You F----N Rock
Nuff Said
Chris
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You F----N Rock
Nuff Said
Chris
OK, for those of you who wanted a spell module, check this thread.
I've created it using code from the creature parser and the D20PFSRD spell database. I'm still ironing out some issues with the code - but will release a spell parser soon that allows text copy/paste entry similar to the creature parser.
Joktan Heth CR 7
XP 0
Human worm that walks wizard 6 (necromancer)
NE Medium vermin (augmented humanoid)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +14
Defense
AC 20, touch 16, flat-footed 17 (+4 armor, +1 deflection,
+3 Dex, +2 insight)
hp 53 (64 with false life) (6d6+30); fast healing 3
Fort +6, Ref +6, Will +8
Defensive Abilities worm that walks traits; DR 5/—; Immune disease, paralysis,
poison, sleep, mindaffecting effects
Offense
Speed 30 ft.
Melee slam +5 (1d4+3 plus grab)
Melee mwk quarterstaff +6 (1d6+3)
Special Attacks channel negative energy (DC 12, 7/day),
discorporate, squirming embrace (2d6+3, DC 16), tenacious
Spell-Like Abilities (CL 6th; concentration +10)
7/day—grave touch (3 rounds)
Necromancer Spells Prepared (CL 6th; concentration +10)
3rd—displacement, haste, lightning bolt (DC 17), vampiric touch
2nd—darkness, false life, scare (DC 17), scorching ray,
summon swarm
1st—magic missile (×2), ray of enfeeblement (DC 16, ×2)
0 (at will)—detect magic, disrupt undead, ray of frost, read
magic, touch of fatigue (DC 15)
Opposition Schools Abjuration, Divination
Tactics
Before Combat before the PCs arrive, Joktan uses his wand to
cast mage armor on himself and casts false life (both of these
effects are factored in above).
During Combat At the start of combat, Joktan casts haste
on himself and his undead minions, before opening up to
attack the PCs with spells like lightning bolt, vampiric touch,
and scorching ray. When reduced to fewer than half his
total hit points, he casts displacement. If any spellcaster in
particular troubles him, he uses summon swarm on the pest.
Morale Joktan is supremely confident in his abilities and fights
to the death.
Statistics
Str 14, Dex 16, Con 17, Int 18, Wis 10, Cha 8
Base Atk +3; CMB +5 (+17 grapple); CMD 23
Feats Combat Casting, Command Undead, DiehardB,
Empower Spell, Iron Will, Scribe Scroll, Spell Focus
(necromancy), Toughness
Skills Fly +12, Knowledge (arcana) +13, Knowledge (religion) +13,
Perception +14, Sense Motive +8, Spellcraft +13, Stealth +17;
Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Aklo, Common, Draconic, Elven, Giant
SQ arcane bond (ring)
Combat Gear potion of cure serious wounds, scroll of blindness/
deafness, scroll of false life, wand of mage armor (32 charges);
Other Gear mwk quarterstaff, ring of protection +1, cloak of
resistance +1, spellbook, spell component pouch,
Special Abilities
Discorporate (Su) A worm that walks can collapse into a
shapeless swarm of worms as a free action. All held, worn,
and carried items fall and its Strength score drops to 1.
The worm that walks functions as a true swarm while
discorporated, with a reach of 0 feet (its space remains
unchanged). While discorporated, the worm that walks
loses all of its defensive abilities and gains all of the
standard swarm traits. It loses its slam attacks and all
special abilities and special attacks, but can make a swarm
attack that deals damage equal to its engulf attack. A
worm that walks can reform into its true form (including
equipping all gear in reach) as a full-round action as long as
it has at least 1 hit point.
Squirming Embrace (Ex) If a worm that walks grapples a foe,
as a swift action, it can cause a swarm of worms to squirm
over the grappled creature. These worms deal automatic
swarm damage with no attack roll needed. If a creature
takes damage from the swarm, it is also subject to the
swarm’s distraction ability, and must make a Fortitude save
or be nauseated for 1 round. A worm that walks can only
have one embraced target at a time, but it does not have to
continue grappling in order to maintain the embrace. If the
worm that walks moves more than 5 feet from the swarm
or dismisses the swarm (a free action), the swarm dies.
Any area attack that damages the swarm or any severe or
stronger wind effect that affects the swarm’s target kills it.
Tenacious (Ex) A worm that walks gains a +8 racial bonus on
combat maneuver checks made to grapple and a +4 racial
bonus to its CMD.
Worm that Walks Traits (Ex) A worm that walks has no discernible
anatomy, and is not subject to critical hits or flanking.
Reducing a worm that walks to 0 hit points causes it to
discorporate (see above)—a worm that walks at 0 hit points
is staggered, and one at negative hit points is dying. Worms
that walk are immune to any physical spell or effect that
targets a specific number of creatures (including singletarget
spells such as disintegrate), with the exception of such
spells and effects generated by the worm that walks itself,
which treat the worm that walks as one single creature
if it so chooses. Mind-affecting effects that target single
creatures function normally against a worm that walks,
since the creature’s individual components share a hive
mind. A worm that walks takes half again as much damage
(+50%) from damaging area effects, such as fireball and
splash weapons. Worms that walk are susceptible to high
winds—treat a worm that walks as a Fine creature for the
purposes of determining wind effects.
Joktan Heth 2 CR 10
XP 0
Human worm that walks wizard 9 (necromancer)
NE Medium vermin (augmented humanoid)
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +17
Defense
AC 20, touch 16, flat-footed 17 (+4 armor, +1 deflection, +3 Dex,
+2 insight)
hp 88 (103 with False Life)(9d6+54); fast healing 10
Fort +8, Ref +7, Will +9
Defensive Abilities worm that walks traits; DR 15/—; Immune
disease, paralysis, poison, sleep, mind-affecting effects
Offense
Speed 30 ft., fly 60 ft.
Melee slam +6 (1d4+3 plus grab)
Melee mwk quarterstaff +7 (1d6+3)
Special Attacks channel negative energy (DC 13, 7/day),
discorporate, squirming embrace (2d6+3, DC 18), tenacious
Spell-Like Abilities (CL 9th; concentration +13)
7/day—grave touch (4 rounds)
Necromancer Spells Prepared (CL 9th; concentration +13)
5th—empowered vampiric touch, hold monster (DC 19)
4th—dimension door, enervation, fear (DC 20), wall of fire
3rd—displacement, fly, haste, lightning bolt (DC 17),
vampiric touch
2nd—blindness/deafness (DC 18), darkness, false life,
scorching ray, summon swarm
1st—expeditious retreat, magic missile (×3), ray of
enfeeblement (DC 17, ×2)
0 (at will)—detect magic, disrupt undead, ray of frost, read
magic, touch of fatigue (DC 15)
Opposition Schools Abjuration, Divination
Tactics
Before Combat Before the PCs arrive, Joktan uses his wand to
cast mage armor on himself and casts false life and fly (all of
these effects are factored in above).
During Combat At the start of combat, Joktan casts haste
on himself and his undead minions, before opening up to
attack the PCs with spells like fear, empowered vampiric
touch, and hold monster. When reduced to fewer than half
his total hit points, he casts displacement. He uses wall of
fire to divide the PCs when convenient, and enervation to
cripple any spellcasters that bother him.
Morale Joktan is supremely confident in his abilities and fights
to the death.
Statistics
Str 14, Dex 16, Con 18, Int 18, Wis 10, Cha 8
Base Atk +4; CMB +6 (+18 grapple); CMD 24
Feats Combat Casting, Command Undead, DiehardB,
Empower Spell, Greater Spell Focus (necromancy),
Improved Iron Will, Iron Will, Scribe Scroll, Spell Focus
(necromancy), Toughness
Skills Fly +15 (+19 with fly), Knowledge (arcana) +16,
Knowledge (religion) +16, Perception +17, Sense Motive +8,
Spellcraft +16, Stealth +20; Racial Modifiers +8 Perception,
+8 Sense Motive, +8 Stealth
Languages Aklo, Common, Draconic, Elven, Giant
SQ arcane bond (ring), life sight (10 feet, 9 rounds/day)
Combat Gear potion of cure serious wounds, scroll of blindness/
deafness, scroll of false life, wand of mage armor (50 charges),
wand of ray of exhaustion (7 charges); Other Gear mwk
quarterstaff, cloak of resistance +1, pearl of power (1st), ring
of protection +1, robe of bones, spellbook, spell component
pouch, 100 gp
I can not for the life of me find the problem with these stat blocks
Can anybody HELP PLEASE!
Thx
Chris
I won't be in front of a computer for a while so can't check.
If you're getting an actual error while parsing, don't press "ok" and look in the .fpf and .log files created during parsing. This will give you a good idea where things are failing and so give a better chance of finding the area where the issue is.
Although, looking again at your stat blocks, it is probably related to 2 melee headings.
Wow I was tired!
Chris
I just locked up the parser with this one. any thoughts.
Tiressia CR 4
XP 1,200
Female dryad druid 2 (Pathfinder RPG Bestiary 116)
CG Medium fey
Init +5; Senses low-light vision; Perception +14
Defense
AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 48 (6d6+2d8+18)
Fort +9, Ref +10, Will +13
DR 5/cold iron
Weaknesses tree dependent
Offense
Speed 30 ft.
Melee mwk sickle +10 (1d6–1)
Ranged mwk longbow +10 (1d8–1/×3)
Spell-Like Ability (CL 2nd;
concentration +8)
8/day—storm burst
Spell-Like Abilities (CL 6th; concentration +12)
Constant—speak with plants
At will—entangle (DC 17), tree shape, wood shape (1
lb. only)
3/day—charm person (DC 17), deep slumber
(DC 19), tree stride
1/day—suggestion (DC 19)
Druid Spells Prepared (CL 2nd;
concentration +7)
1st—faerie fire, goodberry, magic
fang, obscuring mistD
0 (at will)—guidance, purify food and drink,
stabilize, virtue
D Domain spell; Domain Weather
TACTICS
During Combat Tiressia tries to avoid melee combat,
using entangle to hinder foes and deep slumber on
any creature attacking her tree. She uses her scroll to
summon additional creatures to help Falchos in battle,
while jumping from tree to tree using tree stride and tree
meld to attack enemies at a distance with her longbow.
Morale Tiressia retreats into her oak when reduced to 20 hit
points or fewer, praying that her attackers get bored and leave.
Statistics
Str 8, Dex 20, Con 15, Int 14, Wis 20, Cha 22
Base Atk +4; CMB +9; CMD 18
Feats Agile Maneuvers, Great Fortitude, Stealthy,
Weapon Finesse
Skills Climb +8, Craft (wood sculpture) +17, Diplomacy +15, Escape
Artist +16, Handle Animal +15, Heal +14, Knowledge (nature)
+13, Perception +14, Stealth +16, Survival +16
Languages Common, Elven, Sylvan; speak with plants
SQ nature bond (Plant domain), nature sense, tree meld, wild
empathy +8, woodland stride
Combat Gear goodberries (5), potion of cure moderate wounds
(2), scroll of summon nature’s ally II, wand of cure light wounds
(26 charges), 6 feather tokens (tree); Other Gear masterwork
longbow with 20 arrows, masterwork sickle, 178 gp
Looking in the log file, all it contains is:Quote:
Originally Posted by madman
The last line of processing a ranged attack gives you an idea of where to look for the problem - processing of the next lines after this one.Code:21/11/2011 10:35:09 AM: Starting Application. App Exe: Pathfinder Tool - FG Creature Parser Product Version: 1.0.0.12
21/11/2011 10:35:09 AM: Reading data file: C:\Temp\PF_Parse\Madman2.txt
21/11/2011 10:35:09 AM: Calling sub FormatDataFile.
21/11/2011 10:35:09 AM: Entered Sub FormatDataFile.
21/11/2011 10:35:09 AM: FormatDataFile: Read past starting blank lines (if any).
21/11/2011 10:35:09 AM: FormatDataFile: Opened StreamWriter.
21/11/2011 10:35:09 AM: FormatDataFile: Written DESCRIPTION line:
21/11/2011 10:35:09 AM: FormatDataFile: Written NAME line: Tiressia CR 4
21/11/2011 10:35:09 AM: FormatDataFile: Reading and formatting creature stat block: Tiressia CR 4
21/11/2011 10:35:09 AM: FormatDataFile: Written XP line: XP 1,200
21/11/2011 10:35:09 AM: FormatDataFile: Written TYPE line: Female dryad druid 2 (Pathfinder RPG Bestiary 116) CG Medium fey
21/11/2011 10:35:09 AM: FormatDataFile: Written INIT line: Init +5; Senses low-light vision; Perception +14
21/11/2011 10:35:09 AM: FormatDataFile: got the line ending in DEFENSE Defense
21/11/2011 10:35:09 AM: FormatDataFile: got the line ending in OFFENSE DR 5/cold iron; Weaknesses tree dependent
21/11/2011 10:35:09 AM: GetAndFormatLine: Searching for 2 strings: tactics ,statistics
21/11/2011 10:35:09 AM: FormatDataFile: Retrieved OffenseText Speed 30 ft. Melee mwk sickle +10 (1d6-1) Ranged mwk longbow +10 (1d8-1/x3) Spell-Like Ability (CL 2nd; concentration +8) 8/day-storm burst Spell-Like Abilities (CL 6th; concentration +12) Constant-speak with plants At will-entangle (DC 17), tree shape, wood shape (1 lb. only) 3/day-charm person (DC 17), deep slumber (DC 19), tree stride 1/day-suggestion (DC 19) Druid Spells Prepared (CL 2nd; concentration +7) 1st-faerie fire, goodberry, magic fang, obscuring mistD 0 (at will)-guidance, purify food and drink, stabilize, virtue D Domain spell; Domain Weather
21/11/2011 10:35:09 AM: FormatDataFile: Written SPEED line: 30 ft.
21/11/2011 10:35:09 AM: FormatDataFile: Written Melee line as: mwk sickle +10 (1d6-1)
21/11/2011 10:35:09 AM: FormatDataFile: Written Ranged line as: mwk longbow +10 (1d8-1/x3)
Looking at the stat block - there are 2 entries for spell-like abilities:
Spell-Like Ability (CL 2nd;
concentration +8)
8/day—storm burst
Spell-Like Abilities (CL 6th; concentration +12)
Constant—speak with plants
At will—entangle (DC 17), tree shape, wood shape (1
lb. only)
3/day—charm person (DC 17), deep slumber
(DC 19), tree stride
1/day—suggestion (DC 19)
This doesn't match with the Paizon stat block definition and so the parser is not written to process 2 seperate similar/same headings (like when there were 2 melee entries).
Putting these in a single Spell-Like Abilities entry fixes the issue:
Code:Spell-Like Abilities (CL 2nd;
concentration +8)
8/day—storm burst (CL 6th; concentration +12)
Constant—speak with plants
At will—entangle (DC 17), tree shape, wood shape (1
lb. only)
3/day—charm person (DC 17), deep slumber
(DC 19), tree stride
1/day—suggestion (DC 19)
well at this point I think I have come across just about everything that can go wrong.
Working toward novice status I think.
Thanks Trenloe
Chris
Main updates are:
- Support for Combat Manager statblocks (with some basic manual formatting).
- Token links added to each creature entry - needs manual addition of token .png files to module.
See post #1 for download and further details.
Here is Bestiary 3,
Thanks Trenloe For the parser, this would have taken weeks without it. Paizo once again changed their format a little ,Names in Caps, page splits when you highlight at a weird spot. Why do they make it more difficult than it needs to be.
Fighting the good fight!
Edit: Finding some small errors with this, will fix them and re-post it. Ok I think I got them all. If you find any errors let me know, and I'll fix em. Please post here
Chris
Edit:Fixed
That is amazing!
I was actually doing it myself, but now I'm going to stop!