• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

NPC Gen.. Take a look please

Vascant

Wanderer of the Underdark
If people may or may not know, I have been working on a NPC Designer. I have looked over everything else from free, open source and paid for applications and no one seems to get it even close to correct. So, if not for my own personal enjoyment of coding, I decided to start working on one. Below I am going to post the results of the statblock, the time has come where I my mind is to much in the code and would like some other eyes looking over the results and giving opinions, rules I have missed or not correctly applied.

<Name> Half-Fiend Human Fighter 3/ Sorcerer 6/ Rogue 3: CR 15; Medium Outsider (Augmented Humanoid)(Native); HD 3d10+12 plus 6d4+24 plus 3d6+12 (HP 92); Init 5 (+5 Dex); Spd 30 ft., fly 30 ft. (average); AC 16 (+1 natural, +5 Dex) Touch 15 FlatFooted 11; Base Atk +8; Grp +14; Atk +14 melee (1d6+6, Bite) or +14 melee (1d4+6, Claws) or +15 melee (1d8+6/20, Flail) or +15 ranged (1d4+6/20, Sling); Full Atk +14 melee (1d4+6, 2 Claws) and +9 melee (1d6+3, Bite) or +15/+10 melee (1d8+6/20, Flail) and +9 melee (1d6+3, Bite) or +15/+10 ranged (1d4+6/20, Sling) ; Space/Reach 5 ft./5 ft.; SA sneak attack 2d6, ; SQ spell resistance 22, darkvision 60 ft., immunity to poison, resistance to acid 10, cold 10, fire 10, electricity 10, damage reduction 10/magic, spell resistance 22, trap sense, trapfinding, evasion; AL LE; SV Fort +10, Ref +11, Will +9; Str 22, Dex 21, Con 18, Int 19, Wis 14, Cha 19.

Skills: Listen 6 (+2 Wis), Search 7 (+4 Int), Spot 3 (+2 Wis), Knowledge (Local) 4 (+4 Int), Knowledge (Nobility and Royalty) 4 (+4 Int), Knowledge (History) 5 (+4 Int), Gather Information 4 (+4 Cha), Diplomacy 4 (+4 Cha), Climb 9 (+5 Str), Handle Animals 1, Intimidate 8 (+4 Cha), Jump 9 (+5 Str), Ride 10 (+5 Dex), Swim 9 (+5 Str), Heal 5 (+2 Wis), Bluff 8 (+4 Cha), Knowledge (Arcana) 12 (+4 Int), Concentration 10 (+4 Con), Spellcraft 5 (+4 Int), Appraise 5 (+4 Int), Balance 5 (+5 Dex), Decipher Script 6 (+4 Int), Disable Device 5 (+4 Int), Disguise 9 (+4 Cha), Escape Artist 5 (+5 Dex), Forgery 6 (+4 Int), Hide 6 (+5 Dex), Move Silently 9 (+5 Dex), Open Lock 5 (+5 Dex), Sense Motive 10 (+2 Wis), Sleight of Hand 7 (+5 Dex), Tumble 6 (+5 Dex), Use Magic Device 8 (+4 Cha),

Feats: Dodge, Weapon Focus (Flail), Blind-Fight, Improved Unarmed Strike, Mounted Combat, Spell Focus (Evocation), Weapon Focus (Sling), Weapon Finesse

Spell-Like Abilities: 1/day - desecrate, unholy blight (DC 14), contagion (DC 13), blasphamy (DC 17). 3/day - darkness, poison (DC 14). Caster level 12. The save DC's are Charisma-based

Smite Good (Su): Once per day, This half fiend can make a normal melee attack to deal +12 points of extra damage against a good foe.
Trap Sense (Ex): Has a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps.
Trapfinding: The rogue can use the Search skill to find traps with Search DCs higher than 20.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the rogue takes no damage with a successful saving throw.
Sorcerer Spells Known (6/7/6/4, base DC = 14 + spell level): 0 -- Open/Close, Ghost Sound, Arcane Mark, Daze, Flare, Touch of Fatigue, Resistance, 1st -- Burning Hands, Hypnotism, Magic Missile, Grease, Ray of Enfeeblement, 2nd -- Daze Monster, Minor Image, Whispering Wind, 3rd -- Lightning Bolt, Deep Slumber,

The interface to program at this time allows for the user to do the following:
1. Pick any class, race, alignment, sex
2. Stats can be random, preselected or you give a stat the bare min and it random selects based on it.
3. Allow templates to be applied
4. Preselect feats, armor, skills, weapons, shields.
5. Skills are selected based on modifiers, based on region and other factors. The idea was a NPC near water has a better chance to have swimming then someone living in the desert. Feats will soon have this same feature as well.

Anyways, what I am asking is for people to take a look at the statblock and tell me whats right, wrong, opinions and such.


Thanks
 

log in or register to remove this ad

Is the number after your skills ranks or the total modifier. (I would expect to see total modifier there, but usually only ranks are listed without a "+" in front.)

Jamis Gen's NPCGen (the one I am always going to associate with the title NPCGen) has an option for skills that breaks out all the modifiers, otherwise just lists total modifier. If you show anything but the total modifier, it should be ranks.

And I predict this will be moved to software...
 

Woohoo! An outlet for my pedantry!

Typographical observations only:

Multiclass characters, such as Sorcerer 1/Rogue 2, are usually written with no space either side of the oblique.

Flat-footed is normally hyphenated and lower case.

"(1d8+6/20, Flail)" Damage stats that indicate a crit do not usually say so if the crit is only on a 20. Making the oblique flush with the damage dice is not standard either and reduces readability.

I like the fact you've included the relevant characteristic modifiers in the skill list. I believe the convention is for the skill list to be ordered alphabetically. There is a superfluous comma at the end of the list.

I believe feats are also usually listed alphabetically.

It's 'blasphemy', not 'blasphamy'. There is no apostrophe in DCs when the reference is simply plural. That sentence is also missing a full stop.

I'm not sure whether 'half fiend' is usually hyphenated or not.

Spell names are usually written without initial capitals in a stat block. There is a superfluous comma at the end of the list.

I don't have access to the half fiend template, so I can't be sure what's right or wrong from a game mechanic point of view. But it looks good.

And it's great to see another program coming. I look forward to it.

Thanks for doing this and good luck.
 
Last edited:

Vascant, it's excellent to see someone else getting into the utilities arena of d20. That said, I'll slide this over into our Software & Computers forum, which is where discussion of prospective and existing software goes.

There will also be a likely pool of enthusiastic beta-testers there if you need them! :)
 


I rethought it, and this really belongs in Rules more than Computers & Software, because it's about the stat Block itself, so I'll move it there as a more permanent home. Discussion of the program itself would belong in Software, but this will benefit more from being in a more rules-oriented area.
 

Since I have finished with a lot of the errors that has been posted thus far, I thought I would post an update for something new to look at. Thank you to all who have taken a moment to give suggestions and opinions.

<Name> human Sorcerer 12: CR 12; Medium Humanoid; HD 12d4+36 (HP 60); Init 4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex), touch 14, flat-footed 10; Base Atk +6; Grp +8; Atk +8 melee (1d8+2, Morningstar); Full Atk +8/+3 melee (1d8+2, Morningstar) ; Space/Reach 5 ft./5 ft.; SA ; SQ ; AL NG; SV Fort +7, Ref +8, Will +11; Str 14, Dex 18, Con 16, Int 15, Wis 16, Cha 13.

Skills: Bluff +18 (+1 Cha), Concentration +17 (+3 Con), Craft (Woodworking) +2 (+2 Int), Gather Information +1 (+1 Cha), Knowledge (Arcana) +5 (+2 Int), Knowledge (Geography) +3 (+2 Int), Knowledge (Local) +3 (+2 Int), Knowledge (Nature) +2 (+2 Int), Listen +8 (+3 Wis), Search +6 (+2 Int), Spellcraft +9 (+2 Int), Spot +4 (+3 Wis), Survival +3 (+3 Wis).

Feats: Blind-Fight, Brew Potion, Enlarge Spell, Improved Counterspell, Spell Focus (Conjuration), Widen Spell.

Sorcerer Spells Known (6/7/6/6/6/5/3, base DC = 11 + spell level): 0 -- mage hand, light, message, daze, detect poison, flare, acid splash, detect magic, mending, prestidigitation; 1st -- magic aura, cause fear, grease, disguise self, sleep, feather fall; 2nd -- magic mouth, minor image, whispering wind, locate object, misdirection, obscure object; 3rd -- summon monster iii, slow, keen edge, sepia snake sigil, displacement; 4th -- fear, shout, arcane eye, phantasmal killer; 5th -- dream, symbol of sleep, transmute rock to mud; 6th -- chain lightning, mass suggestion.


Note: When I am happy with some other things I will work on automatically applying meta feats to spells and such. To understand what I am aiming for in this application it is simple, to allow me to focus more on designing things with a story and less on mechanics. Being a programmer by profession, I failed to see why this could not be done. Every program I found fell short in a number of ways, either I was forced to go in by hand and make changes or simply would be incorrectly applying the rules to the NPC. This is my effort to correct all that.
 

Your sorceror only has a Charisma of 13. Not very useful for an NPC. It also means he cannot cast most of the spells on his spell list.

Edit to say that this NPCs Spell Focus: Conjuration doesn't seem to do him much good. If possible, it would be nice to see conjuration spells more heavily weighted if the feat is picked. Make sure you do not allow the random generation of Spell Focus: Divination and probably Abjuration, as it has no practical use.
 
Last edited:

Henry said:
I rethought it, and this really belongs in Rules more than Computers & Software, because it's about the stat Block itself, so I'll move it there as a more permanent home. Discussion of the program itself would belong in Software, but this will benefit more from being in a more rules-oriented area.


Thanks, I know I went over the topics this morning and couldn't find one that actually "fit". So I decided general would be a good place to start. Yes, at this time the goal is to get the stat block output correct according to standards.
 

Abstraction said:
Your sorceror only has a Charisma of 13. Not very useful for an NPC. It also means he cannot cast most of the spells on his spell list.

Holy.. good catch there, totally missed me.

Thanks

Spell Focus functionallity is not applied at this time because it isn't finished, but in the end, Each spell has a factor based on stats, alignment, region, feats and skills. The result is to have spells that make sense for spell casters given their nature and personality. I felt this method was more improved over making sure 1 spell is of any skill focus group per level which seemed, to predictable.
 
Last edited:

Into the Woods

Remove ads

Top