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Error noted with "Archon, Hound" from the Monster Manual 1.user file. The special abilities: Aura of Menace, Constant Magic Circle Against Evil, Constant Tongues, and Greater Teleport, all occur twice on the Special tab. They have been assigned as special abilities, but they are already assigned as part of the Subtype: Archon.
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Draconian, Baaz
Hi - I believe the Baaz Draconian is missing his bonus Martial Weapon Proficiency in Longsword (only).
Thanks so much for including the Dragonlance books in the community created data set. |
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Update: Just about all of the Draconian Races from that source appear to have been given the Run feat. I'm not sure why since it doesn't seem to be mentioned in the race entries in Dragons of Krynn. I think I'm going to remove that feat and just make sure each of these races has the correct set of armor/weapon proficiencies. |
I'm a huge fan of Dragonlance. The Baaz may have had the Run feat in the campaign setting book maybe? Not that that wasn't superceded by later published rules for them.
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All Draconian "monsters" in the Campaign Setting were given the Run feat. The Baaz was given Toughness, which I assigned has his feat in the Hero Lab template. The run feat is not mentioned anywhere in the Dragons of Krynn sourcebook. I can check over at the Dragonlance forums if you like, find out if it should still apply or if it's been superseeded. thanks again! |
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Got it! In Dragons of Krynn the Run feat is mentioned in the Base Draconian entry (i.e. properties of all draconians). Text as follows: HTML Code:
Gallop: Winged draconians are exceptionally swift, and gain Run as a bonus feat. |
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Vindication, huzzah!
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I've created a new special that can be attached to all Draconian races that in turn bootstraps all the common specials. This includes the Gallop ability which now bootstraps Run as a bonus feat. Should be all set now. |
Having downloaded and imported the new community set, I'm getting a string of "duplicate record encountered" errors relating to "3.5 Dungeon Master Guide.user" file (all poisons) and "3.5 Fiendish Codex_2.user". Am I correct in thinking these two files should be deleted by the update? (Either my system didn't do the delete, or it wasn't part of the update procedure.)
Before the update we had: 3.5 Dungeon Master Guide.user 3.5 Dungeon Master Guide 2.user 3.5 Fiendish Codex_2.user The update has added these three files: 3.5 Dungeon Master Guide 1.user 3.5 Fiendish Codex 1.user 3.5 Fiendish Codex 2.user |
Those files may have been deleted in a previous release. I didn't do anything to those files in this release. You should move '3.5 Dungeon Master Guide.user' and '3.5 Fiendish Codex_2.user' out of your data folder and recompile. That should remove your compilation errors.
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Sounds like I missed something at some point, but easily fixed. Thanks!
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Problem with Cloistered Cleric Variant Class
Hi all,
I am having an issue with a multiclass character I have created. It started out as a cloistered cleric. Among other things, the cloistered cleric is only proficient with light armor. When I add a fighter class, I would expect that the fighter feats/proficiences would also be included, such as Armor (Medium), Armor (Heavy), and shield proficiency. Unfortunately, they do not. I tried to work around the issue by adding permanent adjustments for armor and shield proficiency, but that didn't work, either. Interestingly, Weapons (All Martial) was included as a feat when I added fighter. |
I noticed that none of the named shields can shield bash. For example, Shield of the Winged Crusade, a heavy steel shield, does not give the option to shield bash. When I create a standard heavy steel shield (with and without magical properties), I get the shield bash option.
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I'm not sure if this is a community set or a core issue, but...
I am working on a 1st level Factotum. It looks like the Armor Class calculation is incorrect. It looks like it's adding my Intelligence modifier to AC, which is what Cunning Defense provides... only, Cunning Defense 1) isn't available until 3rd level, and 2) requires the use of Inspiration Points (in other words, it's not "on" all the time). |
Another Factotum quirk - The Special tab shows "Inspiration (Factotum)," and then shows inspiration point total: ?. Should Hero Labs calculate and display inspiration points?
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Update: This issue was caused by Improved Cunning Defense and has been fixed. I've also improved a few other class specials. Quote:
Update: Apparently, I hard-coded the ? with the intention of changing it with a script. After taking another look at it, I decided it's probably not necessary to have the Inspiration points in the Specials tab, so I've removed it. |
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The Dragontouched feat is supposed to allow you to select draconic feats as if you were a sorcerer of your character level. This doesn't seem to work.
Example: Draconic Heritage requires Sorcerer level 1st, but is not a valid selection for non-Sorcerer that has Dragontouched. |
Huge problem - please help
So, my computer crashed a couple months ago, had to replace hard drives, couldn't mirror much of my old data. Anyway, reloaded Herolab, reset the secondary update sites, got everything loaded, then tried to open a portfolio on a character that I had saved in my email that I'll be playing with, and got this:
The following sources are not present for 'Kirildhoran', which may cause problems during load: 'CompMage', 'CompPsi', 'CompScound', 'CompWarrio', 'DMGPoison', and 27 others Critical information not found in data files: Source 'Advanced Bestiary' Critical information not found in data files: Source 'Book of Exalted Deeds' Critical information not found in data files: Source 'Complete Adventurer' Critical information not found in data files: Source 'Complete Arcane' Critical information not found in data files: Source 'Complete Champion' Critical information not found in data files: Source 'Complete Divine' Critical information not found in data files: Source 'Complete Mage' Critical information not found in data files: Source 'Complete Psionics' Critical information not found in data files: Source 'Complete Scoundrel' Critical information not found in data files: Source 'Complete Warrior' Critical information not found in data files: Source 'Dungeon Masters Guide Posions' Critical information not found in data files: Source 'Dungeonscape' Critical information not found in data files: Source 'Draconomicon' Critical information not found in data files: Source 'Dragon Compendium' Critical information not found in data files: Source 'FCodex2' Critical information not found in data files: Source 'Frostburn' Critical information not found in data files: Source 'Heroes of Battle' Critical information not found in data files: Source 'Libris Mortis' Critical information not found in data files: Source 'Lords of Madness' Critical information not found in data files: Source 'Magic Item Compendium' Critical information not found in data files: Source 'Miniatures Handbook' Critical information not found in data files: Source 'Monster Manual' Critical information not found in data files: Source 'Monster Manual 2' Critical information not found in data files: Source 'Monster Manual 5' Critical information not found in data files: Source 'Player's Handbook 2' Critical information not found in data files: Source 'Races of the Dragon' Critical information not found in data files: Source 'Sandstorm' Critical information not found in data files: Source 'Spell Compendium' Critical information not found in data files: Source 'Stormwrack' Critical information not found in data files: Source 'Races of Stone' Critical information not found in data files: Source 'Races of the Wild' Pick 'pACharging' has been orphaned due to missing thing in batch '87' Pick 'pPsiFocus' has been orphaned due to missing thing in batch '88' Pick 'pcnAwakeUn' has been orphaned due to missing thing in batch '89' Pick 'pcnHaste' has been orphaned due to missing thing in batch '105' Pick 'sWizAciSpl' has been orphaned due to missing thing in batch '118' Pick 'sWizAmaneu' has been orphaned due to missing thing in batch '119' Pick 'sWizArcMar' has been orphaned due to missing thing in batch '120' Pick 'sWizCaltro' has been orphaned due to missing thing in batch '121' Pick 'sWizDanLig' has been orphaned due to missing thing in batch '123' Pick 'sWizDaze' has been orphaned due to missing thing in batch '124' Pick 'sWizDetMag' has been orphaned due to missing thing in batch '125' Pick 'sWizDetPoi' has been orphaned due to missing thing in batch '126' Pick 'sWizDisrUn' has been orphaned due to missing thing in batch '127' Pick 'sWizElJolt' has been orphaned due to missing thing in batch '128' Pick 'sWizFlare' has been orphaned due to missing thing in batch '129' Pick 'sWizGhoSou' has been orphaned due to missing thing in batch '130' Pick 'sWizLaBolt' has been orphaned due to missing thing in batch '132' Pick 'sWizLaItem' has been orphaned due to missing thing in batch '133' I have no clue where to start with all of this. Can anyone help? Thanks a lot |
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Possible bug with the Power Attack issue. It seems like power attack is being handled in two places now. There's the adjustment which is user added and on the In-Play tab when the feat is added. Here are the two issues I'm now seeing.
1) From the in-play tab, it appears that the bonus damage is not adding correctly when wielding a 1-handed weapon in two hands. I haven't looked at the code, but the Adjustment does factor correctly now, so most of that code could probably be copied to solve the problem with the feat's code. 2) This is more of a notation, but the penalty and bonus from both the adjustment and in-play are being stacked. If we're going to keep both in the community files, we may want to add a warning, or better yet, add an eval to check for the existence of the other and see which one is adding the higher penalty/bonus. Perhaps something like: Code:
~ find out if the other "Power Attack" is active |
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I apologize for that. As for the adjustment from the community it maybe time to deprecate it now that an official version is out. :) |
No stress, just did not see where anyone else had mentioned it, so I thought I'd point it out lest it end up forgotten. :)
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I'm not sure if this should be mentioned here, or if it would be a bug at all, but I've been noticing a lot of problems with my NPC's qualifying for prestige classes because of pick requirements and the lack of HasFeat tags.
For example the Favored Soul gets proficiency with a weapon at first level and weapon focus with that weapon at third. However, even though the weapon focus tag is being broadcast to the weapons, the HasFeat tag is not being generated so the Favored Soul doesn't qualify for prestige classes that require weapon focus, such as Pious Templar. The other side of this is that several prestige classes have pick requirements either using the Pick-req to specify a specific feat (for example: Occult Slayer, Dread Pirate or Frenzied Berzerker), or the Pre-req with specifications like: Code:
@valid = pickexists[fQuickDraw] My latest is a grizzled crusader turned hellreaver who is hunting after the party. The intention was to use Stone Power to gain temporary HP every round so he could last longer against the over powered PC's. Stone power states, "can be used in place of Power Attack to qualify for a feat, prestige class, or other special ability" and even though the HasFeat tag is present, the "Power Attack required" still shows up under the validation. |
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Update: Resolved this issue. Also updated the Weapon Specialization ability to match. Quote:
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Update: OK, I lied. Apparently there is a downside to switching from the #hasfeat look-up to the pick-req. Feats that count as another feat (such as Stone Power for Power Attack) won't qualify with the pick-req method. Lesson learned. This issue is fixed for Power Attack. Thanks for the reports. |
Not sure if this is working as intended but my sorcerer/incantatrix seems to have manifested a bunch of additional level 0 spells, specifically:
They appear greyed out in the spellcasting tab, and print with the abilities printout. |
All fixed
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Sendric, I was going to ask how you bootstrap something (like a feat) and "silence" it, but if you're having problems with it, it may be beyond my crude skills.
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There's a calculation issue with two weapon fighting when using two of the same weapon that are stacked.
For example, a single throwing axe in primary hand, I have +7 melee/+7 ranged. If I equip a second axe in that same stack, I still have +7 melee/+7 ranged. If I equipment 1st axe from one stack, and 2nd from a different stack, it properly calculates +5 melee/+5 ranged. I may not have explained that well. I could do screen shots if necessary. EDIT: Oh, I see what's happening. When I equip 1st and 2nd in a stack of axes, it assumes I'm wielding a single axe with both hands, not an axe for each hand. So, perhaps not a bug. |
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