Thread: Pathfinder Creature Parser V2
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October 25th, 2014, 20:47 #141
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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October 25th, 2014, 20:50 #142
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October 25th, 2014, 20:52 #143
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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October 25th, 2014, 20:55 #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?
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October 25th, 2014, 21:04 #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
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October 25th, 2014, 21:08 #146
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.Full License Operator - You must have a 'Lite' License to play in my games.
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October 25th, 2014, 21:29 #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
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October 25th, 2014, 23:23 #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
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October 25th, 2014, 23:35 #149
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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October 26th, 2014, 00:11 #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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