Version 9.5 of the Pathfinder files for Hero Lab is now available


Product Discussion

Lone Wolf Development

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

New Releases!


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

Enhancements &amp Changes


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

Bug Fixes


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

Data File Authoring


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

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