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(bug reports thread for the June 16th, 2010 release)
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#1 |
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Shield bashing doesn't seem to work for custom shields. I tried a +1 mithril heavy shield, just a plain heavy steel shield using the custom armor window, and mixes of the above with no luck.
Last edited by Bishop37; June 17th, 2010 at 04:54 AM. |
#2 |
Member
Join Date: Feb 2010
Posts: 74
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The new display of save DC for spells doesn't seem to work for Wizards (all spells with a save are showing as DC 0).
Bards, Clerics, Druids, Paladins and Sorcerers all seem to work OK. |
#3 |
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Quote:
I can see all the new stuff that got setup just as Mathias said in the editor, but can't actually get the weapon part to show up anywhere to select. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. Created by the community for the community - Realm Works kickstarter backer (Alpha Wolf) and Beta tester.- d20 HL package volunteer editor. |
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#4 |
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Quote:
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#5 |
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I get that when selecting spells for my spellbook but they seem to be ok after I select them as prepared spells. It shows up correctly in HL and on the character sheet.
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#6 |
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Join Date: Feb 2010
Posts: 74
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True, but it's the spellbook printout that I need to be correct as I print out the party wizard's spellbook for him to use during our gaming session. I know I could also select to prepare one of every spell in his spellbook and print that out, but he's a 12th-level wizard with a VERY large spellbook.
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#7 |
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Lone Wolf Staff
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Quote:
Quote:
Quote:
The shield spikes are no longer their own weapon, they're a modification of the weapon stats on the shields. Unfortunately, shield spikes can't be added unless you're creating a custom shield, and those don't currently add the weapon stats, so shield spikes aren't available right now. |
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#8 |
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Lone Wolf Staff
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#9 |
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Join Date: Aug 2009
Posts: 65
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This was the last thing posted to the previous bug report so reposting in case it was missed and editing somewhat for my stupidity.
The mouse over for the ? symbol of 2nd level barbarian ability Uncanny Dodge on the barbarian tab brings up the IMPROVED uncanny dodge info. The reverse is occuring when mousing over the ? for improved uncanny dodge. However, the info for the two abilities are identical where they should not be (uncanny retains Dex while improved uncanny prevents flanking) And finally, should uncanny dodge's retain dex bonus when flatfooded auto calculate into the flatfooded ac? |
#10 |
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