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The feat replaces the penalties of mainhand and offhand attacks to -2 when using a shield. Instead, it's a -6/-10 instead of a -2/-2.
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The feat replaces the penalties of mainhand and offhand attacks to -2 when using a shield. Instead, it's a -6/-10 instead of a -2/-2.
-S
@Sendric
I guess the title of my post didn't show.
Agile Shield Fighter.
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I'm getting a -4/-4 penalty when testing this, instead of the -2/-2 that it should be, as if the ASF feat isn't active - so something is wrong. I only get the -6/-10 penalty that you have if my character doesn't have 2-Wpn Fighting. (Tested with a heavy shield and Hvy Shield Spec.)
The Agile Shield Fighter feat isn't Community created - I'd report this as a Lone Wolf bug.
It don't show up on a search of d20srd and if its not there I can't add it. PHB2 where I just found it is a no go.Thanks for the research, Dami. Are you certain this isn't community created? Looks like it's from PHB2 which would have to be a community-created feat. Either way, I'll take a look when I get the chance...probably next week.
Thanks for the research, Dami. Are you certain this isn't community created? Looks like it's from PHB2 which would have to be a community-created feat. Either way, I'll take a look when I get the chance... probably next week.
If I find more feat/items/ect bugs, shall I post them here? There have been a number of bugs I located through out my fiddlings with the program.
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Sendric. My current plan is I am going to be adding official Shield Bash's into d20 hopefully in this next update. At that time I can create a new "Helper.xxx" tag that will mimic the behavior you need for "Agile Shield Fighter" using the components. That will make things very easy on your side (ie perform hero.assign[Helper.ShieldTWF]) and less overhead if the background components take care of it correctly.
I can't add the actual "feat" or text but I can add the logic into d20. Will that work? You will also be able to remove the "shield" bash fixes you have in the community pack then.
During this change I think I am going to be adding a new "weapon group" type tag into the system. Something to group together common weapon types like shields, bows, and crossbows. Would it be worth it to expand to blades, maces, polearms? Does anything in 3.5 break down the weapon types like this that you know of? This does mean to have everything work right you may need to go through all the community weapons and "tag" them as the right types. Well at least the shields at first. Thoughts?
I just remembered, there is a bug when it comes to coin conversion. For example, I made a character start off with 100 pp. I bought and sold some equipment. Then I went back to CTRL+K and took out the platinum and converted it into gold (so 1000 gp). It says I'm in the negatives in platinum thus making my cash red.
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If you choose the Rebirth psychic discipline, your phrenic pool does not adjust for Charisma bonus; nor is there a place to choose the extra spell gained from Mnemonic Esoterica.
It seems that there is a bug in the window when you create an intelligent item. As I was creating the staff, the purpose and power bars stretched all the way across the window an interfering with other windows (much like the magic item creation and the abilities overlapping the delete/info buttons). In fact, the powers go into the same place as the languages overlapping one another.
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Swordsage Shadow Hand stance type-o. "Asassin's Stance" should be "Assassin's Stance"
Dragonwrought feat should change the type to Dragon instead of Humanoid. Due to the lack of dragonblood subtype, Dragon Wings and Dragon Tail are red in the feats.
Another note on the Dragonwrought feat, it doesn't give the proper skill bonus to the associated dragon of the feat. I built that list. How would you like for me to send/share it?
I already mentioned the Dragon Tail not adding a natural attack in the weapon section In this thread. Sendric and ShadowChemosh already know about it.
Regenerate Adjustment doesn't regen hp each round. Though it can be managed manually, it was something I didn't notice for a few sessions.
When modifying a custom magic item, I'm unable to charge the character with the modified gold. I have to sell the item at full cost then recreate it exactly how it was plus the new ability to get the proper amount used. Otherwise, I get a pop-up window saying "attempt to access transaction pick from script when no transaction context exists" after I equip/remove it.
On the top of my head, that's all I can think of. I'll post more when they come about.