Senior Member
Join Date: Oct 2011
Posts: 6,793
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Not able to reproduce this, it appears to be an issue related to the Hero's Fortune feat by that message, but I have no errors whether or not that is present.
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#481 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Winged Boots, Cloak of the Bat and Plumed Mantle all grant flying as the spell (with some competence bonus) but with a limited duration, so they need an activation. Wings of flying are worn on your back and grant you a continuous fly speed of unlimited duration (and don't mention it being as the fly spell), so they show a fly speed on the specials tab when equipped. Quote:
Both the example items you noted have eval scripts for their effects as of the UE update. Quote:
That said, I am not sure that druids of a race that doesn't already have a natural attack qualify for Improved Natural attack, since one of the pre-reqs of the feat is a natural attack. And even if they do have one from their race, I am not sure they could pick a different one, an attack that exists only while they are wild shaped. I'm going to leave this up to DMs to houserule and modify the feat as necessary (as it sounds like you have). As for the selection resetting when you remove a weapon that was there, I don't think there is anything I can do about that. Perhaps you could have your version of the feat bootstrap the particular weapon you are interested in (you could even give it a Hide.Weapon tag so it didn't show on the Weapons Tab), and rather than using the default selections, enter your own Candidate expression that doesn't exclude hidden weapons. Then you could always pick it, because there would always be a copy present, but it wouldn't muck up things on the weapons tab by being present when it shouldn't. |
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#482 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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#483 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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#484 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Fixed to let you pick any weapon to gain proficiency in, not just one that is present on the hero. Confirmed works for masterwork/custom versions.
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#485 |
Junior Member
Join Date: Jun 2011
Posts: 14
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The Barbarian Rage Power Increased Damage Reduction from the core book should only apply when raging, not all the time.
I have only tested this with the Invulnerable Rager archetype, and am unfortunately away from my install of Hero Lab. A level 9 Invulnerable Rager should have DR 4/-, & DR 8/Lethal. Hero Lab is reports that correctly unless I select the Increased DR power, it then reports DR 5/-, & DR 10/Lethal if they are raging or not. |
#486 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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This archetype had a couple other things I improved as well. The situational bonus from Sea Legs wasn't correct. Also World Traveller wasn't setting it's charges correctly.
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#487 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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#488 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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I believe this must have been fixed in a previous release, or else I can't reproduce it.
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#489 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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Item ranks now add to languages known if you spend them on the Linguistics Skill.
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#490 |
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