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Rise of the Runelords

When creating a new caster class that seems to function similar to a cleric should I make new copies of the spell or can I just use the cleric spells?
 
I have a domain that give you x point per day based on thaumaturge Class to add to damage or attack. Can't find a eval script to duplicate any suggestions where to look, thanks.
 
I did have to make duplicates of some spells for the new domains as they had access at different levels.
 
So I am making a class for an NPC that is from the Book of Fiends. I am trying to make the class Thaumaturge.

It seems to me I should just do an variant class of Cleric as it has spells an domains like a cleric. I tried making it its own class but couldn't get it working. The class has a special called corruptions. You roll a d100 and you get the a trait every 4 levels. see picture

How would I do that? I assume I need to add all the traits and then maybe make it a bonus feat the player must be select and it does the bonus or penalty?

Another ability is Instant Summons
Once per day, per five levels in this class, the thaumaturge can cast a prepared summon monster of a level he can normally cast, as a free action. Monsters conjured this way must be of the following types.
How would I do this? Thanks
 
So for the corruptions I decided to make each one a feat. I made the corruption a class ability. So now you will pick them like a fighter bonus feat every four levels. There is a rare roll that will make it a greater corruption so not sure how to do that as that is a different list of corruptions.
 
Is there a way to disallow ring use with a script? I looked at hand of glory script to add an extra slot so I was curious if you could change it to remove slots.
 
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So for the corruptions I decided to make each one a feat. I made the corruption a class ability. So now you will pick them like a fighter bonus feat every four levels. There is a rare roll that will make it a greater corruption so not sure how to do that as that is a different list of corruptions.

Seems to me you could make the Corruptions as Custom Abilities. Greater Corruptions could be a separate Custom Ability.
 
Is there a way to disallow ring use with a script? I looked at hand of glory script to add an extra slot so I was curious if you could change it to remove slots.

Never tried, but it stands to reason you could reverse it. Best way to know is to try it and find out!
 
Seems to me you could make the Corruptions as Custom Abilities. Greater Corruptions could be a separate Custom Ability.

The problem is there is 20 different option for lesser and you only get 1 every 4 levels depending on what you roll on a d100. I don't know how to set it up so you get to choose one every 4 levels. My first thought was using a fight bonus feat type thing. I still have no idea how to even add that to the varient class so i just stuck to making all the corruptions until someone could answer questions to help me. :) Also some of the rolls force a greater corruption or no corruption or even two corruptions. I almost hate this class.
 
The problem is there is 20 different option for lesser and you only get 1 every 4 levels depending on what you roll on a d100. I don't know how to set it up so you get to choose one every 4 levels. My first thought was using a fight bonus feat type thing. I still have no idea how to even add that to the varient class so i just stuck to making all the corruptions until someone could answer questions to help me. :) Also some of the rolls force a greater corruption or no corruption or even two corruptions. I almost hate this class.

That doesn't really prevent the use of custom abilities, but yea, some of these classes can be a real pain.

Is this on a class variant? You should be able to pretty easily set up how many custom abilities they get and when.
 
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I have a few feat to create that have a class requirement and I cannot get the pre reqs working.

With the class requirement I used Spell Mastery which requires wizard 1.

tagcount[Classes.Wizard] >= 1

I get an error when I try to add class Hero Lab was forced to stop compilation after the following errors were detected:
tagcount[Classes.Thaumaturge] >= 1

Syntax error in 'pre-requisite rule' script for Thing 'fThgAbysFami' on line 1
-> Tag 'Classes.Thaumaturge' not defined

Thaumaturge is a class I created in this data set.
 
So I got confused with the latest update and ended up reinstalling herolab. I lost my deity file up uploaded on the first page of this thread and I cannot get the forums to let me download it again. I have tried a few different browsers and I keep getting a 3kb file that say there was a database error in the file when viewed with notepad++. A few browsers wouldn't even let me try to download the file. ugh, bad day for me and herolab.
 
So I was lucky and found a copy I sent to my players via email for the deity files. I still am unable to download any attached files on the forums.
 
I duplicated all the sinspawn and did a Replace Thing Id on them in my Paizo - Rise of the Runelord data file. They now all have two claw attacks and qualify for multiattack feat.
 
I'm getting an error on my Attic whisperer when I load the race.

Attempt to access non-existent child pick 'kKnowLocal' from script
Location: 'eval' script for Thing 'rAttcWhpr' (Eval Script '#1') near line 7
- - -
Attempt to access non-existent child pick 'kKnowLocal' from script
Location: 'eval' script for Thing 'rAttcWhpr' (Eval Script '#1') near line 7

I also get Attic Whisperer: Skill points left to spend

Of course they error goes away when I select Knowledge local under additional skills. Is there anyway to force kKnowLocal to show up selected under the skills table to stop this?
 
I'm getting an error on my Attic whisperer when I load the race.

Attempt to access non-existent child pick 'kKnowLocal' from script
Location: 'eval' script for Thing 'rAttcWhpr' (Eval Script '#1') near line 7
- - -
Attempt to access non-existent child pick 'kKnowLocal' from script
Location: 'eval' script for Thing 'rAttcWhpr' (Eval Script '#1') near line 7

I also get Attic Whisperer: Skill points left to spend

Of course they error goes away when I select Knowledge local under additional skills. Is there anyway to force kKnowLocal to show up selected under the skills table to stop this?

No. Knowledge, Craft and Profession skills can be allocated skill points when you create a creature, but they have to be manually selected when you create the monster in a portfolio.
If you load it from the Encounter Builder (assuming there is a .stock file or associated .por file), it should already have these skills assigned.
 
No. Knowledge, Craft and Profession skills can be allocated skill points when you create a creature, but they have to be manually selected when you create the monster in a portfolio.
If you load it from the Encounter Builder (assuming there is a .stock file or associated .por file), it should already have these skills assigned.

Actually, you can. Bootstrap the corresponding skill to the race. You'll have to re-create the race like you did with the Sinspawns.
 
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