Lavaeolous / PF1-StatBlock-Converter-Module

FoundryVTT Module to convert PF1 Statblocks into Foundry Actors (PC or NPC).
MIT License
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Post Statblocks that break SBC here! #325

Closed Lavaeolous closed 3 years ago

Lavaeolous commented 3 years ago

Leave a link to statblocks that break SBC here. That could be statblocks that outright crash SBC or ones that lead to incorrectly created Actors in Foundry (e.g. wrongly calculated stats).

deurk commented 3 years ago

Hello, here's one (TypeError: Cannot read property 'getIndex' of null;):

Ogre Guard CR 4 XP 1,200 Male advanced ogre (Pathfinder RPG Bestiary 220, 288) LE Large humanoid (giant) Init +1; Senses darkvision 60 ft., low-light vision; Perception +9 Defense AC 21, touch 10, flat-footed 20 (+4 armor, +1 Dex, +7 natural, -1 size) hp 38 (4d8+20) Fort +8, Ref +2, Will +5 Offense Speed 40 ft. (30 ft. in armor) Melee greatclub +9 (2d8+10) Ranged javelin +3 (1d8+7) Space 10 ft.; Reach 10 ft. Statistics Str 25, Dex 12, Con 19, Int 10, Wis 14, Cha 11 Base Atk +3; CMB +11; CMD 22 Feats Iron Will, Toughness Skills Climb +11, Perception +9 Languages Giant Other Gear hide armor, greatclub, javelin (4) Special Abilities Darkvision (60 feet) You can see in the dark (black and white only). Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

deurk commented 3 years ago

Another one, from the Core Rulebook (p.455):

Male elf ranger 4/rogue 2 N Medium humanoid (elf) Init +4 (+6 in forests); Senses low-light vision; Perception +11 (+13 in forests) Defense AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 39 (4d10+2d8+6) Fort +6, Ref +12, Will +2; +2 against enchantment Defensive Abilities evasion; Immune sleep Offense Spd 30 ft. Melee mwk rapier +10 (1d6+1/18–20) Ranged +1 longbow +10 (1d8+1/×3) Ranged +1 longbow +8/+8 (1d8+1/×3) Special Attacks favored enemy (humanoid [orc]), favored terrain (forest), rogue talents (bleeding attack), sneak attack (1d6) Stat istics Str 13, Dex 18, Con 12, Int 14, Wis 10, Cha 8 Base Atk +5; CMB +6; CMD 20 Feats Deadly Aim, Endurance, Point Blank Shot, Rapid Shot, Weapon Finesse Skills Acrobatics +13, Climb +10, Escape Artist +9, Heal +9, Knowledge (geography) +11, Knowledge (nature) +11, Perception +11 (+13 in forests), Stealth +13, Survival +9 (+11 following tracks), Swim +6 Languages Common, Elven, Orc, Sylvan SQ nature bond (wolf ), track, trapfinding +1 Combat Gear potion of cure moderate wounds, potion of invisibility; Other Gear +1 longbow with 40 arrows, mwk rapier, +1 studded leather armor, gear and coins worth 200 gp

TheMimski commented 3 years ago

Several statblocks from the Iron Gods Adventure Path are giving me issues, currently this one. Sometimes I can figure out what the issue is, but not always.

TECHNIC LEAGUE CAPTAIN CR 9 XP 6,400 Human wizard 6/technomancer 4 CE Medium humanoid (human) Init +2; Senses Perception +12 DEFENSE AC 21, touch 13, flat-footed 19 (+4 armor, +1 deflection, +2 Dex, +4 shield) hp 73 (10d6+36) Fort +5, Ref +5, Will +6 OFFENSE Speed 30 ft., fly 40 ft. (good) Melee mwk dagger +6 (1d4/19–20) Ranged +1 stun gun +8 (1d8+1 nonlethal) Special Attacks hand of the apprentice (7/day) Wizard Spells Prepared (CL 10th; concentration +14) 5th—overland flight, telekinesis (DC 19) 4th—charm monster (DC 18), dimension door, fear (DC 18), locate creature 3rd—dischargeTG, dispel magic, lightning bolt (DC 17), locate object, suggestion (DC 17) 2nd—knock, make whole, mirror image, scorching ray, whispering wind 1st—mage armor, magic missile (2), shield, unseen servant 0 (at will)—arcane mark, detect magic, light, message TACTICS Before Combat A Technic League captain casts mage armor, shield, and overland flight before entering combat. During Combat The captain prefers to use a stun gun or ranged spells in combat, allowing any minions at hand to keep foes engaged in melee. Morale A Technic League captain flees if reduced to 20 hit points or fewer—whether or not the captain resurfaces later is up to you, but this adventure assumes that captains who escape don’t return to further vex the PCs. STATISTICS Str 10, Dex 14, Con 14, Int 18, Wis 8, Cha 12 Base Atk +5; CMB +5; CMD 18 Feats Arcane Strike, Craft Magic Arms and Armor, Craft Technological Arms and Armor, Craft Technological Item, Exotic Weapon Proficiency (firearms), Scribe Scroll, Skill Focus (Knowledge [engineering]), Technologist, Toughness Skills Craft (mechanical) +15 (+19 with technology), Disable Device +15 (+19 with technology), Fly +10, Intimidate +13, Knowledge (arcana) +17, Knowledge (engineering) +23 (+27 with technology), Knowledge (geography) +17, Linguistics +8 (+12 with technology), Perception +12, Spellcraft +17 Languages Androffan, Aklo, Common, Draconic, Hallit, Infernal, Orc SQ arcane battery, arcane bond (amulet [Technic League badge]), efficient construction, recondition (brown nanite hypogun, commset), recycle technology, study technology, technic spell mastery (discharge), technical expertise Combat Gear scroll of dischargeTG, scroll of lightning bolt (CL 9th), scrolls of technomancyTG (4), hemochemTG (grade III, 2 doses), soft grenadesTG (2), torpinalTG (3 doses); Other Gear +1 stun gunTG, mwk dagger, ring of protection +1, batteriesTG (4), green access cardTG, timewornTG brown nanite hypogunTG, timewornTG commsetTG, Technic League badge worth 50 gp

Error messages are: TypeError: Cannot read property '1' of null; SyntaxError: Unexpected token u in JSON at position 0; TypeError: Cannot read property '0' of null; These appear several times in mixed order (as wall as the usual "generating Placeholder" messages)

Lavaeolous commented 3 years ago

Several statblocks from the Iron Gods Adventure Path are giving me issues, currently this one. Sometimes I can figure out what the issue is, but not always.

The Converter can't handle the "techno" classes of Iron Gods, as they are not implemented in the pf1 system. Here it's the technomancer, as that class is not included in the compendium and is not listed in the SRD (where i got the list of playable classes from), sbc fails. I hope to catch these kinds of errors with version 3.x - but there is currently no timeline for when thats ready, sorry.

adventuremagic123 commented 3 years ago

On Tue, 24 Nov 2020 11:47:13 -0600, Lavaeolous notifications@github.com
wrote:

Several statblocks from the Iron Gods Adventure Path are giving me
issues, currently this one. Sometimes I can figure out what the issue

is, but not always.

The Converter can't handle the "techno" classes of Iron Gods, as they
are not implemented in the pf1 system. Here it's the technomancer, as
that class is >not included in the compendium and is not listed in the
SRD (where i got the list of playable classes from), sbc fails. I hope
to catch these kinds of errors >with version 3.x - but there is
currently no timeline for when thats ready, sorry.

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub, or unsubscribe. Okay. No problem. I'll work-around that.

--

-- Mark Young mdy123@grandecom.net

MTVExtreme commented 3 years ago

Link: https://aonprd.com/NPCDisplay.aspx?ItemName=Knight%20of%20Ozem

image

Seems this is due to Prestige classes not being added in PF1. So a similar issue to the one stated above for the Techno classes.

ThomasLewis1028 commented 3 years ago

Sandara Quinn CR 2 XP 600 Female human cleric of Besmara 3 CN Medium humanoid (human) Init +1; Senses Perception +2 DEFENSE AC 11, touch 11, flat-footed 10 (+1 Dex) hp 20 (3d8+3) Fort +3, Ref +2, Will +5 OFFENSE Speed 30 ft. Melee mwk rapier +4 (1d6+1/18–20) Ranged heavy crossbow +3 (1d10/19–20) Special Attacks channel positive energy 5/day (DC 13, 2d6), surge (+5) Domain Spell-Like Abilities (CL 3rd; concentration +5) 5/day—copycat (3 rounds) Cleric Spells Prepared (CL 3rd; concentration +5) 2nd—instant armor (DC 14), slipstreamD, summon monster II 1st—command (DC 13), doom (DC 13), inflict light wounds (DC 13), obscuring mistD 0 (at will)—bleed (DC 12), create water, purify food and drink, stabilize D Domain spell; Domains Trickery, Water (Oceans subdomain) \ See the Advanced Player’s Guide. TACTICS During Combat If she is expecting combat, Sandara casts instant armor, which increases her AC to 17. Sandara takes every fight seriously, and once she gets started, she finishes things. She targets her opponent with doom and summons a small elemental or 1d3 dire rats to fight by her side. Morale Sandara is almost foolishly stubborn, a quality that might very well get her killed someday. She won’t surrender and doesn’t back down from a fight unless totally overwhelmed. STATISTICS Str 13, Dex 12, Con 10, Int 10, Wis 15, Cha 14 Base Atk +2; CMB +3; CMD 14 Feats Athletic, Combat Reflexes, Scribe Scroll Skills Appraise +4, Bluff +6, Climb +3, Heal +6, Knowledge (religion) +4, Profession (sailor) +8, Stealth +5, Swim +4 Languages Common Combat Gear scrolls of cure light wounds (2), scroll of cure moderate wounds; Other Gear heavy crossbow with 20 bolts, dagger, masterwork rapier, Besmara’s tricorne (see page 58), clay pipes (3), ebony holy symbol of Besmara, pouch of Old Deep Rum-soaked pipe tobacco, tindertwigs (10); Locker 35 gp

The error I received on this was TypeError: Cannot read property '0' of null

Dug into the console and it specifically called out sbc.js:4951 with the Tag Spellcasting. I noticed that this statblock doesn't have a spellcasting section, but she does have a couple spells. Curious if maybe it's trying to put something into or read from something when there's nothing there?

EDIT:

Tested a bit further and after removing this section:

Domain Spell-Like Abilities (CL 3rd; concentration +5) 5/day—copycat (3 rounds) Cleric Spells Prepared (CL 3rd; concentration +5) 2nd—instant armor (DC 14), slipstreamD, summon monster II 1st—command (DC 13), doom (DC 13), inflict light wounds (DC 13), obscuring mistD 0 (at will)—bleed (DC 12), create water, purify food and drink, stabilize D Domain spell; Domains Trickery, Water (Oceans subdomain*) It worked on the import. So it's definitely related to something on the spells and how they were being read.

deurk commented 3 years ago

It would be great to have an explanation on how to provide better debug information (last line parsed or unrecognized pattern or whatnot).

Lavaeolous commented 3 years ago

It would be great to have an explanation on how to provide better debug information (last line parsed or unrecognized pattern or whatnot).

Yeah, something along those lines is planned for version 3.x. I'm currently only doing hotfixes for the 2.x branch, as i want/need to overhaul the whole system to support proper error logging, useable feedback for errors and stuff like that.

ThomasLewis1028 commented 3 years ago

Teraktinus CR 10 Male stone giant ranger 2 CE Large giant (earth) Init +2; Senses darkvision 60 ft., low-light vision; Listen +9, Spot +8 Defense AC 29, touch 12, flat-footed 27 (+6 armor, +1 deflection, +2 Dexterity, +11 natural, –1 size) hp 168 (16d8+96) Fort +18, Ref +9, Will +6 Offense Speed 40 ft. Melee +1 dwarf bane heavy pick +21/+16/+11 (1d8+11/19–20/×4) and +1 pick +21 (1d6+6/19–20/×4) Ranged rock +13/+8/+3 (2d8+15) Space 10 ft.; Reach 10 ft. Special Attacks favored enemy (dwarf +2) Tactics During Combat Teraktinus leaves the bombardment of Sandpoint to his allies, and wastes no time in carrying out his own mission. He makes his way through Sandpoint toward the Old Light—if no one stands in his way, he reaches the ruins on round 20, spends five rounds digging through the ruins for a good-sized stone for Mokmurian, then sounds the call for retreat with his war horn. If anyone gets in his way, he proves quite creative at finding things to throw at his enemies—chimneys, pieces of buildings, and wagons work as well as thrown rocks in a pinch. In any event, foes brave enough to stand in his way insult him enough that he abandons his mission long enough to try to kill them. If faced with particularly powerful foes, he uses his war horn to summon aid (Longtooth if the dragon’s still available; or the closest group of giants otherwise). Morale Teraktinus fights to the death. Statistics Str 30, Dex 14, Con 23, Int 8, Wis 14, Cha 14 Base Atk +12; Grp +26 Feats Improved Critical (heavy pick, light pick), Power Attack, Quick Draw, Track, Two-Weapon Fighting, Weapon Focus (heavy pick, light pick) Skills Hide –2 (+6 in rocky terrain), Listen +9, Spot +8, Survival +12 Languages Common, Dwarven, Giant SQ rock catching, wild empathy +4 Gear +2 hide shirt, +1 dwarf bane heavy pick, +1 light pick, ring of protection +1, war horn

This is a heavily edited version to remove the newline characters, as well as some page title stuff. This doesn't even show the preview of what's being input as seen here image

Lavaeolous commented 3 years ago

Teraktinus CR 10

Change the Race from "giant (earth)" to "humanoid (giant)" and remove the stray linebreak in this line:

AC 29, touch 12, flat-footed 27
(+6 armor, +1 deflection, +2 Dexterity, +11 natural, –1 size)
manuelVo commented 3 years ago

The Mask Golem should have Ref +6, but the Actor is created with Ref +8. Additionally, Perception should be +5, but is only +1.

Mask Golem CR 4

XP 1,200
N Medium construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (4d10+20)
Fort +1, Ref +6, Will +2
DR 5/bludgeoning; Immune construct traits, magic
Weaknesses vulnerability to sonic

OFFENSE

Speed 40 ft.
Melee 2 slams +8 (1d8+4)
Special Attacks masks of control, swarm form
Spell-Like Abilities (CL 4th)

Constant—see invisibility

TACTICS

During Combat A mask golem attempts to control any powerful melee combatant that moves to threaten it using its mask of obedience ability. Against ranged opponents, it uses its mask of solitude. If these do not work, it relies on its slam attacks instead.

Morale A mask golem fights to defend the area it has been built to protect, even if this results in its destruction.

STATISTICS

Str 18, Dex 17, Con —, Int 7, Wis 12, Cha 13
Base Atk +4; CMB +8; CMD 21
Feats Improved Initiative, Lightning Reflexes
Skills Perception +5
pmcintyre3 commented 3 years ago

I'm currently getting a dataOutput.token.flags.pf1 is undefined error whenever I try to import this. I removed all custom items and gear but I still get this error :/

Sypharael "Sif" Stormshade
Male half-elf unchained rogue (scout) 5/shadowdancer 4 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
CG Medium humanoid (elf, human)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +16
--------------------
Defense
--------------------
AC 23, touch 17, flat-footed 16 (+6 armor, +6 Dex, +1 dodge)
hp 95 (9d8+31) (currently 88)
Fort +8, Ref +15, Will +7; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion, uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +13/+8 (1d4+3/19-20 plus 3d6 sneak attack)
Ranged blowgun +13/+8 (1d2 plus 3d6 sneak attack) or
   composite shortbow +13/+8 (1d6+3/×3 plus 3d6 sneak attack)
Special Attacks scout's charge, sneak attack (unchained) +3d6
Shadowdancer Spell-Like Abilities (CL 4th; concentration +6)
   2/day—shadow illusion (DC 13)
   1/day—shadow call (DC 16)
--------------------
Statistics
--------------------
Str 16, Dex 24, Con 16, Int 17, Wis 15, Cha 15
Base Atk +6; CMB +9; CMD 27
Feats Combat Expertise, Combat Reflexes, Dodge, Extra Rogue Talent[APG], Extra Rogue Talent[APG], Mobility, Spring Attack, Twist Away[ACG], Weapon Finesse, Weapon Focus (elven curve blade)
Traits forlorn, indomitable faith
Skills Acrobatics +19, Appraise +7, Bluff +8, Climb +10, Diplomacy +7, Disable Device +21, Disguise +14, Escape Artist +14, Fly +8, Intimidate +7, Knowledge (dungeoneering) +9, Knowledge (local) +13, Linguistics +9 (+11 to make forgeries), Perception +16, Perform (dance) +10, Ride +11, Sense Motive +7, Sleight of Hand +12 (+16 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +19, Survival +6, Swim +8, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, hide in plain sight, rogue talent (bonus feat), rogue talents (combat trick, fast stealth, trap spotter, weapon training), shadow jump, summon shadow, trapfinding +2
Combat Gear cold iron arrows (50), potion of cure light wounds (3), potion of cure moderate wounds (2), potion of water breathing, wand of magic missile, caltrops (5), holy water (2), oil (3), smokestick (2); Other Gear arrows (100), blowgun, composite shortbow (+3 Str), dagger, wooden stake[APG], belt of incredible dexterity +2, cloak of resistance +2, headband of inspired wisdom +2, ale (per gallon), backpack, bedroll, belt pouch, brush, shaving (0.1 lb), cup, shaving (0.2 lb), disguise kit, flint and steel, forger's kit[UE], garlic, grappling hook, hammock[UE], hemp rope (50 ft.), loaded dice[APG], mask[UE], mirror, pocketed scarf[UE], shaving powder (one shave) (0.01 lb) (50), signet rings (worth 5 gp), smoked goggles[APG], straight razor (0.2 lb), thieves' tools, torch, trail rations (5), waterskin, whetstone (2), winter blanket, 11 pp, 503 gp, 8 sp, 7 cp
--------------------
Special Abilities
--------------------
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Shadow Jump (4 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
--------------------

Oh, looks like it's a prestige class issue and "Shadowdancer" isn't in FoundryVTT's PF1 system. Nevermind :/

Zaapp1 commented 3 years ago

I'm using the "Output Hero Statblock" feature of Hero Lab and a number of my stat blocks have run into this issue: TypeError: Cannot read property 'push' of undefined;

Michel (son of Jacque)
Male halfling bard 4
NG Small humanoid (halfling)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +3 Dex, +1 dodge, +1 size)
hp 35 (4d8+12)
Fort +5, Ref +9, Will +6; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee rapier +4 (1d4/18-20)
Ranged light crossbow +7 (1d6/19-20)
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate [DC 16], inspire competence +2, inspire courage +1)
Bard Spells Known (CL 4th; concentration +8)
   2nd (2/day)—allegro[UM], cure moderate wounds
   1st (4/day)—charm person (DC 15), cure light wounds, ear-piercing scream[UM] (DC 15), grease
   0 (at will)—daze (DC 14), detect magic, ghost sound (DC 14), message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +2; CMD 16
Feats Arcane Strike, Dodge
Skills Acrobatics +4 (+0 to jump), Climb +1, Diplomacy +11, Disguise +9, Heal +4, Linguistics +7, Perception +9, Perform (sing) +11, Spellcraft +9, Stealth +13, Use Magic Device +11; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan
SQ bardic knowledge +2, versatile performance (sing)
Combat Gear quick runner's shirt[UE], wand of cure light wounds; Other Gear +1 chain shirt, light crossbow, rapier, cloak of resistance +1, handy haversack, key of lock jamming[APG]
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 14 rounds/day) Your performances can create magical effects.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Versatile Performance (Singing) +11 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
deurk commented 3 years ago

I use the export of Herolab a lot too. I usually remove the dash lines to help.

Zaapp1 commented 3 years ago

I use the export of Herolab a lot too. I usually remove the dash lines to help.

Good to hear I'm not the only one still using it; though removing the dashes resulted in the same error.

Lavaeolous commented 3 years ago

Michel (son of Jacque) ... Bard Spells Known (CL 4th; concentration +8) 2nd (2/day)—allegro[UM], cure moderate wounds 1st (4/day)—charm person (DC 15), cure light wounds, ear-piercing scream[UM] (DC 15), grease 0 (at will)—daze (DC 14), detect magic, ghost sound (DC 14), message, prestidigitation, read magic

Remove the spaces before "2nd", "1st" and "0 (at will)", seems i'm currently not trimming the input

Zaapp1 commented 3 years ago

Appreciate the quick response. Even removing those spaces (and the dashes, as deurk mentioned) I see the same error.

Lavaeolous commented 3 years ago

Hey @Zaapp1, please check again with this as the input: I've removed the spaces and the dashes, and with that it gets imported on my end. I'll try to find a quick hotfix in the meantime.

Michel (son of Jacque)
Male halfling bard 4
NG Small humanoid (halfling)
Init +3; Senses Perception +9
Defense
AC 20, touch 15, flat-footed 16 (+5 armor, +3 Dex, +1 dodge, +1 size)
hp 35 (4d8+12)
Fort +5, Ref +9, Will +6; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
Offense
Speed 20 ft.
Melee rapier +4 (1d4/18-20)
Ranged light crossbow +7 (1d6/19-20)
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate [DC 16], inspire competence +2, inspire courage +1)
Bard Spells Known (CL 4th; concentration +8)
2nd (2/day)—allegro[UM], cure moderate wounds
1st (4/day)—charm person (DC 15), cure light wounds, ear-piercing scream[UM] (DC 15), grease
0 (at will)—daze (DC 14), detect magic, ghost sound (DC 14), message, prestidigitation, read magic
Statistics
Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +2; CMD 16
Feats Arcane Strike, Dodge
Skills Acrobatics +4 (+0 to jump), Climb +1, Diplomacy +11, Disguise +9, Heal +4, Linguistics +7, Perception +9, Perform (sing) +11, Spellcraft +9, Stealth +13, Use Magic Device +11; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan
SQ bardic knowledge +2, versatile performance (sing)
Combat Gear quick runner's shirt[UE], wand of cure light wounds; Other Gear +1 chain shirt, light crossbow, rapier, cloak of resistance +1, handy haversack, key of lock jamming[APG]
Special Abilities
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 14 rounds/day) Your performances can create magical effects.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Versatile Performance (Singing) +11 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Zaapp1 commented 3 years ago

Hey @Zaapp1, please check again with this as the input: I've removed the spaces and the dashes, and with that it gets imported on my end. I'll try to find a quick hotfix in the meantime.

I updated SBC and copied exactly what you have. It does create an Actor who has a race, level, attributes, and attacks, but nothing in their inventory, only 2 feature placeholders (Bardic Knowledge and Versatile Performance), and no skills set. Also, the Class that it adds doesn't seem to be the one included in the Game System's "Classes" Compendium, because the one SBC adds doesn't link to the various class abilities gained at different levels (i.e. they're not listed as "Children" or "Class Associations" like they are in the included Compendium version). I also still see the same error: TypeError: Cannot read property 'push' of undefined;

Lavaeolous commented 3 years ago

@Zaapp1 I can see some values that get wrongly calculated (like hp), but for that an issue is already open. The skills really don't get set, so i'll create a new issue for that (for when that error should still persist in 3.x). Otherwise i don't get any error messages, so please check that you are using the latest version of the game system (0.76.7), FoundryVTT (0.7.7 or 0.7.8) and SBC (2.0.13)

Version 2.x of sbc has hardcoded templates and does not use the classes included in compendia. Version 3.x will use them, but is not yet ready. Sorry.

SBC currently does not import gear or treasure.

Screenshot 2020-12-05 124106

Zaapp1 commented 3 years ago

Hi @Lavaeolous I understand about features still being in development; no worries. Just wanted to help get the issues identified. image I'm still seeing this error using VTT v0.7.8, Pathfinder 1 v0.76.7, and SBC v2.0.13. Not sure if any of my other 20 modules could be causing conflicts, though. Is there any sort of log that gets created that I could send you or some debug readout somewhere?

That said, I did have another stat block exported from Hero Lab that was able to come in with no issues (after I removed low-light vision and the dashes used to separate sections). So I don't think it's a general issue with my setup.

Lavaeolous commented 3 years ago

As i can't replicate the error, could you try the import again with the other modules deactivated? It's unlikely that they are interfering, but just to be sure. Additionally, you could hit F12 and open the console, some debug information gets logged there. Feel free to post these here or note, in which line the error occurs.

TimPasquini commented 3 years ago

getting the "TypeError:Cannot read property '1' of null;" error message

MERET-HETEF CR 5 XP 1,600 Female human bard 6 LE Medium humanoid (human) lnit +1; Senses Perception +10 DEFENSE AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield) hp 54 (6d8+24) Fort +4, Ref +6, Will +8; +4 vs. bardic performance, language­dependent, and sonic OFFENSE Speed 30 ft. Melee mwk sickle +5 (1d6) Ranged dagger +5 (1d4/19-20) Special Attacks bardic performance 17 rounds/day (countersong, distraction, fascinate [DC 16], inspire competence +2, inspire courage +2, suggestion [DC 16]) Bard Spells Known (CL 6th; concentration +9) 2nd (4/day) -cat's grace, g/itterdust (DC 16), sound burst (DC 15), summon monster II 1st ( 5 /day) -detect secret doors, grease (DC 15), hideous laughter (DC 14), summon monster I O (at will)-detect magic, ghost sound (DC 13), light, mage hand, message, read magic TACTICS Before Combat Before confronting opponents, Meret-Hetef casts cat's grace and invisibility (from her wand) on herself. During Combat Meret-Hetef uses her bardic performance to inspire courage in her minions, then casts summon monster II to conjure 1d3 fiendish dogs. On subsequent rounds, she remains invisible and summons more allies, using her lesser book of extended summoning if necessary. Only if her location is discovered does Meret-Hetef reveal herself, casting offensive spells such as sound burst or hideous laughter. Morale Meret-Hetef is terribly sensible. If all of her minions are killed or captured or she is reduced below 20 hit points, she retreats, using her scroll of expeditious retreat if possible. If unable to flee, Meret-Hetef fights to the death. Base Statistics Without cat's grace, Meret-Hetef's statistics are AC 15, touch 9, flat-footed 15; Reflex +4; Dex 8; Skills Stealth +8. STATISTICS Str 10, Dex 12, Con 15, Int 14, Wis 12, Cha 16 Base Atk +4; CMB +4; CMD 15 Feats Augment Summoning, Iron Will, Spell Focus (conjuration), Toughness Skills Intimidate +10, Knowledge (arcana) +14, Knowledge (dungeoneering) + 10, Knowledge (history) + 10, Knowledge (local) + 10, Knowledge (religion) + 10, Linguistics +6, Perception +10, Perform (act) +12, Perform (oratory) +12, Spellcraft +10, Stealth +10, Use Magic Device +12 Languages Abyssal, Ancient Osiriani, Common, Kelish, Osiriani SQ bardic knowledge +3, lore master 1/day, versatile performance (act, oratory) Combat Gear potion of cure moderate wounds, scroll of expeditious retreat, wand of invisibility (11 charges); Other Gear +1 studded leather, +1 buckler, dagger, mwk sickle, lesser book of extended summoning (evil), backpack, bedroll, belt pouch, spell component pouch, gold funerary mask (worth 50 gp), lapis lazuli bracelets (2, worth 35 gp each), 17 gp

Hanhula commented 3 years ago

Having a go at importing some characters from HeroLab; SBC looks like it's getting stuck on both spells and low-light vision.

Saeryn Ki'renna
Female elf hunter 13/Trickster 1 (Pathfinder RPG Advanced Class Guide 26)
CN Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +28
Defense
AC 24, touch 15, flat-footed 20 (+8 armor, +1 deflection, +4 Dex, +1 natural)
hp 93 (13d8+23)
Fort +13, Ref +21, Will +13; +2 vs. enchantments, +4 dodge bonus vs. allies spells that have this feat
Defensive Abilities hard to kill; Immune sleep
Offense
Speed 30 ft.
Melee +1 cold iron elven curve blade +11/+6 (1d10+2/18-20) or
   silver dagger +10/+5 (1d4/19-20)
Ranged +3 shock composite longbow +22/+17 (1d8+3/19-20/×3 plus 1d6 electricity)
Special Attacks guardian's call (beast's fury), mythic power (5/day, surge +1d6), trickster attacks (fleet charge)
Hunter Spell-Like Abilities (CL 13th; concentration +18)
   At will—raise animal companion (neg level when cast)[UM]
Hunter Spells Known (CL 13th; concentration +18)
   5th (2/day)—stoneskin, summon nature's ally V, wall of thorns
   4th (4/day)—air walk, animal growth (DC 19), cure serious wounds, summon nature's ally IV, tree stride
   3rd (5/day)—fickle winds[UM], ice spears (DC 18), greater magic fang, pack empathy[UI], strong jaw[APG] (DC 18), summon nature's ally III
   2nd (6/day)—barkskin, carry companion, hunter's eye[APG], protection from energy, spider climb, summon nature's ally II
   1st (7/day)—aspect of the falcon[APG], blend[ARG], entangle (DC 16), gravity bow[APG], magic fang, resist energy, summon nature's ally I
   0 (at will)—detect magic, detect poison, guidance, know direction, light, purify food and drink (DC 15)
Statistics
Str 12, Dex 28, Con 13, Int 16, Wis 21, Cha 11
Base Atk +9.75; CMB +10; CMD 30
Feats Clustered Shots[UC], Coordinated Shot[ACG], Deadly Aim, Dual Path[M], Enfilading Fire[UC], Friendly Fire Maneuvers, Improved Critical (longbow), Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Stabbing Shot[APG], Stealth Synergy[UC]
Skills Acrobatics +9, Bluff +11, Climb +3, Diplomacy +3, Disable Device +9, Disguise +1, Fly +10, Handle Animal +16, Heal +11, Intimidate +5, Knowledge (dungeoneering) +11, Knowledge (geography) +12, Knowledge (nature) +16, Linguistics +5, Perception +28, Perform (string instruments) +3, Ride +18, Sense Motive +13, Sleight of Hand +13, Spellcraft +12 (+14 to identify magic item properties), Stealth +20, Survival +11, Swim +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan
SQ animal companion (yolubilis heron named Animal Companion), animal focus (13 minutes/day, double), bonus trick (2), elven magic, hunter tactics, improved empathic link, manifestation points, ability scores, nature training, ricochet[MA], speak with master, swift tracker, track +6, wild empathy +13, woodland stride
Combat Gear cold iron arrows (50), feather token (tree), potion of invisibility, wand of cure light wounds, caltrops; Other Gear +2 burdenless elven chain, +1 cold iron elven curve blade, +3 shock composite longbow, arrows (40), blunt arrows[APG] (20), silver dagger, smoke arrows[APG] (5), amulet of natural armor +1, bag of holding i, belt of incredible dexterity +6, bracers of archery, lesser, cloak of resistance +4, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, efficient quiver, eyes of the eagle, headband of inspired wisdom +4, ring of protection +1, bedroll, belt pouch, blanket[APG], buttons (0.1 lb), candle (2), chalk, chalk, conditioning oil for leather (0.4 lb), disguise kit, ear trumpet[UE], everburning torch, fake footprint shoes[UE], false-bottomed scabbard[UE], file, small (0.1 lb), flint and steel, hammer, hemp rope (50 ft.), leather paring knife (0.5 lb), leather straps (0.4 lb), masterwork backpack[APG], mess kit[UE], metal polish (0.3 lb), piton (4), pot, sack (2), sewing needle, signal whistle, silk rope (50 ft.), skeleton key[UE], soft cloth (0.1 lb) (2), spell component pouch, string or twine[APG], sunrod (3), tindertwig (4), torch (10), trail rations (5), waterskin, wooden holy symbol of Ketephys, wrist sheath, spring loaded, 3,340 gp, 1 sp, 9 cp
Special Abilities
Animal Companion (animal companion (yolubilis heron named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bat (90 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Beast's Fury (Su) As a swift action, use 1 power & bonded creature moves speed and attacks (roll 2x, bypass all DR).
Bonus Trick (Ex) Animal companion gains an extra trick.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Friendly Fire Maneuvers Allies who also have this feat cannot provide soft cover to enemies.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifestation Points, Ability Scores ([none], 29/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Manyshot You can shoot two arrows as the first attack of a full attack action.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ricochet (Ex) You can deflect a ranged attack off a suface near the target to determine cover.
Second Animal Focus (13 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Master (Ex) You can communicate verbally with your familiar.
Stabbing Shot Full attack with a bow: make a melee attack against an adjacent target. If that attack hits, the target is pushed back 5'. All attacks this round suffer a -2 penalty to hit.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +6 Add the listed bonus to Survival checks made to track.
Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (20 feet) (Su) When assuming this aspect, gain scent with listed range.
Woodland Stride (Ex) Move through undergrowth at normal speed.

The low-light issue can be solved temporarily by changing the senses line to Init +10; Senses Perception +28. However, SBC gets stuck on the rest - looks like it's something in spells. https://i.imgur.com/0W4nMO8.png

I've tried removing the [sourcebook] markers, still gets stuck. Something to do with having SLAs and spells, maybe?

ETA - Seems to be as a PC, specifically. Importing as an NPC works with formula errors (so there's still something wrong, but spells function fine).

Lavaeolous commented 3 years ago

MERET-HETEF CR 5 XP 1,600 Female human bard 6 LE Medium humanoid (human) lnit +1; Senses Perception +10

@TimPasquini Thats a weird one. Change lnit to Init ;D More specifically: In your statblock, Init is written with a lower case "L" instead of an "i".

Change that to the correct letter and it should work

Lavaeolous commented 3 years ago
Hunter Spell-Like Abilities (CL 13th; concentration +18)
   At will—raise animal companion (neg level when cast)[UM]
Hunter Spells Known (CL 13th; concentration +18)
   5th (2/day)—stoneskin, summon nature's ally V, wall of thorns
   4th (4/day)—air walk, animal growth (DC 19), cure serious wounds, summon nature's ally IV, tree stride
   3rd (5/day)—fickle winds[UM], ice spears (DC 18), greater magic fang, pack empathy[UI], strong jaw[APG] (DC 18), summon nature's ally III
   2nd (6/day)—barkskin, carry companion, hunter's eye[APG], protection from energy, spider climb, summon nature's ally II
   1st (7/day)—aspect of the falcon[APG], blend[ARG], entangle (DC 16), gravity bow[APG], magic fang, resist energy, summon nature's ally I
   0 (at will)—detect magic, detect poison, guidance, know direction, light, purify food and drink (DC 15)

@Hanhula Remove the spaces in front of the spell rows. I thought i fixed that already, but will take another look. Apart from that, there are a few stray linebreaks, e.g. in the melee section.

TimPasquini commented 3 years ago

MERET-HETEF CR 5 XP 1,600 Female human bard 6 LE Medium humanoid (human) lnit +1; Senses Perception +10

@TimPasquini Thats a weird one. Change lnit to Init ;D More specifically: In your statblock, Init is written with a lower case "L" instead of an "i".

Change that to the correct letter and it should work

That worked! Stupid OCR. Thank you.

DrMcCoy commented 3 years ago

https://www.d20pfsrd.com/bestiary/unique-monsters/cr-15/wizard-3-cleric-3-mystic-theurge-7/ fails to import (as NPC) thanks to the Mystic Theurge class.

When just making it "Male nephilim mystic theurge 7", the script even completely locks up the browser.

Lavaeolous commented 3 years ago

https://www.d20pfsrd.com/bestiary/unique-monsters/cr-15/wizard-3-cleric-3-mystic-theurge-7/ fails to import (as NPC)

Yeah, prestige classes currently are not supported. But the main error is in the creature name, as thats full of keywords sbc uses for class detection. Change that to "testName" something like that and change the prestige class to something else. That would allow you to at least the main bulk of the data

g1eagle commented 3 years ago

Elder Thing CR 5 XP 1,600 LN Medium aberration (aquatic) Init +2; Senses all-around vision, darkvision 60 ft.; Perception +13 Defense AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) hp 59 (7d8+28) Fort +8, Ref +4, Will +8 Defensive Abilities limited starflight; Immune cold; Resist fire 10 Offense Speed 30 ft., fly 20 ft. (clumsy), swim 40 ft. Melee 5 tentacles +7 (1d4+2 plus grab) Special Attacks constrict (1d4+2) Statistics Str 15, Dex 14, Con 19, Int 20, Wis 16, Cha 17 Base Atk +5; CMB +7 (+11 grapple); CMD 19 (can’t be tripped) Feats Combat Expertise, Combat Reflexes, Endurance, Great Fortitude Skills Disable Device +9, Fly +4, Heal +10, Knowledge (arcana) +15, Perception +13, Spellcraft +15, Survival +13, Swim +20, Use Magic Device +10 Languages Elder Thing SQ amphibious, hibernation, no breath Ecology Environment any Organization solitary, pair, pod (3–8), or city (9+) Treasure standard Special Abilities Hibernation (Ex) An elder thing can enter a state of hibernation at will. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. An elder thing can remain in hibernation for as long as it wishes— while in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. If it is jostled or damaged while hibernating, an elder thing can attempt a DC 20 Will save to awaken within 2d4 rounds; otherwise it takes 1d4 days to awaken from hibernation. An elder thing can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, an elder thing needs only 1d3 rounds to rouse itself, with no Will save necessary. Limited Starflight (Ex) An elder thing can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike creatures with full starflight (like the shantak), an elder thing’s ability to fly in outer space does not allow it to reach unusual speeds—an elder thing who wishes to travel from one planet to another typically calculates the distance and then hibernates for the majority of the journey, relying on its momentum and inertia to carry it to its destination while it slumbers along the way. No Breath (Ex) An elder thing does not breathe, and is immune to any effects that require breathing (such as inhaled poison).

Lavaeolous commented 3 years ago

Elder Thing CR 5 @g1eagle There are stray linebreaks, the one breaking sbc is in the defense section. Use this version instead:

Elder Thing CR 5
XP 1,600
LN Medium aberration (aquatic)
Init +2; Senses all-around vision, darkvision 60 ft.; Perception +13
Defense
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 59 (7d8+28)
Fort +8, Ref +4, Will +8
Defensive Abilities limited starflight; Immune cold; Resist fire 10
Offense
Speed 30 ft., fly 20 ft. (clumsy), swim 40 ft.
Melee 5 tentacles +7 (1d4+2 plus grab)
Special Attacks constrict (1d4+2)
Statistics
Str 15, Dex 14, Con 19, Int 20, Wis 16, Cha 17
Base Atk +5; CMB +7 (+11 grapple); CMD 19 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Endurance, Great Fortitude
Skills Disable Device +9, Fly +4, Heal +10, Knowledge (arcana) +15, Perception +13, Spellcraft +15, Survival +13, Swim +20, Use Magic Device +10
Languages Elder Thing
SQ amphibious, hibernation, no breath
Ecology
Environment any
Organization solitary, pair, pod (3–8), or city (9+)
Treasure standard
Special Abilities
Hibernation (Ex) An elder thing can enter a state of hibernation at will. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. An elder thing can remain in hibernation for as long as it wishes—while in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. If it is jostled or damaged while hibernating, an elder thing can attempt a DC 20 Will save to awaken within 2d4 rounds; otherwise it takes 1d4 days to awaken from hibernation. An elder thing can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, an elder thing needs only 1d3 rounds to rouse itself, with no Will save necessary.
Limited Starflight (Ex) An elder thing can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike creatures with full starflight (like the shantak), an elder thing’s ability to fly in outer space does not allow it to reach unusual speeds—an elder thing who wishes to travel from one planet to another typically calculates the distance and then hibernates for the majority of the journey, relying on its momentum and inertia to carry it to its destination while it slumbers along the way.
No Breath (Ex) An elder thing does not breathe, and is immune to any effects that require breathing (such as inhaled poison).
AlphaQup2nite commented 3 years ago

Vakarla CR 8 XP 4,800 Female half-orc Wizard 9 CE Medium humanoid (human, orc) Init +2; Senses darkvision 60 ft.; Perception +10 DEFENSE AC 21, touch 13, flat-footed 18 (+4 armor, +2 Dex, +1 dodge, +4 shield) hp 84 (9d6+50) Fort +9, Ref +7, Will +9 Defensive Abilities orc ferocity OFFENSE Speed 30 ft., fly 40 ft. (good) Melee mwk falchion +5 (2d4/18–20) Ranged mwk light crossbow +7 (1d8/19–20) Arcane School Spell-Like Abilities (CL 9th; concentration +13) At will—invisibility field (9 rounds/day) 7/day—blinding ray Spells Prepared (CL 9th; concentration +13) 5th—mirage arcana (DC 20), overland flight 4th—fear (DC 18), hallucinatory terrain (DC 19), phantasmal killer (DC 19), wall of fire 3rd—haste, invisibility sphere, major image (DC 18), stinking cloud (DC 17), vampiric touch 2nd—false life, fog cloud, invisibility, mirror image, rope trick, scorching ray 1st—burning hands (DC 15), color spray (DC 16), grease, mage armor, magic missile, ray of enfeeblement (DC 15) 0 (at will)—acid splash, detect magic, ghost sound (DC 15), open/close TACTICS Before Combat Vakarla casts false life, mage armor, and overland flight every day. When the PCs’ ship is about to crash into the reef, she casts mirror image and shield from her wand. During Combat Vakarla casts fog cloud over the PCs’ ship, then casts haste on herself and her cutthroats just before her crew board the PCs’ ship. She uses her flight to keep out of melee combat and starts by casting fear on a large group of foes, then casts her attack spells against those resisting her crew, using her invisibility field to stay invisible. She saves phantasmal killer for use against the ship’s captain. Vakarla’s monkey familiar, Mister Swabb, clings to her shoulder flinging droppings and screeching at anyone who attacks her. Morale Vakarla expects a quick and easy victory, so if her cutthroats are slain, or if she is reduced to fewer than 25 hit points, she flees combat, flying back to her island base (see Development below). STATISTICS Str 10, Dex 14, Con 14, Int 18, Wis 8, Cha 12 Base Atk +4; CMB +4; CMD 17 Feats Alertness, Brew Potion, Dodge, Great Fortitude, Iron Will, Scribe Scroll, Spell Focus (illusion), Toughness Skills Fly +20, Intimidate +12, Knowledge (arcana) +16, Perception +10, Profession (sailor) +9, Sense Motive +1, Spellcraft +16, Swim +4 Languages Common, Giant, Goblin, Orc, Osiriani, Polyglot SQ arcane bond (monkey named Mister Swabb), extended illusions +4 rounds, orc blood, weapon familiarity Combat Gear potion of cure moderate wounds, scroll of invisibility, scroll of knock, scroll of wall of force, scroll of water breathing, wand of shield (20 charges); Other Gear masterwork falchion, masterwork light crossbow with 10 bolts, cloak of resistance +2, rope of climbing, bicorne hat, periscope, watertight engraved bronze scroll case (worth 75 gp), spell component pouch, spyglass

This was parsing just fine before the skill fix update. Im trying to figure out what is breaking it now. Dont recalled seeing "split" error and pro1. Issue is in the skill section, im guessing it doesnt like the Knowledge, and Profession skills. After testing, yup its those skills.

Lavaeolous commented 3 years ago

@AlphaQup2nite Should be fixed now (v2.0.17), as some skills where missing a subskill-item in the template

Simon-Stone commented 3 years ago

Hi there and thanks a million for this incredible module! I cannot get this little fella to import, though. Stat block is taken from d20pfsrd.com with some minor modifications (namely getting rid of all the line breaks and adding a space between the name and the CR).

Scion of the Sea CR 9 XP 6,400 Fiendish divine guardian chuul CE Large aberration (aquatic, chaotic, evil) Init +11; Senses darkvision 60 ft.; Perception +19 DEFENSE AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size) hp 85 (10d8+40); fast healing 5 Fort +7, Ref +6, Will +11 DR 5/good; Immune disease, mind-affecting effects, poison; Resist cold 10, fire 10; SR 14 OFFENSE Speed 60 ft., swim 40 ft. Melee 2 claws +14 (2d6+7 plus grab) Space 10 ft.; Reach 5 ft. Special Attacks constrict (2d6+7), paralytic tentacles (DC 18), smite good 1/day (+10 damage) Spell-Like Abilities (CL 10th; concentration +9) At will—dimension door (within its domain only) 3/day—alarm, knock 1/day—arcane lock, augury, clairaudience/clairvoyance, commune, dismissal (DC 13), hold portal TACTICS Before Combat The Scion of the Sea casts alarm on the secret doors in its area every day. During Combat The Scion of the Sea seals doors with arcane lock or hold portal to prevent foes from escaping, attacking them with its claws before transferring them to its paralytic tentacles. It focuses its attacks on paladins or clerics of good gods, if possible. Morale The Scion of the Sea fights to the death to protect the temple. STATISTICS Str 25, Dex 16, Con 18, Int 10, Wis 18, Cha 9 Base Atk +7; CMB +15 (+19 grapple); CMD 28 (32 vs. trip) Feats Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Focus (claw) Skills Intimidate +12, Knowledge (religion) +8, Perception +19, Sense Motive +16, Stealth +12, Swim +23 Languages Common SQ ability healing, amphibious, blessed life, bound to the faith, sacred site SPECIAL ABILITIES Ability Healing (Ex) A divine guardian heals 1 point of ability damage per round in each damaged ability score. Blessed Life (Ex) A divine guardian does not age or breathe. It does not require food, drink, or sleep. Bound to the Faith (Ex) A cleric or paladin (or other class that can channel energy) of the deity who granted the divine guardian its power can expend one use of channel energy to command the divine guardian as if using the Command Undead feat. The divine guardian is treated as if it were an undead creature with half its total Hit Dice for the purpose of this ability. Paralytic Tentacles (Ex) A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature’s mandibles. Sacred Site (Ex) Each divine guardian is assigned to guard a specific site sacred to the deity that invested it with power. The divine guardian is charged with protecting the site from harm and preventing incursions by those not of the faith. Should the divine guardian ever move out of the area defined as the sacred site, it immediately loses the divine guardian template.

Simon-Stone commented 3 years ago

Here is another one, once again based on the d20pfsrd, This time I was able to narrow it down to the spell-like ability "augury". If I remove that, it works fine. Can't tell why, though.

Brineborn Marsh Giant CR 9

XP 6,400 CE Large humanoid (aquatic, giant) Init +5; Senses low-light vision; Perception +16

DEFENSE

AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, -1 size) hp 126 (12d8+72) Fort +14, Ref +9, Will +10 Defensive Abilities rock catching

OFFENSE

Speed 40 ft., swim 40 ft. Melee greatclub +18/+13 (2d8+15) or 2 slams +18 (1d6+10) Ranged rock +14 (2d6+11) Space 10 ft.; Reach 10 ft. Special Attacks rock throwing (120 ft.) Spell-Like Abilities (CL 12th; concentration +15)

Constant—speak with animals 3/day—augury, bestow curse (DC 17), confusion (DC 17), contagion (DC 17), fog cloud, quench (DC 16)

TACTICS

During Combat A brineborn casts fog cloud on the first round of combat, followed by confusion to disorient its opponents. It uses its Blind-Fight feat to attack confused opponents in the concealing mist.

Morale Cowards at heart, they attempt to flee back into the swamps when reduced to fewer than 50 hit points.

STATISTICS

Str 31, Dex 21, Con 23, Int 12, Wis 18, Cha 16 Base Atk +9; CMB +20; CMD 35 Feats Blind-Fight, Combat Reflexes, Improved Iron Will, Iron Will, Power Attack, Vital Strike Skills Intimidate +15, Perception +16, Stealth +13 (+21 in swamps), Survival +13, Swim +18; Racial Modifiers +8 Stealth in swamps Languages Aquan, Common, Giant SQ amphibious Gear greatclub, rocks (10), fishgold armband engraved with eels entwined around humanoid figures (worth 500 gp)

si-lang commented 3 years ago
Ghoul CR 1

XP 400
CE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +2, Ref +2, Will +5
Defensive Abilities channel resistance +2; Immune undead traits

OFFENSE

Speed 30 ft.
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)

STATISTICS

Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
Languages Common

SPECIAL ABILITIES
Disease (Su)

Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

ECOLOGY

Environment any land
Organization solitary, gang (2–4), or pack (7–12)
Treasure standard 

Hey Lavaeolous,

thank you for providing this great statblock importer! :) What I found for the above statblock (from https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul/) is, that attacks can be separated either by ",", "or", or "and" (maybe also ", or" and ", and" depending on the lenght of the enumeration, but I have not found any evidence for those two yet). Also the statblock for Ghouls in the Archives of Nethis is using the "and" keyword here (https://aonprd.com/MonsterDisplay.aspx?ItemName=Ghoul). After exchanging the "and" with a ",", the claws attack is parsed correctly. Apart from that, it might be also interesting to parse the "Undead" type into "Condition Immunities" (either as the appropriate immunities or easier just as text "undead traits" or the like). Keep up the good work!

Kind regards, Si

Lavaeolous commented 3 years ago

Scion of the Sea CR 9 ... Spell-Like Abilities (CL 10th; concentration +9) At will—dimension door (within its domain only) 3/day—alarm, knock 1/day—arcane lock, augury, clairaudience/clairvoyance, commune, dismissal (DC 13), hold portal

@nullpunktTUD The error is somewhere in the spell-section. For now just remove these lines and add the spells manually. I hope to find a fix for that soon. The same is true for the Giant - some spells seem to be imported wrongly. I guess the data structure was changed in an update, but need to take a look.

Lavaeolous commented 3 years ago

Ghoul CR 1 ... Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)

Thanks, there seems to be an error somewhere in the parsing of this specific attack. I'll take a look. Currently sbc takes the whole string and generates attackGroups denoted by "or", as these can all be part of a full attack. The attack groups are than cleaned (replacing ", and" and "and" with "," which is then used to split the attackGroup into single attacks. My first guess would be, that the and in the parenthesis throws sbc off.

Simon-Stone commented 3 years ago

Scion of the Sea CR 9 ... Spell-Like Abilities (CL 10th; concentration +9) At will—dimension door (within its domain only) 3/day—alarm, knock 1/day—arcane lock, augury, clairaudience/clairvoyance, commune, dismissal (DC 13), hold portal

@nullpunktTUD The error is somewhere in the spell-section. For now just remove these lines and add the spells manually. I hope to find a fix for that soon. The same is true for the Giant - some spells seem to be imported wrongly. I guess the data structure was changed in an update, but need to take a look.

Thanks. By the way, in both cases I reported here the spell augury was involved. When I remove it from the Scion of the Sea stat block, it parses just fine. Hope that helps you hunt it down.

Simon-Stone commented 3 years ago

And here is another one from d20pfsrd:

Insane Broodchief CR 9

XP 6,400 Male giant skum barbarian (savage barbarian) 6 CE Large monstrous humanoid (aquatic) Init +3; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 19, touch 10, flat-footed 16 (+3 Dex, +7 natural, –2 rage, +2 shield, –1 size) hp 120 (8 HD; 2d10+6d12+70) Fort +13, Ref +8, Will +7 Defensive Abilities improved uncanny dodge, naked courage; Resist cold 10 Weaknesses schizophrenic

OFFENSE

Speed 30 ft., swim 40 ft. Melee +1 defending greataxe +14/+9 (1d12+13/×3), bite +13 (1d8+4), claw +13 (1d6+4) or bite +15 (1d8+8), 2 claws +15 (1d6+8) Space 10 ft.; Reach 10 ft. Special Attacks rage (20 rounds/day), rage powers (guarded stance [+2 dodge vs. melee], knockback, strength surge +6)

TACTICS

During Combat He activates his guarded stance rage power, and if necessary, uses his defending greataxe to further protect himself. In battle, he uses his knockback rage power to make bull rushes. While raging, he will pursue fleeing enemies as far as he can.

Morale He fights until slain.

STATISTICS

Str 27, Dex 16, Con 27, Int 8, Wis 10, Cha 8 Base Atk +8; CMB +17 (+19 bull rush); CMD 28 (30 vs. bull rush) Feats Cleave, Improved Bull Rush, Intimidating Prowess, Multiattack, Power Attack Skills Intimidate +14, Perception +7 (+11 underwater), Stealth +9 (+13 underwater), Swim +15 Languages Aboleth, Common SQ amphibious, fast movement Gear masterwork heavy steel shield, Medium +1 defending greataxe, amulet of natural armor +2

Base Statistics

When not raging, his statistics are:

AC 21, touch 12, flat-footed 18; hp 104; Fort +11, Will +5; Melee +1 defending greataxe +12/+7 (1d12+10/×3), bite +11 (1d8+3), claw +11 (1d6+3), or bite +13 (1d8+6), 2 claws +13 (1d6+6); Str 23, Con 23; CMB 15 (+17 bull rush); Skills Intimidate +12, Swim +13

SPECIAL ABILITIES

Schizophrenic (Ex) He suffers from schizophrenia, and can no longer tell the difference between what is real and what is not. He takes a –4 penalty on all Wisdom– and Charisma-based skill checks, and cannot take 10 or 20. Each time he finds himself in a stressful situation (such as combat), he must make a DC 16 Will save or become confused for 1d6 rounds.

Halestorm42 commented 3 years ago

This is a couple of a whole pile of stat blocks I got from a forum post (3.5e->pf1e conversions). I believe they were made in Herolab. Some of them sort of work, most don't. The error is almost always "TypeError: Cannot read property '1' of null;" Here are two examples that don't work. The bard won't parse at all. The barbarian will parse through the line 'special abilities' but won't import due to the same error. I tried removing everything from the line 'special abilities' and beyond and it still won't work.

ILVERAE PARASTRIC CR 8 Male Drow Bard 9 CE Medium Humanoid (Elf) Init +5; Senses Darkvision (120 feet), Low-Light Vision; Perception +10 DEFENSE AC 26, touch 18, flat-footed 21. . (+5 armor, +5 Dex, +3 Nat, +3 Def) hp 85 (9d8+29) Fort +6, Ref +11, Will +5 Immune sleep; SR 15 Weakness Light Blindness OFFENSE Spd 30 ft. Melee Thrown Fire +13 1d6 Ranged +1 Crossbow, Hand +12/+7 (1d4+9) *Arcane Strike and Deadly Aim and bardic Performance figured in Spell-Like Abilities Dancing Lights, Dark Adept, Darkness, Faerie Fire Bard Spells Known (CL 9, +6 melee touch, +9 ranged touch): 3 (DC 18, 4/day)Confusion, Dispel Magic, Displacement, Slow 2 (DC 17, 5/day)Cure Moderate Wounds, Hold Person, Invisibility, Mirror Image 1 (DC 16, 7/day)Cure Light Wounds, Expeditious Retreat, Grease, Hideous Laughter, Unseen Servant 0 (DC 15)Detect Magic, Ghost Sound, Mage Hand, Message, Prestidigitation, Read Magic STATISTICS Str 10, Dex 16/20, Con 12/16, Int 12, Wis 8, Cha 20 Base Atk +6/+1; CMB +6; CMD 27 Feats Arcane Strike, Bard Weapon Proficiencies, Brew Potion, Dark Adept, Deadly Aim +4/-2, Rapid Reload: Crossbow, Hand Skills Acrobatics +17, Bluff +17, Climb +4, Craft: Alchemy +13, Diplomacy +10, Disguise +10, Escape Artist +10, Fly +17, Intimidate +10, Knowledge: Arcana +12, Knowledge: History +12, Perception +10, Perform: Dance +17, Perform: Sing +17, Ride +9, Sense Motive +17, Sleight of Hand +10, Spellcraft +12, Stealth +10, Use Magic Device +15 Languages Common, Elven, Undercommon SQ Bardic Knowledge +4 (Ex), Bardic Performance (move action) (25 rounds/day), Bardic Performance: Countersong (Su), Bardic Performance: Dirge of Doom (Su), Bardic Performance: Distraction (Su), Bardic Performance: Fascinate (DC 19) (Su), Bardic Performance: Inspire Competence +3 (Su), Bardic Performance: Inspire Courage +2 (Su), Bardic Performance: Inspire Greatness (1 allies) (Su), Bardic Performance: Suggestion (DC 19) (Sp), Elven Immunities, Elven Magic, Lore Master (1/day) (Ex), Poison Use (Ex), Versatile Dance +17 (Ex), Versatile Singing +17 (Ex), Well Versed (Ex) Combat Gear +1 Crossbow, Hand, Acid Bolt, Crossbow, Drow Poison Bolt, Crossbow, Fire Bolt, Crossbow, +1 Mithral Chain Shirt; Other Gear Potion of Barkskin +3, Potion of Bear's Endurance, Potion of Cat's Grace, Potion of Cure Serious Wounds, Potion of Levitate, Potion of Shield of Faith +3 SPELLS IN EFFECT Shield of Faith Barkskin Bear's Endurance Cat's Grace SPECIAL ABILITIES Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bardic Knowledge +4 (Ex) Add + 4 to all knowledge skill checks. Bardic Performance (move action) (25 rounds/day) Your performances can create magical effects. Bardic Performance: Countersong (Su) Counter magical effects that depend on sound. Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken. Bardic Performance: Distraction (Su) Counter magical effects that depend on sight. Bardic Performance: Fascinate (DC 19) (Su) One or more creatures becomes fascinated with you. Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check. Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls. Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves. Bardic Performance: Suggestion (DC 19) (Sp) Make a Suggestion to one Fascinated creature. Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day. Dark Adept Gain detect magic, feather fall, and levitate as spell-like abilities. Darkness (1/day) (Sp) Cast Darkness once per day. Darkvision (120 feet) You can see in the dark (black and white vision only). Deadly Aim +4/-2 You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed. Drow Immunities - Sleep You are immune to Sleep effects. Elven Immunities +2 save bonus vs Enchantments. Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item. Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day. Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it. Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon. Rapid Reload: Crossbow, Hand You can reload fast with one type of Crossbow. Spell Resistance (15) You have Spell Resistance. Versatile Dance +17 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks Versatile Singing +17 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.

KARDROGAS CR 9 Male Drow Barbarian 10 CE Medium Humanoid (Elf) Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +15 DEFENSE AC 21, touch 11, flat-footed 18. . (+8 armor, +2 shield, +3 Dex) hp 150 (10d12+48) Fort +11, Ref +6, Will +7 Defensive Abilities Improved Uncanny Dodge (Lv >=14), Trap Sense +3; DR 4/ Immune sleep; SR 16 Weakness Light Blindness OFFENSE Spd 45 ft. Melee +1 Greatsword +13/+8 (2d6+17) +1d6 Shock +2d6 Vicious *Power Attack Figured in Ranged Masterwork Crossbow, Hand +14/+9 (1d4) Spell-Like Abilities Dancing Lights, Darkness, Faerie Fire STATISTICS Str 16/20, Dex 16, Con 14/18, Int 10, Wis 10, Cha 12 Base Atk +10/+5; CMB +15; CMD 26 Feats Extra Rage, Improved Critical: Greatsword, Iron Will, Power Attack +6/-3, Weapon Focus: Greatsword Skills Acrobatics +13, Climb +12, Escape Artist +1, Fly +1, Heal +4, Intimidate +14, Perception +15, Ride +8, Stealth +1, Survival +4, Swim +7 Languages Elven, Undercommon SQ Elven Immunities, Elven Magic, Fast Movement (Ex), No Escape (1/rage) (Ex), Poison Use (Ex), Rage (30 rounds/day) (Ex), Renewed Vigor 2d8+4 HP (1/day) (Ex) Combat Gear +1 Greatsword Shocking Vicious, Masterwork Crossbow, Hand, Bolts, Crossbow, +2 Mithral Chainmail, +1 Mithral Buckler; SPECIAL ABILITIES Damage Reduction (4/-) You have Damage Reduction against all attacks. Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day. Darkness (1/day) (Sp) Cast Darkness once per day. Darkvision (120 feet) You can see in the dark (black and white vision only). Drow Immunities - Sleep You are immune to Sleep effects. Elven Immunities +2 save bonus vs Enchantments. Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item. Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day. Fast Movement (Ex) +10 feet to speed, unless heavily loaded. Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+. Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw. Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon. Power Attack +6/-3 You can subtract from your attack roll to add to your damage. Rage (30 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Renewed Vigor 2d8+4 HP (1/day) (Ex) 1/day while raging, heal yourself for 2d8+4 HP Spell Resistance (16) You have Spell Resistance. Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.

AlphaQup2nite commented 3 years ago

herolab doesnt follow the same standard as Paizo, so their formatting and such is off, it isnt even standard between different versions of hero lab, and between different users. Unless you are very familar with the SBC's quirk, i would recommend you not to try to use them. It is weird tiny things that break the import. The biggest thing that is prbly breaking your import for the barbarian is the extra peroids in AC line, and possibly the slashes in the ability scores. SBC atm is extremely sensitive to punctuation, captialization, and other standards it looks for. Herolab doesnt follow many, if any of those.

The extra periods also exists in the bard.

AlphaQup2nite commented 3 years ago

And here is another one from d20pfsrd:

Insane Broodchief CR 9

XP 6,400 Male giant skum barbarian (savage barbarian) 6 CE Large monstrous humanoid (aquatic) Init +3; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 19, touch 10, flat-footed 16 (+3 Dex, +7 natural, –2 rage, +2 shield, –1 size) hp 120 (8 HD; 2d10+6d12+70) Fort +13, Ref +8, Will +7 Defensive Abilities improved uncanny dodge, naked courage; Resist cold 10 Weaknesses schizophrenic

OFFENSE

Speed 30 ft., swim 40 ft. Melee +1 defending greataxe +14/+9 (1d12+13/×3), bite +13 (1d8+4), claw +13 (1d6+4) or bite +15 (1d8+8), 2 claws +15 (1d6+8) Space 10 ft.; Reach 10 ft. Special Attacks rage (20 rounds/day), rage powers (guarded stance [+2 dodge vs. melee], knockback, strength surge +6)

TACTICS

During Combat He activates his guarded stance rage power, and if necessary, uses his defending greataxe to further protect himself. In battle, he uses his knockback rage power to make bull rushes. While raging, he will pursue fleeing enemies as far as he can.

Morale He fights until slain.

STATISTICS

Str 27, Dex 16, Con 27, Int 8, Wis 10, Cha 8 Base Atk +8; CMB +17 (+19 bull rush); CMD 28 (30 vs. bull rush) Feats Cleave, Improved Bull Rush, Intimidating Prowess, Multiattack, Power Attack Skills Intimidate +14, Perception +7 (+11 underwater), Stealth +9 (+13 underwater), Swim +15 Languages Aboleth, Common SQ amphibious, fast movement Gear masterwork heavy steel shield, Medium +1 defending greataxe, amulet of natural armor +2

Base Statistics

When not raging, his statistics are:

AC 21, touch 12, flat-footed 18; hp 104; Fort +11, Will +5; Melee +1 defending greataxe +12/+7 (1d12+10/×3), bite +11 (1d8+3), claw +11 (1d6+3), or bite +13 (1d8+6), 2 claws +13 (1d6+6); Str 23, Con 23; CMB 15 (+17 bull rush); Skills Intimidate +12, Swim +13

SPECIAL ABILITIES

Schizophrenic (Ex) He suffers from schizophrenia, and can no longer tell the difference between what is real and what is not. He takes a –4 penalty on all Wisdom– and Charisma-based skill checks, and cannot take 10 or 20. Each time he finds himself in a stressful situation (such as combat), he must make a DC 16 Will save or become confused for 1d6 rounds.

Take the (savage barbarian) near the top. Archetypes will almost always bug out the SBC.

Simon-Stone commented 3 years ago

And here is another one from d20pfsrd: Insane Broodchief CR 9 XP 6,400 Male giant skum barbarian (savage barbarian) 6 CE Large monstrous humanoid (aquatic) Init +3; Senses darkvision 60 ft.; Perception +7 DEFENSE AC 19, touch 10, flat-footed 16 (+3 Dex, +7 natural, –2 rage, +2 shield, –1 size) hp 120 (8 HD; 2d10+6d12+70) Fort +13, Ref +8, Will +7 Defensive Abilities improved uncanny dodge, naked courage; Resist cold 10 Weaknesses schizophrenic OFFENSE Speed 30 ft., swim 40 ft. Melee +1 defending greataxe +14/+9 (1d12+13/×3), bite +13 (1d8+4), claw +13 (1d6+4) or bite +15 (1d8+8), 2 claws +15 (1d6+8) Space 10 ft.; Reach 10 ft. Special Attacks rage (20 rounds/day), rage powers (guarded stance [+2 dodge vs. melee], knockback, strength surge +6) TACTICS During Combat He activates his guarded stance rage power, and if necessary, uses his defending greataxe to further protect himself. In battle, he uses his knockback rage power to make bull rushes. While raging, he will pursue fleeing enemies as far as he can. Morale He fights until slain. STATISTICS Str 27, Dex 16, Con 27, Int 8, Wis 10, Cha 8 Base Atk +8; CMB +17 (+19 bull rush); CMD 28 (30 vs. bull rush) Feats Cleave, Improved Bull Rush, Intimidating Prowess, Multiattack, Power Attack Skills Intimidate +14, Perception +7 (+11 underwater), Stealth +9 (+13 underwater), Swim +15 Languages Aboleth, Common SQ amphibious, fast movement Gear masterwork heavy steel shield, Medium +1 defending greataxe, amulet of natural armor +2 Base Statistics When not raging, his statistics are: AC 21, touch 12, flat-footed 18; hp 104; Fort +11, Will +5; Melee +1 defending greataxe +12/+7 (1d12+10/×3), bite +11 (1d8+3), claw +11 (1d6+3), or bite +13 (1d8+6), 2 claws +13 (1d6+6); Str 23, Con 23; CMB 15 (+17 bull rush); Skills Intimidate +12, Swim +13 SPECIAL ABILITIES Schizophrenic (Ex) He suffers from schizophrenia, and can no longer tell the difference between what is real and what is not. He takes a –4 penalty on all Wisdom– and Charisma-based skill checks, and cannot take 10 or 20. Each time he finds himself in a stressful situation (such as combat), he must make a DC 16 Will save or become confused for 1d6 rounds.

Take the (savage barbarian) near the top. Archetypes will almost always bug out the SBC.

That did it! Thanks! I will keep that in mind for the future.

Halestorm42 commented 3 years ago

This is a couple of a whole pile of stat blocks I got from a forum post (3.5e->pf1e conversions). I believe they were made in Herolab. Some of them sort of work, most don't. The error is almost always "TypeError: Cannot read property '1' of null;" Here are two examples that don't work. The bard won't parse at all. The barbarian will parse through the line 'special abilities' but won't import due to the same error. I tried removing everything from the line 'special abilities' and beyond and it still won't work.

I got them both to work, for anybody looking later to make them work I had to: Change Senses Darkvision (120 feet), Low-Light Vision; Perception +10 to Senses Darkvision 120 feet, Perception +10 Remove the spells known section completely Remove the extra slashes and numbers in the ability scores i.e.: Dex 16/20, to Dex 16, And lastly change all instances of Knowledge: X and Skill: X to Knowledge (X) and Skill (X) The extra .. in the AC line of the barbarian ended up being fine.

I found the issues by pulling up D20PFSRD stat blocks and changing any formatting that looked different, then testing the import each time to see if that fixed the issue. Now that I know where the problems are in my flavor of Herolab exports, I can go through the stat block documents and mass change those issues, and then I should be good to go. Thanks for the great tool and the tip on formatting!

AlphaQup2nite commented 3 years ago

Got one i cant figure out from the SRD. https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-time-tohc/time-elemental-noble-tohc/

Halestorm42 commented 3 years ago

Got one i cant figure out from the SRD. https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-time-tohc/time-elemental-noble-tohc/

I had to do two things to make it work:

With those two changes it works for me.

AlphaQup2nite commented 3 years ago

ah thats it, didnt think of the race, found it that way in 2 different books and on the srd.

AlphaQup2nite commented 3 years ago

Got another one i cant figure out: Sir Balderma CR 17 XP 153,600 Male mongrelman paladin 15 LG Medium monstrous humanoid Init +7; Senses darkvision 60 ft.; Perception +10 Aura aura of courage (10 ft.), aura of faith (10 ft.), aura of justice (10 ft.), aura of resolve (10 ft.), good AC 24, touch 14, flat-footed 20 (+3 Dex, +1 dodge, +6 natural, +4 shield) hp 200 (2d10+12 plus 15d10+90) Fort +16; Ref +12; Will +18 Defensive Abilities divine grace; Immune charm, disease, fear Speed 30 ft. Melee +1 holy heavy flail +26/+21/+16/+11 (1d10+11/19–20), gore +22 (1d4+5) or slam +27 (1d4+15), gore +22 (1d4+5) Ranged blowgun +20/+15/+10/+5 (1d2 plus poison) Special Attacks channel positive energy (DC 18, 8d6), divine bond 3/day (weapon +4), smite evil 5/day (+1 attack/+15 damage) Spell-like Abilities (CL 15th): At will—detect evil Spells Prepared (CL 12th): 4th—death ward 3rd—daylight, magic circle against evil 2nd—eagle’s splendor (2) 1st—bless water, detect undead, divine favor, lesser restoration Str 30, Dex 17, Con 22, Int 11, Wis 21, Cha 12 Base Atk +17; CMB +22; CMD 36 Feats Ability Focus (sound imitation), Dodge, Improved Initiative, Mobility, Mounted Combat, Power Attack, Rapid Reload (blowgun), Skill Focus (Stealth), Skill Focus (Survival) Skills Climb +8, Disguise +10, Knowledge (religion) +12, Linguistics, Perception +10, Ride +10, Sense Motive +18, Sleight of Hand +7, Stealth +19, Survival +12 Languages Celestial, Common, Elven, Mongrelman SQ lay on hands 8/day (7d6), mercies (diseased, fatigued, paralyzed, poisoned, stunned), sound imitation (DC 21) Combat Gear 10 doses of blue whinnis (injury—save DC 14 Fort save, onset immediate, frequency 1/rd. for 2 rounds, effect 1 Con/unconscious 1d3 hours, cure 1 save), ring of the ram, 5 flasks of holy water; Other Gear +2 heavy wooden shield, +1 holy heavy flail, blowgun, 36 blowgun darts, silver holy symbol of Muir (25 gp), pouch with 22 gp and 45 sp