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REPORT ALL BUGS AND FEATURES REQUESTS BY VISITING THE MONSTER ADVANCER FORUMS
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Current Version: 1.6.1 (All products currently carry the same version number)
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Monster Advancer Random Encounter Generator:
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Select a creature CR and the number of that CR creatures to generate. Or, you can have the system select randomly between a range of Challenge Ratings from 1 to 30.
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Encounter Level calculation
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As the CR of creatures is selected and matched up with how many of that CR creature to generate the text below calculates the Encounter Level.
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Random Generation
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Creature selection. All creatures at or below the selected CR are chosen from the database.
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Random checks are made to determine if the creature will have any templates added to it to make up the difference between the base creature selected and the desired CR.
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The maximum number of templates to be added is randomly determined. Each template is added and as long as the CR is below the desired we will add them until we reach the max.
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The creature is then advanced (regardless of whether it gained templates or not) enough to reach the desired CR.
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If a creature cannot be advanced enough to reach the desired CR a new creature is selected. (Whether or not the creature has been chosen to have templates obviously plays a large role in how high of a CR a creature can achieve.)
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This process is repeated for the number of creatures selected. (Note the process isn't perfect (as template CRs change based on how many HD a creature ends up with so sometimes the CR jumps several points with a single HD advancement.) but there are some checks made to keep things most often right on the desired CR but occasionaly you may get one off by 1 (possibly even 2)
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Quickened Monster Advancer Features:
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Select a creature by name and once chosen the next page will allow you to choose what hit dice to advance it to based on the advancement sequence of that creature.
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You can also add create your own advancement size and hit dice but selecting the check box and entering the values you want into the provided fields.
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Add class levels to any creature with an intelligence score of 3 or higher. (Doing this will change the stat array used from (11,11,11,10,10,10) to the elite array (15,14,13,12,10,8).
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Monster Advancer Features:
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Main Grid Table
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Main Grid lists each monster's stats and allows easy editing of those stats.
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Each creature when selected shows up on the left panel to allow for easy resetting as well as additional information not shown in table.
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The grid also has a link to pie charts I have created that show the distribution of creatures by CR as well as type.
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Left Panel - Creature Information
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The left panel shows what a creatures original stats were versus what they have been changed to via inline table editing. It also provides an easy way to reset back to the original.
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Feat Progression:
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You can enter a series of feats that will be applied in the order listed to the creature selected. It will apply only the feats that a creature is allowed...but as you advance a creature it will continue to apply feats from your progression as it can.
For example. If you enter 6 feats in the progression but a monster only starts with 3 when you view the creature you will notice that only the first 3 feats have been applied. However, if you up the HD so that the creature gains a new feat(Most gain a feat for every 3 HD) it will assign the 4th feat automatically. Advance it up enough so that it has 6 feats and sure enough your whole progression will be used.
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The list of feats you have selected is draggable. So simply click and drag an item up or down in the list. Click on the red X to delete a given feat from the progression.
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Templates:
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You apply multiple templates to a creature. This list will apply to any creature you have selected. Some templates don't work well together.
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Armor & Shields:
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You can select armor for your creature. Currently there is no check that a creature is proficient with armor. Any armor selected will be applied regardless of proficiencies.
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Magic Items:
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You can select any magic items you want the creature to have. It will only apply items based on standard magic item slot rules and stacking rules.
So if you select the gauntlets of ogre power +2 and the belt of giant strength +4 you will only see a +4 benefit to strength. You will also notice that the gauntlets are not even marked as "worn" in the gear section of the creature entry.
Also certain items by normal rules can't apply. For instance if a creature has a deflection bonus to their armor class and you apply a ring of protection only the largest bonus will apply as deflection is deflection regardless of the source. (Natural Armor is different as there are 2 types -- natural armor and enhancement to natural armor -- both of these will stack with each other as they are different types of ac bonus)
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Loading Recently advanced Creatures:
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When a creature has been advanced and you return to edit further (or perhaps to create a different creature) you will notice a new panel just to the left of the template panel. This is so that you can easily reload any creature you have worked on.
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Whenever you return to editing your current creature is reselected and loaded back in including feat progression, templates, stat alterations and items. If you then return to the advancement screen again you will also noticed it returned you to the most recent HD amount you had advanced the monster to.
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General Advancement:
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Choose what hit dice to advance it to based on the advancement sequence of that creature.
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You can also add create your own advancement size and hit dice but selecting the check box and entering the values you want into the provided fields.
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Add class levels to any creature with an intelligence score of 3 or higher.
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