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  1. #141
    Blackfoot's Avatar
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    The first bit should look like this:
    Code:
    GOBLIN COMMANDO CR 1/2
    XP 200
    Male goblin ranger 1 (Pathfinder RPG Bestiary 156)
    NE Small humanoid (goblinoid)
    Init +3; Senses darkvision 60 ft.; Perception +5
    DEFENSE
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  2. #142
    Quote Originally Posted by Blackfoot View Post
    The CR needs to follow the name on the same line and the XP needs to be on the following line.. your statblock doesn't look like it follows the standard format exactly.
    Well, that was all it took. I changed:

    GOBLIN COMMANDO XP
    200
    CR
    1/2
    HP
    12
    .
    .
    to

    GOBLIN COMMANDO CR 1/2
    XP 200
    HP 12
    .
    .
    And now I get no errors.

    Thanks, a lot!

    - s.west

  3. #143
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    I don't 'think' that extra HP line should be in there.. it may cause you some issues... check your creature carefully for errors.
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  4. #144
    Ok, will do.

    However, now that it has converted it, do I have to bring in that one, single, NPC as a new "module"?

    Is that right?

  5. #145
    p.s., the .fpf output now looks like this:
    DESCRIPTION:
    NAME:GOBLIN COMMANDO CR 1/2
    XP:200
    TYPE:HP 12 Male goblin ranger 1 (Pathfinder RPG Bestiary 156) NE Small humanoid (goblinoid)
    INIT:Init +3; Senses darkvision 60 ft.; Perception +5
    AC:17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
    HP:hp 12 (1d10+2)
    SAVES:Fort +4, Ref +5, Will +2
    DEFENSIVEABILITIES:
    SPEED:30 ft.
    MELEE:mwk horsechopper +4 (1d8+1)
    RANGED:shortbow +5 (1d4/x3)
    SPECIALATTACKS:favored enemy (animals +2)
    TACTICS:</p><p><b>During Combat</b> The goblin commando makes sure to use his Mounted Combat feat as often as possible to try to negate an attack each round against his mount, and uses his superior mobility to remain out of melee so he can shoot at the PCs with his bow from dogback (taking the standard -4 penalty for using a ranged weapon while mounted). If all of his goblin warriors are defeated, he drops his bow and races in to fight the PCs in melee. </p><p><b>Morale</b> The commando fights to the death-yet does so more by accident than out of bravery.
    ABILITYSCORES:Str 12, Dex 17, Con 15, Int 8, Wis 12, Cha 8
    BASEATTACK:Base Atk +1; CMB +1; CMD 14
    FEATS:Mounted Combat
    SKILLS:Handle Animal +3, Linguistics +0, Perception +5, Ride +9, Stealth +13, Survival +5
    LANGUAGES:Common, Goblin
    SQ:track +1, wild empathy +0
    GEAR:Combat Gear potion of cure moderate wounds; Other Gear studded leather, masterwork horsechopper, shortbow with 20 arrows
    So, yeah, the HP 12 got sucked into the Description. I'm not sure about the rest of the output... Like the GEAR, for example.

  6. #146
    Blackfoot's Avatar
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    The Gear looks fine.

    What 'I' tend to do with these modules is open them in my campaign and then drag the individual critters to my NPC tab... so it doesn't much matter if you have multiple modules or not... since ultimately you are copying them into your campaign anyway.
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  7. #147
    Thanks for the guidance.

    Since I'm lucky enough to have your attention for a bit, can you help me with my CT question (see it here)?

    Thanks, again.

    - s.west

  8. #148
    Ok, so I brought the GoblinCommando.mod into my campaign, opened it, drug the new NPC onto my own NPC page, added the NPC to an encounter, and everything was working...

    I then closed the GoblinCommando.mod, restarted FG, went to look at the encounter where I added the GoblinCommando, and when I clicked on him, I got Ameiko Kaijitsu, instead of the Goblin Commando.

    I re-opened that module in my campaign, and checked the encounter entry for GoblinCommando again, and... Ameiko Kaijitsu.

    So, I deleted the GoblinCommando from the encounter, re-copied the .mod version of the GoblinCommando to my NPCs page, and then added back the GoblinCommando to the encounter. Now I see the GoblinCommando when I click on it...

    I'm afraid to try closing the .mod again.

    I have to have that GoblinCommando.mod open? I thought the GoblinCommando was copied into my campaign?

    - s.west

  9. #149
    Blackfoot's Avatar
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    It should have been. I'm not really sure where you went wrong.

    You have 2 modules right? The broken one and the one with just the commando in it?
    Open the module and look at the commando as it appears in the module without copying it. Does it appear correctly there?
    Full License Operator - You must have a 'Lite' License to play in my games.
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  10. #150
    Here is the correct stat block:

    Goblin Commando CR 1/2
    XP 200
    Male goblin ranger 1 (Pathfinder RPG Bestiary 156)
    NE Small humanoid (goblinoid)
    Init +3; Senses darkvision 60 ft.; Perception +5
    DEFENSE
    AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
    hp 12 (1d10+2)
    Fort +4, Ref +5, Will +2
    OFFENSE
    Speed 30 ft.
    Melee mwk horsechopper +4 (1d8+1)
    Ranged shortbow +5 (1d4/×3)
    Special Attacks favored enemy (animals +2)
    TACTICS
    During Combat The goblin commando makes sure to use his
    Mounted Combat feat as often as possible to try to negate an
    attack each round against his mount, and uses his superior
    mobility to remain out of melee so he can shoot at the PCs with
    his bow from dogback (taking the standard –4 penalty for using a
    ranged weapon while mounted). If all of his goblin warriors are
    defeated, he drops his bow and races in to fight the PCs in melee.
    Morale The commando fights to the death—yet does so more by
    accident than out of bravery.
    STATISTICS
    Str 12, Dex 17, Con 15, Int 8, Wis 12, Cha 8
    Base Atk +1; CMB +1; CMD 14
    Feats Mounted Combat
    Skills Handle Animal +3, Linguistics +0, Perception +5, Ride +9,
    Stealth +13, Survival +5
    Languages Common, Goblin
    SQ track +1, wild empathy +0
    Combat Gear potion of cure moderate wounds; Other Gear
    studded leather, masterwork horsechopper, shortbow with
    20 arrows

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