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Version 12.3 of the Pathfinder data files is now available

Colen

Ex-Staff
This midmonth release lets us catch up on some books from September 3rd!

New Releases
  • Dirty Tactics Toolbox has been added as the first book in the Player Companion #20 package! Now player characters have new options for fighting dirty.
  • The majority of the remaining content from Occult Bestiary has been added, save 4 templates from the latter half of the book.

Enhancements &amp Changes
  • When equipping weapons, shields, or other gear held in a hand, any natural attacks which rely on a free hand (like claws) should reduce their number of attacks appropriately.
  • Spell like abilities with long names will now flow over into a second line.

Bug Fixes
  • The Evangelist PrC was adding all skills of that category as class skills, if it chose any perform or knowledge skill as it's granted class skill.
  • While Automatic Bonus Progression was active, weapons were complaining if item powers were added without an enhancement bonus.
  • Size bonuses to attributes were not stacking correctly.
  • Various feats which required proficiency or weapon focus/specialization in the same weapon they chose were not checking for that.
  • Several investigator archetypes which were replaceing Poison lore were not also replacing Poison use (which is part of poison lore).
  • The Spell like abilities granted by the Half-Fiend template were being shown on the printed character sheet, even if the hero was not high enough level to gain one.
  • The Bullied trait was missing it's situational.
  • The Nemesis feat, when completing and selecting intelligence, was not granting a bonus language known.
  • The Mounted Fury barbarian archetype's Fast Rider and Bestial Mount abilities were not implemented.
  • Non-Hunter animal companions were showing a tracker for Skirmisher Tricks.
  • Celestial Armor and Elven Chain were not counting as light armor for choosing certain item powers like brawling.
  • Elven Chain was slowing the wearer as though it were medium armor.
  • The Evangelist PrC was throwing errors when selecting a class with a non-core companion.
  • The Dragon Disciple PrC was not interacting correctly when applied to a Bloodrager with the Draconic bloodline.
  • Horse animal companions were treating their hoof attacks as primary (rather than secondary) natural weapons.
  • On the iPad, Kineticist Blasts (and other "not-really-weapons" that show up in the weapons list) were not allowing you to roll their attacks or damage values.
  • The Sweeping Dodge feat was missing it's pre-requisites.
  • The Beast Tongue and Pash of the Snake revelations of the Juju mystery were not showing unless the AP was turned on.
  • The Overflowing Rod was not increasing the bonus damage from Elemental Overflow as though 3 levels higher.
  • The Intense Pain feat was not increasing the Painful Stare class ability.
  • The Ferocious Mount and Greater Ferocious Mount rage powers were not implemented.
  • The Spirit Dancer archetype was not regaining it's spirit bonus when activating the dance, and it was showing multiple pools rather than a single consolidated pool.
  • The Wild Child archetype was missing the changes from it's recent errata.
  • The Rageshaper archetype's Bestial Aspect ability was not increasing the damage of natural weapons gained from a bloodline or polymorph effect.
  • The Unlettered Arcanist archetype was showing several unnecessary 0th level spells on the Spellcasting tab.
  • The Scarred Witch Doctor was not increasing the DC of any added Hexes based on the +2 bonus to its effective Intelligence.
  • The headband of havoc wasn't able to select unchained rage powers.
  • The Deadly Mantis race was showing "plus grab" twice for it's claw attack.
  • The Kyonin Gatekeeper trait was missing it's situational.
  • The Brightness Seeker's Tranquility bonus was applying it's situational before 2nd level.
  • The Enlightened Warrior trait was not allowing unchained monks to break the normal alignment requirements.
  • The Writhing Arms spell adjustment was always adding its tentacle attack, even when not activated.
  • The Horacalcum material was applying the incorrect type of bonus to the attack rolls of weapons made from it.
  • Average Damage calculations on the CR estimate summary tab were off for monsters with bonuses to damage or some combinations of weapons and natural attacks.
  • The Ancestral clasp was adding the incorrect type of bonus to attack rolls when selecting a weapon the user is already proficient in.
  • The Wishcrafter archetype wasn't removing spells from the Wildblooded archetype's mutant bloodlines.
  • A Blood Kineticist was gaining too many infusions at 19th level.
  • An Overwhelming Soul wasn't basing their infusion DCs off charisma.
  • The Shadowstaff was missing its weight.
  • Noble Scion of the arts needed to be updated.
  • Mythic Domain wasn't adding correctly to the Life Mystery's Channel Revelation.
  • The Scarred Legion feat was not adding to intimidate and applying a situational to will saves.
  • The Soul Forger magus archetype's Master Smith ability was not applying it's bonus to Craft (Bows).
  • The Paralyzing Strike feat was incorrectly marked as a teamwork, rather than combat, feat.
  • The Stone Salve item was showing 2 charges per purchase, rather than one.
  • Lastwall Phalanx was missing situationals.
  • Bullseye shot needed an activation.
  • Spell Specialization was only showing the spells of a single school, even when a hero has spell focus in more than one school.
  • The Protean Eidolon was showing two grab evolutions, rather than one.
  • The Torturous Touch ability of the Broken Soul template had a typo in it's name "Tortuous".
  • When spell like abilities had very long names, they could sometimes overlap the incrementer to track how many times they had been used, making it difficult to click that.
  • Pre-created wands would generate an error when a hero would polymorph into another form.
  • Equipment sets weren't interacting with the titan mauler's jotungrip ability correctly.
  • Versatile Summon Nature's Ally was requiring you to select specific templates, but unlike Versatile Summon Monster, this feat gives you access to all of those templates, rather than just two selected templates.
  • Versatile Summon Nature's Ally could be selected more than once.
  • The judgement of purity was always applying a sacred bonus, regardless of the character's alignment, deity's alignment, or channel positive/negative selection.

Data File Authoring
  • Added the InnateAtt component, which is shared between Natural Weapons and any special abilities which may be shown as attacks, but not manufactured, wielded weapons.
  • Added the Helper.CountAsNat tag, which is meant to be combined with Helper.WeaponSpec if that weapon like special ability counts as a natural weapon for the purposes of how many natural weapons are present (and if any should be treated as 1.5 str weapons).
  • Added the Helper.NatHalfStr tag, which is meant to be applied to natural weapons to override their normal behavior when calculating damage. Even if a weapon is normally primary, this tag will cause it to apply half the str modifier as a bonus to damage, instead of the full bonus.
  • Added the wBaseNumAt field and wCurrNumAt fields to natural weapons, which store the number of attacks a natural weapon has normally and currently (which can be important when a natural weapon requires a free hand to use, as with most claw attacks).
  • Added the HasNatAtt identity tag group. Natural attacks (and weapon like special abilities that count as natural attacks) will forward their tag to the hero if visible and if there is not already a matching tag on the hero.
  • Added the Hero.FullHand tag, which is added by anything that is held in a hand when it is equipped. RaceHands weapons, like claws, reduce their number of attacks by the number of these tags present on the hero.
  • Added the extradamwithavg macro, which should be used whenever the extradamage adds actual damage (rather than text like " plus grab"). This is similar to extradamage, but has a fourth parameter which stores the average roll for the extra damage (which is used when calculating average overall damage for a monster).
  • Added the ArmorProf identity tag group. Classes and races which are proficient with specific armors can add this tag to convey that. For example, if your class is proficient with both light armors and Hide armor, it would bootstrap the feat for light armor proficiency and apply the ArmorProf.arHide tag.
  • The Standard DC calculation for abilities has been consolidated into a single component script.
  • Certain weapons for monsters (Manticore's spikes, roper's strands, and tarrasque's spines) from the Bestiary 1 were counting as manufactured weapons, and have been switched over to being natural weapons instead.
  • Poisons can now accomodate different saves than the default Fort, by bootstrapping them with an abSave tag.
  • The DefSLACaSr tag group has been obsoleted, as we found a more efficient way to accomplish the same aims. Applying the tag group now is ineffective.
 
I'm getting a duplicate Thing error when I load up. "File: FGG_Rappan_Athuk.user (line 6444) - Thing - Duplicate record encountered ('skCrafPois')"

I'm guessing that the Craft Poison skill was added in this last update, and it now conflicts with the already added skill from the RA module?
 
Rappan Athuk is an "official" support file from Frog God Games.

HOWEVER: The Craft (poison) in Dirty Tactics Toolbox is an error. ( See this post in the product discussion thread on Paizo's site )

EDIT: I am aware that it is policy to wait for FAQs or errata.. but Player Companion products do not get errata, and a FAQ seems highly unlikely as most people know to make the substitution so there is insufficient confusion among the player base to justify it.

I will post a bug report as well.
 
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I'm getting a duplicate Thing error when I load up. "File: FGG_Rappan_Athuk.user (line 6444) - Thing - Duplicate record encountered ('skCrafPois')"

I'm guessing that the Craft Poison skill was added in this last update, and it now conflicts with the already added skill from the RA module?
THIS post shows how to report bugs to FGG.

For now you most likly can simply change the Unique ID of the skill and get your stuff to compile again. Start the Editor. Open FGG_Rappan_Athuk.user file. Look on the "Skills" tab and change skCrafPois to "skFGCraPoi" instead. Save and reload HL.
 
I am aware that it is policy to wait for FAQs or errata.. but Player Companion products do not get errata, and a FAQ seems highly unlikely as most people know to make the substitution so there is insufficient confusion among the player base to justify it.
Correct. Owen was still in 3.5 mindset not Pathfinder and made the mistake of letting the non-existent skill Craft (Poison) get through. Craft (Alchemy) is where poison is crafted and identified from.
 
I had the same problem but my files came from the kickstarter so I don't get updates. I just had to delete them. I had a feeling this would happen.
 
It would seem that feats with min ability requirements (such as Power Attack) are still being listed in red (not eligible) when there is ability damage.
 
Please remember that we can't always fix every bug in a single update. There are some things whose fixes are very complex, and will take more time than we have available, given the other projects that need to be accomplished for that release.

We do not remove them from our bug list, and we'll get to them when we have a chance.
 
Please remember that we can't always fix every bug in a single update. There are some things whose fixes are very complex, and will take more time than we have available, given the other projects that need to be accomplished for that release.

We do not remove them from our bug list, and we'll get to them when we have a chance.

I'm so sorry, I didn't mean to indicate anything negative by comment. :( I was just replying indicating that I knew I had reported this as a bug previously and didn't need to create a new ticket for it. I understand that you can't possiblely correct every reported bug with each new patch. :)

I'm curious though... would it be possible to release a "bug list" of items that you have that are known issues that still need to be resolved? I feel this would be good to provide to the HL community so they are aware of certain features or computations aren't being handled correctly and make the necessary manual adjustments in-game. :)
 
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By the rules if your ability score drops via damage, you are no longer eligible to use said feat so making it red would make sense.
 
By the rules if your ability score drops via damage, you are no longer eligible to use said feat so making it red would make sense.

Ability damage is a temporary modifier, so it shouldn't be counted towards prereqs. Only permanent modifiers should count towards prereqs.
 
As per Pathfinder Reference Document:

Ability Damage and Drain (Ex or Su) Some attacks or special abilities cause ability damage or drain, reducing the designated ability score by the listed amount. Ability damage can be healed naturally. Ability drain is permanent and can only be restored through magic.

Ability Score Damage
Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.
 
Ah, guess it was one of the rules we changed because still being able to use something that requires a STR of 13+ and having less than that, even temporarily, doesn't make sense
 
Ah, guess it was one of the rules we changed because still being able to use something that requires a STR of 13+ and having less than that, even temporarily, doesn't make sense
Except remember temporary damage does NOT change your ability scores. It gives you a -1 penalty per every two points to the "Things" that ability score affects.

In example you have 13 Str. You take 2 points of Str damage. So you take a -1 penalty to Strength based attacks, damage, and skills. But your ability score is still 13 so you meet the pre-req of the Power Attack feat.
 
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