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~ If we're not valid, show a problem on the Armor tab
if (@valid = 0) then
hero.panelvalid[armor] = 0
endif
I think there may be a bug with power attack and light weapons - it seems to give the same bonus damage as for medium weapons, so I get the same damage regardless if it's a dagger or longsword.
Also although I get the reduced to hit and bonus damage with unarmed, guantlet damage is not modified even though the to hit is reduced.
Me again - power attack also gives the same bonus damage to the ranged element of thrown weapons, so a dagger does the same in melee or ranged attacks...
The Klar armor thing(thingid.mPFKlar) is set to give no armor bonus(+0) and an Arcane Spell Failure Chance of 1% instead of +1AC & 5%.
Also when I made a copy of this item and changed the above I got an error regarding this line from the script. I changed nothing in the actual script before I hit Test Now.
Code:~ If we're not valid, show a problem on the Armor tab if (@valid = 0) then hero.panelvalid[armor] = 0 endif
The error said that that their is no such thing "armor". Which is strange as the core HL one seems to work just fine including making the armor tab red when both Klar's are equipped.
I have a 3rd level monk with weapon finesse which I believe should affect his flurry of blows. But my to hit numbers in Hero Lab 3.6a seem to still add his STR bonus instead of his DEX bonus.
Flurry of Blows to hit for 3rd level monk with DEX of 17 and Weapon Finesse:
Hero Lab prints +4/+4
but...
Monk level = 3, DEX bonus = 3, Flurry bonus = +1/+1, -2/-2 for two weapons:
3+3+1-2 = +5/+5 .... right?
Thanks!
-joe
Me again, I think I found another Monk problem in v3.6a, but this one appears to be just cosmetic:
When I print the PDF for my 3rd level monk, it says his CMB is calculated as such:
BAB = +2, STR = +2, Size = -1. Which would be +3 total. But it prints +4 as being my CMB, which is correct, because a 3rd level monk's BAB is actually +3 because of his Maneuver Training special ability gained at 3rd level.
Thanks,
-joe
Here's an issue I posted a couple of weeks ago but I haven't seen a reply to and doesn't seem to have been addressed in the new update:
When a wizard is preparing his spells, there's no "custom/metamagic spell" entry in the list to enable him to prepare metamagiced versions of his spells. Clerics and Druids do get this entry in their lists. Is there another way for a wizard to prepare a metamagiced spell or is this functionality missing/broken for them?
I was building an arcane bloodline sorcerer with a familiar and it does not appear to be computing intelligence correctly for the familier. It seems to be simply adding 5 + caster level. It should instead be (11 + caster level ) / 2 (round down).
I was trying to buy 10 sheets of parchment (2gp @2sp each) and it kept telling me I did not have enough silver even though I had plenty of gold (and platinum). It really should be able to make change as necessary. And when I am done, there should be a button I can press that will automatically reduce my wealth to minimum coinage (number of coins, not value).
When buying armor, if it is something that can be barding, there should be a barding checkbox to make that type of barding. Fortunately I was able to use custom armor to fake it but I shouldn't have too.
Speaking of barding, it should be possible to have a common shared money pool. When I bought the barding, I had to buy it on my main hero then transfer it over.
Something I have noticed is that when someone buys arrows it calculates the weight correctly but when we reduce the number of arrows, the weight does not drop. This has caused one of our characters to have medium encumbrance when he should not.