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Shadowcaster mysteries seem to have a timing error. Adding any (custom ability) gets an error that you having too many
I've added Spiritual Connection as a substitute class for my level 1 ranger. This should replace Wild Empathy with Spiritual Connection, but when I check the exported character PDF I see both Wild Empathy and Spiritual Connection within the Special Ability tab.
I'm trying to patch this by removing the cRgrWildE skill, but no luck so far.
perform hero.child[xWildEmpat].delete[Helper.ShowSpec]
Thanks. I've fixed this issue for the next release. It's a bit complicated, but if you need a workaround for the meantime, try adding this script to the class variant:
Phase: Render
Code:perform hero.child[xWildEmpat].delete[Helper.ShowSpec]
PS I also updated the spell-like abilities so that you can actually track their usage in the Spells tab.
Okay I figured out I have to add the code to the Eval Rules scripts, but when I use it in hero lab I get a error message "????" (it's from the script I just made). How can I figure out where the error is from?
I don't know if this has already been brought up, but the shadowcaster mystery UNVEIL has a prerequisite error.
I'm not sure if this is a bug in the Community Set or in Hero Lab proper, but feats in the latest update don't seem to recognize when Smite is available for the purposes of prerequisites (e.g. Paladin class):
https://gyazo.com/3e7d1c1d7c778680865322cfa14bd781
https://gyazo.com/b6ee4443bebc0991701eaee827d0b1ca
The only smite feat that does recognize it is Smite Fiery Foe in the Frostburn splat, but I don't know if that's a bug either.
Note: I found this while theorycrafting a Human Paladin 6. I can provide files if needed.
Sorry about that! Got it fixed.
Back with another report of what seems to be a bug in item interaction: Bracers of Armor only seem to work if their bonus is greater than what the worn armor is.
Example:
If I am wearing Hide Armor (+3), only a Bracers of Armor +4 or higher seems to apply its bonus, and even then it's only +1 above my existing AC. Bracers +5 only adds 2, +6 adds 3, etc. This is reproducible on multiple characters.
That's not a bug. The Bracers give an 'armor' bonus which of course does not stack with the armor bonus from actual armor - so only the item with the highest bonus will count.
Check out the global "Stacking bonuses" section of the rules.Ah, I see. It's not super clear from the description, but that makes sense. Thanks!
SRD said:In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified.
Check out the global "Stacking bonuses" section of the rules.![]()
Data Files said:They surround the wearer with an invisible but intangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor.
Ahhh I see. Wasn't trying to be mean just mentioning the section on bonuses. I assumed you where totally new to D&D games. Sorry!The description makes it seem as though it is +AC (force) instead of +AC (untyped). Again, I get the difference now that I've been provided with some information. I'm still navigating the intricacies of 3.5e; my games previously were 4e and 5e, but my current GM is a "3.5e is the only edition worth playing" type of GM. Thanks again for all the help (and I'm looking forward to the upcoming TOB and Dungeonscape updates to the community set, since those will only help!).
Just found a few problems. After theurgeing with a warlock and going into hellfire warlock, invocations disappear from the warlock tab. Sublime Chord's spells per day is messed up. That's all I can think of for now.