[ eTools ] stat block output


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I started with a NPC human, changed the name added a domain and finished getting all the extras (humans have extra skills and feats). Also I'm using a modified stat block that displays all cleric spells. So its looooooooong...





Flurrgle:Male Human Clr11; Medium Humanoid ; HD 11d8+11 (Cleric); hp 73; Init -2; Spd 20; AC 21; Atk +9 base melee, +6 base ranged; +10 (1d8+1, Morningstar, Masterwork); +6 (1d8, Crossbow, light); AL N; SV Fort +9, Ref +2, Will +13; STR 12, DEX 7, CON 13, INT 11, WIS 20, CHA 13.
Weapons: Morningstar, Masterwork; Crossbow, light.
Armor: +1 Full plate.
Shields: +1 Shield, large, steel.
Goods: Bolts, crossbow (10).
Magic: Wondrous: Cloak of resistance (+1); Scroll: Raise Dead (5/9); Potion: Fly (5); Scroll: Ethereal Jaunt (5/9); Wondrous: Periapt of Wisdom (+2); Potion: Heroism; Ring: Protection +1; Wand: Hold Person (3) (Charges: 25); Scroll: Wind Walk (6/11); Wand: Searing Light (5) (Charges: 25).
Skills: Concentration+15, Heal+19, Spellcraft+14.
Feats: Brew Potion, Combat Casting, Craft Rod , Craft Wand , Scribe Scroll .
Spells Known (Clr 6/7/5/5/4/3/1): 0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st - Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Entropic Shield, Expeditious Retreat, Inflict Light Wounds, Invisibility to Undead, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Random Action, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I; 2nd - Aid, Aid, Animal Messenger, Augury, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Endurance, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Lesser Restoration, Locate Object, Make Whole, Remove Paralysis, Resist Elements, Shatter, Shield Other, Silence, Sound Burst, Speak with Animals, Spiritual Weapon, Summon Monster II, Undetectable Alignment, Zone of Truth; 3rd - Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Fly, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Meld into Stone, Negative Energy Protection, Obscure Object, Prayer, Protection from Elements, Protection from Elements, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Speak with Plants, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall; 4th - Air Walk, Control Water, Cure Critical Wounds, Death Ward, Dimension Door, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Freedom of Movement, Giant Vermin, Greater Magic Weapon, Imbue with Spell Ability, Inflict Critical Wounds, Lesser Planar Ally, Neutralize Poison, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Status, Summon Monster IV, Tongues; 5th - Atonement, Break Enchantment, Break Enchantment, Circle of Doom, Commune, Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law, Ethereal Jaunt, Flame Strike, Greater Command, Hallow, Healing Circle, Insect Plague, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Summon Monster V, Teleport, True Seeing, Unhallow, Wall of Stone; 6th - Animate Objects, Antilife Shell, Banishment, Blade Barrier, Create Undead, Etherealness, Find the Path, Find the Path, Forbiddance, Geas/Quest, Greater Dispelling, Greater Glyph of Warding, Harm, Heal, Heroes' Feast, Mislead, Planar Ally, Summon Monster VI, Wind Walk, Word of Recall.
Spells Prepared (Clr 6/7/5/5/4/3/1): 0 - Detect Magic, Guidance, Light, Mending, Resistance, Virtue; 1st - Bane, Bless, Command, Divine Favor, Doom, Entropic Shield, Expeditious Retreat (d), Magic Stone; 2nd - Aid, Bull's Strength, Hold Person, Lesser Restoration, Locate Object (d), Remove Paralysis; 3rd - Contagion, Create Food and Water, Daylight, Fly (d), Water Walk, Wind Wall; 4th - Dimension Door (d), Greater Magic Weapon, Lesser Planar Ally, Restoration, Spell Immunity; 6th - Blade Barrier, Mislead (d).
 

Here's the standard stat block

Rugan (1): Male Dwarf, Hill Clr10; Medium Humanoid ; HD 10d8+30 (Cleric); hp 85; Init -1; Spd 15; AC 22; Atk +8 base melee, +6 base ranged; +9 (1d8+1, Morningstar, Masterwork); +6 (1d8, Crossbow, light); SQ: Darkvision (Ex), Dwarven traits (Ex); AL CE; SV Fort +11, Ref +3, Will +12; STR 13, DEX 8, CON 16, INT 10, WIS 19, CHA 10.
Possessions:
Weapons: Morningstar, Masterwork; Crossbow, light.
Armor: +1 Full plate.
Shields: +1 Shield, large, steel.
Goods: Bolts, crossbow (10).
Magic: Potion: Spider Climb (1); Wondrous: Cloak of resistance (+1); Scroll: Raise Dead (9); Potion: Fly (5); Scroll: Ethereal Jaunt (9); Wondrous: Periapt of Wisdom (+2); Potion: Heroism; Ring: Protection +1; Wand: Hold Person (3) (Charges: 25).
Skills:
Concentration+16, Craft (Metalworking)+0, Craft (Stonecarving)+0, Craft (Stonemasonry)+0, Craft (Weaponsmithing)+0, Spellcraft+13.
Feats:
Brew Potion, Combat Casting, Craft Wand , Scribe Scroll .
Spells Prepared (Clr 6/5/5/4/4/2): 0 - Detect Magic, Guidance, Light, Mending, Resistance, Virtue; 1st - Bane, Bless, Command, Doom, Entropic Shield; 2nd - Aid, Bull's Strength, Hold Person, Lesser Restoration, Remove Paralysis; 3rd - Create Food and Water, Daylight, Water Walk, Wind Wall; 4th - Greater Magic Weapon, Lesser Planar Ally, Restoration, Spell Immunity.

Here's my modified stat block (outputs class and racial features, I added line breaks after important stats)

Rugan: Male Dwarf, Hill, Clr10; Medium Humanoid ; HD 10d8+30 (Cleric); hp 66;
Init -1; Spd 15; AC 22;
Atk +8 base melee, +6 base ranged; +9 (1d8+1, Morningstar, Masterwork); +6 (1d8, Crossbow, light);
SQ: Darkvision (Ex), Dwarven traits (Ex);
Class Features: Cleric: Extra turning, Spontaneous casting, Spells, Shield proficiency, Heavy armor proficiency, Medium armor proficiency, Light armor proficiency, Simple weapon proficiency, Turn or rebuke undead;
Racial Features: Stonecunning, +2 Fort save against poison, +2 Ref save against spells, +1 attack bonus against orcs & goblinoids, +4 dodge bonus against giants; AL CE;
Saves: Fort +11, Ref +3, Will +12;
STR 13, DEX 8, CON 16, INT 10, WIS 19, CHA 10.
Possessions:
Weapons: Morningstar, Masterwork; Crossbow, light.
Armor: +1 Full plate.
Shields: +1 Shield, large, steel.
Goods: Bolts, crossbow (10).
Magic: Potion: Spider Climb (1); Wondrous: Cloak of resistance (+1); Scroll: Raise Dead (9); Potion: Fly (5); Scroll: Ethereal Jaunt (9); Wondrous: Periapt of Wisdom (+2); Potion: Heroism; Ring: Protection +1; Wand: Hold Person (3) (Charges: 25).
Skills: Concentration +16, Craft (Metalworking) +0, Craft (Stonecarving) +0, Craft (Stonemasonry) +0, Craft (Weaponsmithing) +0, Spellcraft +13.
Feats: Brew Potion, Combat Casting, Craft Wand , Scribe Scroll .
Spells Prepared (Clr 6/5/5/4/4/2): 0 - Detect Magic, Guidance, Light, Mending, Resistance, Virtue; 1st - Bane, Bless, Command, Doom, Entropic Shield; 2nd - Aid, Bull's Strength, Hold Person, Lesser Restoration, Remove Paralysis; 3rd - Create Food and Water, Daylight, Water Walk, Wind Wall; 4th - Greater Magic Weapon, Lesser Planar Ally, Restoration, Spell Immunity.
 

Thank you very much, but

Sm!rk : did eTool automatically add (d) for domains spells (it doesn't appear in Eric's stat blocks) ?

there is no mention of the domains the clerics are entitled, how would this display ?
 

I didn't pick domain spells for my guy; they'd display just like Smirk's did.

The base version of the stat block doesn't show domains -- I bet I could get that out there. Let me take a stab at it.
 

Now Eric .. if you can get the spell list from a "Spell-like Abilities" list (along with the supporting data), then I owe you big!

ControlFreak
 

Ok, got the domains, gods, and domain powers into the stat block:

Martin of Heironeous: Male Human, Clr7/Pal2; Medium Humanoid ; HD 7d8+7 (Cleric), 2d10+2 (Paladin); hp 64;
Init +4; Spd 20; AC 25;
Atk +8 base melee, +7 base ranged; +11 (1d8+3, +2 Longsword);
Class Features: Cleric: Extra turning, Spontaneous casting, Spells, Shield proficiency, Heavy armor proficiency, Medium armor proficiency, Light armor proficiency, Simple weapon proficiency, Turn or rebuke undead; Paladin: Associates, Code of Conduct, Extra turning, Martial weapon proficiency: all, Simple weapon proficiency, Shield proficiency, Heavy armor proficiency, Medium armor proficiency, Light armor proficiency, Divine Health, Lay on hands, Divine Grace, Detect Evil, Smite Evil, Aura of Courage;
AL LG;
Saves: Fort +14, Ref +9, Will +13;
STR 12, DEX 10, CON 13, INT 8, WIS 17, CHA 14.
Possessions:
Weapons: +2 Longsword.
Armor: +2 Full plate.
Shields: +2 Shield, large, steel.
Magic: Potion: Cure Moderate Wounds (3); Potion: Cure Moderate Wounds (3); Potion: Cure Serious Wounds (5); Ring: Jumping; Wondrous: Everburning torch; Wand: Shield of Faith (1) (Charges: 50); Scroll: Remove Paralysis (3), Lesser Restoration (3), Remove Curse (5), Remove Disease (5), Dispel Magic (5), Restoration (7), Restoration (7); Wondrous: Pearl of power (2nd); Wondrous: Cloak of resistance (+2); Ring: Protection +1.
Skills: Diplomacy +8, Heal +8, Jump +25, Knowledge (religion) +4, Spellcraft +3.
Feats: Divine Vigor (+2 CON, +10 Speed for Cha mod min), Extra Turning, Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency: Longsword, Scribe Scroll , Weapon Focus: Longsword.
Domains: Good, War. Deity: Heironeous
Domain Powers: Cast good spells at +1 caster level; Free Martial proficiency and focus.
Spells Prepared (Clr 6/5/4/3/1): 0 - Detect Magic x2, Light x2, Read Magic, Resistance; 1st - Detect Chaos, Divine Favor, Protection from Evil (d), Remove Fear, Sanctuary, Shield of Faith; 2nd - Desecrate, Eagle`s Splendor, Gaze Screen x2, Spiritual Weapon (d); 3rd - Daylight, Inflict Serious Wounds, Invisibility Purge, Magic Circle against Evil (d); 4th - Divine Power, Holy Smite (d).

I'll get the style sheet posted as soon as my ISP's web space goes back up.
 


elrichwizard said:
Has anyone developed a d20 Standard Statblock Foundation compliant output for eTools?

My only question, why? It appears to largely be the same, and the things changed offer no reasons, so I assume its personal preference. I like to see reasons why such and such have been changed.
And I personally see no reason to include all the modifiers after AC, Init and the rest. That defeats the purpose of the stat block. Now, conditional modifiers are another story, if I could get them from etools xml I would want them there instead. I mean really I can look a half inch down the page and see my Dex and then easily figure what the modifier to AC is. Touch and flat footed would be nice additions.
 

A standardized statblock allows programs to “talk” to each other. If eTools, PCGen, RPM, Jamis NPC generator etc all output in the same format, then I can input that standard format into any program that needs it. This allows me to import a character produced by a generator into a management system such as DM’s Familiar, Twin Rose, or any other town/adventure manager programmatically.

By using a standard syntax for the statblock, all of these programs can just be thought of as class modules that talk to each other. I can mix and match to achieve whatever goal I want.

If all of the generator programs output in different formats, I need to create an interface for every program that I want to use these PC/NPC/Monsters in that reads every generators output format.

If I use say 3 generators and want to use the output in say 5 management systems, I need 15 interfaces. My other alternative is to manually enter the data into each of my management programs. Either way creates a lot of work for me. If everyone outputs and inputs using the same format, I can mix and match whatever programs I wish and not give it a thought.

Just my take on why a standardized statblock is desirable.

Brent
 

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