This is a guide for adding creatures to the toolset. This is for adding default base SRD creatures exactly. The monster palette is for unmodified SRD creatures. Any creatures modified from the SRD go in the (hostile) NPCs category.
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Hit dice is the number of class levels in the relevant race. Such as (Boar 4d8+9 is 4 levels in animal). This accounts for the base save bonus. The racial-save bonus scaling is the same in the toolset as the srd.
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Skills on the SRD are totals, they inlcude all relevant modifiers. When adding skills in the toolset you're assinging base ranks (hit dice +3). The toolset doesn't show modifiers, they get added in game (feat bonuses, ability scores). The best “default” is to set the ranks in the toolset equal to hit dice +3, this is pretty much what most creatures have. Racially granted bonuses can be added as additional ranks. Such as a fish getting a racial bonus to swim.
Skills that were merged will need to have ranks assigned equally such as Hide/Stealth, Open Lock/Disable Device/Set trap, Perception/Listen.
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Concentration ranks are equal to caster level.
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Set max HP, don't roll or average. (4d8 = 32)
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In place of Scent or Tremorsense use the “blindsight” feat.
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Size modifiers are based on the APPEARANCE of the creature, you can see if a creature has a modified size in the AC size modifier. Size modifiers do more than just modify the AC it also modifies skills, attacks and CMD/CMB. If the appearance size doesn't match tell Pyro so he can fix it.
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If a special ability or feature doesn't exsit (for example SR 25 and the toolset only has 24 or 26) tell Pyro so he can add 25. This includes item properties, ect.
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Artificially set the challenge rating to match the SRD exactly.
Challenge Rating
The majority of creatures that will be utilized on Golarion Chronicles are directly referenced from the pathfinder beastiaries and SRDs. The overall goal of Golarion Chronicles is to represent the RAW ruleset mechanically in most situations. Custom and unique NPCs can be created and utilized during the build process but these will not represent the majority.
It is important that when creating creatures in the toolset, if the creature follows something directly in the reference that it be added to the palette for later use. Over time we'll build our own beastiary of creatures converted to the pathfinder ruleset.
It is important that any creature added to the palette have its CR manually modified to fit the CR it is supposed to be, the toolset often adds a few extra CR.
You can also reference the examples of unique monsters and reverse engineer them
Custom Creatures
For creatures that don't match the SRD and need re-calculation. Custom Creatures and scaling can be calculated using the Pathfinder Monster Advancer
Loot
By default, loot is only created if the creature spawns in an area that is in the dungeon reset database. Loot is based on the CR of the creature.
Designates creature as a boss and guarantees one 5% item
Local Variable
INT BOSS 1
Multiplies the amount of time the loot is generated for the creature.
Local Variable
INT LOOT_MULTIPLIER 2
Ensures the creature never generates loot
Local Variable
INT NOLOOT 1
Overrides creatures that otherwise wouldn’t have loot, such as racialtypes not having loot. This will ignore the dungeon reset database and create loot regardless.
Local Variable
INT ALWAYSLOOT 1
Swimming/Water Breathing
Add the “Swim” feat to designate a creature as with a swim speed/ability to breathe underwater.
Creatures
Palette
Monsters
- The monsters category is for creatures that are exact copies of pathfinder srd source creatures.
Special
- DM NPCs: Used for npcs specifically created for DM events.
- Guards: Anything in the defender faction – city guards.
- Hostile NPCs: Specialized npcs that are modified from the srd, mainly bosses or unique enemies.
Sneak Attack
“immunity to Critical Hits” no longer stops sneak attacks, sneak attack immunity must be added separately.
DR/Alignment
Alignment-based damage reduction functionality has been added with new custom item properties. As a reminder the natural attacks creatures that have DR on their skin attack with the same type of damage that their skin posesses for bypassing damage reduction. You'll need to separately add the item property to the creature weapons.
Horses and Mounts
You can prevent a horse from being used by anyone (including the owner) by setting the local integer X3_HORSE_NOT_RIDEABLE_OWNER to 1.
Local variable
int X3_*HORSE_NOT_*RIDEABLE_OWNER 1
Experience
Block a creature from granting experience
Local variable
int NO_EXP 1
Creature Size Modifier
Set the size of a creature, in order to override the size assigned by the appearnace (tiny 1, small 2, medium 3, large 4, huge 5);
Local variable
int SIZE_OVERRIDE 1
Spawn Spell Effects
It may be desireable to have a creature automatically gain the effects of a spell when they spawn. This is a string of spell IDs that will automatically apply to the creature permanently when they spawn. This can be a string of numbers separated by a comma. For a list of vanilla spells check Spells.2da (Contents).
Local variable
string SPAWNSPELL 17,232,557
Rare Spawn
Rare spawns are creatures marked as unique in encounters. This variable is automatically set when they spawn.
Currently the loot multiplier is set to 2 for rare spawned creatures, but overridden by the multiplier variable.
Their experience reward it that of the original creature CR instead of the normalized one by the encounter
Local variable
int RARE_SPAWN 1
Spawn Visual Effects
This allows a builder to specify a visual effect to apply to a creature when it spawns. This is a string of visual effect ID numbers that are separated by a comma. For a list check Visual Effects Reference.
Local variable
string SPAWNVFX 17,232,55
Make a creature swoop in from off screen when spawning
Local variable
int SPAWN_FLY_IN 1
Wandering Residents
Wandering city residents with randomized race and appearance.
Local variable
int MODULATE_APPEARANCE 1
Statue
Statue turns off interactable, loot, and freezes it in stone. Place the creature ontop of the pedestal in the toolset and in most cases it should stay there unless it gets “bumped” because the hitbox of the creature is inside of the wall.
Local variable
int STATUE 1
Scale
Scales the size of the creautre but provides no statistical changes.
Local variable
float SCALE 1.5