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Weapons go missing. #371

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Wolfskin75 opened this issue Mar 27, 2017 · 2 comments
Closed

Weapons go missing. #371

Wolfskin75 opened this issue Mar 27, 2017 · 2 comments

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@Wolfskin75
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When I go to save pdf and print it, only the first item on each page shows up.

Additional Details

Share Link : http://homebrewery.naturalcrit.com/share/SJZjv6lvnx

or

Brew code to reproduce :

Click to expand

Weapons

Tramontane


  • Weapon type: Martial Melee
  • Group: Martial weapons
  • Range: Melee
  • To Hit: +13
  • Damage type: Piercing
  • Damage: 1d8+3d6+8
  • Proficient: Yes
  • Crit threshold:@18

  • Properties: Proficient, versatile +3d6 Radiant Damage, Keen: Critical on roll of 18-20 = double dice roll

-

Mistral


  • Weapon type: Martial Melee
  • Group: Martial weapons
  • Range: Melee
  • To Hit: +13
  • Damage type: Piercing
  • Damage: 1d8+3d6+8
  • Proficient: Yes
  • Crit threshold:@18

  • Properties: Proficient, versatile +3d6 Radiant Damage, Keen: Critical on roll of 18-20 = double dice roll

-

Twin Adamantine Rapiers


Tramontane and Mistral

when wielded together......

  • Glitter Step: Surrounded in Glittering Faerie Light and allows as a extra action, wind to teleport 30 feet
  • Extra attack per round
  • Advantage on attacks and Saves
  • +3 to Ac
  • Immune to Necrotic
  • Sheds light: Bright 10ft. then dim 10ft.
1
Paladin | wind's weapons

\page

Weapons

Quiver of Nariynore


gift of the Nariynore tribe.

  • Place normal arrows in. They become +1 arrows.
  • Can add elemental damage (5d6 Acid, Cold, Fire, Lightning, or Thunder damage)
  • Can add elemental damage (3d6 Acid, Cold, Fire, Lightning, or Thunder damage) in a 5ft radius from where arrow lands.

-

Adamantine dagger(+1)


  • Weapon type: Finesse, Light, Range, Thrown
  • Group: Melee Weapon
  • Range: Melee
  • To Hit: +10
  • Damage type: Piercing
  • Damage: 1d4+6
  • Proficient: Yes
  • Crit threshold:@20

  • Properties: Finesse, Light, Range, Thrown

-

Dragon tooth chain whip


  • Weapon type: Finesse, Light, Range, Thrown
  • Group: Melee Weapon
  • Range: Melee/10ft.
  • To Hit: +10
  • Damage type: Piercing, slashing, bludeoning
  • Damage: 1d6+6(+1d6 cold damage)
  • Proficient: Yes
  • Crit threshold:@20

  • Properties: Finesse, reach, two handed, disarming, Entangle, special
    ( hit everyone with 10ft take slashing damage/bludeoning)

-

Fire bolt


  • Weapon type: spell attack
  • Group: Melee Weapon
  • Range: 120ft.
  • To Hit: +7
  • Damage type: Fire
  • Damage: 2d10 (+spell points at 1d10 per)
  • Proficient: Yes
  • Crit threshold:@20

  • Properties: Unattended flammable objects ignite
2
Paladin | wind's weapons
![weap1](https://cloud.githubusercontent.com/assets/22088408/24381833/76387ae2-1320-11e7-811f-915cfba6e378.PNG)

weap2

@AlexeySachkov
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@naturalcrit/issue-managers, I suggest that we close this issue as an outdate one

@ericscheid
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Collaborator

The source has multiple instances of the column-break markup on the same page.

All that does is push the content further and further off the page.

It might be better to simplify the content.

# Weapons

### Tramontane

- **Weapon type:** Martial Melee 
- **Group:** Martial weapons
- **Range:** Melee
- **To Hit:** +13
- **Damage type:** Piercing
- **Damage:** 1d8+3d6+8
- **Proficient:** Yes
- **Crit threshold**:@18

- **Properties:** Proficient, versatile +3d6 Radiant Damage, Keen: Critical on roll of 18-20 = double dice roll

### Mistral

- **Weapon type:** Martial Melee 
- **Group:** Martial weapons
- **Range:** Melee
- **To Hit:** +13
- **Damage type:** Piercing
- **Damage:** 1d8+3d6+8
- **Proficient:** Yes
- **Crit threshold**:@18

- **Properties:** Proficient, versatile +3d6 Radiant Damage, Keen: Critical on roll of 18-20 = double dice roll


### Twin Adamantine Rapiers

When Trmontane and Mistral are wielded together..

- **Glitter Step**: Surrounded in Glittering Faerie Light and allows as a extra action, wind to teleport 30 feet 
- Extra attack per round
- Advantage on attacks and Saves
- +3 to AC
- Immune to Necrotic
- Sheds light: Bright 10ft. then dim 10ft.


```
```

### Quiver of Nariynore
___
Gift of the Nariynore tribe. 


- Place normal arrows in. They become +1 arrows. 
- Can add elemental damage (5d6 Acid, Cold, Fire, Lightning, or Thunder damage)
- Can add elemental damage (3d6 Acid, Cold, Fire, Lightning, or Thunder damage) in a 5ft radius from where arrow lands. 

### Adamantine dagger(+1)

- **Weapon type:** Finesse, Light, Range, Thrown
- **Group:** Melee Weapon
- **Range:** Melee
- **To Hit:** +10
- **Damage type:** Piercing
- **Damage:** 1d4+6
- **Proficient:** Yes
- **Crit threshold**:@20


- **Properties:** Finesse, Light, Range, Thrown

### Dragon tooth chain whip

- **Weapon type:** Finesse, Light, Range, Thrown
- **Group:** Melee Weapon
- **Range:** Melee/10ft.
- **To Hit:** +10
- **Damage type:** Piercing, slashing, bludeoning
- **Damage:** 1d6+6(+1d6 cold damage)
- **Proficient:** Yes
- **Crit threshold**:@20


- **Properties:** Finesse, reach, two handed, disarming, Entangle, special
*( hit everyone with 10ft take slashing damage/bludeoning)* 

### Fire bolt

- **Weapon type:** spell attack
- **Group:** Melee Weapon
- **Range:** 120ft.
- **To Hit:** +7
- **Damage type:** Fire
- **Damage:** 2d10 (+spell points at 1d10 per)
- **Proficient:** Yes
- **Crit threshold**:@20

- **Properties:** Unattended flammable objects ignite 

<div class='pageNumber'>2</div>
<div class='footnote'>Paladin | wind's weapons</div>




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3 participants