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dellanx
January 17th, 2021, 09:24
Months ago, I have decided that a module for Summon Monster I to IX Module for PFRPG is needed that has effects for all the NPCs that one may summon, but I was too busy redoing my my current campaign. A week ago I finished that. I asked for information on coding XML for the planned Summon Monster module, and Kelrugem and Talyn answered my questions. I was convinced that the project was possible by Talyn. I did realize that I could not do the coadding, however Talyn volunteered to do the coadding to organize the new module. Power attack has been adjusted.

Finally I was done, and Talyn put it together faster then I thought possible, "On the Fly"! Thank you Talyn for your expertise, and Kelrugem for the support!

This is what the module looks like.
43239

The creatures have effects for Augmented Summoning, Celestial/Fiendish Templates, Shadow creature Template, spells, feats and abilities. There is only a limited selection of elemental types: Air, Earth, Fire, and Water. The Young is added as a template, I did not do anything for Young Giant damage.

Here is the new Summon Monster I to IX Module 2.0, Talyn thank you for your help. I guess I needed to transfer every bit of code. :D
43355


Very important, you will need to download bmos disease tracker extension and maladies module to open the NPCs in this module.

Link is here (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension).

Load Disease tracker extension.

If you don't wish to have a disease tracker, here is a module with out it.

43340 [FG Forge] (https://forge.fantasygrounds.com/shop/items/234/view)

I got my power attack effect from an old module.
https://www.fantasygrounds.com/forums/showthread.php?18006-Effects-library/page12

Trenloe
January 17th, 2021, 09:30
Nice one! Great community collaboration.

Morquendel
January 17th, 2021, 10:12
Will make my players happy :)

dellanx
January 17th, 2021, 13:42
Will make my players happy :)

Wonderful!

dellanx
January 17th, 2021, 13:43
Nice one! Great community collaboration.

Trenloe, thank you! It was a labor of love!

dellanx
January 17th, 2021, 20:26
Curtesy of Talyn, here is a old version of this module that sorts correctly in Roman Numeral format! Awesome indeed thank you very much!

42954

Updated Module:
42955

Svandal
January 17th, 2021, 21:01
Months ago, I have decided that a module for Summon Monster I to IX Module for PFRPG is needed that has effects for all the NPCs that one may summon, but I was too busy redoing my my current campaign. A week ago I finished that. I asked for information on coding XML for the planned Summon Monster module, and Kelrugem and Talyn answered my questions. I was convinced that the project was possible by Talyn. I did realize that I could not do the coadding, however Talyn volunteered to do the coadding to organize the new module.

Finally I was done, and Talyn put it together faster then I thought possible, "On the Fly"! Thank you Talyn for your expertise, and Kelrugem for the support!

This is what the module looks like.
42931

The creatures have effects for Augmented Summoning, Celestial/Fiendish Templates, spells, feats and abilities. There is only a limited selection of elemental types: Air, Earth, Fire, and Water. The Young is added as a template, I did not do anything for Young Giant damage.

42932
42933

Here is the new community module.
42934

Great work with this, but there are some faults.
The first one is a tough one. Smite evil from celestial template is not the same as smite evil from Paladins. It is not 100% clear, but it does not say that it works as paladins ability, therefore it does not.
If you wanted it to work as paladin smite evil you have forgot the bypasses damage reduction part of smite evil.

The only thing it does is +Charisma to hit (if positive) and +HD damage, but only vs evil and one designated target. So your effects should be:
IFT: custom(Smite Evil), ALGIN(evil); ATK: [CHA]; DMG: [LVL]
If they have negative charisma you just cut out the ATK part and make it:
IFT: custom(Smite Evil), ALGIN(evil); DMG: [LVL]

The LVL and CHA works when using them from the creatures NPC sheet in the combat tracker even though the wiki say PC only tag :) It will save you much time to just copy paste one of these two lines instead of manually typing in the numbers.

Grizzly bear has SR:8, it should have SR: 10.
Really nice of you to put in SR as an effect even though you have to have Kels extension to use it 100% (it is still information for those that don`t use that extension)

Really nice of you to include power attack for creatures that have that feat.
If you want more work, then I have noticed that you have set casts for poisons and stuns and things like that. But not trample (at least not for those two I looked at, the Elephant and one other creature)
That would be a reflex save for half damage, and set it up with: Strenght based save + half hit dice. Damage would be (damage dice given in monster stat block) + 1.5 x STR. Since we have augumented summoning, in order to get it correct we have to set it up with a strenght based save and damage instead of a static one.

dellanx
January 17th, 2021, 22:58
Great work with this, but there are some faults.
The first one is a tough one. Smite evil from celestial template is not the same as smite evil from Paladins. It is not 100% clear, but it does not say that it works as paladins ability, therefore it does not.
If you wanted it to work as paladin smite evil you have forgot the bypasses damage reduction part of smite evil.

Thank you for the review, I will re-do as much as possible.



The only thing it does is +Charisma to hit (if positive) and +HD damage, but only vs evil and one designated target. So your effects should be:
IFT: custom(Smite Evil), ALGIN(evil); ATK: [CHA]; DMG: [LVL]
If they have negative charisma you just cut out the ATK part and make it:
IFT: custom(Smite Evil), ALGIN(evil); DMG: [LVL]
I consulted a friend of mine, and he explained that the damage bonus is the damage type damage type of the weapon.
42958
Very interesting FG actually types the bonus as the weapon one is already using.


The LVL and CHA works when using them from the creatures NPC sheet in the combat tracker even though the wiki say PC only tag :) It will save you much time to just copy paste one of these two lines instead of manually typing in the numbers.
I will do this.


Grizzly bear has SR:8, it should have SR: 10.
I will check, CR id 4 so should be CR +5 = 9


Really nice of you to put in SR as an effect even though you have to have Kels extension to use it 100% (it is still information for those that don`t use that extension)
I did this in SQ for the ones that had SR listed on the d20pfsrd.com, but I think I will have to delete that and put it in the effect. I have tested this, and if one adds the effect and the SR is listed in the SQ the SQ SR will be used by the combat tracker. I may as well be consistent. The added benefit is that these animals may be used as animals or as summoned creatures.


Really nice of you to include power attack for creatures that have that feat.
If you want more work, then I have noticed that you have set casts for poisons and stuns and things like that. But not trample (at least not for those two I looked at, the Elephant and one other creature)
That would be a reflex save for half damage, and set it up with: Strength based save + half hit dice. Damage would be (damage dice given in monster stat block) + 1.5 x STR. Since we have augmented summoning, in order to get it correct we have to set it up with a strength based save and damage instead of a static one.
I will have to look at this, I did it for some of the creatures especially toward the end of the list.
Fixed Auroch*, Bison*, Elephant* and Mastodon (elephant)*. Also added Power Attack to Elephant*. Added Cleave to Giants.

Thanks you!

dellanx
January 17th, 2021, 23:53
The only thing it does is +Charisma to hit (if positive) and +HD damage, but only vs evil and one designated target. So your effects should be:
IFT: custom(Smite Evil), ALGIN(evil); ATK: [CHA]; DMG: [LVL]
If they have negative charisma you just cut out the ATK part and make it:
IFT: custom(Smite Evil), ALGIN(evil); DMG: [LVL]

I am thinking of adding both effects in case of charisma buffs. Let the GM decide if the creature is buffed or not. Too bad one can't say if the CHA bonus is < 0, than it is 0.

dllewell
January 18th, 2021, 16:45
Awesome job dellanx, thank you. This will be very helpful.

I tested the module and found some items to review. I grouped them together to hopefully make it easier to work on them.

Some or all of the Spells are not prepared so do not show up.
Viper (snake)
Bloody Skeleton
Lemure (devil)
Small Air Elemental
Small Earth Elemental
Small Fire Elemental
Small Water Elemental
Wolf
Akata
Hell Hound
Reefclaw
Venomous Snake
Boar
Dire Bat
Giant Ant Soldier
Lantern Archon
Blink Dog
Choker
Advanced Hell Hound
Bison
Giant Ant Drone
Hound Archon
Medium Earth Elemental
Medium Fire Elemental
Medium Water Elemental
Mephit (Fire)
Mephit (Water)
Rhinoceros
Advanced Choker
Bralani (Azata)
Kyton (Chain Devil)
Large Earth Elemental
Large Fire Elemental
Salamander
Xill
Saltwater Merrow - Power Attack is misspelt
Vulpinal Agathion
Erinyes The Furies (devil)
Giant Octopus
Huge Earth Elemental
Succubus (demon)
Chaos Beast
Mothman
Bone Devil (osyluth)
Giant Squid
Greater Air Elemental
Greater Earth Elemental
Greater Fire Elemental
Greater Water Elemental
Vrock (Demon)
Behir
Daughter of the Dead
Emkrah
Elder Air Elemental
Elder Earth Elemental
Elder Fire Elemental
Elder Water Elemental - Remove Extra (unneeded) Spell Class
Hezrou (Demon)
Gorgon
Astral Deva (angel)
Ghaele (azata)
Glabrezu (demon)
Ice Devil (gelugon)


Add Poison effect that can be put on the targeted creature to remind them that they are poisoned.
For reference, this has been put on the Monitor Lizard

Frog, Poison
Viper (snake)
Giant Ant Worker
Giant Centipede
Giant Spider
Octopus
Venomous Snake
Giant Ant Soldier
Iron Cobra
Giant Ant Drone
Giant Scorpion
Giant Wasp
Amphisbaena
Emperor Cobra
Giant Octopus
Bone Devil (osyluth)


Summoned creatures cannot summon other creatures. So the summon effect should be removed.
Mephit (Air)
Mephit (Earth)
Mephit (Fire)
Mephit (Water)
Babau (demon)
Bearded Devil (barbazu)
Erinyes The Furies (devil)
Shadow Demon
Succubus (demon)
Bone Devil (osyluth)
Vrock (Demon)
Barbed Devil (hamatula)
Hezrou (Demon)
Glabrezu (demon)
Ice Devil (gelugon)
Nalfeshnee (demon)


Missing * in name
Pteranodon (dinosaur)
Rhinoceros

Grab/Grapple Effect is Missing
Grizzly Bear
Lion
Tiger
Dire (spotted) Lion
Roc

Individual Items
Goblin Dog - Add effect for Allergic Reaction - Allergic Reaction;DEX:-2;CHA:-2

Dretch (demon) Add nauseated effect to Stinking Cloud

Lantern Archon - Add Aura of Menace effect - Aura of Menace;ATK:-2;AC:-2;SAVE:-2

Babau (demon) - Add Protective Slime effect/damage

Bearded Devil (barbazu) - Add Disease from Beard. Add DMGO from Infernal Wound

Wooly Rhinoceros - Add Powerful Charge effect. Add Trample effect.

Elephant - Add Trample effect.

Triceratops (Dinosaur) - Add Powerful Charge effect. Add Trample effect.

Griffon is missing lots details on the Main tab.

Brachiosaurus (Dinosaur) - Add Trample Effect.

Dire Crocodile - Add Death Roll effect. Add Swallow Whole effect.

Mastodon (elephant) - Add Trample Effect.

Tyrannosaurus (Dinosaur) - Add Grab/Grapple effect. Add Swallow Whole effect.

Glabrezu (demon) - Add Rend effect

Trumpet Archon - Add Aura of Menace effect.

dellanx
January 19th, 2021, 01:02
Awesome job dellanx, thank you. This will be very helpful.

I tested the module and found some items to review. I grouped them together to hopefully make it easier to work on them.

Some or all of the Spells are not prepared so do not show up.
Viper (snake)
Bloody Skeleton
Lemure (devil)
Small Air Elemental
Small Earth Elemental
Small Fire Elemental
Small Water Elemental
Wolf
Akata
Hell Hound
Reefclaw
Venomous Snake
Boar
Dire Bat
Giant Ant Soldier
Lantern Archon
Blink Dog
Choker
Advanced Hell Hound
Bison
Giant Ant Drone
Hound Archon
Medium Earth Elemental
Medium Fire Elemental
Medium Water Elemental
Mephit (Fire)
Mephit (Water)
Rhinoceros
Advanced Choker
Bralani (Azata)
Kyton (Chain Devil)
Large Earth Elemental
Large Fire Elemental
Salamander
Xill
Saltwater Merrow - Power Attack is misspelt
Vulpinal Agathion
Erinyes The Furies (devil)
Giant Octopus
Huge Earth Elemental
Succubus (demon)
Chaos Beast
Mothman
Bone Devil (osyluth)
Giant Squid
Greater Air Elemental
Greater Earth Elemental
Greater Fire Elemental
Greater Water Elemental
Vrock (Demon)
Behir
Daughter of the Dead
Emkrah
Elder Air Elemental
Elder Earth Elemental
Elder Fire Elemental
Elder Water Elemental - Remove Extra (unneeded) Spell Class
Hezrou (Demon)
Gorgon
Astral Deva (angel)
Ghaele (azata)
Glabrezu (demon)
Ice Devil (gelugon)


Add Poison effect that can be put on the targeted creature to remind them that they are poisoned.
For reference, this has been put on the Monitor Lizard

Frog, Poison
Viper (snake)
Giant Ant Worker
Giant Centipede
Giant Spider
Octopus
Venomous Snake
Giant Ant Soldier
Iron Cobra
Giant Ant Drone
Giant Scorpion
Giant Wasp
Amphisbaena
Emperor Cobra
Giant Octopus
Bone Devil (osyluth)


Summoned creatures cannot summon other creatures. So the summon effect should be removed.
Mephit (Air)
Mephit (Earth)
Mephit (Fire)
Mephit (Water)
Babau (demon)
Bearded Devil (barbazu)
Erinyes The Furies (devil)
Shadow Demon
Succubus (demon)
Bone Devil (osyluth)
Vrock (Demon)
Barbed Devil (hamatula)
Hezrou (Demon)
Glabrezu (demon)
Ice Devil (gelugon)
Nalfeshnee (demon)


Missing * in name
Pteranodon (dinosaur)
Rhinoceros

Grab/Grapple Effect is Missing
Grizzly Bear
Lion
Tiger
Dire (spotted) Lion
Roc

Individual Items
Goblin Dog - Add effect for Allergic Reaction - Allergic Reaction;DEX:-2;CHA:-2

Dretch (demon) Add nauseated effect to Stinking Cloud

Lantern Archon - Add Aura of Menace effect - Aura of Menace;ATK:-2;AC:-2;SAVE:-2

Babau (demon) - Add Protective Slime effect/damage

Bearded Devil (barbazu) - Add Disease from Beard. Add DMGO from Infernal Wound

Wooly Rhinoceros - Add Powerful Charge effect. Add Trample effect.

Elephant - Add Trample effect.

Triceratops (Dinosaur) - Add Powerful Charge effect. Add Trample effect.

Griffon is missing lots details on the Main tab.

Brachiosaurus (Dinosaur) - Add Trample Effect.

Dire Crocodile - Add Death Roll effect. Add Swallow Whole effect.

Mastodon (elephant) - Add Trample Effect.

Tyrannosaurus (Dinosaur) - Add Grab/Grapple effect. Add Swallow Whole effect.

Glabrezu (demon) - Add Rend effect

Trumpet Archon - Add Aura of Menace effect.

Will do, and send on for coadding to Talyn ASAP. Thanks much!

dellanx
January 20th, 2021, 23:07
Awesome job dellanx, thank you. This will be very helpful.

Summoned creatures cannot summon other creatures. So the summon effect should be removed.
Mephit (Air)
Mephit (Earth)
Mephit (Fire)
Mephit (Water)
Babau (demon)
Bearded Devil (barbazu)
Erinyes The Furies (devil)
Shadow Demon
Succubus (demon)
Bone Devil (osyluth)
Vrock (Demon)
Barbed Devil (hamatula)
Hezrou (Demon)
Glabrezu (demon)
Ice Devil (gelugon)
Nalfeshnee (demon)



Will add a note:

"Don't use if summoned"

Thanks!

dellanx
January 24th, 2021, 08:43
Talyn, I sent you the new revised modules through Discord message.

Made all the corrections above plus, and added Shadow Creature Template.

Thanks in Advance!

dellanx
January 24th, 2021, 23:40
I finished the module, but the NPCs will not display. They do show up in the NPC window however. I added all the "summonmonster" tags. The only difference between the original module is that I added maladies for disease and poison.

43203

I edited the ORIGINAL CODE by Talyn, but cant display output of NPCs.


43204

dellanx
January 25th, 2021, 00:00
Here is an alphabetically sorted module, with the new updated NPCs and Maladies for poisons and disease. Thank you for the review. I left the "summonmonster" tags in case someone feels it is worth getting the sort up an running. Let me know if there are any errors with the NPCs. I also added the Shadow Creature template.


43205

Svandal
January 25th, 2021, 16:23
Here is an alphabetically sorted module, with the new updated NPCs and Maladies for poisons and disease. Thank you for the review. I left the "summonmonster" tags in case someone feels it is worth getting the sort up an running. Let me know if there are any errors with the NPCs. I also added the Shadow Creature template.


43205

Please edit your first post to always include the most updated module. Referencing a number is not good, a few posts in and it will be hard to find the module without reading a lot of posts

dellanx
January 25th, 2021, 17:34
Please edit your first post to always include the most updated module. Referencing a number is not good, a few posts in and it will be hard to find the module without reading a lot of posts

Done.

dellanx
January 26th, 2021, 00:25
Very important, you will need to download bmos disease tracker extension and maladies module to open the NPCs in this module.

Link is here (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension).

dellanx
January 26th, 2021, 15:22
PFRPG Summon Monster 2.0 module is completed (Old). Thank everyone for the help, especially Talyn. Thank you bmos for the disease tracker extension, poisons and diseases are fun now!

43241

Very important, you will need to download bmos disease tracker extension and maladies module to open the NPCs in this module.

Link is here (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension).

Svandal
January 29th, 2021, 20:47
PFRPG Summon Monster 2.0 module is completed. Thank everyone for the help, especially Talyn. Thank you bmos for the disease tracker extension, poisons and diseases are fun now!

43241

Very important, you will need to download bmos disease tracker extension and maladies module to open the NPCs in this module.

Link is here (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension).

First comment. It is not optimal to have to rely on another module or especially another exention to work.

Sencond. Lets talk power attack:
https://www.d20pfsrd.com/feats/combat-feats/power-attack-combat/
You damage bonus on this effect is not correct. Power attack adds -1 attack and +2 damage for every attack. This increases to +3 damage when using a natural weapon that adds 1.5 str bonus to strenght. This is only applicable to monsters that has only one natural attack.
The damage bonus is only +1 on secondary natural attacks.
This causes a big problem automating this, or making an effect here. Some creatures like the "Gorgon" has 1 primary and 2 secondary attacks. Which means no power attack effect will be correct.
There is no good way of doing this, maybe a effect like:
Power attack add manually 6 damage for primary and 3 damage for secondary; ATK: -3 (duration 1 round)
That effect name at least reminds you of doing it.

Third point: The power attack for most creautres I have seen is set up with ATK: +x; DMG: +3x, where it should in most cases be ATK: +x; DMG: +2x, see rules above.

The last point is worse in some ways, but I totally understand why you set it up this way. It is really easy to misunderstand this.
So power attack gives an attack penalty and an CMB penalty.
The effect ATK in fantasy grounds gives an modifier to attack rolls. Since CMB is an attack roll the ATK modifier also applies to CMB rolls.
You power attack effects have: ATK: -x; CMB: -x, which means that the penalty to CMB is doubled. It should only be; ATK: -x

dellanx
January 30th, 2021, 05:34
First comment. It is not optimal to have to rely on another module or especially another exention to work.

Sencond. Lets talk power attack:
https://www.d20pfsrd.com/feats/combat-feats/power-attack-combat/
You damage bonus on this effect is not correct. Power attack adds -1 attack and +2 damage for every attack. This increases to +3 damage when using a natural weapon that adds 1.5 str bonus to strenght. This is only applicable to monsters that has only one natural attack.
The damage bonus is only +1 on secondary natural attacks.
This causes a big problem automating this, or making an effect here. Some creatures like the "Gorgon" has 1 primary and 2 secondary attacks. Which means no power attack effect will be correct.
There is no good way of doing this, maybe a effect like:
Power attack add manually 6 damage for primary and 3 damage for secondary; ATK: -3 (duration 1 round)
That effect name at least reminds you of doing it.

Third point: The power attack for most creautres I have seen is set up with ATK: +x; DMG: +3x, where it should in most cases be ATK: +x; DMG: +2x, see rules above.

The last point is worse in some ways, but I totally understand why you set it up this way. It is really easy to misunderstand this.
So power attack gives an attack penalty and an CMB penalty.
The effect ATK in fantasy grounds gives an modifier to attack rolls. Since CMB is an attack roll the ATK modifier also applies to CMB rolls.
You power attack effects have: ATK: -x; CMB: -x, which means that the penalty to CMB is doubled. It should only be; ATK: -x

First: Edited the Disease part out by removing the code.
All others: Don't have time to redo the whole module, so changed the code by adding a One Handed Power Attack, and took out CMB: -x

43339

Svandal
January 30th, 2021, 12:12
First: Edited the Disease part out by removing the code.
All others: Don't have time to redo the whole module, so changed the code by adding a One Handed Power Attack, and took out CMB: -x

43339

That is a nice fix.

dellanx
January 30th, 2021, 13:59
That is a nice fix.

Thanks