Release 22!
Added 2024-06-05 00:07:44 +0000 UTCThis was a fantastic release. The floodgates really opened up with allowing users to request archetypes. I've still got 75-or-so pending archetype requests to implement, but at least I know I'm implementing things people actually need!
I decided to bite the bullet this release and really look into how hard it would be to implement the Elephant in the Room rules. My big worry was how to deal with the fact that some classes add feats that would be removed in the EITR rules. I didn't want to have dangling feats that were meaningless, so I never really wracked my brain to figure out how to make it work. It turned out that I could pretty easily intercept feats in one central place as they're added (yay for good coding best practices!) and simply replace the name. It took about 2 days to implement everything I needed for it, and released it on the Discord community to hack at to find some bugs. In the end, I'm happy with what I've got so far. I'm sure it's not perfect, but it's about as good as the rest of the app :)
I'm trying to have one release every month. I'll try shoot for the first week of the month, but I'm sure it'll depend on how stable things are feeling at the time.
New Features
Elephant in the Room feat tax alternative rule
Staves!: They show up in the Items tab of the Adventuring tab when you have them, and the number of charges are tracked. They have their own sub-tab within the Equipment tab.
Rods!: You can add Rods in the Wands section when adding Equipment. Metamagic rods show up in the normal Metamagic section above your spellcasting info (if any) in the Adventuring tab
Lizardfolk race
Dwarven boulder helmets now add their bonus to bull rush
Wasp familiar can now choose an archetype
Background Skills now add Artistry and Lore, and Lore is considered a Knowledge skill for all purposes (for custom Knowledge skills)
Added the ability to sell items directly from inventory for either 100% or 50% of the price (wands, scrolls, and potions coming later)
New Archetypes/Prestige Classes/Items
Alchemist Archetypes: Winged Marauder
Cavalier Archetypes: Huntmaster
Cleric Archetypes: Divine Paragon, Divine Strategist, Elder Mythos Cultist, Fiendish Vessel, Foundation of Faith, Iron Priest, Sacred Attendant, Varisian Pilgrim
Druid Archetypes: Feyspeaker, Storm Druid, Ururshiol
Gunslinger Archetypes: Gulch Gunner
Inquisitor Archetypes: Monster Tactician, Royal Accuser, Spellbreaker
Investigator Archetypes: Sleuth, Spiritualist
Kineticist Archetypes: Arakineticist, Aquakineticist, Blood Kineticist, Elemental Annihilator, Elemental Purist, Overwhelming Soul
Magus Archetypes: Magic Warrior
Monk Archetypes: Monk of the Sacred Mountain, Monk of the Seven Forms, Windstep Master
Occultist Archetypes: Curator
Paladin Archetypes: Sacred Servant, Stonelord, Sword of Valor
Psychic Archetypes: Magaambyan Telepath
Ranger Archetypes: Divine Tracker, Falconer, Spirit Ranger, Trapper
Rogue/Unchained Rogue Archetypes: Kitsune Trickster, Pirate, Rake, Shadow Scion, Shadow Walker
Shifter Archetypes: Holy Beast, Verdant Shifter
Skald Archetype: Herald of the Horn, Hunt Caller, Urban Skald
Slayer Archetypes: Guerrilla, Witch Killer
Sorcerer Archetypes: Nine-Tailed Heir
Spiritualist Archetypes: Haunted, Phantom Blade
Summoner Archetypes: God Caller, Master Summoner
Swashbuckler Archetype: Musketeer, Noble Fencer
Vigilante Archetypes: Masked Maiden, Zealot
Unchained Monk Archetype: Windstep Master
Unchained Summoner Archetypes: God Caller
Witch Archetypes: Ley Line Guardian, Seducer, Venom, Siphoner, Venificus Witch, Witch-Watcher, Wyrmwitch, White-Haired Witch
Wizard Archetypes: Clocksmith
Prestige Classes: Arcane Trickster, Harrower, Mystic Theurge, Pathfinder Savant, Sanguine Angel, Stargazer, Storm Kindler, Winter Witch
Alchemical Tools: Smoke Pellets
Belt Items: Meridian Belt
Body Items: Bodywrap of Mighty Strikes, Cassock of the Clergy, Corset of Dire Witchcraft, Corset of the Vishkanya, Living Garments, Robe of Bones, Robe of Needles, Robe of the Overmind, Voidfrost Robe
Chest Items: Bandages of Rapid Recovery, Deadshot Vest, Vest of Escape
Eyes Itesm: Sniper‘s Goggles, Goggles of Minute Seeing
Feet Items: Boots of the Cat, Boots of the Earth
Hand Items: First Aid Gloves
Head Items: Crown of Blasting (minor and major), Cyclops Helm
Headband Items: Centering Jewel
Neck Items: Aegis of Recovery, Periapt of Placebos
Ring Items: Ring of Animal Friendship, Ring of Rat Fangs, Ring of Protected Life, Ring of Wizardry (all types)
Shoulder Items: Cloak of the Bat, Cloak of Fangs, Gunfighter‘s Poncho
Slotless Items: Abjurant Salt, Animated Portrait, Apparatus of the Crab, Bead of Force, Blessed Book, Book of Perfect Jokes, Boulder Bag, Chaos Emerald, Chime of Interruption, Deck of Illusions, Figurine of Wondrous Power: Emerald Frog, Gem of Brightness, Horn of Fog, Hybridization Funnel, Lady‘s Mercy, Pathfinder Pouch, Polymorphic Pouch, Prayer Wheel of Ethical Strength, Scabbard of Vigor, Wayfinder, Shining, Elixir of Spirit Sight
Tools/Kits: Bloodrager‘s Kit, Dungeoneering Kit, Cooking Kit, Ranger‘s Kit, Fighter‘s Kit, Fishing Kit
Wrist Items: Spellguard Bracers
Magic Armor: Armor of the Unquenchable Fire, Mithral Full Plate of Speed, Defiant Enchantment
Magic Weapons: Called Enchantment
Other Items: Rod of Splendor, Weapon Blanch
Bug Fixes
Beastmaster Rangers could not add animal companions
Fixed an issue where Divine Mounts and Spiritualist Familars that turn into animal companions didn’t get 6 int after advancement
Fixed Monstrous Mount to actually include the mounts
Sometimes the level applies to a mount/animal companion etc. wasn’t being counted to types like Divine Mounts, Phantom Mounts, and other similar niche types of companions
Warpriests weren‘t counting their BAB as their warpriest level for their bonus combat feats
Fixed some typos where Intimidate was spelled wrong and therefore the bonus didn‘t apply to the skill
Black blade and similar abilities were not registering that the weapon was equipped for the purposes of adding Alertness and other abilities
Fixed signature skills for Craft, Profession and Perform not working
Profession skills were not selectable for Master Craftsman. Meanwhile, the info for such feat was update to be in the info block above the actions list
The Dual Talent Human ability was not working
Natural attacks could not change from primary to secondary when different situations arose that set them differently
Weapon/Armor/Shield enchantments were sometimes not functioning when you had multiple items with the same enchantment and at least one was unequipped
Class Level bonuses from classes like Mortal Usher and Evangelist should be accurate now
Animal companions and other creatures that start with 2 HD at first level were not having their CON score apply once for each HD.
Boon Companion now works as expected Note: You will have to re-choose the target creature for Boon Companion for this to apply
Only trip weapons display drag and reposition as maneuvers you can perform with the weapon (rather than all weapons)
Fixed a bug that occurred when choosing a template for versatile summon monster
Fixed a bug that occurred when adding the gauntlets of the skilled maneuver
Arcane Discoveries can now be chosen by Wizards at odd-numbered levels
Shroud of Water defensive wild talent now functions correctly
UI Changes
The Spells tab is now separated into the Spellbooks tab (if the class functions with known spells) and the Spell Preparation tab (if not a spontaneous caster)
Separated the Adventuring tab into Turn Planning and Defense to reduce scrolling a bit
In the Adventuring tab, the Spells section can now be filtered to all levels or a specific level
Added the ability to change the general card layout, removing the swimlanes, but still sorted by duration
Increased the font size in card text a tad
Added a spell level filter for when choosing spells to add to your spell list from features such as the Human Oracle favored class bonus
Power Attack, Deadly Aim, Piranha Strike, and Combat Expertise among other abilities have been moved to the free action category, with a NA (meaning No Action) action designator
A few abilities such as Precise Shot have been moved to the Other Stuff section of the Info box above the action, rather than being a full-fledged action card
Lower-level spells prepared in higher level spell slots now calculate their DCs correctly, including with Heighten Spell
I hope for the next release to be a big deal. Like, mythic-tier big.