PCGen to DM Genie Export?


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Ashrem Bayle said:
It can, but from what I can tell, PCGen can't export a stat block in the exact format that DM Genie needs for importing.
What does DMGenie need? I'm not promising anything, just curious what's needed.
 

Here are some examples created with NPC Designer, and imported into DM Genie.

NPC Designer Output

Heraeidien; Female Halfling Rog1/Clr2: CR 3; Small Humanoid; HD 1d6+1 plus 2d8+2 ; HP 22; Init 4 (+4 Dex); Spd 20 ft. (4 squares); AC 20,touch 15, FF 16; BAB +1; Grapple -3; Atk: +3 one handed melee (1d4+1 , club +1); Full Atk: ; Space/Reach 5 ft./5 ft.; SA sneak attack +1d6, rebuke undead 3/day, rebuke fire/turn water 3/day; SQ halfling traits, trapfinding; AL CE; SV Fort +5, Ref +7, Will +4; Str 10, Dex 18, Con 12, Int 15, Wis 11, Cha 11.

Skills: Appraise +6 (+4 ranks, +2 int), Balance +7 (+4 ranks, +4 dex, -1 acp), Climb +5 (+4 ranks, +2 racial, -1 acp), Concentration +6 (+5 ranks, +1 con), Decipher Script +6 (+4 ranks, +2 int), Diplomacy +5 (+5 ranks), Escape Artist +6 (+3 ranks, +4 dex, -1 acp), Heal +6 (+6 ranks), Jump -1 (+4 ranks, +2 racial, -6 speed, -1 acp), Listen +6 (+4 ranks, +2 racial), Move Silently +9 (+4 ranks, +4 dex, +2 racial, -1 acp), Search +6 (+4 ranks, +2 int), Sleight of Hand +7 (+4 ranks, +4 dex, -1 acp), Spot +1 (+1 ranks).

Feats: Improved Turning, Run

Cleric spells prepared (4/3): 0--guidance, inflict minor wounds, mending, read magic, 1--burning hands, detect undead, summon monster I
Cleric spells known (4/3): 0--guidance, inflict minor wounds, mending, read magic; 1--burning hands, detect undead, summon monster I
D: Domain Spell. Deity: Bob. Domains: War, Fire
Languages: Common, Halfling, Elven, Gnome.
Background: Scout, Ht: 2' 11", Wt: 30lbs, Hair: Brown, Eyes: Green, Age: 34.

Sneak Attack (Ex): Any time Heraeidien's opponent is denied her Dexterity bonus to AC, or if a she flanks her opponent, she deals an extra 1d6 points of damage.

Rebuke Undead (Su): Heraeidien can rebuke or command undead a number of times per day.

Rebuke Fire/Turn Water (Su): Heraeidien can turn or destroy water creatures as a good cleric turns undead. She can rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. She can use this ability 3 times per day.

Halfling Traits: Heraeidien has a +1 racial bonus on all saving throws, a +2 morale bonus on saving throws against fear, a +1 racial attack bonus with a thrown weapon, and a +2 racial bonus on Climb, Jump, Listen, and Move Silently checks (already figured into the statistics given above).

Trapfinding: Heraeidien can use the Search skill to find traps with Search DCs higher than 20.

Possessions: chain shirt +1, club +1, potion of bear's endurance, 6 pp, 14 gp, 13 sp, 13 cp, 133 gp in other assets.

This is what DM Genie converts it to and imports:

Heraeidien; Halfling Rog1/Clr2: CR 3; ECL 3; Size S; HD 1d6+1 + 2d8+2; hp 22; Init +4; Spd 15 ft (base 20 ft), 20 ft (4 squares); AC 19, touch 14, FF 16; BAB +1; Grapple +2; Atk: +4 melee (1d4 + 1, club +1); SA sneak attack +1d6, rebuke undead 3/day, rebuke fire/turn water 3/day; SQ halfling traits, trapfinding; AL CE; SV Fort +5, Ref +7, Will +4; Str 10, Dex 18, Con 12, Int 15, Wis 11, Cha 11.
Languages spoken: Common, Halfling, Elven, Gnome.
Skills and Feats: Appraise +6, Balance +4, Climb +2, Concentration +6, Decipher Script +6, Diplomacy +5, Escape Artist +3, Heal +6, Sleight of Hand +4, Listen +6, Move Silently +6, Search +6, Spot +1; Improved Turning, Run.
Clr Spells Known (4/3): -1--Burning hands, 0--Guidance, Inflict minor wounds, Mending, Read magic, 1--Detect undead, Summon monster i.
Clr Spells Prepared (4/3): -1--Burning hands, 0--Guidance, Inflict minor wounds, Mending, Read magic, 1--Detect undead, Summon monster i.
Possessions: 6 pp, 14 gp, 13 sp, 13 cp, , Chain shirt +1, Club +1, Potion of bear's endurance, 133 Gp in other assets.

NPC Designer Output

Kania; Female Elf Rgr3/Wiz3: CR 6; Medium Humanoid; HD 3d8+3 plus 3d4+3 ; HP 40; Init 4 (+4 Dex); Spd 30 ft. (6 squares); AC 19,touch 15, FF 15; BAB +4; Grapple +7; Atk: +8 two handed melee (1d6+5 , quarterstaff +1); Full Atk: ; Space/Reach 5 ft./5 ft.; SA ; SQ low-light vision, immunity to sleep, elf traits, low-light vision, favored enemy (outsiders(good) +2), wild empathy, familiar; AL CG; SV Fort +5, Ref +6, Will +5; Str 16, Dex 18, Con 13, Int 13, Wis 13, Cha 9.

Skills: Balance +7 (+3 ranks, +4 dex), Handle Animal +4 (+5 ranks, -1 cha), Knowledge (Arcana) +9 (+8 ranks, +1 int), Knowledge (History) +6 (+5 ranks, +1 int), Listen +14 (+4 ranks, +1 wis, +4 racial, +3 familiar, +2 alertness), Ride +11 (+5 ranks, +4 dex, +2 synergy), Search +10 (+5 ranks, +1 int, +4 racial), Spot +12 (+5 ranks, +1 wis, +4 racial, +2 alertness), Survival +5 (+4 ranks, +1 wis).

Feats: Alertness, Blind-Fight, Dodge, Endurance, Improved Unarmed Strike, Rapid Shot, Track

Wizard Spells Memorized (0/0/0/0): 0--dancing lights, detect poison, mage hand, ray of frost, 1--chill touch (2), silent image, 2--darkness
Wizard spells known (0/0/0/0): 0--acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1--chill touch, detect secret doors, disguise self, mage armor, silent image; 2--darkness
Spell Book value: 1300 gp.
Languages: Common, Elven, Gnoll.
Background: Assassin, Ht: 5', Wt: 122lbs, Hair: Brown, Eyes: Green, Age: 132.

Elf Traits: Kania is immune to magic sleep spells and effects and has a +2 racial bonus on saves against enchantment spells or effects. She has low-light vision (can see twice as far as a human in low-light conditions) and is entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it. As an elf, she has Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats and a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Favored Enemy (Ex): Kania has selected Outsiders(good) as favored enemies. She gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Outsiders(good). Likewise, she gets a +2 bonus on weapon damage rolls against Outsiders(good).

Wild Empathy (Ex): Kania can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check made to influence the attitude of a person, but Kania's modifier to the die roll is +0. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Kania must be able to study the animal and it her, so they must be within 30 feet of each other under normal conditions. Generally an attempt takes 1 minute. Kania can also use this ability to influence the attitude of a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.



Possessions: ironwood plating +1, quarterstaff +1, ring of protection +1, potion of jump, 13 pp, 14 gp, 4 sp, 12 cp, 3433 gp in other assets.

This is what DM Genie converts it to and imports:

Kania; Elf Rgr3/Wiz3: CR 6; ECL 6; Size M; HD 3d8+3 + 3d4+3; hp 40; Init +4; Spd 30 ft, 30 ft (6 squares); AC 19, touch 15, FF 15; BAB +4; Grapple +7; Atk: +8 melee (1d6 + 5, quarterstaff +1); SA SA; SQ low-light vision, immunity to sleep, elf traits, low-light vision, favored enemy (outsiders(good) +2), wild empathy, familiar; AL CG; SV Fort +5, Ref +6, Will +5; Str 16, Dex 18, Con 13, Int 13, Wis 13, Cha 9.
Languages spoken: Common, Elven, Gnoll.
Skills and Feats: Balance +7, Handle Animal +4, Survival +5, Knowledge (Arcana) +9, Knowledge (History) +6, Listen +14, Ride +11, Search +10, Spot +12; Alertness, Blind-Fight, Dodge, Endurance, Improved Unarmed Strike, Rapid Shot, Track.
Wiz Spells Known: 0--Acid splash, Arcane mark, Dancing lights, Daze, Detect magic, Detect poison, Disrupt undead, Flare, Ghost sound, Light, Mage hand, Mending, Message, Open/close, Prestidigitation, Ray of frost, Read magic, Resistance, Touch of fatigue, 1--Chill touch, Detect secret doors, Disguise self, Mage armor, Silent image, 2--Darkness.
Wiz Spells Prepared: 0--Dancing lights, Detect poison, Mage hand, Ray of frost, 1--Chill touch (2), Silent image, 2--Darkness.
Possessions: 13 pp, 14 gp, 4 sp, 12 cp, , Ironwood plating +1, Quarterstaff +1, Ring of protection +1, Potion of jump, 3433 Gp in other assets.

NPC Designer Output

Malemma; Female Human Sor4/Mnk8: CR 12; Medium Humanoid; HD 4d4+12 plus 8d8+24 ; HP 96; Init 5 (+1 Dex, +4 Improved Initiative); Spd 50 ft. (10 squares); AC 15,touch 15, FF 14; BAB +8; Grapple +13; Atk: +9 (1d10+1 , Unarmed Strike); Full Atk: ; Space/Reach 5 ft./5 ft.; SA flurry of blows; SQ immunity to non-magical disease, familiar, armor class bonus +1, evasion, fast movement, still mind, slow fall +40, purity of body, ki strike, wholeness of body; AL LN; SV Fort +10, Ref +8, Will +13; Str 12, Dex 13, Con 17, Int 16, Wis 16, Cha 17.

Skills: Bluff +10 (+7 ranks, +3 cha), Concentration +15 (+12 ranks, +3 con), Hide +6 (+1 dex, +5 competence), Jump +25 (+14 ranks, +1 str, +8 speed, +2 synergy), Knowledge (Local) +11 (+8 ranks, +3 int), Listen +15 (+12 ranks, +3 wis), Move Silently +15 (+11 ranks, +1 dex, +3 familiar), Search +8 (+5 ranks, +3 int), Spellcraft +9 (+6 ranks, +3 int), Spot +14 (+11 ranks, +3 wis), Tumble +15 (+12 ranks, +1 dex, +2 synergy).

Feats: Combat Casting, Combat Reflexes, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Maximize Spell, Simple Weapon Proficiency, Still Spell, Weapon Finesse

Sorcerer spells known (0/1/4/0/0/0/0/0): 0--dancing lights, daze, detect magic, flare, light, message; 1--detect secret doors, hold portal, obscuring mist; 2--flaming sphere
Languages: Common, Elven, Sylvan, Goblin.
Background: Guild Mage, Ht: 5' 8", Wt: 160lbs, Hair: Black, Eyes: Grey, Age: 30.

Flurry of Blows (Ex): Malemma can use the full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at her highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity Malemma might make before her next action. When armed with her any monk special weapons, Malemma makes the extra attack either with that weapon or unarmed. In any case, her damage bonus on the attack with her off hand is not reduced.



Armor Class Bonus (Ex): Malemma receives a bonus to Armor Class equal to +1 plus her Wisdom bonus.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Malemma takes no damage with a successful saving throw.

Still Mind (Ex): Malemma has a +2 bonus on saving throws against spells and effects from the school of enchantment.

Slow Fall (Ex): Malemma can use a wall within arm's reach to slow her descent. She takes damage as if the fall were +40 feet shorter than it actually Is.

Purity of Body (Ex): Malemma is immune to all diseases except for supernatural and magical diseases.

Ki Strike (Su): Malemma's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic for the purpose of overcoming damage reduction.

Wholeness of Body (Su): Malemma can heal her own wounds. She can heal 16 hp each day, and she can spread this healing out among several uses.

Possessions: cloak of elvenkind, potion of invisibility, potion of gaseous form, 13 pp, 19 gp, 6 sp, 7 cp, 25833 gp in other assets.


This is what DM Genie converts it to and imports:

Malemma; Human Sor4/Mnk8: CR 12; ECL 12; Size M; HD 4d4+12 + 8d8+24; hp 96; Init +5; Spd 30 ft, 50 ft (10 squares); AC 15, touch 15, FF 14; BAB +8; Grapple +9; Atk: +9 melee (1d10 + 1, Unarmed Strike); SA flurry of blows; SQ immunity to non-magical disease, familiar, armor class bonus +1, evasion, fast movement, still mind, slow fall +40, purity of body, ki strike, wholeness of body; AL LN; SV Fort +10, Ref +8, Will +13; Str 12, Dex 13, Con 17, Int 16, Wis 16, Cha 17.
Languages spoken: Common, Elven, Sylvan, Goblin
Skills and Feats: Bluff +10, Concentration +15, Hide +6, Jump +25, Knowledge (Local) +11, Listen +15, Move Silently +15, Search +8, Spellcraft +9, Spot +14, Tumble +15; Combat Casting, Combat Reflexes, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Maximize Spell, Simple Weapon Proficiency, Still Spell, Weapon Finesse.
Sor Spells Known (0/1/4): 0--Dancing lights, Daze, Detect magic, Flare, Light, Message, 1--Detect secret doors, Hold portal, Obscuring mist, 2--Flaming sphere.
Possessions: 13 pp, 19 gp, 6 sp, 7 cp, , Cloak of elvenkind, Potion of invisibility, Potion of gaseous form, 25833 Gp in other assets.
 


To follow up on Vascant's post, there are a couple of problems with DMGenie statblock import in general; not Vascant's software, but DMGenie's capabilities.

The OP produced all those examples, but didn't say specifically what problem he had. The one that is discussed the most often on the DMGenie forums is that class abilities are not automatically recognized and assigned to the creature. DMGenie treats feats and class abilities in a very similar manner, so it's easy enough to go to the Feats tab and select which ones should apply. However, if the DM has a half-dozen or so to import, it's a bit of a pain. Especially when it's a half-dozen per game session! Currently there is no work-around for this other than manually selecting the class abilities yourself.

I've also heard that importing a statblock doesn't generate the correct CR, but I haven't seen that myself. It might have something to do with templated creatures, since I don't try to import those statblocks very often.

Actually, I guess there is a work-around: build the creature in DMGenie. :) The problem with that is that DMGenie only provides RSRD data by default. So building a creature in PCGen might be preferable. Unfortunately, it's unlikely that any other application will be importing PCGen's LST file formats any time soon because of how convoluted they are -- many times the flags in the LST files are hard-coded in PCGen and the definitions and/or hard-coding can change from release to release, so trying to keep up would be a nightmare. :( Since CMP are the only people with a license to the WotC data, they're in control in this regard. Maybe someday the d20-xml group (see Yahoo!) will finish work on the XML format and the PCGen folks can be convinced to change. When that happens, the CMP data will be truly useful, since the user won't be locked into a particular tool. But what are the odds? ... :\

YMMV.
 

Was just making sure, I knew the DM Genie side had some issues that were beyond my control and there was an update in late November, so just wondered if I missed something

The XML Yahoo group hasn't figure the thing out in about 3+ years, don't think I am going to be holding my breath there. I am working on conversion tools for the LST format over to NPC Designer scripts. What can I say, it's a wierd hobby of mine.
 

But what, exactly, is DMGenie looking for? Is there a post somewhere on what format DMGenie is looking for to do an optimal conversion? The NPC Designer and DMGenie outputs are slightly different, so I'm not seeing a true apples to apples comparison of what's needed.
 

Exporting from NPC Designer to DM Genie seems to be fine. The problem is exporting from PCGen into DM Genie. I posted the export data from NPC Designer just as an example of what DM Genie is capable of importing.

In short, I want to use NPC Designer for my random NPCs, and PCGen for my PCs, and I want to be able to import both of them into DMGenie. Sounds like I'm out of luck though... :(

It just seems like it should be a simple matter to make PCGen export a simple text stat block that DMGenie can read. I mean, it can already generate a simple text stat block, it's just in an unusable format for DM Genie import.
 

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