of Perfection and Lantern Bearers sections are not yet completed, and will be added in a future update.)
Enhancements & Changes
- Added the field genericnam. This is for specifying the setting neutral (non-Golarion) name of a thing.
Bug fixes
- Veil of Mists was showing its pre-requisite as if it were a third-level utility talent.
- The Dragonheir Scion archetype's Draconic Strike ability was adding its bonus damage before third level.
- Elemental Whispers, Greater was missing the Horror Adventures source.
- There were two versions of the halflight charm.
- The Battle Cry feat from the Advanced Classes Guide wasn't marked as a combat feat.
- A staff of the magi had hold person as an at-will item spell instead of hold portal.
- There were two versions of the buoyancy spell.
- The Psychic Investigator archetype was granting too many spells.
- The Oubliette ability had an incorrect spell info tag.
- Winter wasn't showing as a valid patron for a Herb Witch.
- Good and evil oracles weren't being offered the choice of whether to gain cure or inflict spells.
- If the double damage option was turned on for the Antipaladin's Smite Good ability, no damage bonus would be added.

Just a small one this time, to catch up with encounter libraries and fix a bug introduced last release. However, we do have a new release as well, get hyped to enter the Grande Temple of Jing!
The newest packages, if you're interested:
The Grande Temple of Jing
Ironfang Invasion Encounter Library
New Releases
- The Grande Temple of Jing from Hammerdog Games is now available in our web store! Guide your players through the home of a powerful trickster god!
- Ironfang Invasion chapters 2 and 3 are now available in the Encounter Library!
Bug fixes
- Several spell-like abilities (usually those granted by classes, like Wizard School/Sorcerer Bloodline/Cleric Domain 1st level powers and the Summoner's Summon Monster ability) were not being shown in the Spell-Like abilities table on the Spells tab of the desktop version, or on the Play tab of the iPad version.
- For a clockwork mage that selected Evocation for its Wand Magic ability, the Fireball spell was not being added as a 3rd-level spell.
- For a Paladin with the Extra Channel feat, marking off enough uses of Paladin Channel Positive Energy that you've used both the normal lay on hands uses and gone into extra channel would make both Paladin Channel Positive Energy and Lay on Hands report an error, even if the total should actually still be legal.

What's better than a load of new monsters to torture your players with? Well, probably a lot of things, but it's still pretty neat! We've got 300+ more for you thanks to this week's Bestiary 6 release! And ever wonder what was going on in the depths of the earth, where the darkness reigns eternal? Wonder no longer, for with the resources contained within Heroes of the Darklands you'll be ready to send your adventurers to the deepest places!
Unfortunately, we've had to delay the Encounter Library portions the 2nd and 3rd issues of Ironfang Invasion until next week. This release should contain the non-portfolio portions of the adventures though, to tide you over until then!
For anyone looking to pick up our new data packages, you can find them here:
Bestiary 6
Heroes of the Darklands
Ironfang Invasion Encounter Library
New Releases
- Bestiary 6 is now available as a new package! Over 300 fearsome foes to liven up your encounters!
- Heroes of the Darklands is now available as the first book in our Player's Companion #27 package! Venture into the lightless depths of Golarion if you dare...
Enhancements & Changes
- Hazards will now place the same text they display in the summary into the body of the description, so that hovering over the name of the hazard in the summary tabs will provide useful information.
- Racial spellcasting spells can now have their slots adjusted using the incrementer next to each spell selected.
Bug fixes
- When purchasing a custom item, the cost listed for the item once it was purchased would be twice what had been paid for it.
- On the iPad, spells added by a magic item were not being displayed on the Play tab.
- Expanded Versatility could only be taken once.
- Improved Impaling Critical was requiring a selectioin from the weapons on the hero.
- The animal call's situational was incomplete.
- The Kitsune Trickster archetype's Charm person spell like ability was not showing for unchained rogues of an appropriate level.
- The Fiendish Vessal cleric archetype wasn't granting the sub-abilities that are part of having a familiar.
- The Fiendish Vessal cleric archetype's channel evil ability was not being affected by certain feats, like extra channel and improved channel.
- The Blood Arcanist archetype was not getting some immunities/abilities granted by the added bloodline.
- The Charlatan archetype's Rumormonger talent was not showing for unchained rogues of an appropriate level.
- Skalds were not able to take advanced versatile performances for their limited list of perform skills.
- Snare Setters and similar were not switching the important attribute dependant stats of their ranger traps from wisdom to intelligence.
- Several ranger traps were addable an unlimited number of times.
- Several spells were not addable more than once.
- Eastern and Wester Star ioun stones were showing as allowed for PFS characters.
- Kingdom statblocks now show a line for the kingdom's current treasury.
- Kingdom statblocks with attached armies were always showing the army HP as 1, regardless of size or composition.
- The Mooncursed barbarian archetype's shifting rage ability was not being affected by certain feats, like extra rage.
- Members of the 4 races which can take the Mostly Human ART were correctly losing the default elemental language for the race, but then were not able to add it back with a starting language slot.
- Heroes who took an ethnicity for their dragonkin (midgard) character were seeing an error.
- The Wolf-hair shirt was not handling its formatting correctly.
- Fervor juice was missing its source.
- The Limning Trap's name was messed up, repeating the text twice.
- Expansive Trap Ability was not having it's pre-req met by Learn Ranger Trap.
- The No breath kineticist utility power was being treated as 1st level, rather than 2nd.
- The Qadiran saddle was not negating the charge AC penalty for a hero mounted upon it when the mount charges.
- The Blighted Fey template was not modifying the templated race's name.
- Classes/races with proficiency in a subset of shields (like bucklers only or light shields only), were not displaying that in the header.
- Money total display was missing a space.
- Monks using the Armor as DR optional rule from Ultimate Combat were not adding the level based portion of their AC bonus to defense.
- The Imp companion from HotJO was requireing the wrong alignment of its master.
- The Undersized Mount feat was not allowing the hero to choose a same size mount with the Mounted condition.
- The Weapon Range Increment Override adjustment would throw an error if the incrementer were set to any value for which there was not a pre-existing weapon with that range.
- The Ability Score Substitution adjustment was not working by itself.
- The Riding dog had an incorrect bonus to jump checks.
- The Marshal role for kingdom advisors was incorrectly stating that it depended on Charisma or Dexterity, which should have been Wisdom or Dexterity.
- The Ring of the sophisticate was not adding item spells which drew upon a common pool of castings.
- Custom/Metamagic spells were showing their description text twice.
- Racial bardic performance could, in some cases, display the wrong name in the statblock.
- Weresharks were gaining the wrong natural AC bonus when in hybrid/animal form.
- Spellcasting classes with the "Unrestricted" type of spellcasting were not functioning.
- The Just Like New trait was applying a penalty to non-broken weapons, rather than offseting part of the penalty for broken weapons.
- Stink Bomb had an incorrect duration.
- The damage for a Postive Blast was incorrect.
- The Drill Sergeant was granting a bonus teamwork feat at first level.
- Added heavy mace as a favored weapon for Asmodeus in addition to light mace.
- Great Old Ones were not forwarding thier mythic spell-like ability KnowMySpl.? tags to the hero. This has been fixed.
- Cloned spells now display their mythic text if they have the Helper.Mythic tag.
- Sightless (raGiaSight) was not showing on the statblock. This has been fixed.
- Immunity to Gaze has been split into xImmGaze which is just for immunity to gaze and xImmVision for immunity to vision-based effects.
- Stunning Fist Helper was showing in the Specials area of the statblock. This has been fixed.
- Timing of script in Dragon's Breath Weapon (raDrBreath) has been changed. The setting of the breath weapon's livename was not adding in the saving throw DC text correctly.
- Brineborn giants were not counting as marsh giants for prereqs. This is now fixed.
- Slayers didn't have access to the rogue bonus feat talent.
- Draconic breath couldn't fulfill the pre-requisites for Noxious Bite.
- The Sohei archetype couldn't choose Wheeling Charge as a bonus feat.
- Based on a consult with Paizo, we have removed the +4 racial stealth bonus from the Duergar.
- Rock Throwing was only applying its bonus to rock like weapons, not rock like abilities. This has been fixed
- The constrict evolution couldn't be applied to a tail slap attack.
- The panthereon golem from Mummmy's Mask wasn't showing as a golem for certain pre-requisites.
- The Phalanx shield was reporting an error about its adamantine material.
- The Greater Air Shroud and Celerity utility talents had incorrect summaries.
- Spells granted by a magic item were incorporating the character's ability score modifiers when calculating their DCs (spells for a staff still do incorporate DCs).
- Echolocation was not on the Psychic spell list (it should be a 5th level spell for that class).
Data File Authoring
- Merged Empyreal Lord Traits (raEmpLoTr) and Empyreal Realm (raEmpyrRea) into new Empyral Lord Traits (xEmpyrLord) ability. This now handles an Empereal Lord's mythic realm abilities similar to archdevils, etc.
- Savage Bite (raSavBite) has been generalized to allow users to set how the attack's critical range and critical multipler are modified.
- Added abArea and abAreaText fields for abilities. These fufill the same role as abRange and abRangeText but for area of an effect usually at some range (For example, 20-ft. radius spread at 90 ft. range)
- Added automatic livename and statblock name tag IncArea for area.
- Added tag group abAreaRang which speficies the units of our area effect. Inherits the tag values from the abRange group.
- Added tags Helper.AreaAbbrev and Helper.AreaRngAbv which abbreviates the units of the abArea and abAreaRang tag groups respectively.
- The Target tags AllManufac, AllManuMel, and AllManuRng have been added. These target all manufactured, manufactured melee, and manufactured ranged weapons.
- The tag Helper.NoNmPreInt has been added. This prevents the automatic prepending of the text "integrated" for weapons with the tag wCategroy.Integrated
- The tag Helper.NoPullRoot has been added so Cloned spells now have the ability to have their usage and other traits directly tagged to them instead of getting them from the pick that bootstraps it.
- The LycanAttr procedure has been updated to handle entrothropes. The procedure now looks for the tags RaceGroup.Lycan or RaceGroup.Entothrope to determine its behavior.
- For creatures that gain mythic versions of their spell-like abilities when they are in their realm a number of tags have been added. Helper.RealmMySpl has a dual role, it designates a spell, spell-like ability or feat that targets a spell as one that becomes mythic (mythic spell in case of a feat) when in their realm, and lets HeroLab know the creature has realm mythic spells. This behavior is triggered if the tag Hero.InRealm in on the hero.
- Added StatblHide.RacSkMod tag which prevents a skill's racial modifier from being displayed on the statblock.
- Added sSacrifice and sNamePrefx fields to BaseSpell component. sSacrifice is for a sacrifice component in an occult ritual. sNamePrefx prepends its text to the name of a spell.</i>
- Troop attack and Volley attack have been standardized so they can be modified by alternate troop abilities from Bestiary 6.
- Added wCategory.Volley for attacks that are for troop volley type attacks
- Added OverAndAug tag group for templates that override the type (thus recalculates BAB, saves and skill points) but also grants the augmented subtype.
- Procedure PrCalcCR has been added. This calculates a creature's CR before it normally would be. This is useful for abilities that depend on CR.
- A generalized racial version of barbarian's rage, xRage, and a number of procedures that deal with rage effects have been added.
- The Adjustment tab in the editor now shows edit controls for the pUsePicks and pUsePicks2 fields, which control whether the candidate expressions for an adjustment are looking for picks or things. They are called "Uses Picks?" and "Uses Picks for Expression #2", and are immediately after the candidate expression they apply to.

Just a smidge of new books this month! Character in need of some pathos? Hometown tragically un-burned to the ground? "Trail of the Hunted" kicks off the latest AP and will provide all the angst you could ever need! Now, heart filled with vengeance, take back the night with the tools in Monster Hunter's Handbook. I'm not saying the contents of this book will make you Batman, but I'm not NOT saying that either!
For anyone looking to pick up our new data packages, you can find them here:
Monster Hunter's Handbook
Ironfang Invasion Encounter Library
New Releases
- Monster Hunter's Handbook is now available as the first book in the Player's Companion #26 package!
- Do you dare walk the "Trail of the Hunted"? Episode 1 of Ironfang Invasion is now available as the first chapter in our latest Encounter Library.
- The Royal Class from Playground Adventures is now available! Play as a princess or prince with a blessing... or a curse!
Enhancements & Changes
- The displayed value of encumberance will now show to the first decimal place, rather than the nearest whole number. For example, a character with 32 and a half pounds of gear will now show "32.5", not "33".
- Meditation and Prayer Books now cause the "Show spells in spellbooks" print options to appear.
Bug fixes
- The Psychic Detective investigator archetype would lose its spell slots if the user was using the Class Pack entry path and did not have access to the Bard class.
- Custom/Magic Madu were not showing the shield portion of themselves when creating a custom/magic version of the weapon.
- The Inspired Vigilante talent was incorrectly requiring 8th level to take this it.
- Spells in Meditation and Prayer Books were incorrectly showing alongside memorized spell when printing spells.
- Printed weapon attacks were not reflecting Furious Focus' modifications to the first attack bonus.
- The damage bonus from the investigator's Studied Combat ability now shows as precision damage.
- The Stonesinger custom racial trait was granting the same spell-like ablities as Stoneseer.
- The Sacred Fist's AC bonus was applying as a deflection bonus instead of a dodge bonus.
- Child of Kintargo wasn't counting toward the Charisma pre-requisite for the updated version of Noble Scion.
- The akata was recieveing an extra bonus to jump checks.
- Certain Bomb discoveries were not showing an error if the alchemist had replaced its bomb ability.
- The Immolation Bomb discovery had an incorrect minimum level required.
- Tainted Infusion had the wrong summary.
- Sleeper Agent was missing its minimum level requirement.
- Creatures with the Troop subtype are no longer available to select as the race for a polymorph effect.
Data File Authoring
- A new automatic prereq was added, for caster level. This is the reqCastLev field, and assigning a NoCLPre identity tag for that specific item to the hero will suppress this automatic prereq for that item. Existing feats and other things that had caster level prereqs have been switched to use this new field instead of writing out individual prereqs for caster level.
- All favored enemy (outsider) options have all been assigned the HasAbility.RgrFavEOut tag, and all favored enemy (humanoid) options have been assigned HasAbility.RgrFavEHum, so that it is simpler to search for any item within those categories.
- Added the AbilFunc.AltBombSpl tag to mark alchemist discoveries that change the splash area of a bomb and AbilFunc.AltBombDam to mark alchemist discoveries that change the damage type of a bomb to certain alchemist bomb discoveries. This was needed by the Ooze Bomb ability of the Oozemaster archetype.
- Added a number variable to polymorph procedures, "basesplim". If a value is set, then the base speed of the chosen new form is limited to that number if it is greater. If not set, then there is no limit to the form's speed.
- Added a new script named "foCandExpr standard exceptions" to the polymorph helper that runs at First/12000 (after the Polymorph Phase 3 scripts, which are at First/10000), and appends the following to the foCandExpr field: " & !component.BaseComp & !Helper.Obsolete & !Helper.Helper & !hasbootstrap:stMythic & !hasbootstrap:stSwarm & !hasbootstrap:stTroop & !hasbootstrap:tmGiant & !hasbootstrap:tmAdvanced & !hasbootstrap:tmAdvAnim & !hasbootstrap:tmYoung". Existing polymorph scripts generally repeated this list of exclusions, meaning that in order to update the list, several dozen scripts needed to be changed individually. In this case, the update was to exclude the Troop subtype. Existing plymorph phase 3 scripts have been modified to no longer include that list of standard exceptions (although it won't hurt if they're not modified - repeating the same "!something" more than once is redundant, but won't change the results).

Just a quick bugfix update for you all! A couple flubs I made with coins purchase led to errors that needed fixing sooner rather than later.
Bug fixes
- Buying something with the "Crafted" checkbox checked would cause Hero Lab to hang.
- The Psychic Access ability was able to select obsolete spells, which would then not be available to add to the spells known.
- The Divine Tracker archetype was conflicting with the Wild Hunter archetype, when a ranger took both they were trying to use the same table for Animal Focuses and Blessings.
- Equipment Sets were, in some cases, causing an error related to non-standard weapon size.
- Equipment Sets were not displaying the correct equip boxes when the chosen weapon was of a different size than the hero.
- The "add all cantrips of selected class to spellbook" button was no longer functioning.
- The Curse Immunity mythic ability was incorrectly removing the save benefit of the Shattered Psyche oracle curse.
- The Hellknight's Smite Chaos ability was not increasing damage when activating the "double damage" option.
- The Draconic Strike ability of the Dragonheir fighter archetype was added at the wrong level, and wasn't applying extra damage when Arcane Strike was active.
- The Curse Focus for Oracles taken as a secondary class "variant multiclass" option had the wrong summary, and was not functioning for certain curse benefits of Shattered Psyche curse.
- Journals for mythic characters were showing the "trials" button overlapping the "add money" buttons.
- Warpriests with Sacred Weapon for a deity who has the long/shortbow as their favored weapon, was not applying benefit to composite bows of the same type.
- Uncanny Dodge was, in some cases, being added by a class at an earlier level than it should have been.
- Disfiguring Touch was not available to Psychics.
- Child of Acavna and Amaznen archetype fighters were missing a starting spellbook.
- Bifurcated Magic could not choose classes which were potential spellcasters (I.E. would gain caster levels if a certain archetype is applied).
Data File Authoring
- Deleted the actMod field, which, although had been around for a long time, was shown nowhere in the program and had no function.
- Added Helper.PotSplCast, which is applied to the class helper of classes which could gain spellcasting through an archetype.
I'm afraid I seldom check the paizo forums. I'll pass this along, but the best way to report things is through Fogbugz, which you can find a link to on our forums.

Hey hey! Time for some March madness as the Strange Aeons AP reaches its sanity fraying final chapter! If you're still free of the loony bin, you just might be strong of mind enough to make use of the Psychic Anthology! Not gifted with brain-powers? Well at least you're classy enough to enjoy Heroes of the High Court!
Something something... Lands of Conflict.
For anyone looking to pick up our new data packages, you can find them here:
Lands of Conflict
Heroes of the High Court
Psychic Anthology
Strange Aeons Encounter Library
New Releases
- Lands of Conflict is now available as part of the Pathfinder Campaign Setting #18 package!
- Heroes of the High Court is the final book in the Player's Companion #25 package!
- Psychic Anthology is now available as the first book in the Player's Companion #26 package!
- Chapter 6 of the Strange Aeons Adventure Path is now available!
Enhancements & Changes
- With the increasing number of options available for the Noble Scion feat, we've made the decision to combine them all into one feat. The character's noble lineage will now be chosen on a separate tab, instead of being chosen as individual feats.
- The Journal tab now keeps track of the last 100 transactions adding or subtracting money.
- Starting Cash can now be rolled or set to a value based on level using a button on the Classes tab.
- The new Activated Abilities & Adjustments table on the printout can now be removed by unchecking "Show Activated Abilities & Adjustments" in the Output Options section of the Configure Hero settings.
Bug fixes
- The Arcanist (Unlettered Arcanist)'s spellbook was not functioning correctly.
- The Agile weapon power and Skinsaw Mask are reprinted in Hell's Rebels 4: A Song of Silver, but were not set in Hero Lab as being available if that adventure path was turned on.
- The carnivorous crystal's slam attack was missing its engulf ability.
- The huge mud elemental's slam attack was missing its entrap ability. Its skill totals for Climb and Escape Artist were also too high.
- Elven Arrogance (Tian Xia native) wasn't marked as restricted for Pathfinder Society organized play.
- Thrune Trusted Agent was missing its source.
- A True Neutral inquisitor would be prompted to make an alignment selection for the judgment of smiting and the judgment of resilience, but would not have any alignment options to select from.
- Barbarians with the invulnerable rager archetype were not able to select an element for Extreme Endurance.
- Several Traits from Varisia, Birthplace of Legends, were incorrectly marked as regional rather than racial traits.
- The Anti-Summoning Shield spell was not available to core summoners.
- Slipslinger Style wasn't makeing sling-like weapons count as slings for certain traits.
- Blightbreaker Alchemists were always getting the touch injection SLA, whether they had reached 2nd level and had the correct archetype/discovery or not.
- Master Performer/Grand Master Performer were not increasing the effects of certain bardic performances.
- Dragon Disciples with the Draconic Bloodline from Bloodrager levels had an incorrect list of available bonus feats.
- The Rapscallion trait was conflicting with itself.
- Animal Companions were not gaining certain benefits of extra companion levels when taken through non-class means.
- Shaitan Style was not increasing elemental fist damage when active.
- Nanite Distruption was missing its pre-requisite for Nanite Surge.
- Genie Blood had a typo.
- Street Smarts wasn't applying its bonus.
- In some cases when purchasing, change would be made incorrectly. For example, if you bought something and should get 9 sp in change, you would get 8 sp and 10 cp.
- Psychoplasmic Creature was applying the wrong DR at 11th level and higher.
- The ring of heroes had an incorrect price.
- The Iguanodon animal companion was misspelled as "Iguanadon".
- The Cartographer's table wasn't able to be moved into another container.
- The Tree eidolon form had too many slam evolutions.
- The battle poi was missing the Legacy of Fire source./li>
- The Spell Rune ability from the Rune Domain included the description from Blast Rune.
- Equipment Trick (rope) and Equipment Trick (sunrod) were missing their pre-requisites.
- The Endurance patron familiar's Endure Affliction ability was missing its description.
- Raging Song wasn't benefitting from Extra Performance.
- Using the "tab" key to switch between controls in the Prestige Journal wasn't working.
- The drinking horn of the panacea couldn't be equipped to be used.
- The Insinuator's Smite Impudence ability was adding the wrong damage bonus.
Data File Authoring
- Teams (in the Campaign grouping) now use TeamCat tags to sort them into categories. Existing teams should have a TeamCat tag added to them, or they will sort to the end of the list.
- Added support for custom coin types and values to the editor. You can create a mechanic to override the names and values of the base 4 coins, and add up to an additional 4 coins.
- There is now a Currency helper ability on all heroes. It contains array fields for the name of each coin type (curAbbrArr), which coin is the "Base coin" with a value of 1 (curBaseSlt) and that coin's name (curBaseNm, set automatically based on the previous 2). There are also fields for per coin value as compared to the base coin value (curValArr) and the weight per coin (curWtArr).
- If a mechanic has provided overrides for coins in slot 5 or higher, a number of Hero.ExtraCoin tags will be added to the hero. For each such tag added, another coin will be shown in places where coins are displayed (such as when making a custom price purchase, or adding money from a journal).
- Note that the various coin value fields MUST be in ascending order of value. That is, row 2 of curValArr must be less than row 3 of curValArr and so on. This means that if you are overriding the system to insert coins between existing ones, you may need to displace these fields.
- For example, if you wanted to create "electrum pieces", with a value of .5 gp, that would need to go above SP (.1 gp) and below GP (1 gp). Therefore, you'd place the values for EP in the 3rd array row set (where gp currently has its info), then override the 4th to have GP's info, and the 5th to have PP's info. You would also need to change the curBaseSlt field on the currency helper to 4 (since that is now where the base coin valued at 1 is).
- The gMoney pick has been changed to a different "purse" component, as a step toward being able to better handle money.
- Temporary hit point pools can now be created in the editor.

The new year brings a new set of content for hero lab! Explore the mysteries of desert and oasis with Qadira, Jewel of the East, then soothe your inevitable sunburn with content from the Healer's Handbook. Four new modules plus the maddening next chapter of Strange Aeons can now challenge your heroes! Hungry for a change of pace? Players can explore the Razor Coast for some high seas adventure at a reduced price, while GMs who are interested in creating their own tales can get all the tools needed with an additional package!
For anyone looking to pick up our new data packages, you can find them here:
Qadira, Jewel of the East
The Healer's Handbook
Academy of Secrets
Broken Chains
Fangwood Keep
Halls of the Mountain King
Strange Aeons Encounter Library
Razor Coast Player Content
Razor Coast DM Content
New Releases
- Qadira, Jewel of the East is the first book in the Pathfinder Campaign Setting #18 package!
- The Healer's Handbook is now available as part of the Pathfinder Player Companion #25 package!
- Three new modules: Academy of Secrets, Broken Chains, and Fangwood Keep are now available for purchase!
- The Razor Coast campaign, from Frog God Games, is now available on our web store! Pick up the player content for $9.99, or the GM encounters for only $19.99!
- The Halls of the Mountain-King adventure, from Kobold Press, is now available on our web store for $14.99!
- Chapter 5 of the Strange Aeons Adventure Path is now included in the Strange Aeons AP package!
Enhancements & Changes
- Any activated abilities or adjustments that are not permanent adjustments will be displayed in an "Activated Abilities & Adjustments" table on the printed character sheet. This list will usually be right after the skills on the right-hand side of the first page, but can spill to the top left of the second page.
- Previously, Conditions and Combat States would be disabled when generating a character sheet or statblock - the assumption was that users would rather print out the permanent version of their character sheet, and might have forgotten to turn these off after a combat ended. This has been changed, and all conditions and combat states now apply their effects while printing character sheets or statblocks.
- Added the Battlecry adjustment, generously donated by charlieluce. Thanks for your help, man!
- Based on a consult with paizo, the Crimson Templar prestige class now grants Celestial Obedience. This means any characters created with this Prestige Class prior to this release will have to reselect their boons.
Bug Fixes
- The Fate's Favored trait was not working for luck bonuses to attack or damage. Specific issues fixed include: The Bard (Archaeologist)'s Archaeologist's Luck ability, and the Divine Favor, Divine Power, and Prayer spells.
- The touch AC bonus from the Cassock of the Black Monk was not affected by Fate's Favored.
- The touch AC bonus from the Gunfighter's Poncho was not affected by Fate's Favored.
- The bonuses displayed in the name of the Adaptable Luck ART were not affected by Fate's Favored.
- The bonuses to ability checks from the Luckstone were not affected by Fate's Favored.
- The following items were being allowed for PFS characters, but should not have been available; Azure lily poison, indigo dreams, swampseer poison, Skull of Ydersius, Pressure suit, Deadflesh Waraxe, Trailblazer (Human ART).
- The following items were not allowed for PFS characters, but should be available; Twilight Sage (Arcanist archetype).
- Because the Torture domain is available from Goblins of Golarion and Inner Sea Gods, it should be available to all PFS characters, not just goblins, because the additional resources list allows you to take it from either book, and only Goblins of Golarion has the restriction that its content is only available to goblins.
- While it is not specifically listed as not allowed in Pathfinder Society play, the Country Folk ART for humans adds the Heart of the Fields ART, which is not allowed in PFS, so Country Folk has also been marked as not allowed, so you don't have to wait until you've added it to see the error message on Heart of the Fields.
- On a character who was using the "Character Ignores Physical Spellbooks?" option for spellbooks, and had Data File Debugging turned on, an error could be generated while purchasing new spells for your spellbook.
- When customizing a race and adding a subtype, the race point costs for the subtypes that have a cost in the Custom Race rules from the Advanced Race Guide would show those costs.
- When loading a character who was using the Background Skill rules from Pathfinder Unchained and the Skill Points (Background) adjustment, the effects of the adjustment would not be applied until something was changed, which would trigger a new calculation pass. This would mean that you'd see an error about not having the correct number of background skill points spent when first opening these characters.
- When using Mythic Trials to advance a mythic character, new tiers were being gained too early.
- For a warpriest who also has cleric domains, the Protection domain was not correctly set up to allow the Protection blessing to be selected.
- The Holy Weapon Balm and several of the weapon blanches were having their uses reset by the Night's Rest option.
- The Throwing Shield should be in the Thrown Weapons Fighter group, in addition to the Close weapons group.
- The Inquisitor (Royal Accuser) archetype replaces the Inquisitor's Teamwork feats, but was not replacing the ability that tracks how often an inquisitor can change these feats.
- The Renewed Defense ability of the Paladin (Stonelord) was not being capped at 5d8.
- The Investigator (Gravedigger)'s Grave Lamp ability was granting access to Divination Focus powers, but should grant Conjuration.
- The Weapon Range Increment Override adjustment could select non-ranged weapons (the adjustment does not change anything on a non-ranged weapon), and its text referred to the threat range of the selected weapon.
- The Bloodrager (Rageshaper)'s Bestial Aspect ability's improvemnts to the damage of natural attacks was being applied both at 4th level (which is correct), and at 9th level (when a different effect should be applied), meaning that for a level 9+ Bloodrager (Rageshaper), natural attack damage was 1 step higher than it should be.
- The Rogue (Eldritch Raider)'s Detect Magic ability was not counting as Minor Magic for the purpose of selecting other Rogue Talents.
- The Magic Vestment spell adjustment was incorrectly able to select Natural Armor, and was not able to select clothing as what was enchanted.
- The Heirophant's Divine Guardian Mythic Path Ability was not correctly calculating which spell should be available if you spend 2 mythic power to activate this ability.
- A character's number of skill tricks were calculated based on the total bonus to that skill, rather than the number of ranks, so bonuses/penalties to all skills would alter a character's number of skill tricks allowed.
- The Orange Prism Ioun Stone was applying its CL bonus to individual spells, which made it harder to find, instead of just increasing the caster level of the classes directly.
- The Sepia Ellipsoid and Orange prism, mindborer ioun stones were implemented as +1 CL to a selected class, but like an orange prism ioun stone, should add to all of them.
- The Flawed Tourmaline Sphere Ioun Stone showed a drop-down menu that was not needed for this item and did not do anything.
- The Antipaladin (Insinuator)'s Selfish Healing ability was not counting as Lay on Hands for feats that require the Lay on Hands ability.
- The artifact Suishen, guardian of the amatatsu did not have the correct weapon powers (defending and flaming).
- The CR of the Eagle should be 1/2, but was listed as CR 1.
- Shuriken are treated as ammunition for the purpose of crafting, so they should be allowed to select ammunition weapon powers, like Ghost Touch.
- Spells added to a Page of Spell Knowledge were not calculating their caster level or DC using the stats of the class they were attached to.
- In the Kingdom building rules, the government types were not applying their effects.
- In the kingdom building rules, roads, highways and rivers in hexes that were explored but not yet claimed would be added to the kingdom's totals.
- A kingdom of greater than 201 hexes would not correctly calculate the values on table 4-4: Improvement Edicts (Ultimate Campaign pg. 209).
- The Skald's Vigor feat needed an activation to add its fast healing.
- The Destruction domain's Aura of Destruction needed an activation to add its damage bonus.
- The Strong Jaw spell adjustment was increasing the damage of trample and other special abilities which are not actually attacks.
- The Fungus Leshy was not showing a puffball attack.
- The various Leshy races were not showing their plantspeech and change shape correctly in the statblock.
- The Sha'ir occultist archetype was incorrectly removing focus powers.
- The Crossblooded sorcerer archetype was interfering with abilities gained from Eldritch Heritage.
- Unchained Rage and Skald's Inspired Rage were not breaking out their penalty to AC in the calculation.
- Alchemists with the Tumor Familiars were unable to activate their mutagen on the familiar.
- Alchemists with the Tumor Familiars were able to take the improved familiar feat.
- The Versatile Training Advanced weapon training was getting the wrong skill selections when choosing certain weapon trainings.
- The Rapture ability of Exciter spiritualists was incorrectly increasing its own charges when activated.
- The damage output to character sheets for mystic bolts was incorrect.
- In some cases, adding a Jin companion to a Sha'ir could cause an error popup.
- When taken by an elemental ninja through the elemental fist ninja trick, elemental fist was not counting ninja levels as monk levels for calculating its charges.
- Lesser Atavism Totem was not dealing with an already existing bite attack correctly.
- The Hellknight Signifer's Signifer Armor Training was altering the ACP shown on the armor itself, but not the ACP applied to the skills.
- The Hellknight Signifer's Catchesis ability should not allow a Cleric 5/Signifer 3 to gain the level 8 powers from his domains - Catchesis does not grant any new powers or abilities - it only improves the existing ones.
- The Crusader's Flurry feat could not recognize the weapon chosen for a custom deity (the -Other/Philosophy- choice).
- The Irrisen Icemage feat was applying penalties to many spell descriptors that it should not have, like the water element. It should only penalize the descriptors that are energy types. This caused problems like the Snowball and Flurry of Snowballs spells not increasing their CL from this feat, because those spells have both the cold and water descriptors, so they were getting both a bonus and a penalty, which cancelled out.
- The traits from Gnomes of Golarion should be considered Racial traits, in addition to any other categories they are listed with, which makes them eligible for the Adopted trait.
- The fly speed for an Owl should be 60', but was listed as 40'.
- The Barbarian (Savage Technologist)'s Rage was not being improved by the Extra Rage feat or Berserker of the Society trait.
- The Greater Adept of the Society trait was coded as being Wizard-specific, but should be able to modify any class that prepares spells in spell slots and has access to 0-level spells. Since the trait is phrased that it grants "...one additional 0-level spell slot", multiclassed characters will need to choose which class gets that spell slot.
- As the animal companion of a Ranger, the Dire Rat was showing an incorrect prereq of "Vampiric Companion Required".
- The Monk Weapon Skill trait was searching for weapons from the Monk fighter weapon group, not weapons with the Monk special ability, which meant that the knuckle axe was not available to select with this trait.
- The giant template was not available to summoned monsters.
- Abilities gained through the Trance of Three mediuam ability were being applied constantly.
- Owl and hawk familiars weren't adding sitautional Perception bonuses when within one mile of their master.
- Gunslingers were still getting the Gunsmithing feat when the "Guns everywhere" rules were active.
- The Dirty Maneuvers ability of the Cad fighter archetype was adding too high of a bonus to the relevant maneuvers.
- Occultists were not showing their Focus Powers of their implements correctly.
- Mediums Channelling the Archmage were not seeing the increase to Concentration checks from its spirit bonus reflected in spell text and on the class tab.
- The Sudden Disguise Ninja Trick was showing in the Spell-like ability section of statblocks.
- Voice of the Sibyl wasn't increasing its bonus when you had 10 or more ranks in the affected skills.
- The Guardian item power was missing an activation for its ability.
- Arcanists were not showing their casts/day in the generated statblock.
- The Clamor of the Heavens bardic masterpiece was missing a DC.
- Pass for Human was not applying a situational.
- Shifty was not applying a situational.
- Subtle Appearance was still applying a situational even when disabled.
- The Energy Ray occultist focus power was not displaying its damage.
- Tags meant to disable things if the hero were above a certain encumberance level were not doing so.
- Resist Call of the Wild had a typo in its situational.
- The Mooncaller druid archetype's Purity of Body class special was adding Immunity to disease too early.
- When affected by effects which applied a temporary enhancement bonus (like magic weapon adjustment), mundane weapons and armor were not changing their livename to reflect that state.
- The way subdomains with two associated domains (like Devil) were displayed in the statblock was wrong.
- Flaws were not displaying their source in the statblock as a superscript.
- Weapons which were both melee and firearms were incorrectly zeroing out the attribute modifier for their melee damage.
- Weapons which were 2 handed firearms and 1 handed melee weapons (like the axe musket), when equipped in 1 hand, were applying their 1 handed penalty to melee attacks as well.
- The Song of Discord variant from Hall of the Mountain King had a very large typo in its name.
- The Robe of Needles was missing an attack.
- The Unleashed Fury ability was not adding quick draw as a feat when its level is boosted by the evangelist prestige class.
- The Infiltrator ranger archetype was conflicting with the Divine Tracker archetype which also wanted to use the 3rd custom special table.
- A Shaman's Hexes would sometimes show things they aren't allowed based on their spirit choices, when an archetype was applied.
- The Occultist's Spirit Shroud ability was missing an activation, and thus could not apply the temporary hp in its pool.
- The Wayang Spell Hunter and Magical Lineage traits were not working correctly with each other when applied to a heightened spell.
- The Haste Spell adjustment was adding too large an enhancement bonus to speed when armor/encumberance was reducing base speed.
- The Elemental Ally companions were showing double natural weapons for their base forms in some cases, which could trigger "too many natural weapons taken" errors.
- The Storm Breath and Miasma abilities of Blue and Green dragons respectively, were showing the wrong damage dice in their livename, and/or duplicate DCs.
- Unchained Eidolons were not able to become small.
- The Alchemical Burn helper ability was showing in the dashboard abilities popup, even for characters who didn't need it.
- Inferno pistols were being limited to one attack.
- Sovyrian Intellectual was listed as an android racial trait, and wasn't applying its Diplomacy bonus.
- The Homunculist couldn't take Evolved Familiar as a discovery.
- The Precise Throw swashbuckler deed wasn't adding 5 ft to the range increment for daggers/starknives.
- In some cases the Totem Beast feat would not make the correct Animal Foci available to the animal companion.
- The "Feat, Mark as Bonus" adjustment was not adding an extra feat slot when added to companion creatures.
- Things which required the user equip either medium or heavy armor, like Secured Armor, were not being disabled properly.
- The Ouat archetype's Spurn Tradition ability was not granting proficiency with the chosen weapon.
- Lamias who equipped weapons were seeing their number of claw attacks adjusted down.
- Juggernauts who chose the trickery domain were recieving the wrong ability.
- The Tome Eater archetype was showing the number of implements it was allowed incorrectly in the statblock.
Data File Authoring
- "SelectHelp" things are no longer all added to the hero as picks. Any menus (on feats, for example) which select from SelectHelp picks will now automatically choose from SelectHelp things instead. All old portfolios will automatically transition from having picks selected to having things selected. Any user code which relies on SelectHelp picks being present on the hero (to assign tags to them, for example) must be changed.
- Added the ActiveList component to all compsets that use the Activated or BaseInPlay components. This component adds the alistName field, used to set a name that will be used when displaying this ability/adjustment on the activated abilities/adjustments list. If the alistName is left blank, in a Finalize script it will be set the same as the livename, and then any activation names will be added to it.
- For any item with the ActiveList component, as long as it does not have the Hide.ActiveList tag, it will be displayed on the printout's active abilities list. This tag will be added to any adjustment that is not turned on, any permanent adjustment, or any ability whose activation checkboxes are not turned on, at Final/10000, so adding or deleting this tag can be used to make exceptions to whether an adjustment/ability should be shown in the list.
- The mhTrials array on the MythHelper pick, used to store the number of trials required to advance in mythic tiers had previously stored the number of trials required to reach a specific tier from the previous tier, meaning the numbers looked the same as the Mythic Trials per Tier table on pg. 13 of Mythic Adventures. This table has been re-worked, so that it now stores the total number of trials to reach that tier from Tier 1, which makes the table easier to use within Hero Lab's code - you can look at a specific row number to find the trials required to get there, instead of adding up all the rows below it to get the total.
- If a psionic power was bootstrapped by a class, custom ability or class special, it would not figure out what it was attached to, and use that to auto-calculate its DC and caster level from that linked pick, the way spells bootstrapped from one of those types of picks can. To make this change, the script named "Fake a Spell's linkage[table]" was moved from the BaseSpell component, which psionic powers do not have, to BaseSplPwr, which they do have.
- The spells within a custom potion, custom scroll or custom wand (including variants of these items like custom oil and custom riffle scroll) will place a ContainSpl identity tag on their parent item, which makes it simpler to create searches such as searching for a wand of cure light wounds - you can just look at the tags on the parent, instead of needing a nested search to search the spells within each custom wand's gizmo. These tags are assigned in the script named "Calc sDC and sCL" at Final/25000.
- Added the wCategory.CraftAmmo tag, to mark weapons that are not ammunition, but count as ammunition for the purpose of crafting (for example, Shuriken).
- The "source" component, which was leftover from d20 and did not have any function in Pathfinder, has been removed.
- Added the SourceFull component to several new types of things.
- Added the Helper.NoSrcBkInf tag, which marks a particular thing with SourceFull as not important enough to be included in the Sources Used line of the first section of a statblock. This allows, for example, ARTs to have SourceFull but not affect the earlier section of the statblock.
- Added the sbGearName field to the StatblName component. If a piece of gear has text in this field, it will be used instead of the sbName when displaying that item in the Gear section of the statblock. This is important when a weapon is temporarily enhanced, because it should show the enhancement in the attack lines, but the base state in the gear section.
- ARTs now include their source abbreviation in their statblock name.
- Wizard Focused schools now rewrite the names of the base wizard class in a standard way. These are considered important enough that the source and page number for wizard focused schools is included in the statblock's source info line.
- Added the Helper.MagicItem tag. When a custom built weapon or armor has a permanent (rather than temporary) enhancement bonus, this tag is applied. This triggers that item to be displayed in italics in the gear section of the statblock.
- Created the setsrcabbr procedure, which generates abbreviated text for the most recent/relevant source a pick belongs to.
- Added the skToolTerm field to skills. This stores text used by tools (for craft skills) to set their sbName. For example, the "craft (armor)" skill stores "armorsmithing" in skToolTerm, so Artisan tools which select it are shown as "Armorsmithing tools" in the statblock.

I hope everyone is having a wonderful holiday season! Our release is a little early this year, on account of Christmas. Three books to stuff stockings or stick under a digital tree! Paths of the Righteous has a bunch of prestige classes associated with the lesser known goodly deities of Golarion. The First World allows users to take service with the eldest, and gain special boons for their obedience. Mythic Heroes Handbook offers new options for characters of legendary ability!
For anyone looking to pick up our new data packages, you can find them here:
Paths of the Righteous
The First World, Realm of the Fey
Mythic Heroes Handbook
New Releases
- The Mythic Hero's Handbook from Legendary Games is now available! (Please note that the Mythic Class Abilities from chapter 2 are not yet available, and will be added in a future update.)
- The First World, Realm of the Fey is the final book in the Pathfinder Campaign Setting #17 package!
- Paths of the Righteous is now available as the first book in our Pathfinder Player companion #25 package!
- Chapter 4 of the Strange Aeons Adventure Path is now included in the Strange Aeons AP package!
Enhancements & Changes
- When using the Customize options for an NPC race, "Customize Racial Special Abilities" now allows the addition of new subtypes.
- Initiative now shows a calculation breakdown when you hover over the final value with your mouse cursor.
- For an NPC using the average or maximum hit point option, or for a PC using the Pathfinder Society rules (or the animal companions/eidolons/familiars/other minions of those characters), the hit point entries on the classes tab are now auto-calculated, and can no longer be edited by the user. This allows Hero Lab to make changes to those values in cases where they change - for example, if a template changes the Hit Die type for a race.
- Eidolons are now tracked on the In-Play tab regarding if they are "adjacent" or "within reach" of the hero on a single ability vs. on each thing seperately. This allows feats and abilities such as the feats Defending Eidolon, Focused Eidolon, and Vigilant Eidolon to apply their effects with respect to the eidolon being within reach or adjacent without having multiple controls doing the same thing.
Bug Fixes
- The rule for Pathfinder Society characters requiring that if a character worships a deity, that deity's alignment must be within one step of the character's own was not being enforced.
- The various pre-built spellbooks from Ultimate Magic chapter 2 were showing as valid for PFS characters.
- When using variant multiclass from PU and taking sorcerer secondary class with the Draconic bloodline as your choice, Draconic resistances was not being gained at the proper level.
- Magic Items which granted skill ranks to a 3rd skill were not having the helper ability with the 3rd selector sort near them, which could cause confusion as to what that selector was associated with.
- The Staff of Transmutation had an incorrect version of Baleful Polymorph as its staff spell, which complained if the character did not have a certain deity.
- Deadly Aim was not benefitting physical kineticist blasts when activated.
- Certain Advanced Weapon Training options were being treated as the normal weapon training they selected, and adding a stacking bonus to attack and damage for the same weapons.
- The Dragon oracle mystery was not showing the Talons of the Dragon revelation.
- Exalted Prestige class Expanded Portfolio Spell like abilities were showing on the class tab in two different tables.
- The Salty Dog trait was not granting proficiency with a choice of piratical weaponry.
- In equipment sets, shields were not mimicing some of the behaviours they had when equipped normally. They were able to be combined with a shield bash without validation error for example, and if a buckler and combined with an off hand attack was not eliminating the shield bonus to AC.
- The Boon Companion feat was able to select Eidolons and Phantoms to benefit from it.
- For Synthesist summoners who chose the Avian form for their eidolon, the comparative size of the two was raising errors when the small evolution was bought off.
- The Ranger Combat Style slayer talent was delaying its availability by 2 levels when taken by a druid with the Nature Fang archetype, as though it were an advanced talent.
- The shaman and oracle version of Life Link are now seperate.
- The Mindblade Magus archetype's mindblade weapon was raising an error when the hero was set to use Automatic Bonus Progression from PU.
- Feronia was not showing as legal for Pathfinder Society organized play.
- The adjustment for Blade Tutor's Spirit was not having its effect.
- Gifted Linguist was causing an error.
- The wyvaran's Slapping Tail ability was still showing as a weapon even after being replaced by an ART.
- The scarred witch Doctor's scarshield ability wasn't applying its AC bonus.
- The nature's fang was showing it was able to use studied target on more than one target at a time.
- If the average or maximum HP rules were in use, and additional HD were added to a monster with racial HD, the number of hit points listed on the race would change to be the average/max hp for the new HD total, which should not be the case, because the new hp for the new HD are stored on that Additional HD entry, meaning that in this case, a creature ended up with too many hp.
- If the average or maximum HP rules were in use, and the HD size for a monster changed (for example, because a template changed the creature's Type to one with a different HD size), the racial hp and hp on additional HD would not be recalculated. Note that this change has only been applied to NPCs - PCs may still set their hp as they choose, even if they use the convenience of having their hp default to the average values.
- The hp of a template with its own hp were not altered by turning on the average or maximum hp optional rules. This has been changed, so that like the hp of a race, the hp of a template are auto-calculated if one of those rules is turned on.
- For the animal companion/eidolon of a PFS character, the hp of the minion's HD were not always arranged in the proper order to calculate the average rolls for those hit dice, which could lead to incorrectly calculated hp totals.
- The Scion of Humanity ART for Aasimars was replacing the character's type and subtype, but should only count as having the Human (humanoid) type - Outsider (native) is still present.
- The Heroic Fortune, Mass Heroic Fortune and Malediction spells were missing their spell component descriptions and component costs.
- Bards with the geisha archetype were retaining the ability to equip shields without adding arcane spell failure.
- Mechanical Empathy was showing on the Tracked Resources table with no uses.
- Battle Scion was not adding a starting spellbook.
- Echoes of Lives Past was not able to select skills for its bonus.
- The Bouda Witch archetype was not removing a hex at higher levels.
- The Draconic Hero archetype was not removing aspects.
- The Derro race was missing darkvision.
- The option to allow a player character to add racial HD was not working. If the option is still not appearing, please save and re-load the file.
- As clarified in a recent FAQ in the "Golarion Rules and Questions" section, the sword-saint samurai archetype now replaces mounted archer.
Data File Authoring
- Normally, equipment with the Helper.Helper tag is not really gear on its own - it's just there to add functionality to another piece of gear, so by default, equipment with that tag is not resized when a polymorph effect changes a character's size. The tag Helper.PolyHlpSiz overrides this, allowing equipment with Helper.Helper to be resized. An example of this is the weapon portion of Armor Spikes, which are only added through an item power, so they have Helper.Helper, but should be resized when a character polymorphs.
- Added the AddReq.ShiAny tag, which disables the special if no shields are equipped.
- Added the tags Hero.EidolonRch and Hero.EidolonAdj. These tags let the hero and eidolon know its in-play position relative to the summoner hero for effects that depend on that.
- Feats like Magical Aptitude and Persuasive now assign the Helper.SklBonFt tag to the skills they modify, so that prereqs can test whether they will be adding to a skill that has already been improved by a feat of this sort.

Happy Holidays, here in hand a hefty harvest of heavenly Herolab content! Beastly blood beats the best in Player Companion #24 and Horror haunts hoary hearts in Campaign Setting #17! Vile Villains violate victims in Villain Codex! 2 more modules make their mark this month! Chapters 5 and 6 complete Curse of Crimson!
For anyone looking to pick up our new data packages, you can find them here:
Blood of the Beast
Horror Realms
Villain Codex
Curse of the Crimson Throne
Murder's Mark
No Response from Deepmar
New Releases
- Blood of the Beast is now available as part of the Pathfinder Player Companion #24 package!
- Horror Realms is now available as part of the Pathfinder Campaign Setting #17 package!
- The Villain Codex is now available as its own package!
- Two new pathfinder modules are available for purchase! Murder's Mark features murder, mayhem, and mystery! No Response from Deepmar has the adventurers investigating the fate of a mining outpost gone silent! Each are each available as their own package!
- Chapters 5 and 6 of the updated Curse of the Crimson Throne are now available!
Enhancements & Changes
- The Evolution Surge line of spells has been added to spell adjustments.
- The Defending weapon power has now been implemented, allowing you to set the amount of weapon bonus to transfer to AC on the In-Play tab.
Bug Fixes
- The Leech was showing as a valid familiar selection for some abilities limiting races to snakes.
- The Replaced ability chooser for Qinggong monks was not replacing all copies of slow fall when that ability was chosen to be replaced.
- The Serpentine bloodline's 3rd level bloodline spell was not displaying that it should be limited in what can be summoned.
- The spell adjustments for heroism and greater heroism were granting bonuses to initiative.
- For characters which are granted proficiency with their deity's chosen weapon (i.e. a cleric), per FAQ they are now granted Improved Unarmed Strike if their deity's chosen weapon is unarmed strike.
- Djinni Style was reporting an error from Elemental Fist.
- The Esquire case gear item was generating a pop up error when added to a character.
- Equipment sets for flurrying weapons were not reflecting higher BAB when flurrying.
- The Inquisitor's Judgment of Protection was always applying a sacred bonus, even when the inquisitor channels negative energy.
- Certain immunities (fire, cold, acid, etc) added through the Bestiary Monster Creator would not be active.
- Animal companions were counting toward the total CR and XP value for enemies in a portfolio.
- The Dropout and Family Honor traits from Curse of the Crimson Throne had incorrect descriptions.
- Great Mother was appearing as an alternate racial trait for humans.
- The Final Revelation of the Planar Oracle was always being disabled.
- Gloves of elvenkind weren't adding their bonus to cast defensively.
- Crossbows were not applying a penalty to attack rolls when equipped in 1 hand.
- Two Handed firearms could not be equipped in 1 hand when built into an equipment set.
Data File Authoring
- The "Additional Requirements" tag group, which is assigned to abilities to automatically disable them if a the user is not wearing the right armor/shield, or wearing too heavy of armor, now has encumbrance options, to trigger automated tests like "not carrying a medium or heavy load". The new tags are AddReq.EncumNone, AddReq.EncumLight, AddReq.EncumMed, and AddReq.EnchmHeavy, each of which triggers a requirement that the character not be above the listed encumbrance level.
- Equipment sets now store and generate their own attack matrices, like normal weapons. This is a step towards making them more modifiable.
Hey Chemlak, I don't check the paizo boards much except to paste the monthly release announcements. The first couple sections of MHH are finished, and I believe they are going out to kickstarter backers first. We're hoping to do the full release and put it up for sale to the general public next month.

Hey, mid-month release to bring you the exciting new mythic options from our friends at Legendary Games. Mythic Heroes need a variety of powerful foes to overcome, and that's just what the Mythic Monster Manual offers in abundance, available now for 19.99!
For anyone looking to pick up our new data packages, you can find them here:
Mythic Monster Manual.
New Releases
- The Mythic Monster Manual, from Legendary Games, is now available on our web store!
Enhancements & Changes
- The Ashvawg Tamer archetype has had a note added to explain why it's exotic companions ability can't be implemented.
- The Bottled Ooze discovery now allows the alchemist to memorize a formula with a box for the user to enter the contained ooze.
- Resist Energy, when added to a custom potion, now displays a box in which you can enter the energy type.
- Added a Attribute Typed Bonus adjustment, for adding typed bonuses to an attribute.
Bug Fixes
- The companions for the Alchemist (Construct Rider) weren't getting their types and type benefits.
- Deadly Aim was applying to touch attacks.
- The Sword-Saint archetype wasn't replacing the samurai's mount ability.
- The Reanimator archetype was causing error messages incorrectly.
- Nonlethal damage from a kineticist's burn ability wasn't being counted towards unconsciousness.
- Psychic spellcasters weren't qualifying for the Tattooed Mystic prestige class.
- Addicted Friend was raising an error.
- The inferno pistol wasn't showing up as a choice for Technic Training.
- Shadowdancers didn't have access to ninja tricks.
- A vigilante warlock's mystic bolts were changing their damage base on the character's size.
- In Pathfinder Society play, the Sword-Saint archetype wasn't replacing the samurai's mounted archer ability.
- The Deepsight feat was misnamed, and was causing it's own pre-requisite to fail once added to a hero.
- Diamond Soul, when added through the Quinggong archetype or Unchained monk Ki ability, was always applying SR 10, regardless of level.
- The Remorse emotional focus for Spiritualist phantoms was not being accounted for in the Fractured Mind archetype, Emotional Conduit feat, and Spirit-Bound Blade spell.
- The Living Grimoire Inquisitor archetype was not replacing Slayer, Second Judgment and Third Judgment.
- The Holy Book weapon was not setting it's enhancement bonus to attack and damage, when making a selection in its form. It also could not be selected by, for example, weapon focus.
- The Noble-in-Exile region trait had an unnecessary selector.
- The Wily Warrior feat was missing its pre-requisites.
- The Sensuous Charm feat was missing its pre-requisite.
- The Heroism and Greater Heroism spell adjustments were not increasing Initiative checks.
- When using monster customization with Mythic monsters, mythic feats which were removed were adding slots for mundane feats, rather than slots to replace them with an equivalent number of mythic feats.
- Steadfast Personality was not affecting only mind-affecting will saves, rather than all saves (as clarified by recent FAQ).
- Angelic Flesh (Brazen) was applying Fire resist 3, instead of 5.
- The Minotaur's Powerful charge damage did not change in relation to changing Str scores.
- Gunslingers were showing an entry in the statblock for deeds, even when none had been taken.
- The Combat Trick rogue Talent, when taken by Inquisitors with certain archetypes, were not able to take a combat feat because the table was already in use.
- Cartridge ammunition which was placed inside a gun was showing twice in the gear section of the statblock.
- Foresight Alacrity was not correctly sourced.
- The Lemming familiar displayed the wrong text for what it's familiar bonus was.
- Armored kilts, when added to another armor, were incorrectly increasing weight by 20 lbs, instead of 10 lbs.
- The Gnome Pincher weapon was always showing as proficient for gnomes, even when weapon familiarity was replaced by an ART.
- Weapon Focus and similar things which required proficiency in the selected target were not correctly detecting changes in proficiency requirements from Commonplace Guns or Guns Everywhere.
- Axe Muskets were not usable in melee.
- The Blessed book item was not functioning as a spellbook.
- Arcanists who took school understanding and chose Universalist were getting a validation error.
- The Hex Strike feat was not able to select hexes chosen by Shamans.
- The enchanting courtesan was granting double extra magic levels at levels 2-10.
Data File Authoring
- Adding User.NeedDomain to a memorized spell or one inside a container now results in it displaying a box for user text.
- Added Automatic Livename/Statblock Name tags for the abValue5 field.

Happy Halloween everyone! New release!
For anyone looking to pick up our new data packages, you can find them here:
Curse of the Crimson Throne AP.
Campaign Setting 17.
New Releases
- Chapters 1-4 of the updated Curse of the Crimson Throne adventure path are now available within the Encounter Library! Like all adventure paths, you can add this to your license for only $24.99 on our online purchase site.
- For anyone using content from the old pre-Pathfinder Curse of the Crimson Throne AP, please note that content will be <strong>updated</strong> with the new versions of that content. Any characters with feats, items, etc from the old AP will have those entries replaced by the equivalents from the new AP.
- Chapters 5 and 6 of the adventure path will be added to the package over the next 2 months.
- Inner Sea Temples is now available as the first book in the new Pathfinder Campaign Setting #17 package!
- The encounters from Fury in Freeport, the adventure in Green Ronin's Freeport Companion, are now available to all users in the Encounter Library!
Enhancements & Changes
- When memorizing spells, ones which you've already memorized at least once will now be displayed in the selection list with "already memorized" appended in grey text.
Bug Fixes
- Creatures built with Bestiary monster creation or custom races weren't getting their types and type benefits.
- When throwing a two-handed weapon, you only get to use 1x your strength bonus.
- The Two-Handed Thrower feat, which allows you to use 1.5x your strength bonus when throwing weapons two-handed, has been implemented, along with the combat trick for that feat.
- An unchained rogue's Finesse Training ability should only allow you to add dexterity to melee damage, not ranged damage.
- The Robe of the Rifts should only change melee attacks to intelligence, not ranged attacks.
- Elven Battle Focus should only change melee attacks to intelligence, not ranged attacks, and because it's phrasing is "can add", should be an optional change, not an override.
- Dervish Dance should only allow you to add dexterity to melee damage, not ranged damage.
- The Swashbuckler (Whirling Dervish)'s Dervish Dance ability should only allow you to add dexterity to melee damage, not ranged damage.
- The Horizon Walker prestige class was not able to select favored terrains, for some users of the class pack entry method.
- Order of the Eastern Star Cavalier Order was allowing untrained use of knowledge (nobility), instead of knowledge (arcana).
- Tower Shield Training was not increasing the reduction to tower shield ACP at 7th and higher levels.
- The Investigator class was not able to select alchemist discoveries, for some users of the class pack entry method.
- Warpriest Channel Energy was not calculating it's DC correctly.
- Dervish Dance was disabling its effects when a buckler was equipped.
- Consummate Liar was not counting as combat expertise for Improved and Greater Feint
- Void Zombie templates were setting their CR 1 too low.
- Order of the Black Daimyo Cavalier Order was setting the Challenge abilities name incorrectly.
- Order of the Ennead Star Cavalier Order was setting the Challenge abilities name incorrectly.
- The Champion's Banner item was not correctly increasing the effects of a Cavalier's Challenge ability.
- Order of the Hammer Cavalier Order was applying too high a situational bonus to jump.
- The Overachiever story feat was marked as valid for animal companions to take.
- The Wood and Void Expanded Elements could only be taken once, rather than twice.
- The Questioner Investigator archetype was adding bard spells, but not removing alchemist spells from the class spell list.
- The Ancestral Weapon of the Sky Seeker prestige class was not able to select a magic weapon for its bonus.
- Cavalier Orders from Heroes of the Jade Oath were not having their sub-abilities removed correctly when certain archetypes were applied.
- The Timeworn adjustment was not halving the gear value when selecting technological weapons and armor.
- When equipped with a 2 handed weapon or an off hand weapon, bucklers were still granting their shield bonus to AC.
- In certain circumstances where multiple classes grant Sneak attack, an active copy of the Sneak Attack Special could become hidden, applying its extra damage to all attacks and unable to be turned off.
- The Living Grimoire archetype was not allowing any 0th level spells to be memorized.
- The qinggong monk's punishing kick ability had the wrong description.
- Savannah child wasn't making its chosen skill a class skill.
- Equipment sets for flurry of blows were showing an incorrect number and value of attacks.
- The Dirty Fighting feat wasn't satisfying the correct prerequisites for the Greater Steal feat.
- The Dirty Fighting feat wasn't correctly counting as Improved Unarmed Strike in all cases, for the purpose of satisfying prereqs.
- Magical Klars were not giving an armor bonus when equipped as a shield.
- Magical Klars were not counting as being in the close fighter weapon group (they count as light shields, so get the same weapon training bonuses as light shields).
- Klars should count as light shields for weapon focus and other things that need to select a specific weapon.
- When equipping a weapon on the iPad, the automatic shield un-equipping will no longer un-equip bucklers, and when equipping a buckler, no weapons will be un-equipped (although other shields will still be unequipped).
Data File Authoring
- The DamageOpt.<i>Attribute</i> tags have been expanded, to add DamMelOpt and DamRanOpt tags for each attribute, that only apply the optional change of which attribute is used to calculate a weapon's damage for melee or ranged damage. DamageOpt tags still apply that change to both melee and ranged damage.
- The DamageOver.<i>Attribute</i> tags have been expanded, to add DamMelOver and DamRanOver tags for each attribute, that only apply the override of which attribute is used to calculate a weapon's damage for melee or ranged damage. DamageOver tags still apply that change to both melee and ranged damage.
- The existing tDamAttr field on weapons, which used to store the attribute bonus to be added to both melee and ranged damage, is now a melee-only bonus. A new tDamRAttr field has been added, which is the attribute bonus to add to ranged attacks.
- Added Hero.ChalEffLev tag, used by the Champion's Banner, which increases your effective level for the Cavalier's challenge ability, but only for effects, not for uses.
- Added a couple procedures to standardize Cavalier Orders. "chalefflev" calculates your effective level for challenge bonuses. "ordaltchal" is called by the order, and alters the livename, sbName, summary and description of the challenge ability.
- The #makeclassskill macro has been slightly altered to assign the ClassSkill tag of the selected skill to the hero context, rather than operating directly on the skill. This causes it to better interact with skills which must be added by a user (such as Knowledge skills), and allows the macro to be used to grant groups of skills (I.E. all Perform skills). As part of this change, the component script which checks for a matching tag on the hero before applying Helper.ClassSkill to the skill has been moved from PreLevel 1000 to Final 1000, allowing much wider use of the macro.
- The Helper.ThrowStr15 tag can be added to a thrown weapon, to allow that weapon to use 1.5x damage on its ranged attacks if held in two hands. An example of this is the wRock weapon used for the rock throwing ability that most giants have.
- Added abCategory.AlcDiscPoi to certain alchemist discoveries which relate to the creation and application of poisons.

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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]

This month brings us only one book, but a flood of new adventure options! Also, a heavier than usual batch of bug fixes!
New Releases
- Spooky Scary Skeletons! Haunted Heroes Handbook debuts as the first book in the new Pathfinder Player Companion #24 package.
- Several new pathfinder modules are now available for purchase! Carrion Hill, The Harrowing, The Midnight Mirror, Tears at Bitter Manor, The Dragon's Demand, and Plunder & Peril are each available as a new package.
- Are you ready to go "In Search of Sanity"? Episode 1 of Strange Aeons is now available as the first chapter in our latest Encounter Library.
Enhancements & Changes
- Player content from the adventure paths is now enabled by default, to make it easier to discover by users.
Bug Fixes
- Claw attacks were missing for animal companions and eidolons.
- A phantom's ability to deliver touch spells was showing the wrong range at 12th level.
- A Living Grimoire didn't have a starting spellbook available.
- Vainglory was imposing too large of a skill penalty.
- The Circuit Judge was removing all of a cavalier's feats.
- Master Bard wasn't removing the AC penalty from Raging Song.
- Arcane Dabbler wasn't letting you select a witch spell.
- The Quicken Breath Weapon feat was requiring Con 13, instead of Con 15.
- The Power of Evil feat was applying its profane bonus incorrectly when activated, which meant it could stack incorrectly.
- The Power of Righteousness feat was applying a profane bonus instead of a sacred bonus, which meant it would always stack incorrectly with other sacred bonuses.
- The Sudden Strike feat was applying a situational to saves instead of attacks.
- The Master of Peaks/Swamp Rebel trait was not mentioning its bonus type in its situational.
- Many traits from Dragon Empires Primer were still applying their benefits even when disabled.
- The Sliding Axe Throw feat was missing it's source from Dwarves of Golarion.
- The Raging Chakra feat was missing it's Con 13 pre-requisite.
- The Angelic Flesh (brazen)/Flame Heart feat was applying it's fire resistance even when disabled.
- The Contagious Spell metamagic power was incorrectly sourced to Advanced Players Guide instead of Horror Adventures.
- The Nurian Shield feat was throwing an error when added to a character.
- The Nightwave Style feat was applying its skill bonus incorrectly, so that it would sometimes stack wrong.
- The Ever-Vigilant feat was applying its skill and Initiative bonuses incorrectly, so that they would sometimes stack wrong.
- The Collapse Crawler feat was not mentioning its bonus type in the situational.
- The Construct's Bane feat was not making Knowledge (arcana) a class skill soon enough for it to get the +3 bonus when ranks were added to it.
- The Mechanical Universe feat was incorrectly applying a trait bonus to the chosen skills, rather than an untyped bonus, and only one of the selectors worked.
- The Corpse Companion template was incorrectly showing a source of the Rival Guide.
- The Chakra Adept feat was not recognizing when Chakra Initiate was taken.
- The Resistance Chakra feat was not recognizing when Align Ki was taken.
- The Touched by Sacred Fire feat was applying fire resistance even when disabled, and was missing a situational for the saves.
- The Exploding Tiger Fist feat was looking for improved natural attack instead of improved unarmed strike.
- The Caruth Practitioner feat was missing the prerequisite of 4th level in one of several different classes.
- The Crippling Missile rogue talent was throwing errors when added to a hero.
- The Extra Innate Spell feat was not functioning.
- The Theurge class was not able to add a spellbook.
- The Lay of the Land feat was giving an unresolveable validation error once you added favored terrains.
- The Manifested Blood feat was showing multiple copies in the Activated Abilities table when taken multiple times.
- The Unfettered Familiar feat was not able to be added multiple times.
- When filtering the deity list by a keyword, the lines for domains/subdomains/inquisitions were not being checked by the filter.
- Certain domains which should have been available to the deity Veles were not available.
- The Goat of the Woods deity was missing access to the Apocolypse/Prophecy Domain.
- The Veles deity was missing access to the Fish/Apocolypse/Prophecy Domain.
- The Seggotan deity was missing access to the Prophecy Domain.
- The Bastet (KP) deity was missing access to the Hunting Domain.
- The 'The Hunter' deity was missing access to the Hunting Domain.
- The Snapping Turtle race was listing it's CR as 1, instead of 1/3.
- The Shae race was adding its default knowledge skills twice, as well as several other dupes.
- The Shae race's touch attack was showing incorrect damage.
- Negative levels were not reducing the CL/Concentration bonus of racial spell like abilities.
- Negative levels were not reducing Initiative bonus.
- The Cloak of Fangs wasn't adding it's bite correctly when activated.
- Several items from inner sea monster codex had names that were incorrectly capitalized.
- The Climber Lizardfolk race was missing it's default Hp.
- The Extra Rage Power feat was not interacting with secondary barbarian levels (from the PU variant multiclass system).
- The Kinetic Blade infusion for kineticists did not allow the user to specify whether the blade counted as light or one handed.
- The Vigilante's Shield of Blades ability was not applying a bonus to AC when power attack was activated.
- ReqFeat tags for mythic feats were not appending "mythic" to their name in the missing pre-reqs text.
- Several domains were showing Smoke as an extra 2nd level domain spell.
- Armed to the Teeth was not using the correct pre req when users changed the prevalance of guns in the campaign.
- The Haunt Collector archetype's Extract Haunt ability was incorrectly added at 8th level rather than 2nd.
- The Military Tradition Human ART was not offering firearms as selections.
- Mythic Unseen Spell was not merging with the non-mythic version in the statblock.
- The Light Slaver's Crossbow was missing it's weight.
- The Incredible Parry mythic ability was not chooseable by the Guardian mythic path.
- The Mythic Great Cyclops was incorrectly sourced to Bestiary 3.
- Eidolons with the Avian form were missing their claw attacks.
- The Armor Focus feat was not fulfilling the pre-reqs for Armor Mastery feats as though it were armor training.
- Double weapons were not halving power attack's bonus to damage for their off hand attack.
- Eidolons of the Biped form were showing themselves as immune to trip.
- Plant companions from ARG were not marked as forbidden for PFS characters.
- The Crawling Hand stock portfolio had incorrect HP and the race itself had an incorrect CR.
- Medium's trickster spirits were adding bonuses to only Dex skills, instead of all skills.
- The Bloody Fists trait was incorrectly adding a trait bonus to unarmed melee attacks instead of damage.
- The Figment Familiar archetype was reducing max HP in an odd way, and was not hiding Spell like abilities of the Divination school.
- Vital Strike was applying to Kineticist's blasts when activated.
- Faerie Dragons were available to PFS characters as improved familiars.
- Mythic Weapon Focus wasn't working correctly for grapple.
- The Giant Ant Queen race was having it's CR set to 6 by the templates it bootstraps. The final CR should be 2 higher than the base giant ant (CR 4), which I corrected it to.
- When creating a custom monster, there was not a way to add fast healing.
- The target text for mass heroic fortune was missing.
- The favored class bonus for a changeling witch wasn't adding a free spell.
- The bonus damage from Painful Stare has been clarified.
- The Withstanding armor property can now specify its creature type.
- Phantoms were getting extra HP if the average HP at new levels rule was active.
- Bloodragers were missing the new bloodlines from Legacy of Dragons.
- Skeleton templated creatures with racial HD were calculating thier CR incorrectly.
- The Lumivore ability of the Typilipede race had no way to activate it's temporary HP pool.
- The Order of the Glyph hellknight order was duplicated.
- The Helm of Certain Sanity was not taking up the head slot when equipped.
Data File Authoring
- Classes can now have multiple StartBook tags. This is used for the Theurge class from Kobold Press, which gets 2 starting spellbooks (one for wizard spells and the other for cleric spells).
- Added the Hero.FamHPQuart tag. Used by the Figment familiar archetype, it causes the familiar's HP to equal one fourth of the master's, rather than one half.
- Added the Helper.IndepPool tag. When bootstrapping a temporary Hp pool to something which cannot have an activation (like a race), adding this tag allows the pool to be independantly activated.

We happily return to our normally scheduled release week this month! Meet a variety of benevolent beings in Heaven Unleashed, our latest book in the Campaign Setting series! If you're worried your foes might breach your defenses, the Armor Master's Handbook available as part of Player Companion 22, has just the set of tools you need to shore them up!
In addition, we have the usual assortment of bug fixes!
New Releases
- Content from Armor Master's Handbook is now available as the third book in Pathfinder Player Companion #22. It adds many options for defense oriented characters!
- Heaven Unleashed, now part of our Campaign Setting #15 package ($4.99), adds many unique characters who are all connected to the Heavens.
- Episode 3 of the Hell's Vengeance Adventure Path is now included in our Hell's Vengeance package, available for only $24.99!
- Many stock portfolios from older books have been updated with official art.
Enhancements & Changes
- Updated several Ultimate Intrigue things in response to the published FAQ (such as Criminal Reputation).
- Based on a consultation with Paizo, Class Templates from Monster Codex now conflict with adding normal classes to the templated creature.
- Based on a consultation with Paizo, spiritualists have had several duplicated spells in their spell list stripped out.
- Based on a consultation with Paizo, the Elemental Body series of polymorph abilities grant Burrow 20 when taking the form of an earth elemental.
- Based on a consultation with Paizo, several improved familiars have a narrower set of allowed alignments for their master.
- Based on a consultation with Paizo, the Expanded Summoned Monster feat grants 2 extra selections Per spell level, when the feat is taken the 2nd and subsequent times.
- Based on a consultation with Paizo, Phantoms now report an error if they equip armor and their slashing DR never advances beyond 5.
- Based on a consultation with Paizo, the bloodrager's Greater Bloodrage counts as Greater Rage for pre-reqs and effects, but neither Tireless Bloodrage nor Mighty Bloodrage count as the similarly named Barbarian abilities.
- Added an Primitive Human ethnicity, donated thanks to the work of both DreadKatak and ShadowChemosh!
- Added an Ability Range Modification adjustment.
- Added the Class Free Spells in Spellbook adjustment.
Bug Fixes
- The Alchemist and Investigator were calculating their free spells from advancement numbers incorrectly.
- The Donkey Rat race had too many ranks in stealth and was not counting as a quadruped.
- PFS Core campaign characters were getting an error about Alchemical Burn being not allowed.
- The Deliquescent gloves were affecting siege weapons and natural weapons that are not limbs, like bites.
- The Hammer of thunderbolts was reporting an error about having the throwing power, but not being a thrown weapon.
- When using the Revised Action Economy rules from PU, the charging condition was still applying an AC penalty.
- The Champion of Irori PrC was not increasing the effective level of flurry for unchained monks.
- The Ascetic Strike feat was not increasing effect with monk robes.
- The Ascetic Strike feat was sometimes not increasing damage dice at all.
- The Lightning Rage feat was not stacking the insight bonus it applied correctly.
- The Nine-Tailed Scion trait was not adding +1 CL for spell-like abilities gained from Magical Tail.
- Spell-like abilities gained from Magical Tail were calculating CL counting HD twice.
- The Fencing Grace feat was not appearing for those who owned the Ultimate Intrigue book but not the Advanced Class Origins book (where it was originally defined).
- Based on a post on the paizo forums by Mark Seifter, the Bat Shape feat has been changed so that when adopting the form of a bat (normally diminutive), the polymorph is limited to becoming tiny (the limits of Beast Shape 2, which is cited by this feat).
- The Ragebred heritage for skinwalkers was incorrectly increasing Wisdom by 2.
- The cavalry caster, blessed scamp, and jali were missing the Southlands source.
- The swordmaster's trance ability wasn't calculating its rounds per day correctly.
- The Heat Adaptation utility wild talent was granting cold resistance instead of fire resistance.
- The Courtly Knight wasn't removing the bonus teamwork feats granted by the Tactician ability.
- Suli didn't have acccess to the Mostly Human ART.
- Improved Day Job had a typo.
- Aasimar and tieflings had incorrect default starting ages.
- Several abilities were causing errors when choosing special qualities for a custom monster.
- Lore Wardens weren't getting the correct number of skill ranks.
- The Undead Lord's pre-requisites always required the Undead domain.
- Quain Martial Artist wasn't adding its damage bonus to gauntlet attacks.
- The Unnatural Aura evolution wasn't available.
- Spine dragons were missing their fly speed (as mentioned in a FAQ).
- The Limp Lash spell needed a note to clarify how it worked (as mentioned in a FAQ).
- The Freebooter's Bane class ability needed a note to clarify how it worked with Quarry (as mentioned in a FAQ).
- Several mundane gear and magic items have been tweaked to show better in the statblock.
- A helper ability added to all heroes when a certain source was active, was incorrectly showing in the Polymorph form.
- The Co-Walker ability was not applying the untyped bonus to Disguise correctly, so that it should stack with other untyped bonuses.
- The Charging Stag Style feat chain was not working correctly with the Master of Many Styles archetype.
- The Claw of Sepenret's Kiss of Ulthar ability was throwing errors when the PrC was added to the hero.
- The Water Mauler variant race had incorrect attributes and other things.
- The "Feat, Bonus" adjustment was only adding an additional feat slot to the hero if the feat selected was a racial feat.
- Fixed a typo in the name of the "Thronefused" template.
- Kobolds NPCs with PC class levels had a challenge rating one step too low.
- The spell adjustment for Bloody Tears and Jagged Smile was raising an error.
- Some resonant powers were showing up on the gear summary panel and printed character sheet when disabled.
- Bloodragers couldn't add magic levels, such as those granted by the dragon disciple prestige class.
Data File Authoring
- Added the AddReq.ArmLigPlus, AddReq.ArmLigPlus, and AddReq.ArmLigPlus tags. These are the mirror of tags like AddReq.ArmorLight.
- Several fields which were obsolete have been hidden in the debug output.
- Helper.NotNatural has been obsoleted, according to consultation with paizo, all fly speeds should add a bonus to the Fly skill based on maneuverability, not just "Natural" fly speeds.
- Added the Hero.HasArmTrn tag, which is assigned to the hero early in PostLevel, to simplify some things about Armor Mastery feats.
- Added the SbNamePar.IncUsrText tag, which causes the contents of the user text domain to be appended in parenthesis for the statblock name.
- Added several more AddReq tags (ArmLigOnly, ShiBucOnly, etc), for when you must be wearing exactly that kind of armor/shield.
- Added Helper.TempDisabl, which can be applied along with FtDisable to mitigate the effects of that tag (all scripts should still be disabled, but TempDisabl allows the feat to show normally in the statblock/summary tabs/printout). This is used for many feats from Armor Master's Handbook which disable themselves when the hero does not equip the correct type of armor.

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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.

Version 12.13 of the Pathfinder files for Hero Lab is now available! This month we add content from Blood of Shadows and Darklands Revisited, the Southlands campaign setting from Kobold Press, and the first part of the Hell's Vengeance adventure path, The Hellfire Compact. Here's a full list of changes for this month's release:
New Releases
- The long awaited Southlands Campaign setting book is now available for purchase as a standalone package for 14.99! Adventure into a land of lions and African inspired wonder! The Southlands bestiary should be released next month.
- Content from Blood of Shadows is now available as the second book in Pathfinder Player Companion #22.
- Content from Darklands Revisited is now available as the third book in Pathfinder Campaign Setting #15.
- Chapter 1 of the Hell's Vengeance Encounter Library package is now available for purchase! This includes all the encounters from the first issue of the AP, in an easy to search format and with paizo's art. The remaining issues of the AP will be released as updates to complete the package as they are released to the public. As with the Rise of the Runelords GM content, no additional packages are required to make use of these portfolios, even though they draw on races from the Bestiary and other sources!
- The FAQ regarding Slashing Grace and Bucklers has been implemented.
Bug Fixes
- The double walking stick katana had an incorrect critical range.
- When choosing psionic powers, the number of choices left is now shown in the title.
- The Order of the Eclipse wasn't available for cavaliers.
- The Monk's bonus to AC/CMD was not being included in the Defense/Critical Defense value when a hero was using the Armor as DR variant rules.
- Some archetypes which replaced default alignment restrictions (like the Divine Hunter) with new alignment restrictions based on the deity were resulting in an unresolvable validation error for incorrect alignment.
- In the Editor, the "Class Skill if X is a Class Skill" line was not functioning.
- Spell like abilities and Psychic spell like abilities added by ARTs and Racial Custom Specials were not inheriting the correct default CL from their race.
- The Spell Perfection feat was not increasing the benefit gained from Spell Penetration for the chosen spell.
- The Advanced Creature template was not available to summoned creatures (it can be applied by a Dark Tapestry domain ability).
- The Ancestral Arms Half-Elf ART was not allowing the selection of firearms.
- The Neothelid had darkvision incorrectly, and certain statblock issues.
- The Hobgoblin/Orc Ranger was incorrectly sourced to the APG.
- The Half-Orc Investigator/Slayer/Swashbuckler were incorrectly sourced to the Goblins of Golarion.
- Some Barbarian FCOs were not functioning for Unchained Barbarians.
- The Stone material was incorrectly throwing errors when added to some 2 handed weapons.
- The Rogues Chemical Weapons ability was not adding Intelligence to bomb damage gained through the Bomber rogue talent.
- The Human Occultist/Half-Elf Psychic/Dwarf Spiritualist were incorrectly adding the Extra Wild Talent configurable.
- The Beast Rider was incorrectly allowing the cavalier to select Bears as a mount.
- Form of the Dragon polymorph adjustments were not showing damage on the natural weapons of the new form.
- Some feats automatically granted and supposed to ignore pre-requisites were nonetheless complaining about not having proficiency in the chosen weapon.
- Spells added by Halcyon Spell Lore were not calculating their DCs correctly.
- The Kineticist's Gravity Blast was missing critical range and multiplier information.
- The Kineticist's Negative Blast were missing critical range and multiplier, inflicted the wrong damage type, and was dealing incorrect damage.
- Attuned rooms from Heroes of the Wild had incorrect costs and could be added independantly of others.
- Shaping Focus was not implemented with Wild Shape.
- Totem Beast was not implemented.
- The Hanbo was missing the damage type it dealt.
- The Exoskeleton template was incorrectly sourced to the Bestiary rather than the Giantslayer Encounter Library.
- The Giant Slayer trait was missing it's situationals.
- Bonus feats added to a configurable were not greying out thier names when pre-requisites were not met.
- The Vampiric Power sorcerer Bloodline ability was not correctly adding the Beast Shape Spell like Ability.
- Many abilities of the Vampire sorcerer bloodline were applying too early.
- The Expanded Arcana feat could not choose the Arcanist class.
- The Ghost Rider archetypes mount had an incorrect reach, and several of the abilities were permanently disabled.
- The Gillman's Throwback ART was not removing Water Breathing.
- The Dented Helm feat was not marked as a Combat feat.
- Unselected menus in inactive abilities (for example, the Weapon Mastery ability for a first level Fighter) are no longer displayed in red.
- The startoss style feat was adding its damage bonus even if you had not activated the feat on the In-Play tab.
- The Rogue (Knife Master)'s Sneak Stab ability was not being taken into account when sneak attack added its damage bonus to weapons.
- The Arrowsong Minstrel's diminished spellcasting was not allowing a high ability mod to add back a spell level that had been reduced to 0.
- Vesper's Rapier was throwing errors about being the incorrect size and the item powers were complaining that ineligible weapons had been selected.
- Light crossbows were not counting as light for the purposes of Two-Weapon fighting.
- Greater Arcanist Exploits were not easily distinguishable from normal Arcanist Exploits.
- The Enlightenment Psychic Discipline was not calculating it's phrenic pool charges correctly.
- The Sensate Fighter archetype was incorrectly replacing Weapon Training 1.
Data File Authoring
- Added the adfWis field to the Defense helper, for the Armor as DR variant rule from Ultimate Combat. Added the cdfCritWis field for the same reason.
- Added the ClsAblLive tag group, which are assigned to the hero to allow them to qualify early for bootstrapped abilities such as immunities granted by sorcerer bloodline powers. It should be combined with adding to the xExtraLev field of the underlying class abilities.
- Added the Hero.ImmNegLvHP tag, which prevents negative levels from reducing a character's HP when applied to the hero.
- Added the ReqSplFoc tag group, which are used to trigger an automatic pre-requisite for Spell Focus in the chosen school.

Our first release of the new year is chock full of adventure and piratical fun, as Green Ronin's Freeport is finally here! Better yet, it's a free update available to all users!
New Releases
- Freeport, City of Adventure is now available as a FREE update for all users, in fulfillment of Green Ronin's promise during their successful Kickstarter!
Enhancements & Changes
- The full statblocks for animal companions / arcane familiars / etc are now included on the printed character sheet.
Bug Fixes
- The Rebirth psychic discipline wasn't calculating its phrenic pool correctly.
- The Insinuator wasn't counting its antipaldin levels as paladin levels when taking greeds.
- The Insinuator's Smite Impudence ability wasn't granting its correct damage at 20th level.
- The Insinuator's Aura of Ambition wasn't granting its save bonus.
- The Insinuator was showing as immune to disease at 3rd level.
- Weapon details weren't properly displayed by the Weapons button on the dashboard and tactical console.
- Some monsters had incorrect CR calculations, especially if the race in question has 0 racial HD and the "any" role.
Data File Authoring
- Added the Hero.OnlyRaceCR tag. When added to the hero, it prevents class levels from increasing the CR of the hero. It is used for certain templates, like the skeletal champion, which base CR calculation on a HD determined override.
- Added a Cloned Spell pick, spCloneSpl. When bootstrapped by something which chooses among spells, it reconfigures itself to mimic the chosen spell, displays itself appropriately on the Spells tab, and reduces the uses/day of the targetted SLA if the target has a limited usage. This is used for Quicken Spell-Like Ability and similar feats.
- Added the fModTarTxt field, which stores a bit of text to modify the targetted ability. The Cloned Spell pick pulls this text from the copy of the feat which bootstrapps it.
- Leadership and Vile Leadership now bootstrap a helper ability (LeaderHelp), and the scores for cohorts, followers, etc can be manipulated individually.

HoHoHope you're having a wonderful holiday season! Hero lab brings you 3 new books just in time for Christmas! Like a little weird in your egg-nog? Then don't miss out on Occult Origins, which is the first book in our new Pathfinder Player Companion Package #21! Afraid you've been naughty enough to earn coal this year? Console yourself with kindred spirits in Cheliax, the Infernal Empire (Pathfinder Campaign Setting #15), or plot to make Santa pay for his insolence with the Agents of Evil (Pathfinder Player Companion #21)!
The Hell's Rebels adventure path marches on with a history making 100th issue in "A Song of Silver", and we are keeping pace with the release of the same in our Encounter Library! Add to that the usual enhancements and bug fixes, and it looks like it'll be a grand release to close out 2015. See you all next year!
New Releases
- Content from Occult Origins and Agents of Evil are now available as the first two books in the new Pathfinder Player Companion #21.
- Content from Cheliax, the Infernal Empire is now available as the second book in the Pathfinder Campaign Setting #15.
- Chapter 4 of the Hell's Rebels Encounter Library package is now available for purchase! This includes all the encounters from the fourth issue of the AP, in an easy to search format and with paizo's art. The remaining issues of the AP will be released as updates to complete the package as they are released to the public. As with the Rise of the Runelords GM content, no additional packages are required to make use of these portfolios, even though they draw on races from the Bestiary and other sources!
- The remaining content from the Bestiary 5 (variant monsters, intermediate dragon age categories, and templates) have now been added, completing that package!
Enhancements & Changes
- Sneak Attack can now be activated on the In-Play tab on the desktop, and on the Play tag on the iPad. When activated, it shows its damage in the iPad's dice roller for weapon attacks.
- New abilities from archetypes and abilities such as sorcerer bloodlines and domains now display in order of the level the character gains the ability at, and display the level gained at and the ability type.
Bug Fixes
- Speak to the City was raising the same validation error for every copy, instead of just the first one.
- Pass For Human wasn't removing the error for the bonus tiefling language.
- Fearsome Guide had an incorrect summary.
- The pack saddle was not marked as a holder.
- The Quibble ability of the Ganzi race was not calculating it's DC correctly.
- The Onslaught ability of the Hellknight PrC was not calculating it's number of uses correctly.
- Some helper text in the editor gave an incorrect impression regarding the adjustment of bonus feats or custom specials by the archetype.
- Natural weapons which were the only ones on a hero (and thus dealt 1.5x Str) were not gaining the increased damage bonus of Power Attack.
- The Blood Blast kineticist ability lacked critical threat and multiplier information.
- In the Tactical Console, the "move to bottom" button would sometimes use the wrong button graphic.
- The adjustments for False Life and Greater False Life still referred to setting their value with a counter instead of on the In-Play tab.
- Earth Walk was granting a climb speed it shouldn't have.
- Silken ceremonial armor was showing as made of leather instead of cloth.
- A few Inquisitor Judgments were not showing on the printed character sheet.
- The shield bash of the Spined shield was not dealing damage as though it were a spiked shield.
- Intelligent weapons and armor were not giving a summary of their intelligent Item abilities on the printed character sheet.
- The Mindblade item was counting against a character's wealth.
- Wizards were showing Mage's Faithful Hound as both a 4th and 5th level spell.
- The Dawnflower Dervish's Spinning Spellcaster ability was not adding a bonus to casting defensively.
- The Voice of the Wild bard archetype's Nature Magic ability was allowing the selection of obsoleted spells.
- The Amphisbaena race was showing the Split ability twice.
- For characters using the Grouped Skills optional rule from Pathfinder Unchained, selecting the +1 Skill point Favored Class Bonus should not have been possible.
- The fetchling's Plane Shift SLA was showing incorrectly in the statblock output.
- Applying Healing to your lethal damage on the In-play tab was not also removing an equal amount of nonlethal damage.
- The Spell-less Ranger was not appropriately handling the bonus feats it gained when an archetype should replace them.
- For Synthesist summoners, the Small Size evolution was applying it's size change to the summoner, rather than the eidolon suit.
- The elemental annihilator kineticist archetype's Devastating Infusion ability was incorrectly showing as a touch attack (it can only be applied to physical blasts), and it was not correctly calculating it's BAB when the character was multiclass.
- The Hushen race was not getting it's -2 penalty to Intelligence.
- The Demon, Gharros race incorrectly had the Catfolk subtype.
- Augment Calling was showing it pre-requisite as not being met when the character had Spell Focus (conjuration).
Data File Authoring
- Added a new "Unarmed Strike" helper pick, xMnkUnarm, which handles monk-equivalent unarmed attack damage from different sources.
- Spells in spellbooks are no longer live until the appropriate spellcasting class is added.
- "Summon Monster" special abilities show now be defined on the new "Summoned Ability" tab in the editor, not on the "Ability" tab. Existing abilities must be moved.
- When assigning a class special to a companion, you must assign the SpecSource for a configurable to the class special.
- Added the RaceBlAsRc, which is added to subtypes which require the humanoid type, and is used to handle race builder requirements that a subtype substitutes for it's associated race for pre-reqs.
- Moved the Claws natural attack for the Changeling race to a racial special, so that it can be replaced by ARTs.
- Moved the Spell resistance for the Drow race to a racial special, so that it can be replaced by ARTs.
- Two new tag groups have been added to better manage bonus style feats for the Master of Many Styles (MoMS). The first, fMoMSNext, is used to unlock the next feat in the style chain. For example, taking the Archon Style feat allows a MoMS to take the Archon Diversion feat, so the fMoMSNext tag for Achon Diversion is added to Archon style. The second tag group, fMoMSPrecl, is for feats that would normally be allowed for the MoMS, but specifically require another feat before the character can take them. An example of this is Marid Style, which requires Elemental Fist before the MoMS can take it. So Elemental fist has the fMoMSPrecl tag for Marid Style. Both of these tag groups are available in the editor.

Happy Turkey Day Eve, everybody. This month's release serves up a heap of delicious new monsters from the Bestiary 5, just in time for the holidays. Also on the platter is this month's Campaign Setting book, Occult Realms. Unfortunately, the other November books (and last month's Occult Origins) had to be pushed back in favor of getting the Bestiary ready. We're planning to do an early release to get those out to you ASAP, likely in early December. Thanks for your patience!
New Releases
- Bestiary 5 is now available as a new package! This includes all the base monster races and animal companion races from the Bestiary 5, but the templates and variant monsters (like intermediate dragon age categories) are not yet complete. They will be added as a free update to this package as soon as we can get them finished.
- Content from Occult Realms is now available as the first book in the new Pathfinder Campaign Setting #15.
Enhancements & Changes
- Thanks to the donation of user David Hansen, we have added a spell adjustment for the Long Arm spell from ACG.
Bug Fixes
- For characters who had spellcasting classes which have access to all spells on their spell list (I.E. Clerics) AND spellcasting classes with a limited access to their spell list (I.E. Sorcerers, Wizards, etc), the spell perfection feat was only able to select among the spells of the former.
- Deadly Scratch and several other abilities were not recognizing Poison Use when gained from the Slayer Talent.
- The Shield Champion Brawler archetype was incorrectly adding the Throw Shield ability at 1st instead of 3rd level.
- Shield Bashes affected by Throw Shield were not counting as throwing weapons for the purpose of item powers like Distance.
- Several Kineticist blasts were missing their crit range and crit multiplier information.
- Slayer levels were not counting towards meeting the pre-requisite of the Assassinate ninja master trick.
- Activating the Arcanist's Arcane Reservoir ability to boost DC was having no effect.
- The Powerful Sneak rogue talent was displaying an incorrect warning when added to a slayer, despite recent errata.
- Dirty Fighting was not fulfilling the Combat Expertise pre-req of some "Greater X" maneuver feats.
- Dirty Fighting was not fulfilling the Intelligence 13 pre-req of several maneuver feats from 3rd party books.
- The Amplified Rage feat was not increasing the Constitution bonus from raging when active.
- Activating the Kobold Style feat was not conflicting with activating other Style feats.
- The Translate Telepathy ability was not calculating it's uses per day correctly.
- When selected through the Race Builder mechanics, the Fey Thoughts and Fey Magic abilities had an unresolvable "choose target" error.
- The Poisoned Explosive alchemist discovery was incorrectly bootstrapping an Acid Bomb weapon.
- The Inspired Sneak Attack's pre-requisites were not recognizing the inspiration pool granted by the Amatuer Investigator feat.
- Subdomains described as optional from Heroes of Corruption and Heroes of Purity were not available to the listed deities.
- The Otyugh's strength bonus to constrict damage did not match the statblock from Bestiary 1.
- The Flash Infusion had the incorrect base burn cost.
- Several materials from the Technology guide were missing that source (they were freely available as part of user content from one of the APs though).
- Black Blades were counting against the character's calculated wealth.
- Aasimars and Tieflings had incorrect minimum ages.
- The Relic Hunter archetype wasn't limiting its focus powers.
- The DC for a Relic Hunter's implement abilities was incorrect.</llI>
- Psychic spellcasters couldn't add extra spell levels or meet maximum spell level requirements.
- Animal Soul, Divine Protection and Spirit's Gift were showing as not legal for PFS play.
- The DC for Staggering Blow was incorrect.
- Relic Hunters were not qualifying for higher-level focus powers.
- Unravelling Infusion was being treated as a form infusion instead of a substance infusion.
- An FAQ that allowed the torrent infusion to be used with an electric blast has been implemented.
- The damage bonus from Elemental Overflow was still being added to blasts modified by Kinetic Blade and Kinetic Whip.
- A Hellknight Signifer was gaining most of the benefits of Diabolic Harbringer at first level.
- The Earth Glide wild talent was showing an error if taken at tenth level.
- The "Other Gender" option was not being reported properly in the statblock.
- In some cases, the CR increase from a mythic monster's Mythic rank would be off by 1.
- Hero Lab would crash if you tried to delete something with a "capital cost" (e.g. a room in a building).
- The list of items carried in the encumbrance info was always empty.
- The Quenching Infusion for kineticists was incorrectly marked as an Aether/Earth infusion, rather than a water infusion.
Data File Authoring
- Added a new SpecType tag, SaveNote. Specials with this tag will appear in the statblock on the same line as the saving throws.
- Added a new PoisDamTyp tag, Confusion. This should be applied to poison hazards which cause the confusion effect on a failed save.
- Added the Helper.GearNoVal tag. Applying this to gear prevents it from being counted in a character's wealth by level. It is used for the Black Blade, which is granted for free by a class ability.
- Added the Helper.HasDamage tag. Applying this to a racial ability marks it as something which generates damage, even if it is not a weapon-like special ability. This is important so that it can be targetted by abilities that use targextdam to apply extra damage text. For example, powerful charge has this tag so that a monster's Stagger ability can target it.
- Added the Helper.BlaShowRng tag. Applying this to a kineticist blast should cause it to show on the Ranged attacks line of the hero's statblock.
- Added the SbNameBase.IncSrcAbbr tag, which causes the source abbreviation (I.E. UM for Ultimate Magic, or ISWG for Inner Sea World Guide), to be appended immediately after the name, before any further information is generated for the statblock name.
- Added a new SpecType tag, ACCalcNote and a generic AC Calculation Situational (abACCalNot) helper ability with this tag. This is designed to be bootstrapped to a race or special that wants text appended within the parenthesis of the AC calculation breakdown, but after all normal fields have reported. It should be bootstrapped with a value set in abValue, and the text to display after that number in sbName. So far, it is used for various angelic/archon races which get deflection bonuses vs. evil foes.
- Added a new StatblHide tag, KinWildTal. Kineticist wild talents and blasts normally show in their own section of the statblock, but applying this tag will prevent them from showing there.
- Added a new StatblHide tag, SaveNote. This functions like all other similar tags, hiding any marked ability from the Save Notation section of the statblock.
- The Helper.CountAsNat tag has new behaviours, such as causing the marked weapon-like special ability to react appropriately when it should be treated as a secondary natural weapon.
- Added several new AlgnMaster tags, AnyGood/AnyEvil/AnyLawful/AnyChaotic. Familiars with these tags will require their master match the listed alignment component, but leave the other component free to differ.
- Added the SLAConAttr and PLAConAttr tag groups, which when applied to a race alter the attribute used to calculate the Concentration bonus for Spell-Like Abilities (default Charisma) or Psychic Like Abilities (default is higher of Int or Cha).
- Added a new SpecType tag, MoveOther. This is used for other movement abilities like Jet or Sprint which should appear after fly, climb, etc.

This month sees us still playing catchup with the paizo releases, as we finish out Heroes of the Street, and release Black Markets and Distant Shores. Now you can explore the exotic lands of Golarion or engage in less than legal commerce! Our monthly AP releases continue with the Dance of the Damned for Hell's rebels, and fans of Psionics should be glad to hear we now support both that system and Psychic Spell like abilities on the iPad app.
Unfortunately, one of the books for this month didn't meet our quality standards in time for this month's release. But fear not, fans of Occult Origins! You should see support for that book in November's release.
New Releases
- Black Markets has been released as part of the Player's Companion #20 package!
- Dance of the Damned, Chapter 3 of the Hell's Rebels Encounter Library package is now available for purchase! This includes all the encounters from the third issue of the AP, in an easy to search format and with paizo's art. The remaining issues of the AP will be released as updates to complete the package as they are available to the public. As with the Rise of the Runelords GM content, no additional packages are required to make use of these portfolios, even though they draw on races from the Bestiary and other sources!
- Content from Distant Shores is now available as the fourth book in the Pathfinder Campaign Setting #14.
- Content from the second half of Heroes of the Streets is now available!
Enhancements & Changes
- The iPad should now be able to handle Psionics and Psychic Spell-like abilities!
- A big thanks to frumple, who volunteered to tag the many many spells in pathfinder so that the correct version would show for spell like abilities when creating monster races.
- Added the Armor Bonus Adjustment and Background Skill Points adjustments to the Adjust tab.
- A FAQ that stated that Tiny or smaller creatures should use Dexterity instead of Strength for Climb and Swim checks has been implemented.
Bug Fixes
- The Order of the Eastern Star and the Order of the Shroud were not tagged properly as cavalier orders.
- Psychic spellcasters weren't qualifying for the daivrat prestige class.
- Blood rage was missing its target information.
- The psychic detective wasn't replacing fast poisoning.
- On the iPad, if the consolidated skills rule was active, you could still see normal skills on the play tab.
- On the iPad, if a lot of adjustments were present on the Personal tab, they could hide other important things on the tab (like languages).
- On the iPad, equipping weapons like the Dwarven Boulder Helmet or Armor Spikes would incorrectly de-equip other items equipped in those hands.
- When gaining access to the Sorcerer class through the Class Packs route, sorcerer bloodlines were not available.
- The Ghost Rider archetype was still allowing the cavalier to add bonus teamwork feats.
- At higher levels, the Ghost Rager rage power was not displaying the correct bonus until rage was initiated.
- Unchained versions of core classes were not showing any selections on the Class Origin table on the History tab.
- Pain Strike, Mass was showing at both 5th and 6th level for wizards.
- Daze, Mass was showing at both 4th and 5th level for several classes.
- The Beast Rider and Wave Rider cavalier archetypes were not replacing the mount ability, meaning that they could be combined incorrectly with other archetypes.
- The Shapeshift shaman hex was not allowing a wider array of forms as a character's shaman level increased.
- Items melded into a polymorphed form were still counting as being held in a hand, which could interfere with the claw attacks of the assumed form.
- Custom made weapons and armor with the Ghost Touch ability were reporting an error when equipped by incorporeal creatures.
- Unbreakable Heart was showing twice in the spell lists of Bards, Rangers, and Paladins.
- Summon Nature's Ally VIII was accidentally removed from the Druid spell list when adding it to the Shaman (for recent errata).
- Crane Riposte was not reducing the attack penalty for fighting defensively while in Crane Style to -1.
- The Divine Protection, Dimensional Dervish, Divine Deception and Clan Seer feats had a typo in their descriptions.
- The Aggressive Thundercloud (Greater) spell had a typo in it's description.
- Spells with a casting time of 10 minute were instead showing a casting time of 1 hour.
- The Twilight-Touched duergar ART, Convenient Misfire feat, Twilight Tattoo feat had an typo in their names.
- Relentless was modifying grapple instead of overrun.
- The Scarred Witch Doctor's text hadn't been updated to the second printing.
- The <i>harrowing</i> spell was marked as not legal for PFS play.
- A draconic bloodrager's breath weapon was basing its DC off Charisma, not Constitution.
- Equipment sets which selected one handed weapons and set their equip state to two hands would lose iterative attacks.
- Users who owned Pathfinder Unchained but not the Advanced Player's Guide could not select a race for their unchained eidolons.
- The Books Used button on the journal tab was showing the information for every hero in the portfolio, rather than just the current hero and any minions he might possess.
- Shield bashes weren't showing up on the summary panel.
- The pouch of pixie dust was causing an error.
- Warlock vigilantes weren't able to print their spellbooks.
- Cold Adaptation wasn't available to fire kineticists.
- Not all characters that shared the alchemist's ability to make bombs were proficient with bombs.
- Stone was showing as a valid material for weapons that it shouldn't.
- Mythic Command Undead wasn't functioning correctly for a necromancer who selected Command Undead as their bonus feat.
- Time Stutter was giving too many uses/day.
- Psychic SLAs could be undercast to such a degree that the PE pool would actually increase!
Data File Authoring
- Added the AlignSplOK tag group, which remove the normal limitations from alignment and deity alignment for cleric (and similar classes) spells. For example, if AlignSplOK.Evil is applied to the hero, you can normally cast spells with the Evil descriptor, even though you or your deity are good.

Our big book this month is the long awaited Inner Sea Races, but it is joined by the next issue of Paizo's current AP, Turn of the Torrent. For city based characters, we have added the archetypes for Heroes of the Streets! And we have a modest set of bugfixes since our last release was only last week. Enjoy!
New Releases
- Inner Sea Races has been released as a new package. New options for some of the most commonly played races in Pathfinder.
- The first half of Heroes of the Streets (consisting of all the archetypes from that book) has been added as part of Pathfinder Player Companion #20. The latter half will be added as a free update for those who own the package in a few weeks.
- The remaining templates from the Occult Bestiary have been added, finishing out the content from that book.
- Chapter 2 of the Hell's Rebels Encounter Library package is now available for purchase! This includes all the encounters from the second issue of the AP, in an easy to search format and with paizo's art. The remaining issues of the AP will be released as updates to complete the package as they are released to the public. As with the Rise of the Runelords GM content, no additional packages are required to make use of these portfolios, even though they draw on races from the Bestiary and other sources!
Enhancements & Changes
- The Journal tab now includes a "Books Used" button, which displays a list of any material used by your characters from an alternate sourcebook, so you know which books or pdfs to bring to the game. The same information is included on the printed character sheet (unless the setting is turned off, under Output Options).
- Temporary Hit Points can now be used on the iPad! They can be found on the "hit points" popover. (Please note that you can't set the name of new temporary hit points pools on the iPad - this is a bug that will be corrected in a future release.)
- Based on a clarification from paizo, all feats from Dirty Tactics Toolbox with a requirement for Craft (poison) will accept either that skill or Craft (alchemy), which is the standard skill used to create poisons.
- The new "Metamagic Mitigation" adjustment has been added. This allows the reduction of spell level increases from metamagics.
- The Summon Monster Encounter Library has been expanded to include Summon Kami, Fable Tapestry, and the Summon Giant Ally line of spells from Inner Sea Races.
Bug Fixes
- On the Mac, turning on abilities like "Point Blank Shot" would make weapon damage in the "Armory" summary window unreadable.
- Spell like abilities bootstrapped to mythic abilities without a tag specifying how to calculate the caster level would throw an error.
- Monks and other classes which treat unarmed strikes as manufactured weapons could not select them for attunement when using the Automatic Bonuses system from PU.
- Feats which required proficiency in the weapon they selected were not recognizing when racial weapon familiarity reduced the proficiency requirement of the selected weapon, nor when the selected weapon was proficient for everyone (like unarmed strike).
- The cyclopean seer archetypes bonus divination spell selections were being limited to levels 1 lower than they should have been (both inside and outside of the cleric spell list).
- The cyber soldier fighter archetype was not gaining slam attacks from equipped cyber arms unless two arms had been replaced.
- Cybernetic arms could not select custom/magic weapons for their benefits.
- Implanted weaponry could not select custom/magic weapons for their benefits.
- Implanted weaponry was conflicting incorrectly when combined with cybernetic arms.
- The Goblin Watcher trait was missing its situational.
- When creating shuriken of a special material, the cost was being treated as though they were light weapons instead of ammunition.
- The Robe of arcane heritage was not applying its effects to some bloodlines, if the bloodline was granted to a class other than sorcerer.
- The Bloodline Development arcanist exploit was showing the bloodline bonus spells on the Spells tab at higher levels.
- The Mountain Witch archetype was generating an hexes overspent error when adding Hexes from the shaman stone spirit.
- PFS characters which took the Promethean Alchemist archetype were showing an extra Skill focus feat.
- The Sacred Fist version of flurry was not satisfying the pre-requisites for certain feats.
- The spell "Sotto Voce" from the Faction Guide is no longer added to the Wizard spellbook for all characters automatically. It now works like the other 0-level spells from outside the Core Rulebook, and must be added to the Wizard's spellbook manually. If you were using the spell before, you'll have to add it to your spellbook to memorize it again.
- Aasimar who selected an alternate heritage were getting an error about the skilled ability being replaced more than once.
- Elves were not treating the elven branch spear as a martial weapon.
- Cornugon Shield wasn't granting an increased shield bonus if the character was fighting defensively or using total defense.
- Planar Aspect wasn't adding the damage from cold and fire aspects correctly.
- School Understanding wasn't correctly adjusting school ability DCs and uses/day.
- The savage technologist archetype wasn't qualifying for the extra rage feat.
- Drunkard's breath was missing its area text.
- The vigilante's social grace ability wasn't adding its bonuses correctly.
- Skinwalkers with the wereboar and wererat heritages were not getting their spell like ability.
- Characters using attribute arrays with two slots sharing the same number were unable to match an attribute to the second slot.
- When purchasing an item as personally crafted, the cost of special materials was not being added to the price paid.
Data File Authoring
- Added Helper.SecSplBook and Helper.TerSplBook, which are added to the class helper, which controls whether the secondary/tertiary spells are limited to those which are in the spellbook for the class.
- Added Helper.HumanLang, which may be applied to languages, allowing them to be exhanged for Common under the rules on page 193 of Inner Sea Races.

I'm particularly proud of what we have put together over the last few weeks! This month's release includes Hell Unleashed and all the content needed to play or run the Hell's Rebels adventure path right from the very start! This is the first AP we have been supporting with an encounter library as it is released, so enjoy. We also have caught up with the optional rules from chapter 5 of Occult Adventures, and released a bevy of improvements centered on making things simpler and clearer for spellcasters.
Finally, 3 books of errata and nearly 100 bugs great and small have been addressed, support for Occult Bestiary's first half (including spell point based magic for some of the monsters there), and enhancements to the interaction between polymorph effects and equipment benefit everyone!
New Releases
- Hell Unleashed has been added as part of the Pathfinder Campaign Setting #14 package. New devilish foes to confound your players await!
- The first half of Occult Bestiary has been added as part of Pathfinder Campaign Setting #14. The latter half will be added as a free update for those who own the package in a few weeks. Note that if you're using these monsters on the iPad, their psychic spell-like abilities will not be accessible on the iPad, although they are available on the desktop.
- Chapter 1 of the Hell's Rebels Encounter Library package is now available for purchase! This includes all the encounters from the first issue of the AP, in an easy to search format and with paizo's art. The remaining issues of the AP will be released as updates to complete the package as they are released to the public. As with the Rise of the Runelords GM content, no additional packages are required to make use of these portfolios, even though they draw on races from the Bestiary and other sources!
- All users now have access to player content from Pathfinder #97, "In Hell's Bright Shadow". To see this content, check the "Hell's Rebels" setting under "Pathfinder Adventure Paths" on the Configure Hero form.
- All users now have access to content from the Hell's Rebels player's guide.
Enhancements & Changes
- The remaining rules content from Chapter 5 of Occult Adventures has been added. Chakras, psychic duels, and occult rituals are now available.
- When using a polymorph effect, a new table is available to declare what pieces of equipment are subject to the spell's effect. You can, for example, declare this or that weapon/armor are not on your person when the effect is cast, which means it is now possible to polymorph into a new form and equip barding or pick up a sword sized for your new form.
- Pools of temporary Hit points can now be tracked independantly of normal HP. When damage is applied, it will be subtracted first from any active pools before overflowing into real HP. (Unfortunately temporary hit points are not yet available on the iPad, but will be added in a future update.)
- Spellcasters who memorize their spells can now place lower level spells in higher level slots much easier, by using a simple incrementer.
- Hovering your mouse over spell levels will now provide a breakdown of how that spell level was calculated.
- Hovering your mouse over spell DCs will now provide a breakdown of how that DC was calculated.
- On the spells tab, spells now display a small icon which indicates what kind of magic they are (arcane, divine, extract, or psychic), which can be important for certain classes which mix different kinds of magic (like a medium channeling the Archmage, or an Alchemist with the Spell Knowledge discovery).
- When selecting values for an attribute array, the name of the matching attribute will be displayed beneath the target score.
- When using an attribute array for a character with one or more non-score abilities (like constitution for undead and constructs), Hero Lab will assume that the first score that doesn't match one of the array's selections was used in that "-" ability score.
- The NPC tab now shows an incrementer for "number encountered" which alters how things are displayed in the statblock.
- Shadowdancers now have access to their shadow companion at third level.
- The craft (musical instruments) skill has been added. This skill is mentioned in Pathfinder Unchained's craft skill section as a specific type of craft skill.
- Errata from the second printing of the Advanced Class Guide has been added.
- Errata from the second printing of the Advanced Race Guide has been added.
- Errata from the third printing of Ultimate Combat has been added.
- Based on a clarification from Paizo, Dragons with the Change Shape universal ability should be able to take their full range of animal forms. They are an exception to the general rule that the form you assume with Change Shape must be within 1 size category of your base form.
- Based on a clarification from Paizo, the alterations to what barbarian rage powers are available when using Consolidated skills (Pathfinger Unchained pg 58) should only apply to Core Rulebook barbarians (not Unchained barbarians).
- Based on a clarification from Paizo, Craft DCs have been added for the alchemical items from Melee Tactics Toolbox.
- Based on a clarification from Paizo, the spelling found in the Core rulebook and Ultimate Equipment "Shortsword" is a typo, and the correct spelling should be "Short sword".
Bug Fixes
- An unchained rogue with the vexing dodger archetype wasn't getting Improved Dirty Trick at second level.
- The overland flight spell adjustment was granting a flight speed even when not activated.
- Heat Wave had the wrong pre-requisites.
- The psychic investigator wasn't replacing alchemy.
- The psychic investigator wasn't counting as casting psychic spells for feat pre-requisites.
- The hypnotic gaze nagaji ART was missing its usage info.
- Kineticists could not qualify for the heat adaptation utility wild talent with water as their primary element or with expanded element (water).
- The damage for blood blast was incorrect, and it was in the wrong table.
- Craft Shadow Piercing had a typo.
- Crane Wing had a typo.
- Divine Deception had a typo.
- Merge With Familiar's name was misspelled.
- Caravan Drover wasn't making whips into martial weapons.
- The kinetic chirurgeon wasn't counting its mercies correctly.
- Extra Focus Power's pre-requisite was incorrect.
- The eldritch scrapper was reporting an error if you didn't have any Martial Flexibility feats selected.
- An unchained monk with the Maneuver Master archetype was still getting their Flurry of Blows ability.
- The sound striker's weird words ability has been updated according to the FAQ.
- The mindblade's psychic pool ability wasn't increasing at 6th level.
- Kineticist blasts were adding the character's strength bonus to damage.
- A bloodrager with the draconic bloodline wasn't gaining their correct natural armor bonus at 8th level.
- An unchained summoner with the master summoner archetype wasn't gaining the Augment Summoning feat at second level.
- Monastic Legacy wasn't adding its correct bonus for an unchained monk.
- A ceru familiar wasn't using its master's hit dice for its luckbringer ability.
- Armies that had low-light vision were still experiencing penalties from dim light.
- Armies that had darkvision were still experiencing penalties from dim light and darkness.
- Many items which applied an enhancement bonus to an attribute and some other effect were still applying the attribute bonus when Automatic Bonus Progression was enabled.
- The Ogrekin template wasn't replacing the human's racial attribute bonus.
- Many mutations and deformities added through the Ogrekin template were still applying thier effects when disabled.
- Many racial specials which required choosing a natural weapon to apply their effects to (such as Grab), were not appending the extra text to the chosen weapon's damage when added through monster customization.
- Wizard taken as a secondary class was not adding the Greater school ability of their chosen specialized school at the appropriate level, if the Greater ability was gained at a level other than 8th (such as for Abjuration, which gains it's greater ability at 6th).
- Artful Dodge was allowing you to use INT to fulfill all DEX pre-requisites (instead of only those feats which require Dodge as a pre-requisite).
- The Unchained version of the Superstition rage power was not counting as the original for the purposes of pre-requisites, which meant certain other rage powers that required Superstition could not be taken without a validation error.
- The Asp race was missing the Small Animal racial special.
- The Robe of Runes was missing selectors for choosing which skills gained the built in ranks for the Int increase.
- Nargrym's Steel Hand was adding the wrong type of bonus to the CMD vs. Disarm.
- Several stock NPCs from the GMG had minor errors.
- The Clockwork and Illumination wizard schools were showing twice.
- Wizard School Specializations from Deep Magic were missing their Ability Category tags.
- The Tree Hanger feat could report errors if the APG optional maneuvers source was not enabled.
- When using Staggered Advancement, the skill points gained at the 50% xp mark could not be spent on skills which were already maxed out as of the current level.
- When using Staggered Advancement along with Background Skills, the 50% xp mark was not adding 1 background skill point.
- The Bloodline Familiar archetype would always report a warning about needing a familiar to add it, despite the fact that it grants a familiar itself.
- Trait bonuses to armor class (such as that of Defender of the Society) were incorrectly being passed on to the hero's CMD.
- The Force of Will mythic ability had a typo in it's description.
- Mythic characters with the Ironborn subtype were incorrectly spending one of their mythic ability slots on the Poison immunity granted by that subtype.
- Unchained eidolons were incorrectly defaulting to their master's alignment, rather than the alignment of their chosen subtype.
- Unchained eidolon subtypes were reporting an error if they did not match the master's alignment exactly, rather than allowing a difference of up to 1 step.
- Weapon Blanches were not displaying a tracker for how many pieces of ammunition they had been applied to (note that if applying it to a normal weapon, the user should mark off 10 charges).
- The Ustalavic Deulist archetype was gaining too many fighter bonus feats from level 2 onward.
- Characters proficient in the madu were not seeing the attack penalties of Fighting Defensively and Combat expertise reduced while equipping a madu as a weapon.
- The Reckless Rage feat was not altering power attack when an unchained barbarian raged.
- The Darkwood material was reducing the ACP for tower shields by 1 too much.
- The Evangelist PrC was not increasing the granted extra magic levels of an aligned prestige class.
- The Warrior Priest feat was missing it's pre-requisite for domains or mysteries.
- The Warrior Priest feat was not adding a bonus to casting defensively.
- Weapon Blanches and Holy Weapon Balm were not behaving consistantly in how they were tracking their uses.
- The Darting Retrieval feat was not recognizing brawler abilities when checking its Intelligence pre-requisite.
- Kinetic Blades were gaining damage bonuses from elemental overflow.
- The Ectoplasmatist kineticist archetype's Ectoplasmic Lash ability was not equippable with other weapons/shields depending on the form.
- The Kobold Press version of the Shaman from New Paths Compendium was missing the majority of it's spell list.
- The Fiery Spirit deific obedience boon was applying fire resist 15, instead of fire resist 10.
- The Kinetic Fist ability was not applying damage to unarmed strike and natural weapons when activated.
- Races with Racial spellcasting that drew from two or more classes of spells were not seeing mythic options for the 2nd and subsequent spell classes available to that race.
- Demon Lords were not available to be selected as patron deities for PFS characters.
- The Fast Movement text for unchained monks was incorrect.
- Flying Kick and Knockback Kick were not showing the correct distance they move.
- The Charger Companion archetype's Barding Training ability was not removing the speed reduction from a medium load from 3rd to 9th effective druid level.
- The Evangelist PrC was not increasing the aligned class' ability to fulfill pre-requisites for custom special abilities of other classes than the selected. For example, it was not increasing the Investigator's level for meeting pre-requisites of Alchemist Discoveries he could take.
- The Duettist Bard archetype was not granting it's familiar the benefits of Versatile Performance.
- A cracked tourmaline sphere ioun stone was granting an item spell ability it shouldn't have.
- A fiendish vessel's channel evil ability wasn't showing on the in-play tab.
- The grappling infusion was missing.
- Spell like abilities were not including the appropriate attribute modifier when calculating their bonus to overcome SR and make Concentration checks to cast defensively.
- There were a great deal of typos and incorrect line breaks in the Heroes of the Jade Oath content, which should (hopefully) all be fixed now.
- The CRB Eidolon was able to select manufactured weapons with it's Reach evolution.
- An alchemy crafting kit was counting as tools for the craft (alchemy) skill.
- Characters with Additional HD added on the Class tab (such as animal companions) were not displaying those HD correctly in the generated statblock.
- A jungle druid was gaining its tree shape spell-like ability at first level.
- The Resilience of the Faithful Psychic ability was not applying a resistance bonus to saves.
- Paizo has clarified that the Gauntlet weapon should not be a separate selection for things like the weapon focus feat, and is instead a modifier to unarmed strikes, so the deity Ng, whose favored weapon is the gauntlet, has been changed to favored weapon: unarmed strike (including the PFS rule that deities with unarmed strike as a favored weapon grant improved unarmed strike to their clerics as a bonus feat). Previously, followers of Ng could not take the Weapon of the Chosen feat tree because weapon focus (gauntlet) was not available in Hero Lab.
- Paizo has clarified that the Scorpion Whip weapon should be a separate selection from normal whips for things like the weapon focus feat.
- Races inside polymorph effects were interfereing with the CR calculations of their hero.
- Spell Like abilities for Classes and Prestige classes with no spellcasting or reduced spellcasting, were showing incorrect caster levels and concentration bonuses. For example, Hellknight SLAs were showing CL/Conc of 0, and Paladin SLAs were showing CL/Conc of class level - 3 (as though they were normal paladin spells).
- The Ghost template was not eliminating all movement types except for its own fly speed.
- Several monsters with the Summon universal ability were not displaying it correctly in the generated statblock.
- The Witchfire was missing its Immunity to fire and it's sound mimicry ability was not correctly structured.
- The Contract Devil was displaying it's binding contracts incorrectly in the statblock and they were incorrectly showing that they did nonlethal damage.
- The Tengu's swordtrained and gifted linguist abilities were not properly showing in the statblock.
- The Quick Draw feat was incorrectly allowing an alchemist to make a full attack with his bombs (only Fast Bombs discovery should allow that).
- Adding an Age Effect adjustment was not correctly altering the headline summary of a hero with the chosen age category.
- The Cyclopean Seer oracle archetype was incorrectly increasing the spell level of it's substitute Mystery spells which were not available to clerics. Although the text does limit the selection of such spells to one level lower than the current max, there is no mention of requiring higher level spell slots.
- The Undine Wizard favored class option would sometimes apply its effects if it had been selected, chosen a target, and then been unselected.
- Monks with the Wanderer archetype could add custom specials of the Sadhu archetype in their Far Traveller slots.
- The Earth Hunter Focus was applying an untyped bonus to natural armor, instead of an enhancement bonus to the same.
- The Wild Stalker ranger archetype's Acrobatics +2 and Climb +2 Wild talents had their effects switched.
- Kineticist abilities added through Extra Wild Talent were generating errors about being overspent.
- Air's Reach was incorrectly requiring Kineticist level 8, as though it were a 4th level power.
Data File Authoring
- The source book info field is now available in the editor for archetypes, classes, templates and races.
- Templates now have the ability to replace racial specials of any race they are applied to. Simply add the RaReplace tag for any special you wish to remove to the template.
- Added the abCategory.WizSpScLes and abCategory.WizSpScGre for the class specials bootstrapped by Wizard schools. This was required for resolving a bug.
- Added the Hero.HasArtDodg tag, which allows the special pre-requisite effects of the Artful Dodge feat (allowing you to use INT to fullfil any DEX pre-requisites of feats that have Dodge as a pre-requisite).
- Added the ReqFeat tag group as a way to automate certain pre-requisites. All feats generate these tags though they are not present by default, and if one is applied it triggers an automatic pre-requisite looking for the matching HasFeat tag on the hero.
- Added the csmonselec procedure, which is meant to be called by racial specials at First 10000 if the special is normally bootstrapped with a Target tag but should have a selector when added through monster customization.
- Added CountActiv to the ChargeCalc tag group. When added to a special the charges will be set to the number of active copies on the hero. For example, if a class special with ChargeCalc.CountActiv is bootstrapped at 1st, 5th, and 10th level, it will have 1 charge at 1st-4th level, 2 charges at 5th-9th, and 3 charges at 10th and above. ChargeCalc.CountActiv is the least powerful tag of the group, any other tags like ChargeCalc.HitDieFull override it if both are present.
- Added the Hero.SkillLimP1 tag. This is used by the Staggared advancement rules from Pathfinder Unchained to allow characters that have gained their skill ranks for the next level but have not actually added that level to exceed the normal max ranks in any skill by 1.
- Added the eidunalign procedure, which compares the alignment tags on the eidolon subtype that calls it to the alignment tags of the master, and validates as long as the alignments are within 1 step of each other.
- Added the Hero.VPerfFamil tag, which causes any versatile performance abilities to also apply their effects to the character's familiar.
- There is now a table on the Spellcasting to support Psychic Magic SLAs, which are like normal SLAs but draw from a pool of points and can remove a variable number of points from that pool upon casting.
- Added new tags and resources to support Psychic Magic. Bootstrapping a spell with Helper.PsychLike will cause it to appear in this table. The pool of points is stored in the resPsychEn pick, and monsters which make use of these should bootstrap the Psychic Magic (raPsychMag) racial special with an abValue equal to the number of points they have in their pool.
- Several new fields have been added to spells to support the increased spell slot mechanics. sLevelAdj is a user field which stores the number of higher spell levels the user wishes to memorize this spell in. sLevelMMag stores the number of levels this spell has been increased by applied metamagic (and supports history tracking). sLevelMisc stores the number of levels this spell has been increased by miscellaneous other effects such as Elven Arcana allowing you to take a spell of a different class but at +1 level (and supports history tracking). sLevelDC stores the level of this spell for calculating DCs. sLevelBase and sLevel are unchanged as the starting level unmodified by anything and the final spell level, respectively.
- Several new fields have been added to spells to store different modifiers that go into the sDC field. sDCBase stores the starting DC (defaulting to 10), sDCLevel stores the DC from spell level (keep in mind that this is different from the slot a spell is in), sDCAttr stores the attribute modifier for the DC, sDCMisc stores miscellaneous bonuses and penalties to the DC and supports history tracking (it is used for things like Spell Focus). All of these fields now combine to generate sDC (which is the final DC of the spell).
- The way which spell focus and greater spell focus function has been slightly tweaked, to be entirely tag based and better support the calculations breakdown. If you wish to apply a bonus to a certain school's DCs, you can still add to the schDC field of the school pick on the hero, or foreach through spells on the hero to add to their sDCMisc field directly.
- Added the reqBAB field, which lets you specify the base attack bonus for many things. In particular, feats will benefit greatly from this.
- Added the cSLACstLev and cSLAConBon fields to class helpers, which work similarly to cCasterLev and cConcCheck but store a different value for what SLAs coming from that class should use. Be default, this field value will be = to total class levels for this class.
- The cSplAttVal field on the class helper now defaults to Charisma value if no other attribute linkage or tag is present.
- The SourceAbbr component has been added to many new types of things, to allow gear and magic items to show their source in a superscript in the statblock.
- Added the tAgeCat herofield, to store the hero's current age category.
- Added the Helper.SLAPrimary tag, which marks a spell as valid to take as a spell like ability. This has not been applied widely as of yet, and so is just laying the groundwork for future enhancements.
- Added the SpCastSrc tag group, which inherits from CasterSrc. Spells and spell like abilities apply one of these tags to themselves to specify what type of magic they are (arcane, divine, extract, psychic).
- Added the DefSLACaSr tag group, which inherits from CasterSrc. This tag determines what the default SpCastSrc tag for a particular spell like ability is, if no other tag is applied.

Nefreet wrote: That's the thing, Paizo has admitted their Iconics are wrong. On multiple occasions (the ruling is that you run it as it's written).
HeroLab doesn't have such a disclaimer that we can point to when arguments arise. And they're not going to make one, because it would admit they have a faulty product, and it would hurt sales.
And, yes, it's enough of a problem that some GMs feel the need to ban HeroLab at their tables (I'm probably the poster child for it).
Errors happen regardless, but HeroLab adds more. I can't help if people make mistakes, but I can prevent HeroLab's.
Ah, so it seems you differ from Gauss in the sense that you are attacking the program and do see it as inaccurate, to the degree that you assert use of Hero lab adds MORE errors than making characters by hand. Let me just say that I vehemently disagree with that assessment, and I feel like it is a conversation killer. I'm not sure there is anything I can do to satisfy you Nefreet, if this is what you believe.

Gauss wrote: Axolotl, they are not made of straw. I have GM'd Hero Lab users who thought that Hero Lab was accurate until shown otherwise. Showing them otherwise is very very difficult.
There have been Hero Lab users that argued, on this very message board, that it was a Paizo product or that, at least, it was in some way connected with Paizo (backed by Paizo or the HL makers had a direct hotline to Paizo) and thus it was 100% accurate.
I, am not judging accuracy of the program. It seems a fairly accurate program.
I am however requesting that a disclaimer be publicly posted, that I can point to, that states that user errors are a thing, that Hero Lab is not a substitute for the legitimate Paizo rules sources and that it is not a Paizo product.
Yes, many of you know these things already. Congrats. But arguments with those that don't HAVE occurred.
Please consider this from our point of view. Were we to do what you request I am concerned that such a disclaimer could give the impression that we don't have confidence in our program, and thus undermine faith in the results it produces. Obviously that's not what we want to convey, and so any statement would have to be delicately framed both in language and placement.
I can't promise anything, but I'll talk to my boss about ways to better address the points you raise when he's back from vacation next week.

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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.

BigNorseWolf wrote: Most likely haste was on from a previous fight. I didn't even know the program did that.
I have no idea how to tell though.
and like a lot of people using the program they didn't know why that was suspicious. I know the pathfinder system but i don't know the program.
A lot of people running games for pathfinder society report a lot of the same problems: really big, wonky errors that the users aren't aware of.
Quote: As for not being able to track where a bonus comes from on a printed sheet, that's probably going to be an issue with anything that prints a paper copy. In the program itself we can use popup windows to break down the various bonuses, but real estate is precious for character sheets. There just isn't space to break everything down in detail. Usually i'm just handed the laptop that the thing is running on. I understand there's a way to get a usable character sheet out of it but the default one has a portrait taking up 1/4 of the page and doesn't know how to prioritize information: for example it lists out the druids weapon proficiencies and runs out of space before it gets to feat selections.
There are times I'm tempted to make people run flint knives and bear skins ...
It does do spell adjustments and a whole lot more. It's a big complex program for a big complex RPG system.
Perhaps it would be helpful if you tried using the program, so that you were more aware of it's capabilities and how to "read" it quickly (for lack of a better term) when someone hands you their laptop. Protip, hovering over a bonus will give you a list of currently applied bonuses of each type, and notes on abilities whose bonuses might apply.
We do offer a demo version (no saving or printing characters) for free, and if you did want to pay to try the full version and are not happy with it, we offer a 60 day refund.

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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.

kinevon wrote: BigNorseWolf wrote: Aaron "Lawful G" Beal wrote:
Cleverly said. So the issue is some misuse of the program, then.
Its too much uncontrolled power for people that don't know how to use it.
I see people with really big errors, like having their iterative and first attacks at the same bonus or if someone's laptop goes down don't know how to level their character. It catches a lot of +1s and +2s that people miss but sometimes it throws some really weird errors up on the sheet and I have no idea how to track down where they came from. The player, looking at it, often has no idea where those numbers came from and is just listening to their computer overlord. If you go to the tab the bonus is calculated on, like the Weapons tab, you can see where everything comes from, and see if that is correct or not.
I use HL, but I also try to make sure that I understand where the numbers are coming from, especially on my higher level PCs. Also, since HL doesn't include them where I can find them easily, I usually have to parse things out to get my PC's CMB and CMD for various maneuvers, if that is his focus.
Nefreet's experience, apparently, is that he feels the math-challenged shouldn't use something that can do the math for them, because they won't be able to verify the numbers on the rare occasions when HL comes up with an anomalous answer. And, if they don't have HL available, they don't know the rules for Pathfinder well enough to be able to manually level up their PC....
Given everything, I feel that many of his concerns are unjustified, or working with input where the person would still have issues and errors without HL, just different errors.
Myself, while I am considered a rules lawyer locally, I still mess up rules, and don't know everything involved in every class, even the Core classes, to be able to level someone's PC up without some sort of reference, whether it is HL or the rulebooks the PC is sourced from.
Core classes (11):
Barbarian, Bard, Cleric, Druid,... Good points, thanks for raising them in our defense kinevon.

BigNorseWolf wrote: Aaron "Lawful G" Beal wrote:
Cleverly said. So the issue is some misuse of the program, then.
Its too much uncontrolled power for people that don't know how to use it.
I see people with really big errors, like having their iterative and first attacks at the same bonus or if someone's laptop goes down don't know how to level their character. It catches a lot of +1s and +2s that people miss but sometimes it throws some really weird errors up on the sheet and I have no idea how to track down where they came from. The player, looking at it, often has no idea where those numbers came from and is just listening to their computer overlord.
If you see someone with an iterative attack the same as their first and you're sure it's not from something like haste or a speed weapon, or flurry of blows being on, please have them report it (preferably with a copy of their portfolio). I cannot imagine how such a thing could occur, but I would love to see it.
As for not being able to track where a bonus comes from on a printed sheet, that's probably going to be an issue with anything that prints a paper copy. In the program itself we can use popup windows to break down the various bonuses, but real estate is precious for character sheets. There just isn't space to break everything down in detail.

UndeadMitch wrote: Aaron "Lawful G" Beal wrote: BigNorseWolf wrote: Aaron "Lawful G" Beal wrote: Nefreet wrote: If the problem is HeroLab, I have a solution... I don't much hang around the paizo forums, but I have been keeping an eye on this one, since the OP cited it in his report. Anyway, forgive me if I missed some thread somewhere, but you seem pretty hostile to our program. Have we done aught injurious to you, Nefreet? There is a need for railguns.
However they should not be in the hands of monkeys.
Whether that means you blame the rail gun manufacturer or the zookeeper is a matter of opinion. I think the crux of the argument against HLab is that, to me at least, it doesn't encourage people to learn their characters. There have been numerous times someone that I know runs HLab gives me a number, I'll ask them how they got that number, and they'll give me a blank stare in response. The program doesn't really encourage people to learn their characters.
That being said, I use HeroLab, and I find it to be very useful. I do wish you guys would fix Demon Lords as being legal for worship in PFS, since they are legal for worship in PFS per Additional Resources. Well, if you had your druthers, how would Hero Lab encourage people to learn their characters?
As for the demon lords thing, it's my week for bugs so if you head over and report the bug to our automated system I'll take a look for you. It would be helpful if you provided a link to the additional resources page to the book which says they are legal.
BigNorseWolf wrote: Aaron "Lawful G" Beal wrote: Nefreet wrote: If the problem is HeroLab, I have a solution... I don't much hang around the paizo forums, but I have been keeping an eye on this one, since the OP cited it in his report. Anyway, forgive me if I missed some thread somewhere, but you seem pretty hostile to our program. Have we done aught injurious to you, Nefreet? There is a need for railguns.
However they should not be in the hands of monkeys.
Whether that means you blame the rail gun manufacturer or the zookeeper is a matter of opinion. Cleverly said. So the issue is some misuse of the program, then.
Nefreet wrote: If the problem is HeroLab, I have a solution... I don't much hang around the paizo forums, but I have been keeping an eye on this one, since the OP cited it in his report. Anyway, forgive me if I missed some thread somewhere, but you seem pretty hostile to our program. Have we done aught injurious to you, Nefreet?

I'm happy to announce that our latest Pathfinder release, including Occult Adventures and the completed Giantslayer adventure path, is now available! As usual, you can add Occult Adventures to your license on our web store.
New Releases
- Occult Adventures is now available as a new package! Unlock the mysteries of the mind! The only portion of this book that we don't have finished for this release is Chapter 5: Occult Rules. The Occult Skill Unlocks section of that chapter is complete, but the rest of that chapter is will be added as a free update for those with this package in a future update. The remainder of the book is complete.
Enhancements & Changes
- GM Content from Pathfinder from Pathfinder #95, "Forge of Fire" and Pathfinder #96, "Shadow of the Storm Tyrant" has been added to the Giantslayer GM Content package.
- All users now have access to player content from Pathfinder #95, "Forge of Fire" and Pathfinder #96, "Shadow of the Storm Tyrant". To see this content, check the "Giantslayer" setting under "Pathfinder Adventure Paths" on the Configure Hero form.
Bug Fixes
- The Shadow rat race had the wrong default HP.
- The Monstrous Companion feat was always failing the "effective druid level 7th" pre-req when added.
- The Phase Spider was missing it's grab special, and didn't get the right CMD bonus vs. trip.
- Unstable accelerant had incorrect default stacking behavior.
- Characters who equipped a shield with Shield Specialization were showing all maneuvers underneath their base CMD value.
- The Burning Trap modification for Ranger Traps had an incorrect description.
- Configurables which add spells were not correctly displaying the number allowed.
- The Mortal Herald mythic ability was not able to add the spell like abilities of the selected domain.
- The Save Bonus adjustment could not add resistance bonuses.
- Core Campaign characters could not add the ethnicities necessary to grant them free native languages.
- The Spell Resistance evolution was not functioning for Synthesist summoners.
- The Multiweapon Fighting feat was not counting as Two Weapon Fighting for the purposes of fulfilling pre-requisites.
- The familiar's BAB was not being updated to match their master early enough to increase the effects of feats basing their bonuses on BAB (like power attack).
- The Hair attack granted by the White Haired Witch archetype was not getting 1.5x attribute bonus to damage when it was the only natural weapon on the character.
- The Vanish spell had an incorrect target text, and incorrectly was showing a material component description.
Data File Authoring
- The Hide.ClSpecList tag can be added to class specials. The items with this tag will not be shown on the "Special" mouseover at the top of the Class tab. For example, the Kineticist's Kinetic Blast ability is implemented by adding a class special to describe the rules and a table of custom abilities for the user to select the particular Kinetic Blast option they want, so the class special gets Hide.ClSpecList, so that the text "Kinetic Blast" doesn't appear twice on the Kineticist's 1st level abilities list.
- There is now a table to add class specials, similar to how custom specials are added. This is used for the Medium's Trance of Three ability, to add the intermediate spirit ability of a second spirit.
- There is now a table for Tertiary spells. It works just like the Secondary spells table, but using tags which replace "Sec" with "Ter" in their unique IDs. This was necessary for the Spirit Dancer archetype, which can allow a hero to host both the Archmage and Heirophant spirit, each of which need their own table for spells.
- Added the #trkuser[pick] macro. This can be used to look up the current trkUser value of the selected child, in the same way that #trkmax[pick] looks up the trkMax field.
- Configurables now have a second spell table.
- Added the Helper.AbilDC tag, which is meant to be applied to bootstrapped spell like abilities. It changes the ability from the normal way of calculating a DC (based on spell level) to one based on caster level and similar to the standard DC calculation of class and racial abilities. In other words, a normal Spell like ability has DC of 10 + spell level + attribute modifier, but one with this tag has a DC of 10 + 1/2 caster level (round down) + attribute modifier.
- In the editor how-to (accessible from the "Help on Using the Editor" option in the editor's help menu), a new page "Creating specific types of abilities" has been added. At this time, the only type of ability that covers is Kineticist Blasts, but this section will be expanded to cover other ability types in the future.

The Ultimate Intrigue Vigilante Playtest is available thanks to the generous work donated by AndrewD2 and a new package aims to make the lives of anyone who relies on summoning magic a little bit easier! On top of that, we have the usual set of bug fixes and enhancements.
New Releases
- Summoned monster portfolios are now available as part of the new Summon Monster Creatures package. Now players who use summoned monsters in combat will have them at their fingertips.
- The Vigilante from the Ultimate Intrigue playtest is now available for all users. Now player characters can lead a double life, respected member of polite society by day, avenger of the downtrodden by night.
Enhancements & Changes
- Added a "Weapon Bonus" adjustment that can apply a typed or untyped bonus to the attack and damage of the selected weapon.
- Added conferred ability adjustments for the bardic performances used by the Archivist and Court Bard archetypes.
Bug Fixes
- Text for a number of classes and races (such as the Inquisitor and Cloud Dragon) was not displaying properly on the iPad.
- Dragon Ferocity was adding too much damage to Elemental Fist.
- Universal solvent was showing an extra use when added to the character.
- Rods of giant summoning weren't tracking their uses per day.
- Combat Swipe wasn't allowing the character to meet the pre-requisites for Greater Steal.
- A pixie's special arrows ability was missing its summary.
- Chameleon mutagens were granting too high of a Stealth bonus.
- Fetchling summoners were reporting an error from their favored class bonus.
- Shamans who took the Prehensile Hair hex were not switching it to use Wisdom for attack and damage.
- The Mirror Move feat was not ignoring the Int 13 pre-req for brawlers.
- The Dimensional Awareness feat was missing a couple pre-requisites.
- The Archeologist bard's Archaeologist's Luck ability was not selectable by the Aasimar Bard Favored Class Bonus.
- The evasion ability of an animal companion or eidolon was not being recognized by prereqs that require the evasion ability.
- When purchasing Custom Gear, Custom Container, Custom Valuable, and Custom Location, if a cost was entered, that cost was not charged to the hero's cash when the item was purchased.
- For animal companions, the add an ability bonus table would sometimes have it's bottom cut off, preventing more than one ability score bonus from being added.
- Rogues with the Ki Pool talent were not calculating their number of Ki points correctly.
Data File Authoring
- Added a series of fields and tags to handle how summoned monster races interact with templates.
- Hero.Summoned is applied to the hero when the "Summoned Creature" source is enabled. This triggers a reorganization of the UI on the Classes tab, and enables all further effects of summon enhancements, etc.
- Hero.NeedSumTem is applied to certain races which {b}could{/b} require an alignment template (Celestial, Fiendish, Entropic, or Resolute), depending on whether it is summoned via summon monster or summon natures ally. It is forwarded to the hero when the "Summoned Creature" source is enabled. If such a race is selected and Hero.Summoned is on the hero, a checkbox for "Requires Template?" will appear on the classes tab. If this portfolio is one represeting the templating spell, then checking this box will cause an error to be reported unless an appropriate template is applied. For our summoning add on encounter library, this box is pre-checked for the appropriate files, so that the user is prompted to apply the correct template for their alignment upon import.
- Hero.HasSumTem is applied to certain templates, and is forwarded to the hero when the "Summoned Creature" source is enabled. This satisfies the error raised by the "Requires Template?" checkbox. Certain templates which can substitute for the default alignment templates, like Aeriel, Counterpoised, Fiery, etc are marked with this tag.
- Added the tmInfSumm text field to templates. Entering text here enables the template to be added to a summoned creature. It should be used to specify under what circumstances can a caster apply the template in question.

Two new books focusing on monsters and the people who summon them form the center of this month's release but we also are releasing the Giantslayer GM content for the first 4 issues as a new package! As with previous adventure path GM support, purchase of this pack will include everything needed to run the Giantslayers encounters in Hero Lab, all organized in a clear library for ease of use and customization. As always, the player content remains free to the public. Thanks for listening, and have a happy independance day (provided you celebrate American holidays)!
Enhancements & Changes
- Chapters 1-4 of the Giantslayer package is now available for purchase! This includes all the encounters from the first four issues of the AP, in an easy to search format and with paizo's art. The latter two issues of the AP will be released as a free update to complete the package in a few weeks. As with the Rise of the Runelords GM content, no additional packages are required to make use of these portfolios, even though they draw on races from the Bestiary and other sources!
- Content from the Inner Sea Monster Codex is now available in the new Campaign Setting #14 package.
- Content from the Monster Summoner's Handbook is now available the last book in the Pathfinder Player Companion #19 package.
- All users now have access to player content from Pathfinder #94, "Ice Tomb of the Giant Queen". To see this content, check the "Giantslayer" setting under "Pathfinder Adventure Paths" on the Configure Hero form.
- Updated Pummeling Style description in accordance with the official FAQ.
- Thanks to frumple's generous donation, we have now added the missing dragon age categories from Bestiary 2 and 3.
- The four versions of the Graveknight template have been replaced by a single template which lets you choose the element of your graveknight.
Special Thanks
- Thanks to frumple for donating the missing dragon age categories from Bestiary 2 and 3!
- Thanks to Sean Ennis for donating an adjustment for the Heighened Awareness spell!
Bug Fixes
- Variant multiclass cavaliers were getting too many challenges per day.
- The Spirit Animal traits from People of the North were marked as not PFS legal.
- Unchained rogues weren't able to meet the requirements for the Familiar rogue trick.
- Perfect Style wasn't showing its uses/day.
- The ring of seven lovely colors was missing its deflection bonus.
- The Belkzen war drummer was getting Craft Magic Arms and Armor at first level.
- Megafauna animal companions from "Battle on Bloodmarch Hill" weren't available to goliath druids.
- The strangler archetype was missing its strangle damage advancement at second level.
- The adjustment for <i>stoneskin</i> was raising an error.
- Daredevil softpaws were showing as PFS legal.
- Signifer's rally was missing the [evil] descriptor.
- The elven branched spear was missing its damage type
- Disorienting touch's livename was wrong.
- Custom metal armor with a material added to make it non-metal, like dragon hide or ironwood, was incorrectly reporting an error when worn by a druid.
- Several archetypes (like Acrobat) which were replacing Trap sense for the rogue or barbarian were not also replacing the Danger sense ability of the Unchained version of those classes.
- The Champion of the Faith warpriest archetype's Smite ability was not adding to damage when activated.
- The Arcanist's School Understanding and Bloodline Developments exploits were not stacking arcanist levels correctly if the school/bloodline were gained from another class rather than the ability itself.
- Several feats which had a pre-requisite of having an eidolon were not recognizing the Unchained Summoner's eidolon.
- The zombie and skeleton templates were generating an incorrect CR when applied to races above 0 HD.
- Templates which remove feats (like zombie and skeleton) were disabling, but not hiding the feats lost.
- The Oracle's Nature's Whisper revelation was not overriding CMD to use Charisma instead of Dexterity.
- Several races and templates from the Bestiary 1-3 had the incorrect version of Deep Slumber for their Spell like ability, resulting in the DC being 1 too low.
- The gunslinger's Gun training ability was incorrectly being disabled at all levels.
- Equipment sets were throwing an error when selecting a weapon that should be used with Weapon Finesse.
- Equipment sets were not applying a penalty to attacks equal to an equipped shield's armor check penalty when using a finessed weapon.
- The Shadow Rat swarm race was missing it's climb speed.
- The Dire Shadow Rat was missing the ability to use it's Dex instead of Str for climb/swim.
- The Dire Shadow Rat was not getting weapon finesse as a bonus feat.
- Several of the races from Tome of Horrors Complete were applying untyped skill bonuses when they should have been applying racial bonuses.
- The Accept Affliction, Ravenous Hunger and Wave Riding spells were not available to clerics.
- The Gnoll Killer campaign trait from Legacy of Fire was missing it's situational.
- The "Pectoral crest" item was mistakenly created based on an entry in the table of Adventurer's Armory, but it had no description because the item was cut from the book. The item has been obsoleted in Hero Lab.
- The Bat Shape feat was incorrectly bumping up the size of the polymorph form from Diminutive to Tiny.
- The Pelt of the Beast item was bootstrapping a bite attack which would appear and disappear intermittantly.
- The Construct Rider alchemist archetype's Construct mount was not responding correctly to the "Don't Restrict Minion Races" optional rule.
- The Ghost Trappings ghost ability was not allowing you to select items to treat as ghost touch, so any weapon, armor, or gear thing was throwing an error for being equipped by an incorporeal creature.
- The Phantasmagoria! ghost ability was missing it's uses on the Tracked resource table.
- Unarmed strike and other weapons which do unusual damage types were showing the damage type repeatedly after the damage on the printed character sheet.
- Activating Point Blank Shot was not adding to the damage of thrown bombs.
- The CMB/CMD Attribute Override adjustments were not correctly overriding and had incrementers which were unnecessary.
- The elf/vanara/kitsune/samsaran/gillman rogue favored class bonus was not selectable by Unchained Rogues.
- Skalds were not counting Perform (Wind) as a class skill and could not choose that for versatile performance (as specified in the official Paizo FAQ).
- The tiefling/oread/wayang summoner favored class bonus was not selectable by Unchained Summoners.
- Drow and Noble Drow were incorrectly getting Low Light vision.
- The Warden of Nature gnome ART was not displaying the values in it's situational.
- The Loyalty across Lifetimes and Desperate Speed traits were not working with the unchained Eidolon.
- The Pestilence Bloodline from Council of Thieves was missing!
- Greater magic weapon was missing its mythic spell text.
- The shaman didn't have access to the spells from the sidebar of page 17 of Advanced Class Origins.
- The damage for the Life Leech revelation was incorrect.
- Spirit summoners could take aspects.
- Evolved Summoned Monster could only be taken once.
- The Night's Rest button was only recovering a character's Class Level in hp, instead of their character level (which includes racial hd), meaning animal companions did not heal overnight.
- The Divine Hunter archetype was not interacting correctly when the character choose the Animal Domain at 3rd level. They were losing the animal companion Hunter granted them until 4th and then counting as 3 levels lower than they should. Furthermore, once they were high enough level to have gained the animal companion from the domain, they were not getting +2 to divide among the stats of their companion.
- The Spirit Summoner Archetype was not functioning correctly when applied to an unchained summoner.
- Runeforged weapon powers were not functioning correctly. More than one could be applied to the same weapon without throwing an error, and carrying more than one was not applying a -5 penalty to Will saves, attack, and skills.
- A giant's Rock attack was counting as a projectile weapon rather than a thrown weapon, meaning it's damage was not benefitting from the unchained barbarian's rage ability.
- When using the Piecemeal armor optional rule from Ultimate Combat, custom/masterwork armors made of armors that count as a full suit were applying double their armor bonus to the hero's AC.
- The Blackened Oracle Curse was adding Wall of Fire as a 3rd level spell, instead of a 4th level spell.
- The Hamatulatsu robe was not adding effective levels when equipped by Monks and Brawlers.
- Haste combat benefits were incorrectly stacking when, for example, one applied a Haste spell adjustment and activated their Boots of Speed.
- Goggles of night weren't granting darkvision.
- Equipment sets were reporting an error if automatic bonus progression was enabled.
- An unchained air elemental eidolon was getting the flight evolution at first level.
- Unchained Monks were getting too many stunning fist uses from their levels.
- The Pack Rager barbarian archetype was getting too many Rage powers at certain levels.
- Mithral weapons of negligible weight were costing nothing extra for their material (according to the faq, they should count as 1/2 lb for material costs).
Data File Authoring
- Added the tCRRacOver herofield, which is used to override the normal racial CR of the hero. It is used by certain templates.
- Added the #speaklang[] macro, which checks to see if the hero can speak a language.
- Added the wFineShPen field to weapons, which stores the attack penalty finessed weapons take when the user equips a shield. This is used in equipment sets and weapons in general. The armor check penalty of any equipped shields is stored in a herofield for weapons and in the new "esShArmChk" field on the equipment set for equipment choosers (since each equipment set maintains its own equip states).
- Helper.Obsolete now works with templates.
- Added the DragonAge tag group, for use with true dragon races. This is combined with several procedures called from the race or racial special to automate many of the functions of a dragon's age.
- The various True Dragons have had a RaceGroup tag added for their family (Chromatic, Imperial, Outer, Metallic, etc) and another RaceGroup tag for their specific species (Red, Solar, Sea, Brine, etc).
- Added the Hero.MinionStHa tag, which functions similar to Hero.MinionStUp. However MinionStHa only adds a +1 selector per each tag applied to the animal companion.
- Added the Hero.RuneForPow tag, which runeforged weapons apply to the hero. If more than one runeforged weapon is carried by the same hero, penalties are applied (as mentioned in the item powers themselves).
- Added the Hero.Hasted tag, which anything which is applied to the hero anytime the combat effects of Haste are added. This ensures that only one haste effect ever applies it's effects to the hero, preventing the untyped bonuses from the same effect stacking.

Cohorts and Companions, the new Andoran book, and the latter half of the Iron Gods adventure path are our release this month! We have also continued releasing new subsystems from Pathfinder unchained, so enjoy!
Enhancements & Changes
- Content from Cohorts and Companions is now available as part of Pathfinder Player Companion #19. (Please note that we don’t currently support cohorts in Hero Lab – to use them, you’ll need to add a hireling to your character with Adjustments to apply any modifications.)
- Content from Andoran, Birthplace of Freedom is now available as the final book in Campaign Setting #13.
- All users now have access to player content from Pathfinder #93, "Forge of the Giant God". To see this content, check the "Giantslayer" setting under "Pathfinder Adventure Paths" on the Configure Hero form.
- The Innate Item Bonuses rule from Pathinder Unchained has been added as a free update for those with the Pathfinder Unchained package!
- Dynamic magic items from Pathfinder Unchained are now implemented.
- Equipment Sets can now select weapon like special abilities.
- The Gozreh's Trident spell adjustment has been donated, thanks to Richard Simões!
- Added several new "other adjustments" needed for characters in Iron Gods, including ones to adjust the value of existing damage reduction, overwrite the contents of an abText field, and hide spell like abilities which have been traded out for other spell like abilities when customizing a monster.
- You can now create and edit custom monster races on the iPad, and customize existing monster races!
- Elven Chain can now be customized with enhancement bonuses and armor powers. Customization options for other armors and weapons will be added in a future update.
Kobold Press Bug Fixes
- The White Necromancer class abilities 'Evil Necromancy Spells' and 'White Necromancy' now work properly with spells that create undead.
Bug Fixes
- Defensive Combat Training wasn't being applied to individual maneuvers.
- Deific Obedience wasn't offering its boon choices.
- An Unchained Rogue with the Minor Magic talent wasn't qualifying for the Bookish Rogue feat.
- Many classes weren't getting class skills under the consolidated skills rule.
- Unchained eidolons were showing an error about unspent racial special abilities.
- Polymorph effects with a animal form of certain sizes were applying the effects of the small animal ability even when not polymorphed into that form.
- Turning on the Consolidated skills source when lacking certain packages would throw a list of errors.
- The Warpriest's Sacred Weapon ability was showing charges on the In-Play tab before it has a limited duration at 4th level.
- The Bloodsong item power was requiring a weapon be both piercing and slashing, instead of one or the other.
- Certain abilities which were adding to rage rounds/day were not affecting the unchained barbarian's rage (Berserker of the Society, Rage Domain, Totem Spirit - Shadde-Quah, Ulfen Guard PrC, Combat Training, Infuriating Spirit, Orc/Strix/Taurian Barbarian favored class bonus).
- The Poultergeist race was missing it's Ability Focus feat.
- The Winter Wight race had the incorrect number of starting HP.
- The various skinwalker heritages were not removing one of the options (+1 natural AC) for the base skinwalker's bestial traits.
- The Bat shape feat was not adding attribute modifications when polymorphing into a bat.
- The Eldritch Guardian fighter archetype's Share Training ability had no way to add the shared combat feats to the familiar. There is now a tab for adding the shared feats on the companion.
- The Mauler familiar archetype's Battle Form and Increased Strength specials had the incorrect descriptions.
- The Heavy Weapon Harness was applying an untyped bonus to heavy weapons rather than a circumstance modifier.
- Various Technological items (such as grenades) were not showing up as combat gear in the statblock and needed to perform a comma switch.
- Situational effects applied to the All CMD and All CMB helpers were not being inherited and shown in various places where the calculation breakdowns were.
- The Upstanding and Whistleblower traits had the incorrect source, so they were showing as invalid for PFS Core campaign characters.
- The Hawks of Vengeance Inquisitor archetype was missing its source.
- The title bar when adding new class levels displayed an incorrect number of levels to be added.
- The Knife Master archetype's Sneak Stab ability was not changing the name and description of the unchained sneak attack of the unchained rogue.
- When fused with thier bipedal eidolon, medium sized synthesist summoners were gaining bonuses to base speed.
- 0th level spells which had Metamagic effects applied to them were showing as infinite casting on the Spells tab, rather than having an incrementer to track their casting.
- The Field Repair feat was not detecting ranks in craft skills granted by a race or item.
- The Ensemble feat was not detecting ranks in perform skills granted by a race or item.
- The Reliquary item power was throwing an error about needing domain text specified.
- An unchained rogue's sneak attack wasn't meeting feat pre-requisites.
- Failed Winter Witch Apprentice was applying its bonus to Knowledge (arcana) incorrectly.
- Skill specializations for grouped skills weren't being counted correctly.
- The damage for Storm of Souls was incorrect.
- Swashbucklers with the Picaroon archetype were unable to legally buy firearms and firearm ammunition.
- The Warpriest's Sacred Weapon ability was not applying to the off hand head of double weapons.
- The Spark Staff item was missing it's source, meaning it was showing as valid for PFS Core Campaign characters.
- The Witch's Cackle hex had an incorrect description (it was specifying Ward as a valid target for extension).
- Several feats which required a bloodline were not detecting bloodlines gained from other classes (such as a Blood Arcanist).
- The Bloodline Familiar archetype was not functioning when selecting classes with bloodlines that were not Sorcerers or Bloodragers.
- Heroes who reached 20th level were seeing 0 xp needed to reach the next level, and could continue adding levels indefinitely.
- The Title of the "add new class levels" window was incorrect in displaying how many levels needed to be added.
- Weapons that were attached to armor or shields (like armor spikes or a shield bash), were not applying appropriate two weapon fighting penalties when equipped in the main hand with an off hand weapon.
- The Raging Blood feat had an incorrect description once actually added to a character.
- The Monk's Robe was increasing unarmed strike damage 3 steps when equipped by an unchained monk, rather than adding 5 levels to the class ability.
- The Emissary Familiar Archetype could not be added to the familiar even when the master had taken the equivalent, resulting in an unresolvable validation error.
- In certain cases, archetypes which must choose which class to modify could not affect changes to animal companion/familiar eligability.
- The unchained eidolon was getting Devotion at summoner level 4th, instead of 6th.
- The witch and shaman now have separate versions of the Evil Eye hex.
- Manuals of bodily health, manuals of gainful exercise, manuals of quickness of action, tomes of clear thought, tomes of leadership and influence, and somes of understanding were showing incorrect crafting costs.
- Voice of the Sibyl wasn't adding the correct bonus if you had more than 10 ranks in the affected skills.
- A monk's robe wasn't working correctly for unchained monks. Unarmed damage for some other classes/archetypes wearing it was too high.
- The rake evolution was counting as two natural attacks.
- Mauler's Endurance wasn't adding its HP correctly.
- The Class Skill adjustment was making all knowledge skills class skills if set to a knowledge skill.
- Ranger archetypes that replaced or modified favored enemies or favored terrains weren't reporting an error when combined.
- A Slayer with the Vaguard archetype was showing an error after taking their tactician feats.
- Damage for close weapons for the Brawler and Sacred Weapons for the Warpriest would sometimes display incorrectly on the iPad.
- When creating custom armor or weapons, if the item did not have an enhancement bonus and was not masterwork, the item's name would not be displayed in sentance case, which is the proper way to list item names.
- Warpriest Channel Energy was not fulfilling the pre-requisites of some feats requiring a channel.
Data File Authoring
- The new NumSnkDice procedure returns the character's total number of sneak attack dice from either the core rogue's sneak attack ability, the unchained rogue's sneak attack ability, or the racial sneak attack ability.
- Added the SitSklBon procedure, used for "Situational X Bonus" racial abilities, which allows them to respond to changes to their abValue field.
- Tags have been added to the AbModify and AbReplace groups for Favored Enemies and Favored Terrains. This lets archetypes that modify or replace these abiliites interact correctly.
- The customizable elven chain is not intended to be used as a template for making other customizable items. There are settings required to make all of the customization options work that are not available in the editor. Once weapon and armor customization is universally applied, a lot of the details of how those items work will differ from the way Elven chain was made customizable. For example, the Id of the gizmo will likely be different (hopefully, the existing gizmos for pre-made items can be re-used, but made customizable). Also note that as currently written, there is no provision for handling items with pre-set enhancement bonuses - the pre-set enhancement bonus would not be set as a minimum, and the cost of the minimum enhancement bonus will not be subtracted from the cost of the final enhancement bonus.

Release 11.3 adds more pathfinder unchained content (scaling items), the first half of the Iron Gods AP GM content package, and various bugfixes, while 11.4 is a hotfix to correct an error with unarmed strikes introduced in 11.3. Enjoy!
Enhancements & Changes
- Chapters 1-3 of the Iron Gods package is now available for purchase! This includes all the encounters from the first three issues of the AP, in an easy to search format and with paizo's art. The latter half of the AP will be released as a free update to complete the package in a few weeks. As with the Rise of the Runelords GM content, no additional packages are required to make use of these portfolios, even though they draw on races from the Bestiary and other sources!
- The Scaling items from Pathfinder Unchained have been added as a free update for those with the Pathfinder Unchained package!
Beginner Box Bug Fixes
- The descriptions of cause fear and sleep were updated to incorporate errata.
- The Pathfinder society ID field needed more space, it has been updated from 6 to 10 digits.
- The Fighter was incorrectly getting good Will saves.
- Item Powers like Bane were not showing their name correctly.
Bug Fixes
- Secondary classes were adding to CR.
- The unchained version of Major Magic wasn't fulfilling the pre-reqs for Dispelling Attack.
- NPC classes were showing as valid for PFS play.
- Trapfinding was showing a the wrong value for a multiclassed character with the ability replaced by an archetype.
- Elemental Fist was showing an incorrect number of uses/day for an unchained monk.
- The Minute Meteors bloodline ability was showing on the wrong line in the statblock.
- The Froghemoth was missing its reach note about long tongue reach, and had the slowed by electricity ability on the wrong line.
- The Star Monarch was missing its reach note about long tail reach.
- The Xill's paralysis ability was not being displayed with the correct variable duration.
- The Slam attack of the Worm that Walks template was doing too much damage.
- The Colour out of Space was displaying disintigrating touch incorrectly in the statblock, and there was no template to apply effects to a creature blighted by them.
- The Wyvaran's slapping tail ability incorrectly had a range of 120.
- Natural weapons that automatically set their number to the number of hands the hero has (such as claws granted to a skeleton) were sometimes not showing that correctly in the statblock.
- Some Hazards would put out incorrect text for their secondary effects.
- Custom racial abilities added to configurables (like the various Ghost abilities) were not showing in the output hero statblock.
- Equipment set weapon choosers could not choose weapon like special abilities.
- Equipment sets were not recognizing when a natural weapon (such as the Xill's claws) ignored the equipping of manufactured weapons.
- Grenades of various sorts were not showing up as combat gear in the statblock.
- Various Technological suits of armor were marked as always masterwork (rather than only power armor), so they were not gaining ACP reduction when made magical or masterwork.
- Various Technological items needed to switch the ordering of their names and remove the comma when displayed in a statblock.
- CSCountAs tags were not generating correctly for user made classes.
- The Gearsman's Charge Weapon ability was not limiting itself to melee weapons.
- Certain races with touch range telepathy were not showing telepathy at all!
- The Ghost's Corrupting Touch was not showing as an attack on the weapons tab, and the Telekinesis ability of the same was missing its DC.
- The Void domain's It Came From Beyond ability was not showing correctly in the statblock.
- The investigator wasn't qualifying correctly for alchemist talents.
- Half-orcs weren't showing the orc skull ram as a martial weapon.
Data File Authoring
- Added the abDuraDiSz and abDuraDiBn fields, in conjunction with the existing abDuration field and abDuration tags, they allow a variable duration of an ability to be specified.
- Improved natural attack can now select weapon like special abilities.

Just a minor bugfix release, to catch some of the more reported issues with pathfinder unchained. Enjoy!
Enhancements & Changes
- The DC to use the Overclocked spells option from Pathfinder Unchained has been added. The DC to cast defensively is listed in the extra information for that spell - click the ? button on the desktop, or tap the spell on the iPad to see the extra information.
- The Arcane Bloodline ability of the Bloodrager now has a selector to view the details of the available spell effects it can apply to itself. Thus it can more easily see the rules for spells which are not on its spell list.
- Capital Journals added to the Other tab are now limited to only showing 4 entries, to prevent the tab getting extraordinarily tall.
- The mouseover information for spells now includes the spell's bonus vs. SR, concentration check bonus, and the bonus and the DC required to cast that spell defensively.
- Added the Weapon Extra Attack adjustment, which applies an extra 1st, 2nd, 3rd, or 4th iterative attack.
Bug Fixes
- Warpriest Channel Energy was not functioning correctly when replaced by an archetype that simultaneously added back another version of channel energy.
- Several feats which based their uses/day or effects on monk levels were not counting the unchained version of the class as a monk.
- The Savage mythic template had the wrong description (that of the Invincible template).
- The Besmaran Ranger archetype (from Skull and Shackles) did not have any valid familiar choices.
- The Fey Thoughts racial ability was not able to select Diplomacy as a class skill.
- Weapons with the Trip special quality were instead being displayed as reach weapons.
- The Unchained Monk was using the core class' version of Perfect Self, rather than its own.
- The Unchained Monk was not getting stunning fist as a feat at 1st level.
- Favored Class bonuses were not selectable for the 4 new unchained classes.
- The Unchained Rogue, Monk, and Summoner were not hidden when "Unchained Classes" was turned off.
- The Unchained Rogue's Finesse Training ability was not able to select certain weapons, such as the Unarmed Strike, Natural Attacks, and Aldori Dueling Sword.
- The Unchained Rogue was not showing the changes to Sneak Attack in Pathfinder Unchained (that it can now be used in concealment that's less than total concealment).
- The Resist Energy spell adjustment could choose other energy resistances than the base 5 elements.
- Unholy water was not available for purchase as mundane gear.
- The Ioun stone (vermillion rhomboid, cracked) item was not always applying it's bonus when equipped.
- The Scion of Humanity aasimar ART was not fully implemented (as regards to human favored class options).
- Custom Races always reported "resource overspent" for their racial special abilities.
- The Cleric variant multiclass option had no description text for its Channel Energy ability.
- The Druid variant multiclass option was not getting the correct race options for its wild shape abilities.
- The Tracker for the Mirror Image spell adjustment on the In-Play tab had an incorrect description.
- The Shield Champion brawler's shield bash damage was not being displayed at 12th level and higher.
- The Primal Companion hunter archetype's Primal Transformation configurable could select things which should not have been allowed.
- The Master Summoner archetype was not halving the levels of summoner for an unchained summoner's eidolon abilities.
- Profession (courtesan) was misspelled.
- Gang Up's summary was innacurate.
- The Feral Gnasher wasn't granting its bonus feats to an unchained barbarian.
- The 2 point Weapon Training evolution for unchained eidolons was granting only a single simple weapon.
- The Extra Evolution feat was not adding to unchained eidolons.
- The Extra Rage Power feat was not adding to unchained barbarians.
Data File Authoring
- Added the Adjustment.EnerResBas tag, which allows an adjustment to choose only the base 5 energy resistances (acid, cold, electricity, fire, and sonic).
- The tCastDefen field has been added to the hero (so to get to it, use herofield[tCastDefen].value). This stores any modifiers to a character's chance to cast spells defensively, such as from the Combat Casting feat and spellguard bracers. This value is added to the roll and DC required to cast defensively that's displayed on spells.
- Applying more than one wMain tag to a weapon would result in the damage being output as 0d0 (which was causing the Shield Champion brawler to lose the damage of shield bashes at 12th level and higher).
- The editor tab for archetypes was showing automatic pre-requisite fields, which they do not need, and takes up a lot of space.
- Added the Helper.Extra2nd, Helper.Extra3rd, and Helper.Extra4th tags. These work similar to Helper.ExtraHigh, but apply to 2nd and subsequent iterative attacks. They do not grant an attack if applied to a weapon which does not already have an attack at that bonus, so may need to be combined with Helper.ExtraIter.
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