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Recent posts by
erian_7:
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Daniel Moyer wrote:
Tower Shields give you a -2 penalty when used in combat due to encumbrance. It is not recognizing this to be the case, neither did build .52 of Pathfinder/Hero Forge.
They both say "You have no penalties because you are proficient with Tower Shields." (My test build was a 1st level Dwarf Fighter with a 16 STR, Weapon Focus and Dazzling Display. Not sure if that has any bearing on it at all.)
If this IS actually the case, PLEASE tell me what page that bit of goodness is on! Cuz I want it! :D
Note that the released version of the sheet doesn't have automation for armor/weapons and their interactions with feats as yet. That's actually what I'm working on right now for the next release and the impacts from using a tower shield (and also a buckler giving a -1, or a standard shield precluding 2-handed/2-weapon attacks) will indeed be considered for attack rolls. It's not too hard to work in--just a comparison of what is in the Shield field versus weapons wielded. I'm considering adding a "Shield Used" field on the front so you can flip it on and off fast without having to go to the Back tab. You can then dynamically see what effect(s) shields have on weapons.
Speaking of effects, I'll also be building in Conditions so the sheet auto-calcs impacts from things like Fatigue and Nauseated.
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Elliander wrote:
Does Pathfinder use the same 10/11 rule, and if so, does that mean Nymph as a character got that much stronger without a challenge rating increase? Or is there some new system for figuring out an Ability Score adjustment of a monster?
Yes PRPG uses the 10/11 rule. See the Introduction section under Ability Scores.
PRPG Bestiary wrote:
Ability Scores: The creature's ability scores are listed here. Unless otherwise indicated, a creature's ability scores represent the baseline of its racial modifiers applied to scores of 10 or 11. Creatures with NPC class levels have stats in the standard array (13, 12, 11, 10, 9, 8), while creatures with character class levels have the elite array (15, 14, 12, 11, 10, 8); in both cases, the creature's ability score modifiers are listed at the end of its description.
PRPG assumed some 3.5 monsters were weaker than necessary for their CR, so the nymph got a boost.
Elliander wrote:
And on a side note, how would you adjust the challenge rating of a monster that has as many levels of spells as it's challenge rating if you removed all those spells and gave it a different class in a story? For example, what would a Nymph's Challenge rating be with no spells but everything else?
Thanks.
I'd use the information in the Monster Creation and Monster Advancement rules as a guideline. It will depend on what class you swap out--i.e. going Druid to Barbarian is different than Druid to Sorcerer. Losing 7 levels of Druid spells but keeping the ability to stun and blind foes would only reduce the CR for a nymph by probably 2 or so.
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jreyst wrote:
erian_7 wrote:
a great sheet
Hey Erian - I'd love to host your sheet on d20pfsrd.com. Let me know if you'd be interested. Email me or post back here and let me know.
Sure, you've done some great work there and I'd be happy to have a presence. The "official" version is up at the Pathfinder Database right now, so feel free to download from there and stick it on your site as appropriate.
Thanks!
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AdAstraGames wrote:
I'm going to be going to my local Pathfinder game this Sunday.
If you've got a new build of the sheet ready to run by 10 AM Central on Sunday, I'll re-key my character into it (only 2nd level, so not much re-keying) and give her a whirl.
Else, I'll use the one I sent you by email a few days ago.
Email headed your way with details. For all, I've got a good bit of work done on hammering out the weapon blocks (the ammo for now is down at the bottom and needs "prettying up"). I'll likely strip out the cavalier/oracle data for now so I can go ahead and post a copy once I've shaken it down a bit more.
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grasshopper_ea wrote:
If a creature only has 1 HD of say humanoid, you replace that HD with their class HD. I'm not looking at a beastiary so my numbers could be off, just get the idea. A goblin with 1 HD of humanoid (1d8) is replaced if it takes a level of barbarian and it is a 1 HD creature with (1d12) as hit's hit dice
A minotaur with a base 4HD would start with 4d8(10?) plus it's first class level of barbarian's 1d12 and as such would be treated higher level than a 1 goblin barbarian.
Close. You are correct on the Minotaur--class levels are added on top of racial HD. However, goblins do not have any racial HD at all. The entry in the Bestiary is for a Goblin Warrior 1, i.e. a goblin with 1 level in warrior. If you take that level away, you don't end up with a 1 HD goblin, but rather the goblin "ceases to exist" as a creature (just like you can't have a 1 HD human, elf, or dwarf). If you want a "base" level goblin, it would be a Commoner 1.
A mite or vegepygmy on the other hand is a 1 HD creature. If you add class levels, you do not take away that 1 racial HD at all, but rather add the class levels to the 1 racial HD.
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Benn Roe wrote:
Perfect! That's exactly the passage I had been unable to find. Thanks so much for all your help. I just thought of one last question I had, and I think if anybody can answer it, all my monster PC concerns are absolved, but what happens if you play a race that casts as a 7th-level sorcerer or a 5th-level cleric, or whathaveyou, and then you start taking class levels in sorcerer or cleric, respectively. Do the racial levels stack with the class levels for spellcasting? I'm not sure I even have a strong intuition on this one.
(By the way, this is petalred. After I started this thread, I got around to setting up my profile. Just wanted to make sure it didn't seem like I was somebody else hijacking this thread. I'm the original poster)
You'll find that in the Monster Advancement section (along with some more info on ability scores that basically bumps them up to having the Elite array). Specifically, if the creature has spell-like abilities those are not increased by adding class levels, but if they have an actual entry for Spells Known/Prepared (like a dragon), then adding class levels does indeed increase spellcasting ability. The same applies to other class abilities a monster might have, such as Sneak Attack, Rage, Favored Enemey, etc.
PRPG Bestiary wrote:
Step 2: Add Class Levels
Once you have determined the creature's role, it's time to add class levels. The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities. Creatures with NPC class levels do not receive adjustments to their ability scores.
Next, add the class levels to the monster, making all of the necessary additions to its HD, hit points, BAB, CMB, CMD, feats, skills, spells, and class features. If the creature possesses class features (such as spellcasting or sneak attack) for the class that is being added, these abilities stack. This functions just like adding class levels to a character without racial Hit Dice.
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AdAstraGames wrote:
I do medium to high level atrocities in Excel roughly every week for my own game company. To me, this is kind of a 'ooh, I get to relax' project that I can poke at when I feel like it.
(I've already had one customer ask if I'm the same person as runs Ad Astra Games and does horrifying things with Excel. The answer is 'yes'. *grin*)
You realize that once you've got the data laid out in your two page format that adding a landscape view layout a'la Kor's is a fairly modest investment in time and work...
I personally find that landscape view is much easier to deal with on the gaming table. :)
I'm definitely glad to have you checking things out from a technical perspective. Most of my "real" XLS work is in the IT project management arena and generally doesn't require as much, so this project is somewhat of a training exercise for me (though like you, I do enjoy it as well).
For the landscape view, that is indeed one of the drivers for moving the calculations/named cells over to data tabs, although I'm thinking about it from a laptop use perspective (easier to see the whole sheet). Once I've got that, I can have views for landscape, portrait, low-res monitors, compressed stat blocks, etc. That's a it longer term, as I'd definitely like to get the core functionality nailed and the non-core content at least mostly automated.
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Can I Call My Guy Drizzt? wrote:
Just wanted to chime in with some applause for how great this sheet is. It's clear a ton of work is going into this for the good of the community. Kudos to you and all who are helping!
How about some Paizo recognition as the "Official Automated Character Sheet of the Pathfinder RPG" or some such? :)
Heh, thanks! There are some other good works in progress as well (Kor is working on one for instance) and I'm not sure if any official Paizo folks have even looked at this one...
However, I will say that if you like it and haven't already done so, head over to the Pathfinder Database and rate it as you see fit. I definitely appreciate the encouragement, support, and insight/recommendations from everyone on the thread, as the project has progressed much more rapidly thanks to you all!
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SmiloDan wrote:
I think it would be neat to have a generic shifter-like race with 2 main branches: animalistic humanoids, and animal-headed humanoids.
There would be several different subraces included in the main race, to represent canids (fox, wolf, jackal, coyote, hyena), feline (cat, tiger, lion, leopard), corvids (crow, raven, jackdaw), ursine (black bear, grizzly), porcine (boar, pig, warthog), bovine (ox, bull), cervid (deer, stag, moose, elk), etc. etc.
The animalistic humanoids would have limited shifting ability, granting a small bonus to a physical ability score and a single special ability.
The animal-headed humanoids would have more permanent abilities, but lack some ease of interaction with regular humanoid folk due to their weird appearance.
Maybe include a sub-race that is small for small animals, like mice, rats, etc.
And maybe include a sub-race that is quadrupedal, but with humanoid heads, like sphinxes.
Alluria Publishing has covered this partially with Remarkable Races—Pathway to Adventure: The Anumus
You can check out the OGC material from this PDF (along with 10 other Alluria published races) in my character sheet (the Pathfinder Character Excelerator posted at the Pathfinder Database.
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Benn Roe wrote:
That makes a lot of sense.
Does anyone have any other thoughts on the ability racial modifiers issue? If the entries are mostly using the elite array, is there any way to figure out conclusively which numbers are corresponding to which ability scores? I mean, a 13 could be a 13, or an 11 with a +2 racial mod, or a 15 with a -2 racial mod. There's nothing more concrete about determining a monster's racial ability modifiers?
Only entries using Character classes (not NPC classes like warrior) use the Elite array. The others use the Standard array (13, 12, 11, 10, 9, 8). For all such entries, there is no reason to "retrofit" these to try and figure out the racial modifiers since they are listed in each entry. For all other monsters (i.e. those without class levels listed), just subtract 11 from the odd values or 10 from the even values and you have the racial ability modifiers. Here's the relevant text from the book:
PRPG Bestiary wrote:
Ability Scores: The creature's ability scores are listed here. Unless otherwise indicated, a creature's ability scores represent the baseline of its racial modifiers applied to scores of 10 or 11. Creatures with NPC class levels have stats in the standard array (13, 12, 11, 10, 9, 8), while creatures with character class levels have the elite array (15, 14, 12, 11, 10, 8); in both cases, the creature's ability score modifiers are listed at the end of its description.[/url]
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AdAstraGames wrote:
I'd say it needs to be on the front, myself. I'd give up the extra weapon block for it in a heartbeat.
That's my leaning as well...any on the opposing side speak now!
AdAstraGames wrote:
While you're on the Power Attack automation, can you do anything with the Combat Expertise side of things and AC, like a drop down box that incorporates it into both the weapon blocks and AC?
Already done, actually...I'm incorporating Fighting Defensively and Total Defense as well.
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AdAstraGames wrote:
Sent.
You can edit your post to get your email addy out of it now.
Thanks! I'll check it out this morning. I worked on rebuilding the weapon block last night--it now better supports different sizes from Fine to Colossal (although for Gargantuan and Colossal I'm unsure on some of the damage progressions and so they're blank). I put a CARRIED field right after the weapon name and it affects the Weight as discussed earlier. And the big one--I've removed the Ammunition line and replaced it with a set of Combat Option drop-downs. You can now select 2-Handed, Power Attack, Combat Expertise, etc. with up to five Combat Options affecting a single weapon. I've also built in the automatic feats--Weapon Focus/Specialization, proficiencies, etc.--so they auto-calc in the weapon entries. I'm still working on building out 2-weapon fighting, mounted combat, and weapon size vs. character size but should have those done today.
For Ammunition, I'm bouncing between moving it entirely to the Back sheet vs. removing one of the weapon stat blocks and using that space. Moving it to the Back is easiest, but also puts it a page-flip away from general combat info (which I've found leads to forgetting to track it). Any thoughts on this?
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Kor - Orc Scrollkeeper wrote:
I'm still exploring my options as to how to incorporate the traits into the design. The easy way would just to add a seperate traits page, however I suspect in most cases characters would only ever be starting with just 2 traits, and probably never acquire any more, so based on that, I have a plan on how to implement them. Buying additional traits via a feat through the Levels page will be very easy to implement. If I rely solely on my Levels page for traits entry, then the most traits I could make available at 1st level is 3 -- does anyone foresee any problems with this?
The Additional Traits feat specifically allows 2 more traits, so if someone takes that feat at 1st level, you'd need to allow for selection of 4 traits total. Right now, that feat is the only "official" way of gaining more than 2 traits, at least of which I am aware, and a character will not have more than 4 traits as it may only be selected once.
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Well, I'm obviously on the right track for my major updates in v.0.8...you guys are asking questions about all the focus areas (weapon, feat, and trait automation)!
Kevida wrote:
I am having trouble adding the Galorian specific feats (big game hunter et al). They come up red and I have no idea on what I am missing! By the way this sheet is superb as always. As I get the time to fiddle with it some more I will see about the areas to help you kick the awesome factor up a notch!
Thanks! Those feats are coming up red because the prerequisite automation is not complete and so the Qualified field is blank. I'll had-code a TRUE in place until the automation is done and that will make the red go away.
Can I Call My Guy Drizzt? wrote:
James Wyant wrote:
I just started checking out the product and I like what I see so far but I have found one flaw that should be very easy to fix. The melee weapon damage doesn't calculate in the strength modifier. The character I am using to check it out has a 15 strength and a +1 long sword but the only addition it gives for the damage is the +1 from the sword.
To the top right of the weapon block you select how much, if any of your strength modifier to apply. It defaults to zero. This way you can take into account wielding one hand weapons with two hands, offhand, etc.
Thanks, that's exactly correct. As I work on weapon automation, I do plan to auto-calc the Str mod based on hands used, feats applied, etc.
Ryan Cox wrote:
Hello,
Love the sheet by the way. Here are a few issues I found on the copy of the file I downloaded for PRPG_CS_v_0_7. I am using Excel 2003 if it makes a difference.
On the Customization tab.
The Custom Skills header position AD14 is mapped as "=D9", should be "=A9"
The Custom Skills header position AE14 is mapped as "=D11", should be "=A11"
On the DataSkills tab.
The Custom Skills section is on line 53 and 54 skip the mappings for "=Z15" which is shifting the last few maps over 1. You go from "=Y15" to "=AA15"
Got 'em fixed, thanks!
Ryan Cox wrote:
Everything else so far looks awesome. The only thing I would like to see specifically added is if you could pre-build the skill roll for Concentration...though its not treated as a skill in Pathfinder, it follows basically the format as a skill roll.
This would be a little tricky, since a Concentration check changes based on factors (caster level + ability score modifier) that change depending on class. So, a Bard/Ranger actually has two concentration check values.
Ryan Cox wrote:
In DataSkills tab, your code for the custom skills section looks like its missing quotation marks in the if statements.
Got 'em fixed, thanks!
AdAstraGames wrote:
Cell CE25 should have its formula updated to:
=MIN(0,VLOOKUP(BP22,Table_Armor,6,0)+IF(CT22="",0,1)+IF(OR(CM28="Mithral",C M28="Darkwood"),2,0))
(It doesn't check for Darkwood when figuring the skill rank penalty)
Got it fixed, thanks!
AdAstraGames wrote:
I created a Carried drop down that limits to Yes/No, and a quantity drop down that limits to 1 through 6 (for things like throwing javelins).
Both modify the weight of the weapon appropriately - if carried is set to "N", weight is 0. If the quantity carried is greater than 1, it multiplies the weight by the quantity carried.
CARRIED and QUANTITY fields for the weapon blocks definitely make sense and I can work that into the next release.
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AdAstraGames wrote:
Downloaded the latest version; I'll be poking at it a few more times.
Do you have an estimate on when you want to push out the next version, so I can focus my efforts on a deadline?
I'm shooting for about two weeks from now. The next version will contain the OGC for the Oracle and Cavalier so I can help support the playtest. Paizo has asked the d20PFSRD folks to hold off for two weeks so they can get a good feel for who's downloading the playtest PDF before having the OGC out in public. So, I'll roughly follow the play test release schedule + 2 weeks for the next several releases.
AdAstraGames wrote:
The stunt for 'dynamic' dropdowns is this:
<<Good Stuff>>
Also, look seriously into converting your VLOOKUPS into INDEX and MATCH workups. They're computationally less intensive and MUCH MUCH easier to maintain once you've learned them.
Thanks! I'm not familiar with INDEX/MATCH functions at all, but I pick stuff up fairly quickly in Excel once I know where to start. The dynamic range bit is interesting--I'll think on the best places to use it connsidering the possible performance hits.
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I've documented the following so far (gathering data to include OGC in my character sheet XLS):
Ashvawg Tamer (Druid), Alt, RotRL 5 - 71
Balanced Scales of Abadar, PrC, DM - 54
Brightness Seeker, PrC, EoG - 28
Chevalier, PrC, SD 2 - 62
Daivrat, PrC, QGttE - 20
Demonic Initiate, PrC, SD 3 - 62
Diabolist, PrC, PoD - 44
Genie Binder, PrC, LoF 4 - 52
Harrower, PrC, PCCS - 224
Inheritor's Crusader, PrC, CoT 2 - 71
Justiciar, PrC, CotCT 2 - 69
Lion Blade, PrC, TEoG - 22
Living Monolith, PrC, OLoP - 22
Low Templar, PrC, PCCS - 226
Pathfinder Chronicler, PrC, PCCS - 228
Pathfinder Delver, PrC, SoS - 58
Pathfinder Savant, PrC, SoS - 60
Red Mantis Assassin, PrC, CotCT 3 - 69
Red Mantis Assassin, PrC, PCCS - 230
Shackles Pirate, PrC, PCCS - 232
Spherewalker, PrC, RotRL 2 - 73
Student of War, PrC, SoS - 62
CoT - Council of Thieves (PRPG)
CotCT - Curse of the Crimson Throne
DM - Dark Markets
EoG - Elves of Golarion
LoF - Legacy of Fire
OLoP - Osirion Land of Pharaohs
PCCS - Pathfinder Chronicles Campaign Setting
PoD - Princes of Darkness (PRPG)
QGttE - Qadira Gateway to the East (PRPG)
RotRL - Rise of the Rune Lords
SD - Second Darkness
SoS - Seekers of Secrets (PRPG)
TEoG - Taldor Echoes of Glory
Only the ones marked PRPG are "officially" Pathfinder products, but the others are all 3.5 OGC and can be used with minor conversions.
And for anyone that notices I've missed a prestige (or alternate) class somewhere, let me know!
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Shadow13.com wrote:
FYI: fellow Paizonian erian_7 has been working on an excel based character sheet with fields that auto-fill and auto-calculate.
You can download it on his profile page: link
It runs in Excel or Open Office (which is free).
It seems pretty comprehensive, although I did find it slightly overwhelming.
It's still underdevelopment, but he's constantly updating up.
I like to use it to easily calculate ability scores for NPCs.
Check it out.
Heh, thanks for the plug, Shadow! While the likes of HeroLab and PC Gen far outstrip my work, it should serve very well for folks looking for an automated character sheet rather than a full blown character generator. It's Mac friendly and I've got some great 3rd party companies (Alluria Publishing, 4 Winds Fantasy Gaming, and Super Genius Games) as well as the Legend of the Shining Jewel living campaign providing their OGC for inclusion in the sheet. I'm always interested in feedback and opinions!
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Okay, final cut (hopefully) before I post v.0.7 to the Pathfinder DB:
PRPG_CS_v_0_6_8.zip
Oh, and as it looks like the APG classes are going to be OGC during playtest, I will indeed incorporate them into a future version. They will be clearly marked as BETA.
Thanks!
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AdAstraGames wrote:
I'm making a character with 2 levels of Sorc and the rest in fighter, and on the Sorcerer Abilities Summary, it's showing the 3rd level Bloodline Power.
When I select any of the Bloodlines after Lycanthropic, it shows the entire list of Bloodline powers, rather than whatever's appropriate to the Lvl_Sor variable.
I haven't completed the automation for most of the 3rd-party sorcerer bloodlines. In the interim, they display the full OGC text for each entry.
The rest of your suggestions are great, just what I need to really refine the sheet. I'm glad I didn't updload it as v.0.7 to the Pathfinder DB as yet. I'll give it to the end of the week before I post anything. That'll also give me some more time to work out the 3rd party automation...
Shem wrote:
I am loving this sheet. I created a character with a version a couple back and it is the best sheet I have ever used.
Thanks--this sheet gets better with every release thanks to the folks on this thread!
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AdAstraGames wrote:
I'd suggest an exact place for that to go in, but I think you're going to have to define another named variable in this - and that's beyond the scope of changes I'll make in someone else's sheet sans permission.
Great suggestions one and all from what I can tell. I'll incorporate these before releasing v.0.7.
As for reserving comments/other changes without permission, please feel free! I by no means claim to be an Excel expert and what skills I have come from copying/studying better solutions than whatever I've cobbled together in the past. So long as it doesn't "break" the sheet for compatibility with Mac/Linux, OpenOffice, and older versions of Excel I'm all for it...
Thanks!
EDIT: To state that more specifically, I wouldn't care if you recommended changes for every cell in the spreadsheet if it'll make this a better tool!
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Kor - Orc Scrollkeeper wrote:
I tried to design my sheet to run on Excel 2002 and up, so I did not use any "IFERROR" statements (so I used a whole lot of "IF(ISERROR)" statements so hopefully that should not cause problems.
You should be good to go in OO with an XLS file, then--I've found so far that as long as the Excel 2007 compatibility checker comes out clean for older versions of Excel, then OO works great. Of course, I don't have any macros so I can't say how those might function
Kor - Orc Scrollkeeper wrote:
It seems the request for traits is growing, so I will likely move them up in the priority list. Sure, I would appreciate the list you have.
No problem. I always keep a link to the latest version of my sheet in my profile, so you can snag it there at any time. I'm about to release v.0.7 tonight, but it won't have any changes to the traits so getting an earlier version shouldn't matter.
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