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Rise of the Runelords

Provos

Well-known member
I am getting ready to run this Adventure path I am running the 3.5 version.
I noticed the deities are missing from the AP checkbox. I can make a file with them but how do I set it up so they are the only deities allowed?

As for as domains go, which versions should I go with, the spell compendium version seem to be the latest version. I can upload the file when I am done to add the the community if anyone is interested.
 
Here are the deities listed in the Rise of the Runelords Players Guide. I did all the;Domains, favorite weapons, symbol, epithet, portfolio, alighment, typical follower, sacred colors, and temple info. I didn't fill in description as I don't know how much is allowed with the OGL.

Some of the domains have many duplicates in the editor. I think I picked the most updated based on the Spell compendium.
 

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This is this odd thing when selecting the Rise of the Runelords as a source. On the Feats tabs a new subsection is added for Traits. I do not have the Use Traits/Flaws check box selected. Is there a way to make this not happen. My players are using HeroLab to create there characters and I do not want to have that option available.
 
This is this odd thing when selecting the Rise of the Runelords as a source. On the Feats tabs a new subsection is added for Traits. I do not have the Use Traits/Flaws check box selected. Is there a way to make this not happen. My players are using HeroLab to create there characters and I do not want to have that option available.

This looks like it's built into the core system. I don't see anything immediately that can be done about it. Can you just tell your players to ignore it?
 
I'm making the Goblin Dog from RotRL and I am having issues with HP defaults, alignment not being True Neutral, and the skill tab showing I'm over on skill points. I have looked at other animals and I cannot figure out what I am doing wrong. I have attached the .user file for the goblin dog it is self contained. Here is a link to the stats for the goblin dog everything is correct here just the errors are bugging me and I can't seem to figure out the problem.

Code:
	CR 1
Male Animal, Goblin Dog (Animal, Goblin Dog +1)
Medium Humanoid
[b]Init [/b]+2; [b]Senses [/b]Low-Light Vision, Scent (Ex); Listen +1, Spot +1
[b]Languages [/b]
---------------------
[b]AC 13[/b], touch 12, flat-footed 11
. . (+2 Dex)
[b]hp [/b]5 (1d8+2)
Immunity to Disease
[b]Fort [/b]+4, [b]Ref [/b]+4, [b]Will [/b]+1
---------------------
[b]Speed [/b]50ft.
[b]Melee weapon [/b]Bite (Animal, Goblin Dog) +2 (1d6+3) and
. . Unarmed Strike +2 (1d3+2)
[b]Space [/b]5 ft.; [b]Reach [/b]5 ft.
[b]Base Atk [/b]+0; [b]Grp [/b]+2

[b]Combat Gear [/b](none)
---------------------
[b]Abilities[/b] Str 15 Dex 15 Con 15 Int 2 Wis 12 Cha 8
[b]SQ [/b]Track, Type - Animal
[b]Feats [/b]Toughness, Track
[b]Skills [/b]Balance +6, Hide +6, Jump +14, Move Silently +6
[b]Possessions [/b]combat gear plus Artisan's Outfit (Free), Money
---------------------
[b]Immunity to Disease[/b] You are immune to diseases.
[b]Low-Light Vision[/b] See twice as far as a human in low light, distinguishing color and detail.
[b]Scent (Ex)[/b] Detect creatures within 15+ ft & follow tracks by sense of smell.
[b]Track[/b] You can track opponents.
[b]Type - Animal[/b] Unless otherwise noted animals have these features.
 

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Alignment, right hand column, near top, under "Alignment Options":
Alignment required - set to "Neutral Neutral"
In TAGS (top right corner), add two more tags
Group Id: Alignment, Tag Id: NeutralGE, Name: Neutral, Abbrev: N
Group Id: Alignment, Tag Id: NeutralLC, Name: Neutral, Abbrev: N

HP: in FIELDS (top right corner), add
Field Id: rHPStart, Value: 3

A 2 INT animal only get 1 skill point/level, ie 4 at 1 HD for d20. Pathfinder Bestiary only has "Stealth +6" under skills. Either give it a racial bonus to make up the difference or assign the 4 points differently. Why are you trying to give it high Balance and Jump?
 
Its what is in the book statblock. Thanks for the assistance. I have everything situated now. the 3.5 version of The Burn Offering stablock for the Goblin Dog is has oblin dogs have a +4 racial bonus on Balance, Hide, and
Move Silently checks. and I didn't notice it at the bottom of the sheet. :p
 

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I thought I had this figured out but I cannot seem to make the 4 skill points to be selected automatically for the jump skill. i thought this would do it but it doesn't seem to work.

Code:
var index as number
      index = field[cClsIndex].value

      hero.child[kJump].field[kInnate].arrayvalue[index] += 4
 
A question about improvised weapons. Some of the creatures from RotRL seem to use improvised weapons. What is the best way to give the penalty to hit with the weapon?

I have also started adding all the creatures and items from RotRL to a separate .user file so I can share that when I am done making it.

I am also trying to use the tactical console to manage encounters. Is there a guide to using it?
 
Code:
var index as number
      index = field[cClsIndex].value

      hero.child[kJump].field[kInnate].arrayvalue[index] += 4

That's exactly what I've used and had it work. What Timing?
I've got Phase "First" and 100 or 5000. (I don't know why I have different priority used)
 
Thanks Dami. When I switched the timing to "First" from "Pre-User" where I normally do thing it works.
 
When creating the giant gecko for RotRL it has an ability called Expert Climber(EX). The ability is basically a permanent spider climb to the creature. Should I add that to the skill check or not? It already has a racial adjustment for climb and balance and the description for expert climber says it stacks. It basically allows them to take 10 on climb checks.
 
I took a look at copper dragon as it has the same ablity of non magical spider climb. It doesn't have the numbers added to the skill so I will leave it the same was.

I am having trouble with the editor for some of the creatures I am inputting. On some of them using the Base attack bonus area I can affect the attack bonuses for natural attack and sometimes it doesn't do anything. It doesn't even seem to change the BaB area in HeroLab when I pull the creature up. I have the same problem with the Fort, Reflex, and will save bonus area. For some creatures it works for some it doesn't. Any ideas why that is happening? Is there a better way to do it?
 

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I took a look at copper dragon as it has the same ablity of non magical spider climb. It doesn't have the numbers added to the skill so I will leave it the same was.

I am having trouble with the editor for some of the creatures I am inputting. On some of them using the Base attack bonus area I can affect the attack bonuses for natural attack and sometimes it doesn't do anything. It doesn't even seem to change the BaB area in HeroLab when I pull the creature up. I have the same problem with the Fort, Reflex, and will save bonus area. For some creatures it works for some it doesn't. Any ideas why that is happening? Is there a better way to do it?

Difficult to say without seeing the user file or at least a portfolio showing the issue. Could be other things on the creature affecting it, or scripts over-writing the changes you make.
 
Yeah makes sense. I think I fixed it.

I seem to need to add a source called Book of Fiends as some feats and classes for creatures are used in the adventure path. I think I should have the source in its own subscection but I am not sure how to do that. something like this
Code:
Green Ronin Publishing
   Book of Fiends
 
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OK figured out the source thing. didn't realize I need to edit the Custom-Sources.1st file. I also figured you need to reload the game system to see the changes. *facepalm*
 
OK figured out the source thing. didn't realize I need to edit the Custom-Sources.1st file. I also figured you need to reload the game system to see the changes. *facepalm*

You don't. In fact, if you edit any files in the community set (this is one of them), those changes will get over-written with the next update. Instead, you can do one of two things. Create your own .1st file and include any sources you need or when you create your new user file, create the source on the first thing you make. This can be done in the editor by selecting "New Source" in the source selection menu.

You do need to re-load when you create new things and new sources, though. :)
 
I did the smart thing and made a duplicate of the game system before I started doing all my changes just to make sure I don't lose anything if there is an update. =)
 
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