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Vascant

Wanderer of the Underdark
For those that gave me the needed information, NPC Designer: Phase 2 has began and in your email should be all the information needed. Progress of the next phase of testing will be publicly posted though at www.rpgattitude.com.
 

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Vascant

Wanderer of the Underdark
Just thought I would provide a little sample of the correct stat block and material being tested:
Adelam: Male human/half-red dragon Fighter 10: CR 12; medium dragon (augmented humanoid); HD 10d10+40 (HP 113); Init 2 (+2 Dex); Spd 20 ft.; AC 23 (+4 natural, +2 Half-plate), touch 10, flat-footed 23; Base Atk +10; Grp +18; Atk +18 melee (1d4+8, Claws) or +18 melee (1d6+8, Bite) or +20 melee (1d8+13/19-20, +2 two-bladed sword); Full Atk +20/+15 melee (1d8+13/19-20, +2 two-bladed sword) and +13 melee (1d6+8, Bite) or +18/+13 melee (1d4+8, Claws) and +13 melee (1d6+8, Bite); Space/Reach 5 ft./5 ft.; SA breath weapon (30-ft. cone of fire), ; SQ darkvision 60 ft., immunity to sleep, paralysis, fire, low-light vision; AL CE; SV Fort +11, Ref +5, Will +3; Str 26, Dex 14, Con 18, Int 14, Wis 10, Cha 10.

Skills: Climb +7 (+8 str,+5 competence,-6 acp), Craft (Weaponsmithing) +5 (+2 int), Handle Animal +4, Heal +4, Intimidate +13, Knowledge (Local) +4 (+2 int), Listen +2, Move Silently +1 (+2 dex,+5 competence,-6 acp), Ride +13 (+2 dex), Search +5 (+2 int), Spot +2, Swim +1 (+8 str,+5 competence,-12 acp), Use Rope +6 (+2 dex).

Feats: Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (two-bladed sword), Improved Feint, Mounted Combat, Power Attack, Ride By Attack, Track, Trample.

Languages: Common, giant, goblin.
Ht: 6' 1", Wt: 225, Hair: Red, Eyes: Blue, Age: 32.

Breath Weapon (Su): Once per day, He can breath a 30-foot cone of fire that deals 6d8 points of fire damage to creatures within its area. A successful Reflex save (DC 14) reduces the damage by half.

Low-Light Vision: Adelam can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.

Possessions: +2 half-plate, +2 two-bladed sword, boots of elvenkind, ring of force shield, ring of evasion, gloves of swimming and climbing, potion of bull’s strength, potion of bear’s endurance, potion of greater magic fang +5, 12 pp, 9 gp, 10 sp, 12 cp, 24600 gp in other assets.
 

Vascant

Wanderer of the Underdark
Just wanted to announce the beta test team is now working towards finalizing the NPC Designer: Phase 2 Beta. Thanks to the hard work work Knight Otu and vesse the Scripting engine handling templates is working smoothly and such examples are now not just possible but able to be enhanced by the NPC Designer user. Alot of the example scripts have been posted on www.rpgattitude.com, along with conversations dealing what features desired, needed or broken/bugged and need to be fixed.

Oneiireria: Female Dwarf/Half-Red Dragon Fighter 5: CR 7; Medium Dragon (Augmented Humanoid); HD 5d10+20 (HP 58); Init 1 (+1 Dex); Spd 20 ft.; AC 26 (+4 natural, Ring of protection +1, +2 Full plate, +1 Dex), touch 12, flat-footed 25; Base Atk +5; Grp +13; Atk +13 melee (1d4+8/x2, 2 Claws) or +13 melee (1d6+8/x2, Bite) or +14 melee (1d6+11/x2, quarterstaff); Full Atk +14 melee (1d6+11/x2, quarterstaff) and +8 melee (1d6+8/x2, Bite) or +13 melee (1d4+8/x2, 2 Claws) and +8 melee (1d6+8/x2, Bite); Space/Reach ft./ ft.; SA breath weapon (30-ft. cone of fire), ; SQ darkvision 60 ft., immunity to sleep, paralysis and fire, dwarven traits, darkvision 60 ft., low-light vision; AL CE; SV Fort +8, Ref +2, Will +3; Str 26, Dex 12, Con 19, Int 14, Wis 11, Cha 9.

Skills: Appraise +3 (+5 armorsmithing, +5 leatherworking) (+2 int), Concentration +5 (+4 con), Craft (Armorsmithing) +12 (+2 int,+2 racial), Craft (Leatherworking) +9 (+2 int), Craft (Pottery) +3 (+2 int), Handle Animal +3 (-1 cha), Knowledge (Architecture and Engineering) +4 (+2 int), Ride +5 (+1 dex).

Feats: Combat Expertise, Combat Reflexes, Iron Will, Power Attack, Weapon Focus (quarterstaff).

Languages: Common, dwarven, goblin, orc.
Ht: 3' 11", Wt: 136, Hair: Brown, Eyes: Brown, Age: 61.

Breath Weapon (Su): Once per day, She can breath a 30-foot cone of fire that deals 6d8 points of fire damage to creatures within its area. A successful Reflex save (DC 14) reduces the damage by half.

Dwarven Traits: Dwarves have stonecunning, which grants them a +2 racial bonus on search checks to notice unusual stonework. A dwarf who merely comes within 10 feet of it can make a search check as if actively searching.
When standing on ground, dwarves are exceptionally stable and have a +4 bonus on ability checks to resist bulls rush or tripped. They have a +1 racial bonus on attacks against orcs and goblinoids. Dwarves have a +4 racial bonus to Armor Class against giants.
Conditional Adjustments: Dwarves have a +2 racial Bonus on saving throws against spells and spell-like effects, +2 racial bonus on saving throws against poison, +2 racial bonus on all appraisal checks stone and metal related.
Low-Light Vision: Oneiireria can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.

Possessions: +2 full plate, quarterstaff, ring of protection +1, necklace of fireballs i, ring of feather falling, potion of protection from arrows 10/magic, potion of cure serious wounds, 11 pp, 18 gp, 11 sp, 10 cp, 2350 gp in other assets.

The next is a template taken from Green Ronin's book "Plot and Poison"

Aroc: Male Human/Half-Drow Fighter 5: CR 6; Medium Humanoid; HD 5d10+5 (HP 38); Init 2 (+2 Dex); Spd 20 ft.; AC 21 (+1 Light steel shield, +1 Banded mail, Ring of protection +1, +1 Dex), touch 12, flat-footed 20; Base Atk +5; Grp +8; Atk +9 melee (1d6+4/x4, +1 heavy pick); Full Atk +9 melee (1d6+4/x4, +1 heavy pick); Space/Reach 5 ft./5 ft.; SA ; SQ darkvision 60 ft., spell resistance 14, drow blood; AL CN; SV Fort +5, Ref +3, Will +2; Str 16, Dex 15, Con 12, Int 15, Wis 12, Cha 11.

Skills: Balance -1 (+2 dex,-5 acp), Jump -7 (+3 str,-6 speed,-5 acp), Knowledge (Local) +4 (+2 int), Listen +5 (+1 wis,+1 racial), Ride +10 (+2 dex), Search +7 (+2 int,+1 racial), Spot +5 (+1 wis,+1 racial), Swim -4 (+3 str,-10 acp).

Feats: Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Power Attack, Track.

Languages: Common, ettin, draconic.
Ht: 5' 11", Wt: 224, Hair: Blond, Eyes: Brown, Age: 26.

Spell-Like Abilities: 1/day - dancing lights, darkness, faerie fire. Caster level 5. The save DCs are Charisma-based

Drow Blood (Ex): Aroc is considered to be the base creature's race, drow and elves for purposes of race-specific abilities and effects. He receives a +1 racial bonus on Will saves against spells and spell-like abilities.

Possessions: +1 light steel shield, +1 banded mail, +1 heavy pick, ring of feather falling, ring of protection +1, potion of blur, potion of barkskin +2, 15 pp, 15 gp, 11 sp, 17 cp, 4033 gp in other assets.
 


Vascant

Wanderer of the Underdark
Yeah, initially I just took the verbage used as an example from other source. At present going thru and changing a bunch of it though. On the good side of it all, almost all of the verbage is controlled outside of the program and in script files (Such as the one you are pointing out is for Half Red Dragons) and can be edited,changed and even removed based on individual user desires.
 

Vascant

Wanderer of the Underdark
Thanks to Knight Otu and Vesse we have completed Phase 2 (Template engine) and here is a small sample of their hard work.

Adareand: Male Human Vampire Fighter 5: CR 7; Medium Undead (Augmented Humanoid); HD 5d12 (HP 46); Init 8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 24 (+6 natural, +2 Leather armor, +4 Dex), touch 14, flat-footed 20; Base Atk +5; Grp +12; Atk +12 melee (1d6+7 plus energy drain/x2, Slam) or +13 melee (1d4+7/x2, Masterwork light hammer) or +13 melee (1d8+10/x3, Masterwork warhammer); Full Atk +11 melee (1d8+7/x3, Masterwork warhammer) and +11 melee (1d4+3/x2, Masterwork light hammer) or +12 melee (1d6+7 plus energy drain/x2, Slam); Space/Reach 5 ft./5 ft.; SA blood drain, children of the night, create spawn, dominate, energy drain; SQ darkvision 60 ft., resistance to cold 10 and electricity 10, damage reduction 10/magic and silver, alternate form, fast healing, gaseous form, spider climb, turn resistance +4, undead traits, vampire weaknesses; AL CE; SV Fort +4, Ref +7, Will +6; Str 24, Dex 19, Con -, Int 17, Wis 17, Cha 15.

Skills: Bluff +14 (+2 cha,+8 racial), Hide +15 (+4 dex,+8 racial), Intimidate +4 (+2 cha), Jump +12 (+7 str), Knowledge (Local) +4 (+3 int), Listen +17 (+3 wis,+8 racial,+2 alertness), Move Silently +13 (+4 dex,+8 racial), Ride +5 (+4 dex), Search +12 (+3 int,+8 racial), Sense Motive +15 (+3 wis,+8 racial), Spot +15 (+3 wis,+8 racial,+2 alertness).

Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Power Attack, Two Weapon Fighting.

Languages: Common, abyssal, elven, halfling.
Ht: 5' 1", Wt: 135, Hair: Brown, Eyes: Grey, Age: 24.

Blood Drain (Ex): Adareand can suck blood from a living victim with his fangs by making a successful grapple check. If he pins the foe, he drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each successful attack, he gains 5 temporary hit points.

Children of the Night (Su): Adareand commands the lesser creatures of the world and once per day can call forth a 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve his for up to 1 hour.

Create Spawn (Su): Any humanoid or monstrous humanoid slain by Adareand's energy drain attack rises as a vampire spawn (see the Vampire Spawn entry in the Monster Manual) 1d4 days after burial. If he instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of Adareand and remains enslaved until his destruction. At any given time, Adareand may have enslaved spawn totaling no more than twice his own Hit Dice; any spawn he creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. Adareand may voluntarily free an enslaved spawn to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su): Adareand can crush an opponent's will just by looking into its eyes. This ability is similar to a gaze attack, except that Adareand must take a standard action, and those merely looking at his are not affected. Anyone the vampire targets must succeed on a Will save (DC 14) or fall instantly under his influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Energy Drain (Su): Any living creature hit by Adareand's slam attack gains 2 negative levels. For each level bestowed, he gains 5 temporary hit points. Adareand can use his energy drain ability once per round.

Alternate Form (Su): Adareand can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell (caster level 12th), except that Adareand does not regain hit points for changing form and must choose from among the forms mentioned here. While in an alternate form, Adareand loses his natural slam attack and dominate ability, but he gains the natural weapons and extraordinary special attacks of his new form. He can remain in that form until he assumes another or until the next sunrise.

Fast Healing 5 (Ex): Adareand heals 5 points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points, Adareand automatically assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (He can travel up to 9 miles in 2 hours.) Once at rest in his coffin, he is helpless. He rises to 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, Adareand can assume gaseous form at will, as the spell (caster level 5th), except that he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex): Adareand can climb sheer surfaces as though with a spider climb spell.

Turn Resistance (Ex): Adareand is treated as a 9-HD undead for the purpose of turn, rebuke, command, or bolster attempts.

Undead Traits: Adareand is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. He is not subject to critical hits, nonlethal damage, ability damage to his physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. He cannot be raised, and resurrection works only if he is willing. Darkvision 60 ft.

Possessions: +2 leather armor, masterwork warhammer, masterwork light hammer, periapt of wisdom +2, oil of magic vestment +5, potion of magic fang, 13 pp, 14 gp, 10 sp, 13 cp, 1227 gp in other assets.
 

Captain Tools

First Post
Overly Specific Answer

Cloak of protection and robe of eyes can't be worn at the same time. It doesn't look like the robe of eyes bonuses have been incorporated in the stats, so perhaps a note saying that it is carried and not worn.

Not sure what kinds of comments you are looking for. I would be interested in more about the script design. How does it fit in with the rest of the program? Why not a GUI interface to add new items into the DB instead? Why not a way to import & export stuff into the DB?

It's not that a character can't wear a cloak and a robe, it's that you can't wear two magical items on any single body part (unless a special feat is choosen). This is an extention of the rule that keeps a character from wearing ten rings (one on each finger of both hands). You can have one magical ring activated per hand. i.e. You could wear two magical rings on one hand if they only function when activated (by comman word, situation, etc...) but if you try to wear two rings on the same hand that function all the time (i.e. a +1 ring of protection and a ring of sustenance) well then we'll just stand back and watch the fireworks. This would also apply to wearing a magical crown and wizard hat at the same time. etc...So in short it has to do with having two magic items on the same body part and nothing to do with being a cloak/robe or hat/crown.
 

Vascant

Wanderer of the Underdark
It's not that a character can't wear a cloak and a robe, it's that you can't wear two magical items on any single body part (unless a special feat is choosen). This is an extention of the rule that keeps a character from wearing ten rings (one on each finger of both hands). You can have one magical ring activated per hand. i.e. You could wear two magical rings on one hand if they only function when activated (by comman word, situation, etc...) but if you try to wear two rings on the same hand that function all the time (i.e. a +1 ring of protection and a ring of sustenance) well then we'll just stand back and watch the fireworks. This would also apply to wearing a magical crown and wizard hat at the same time. etc...So in short it has to do with having two magic items on the same body part and nothing to do with being a cloak/robe or hat/crown.


You realized you answered a 4+ year old thread? NPC Designer is done and free now
 

Vascant

Wanderer of the Underdark
Here is a screen shot:

NPCDesigner_Example.png
 

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