Pathfinder 1E [Hero Lab] Version 10.3 of the Pathfinder files for Hero Lab is now available! Undead Unleashed, Champions of Corruption and AP 86

Aaron Beal

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

New Releases!

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


Enhancements & Changes

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


Tome of Horrors Complete Changes

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


New Paths Compendium Changes

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


Bug Fixes

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



More Bug Fixes!

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


Data File Authoring


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

10.3 was released the following day (today) as a bugfix release.

Bug Fixes

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


Data File Authoring

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

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