Thread: Advanced Bestiary Update
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January 10th, 2015, 14:17 #11
just been preparing my first adventure using the NPC factory
I had the same problem with a number of stat blocks from the Emerald Spire Superdungeon. The attacks are coming out wrong so that the ranged attacks arn't active, its easy enough to fix by inserting a space and the word or before the word Ranged
here is the stat block
ECHO WOOD SCOUTS (4) CR 1/2
XP 200 each
Human rogue 1
NE Medium humanoid (human)
Init +3; Senses Perception +4
DEFENSE
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 10 each (1d8+6)
Fort +2, Ref +5, Will +0
OFFENSE
Speed 30 ft.
Melee short sword +3 (1d6+1/19–20) or
dagger +3 (1d4+1/19–20)
Ranged light crossbow +3 (1d8/19–20 plus poison)
Special Attacks sneak attack +1d6
TACTICS
Morale If two scouts are defeated, the rest retreat to area C16.
STATISTICS
Str 13, Dex 17, Con 14, Int 12, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Toughness, Weapon Finesse
Skills Acrobatics +7, Appraise +5, Climb +5, Craft (traps) +5,
Disable Device +7, Escape Artist +7, Knowledge (local) +5,
Perception +4, Ride +4, Stealth +7
Languages Common
SQ trapfinding +1
Combat Gear potion of cure light wounds, greenblood oil (2);
Other Gear padded armor, dagger, light crossbow with
10 bolts, short sword
Treasure: Among the dishes are 11 pieces worth 50 gp each.
this is what the stat block looks like, screwed up the AC as well
Capture 1.PNGUltimate licence
GMT Time zone-UK
brawny hook bold thug
https://discord.gg/9MHgEqV
ON DMS Guild http://www.dmsguild.com/product/2246...&filters=45680
http://www.dmsguild.com/product/2205...&filters=45680
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January 10th, 2015, 15:25 #12
duplicate post sorry
Last edited by hawkwind; January 10th, 2015 at 15:26. Reason: duplicate post
Ultimate licence
GMT Time zone-UK
brawny hook bold thug
https://discord.gg/9MHgEqV
ON DMS Guild http://www.dmsguild.com/product/2246...&filters=45680
http://www.dmsguild.com/product/2205...&filters=45680
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January 10th, 2015, 19:35 #13
Cool. I'll check that out later this evening to see if I can fix it.
As for the HD on the advanced, the problem is that if you don't change the HD string from 3d8+9 to 3d8+15 or 3d8+9+6, then it doesn't calculate high enough hit points if you later drag it to the combat tracker and you have your preference set to re-roll (i.e. Random setting) or if you have Max Setting. Max would still give it 33 hit points instead of 39. For that reason, I believe the bump from CON needs to be reflected in the HD description. The simple template is simply telling you that it is the equivalent of adding 2 hit points per hit die... but the reason is because of the CON boost.
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January 10th, 2015, 20:35 #14
Ok, I misunderstood. I thought you were actually changing the number of HD, my bad. Is there a way to have a template change the number of Hit Dice, or only the modifier?
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January 10th, 2015, 20:37 #15
Also, the resize controls don't seem to work on your windows. Using CTRL-left button drag to resize still works, so it's not a big deal, just an FYI.
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January 10th, 2015, 21:14 #16
Yes, but right now you need to know the hit die type. For instance, you could add two monster levels
A - HD: +2d8
The most common case I came across when doing the templates from the Advanced Bestiary were cases where you change the die type depending on the new creature's type. For instance, going to a construct changes your die type to d10, so you'd set that as:
R - HD: d10
If the base creature was 4d8+12, the new creature will then be 4d10+12.
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January 10th, 2015, 21:24 #17
It looks like the word "each" in the middle of the hit points and the hit dice is causing it to miss part of the parsing. Also, it's looking for spaces around the "or" in the attack strings. This seems to parse accurately. Note the minor modifications.
Code:ECHO WOOD SCOUTS (4) CR 1/2 XP 200 each Human rogue 1 NE Medium humanoid (human) Init +3; Senses Perception +4 DEFENSE AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex) hp 10 (1d8+6) Fort +2, Ref +5, Will +0 OFFENSE Speed 30 ft. Melee short sword +3 (1d6+1/19–20) or dagger +3 (1d4+1/19–20) or light crossbow +3 (1d8/19–20 plus poison) Special Attacks sneak attack +1d6 TACTICS Morale If two scouts are defeated, the rest retreat to area C16. STATISTICS Str 13, Dex 17, Con 14, Int 12, Wis 10, Cha 8 Base Atk +0; CMB +1; CMD 14 Feats Toughness, Weapon Finesse Skills Acrobatics +7, Appraise +5, Climb +5, Craft (traps) +5, Disable Device +7, Escape Artist +7, Knowledge (local) +5, Perception +4, Ride +4, Stealth +7 Languages Common SQ trapfinding +1 Combat Gear potion of cure light wounds, greenblood oil (2); Other Gear padded armor, dagger, light crossbow with 10 bolts, short sword Treasure: Among the dishes are 11 pieces worth 50 gp each.
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January 14th, 2015, 19:05 #18
Here's a tough one for you: Fungal Creature http://www.d20pfsrd.com/bestiary/mon...ungal-creature
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January 14th, 2015, 20:14 #19
I would recommend building the template like this:
New Name: Fungal [NAME]
R - Type: plant
A - Init: -1
A - CR: +1
A - senses: darkvision 60 feet.
A - Armor Class: +2 natural
R - HD: d8
A - Fort Save: +2
A - Reflex Save: -1
A - Spec Qual: immunity to disease. plant traits. Fungal Metabolism (Ex), Rejuvenation (Ex)
A - Speed: (a plant decreases all speeds by 10 feet)
A - Attack: addAttack(Slam,1,,primary)
A - Full Attack: or addAttack(Slam,1,,primary)
A - Spec Attacks: Create Spawn (Ex), Poison Spore Cloud (Ex), Poisonous Blood (Ex)
A - Strength: +4
A - Dexterity: -2
A - Constitution: +4
Notes: Add full text from d20pfsrd for future reference with a heading for Creating a Fungal Creature
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January 18th, 2015, 21:49 #20
Will this import spell lists for casters in a useable format or will it just be informational?
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