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<blockquote data-quote="Vascant" data-source="post: 1895694" data-attributes="member: 13927"><p>The last few days have been solely working on the Equipment Engine and I think it is finally starting to shapen up nicely...There are a few new things I need to tie into the stat block functionality that it is not aware of, like bracers of archery and such that give a bonus to a category of weapons rather then a single weapon and are not actually a weapon themselves and the spell system needs to know about Ring of Wizardry type items. Not including weapons and armor, I added 160 magic items to the system, pretty much anything that wasn't misc and was a body slot. Also not yet using factors to determine if a magic item is rare, uncommon or common yet, I think I will code it but have an option to be turned off by the user. </p><p></p><p>*chuckles* I also need to double check that each section is handling subtraction of gold correctly too. I think it is but hey, I who knows. Also need to work on things like the Vest body slot, since their are only 2 of them, it seems to result in every high level char having it, so I need to figure out a checks and balance system there I think. Maybe certain body slots will have a factor to determine the likelyhood of a magic item in that slot. This would reflect that cloaks are far more common then a vest or mantle.</p><p></p><p>I am open to ideas on this..</p><p></p><p>Anyways, here is the latest stat block results.</p><p></p><p></p><p><Name> human Sorcerer 12: CR 12; Medium Humanoid; HD 12d4 (HP 30); Init 0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +6; Grp +9; Atk +11 melee (1d8+6, +2 Spear); Full Atk +11/+6 melee (1d8+6, +2 Spear); Space/Reach 5 ft./5 ft.; SA ; SQ ; AL N; SV Fort +4, Ref +4, Will +7; Str 16, Dex 10, Con 11, Int 14, Wis 9, Cha 19.</p><p></p><p>Skills: Bluff +14 (+3 Cha), Concentration +10, Gather Information +3 (+3 Cha), Knowledge (Arcana) +18 (+2 Int), Knowledge (Local) +2 (+2 Int), Listen +4 (-1 Wis), Search +9 (+2 Int), Spellcraft +8 (+2 Int), Spot -1 (-1 Wis).</p><p></p><p>Feats: Blind-Fight, Enlarge Spell, Extend Spell, Quick Draw, Shield Proficiency, Still Spell. </p><p></p><p>Sorcerer Spells Known (6/7/7/7/6/5/3, base DC = 13 + spell level): 0 -- arcane mark, daze, detect poison, flare, ghost sound, light, message, ray of frost, resistance; 1st -- chill touch, disguise self, magic missile, mount, reduce person; 2nd -- arcane lock, blindness/deafness, bull's strength, darkness, hypnotic pattern, touch of idiocy; 3rd -- explosive runes, flame arrow, nondetection, phantom steed, slow; 4th -- animate dead, resilient sphere, secure shelter, wall of fire; 5th -- cloudkill, secret chest, telepathic bond; 6th -- move earth, permanent image.</p><p>Possessions: +2 spear, cloak of charisma +2, ring of improved climbing, ring of wizardry iii, robe of bones, vest of escape, potion of nondetection, oil of flame arrow, potion of gaseous form, 77750 gp,</p></blockquote><p></p>
[QUOTE="Vascant, post: 1895694, member: 13927"] The last few days have been solely working on the Equipment Engine and I think it is finally starting to shapen up nicely...There are a few new things I need to tie into the stat block functionality that it is not aware of, like bracers of archery and such that give a bonus to a category of weapons rather then a single weapon and are not actually a weapon themselves and the spell system needs to know about Ring of Wizardry type items. Not including weapons and armor, I added 160 magic items to the system, pretty much anything that wasn't misc and was a body slot. Also not yet using factors to determine if a magic item is rare, uncommon or common yet, I think I will code it but have an option to be turned off by the user. *chuckles* I also need to double check that each section is handling subtraction of gold correctly too. I think it is but hey, I who knows. Also need to work on things like the Vest body slot, since their are only 2 of them, it seems to result in every high level char having it, so I need to figure out a checks and balance system there I think. Maybe certain body slots will have a factor to determine the likelyhood of a magic item in that slot. This would reflect that cloaks are far more common then a vest or mantle. I am open to ideas on this.. Anyways, here is the latest stat block results. <Name> human Sorcerer 12: CR 12; Medium Humanoid; HD 12d4 (HP 30); Init 0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk +6; Grp +9; Atk +11 melee (1d8+6, +2 Spear); Full Atk +11/+6 melee (1d8+6, +2 Spear); Space/Reach 5 ft./5 ft.; SA ; SQ ; AL N; SV Fort +4, Ref +4, Will +7; Str 16, Dex 10, Con 11, Int 14, Wis 9, Cha 19. Skills: Bluff +14 (+3 Cha), Concentration +10, Gather Information +3 (+3 Cha), Knowledge (Arcana) +18 (+2 Int), Knowledge (Local) +2 (+2 Int), Listen +4 (-1 Wis), Search +9 (+2 Int), Spellcraft +8 (+2 Int), Spot -1 (-1 Wis). Feats: Blind-Fight, Enlarge Spell, Extend Spell, Quick Draw, Shield Proficiency, Still Spell. Sorcerer Spells Known (6/7/7/7/6/5/3, base DC = 13 + spell level): 0 -- arcane mark, daze, detect poison, flare, ghost sound, light, message, ray of frost, resistance; 1st -- chill touch, disguise self, magic missile, mount, reduce person; 2nd -- arcane lock, blindness/deafness, bull's strength, darkness, hypnotic pattern, touch of idiocy; 3rd -- explosive runes, flame arrow, nondetection, phantom steed, slow; 4th -- animate dead, resilient sphere, secure shelter, wall of fire; 5th -- cloudkill, secret chest, telepathic bond; 6th -- move earth, permanent image. Possessions: +2 spear, cloak of charisma +2, ring of improved climbing, ring of wizardry iii, robe of bones, vest of escape, potion of nondetection, oil of flame arrow, potion of gaseous form, 77750 gp, [/QUOTE]
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