It works great! Thank you for fixing it so quickly. It’s good to see that you still actively support 3.5 content. There are of course other generators for 3.5 out there, but yours really is a gem. Thumbs up!
Hey guys,
This NPC creator is really great (and fast!), but I have run into a weird issue. I’m having some trouble with the way the NPC creator treats templates.
Let’s say I want to create a Zombie Dog. Nothing fancy, just a simple monster.
So I select Dog as the Monster and Zombie as the applied template.
So far so good, the creator calculates the stats for a Zombie dog with CR of 0.5.
Unfortunately this monster is too weak for my players, I need a Zombie dog of, say CR 3 or CR 4. Now the problem is, that the only way to increase the strength of the zombie dog in the calculator is through adding racial hit dice. This increases its hit points as intended but strangely does not increase its base attack bonus.
In essence, what I need to do is create a Zombie Dog and advance it.
It works absolutely fine with a regular Zombie (used as a base monster, not as a template) only and Dog only, but the combination Dog + Zombie template does not work. Anyone knows a workaround?
Let me start by saying that this program has stepped my game up to an almost unimaginable level. While speaking of the unimaginable, I was wondering what the chances were of the Psuedonatural template being added?
Hi SamD1123, I’ve added Psuedonatural template, you will have to calculate the max hps yourself though as I would have to make changes to the program to cope with it.
Hello folks, first thing I want to say is I love using this tool. It has helped me a lot since I got my membership and hope it stays alive for some time.
Just wanted to ask the question if there is any chance that a Class Creator option is in the works, similar to the Monster Creator function? Just to add some additional depth to the creatures.
I started using the Monster Creator lately and it works great.
First of all, big fan of your utilities. Well worth the price of a life long membership. Have a few comments.
1) You might want to double check your process on the skeletal template. After playing around with it for a game with a lot of animate dead being cast a few things are off. There are a few more issues here, but I included some examples that hopefully will convince you to give the template a second look. Honestly would gladly pay extra/make a donation to get this upgraded.
a) It looks like the template is adding Natural armor based on the SRD Armor Class size table for the Skeleton template instead of replacing the base creature’s natural armor as intended.
b) Similarly it seems like the template isn’t replacing the BAB with 1/2 HD as intended and keeps the base creature.
c) Also does not take into account template rule that gives full attack bonus when attacking with all claw attacks
d) Importantly, CR is not calculated on hit dice as the Skeleton template requires.
2) Can you confirm if the generator uses the rules for associated and non associated class levels. It seems like it treats all NPC classes as non associated and all classes as associated. Which I think is fine but would be cool to be able to pick if a class is associated or not when adding levels.
3) #2 only really matters because of the way you seem to generate gp value as CR = NPC level then looking on the NPC wealth by level table. (Which I actually think is a fine way of doing it for the most part, but a bit more control over the CR would make buying equipment a bit easier). As far as the rules go, the SRD says that monsters advancing by class level are given equipment based on ECL (LA + Racial HD + character levels). So RAW an Orge Ftr1 has an ECL of 7 and is entitled to 7,200 gp in wealth, while in your generator we get a result of CR 4 corresponding to 3,300 gp in wealth as a 4th level NPC.
To make things a bit more complicated, the DMG says when advancing by classes levels you should determine gear value first by using NPC Gear Value table based on only the class levels and then generate treasure according to the monster entry. So our Orge Ftr1 would have gear worth 900 as lvl 1 NPC + 1,200 as treasure for a 4th level encounter giving a total of 2,100 gp which is 1,200 gp less than your generator and 5,100 less then the SRD rules suggest.
To make things worse, the rules are not consistent really. If you look at the Harpy archer in the SRD it has about 29,400gp in equipment if we use the DMG rules it should have 7.2k as a 7th level NPC + 7.5k from it’s CR 11 treasure value for a total of 14.7k. If we go by the SRD monster improvement rules it has an ECL of 17 and should get 100k in gear. If we go by your generator it should have 21k.
The only way we get close to where the example is would be to use CR to get NPC wealth and then generate treasure which puts us around 28.5k with average treasure value.
So any underlying principle as to how you got where the generator is now, and what do you think it should be?
Hi Halis, I’ve made an adjustment to the skeleton template.
The generator does use a table which puts together associated classes to work out the CR.
The way CR is calculated is Original Monster CR + NPC Class CR
The treasure is based on the CR’s corrisponding class level , so a Ogre 1st level fighter would have a CR 4 which would give 3300gps as for a 4th level NPC
Hi verger7, Not sure how I missed Magmin, I’ve added it now. I can only add material that is covered in the OGL (open gaming licence). This only includes the basic books for D&D 3.5
Hi again,
I have made the size adjustment to my templates and everything is working fine now – ran quite a few samples and no errors.
Thanks for the quick response & fix.
Cheers
It works great! Thank you for fixing it so quickly. It’s good to see that you still actively support 3.5 content. There are of course other generators for 3.5 out there, but yours really is a gem. Thumbs up!
Hey guys,
This NPC creator is really great (and fast!), but I have run into a weird issue. I’m having some trouble with the way the NPC creator treats templates.
Let’s say I want to create a Zombie Dog. Nothing fancy, just a simple monster.
So I select Dog as the Monster and Zombie as the applied template.
So far so good, the creator calculates the stats for a Zombie dog with CR of 0.5.
Unfortunately this monster is too weak for my players, I need a Zombie dog of, say CR 3 or CR 4. Now the problem is, that the only way to increase the strength of the zombie dog in the calculator is through adding racial hit dice. This increases its hit points as intended but strangely does not increase its base attack bonus.
In essence, what I need to do is create a Zombie Dog and advance it.
It works absolutely fine with a regular Zombie (used as a base monster, not as a template) only and Dog only, but the combination Dog + Zombie template does not work. Anyone knows a workaround?
Hi Nihilecas, looks as if you have found a bug in the generator. I’ll fix it ASAP. In the meantime, I’d suggest zombie wolves
Hi Nihilecas, I think I’ve fixed the zombie bug now. Let me know if you have any problems
Let me start by saying that this program has stepped my game up to an almost unimaginable level. While speaking of the unimaginable, I was wondering what the chances were of the Psuedonatural template being added?
Hi SamD1123, I’ve added Psuedonatural template, you will have to calculate the max hps yourself though as I would have to make changes to the program to cope with it.
Hello folks, first thing I want to say is I love using this tool. It has helped me a lot since I got my membership and hope it stays alive for some time.
Just wanted to ask the question if there is any chance that a Class Creator option is in the works, similar to the Monster Creator function? Just to add some additional depth to the creatures.
I started using the Monster Creator lately and it works great.
Thanks
Hi Dysont, The problem with a Class Creator is that most new classes require changes to the programming. I may look into this at a later date though.
Hello Admin, I can not see Yuan-ti? am I missing something?? Thanks
Hi Kyuss, I’m not allowed to use Yuan-ti as it’s copyrighted by WOT.
No beholders?
I can’t use beholders as they are under copyright. I do have a floating eye though..
First of all, big fan of your utilities. Well worth the price of a life long membership. Have a few comments.
1) You might want to double check your process on the skeletal template. After playing around with it for a game with a lot of animate dead being cast a few things are off. There are a few more issues here, but I included some examples that hopefully will convince you to give the template a second look. Honestly would gladly pay extra/make a donation to get this upgraded.
a) It looks like the template is adding Natural armor based on the SRD Armor Class size table for the Skeleton template instead of replacing the base creature’s natural armor as intended.
b) Similarly it seems like the template isn’t replacing the BAB with 1/2 HD as intended and keeps the base creature.
c) Also does not take into account template rule that gives full attack bonus when attacking with all claw attacks
d) Importantly, CR is not calculated on hit dice as the Skeleton template requires.
2) Can you confirm if the generator uses the rules for associated and non associated class levels. It seems like it treats all NPC classes as non associated and all classes as associated. Which I think is fine but would be cool to be able to pick if a class is associated or not when adding levels.
3) #2 only really matters because of the way you seem to generate gp value as CR = NPC level then looking on the NPC wealth by level table. (Which I actually think is a fine way of doing it for the most part, but a bit more control over the CR would make buying equipment a bit easier). As far as the rules go, the SRD says that monsters advancing by class level are given equipment based on ECL (LA + Racial HD + character levels). So RAW an Orge Ftr1 has an ECL of 7 and is entitled to 7,200 gp in wealth, while in your generator we get a result of CR 4 corresponding to 3,300 gp in wealth as a 4th level NPC.
To make things a bit more complicated, the DMG says when advancing by classes levels you should determine gear value first by using NPC Gear Value table based on only the class levels and then generate treasure according to the monster entry. So our Orge Ftr1 would have gear worth 900 as lvl 1 NPC + 1,200 as treasure for a 4th level encounter giving a total of 2,100 gp which is 1,200 gp less than your generator and 5,100 less then the SRD rules suggest.
To make things worse, the rules are not consistent really. If you look at the Harpy archer in the SRD it has about 29,400gp in equipment if we use the DMG rules it should have 7.2k as a 7th level NPC + 7.5k from it’s CR 11 treasure value for a total of 14.7k. If we go by the SRD monster improvement rules it has an ECL of 17 and should get 100k in gear. If we go by your generator it should have 21k.
The only way we get close to where the example is would be to use CR to get NPC wealth and then generate treasure which puts us around 28.5k with average treasure value.
So any underlying principle as to how you got where the generator is now, and what do you think it should be?
Hi Halis, I’ve made an adjustment to the skeleton template.
The generator does use a table which puts together associated classes to work out the CR.
The way CR is calculated is Original Monster CR + NPC Class CR
The treasure is based on the CR’s corrisponding class level , so a Ogre 1st level fighter would have a CR 4 which would give 3300gps as for a 4th level NPC
Hey Admin,
Have you thought about adding in the 3.5 MM II and III? It would be awesome if you could.
Thanks.
Is Magmin not included in the list of monsters? MM pg 130.
Hi verger7, Not sure how I missed Magmin, I’ve added it now. I can only add material that is covered in the OGL (open gaming licence). This only includes the basic books for D&D 3.5
Hi again,
I have made the size adjustment to my templates and everything is working fine now – ran quite a few samples and no errors.
Thanks for the quick response & fix.
Cheers