Senior Member
Join Date: Jul 2006
Posts: 380
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On the Marilith the weapon mastery is not taking the minuses off for two weapon fighting or allowing it to fight with the same size weapon in its off hand at no minus
And not sure but shouldnt it count as two weapon fighting for double slice and and improved two weapon fighting but its not Last edited by Virtue; January 25th, 2012 at 11:21 AM. |
#261 |
Junior Member
Join Date: Sep 2010
Posts: 18
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#262 |
Senior Member
Join Date: Nov 2011
Location: South Riding, VA
Posts: 841
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Sorry what I thought was a bug isn't one... Last edited by frumple; January 26th, 2012 at 03:07 PM. |
#263 |
Junior Member
Join Date: Jan 2011
Posts: 10
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According to Ultimate Combat (pp132-133) when you use the meteor hammer in "fortress mode" it is a two-handed weapon (i.e., both hands) and adds a +1 shield bonus to AC. However, the program does not add the shield bonus. Nor does the program list it as a trip weapon.
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#264 |
Member
Join Date: Oct 2011
Posts: 49
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Actually, it has the "trip" special quality.
Also, If you take a close look, you have two buttons on the weapon. One "both" for the two-handed mode and one "double" for use as a double weapon. If you click "both" only, you can activate the entry in the armor section like a normal shield. So, the weapon works fine... Last edited by Daemonfey; January 27th, 2012 at 02:28 AM. |
#265 |
Junior Member
Join Date: Jan 2012
Posts: 14
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I noticed that the CMD entry in Hero Lab does not match the Bestiary.
In the Bestiary, the CMD is listed as 17. When I import stock hero from Hero Lab the CMD is instead of 19. I think this is due to the fact that even if the Shadow lacks the Strength ability, it has anyway a +2 ability modifier. I solved this problem by giving a permanent -2 penalty to CMD in the Personal Tab. It bothers me that monsters in Hero Lab do not match perfectly the entries in the Bestiary: this forces me to double-check any monster I import, and this is time consuming. By the way, why has the Shadow a +2 ability modifier both in Strength and Constitution even if it lacks these traits? |
#266 |
Member
Join Date: Oct 2011
Posts: 49
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Incorporeal creatures use their dex-modifier instead of their (nonexistant) strength modifier for attack rolls and CMB. I guess the herolab developers simply ruled that incorporeal creatures use their dex-modifier instead of strength in every situation. So in the case of the CMD, hero lab uses the dex-mod twice, which results in a 19 instead of 17.
All in all, this is a bug, as you stated. PS: The constitution modifier is actually the charisma modifier. This is correct due to the Undead traits. |
#267 |
Junior Member
Join Date: Apr 2010
Location: Edmonton, AB
Posts: 28
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Not sure if this was already addressed, but I created a Rogue 3/Wizard 3/Arcane Trickster 5. Dex is 18/20 (Belt of Incredible Dexterity, +2) wearing a +1 Mithril Chain Shirt. I should have an AC of 21, however it is giving me an AC of 19 (10 + 5(armor) + 3 (dexterity) + 1 (dodge)
Not sure what's up with that? Everything is checked as being worn. |
#268 |
Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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Quote:
Dormio Forte Somnio Community Created Resources : Data Package Repositories : d20pfsrd Custom Character Sheets Community Server Setup (Packs) Hero Lab Help- Video Tutorials and Pathfinder FAQ Created by the community for the community
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#269 |
Senior Member
Join Date: Aug 2007
Posts: 103
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The tooltip text for the Acid Splash spell has an error: it lists two uses of acid as an alchemical power component:
Acid (M): The spell deals +1 point of damage Acid (F): The spell lasts 1 round longer than normal This is backwards; the focus component grants +1 damage, and the material component makes the spell last longer. |
#270 |
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