public Cleric() { SetName("Cleric"); HitDie = "1d8"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { "Light Armor", "Medium Armor", "Shields" } }, { "Weapons", new List <string>() { "Simple Weapons" } }, { "Tools", new List <string>() }, { "Saving Throws", new List <string>() { "Wisdom", "Charisma" } }, { "Skills", new List <string>() { } } }; // Clerics can select two skills from the following list var clericSkillProfs = new List <string>() { "History", "Insight", "Medicine", "Persuasion", "Religion" }; // Shuffle list and add the top two clericSkillProfs = Tools.ShuffleList(clericSkillProfs); Proficiencies["Skills"].Add(clericSkillProfs[0]); Proficiencies["Skills"].Add(clericSkillProfs[1]); // SRD Clerics can only be life domain, they are proficient in heavy armor Proficiencies["Armor"].Add("Heavy Armor"); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // Clerics get a mace or a warhammer (if proficient) // Since Life domain clerics are not proficient in martial melee weapons we // just add a warhammer for now PrimaryWeapon = GetWeapons().Where(w => w.Name == "Warhammer").ToList()[0]; // Life Clerics get either scale mail, leather armor, or chain mail (if proficient) at level 1 // Since we are life clerics might as well get the best AC right? Armor = GetArmor().Where(a => a.Name == "Chain Mail").ToList()[0]; // Clerics get either a light crossbow and 20 bolts or any simple weapon switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: // Add light crossbow and 20 bolts AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Light Crossbow").ToList()[0]); Ammunition.Add(new Ammunition("bolt", 20, "A simple bolt")); break; case 1: // Add a random simple weapon var simpleWeapons = GetWeapons().Where(w => w.WeaponType == "Simple Melee").ToList(); var weapon = Tools.ShuffleList(simpleWeapons)[0]; AdditionalWeapons.Add(weapon); break; } // Clerics also get either a priest’s pack or an explorer’s pack switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Priest's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Explorer's Pack").ToList()[0]; break; } // Clerics get a shield and a holy symbol Shield = new Shield("Shield"); HolySymbol = new HolySymbol("Holy Symbol"); /////////////// // Spells // /////////////// // Clerics know // 3 cantrips // 2 level 1 spells SpellSlots = 2; List <string> clericCantrips = new List <string>() { "Guidance", "Light", "Mending", "Resistance", "Sacred Flame", "Thaumaturgy", }; Cantrips = Tools.ReturnXSpellsFromList(clericCantrips, 3); List <string> clericLevel1Spells = new List <string>() { "Bane", "Bless", "Command", "Create or Destroy Water", "Cure Wounds", "Detect Evil and Good", "Detect Magic", "Detect Poison and Disease", "Guiding Bolt", "Healing Word", "Inflict Wounds", "Protection from Evil and Good", "Purify Food and Drink", "Sanctuary", "Shield of Faith" }; Level1Spells = Tools.ReturnXSpellsFromList(clericLevel1Spells, SpellSlots); // Add Cleric features Features.Add(new Feature("Spellcasting", "", 1)); Features.Add(new Feature("Divine Domain", "", 1)); }
public Rogue() { SetName("Rogue"); HitDie = "1d8"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { "Light Armor" } }, { "Weapons", new List <string>() { "Simple Weapons", "Hand Crossbow", "Longsword", "Rapiers", "Shortsword" } }, { "Tools", new List <string>() { "Thieves’ Tools" } }, { "Saving Throws", new List <string>() { "Dexterity", "Intelligence" } }, { "Skills", new List <string>() { } } }; // Rogues can select four skills from the following list var rogueSkillProfs = new List <string>() { "Acrobatics", "Athletics", "Deception", "Insight", "Intimidation", "Investigation", "Perception", "Performance", "Persuasion", "Sleight of Hand", "Stealth" }; // Shuffle list and add the top four rogueSkillProfs = Tools.ShuffleList(rogueSkillProfs); Proficiencies["Skills"].Add(rogueSkillProfs[0]); Proficiencies["Skills"].Add(rogueSkillProfs[1]); Proficiencies["Skills"].Add(rogueSkillProfs[2]); Proficiencies["Skills"].Add(rogueSkillProfs[3]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // Rogues start with a rapier or a shortsword Weapon rapier = GetWeapons().Where(w => w.Name == "Rapier").ToList()[0]; Weapon longSword = GetWeapons().Where(w => w.Name == "Longsword").ToList()[0]; switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: PrimaryWeapon = rapier; break; case 1: PrimaryWeapon = longSword; break; } // a shortbow and quiver of 20 arrows or a shortsword Weapon shortSword = GetWeapons().Where(w => w.Name == "Shortsword").ToList()[0]; Weapon shortBow = GetWeapons().Where(w => w.Name == "Shortbow").ToList()[0]; switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: AdditionalWeapons.Add(shortSword); break; case 1: AdditionalWeapons.Add(shortBow); Ammunition.Add(new Ammunition("shortbow arrows", 20, "A quiver of shortbow arrows")); break; } // a burglar’s pack, a dungeoneer’s pack, or an explorer’s pack switch (Tools.GetRandomNumberInRange(0, 2)) { default: throw new System.Exception("number not in range"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Dungeoneer's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Explorer's Pack").ToList()[0]; break; case 2: EquipmentPack = GetPacks().Where(p => p.Name == "Burglar's Pack").ToList()[0]; break; } // Leather armor, two daggers, and thieves’ tools Armor = GetArmor().Where(a => a.Name == "Leather Armor").ToList()[0]; AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]); AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]); OtherEquipment.Add("Thieves’ Tools"); ////////////// // FEATURES // ////////////// Features.Add(new Feature("Expertise", "", 1)); Features.Add(new Feature("Sneak Attack", "", 1)); Features.Add(new Feature("Thieves’ Cant", "", 1)); }
public Druid() { SetName("Druid"); HitDie = "1d8"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { "Light Armor (Non - Metal)", "Medium Armor (Non - Metal)", "Shields (Non - Metal)" } }, // (druids will not wear armor or use shields made of metal) { "Weapons", new List <string>() { "Clubs", "Daggers", "Darts", "Javelins", "Maces", "Quarterstaffs", "Scimitars", "Sickles", "Slings", "Spears" } }, { "Tools", new List <string>() { "Herbalism Kit" } }, { "Saving Throws", new List <string>() { "Intelligence", "Wisdom" } }, { "Skills", new List <string>() { } } }; // Druids can select two skills from the following list var druidSkillProfs = new List <string>() { "Arcana", "Animal Handling", "Insight", "Medicine", "Nature", "Perception", "Religion", "Survival" }; // Shuffle list and add the top two druidSkillProfs = Tools.ShuffleList(druidSkillProfs); Proficiencies["Skills"].Add(druidSkillProfs[0]); Proficiencies["Skills"].Add(druidSkillProfs[1]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// var simpleWeapons = GetWeapons().Where(w => w.WeaponType == "Simple Melee").ToList(); var martialWeapons = GetWeapons().Where(w => w.WeaponType == "Martial Melee").ToList(); // Druids get a wooden shield or any simple weapon switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: Shield = new Shield("Wooden Shield"); break; case 1: AdditionalWeapons.Add(Tools.ShuffleList(simpleWeapons)[0]); break; } // a scimitar or any simple melee weapon switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: PrimaryWeapon = Tools.ShuffleList(simpleWeapons)[0]; break; case 1: PrimaryWeapon = martialWeapons.Where(w => w.Name == "Scimitar").ToList()[0]; break; } // Leather armor, an explorer’s pack, and a druidic focus Armor = GetArmor().Where(a => a.Name == "Leather Armor").ToList()[0]; EquipmentPack = GetPacks().Where(p => p.Name == "Explorer's Pack").ToList()[0]; DruidicFocus = new DruidicFocus("Druidic Focus"); /////////////// // Spells // /////////////// // Druids know // 2 x Cantrips // 2 x level 1 spells SpellSlots = 2; List <string> clericCantrips = new List <string>() { "Guidance", "Mending", "Produce Flame", "Resistance", "Shillelagh" }; Cantrips = Tools.ReturnXSpellsFromList(clericCantrips, 2); List <string> clericLevel1Spells = new List <string>() { "Charm Person", "Create or Destroy Water", "Cure Wounds", "Detect Magic", "Detect Poison and Disease", "Entangle", "Faerie Fire", "Fog Cloud", "Healing Word", "Jump", "Longstrider", "Purify Food and Drink", "Speak with Animals", "Thunderwave" }; Level1Spells = Tools.ReturnXSpellsFromList(clericLevel1Spells, SpellSlots); ////////////// // FEATURES // ////////////// Features.Add(new Feature("Druidic", "", 1)); // Add druidic language Features.Add(new Feature("Spellcasting", "", 1)); }
public Barbarian() { SetName("Barbarian"); SetProficiencyBonus(2); HitDie = "1d12"; // Populate Proficiencies var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { "Light Armor", "Medium Armor", "Shields" } }, { "Weapons", new List <string>() { "Simple Weapons", "Martial Weapons" } }, { "Tools", new List <string>() }, { "Saving Throws", new List <string>() { "Strength", "Constitution" } }, { "Skills", new List <string>() { } } }; // Barbarians can select two skills from the following list var barbSkillProfs = new List <string>() { "Animal Handling", "Athletics", "Intimidation", "Nature", "Perception", "Survival" }; // Shuffle list and add the top two barbSkillProfs = Tools.ShuffleList(barbSkillProfs); Proficiencies["Skills"].Add(barbSkillProfs[0]); Proficiencies["Skills"].Add(barbSkillProfs[1]); SetProficiencies(Proficiencies); // Barbarians start with with a greataxe or any martial melee weapon switch (new Random().Next(0, 1)) { default: throw new Exception("invalid option"); case 0: PrimaryWeapon = GetWeapons().Where(w => w.Name == "Greataxe").ToList()[0]; break; case 1: var MartialMeleeWeapons = GetWeapons().Where(w => w.WeaponType == "Martial Melee").ToList(); MartialMeleeWeapons = Tools.ShuffleList(MartialMeleeWeapons); PrimaryWeapon = MartialMeleeWeapons[0]; break; } // Barbarians start also start with either 2 x handaxes or any simple weapon switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new Exception("number not in range"); case 0: // Add Simple Weapon var simpleWeaponList = GetWeapons().Where(w => w.WeaponType == "Simple Melee").ToList(); Tools.ShuffleList(simpleWeaponList); var randomWeapon = simpleWeaponList[0]; AdditionalWeapons.Add(randomWeapon); break; case 1: // Add 2xHand axes for (int i = 0; i < 1; i++) { AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Handaxe").ToList()[0]); } break; } // barbarians also start with an explorers pack and 4 x javelin EquipmentPack = GetPacks().Where(p => p.Name == "Explorer's Pack").ToList()[0]; for (int i = 0; i <= 3; i++) { AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Javelin").ToList()[0]); } // Add Barbarian features Features.Add(new Feature("Rage", "", 1)); Features.Add(new Feature("Unarmored Defense", "", 1)); }
public Paladin() { SetName("Paladin"); HitDie = "1d10"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { "Light Armor", "Medium Armor", "Shields" } }, { "Weapons", new List <string>() { "Simple Weapons", "Martial Weapons" } }, { "Tools", new List <string>() }, { "Saving Throws", new List <string>() { "Wisdom", "Charisma" } }, { "Skills", new List <string>() { } } }; // Paladins can select two skills from the following list var paladinSkillProfs = new List <string>() { "Athletics", "Insight", "Intimidation", "Medicine", "Persuasion", "Religion" }; // Shuffle list and add the top two paladinSkillProfs = Tools.ShuffleList(paladinSkillProfs); Proficiencies["Skills"].Add(paladinSkillProfs[0]); Proficiencies["Skills"].Add(paladinSkillProfs[1]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // Paladins start with a martial weapon and a shield or two martial weapons List <Weapon> martialWeapons = GetWeapons().Where(w => w.WeaponType == "Martial Melee").ToList(); List <Weapon> simpleWeapons = GetWeapons().Where(w => w.WeaponType == "Simple Melee").ToList(); switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: Weapon weapon = Tools.ShuffleList(martialWeapons)[0]; PrimaryWeapon = weapon; Shield = new Shield("Shield"); break; case 1: // I assume the two weapons imply duel-weilding List <Weapon> OneHandedMartialWeapons = martialWeapons.Where(w => w.Twohanded == false).ToList(); Weapon weapon1 = Tools.ShuffleList(OneHandedMartialWeapons)[0]; Weapon weapon2 = Tools.ShuffleList(OneHandedMartialWeapons)[0]; PrimaryWeapon = weapon1; OffHandWeapon = weapon2; break; } // Paladins also get five javelins or any simple melee weapon switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: for (int i = 0; i <= 4; i++) { AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Javelin").ToList()[0]); } break; case 1: AdditionalWeapons.Add(Tools.ShuffleList(simpleWeapons)[0]); break; } // And a priest’s pack or an explorer’s pack switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Priest's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Explorer's Pack").ToList()[0]; break; } // Chain mail and a holy symbol Armor = GetArmor().Where(a => a.Name == "Chain Mail").ToList()[0]; HolySymbol = new HolySymbol("Holy Symbol"); ////////////// // FEATURES // ////////////// Features.Add(new Feature("Divine Sense", "", 1)); Features.Add(new Feature("Lay on Hands", "", 1)); }
public Monk() { SetName("Monk"); HitDie = "1d8"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { } }, { "Weapons", new List <string>() { "Simple Weapons", "Shortswords" } }, { "Tools", new List <string>() }, { "Saving Throws", new List <string>() { "Strength", "Dexterity" } }, { "Skills", new List <string>() { } } }; // Monks can select either one musical instrument or one artisan tool to be proficient in switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: var toolList = new Equipment().ReturnArtisansToolList().artisansTools; toolList = Tools.ShuffleList(toolList); Proficiencies["Tools"].Add(toolList[0].Name); break; case 1: var instrumentList = new Equipment().MusicalInstrument().MusicalInstruments; instrumentList = Tools.ShuffleList(instrumentList); Proficiencies["Tools"].Add(instrumentList[0].Name); break; } // Monks can select two skills from the following list var fighterSkillProfs = new List <string>() { "Acrobatics", "Athletics", "History", "Insight", "Religion", "Stealth" }; // Shuffle list and add the top two fighterSkillProfs = Tools.ShuffleList(fighterSkillProfs); Proficiencies["Skills"].Add(fighterSkillProfs[0]); Proficiencies["Skills"].Add(fighterSkillProfs[1]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // Monks get either a shortsword or any simple weapon switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: PrimaryWeapon = GetWeapons().Where(w => w.Name == "Shortsword").ToList()[0]; break; case 1: var simpleWeapons = GetWeapons().Where(w => w.WeaponType == "Simple Melee").ToList(); PrimaryWeapon = Tools.ShuffleList(simpleWeapons).ToList()[0]; break; } // They also get a dungeoneer’s pack or an explorer’s pack switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Dungeoneer's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Explorer's Pack").ToList()[0]; break; } // And 10 darts // This is a bit shit, perhaps darts should be treated as ammo? for (int i = 0; i <= 10; i++) { AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dart").ToList()[0]); } ////////////// // FEATURES // ////////////// Features.Add(new Feature("Unarmored Defense", "", 1)); Features.Add(new Feature("Martial Arts", "", 1)); }
public Bard() { SetName("Bard"); HitDie = "1d8"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { "Light Armor" } }, { "Weapons", new List <string>() { "Simple Weapons", "Hand Crossbows", "Longswords", "Rapiers", "Shortswords" } }, { "Tools", new List <string>() }, { "Saving Throws", new List <string>() { "Dexterity", "Charisma" } }, { "Skills", new List <string>() { } } }; // Get 3 random instrument profs var instrumentList = new Equipment().MusicalInstrument().MusicalInstruments; instrumentList = Tools.ShuffleList(instrumentList); Proficiencies["Tools"].Add(instrumentList[0].Name); Proficiencies["Tools"].Add(instrumentList[1].Name); Proficiencies["Tools"].Add(instrumentList[2].Name); var bardSkillProfs = new List <string>() { "athletics", "acrobatics", "sleightOfHand", "arcana", "stealth", "history", "nature", "religion", "animalHandling", "insight", "medicine", "perception", "survival", "deception", "intimidation", "investigation", "performance", "persuasion" }; // Get 3 ransom skill profs bardSkillProfs = Tools.ShuffleList(bardSkillProfs); Proficiencies["Skills"].Add(bardSkillProfs[0]); Proficiencies["Skills"].Add(bardSkillProfs[1]); Proficiencies["Skills"].Add(bardSkillProfs[2]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // Bards get either a Lute or a random musical instrument // My implimentation only adds a lute if we're proficient // If not, then add a random instrument we are proficient in if (Proficiencies["Tools"].Contains("Lute")) { var lute = new Equipment().MusicalInstrument().MusicalInstruments.Where(i => i.Name == "Lute").ToList()[0]; MusicalInstruments.Add(lute); } else { // Get a random instrument we are proficient in as a string var proficientInstrument = Tools.ShuffleList(Proficiencies["Tools"]).ToList()[0]; // Reterive the instrument object var instrument = new Equipment().MusicalInstrument().MusicalInstruments.Where(i => i.Name == proficientInstrument).ToList()[0]; MusicalInstruments.Add(instrument); } // All bards get a dagger and leather armor var dagger = GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]; AdditionalWeapons.Add(dagger); Armor = GetArmor().Where(a => a.Name == "Leather Armor").ToList()[0]; // They also get either a Diplomat's pack or and entertainer's pack switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new Exception("Option no valid"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Diplomat's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Entertainer's Pack").ToList()[0]; break; } // They also get either a Rapier, Longsword or a any simple weapon switch (Tools.GetRandomNumberInRange(0, 2)) { default: throw new Exception("Option no valid"); case 0: PrimaryWeapon = GetWeapons().Where(w => w.Name == "Rapier").ToList()[0]; break; case 1: PrimaryWeapon = GetWeapons().Where(w => w.Name == "Longsword").ToList()[0]; break; case 2: var randomSimpleWeapon = GetWeapons().Where(w => w.WeaponType == "Simple Melee").ToList(); randomSimpleWeapon = Tools.ShuffleList(randomSimpleWeapon); PrimaryWeapon = randomSimpleWeapon[0]; break; } ////////////// // SPELLS // ////////////// // At level 1 bards get // 2 x Cantrips // 2 x 1st level spells SpellSlots = 2; List <string> bardCantrips = new List <string>() { "Dancing Lights", "Light", "Mage Hand", "Mending", "Message", "Minor Illusion", "Prestidigitation", "True Strike" }; Cantrips = Tools.ReturnXSpellsFromList(bardCantrips, 2); List <string> bardLevel1Spells = new List <string>() { "Bane", "Charm Person", "Comprehend Languages", "Cure Wounds", "Detect Magic", "Disguise Self", "Faerie Fire", "Feather Fall", "Healing Word", "Heroism", "Hideous Laughter", "Identify", "Illusory Script", "Longstrider", "Silent Image", "Sleep", "Speak with Animals", "Thunderwave", "Unseen Servant" }; Level1Spells = Tools.ReturnXSpellsFromList(bardLevel1Spells, SpellSlots); ////////////// // FEATURES // ////////////// // Add Bard Features Features.Add(new Feature("Spellcasting", "", 1)); Features.Add(new Feature("Bardic Inspiration (d6)", "", 1)); }
public Warlock() { SetName("Warlock"); HitDie = "1d8"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { "Light Armor" } }, { "Weapons", new List <string>() { "Simple Weapons" } }, { "Tools", new List <string>() }, { "Saving Throws", new List <string>() { "Wisdom", "Charisma" } }, { "Skills", new List <string>() { } } }; // Warlocks can select two skills from the following list var warlockSkillProfs = new List <string>() { "Arcana", "Deception", "History", "Intimidation", "Investigation", "Nature", "Religion" }; Proficiencies["Skills"].Add(warlockSkillProfs[0]); Proficiencies["Skills"].Add(warlockSkillProfs[1]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // Warlocks get a light crossbow and 20 bolts or any simple weapon var simpleWeapons = GetWeapons().Where(w => w.WeaponType == "Simple Melee").ToList(); switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: PrimaryWeapon = GetWeapons().Where(w => w.Name == "Light Crossbow").ToList()[0]; Ammunition.Add(new Ammunition("light crossbow bolts", 20, "A quiver of light crossbow bolts")); break; case 1: Tools.ShuffleList(simpleWeapons); PrimaryWeapon = simpleWeapons[0]; break; } // A component pouch or an arcane focus switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: OtherEquipment.Add("Component Pouch"); break; case 1: OtherEquipment.Add("Arcane Focus"); break; } // A scholar’s pack or a dungeoneer’s pack switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Dungeoneer's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Scholar's Pack").ToList()[0]; break; } // Leather armor, any simple weapon, and two daggers Armor = GetArmor().Where(a => a.Name == "Leather Armor").ToList()[0]; Tools.ShuffleList(simpleWeapons); PrimaryWeapon = simpleWeapons[0]; AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]); AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]); ////////////// // SPELLS // ////////////// // At level 1 warlocks get // 2 x Cantrips // 2 x First level spells SpellSlots = 1; List <string> warlockCantrips = new List <string>() { "Chill Touch", "Mage Hand", "Minor Illusion", "Prestidigitation", "True Strike" }; Cantrips = Tools.ReturnXSpellsFromList(warlockCantrips, 2); List <string> warlockLevel1Spells = new List <string>() { "Charm Person", "Comprehend Languages", "Expeditious Retreat", "Illusory Script", "Protection from Evil and Good", "Unseen Servant" }; Level1Spells = Tools.ReturnXSpellsFromList(warlockLevel1Spells, SpellSlots); ////////////// // FEATURES // ////////////// // Only details for the Fiend were released as Open Game Content by Wizards of the Coast Features.Add(new Feature("Otherworldly Patron", "", 1)); WarlockPatron = "Fiend"; Features.Add(new Feature("Pact Magic", "", 1)); }
public Sorcerer() { SetName("Sorcerer"); HitDie = "1d8"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { } }, { "Weapons", new List <string>() { "Daggers", "Darts", "Slings", "Quarterstaffs", "Light Crossbows" } }, { "Tools", new List <string>() { } }, { "Saving Throws", new List <string>() { "Constitution", "Charisma" } }, { "Skills", new List <string>() { } } }; // Sorcerers can select two skills from the following list var sorcererSkillProfs = new List <string>() { "Arcana", "Deception", "Insight", "Intimidation", "Persuasion", "Religion" }; // Shuffle list and add the top two sorcererSkillProfs = Tools.ShuffleList(sorcererSkillProfs); Proficiencies["Skills"].Add(sorcererSkillProfs[0]); Proficiencies["Skills"].Add(sorcererSkillProfs[1]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // Sorcerers start with a light crossbow and 20 bolts or any simple weapon var simpleWeapons = GetWeapons().Where(w => w.WeaponType == "Simple Melee").ToList(); switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: PrimaryWeapon = GetWeapons().Where(w => w.Name == "Light Crossbow").ToList()[0]; Ammunition.Add(new Ammunition("light crossbow bolts", 20, "A quiver of light crossbow bolts")); break; case 1: Tools.ShuffleList(simpleWeapons); PrimaryWeapon = simpleWeapons[0]; break; } // A component pouch or an arcane focus switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: OtherEquipment.Add("Component Pouch"); break; case 1: OtherEquipment.Add("Arcane Focus"); break; } // A dungeoneer’s pack or an explorer’s pack switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Dungeoneer's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Explorer's Pack").ToList()[0]; break; } // Two daggers AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]); AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Dagger").ToList()[0]); ////////////// // SPELLS // ////////////// // At level 1 sorcerers get // 4 x Cantrips // 2 x 2 First level spells SpellSlots = 2; List <string> sorcererCantrips = new List <string>() { "Acid Splash", "Chill Touch", "Dancing Lights", "Fire Bolt", "Light", "Mage Hand", "Mending", "Message", "Minor Illusion", "Prestidigitation", "Ray of Frost", "Shocking Grasp", "True Strike" }; Cantrips = Tools.ReturnXSpellsFromList(sorcererCantrips, 4); List <string> sorcererLevel1Spells = new List <string>() { "Burning Hands", "Charm Person", "Color Spray", "Comprehend Languages", "Detect Magic", "Disguise Self", "Expeditious Retreat", "False Life", "Feather Fall", "Fog Cloud", "Jump", "Mage Armor", "Magic Missile", "Shield", "Silent Image", "Sleep", "Thunderwave" }; Level1Spells = Tools.ReturnXSpellsFromList(sorcererLevel1Spells, SpellSlots); ////////////// // FEATURES // ////////////// Features.Add(new Feature("Spellcasting", "", 1)); Features.Add(new Feature("Sorcerous Origin", "", 1)); // SRD only contains draconic bloodline SorcerousOrigin = "Draconic"; Dictionary <string, string> DA = new Dictionary <string, string>() { { "Black", "Acid" }, { "Blue", "Lightning" }, { "Brass", "Fire" }, { "Bronze", "Lightning" }, { "Copper", "Acid" }, { "Gold", "Fire" }, { "Green", "Poison" }, { "Red", "Fire" }, { "Silver", "Cold" }, { "White", "Cold" } }; int index = Tools.GetRandomNumberInRange(0, DA.Count - 1); KeyValuePair <string, string> pair = DA.ElementAt(index); DraconicAncestry = pair; // Hitpoint +1 per level added in Character.cs SetLevel1HitPoints() // Unarmored AC = 13 + Dex mod added in Character.cs CalculateArmorClass() }
public Fighter() { SetName("Fighter"); HitDie = "1d10"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { "Light Armor", "Medium Armor", "Heavy Armor", "Shields" } }, { "Weapons", new List <string>() { "Simple Weapons", "Martial Weapons" } }, { "Tools", new List <string>() }, { "Saving Throws", new List <string>() { "Strength", "Constitution" } }, { "Skills", new List <string>() { } } }; // Fighters can select two skills from the following list var fighterSkillProfs = new List <string>() { "Acrobatics", "Animal Handling", "Athletics", "History", "Insight", "Intimidation", "Perception", "Survival" }; // Shuffle list and add the top two fighterSkillProfs = Tools.ShuffleList(fighterSkillProfs); Proficiencies["Skills"].Add(fighterSkillProfs[0]); Proficiencies["Skills"].Add(fighterSkillProfs[1]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // Fighters get either chain mail or leather armor, a longbow, and 20 arrows switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: Armor = GetArmor().Where(a => a.Name == "Chain Mail").ToList()[0]; break; case 1: Armor = GetArmor().Where(a => a.Name == "Leather Armor").ToList()[0]; AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Longbow").ToList()[0]); Ammunition.Add(new Ammunition("bolt", 20, "A longbow arrow")); break; } // They also get either a martial weapon and a shield or two martial weapons var martialWeapons = GetWeapons().Where(w => w.WeaponType == "Martial Melee").ToList(); Weapon weaponToAdd; switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: weaponToAdd = Tools.ShuffleList(martialWeapons)[0]; PrimaryWeapon = weaponToAdd; Shield = new Shield("Shield"); break; case 1: // Get 1-h martial weapons and add to mainhand and offhand var OHMartialWeapons = martialWeapons.Where(w => w.Twohanded == false).ToList(); OHMartialWeapons = Tools.ShuffleList(OHMartialWeapons); var index = Tools.GetRandomNumberInRange(0, OHMartialWeapons.Count); PrimaryWeapon = OHMartialWeapons[index]; index = Tools.GetRandomNumberInRange(0, OHMartialWeapons.Count); OffHandWeapon = OHMartialWeapons[index]; break; } // And a light crossbow and 20 bolts or two handaxes var handAxe = GetWeapons().Where(w => w.Name == "Handaxe").ToList()[0]; switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Light Crossbow").ToList()[0]); Ammunition.Add(new Ammunition("bolt", 20, "A simple bolt")); break; case 1: AdditionalWeapons.Add(handAxe); AdditionalWeapons.Add(handAxe); break; } // And finally a dungeoneer’s pack or an explorer’s pack switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Dungeoneer's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Explorer's Pack").ToList()[0]; break; } ////////////// // FEATURES // ////////////// Features.Add(new Feature("Fighting Style", "", 1)); Features.Add(new Feature("Second Wind", "", 1)); var fightingstyles = new List <string>() { "Archery", "Defense", "Dueling", "Great Weapon Fighting", "Protection", "Two-Weapon Fighting" }; FightingStyle = Tools.ShuffleList(fightingstyles)[0]; }
public Ranger() { SetName("Ranger"); HitDie = "1d10"; /////////////////// // PROFICIENCIES // /////////////////// SetProficiencyBonus(2); var Proficiencies = new Dictionary <string, List <string> >() { { "Armor", new List <string>() { "Light Armor", "Medium Armor", "Shields" } }, { "Weapons", new List <string>() { "Simple Weapons", "Martial Weapons" } }, { "Tools", new List <string>() }, { "Saving Throws", new List <string>() { "Strength", "Dexterity" } }, { "Skills", new List <string>() { } } }; // Paladins can select two skills from the following list var rangerSkillProfs = new List <string>() { "Animal Handling", "Athletics", "Insight", "Investigation", "Nature", "Perception", "Stealth", "Survival" }; // Shuffle list and add the top three rangerSkillProfs = Tools.ShuffleList(rangerSkillProfs); Proficiencies["Skills"].Add(rangerSkillProfs[0]); Proficiencies["Skills"].Add(rangerSkillProfs[1]); Proficiencies["Skills"].Add(rangerSkillProfs[2]); SetProficiencies(Proficiencies); /////////////// // EQUIPMENT // /////////////// // Rangers start with two shortswords or two simple melee weapons Weapon shortSword = GetWeapons().Where(w => w.Name == "Shortsword").ToList()[0]; List <Weapon> simpleWeapons = Tools.ShuffleList(GetWeapons().Where(w => w.WeaponType == "Simple Melee").ToList()); switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: PrimaryWeapon = shortSword; OffHandWeapon = shortSword; break; case 1: PrimaryWeapon = simpleWeapons[0]; OffHandWeapon = simpleWeapons[1]; break; } // scale mail or leather armor switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: Armor = GetArmor().Where(a => a.Name == "Scale Mail").ToList()[0]; break; case 1: Armor = GetArmor().Where(a => a.Name == "Leather Armor").ToList()[0]; break; } // a dungeoneer’s pack or an explorer’s pack switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: EquipmentPack = GetPacks().Where(p => p.Name == "Dungeoneer's Pack").ToList()[0]; break; case 1: EquipmentPack = GetPacks().Where(p => p.Name == "Explorer's Pack").ToList()[0]; break; } // A longbow and a quiver of 20 arrows AdditionalWeapons.Add(GetWeapons().Where(w => w.Name == "Longbow").ToList()[0]); Ammunition.Add(new Ammunition("longbow arrows", 20, "A quiver of longbow arrows")); ////////////// // FEATURES // ////////////// Features.Add(new Feature("Favored Enemy", "", 1)); List <string> favoredEnemyList = new List <string>() { "aberrations", "beasts", "celestials", "constructs", "dragons", "elementals", "fey", "fiends", "giants", "monstrosities", "oozes", "plants", "undead" }; // Will need to add the rest later, need to confirm an SRD list List <string> alternativefavoredEnemyList = new List <string>() { "gnolls", "orcs", "bugbears", "drow", "duergar", "dwarves", "elves", "gnomes", "goblins", "half-orcs", "half-elfs", "halflings", "hobgoblins", "humans", "kobolds", "lizardfolk", "maenads", "merfolk", "orcs", "svirfneblin", "troglodytes", "vampires", "werebears", "wereboars", "wererats", "weretigers", "werewolves", "Xephs" }; switch (Tools.GetRandomNumberInRange(0, 1)) { default: throw new System.Exception("number not in range"); case 0: FavoredEnemy.Add(Tools.ShuffleList(favoredEnemyList)[0]); break; case 1: var shuffledAltList = Tools.ShuffleList(alternativefavoredEnemyList); FavoredEnemy.Add(shuffledAltList[0]); FavoredEnemy.Add(shuffledAltList[1]); break; } Features.Add(new Feature("Natural Explorer", "", 1)); List <string> favoredTerrain = new List <string>() { "arctic", "coast", "desert", "forest", "grassland", "mountain", "swamp" }; FavoredTerrain = Tools.ShuffleList(favoredTerrain)[0]; }