Closed alexctanner closed 7 years ago
I have since worked on the document in question, so I wanted to link to one I'm not currently working on as an example. I've got the Share page (which looks identical to my edit page), and the PDF it printed (with the messed up margins). I've asked around, and the issue as far as I can tell doesn't seem to be affecting others. I cleared my Chrome's cache with no effect.
http://homebrewery.naturalcrit.com/share/S1M5PmC5
https://drive.google.com/open?id=0BzhFGMh1zxGHbnZvRjFGMjhVRU0
### Creating a Dynamo
#### Quick Build
You can make a dynamo quickly by following these suggestions. First, put your highest ability score in either Strength or Dexterity, followed by Charisma. Second, choose the folk hero background. Third, choose the *heroism* and *inflict wounds* forces.
\page
<div class='classTable wide'>
##### The Dynamo<span style="float:right;margin:0;font-size:11px;">–Force Slots per Level–</span>
|Level| Proficiency <br>Bonus| Visceral <br>Power|Features| Supercharges |Forces<br> Known | 1st | 2nd | 3rd |4th|
|:-:|:-:|:-:|:-|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
|1st|+2|1d4|Supercharge, Unarmored Defense|1|2|1|–|–|–|
|2nd|+2|1d4|Helping Hand, Mild Mannered|1|3|1|–|–|–|
|3rd|+2|1d4|Hero Class|1|4|1|–|–|–|
|4th|+2|1d4|Ability Score Improvement|1|5|1|–|–|–|
|5th|+3|1d6|Extra Attack|2|6|1|1|–|–|
|6th|+3|1d6|Hero Class feature|2|7|1|1|–|–|
|7th|+3|1d6|Energy Burst, Uncontrollable Power|2|8|1|1|–|–|
|8th|+3|1d6|Ability Score Improvement|2|9|1|1|–|–|
|9th|+4|1d6|Power Blow (one use)|2|10|1|1|–|–|
|10th|+4|1d6|Hero Class feature|2|10|1|1|–|–|
|11th|+4|1d8|–|2|11|1|1|1|–|
|12th|+4|1d8|Ability Score Improvement|2|11|1|1|1|–|
|13th|+5|1d8|Unstoppable|2|12|1|1|1|–|
|14th|+5|1d8|Hero Class feature|2|12|1|1|1|–|
|15th|+5|1d8|Peak Form|3|13|1|1|1|–|
|16th|+5|1d8|Ability Score Improvement|3|13|1|1|1|–|
|17th|+6|1d10|–|3|14|1|1|1|1|
|18th|+6|1d10|Power Blow (two uses)|3|14|1|1|1|1|
|19th|+6|1d10|Ability Score Improvement|3|15|1|1|1|1|
|20th|+6|1d10|Legendary Hero|Unlimited|15|1|1|1|1|
</div>
## Class Features
As a dynamo, you gain the following class features.
#### Hit Points
___
- **Hit Dice:** 1d8 per dynamo level
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per dynamo level after 1st
#### Proficiencies
___
- **Armor:** Light armor, medium armor, shields
- **Weapons:** Four simple weapons and one martial weapon of your choice
- **Tools:** Choose one type of artisan's tools
___
- **Saving Throws:** Constitution, Charisma
- **Skills:** Choose two from Athletics, Acrobatics, Insight, Intimidation, Investigation, Persuasion, and Stealth
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* leather armor or *(b)* chain mail
- *(a)* two simples weapons or *(b)* one martial weapon
- A set of artisan's tools of your choice
- An equipment pack of your choice
Alternately, you can purchase your own starting equipment. At level 1, a dynamo begins with 2d4 x 10 gp.
<div style='margin-top:57px'></div>
### Unarmored Defense
Starting at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
#### Visceral Power
You gain the following benefits while you are unarmed or wielding only weapons you gained proficiency with as a dynamo.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d4 in place of the normal damage of your unarmed strikes. This die changes as you gain dynamo levels, as shown in the Visceral Power table.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
<img src='http://i.imgur.com/4BmMtCR.png' style='position:absolute;bottom:500px;left:-45px;' />
<img src='http://i.imgur.com/GO0kOrw.png' style='position:absolute;bottom:500px;right:-45px;' />
<div class='pageNumber auto'></div>
<div class='footnote'>DYNAMO</div>
\page
<div style='margin-top:450px'></div>
### Supercharge
You may appear weak, but you have the ability to flood your body with power when provoked. On your turn, you can supercharge as an action. While supercharged, you gain the following benefits if you aren't wearing heavy armor.
- Your appearance changes as through the *disguise self* spell. You can change how your disguise appears when you finish a short or long rest, otherwise it remains the same each time you supercharge.
- The effects of all levels of exhaustion are suspended for the duration of your supercharge.
- You can take a bonus action to gain a number of temporary hit points equal to three times your dynamo level once per supercharge.
- You gain access to force slots, which allow you to channel powerful abilities according to your level. The Dynamo table shows how many force slots you have to channel forces into during your supercharge.
Your supercharge lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your supercharge as a bonus action. You can initiate another supercharge as an action to extend the duration for 1 minute. You can change which forces you currently channel as part of this action.
You can supercharge a number of times as shown in the Supercharges column of the Dynamo table without penalty. When you finish a short or long rest, your number of available supercharges resets.
You can supercharge even if you have no uses remaining. Each time you supercharge beyond your number of available uses, you gain one level of exhaustion.
#### Force Slots
The Dynamo table shows how many force slots you have. The table also shows what the highest-level slot you have access to is; you have one slot of each level up to your highest-level slot known. To use a force power, you must channel it into a force slot during a supercharge. Each time you initiate a supercharge, you can choose which forces to channel into them.
For example, when you are 7th level, you have two force slots, one of 1st level, and one of 2nd level. When you initiate a supercharge, you can choose the 1st-level force *heroism*, and the 2nd-level force *invisibility*.
#### Forces Known of 1st Level and Higher
You know two 1st-level forces of your choice from the force list.
The Forces Known column of the Dynamo table shows when you learn more forces of your choice. Each of these forces must be of a level for which you have force slots. For instance, when you reach 5th level in this class, you can learn one new force of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the forces you know and replace it with another force, which also must be of a level for which you have force slots.
#### Spellcasting Ability
Charisma is your ability modifier for any spells you know, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell and when making an attack roll with one.
<center><span style="display:block;margin-bottom:5px;">**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier</center>
<center><span style="display:block;margin-bottom:9px;">**Spell attack modifier** = your proficiency bonus + your Charisma modifier</center>
#### Forces
Forces are spells that only affect you. When you channel a force into a force slot as part of your supercharge, the spell activates immediately on you. If a spell allows you to choose an effect (such as *enhance ability*), you must choose it when you initiate the supercharge. You do not need to concentrate on buffs to gain their benefit. The duration of a buff is equal to the length of your supercharge, at which point it immediately ends. If you take an action to extend your supercharge and do not channel the same buff (and effect, if applicable) into a force slot, that buff's benefits are lost immediately.
All forces can be channeled into a slot of a higher level. To channel a spell at a higher level, you must channel it into a force slot one level higher than normal for each level you raise the spell. Keep in mind that forces can only affect you, even if you raise the spell level.
### Helping Hand
Starting at 2nd level, you have the ability to protect and aid those around you. You can take a bonus action on each of your turns in combat to take the Help action.
<img src='http://i.imgur.com/4BmMtCR.png' style='position:absolute;bottom:550px;left:-45px;' />
<div class='pageNumber auto'></div>
<div class='footnote'>DYNAMO</div>
\page
<div style='margin-top:82px'></div>
### Mild Mannered
Although you are a great hero, you can attempt to hide your true identity. At 2nd level you gain proficiency in the Deception skill. Your proficiency bonus is doubled for any Deception check you make to attempt to hide your identity.
### Hero Class
At 3rd level, you choose a class of abilities that differentiate you from other dynamo. Choose Flying Brick, Lightning Bruiser, or Mighty Glacier. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
### Energy Burst
Starting at 7th level, you can initiate a supercharge as a reaction to you or an ally within 60 feet of you taking damage. Once you use this feature, you must finish a long rest before you can use it again.
### Uncontrollable Power
Beginning at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
### Power Blow
Starting at 9th level, you have the ability to hurl foes away from your allies. When an ally within 5 feet of you is damaged by a melee attack, you can take a reaction to make a weapon attack against the attacker. The target must succeed on a Strength saving throw with a DC equal to your force save DC. On a failure, you can push the target up to 15 feet away from you. You can use this feature once per supercharge, or twice per supercharge starting at 18th level.
### Unstoppable
Beginning at 13th level, you are not slowed down by difficult terrain. Additionally, you can move through a hostile creature's space, regardless of its size.
### Peak Form
At 15th level, your body becomes so powerful that you become immune to disease and poison.
<div style='margin-top:370px'></div>
### Legendary Hero
Starting at 20th level, you have the ability to protect your allies from certain death. While supercharged, you can take a reaction whenever an ally within 60 feet of you takes damage to instead take that damage yourself.
Additionally, you cannot be reduced below 1 hit point during your supercharge, but the amount of additional damage you have taken accumulates and immediately hits you when your supercharge ends.
## Forces
Forces are sorted by their level.
>##### 1st-level Forces
> *armor of agathys*
>
>*comprehend languages*
>
>*heroism*
>
>*jump*
>
>##### 2nd-level Forces
> *alter self*
>
>*enhance ability*
>
>*invisibility*
>
>*spider climb*
>
>##### 3rd-level Forces
> *blink*
>
>*detect thoughts*
>
>*gaseous form*
>
>##### 4th-level Forces
> *fire shield*
>
><span style="display:block;margin-bottom:-10px;">*freedom of movement*
<img src='http://i.imgur.com/4BmMtCR.png' style='position:absolute;bottom:940px;left:-45px;' />
<img src='http://i.imgur.com/GO0kOrw.png' style='position:absolute;bottom:650px;right:-45px;' />
<div class='pageNumber auto'></div>
<div class='footnote'>DYNAMO</div>
\page
## Hero Classes
However one becomes a dynamo, certain patterns begin to emerge after a while. The names of these different kind of dynamo are colloquialisms of names given to ancient heroes of the past by the common folk, heroes whose true names have been lost to the passage of time.
No matter how you became a dynamo, your powers will tend toward certain patterns, placing you into a "class" of hero, the Flying Brick, Lightning Bruiser, or Mighty Glacier.
### Flying Brick
#### Expanded Force List
The powers of the Flying Brick let you choose from an expanded list of forces when you learn a new force. The following forces are added to the dynamo force list for you.
<div style='margin-top:5px'></div>
>##### 1st-level Forces
> *mage armor*
>
>##### 2nd-level Forces
> *see invisibility*
>
>##### 3rd-level Forces
> *water walk*
>
>##### 4th-level Forces
><span style="display:block;margin-bottom:-10px;"> *fly*
<div style='margin-top:20px'></div>
#### Minor Forces
When you choose this archetype at 3rd level, choose two of the following cantrips. You can cast these cantrips at any time.
##### Flying Brick Minor Forces
|||
|:-|:-|:-|:-|
|*acid splash*|*fire bolt*|*mage hand*|*true strike*|
#### Winning Smile
Starting at 6th level, you can target each humanoid or beast that is aware of you within 120 feet during your supercharge. If the target can see you, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or be magically charmed. A charmed creature regards you as a trusted friend to be heeded and protected. Although the targe tisn't under your direct control, it takes your requests or actions in the most favorable way it can.
Each time you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts the length of your supercharge, or until you end the effect as a bonus action. If a target's saving throw is successful, it is immune to your Winning Smile for the next 24 hours.
Once you use this feature, you must finish a short or long rest before you can use it again.
#### Great Strength
Beginning at 10th level, you gain proficiency in Strength saving throws.
#### True Strength
Starting at 14th level, once per supercharge you can take a bonus action to put power into your strike. If you do so, add doubled your Strength modifier in damage to the first successful attack you make before the end of your next turn. The target must succeed on a Strength saving throw (DC equal to your spell save DC). On a failure, the target is hurled a number of feet away from you equal to 10 times your Strength modifier (minimum 1). On a success, the target doesn't move.
### Lightning Bruiser
#### Expanded Force List
The powers of the Lightning Bruiser let you choose from an expanded list of forces when you learn a new force. The following forces are added to the dynamo force list for you.
<div style='margin-top:5px'></div>
>##### 1st-level Forces
> *longstrider*
>
>##### 2nd-level Forces
> *expeditious retreat*
>
>##### 3rd-level Forces
> *blur*
>
>##### 4th-level Forces
><span style="display:block;margin-bottom:-10px;"> *haste*
<div style='margin-top:20px'></div>
#### Minor Forces
When you choose this archetype at 3rd level, choose two of the following cantrips. You can cast these cantrips at any time.
##### Lightning Bruiser Minor Forces
|||
|:-|:-|:-|:-|
|*dancing lights*|*light*|*ray of frost*|*shocking grasp*|
#### Flash
Starting at 6th level, you can take a bonus action on each of your turns when you are supercharged to take the Dash action.
#### Superb Reflexes
Beginning at 10th level, you gain proficiency in Dexterity saving throws.
#### Blinding Speed
Starting at 14th level, at the end of your turn during your supercharge you can choose to take another turn. You gain your full movement to use, and can make an additional action and bonus action. You instantly gain one level of exhaustion when you use this feature.
\page
### Mighty Glacier
#### Expanded Force List
The powers of the Mighty Glacier let you choose from an expanded list of forces when you learn a new force. The following forces are added to the dynamo force list for you.
<div style='margin-top:5px'></div>
>##### 1st-level Forces
> *false life*
>
>##### 2nd-level Forces
> *enlarge/reduce*
>
>##### 3rd-level Forces
> *protection from energy*
>
>##### 4th-level Forces
><span style="display:block;margin-bottom:-10px;"> *stoneskin*
<div style='margin-top:20px'></div>
#### Minor Forces
When you choose this archetype at 3rd level, choose two of the following cantrips. You can cast these cantrips at any time.
##### Mighty Glacier Minor Forces
|||
|:-|:-|:-|:-|
|*chill touch*|*mending*|*poison spray*|*resistance*|
#### Barrel Through
Starting at 6th level, while you are supercharged you gain resistance to any damage from opportunity attacks. While supercharged you also have advantage on grapple checks, and your movement speed is not halved while you have a target grappled.
#### Great Fortitude
Beginning at 10th level, you add double your proficiency bonus to all Constitution saving throws.
#### True Might
Starting at 14th level, when you are supercharged and take damage, you can use your reaction to instead roll any number of your Hit Dice. Roll the dice and add your Constitution modifier to each roll as normal. Add together the result, and subtract that result from the amount of damage you would take.
Your current brew has content that spills into a third column,
.
Chromes PDF exporter dones;t seem to like this and renders it as this.
Try modifying your brew to not have content spill over into the third column and see if this issue persists.
I'll attach what that page looks like on my edit page as well as my share page. On my edit page and share page, everything looks totally fine. It's only when I go to print to PDF that I can see where the problem actually is.
On Wed, Aug 31, 2016 at 11:49 AM, Scott Tolksdorf notifications@github.com wrote:
Your current brew has content that spills into a third column, [image: image] https://cloud.githubusercontent.com/assets/387742/18135732/e1d9e492-6f70-11e6-969c-3f54b6a4f6f6.png .
Chromes PDF exporter dones;t seem to like this and renders it as this. [image: image] https://cloud.githubusercontent.com/assets/387742/18135758/f590c906-6f70-11e6-9b90-8ee3465694dc.png
Try modifying your brew to not have content spill over into the third column and see if this issue persists.
— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/stolksdorf/homebrewery/issues/174#issuecomment-243808597, or mute the thread https://github.com/notifications/unsubscribe-auth/AQ3wq6zVwTqJuDrPEUF_lP5JogxBkIPTks5qlaKYgaJpZM4JmpQO .
Also, I'm not sure if this helps, but I do remember I was literally in the middle of working on a piece when the switch happened and all my columns messed up. As it is, when I put my cursor all the way to the right of the screen, it doesn't touch the scroll bar, I need to bring it in a bit. I was hoping you have some idea of what is causing this, because I don't have a clue, and this is the only website that's not acting normally.
On Wed, Aug 31, 2016 at 11:54 AM, Alex Tanner alexctanner@gmail.com wrote:
I'll attach what that page looks like on my edit page as well as my share page. On my edit page and share page, everything looks totally fine. It's only when I go to print to PDF that I can see where the problem actually is.
On Wed, Aug 31, 2016 at 11:49 AM, Scott Tolksdorf < notifications@github.com> wrote:
Your current brew has content that spills into a third column, [image: image] https://cloud.githubusercontent.com/assets/387742/18135732/e1d9e492-6f70-11e6-969c-3f54b6a4f6f6.png .
Chromes PDF exporter dones;t seem to like this and renders it as this. [image: image] https://cloud.githubusercontent.com/assets/387742/18135758/f590c906-6f70-11e6-9b90-8ee3465694dc.png
Try modifying your brew to not have content spill over into the third column and see if this issue persists.
— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/stolksdorf/homebrewery/issues/174#issuecomment-243808597, or mute the thread https://github.com/notifications/unsubscribe-auth/AQ3wq6zVwTqJuDrPEUF_lP5JogxBkIPTks5qlaKYgaJpZM4JmpQO .
So I was able to fix the issue by uninstalling and reinstalling Chrome on my comp. No idea what could cause that, or why only the homebrewery seemed to be affected. But as of now, the issue seems to be fixed. Thanks!
Thas really weird, but I'm glad it's working for you now? If you run into this again, let me know.
Browser Type/Version: Chrome version 52.0.2743.116 m
Operating System: Windows 7 Enterprise
Issue Description: I was working with the Homebrewery when everything switched, including a lot of margins. I spent a while updating them, but when I went to print to PDF, the columns and margins are not in the correct places.
I'll link to the current Homebrewery share page, vs. the PDF I printed out. I'll also link copy the entirety of the brew behind that.
Related Images : http://homebrewery.naturalcrit.com/share/H1ltwnPd
https://drive.google.com/open?id=0BzhFGMh1zxGHRlIxVWUtVEFudUU