erian_7's Excel-based Character Sheet


Homebrew and House Rules

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Liberty's Edge

erian_7 wrote:

Ah thanks, that is indeed a problem--it's because the DataSkills tab only looks at the Landscape view right now. I'm shifting the allocation of skill ranks to the Getting Started tab per previous suggestions, and that will fix this error as well.

Speaking of fixing the portrait view, I have v.0.8.5 ready and it corrects all of the items noted to date (except the skill issue). So, the weapon blocks and armor/shield should be good to go, as should the OO 502/508 errors. I also tweaked the Misc AC boxes after thinking about it a bit--you can now specifically tell it to apply to one of the calculated fields.

PRPG_CS_v_0_8_5.zip

I'm just going to toss my two cents. How about have a separate tab/sheet for skills. Maybe have the character levels listed by column and list skills by row. I know it sounds Heroforge-ish, but its just that I like to book keep what skills I got at each level.

Thanks for listening, and keep up the hard work.


PJOsano wrote:

I'm just going to toss my two cents. How about have a separate tab/sheet for skills. Maybe have the character levels listed by column and list skills by row. I know it sounds Heroforge-ish, but its just that I like to book keep what skills I got at each level.

Thanks for listening, and keep up the hard work.

That's actually exactly what I'm doing--I've added a Skills section on the Getting Started tab that covers all possible skills and levels 1-20. These will flow over to the Front tabs, where you can still add Misc. bonuses to change things around. It centralizes the data while also keeping the usability I'm looking for on the Front tabs.


Very minor point, but on "Getting Started," under Game Mechanics, if you select 4 for HP Option, it says to enter your HP above (when you really should be entering them below).


Alright, tried out 0.8.5 under OpenOffice 3.2 in Ubuntu 10.04.

This is what I found on this run through:

Speed: Faster to load. Still chokes a couple of times, but nothing like before. Your cleaning up helped that a lot.

Errors:

Getting Started:
Step 2:
Error 502 - Invalid argument in the following cells: Ability Bonus (selected race was Human), and Bonus Feat.
Step 3:
Error 502 - Invalid argument in all of the Feat selection cells.

Still no "+" symbol to click on to open up class options. I am thinking that function doesn't port over.

L-Front:
The listed Charisma is wrong. From what I have gathered, it uses Wis_Calcs when it should probably use Cha_Calcs.

That is all I have right now. Besides I don't want to flood you with stuff. I'll dig a little deeper into the Portrait pages tomorrow probably.


First, Id like to say this sheet is a work of art.
I'm using v. 8_5 with Excel 2007, and its amazing the amount of time and energy this must have taken.

Next i have some bugs.

1> When creating a monk, the pull down menus on the getting started tab for bonus feats for 6th level and above aren't listing the new feats that a monk gets access to at those levels. The menus work fine, they just don't list the extra feats that become available to a monk at those levels.

2> On the L-Spells Tab, in the General info section, the Save dc column isn't taking into account the ability modifier after the key ability has been selected. I think this may just be a cell reference error as it does not happen on the P-Spells tab.

Thanks for doing all this work.


i am doing an archer with 14/16/14/10/14/10 base abilities and i am getting 14 in cha in front tab...

doubt: once i choose portrait/landscape sheet style can i simply delete the other tabs or they are related?

Liberty's Edge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Verbek wrote:

i am doing an archer with 14/16/14/10/14/10 base abilities and i am getting 14 in cha in front tab...

doubt: once i choose portrait/landscape sheet style can i simply delete the other tabs or they are related?

Running into the same CHR problem, no matter what I enter for the base score.


IconoclasticScream wrote:
Verbek wrote:
i am doing an archer with 14/16/14/10/14/10 base abilities and i am getting 14 in cha in front tab...
Running into the same CHR problem, no matter what I enter for the base score.

+1

Creating a dwarf, the -2 CHA penalty shows up as a +2, and when I modify the score on the getting started tab CHA is set equal to WIS.

Zo

Liberty's Edge

Disenchanter wrote:

Alright, tried out 0.8.5 under OpenOffice 3.2 in Ubuntu 10.04.

This is what I found on this run through:

Speed: Faster to load. Still chokes a couple of times, but nothing like before. Your cleaning up helped that a lot.

Errors:

Getting Started:
Step 2:
Error 502 - Invalid argument in the following cells: Ability Bonus (selected race was Human), and Bonus Feat.
Step 3:
Error 502 - Invalid argument in all of the Feat selection cells.

Still no "+" symbol to click on to open up class options. I am thinking that function doesn't port over.

L-Front:
The listed Charisma is wrong. From what I have gathered, it uses Wis_Calcs when it should probably use Cha_Calcs.

That is all I have right now. Besides I don't want to flood you with stuff. I'll dig a little deeper into the Portrait pages tomorrow probably.

I have noticed that same thing too as far as the Charisma score. Erian_7, this is a great piece of work otherwise!


I am also getting Charisma score showing up (at least on L-Front; edit, it's on P-Front as well) as the Wisdom score, but it seems a simple matter to fix that. The formula currently reads (again, this is both L-Front and P-Front):

=MAX(0;Wis_Calcs+Mods_Cha_P_13+Enhancement_Cha_P_13)

Change that Wis to Cha and we are good to go yes. Everything else that I'd noticed before is covered. So I think you have me covered. Good on you, now drink!

I'd suggest working on automating your spell pages a bit next, but that's out of pure selfishness. As it works right now, it's just a matter of me making sure I look the appropriate numbers up and putting them in. It still does all of the appropriate lookup for the attribute bonuses, so it's doing beautifully that way. With the link to Perram's (sp?) Spellbook, hey, it's a winner, and no mistake.


Okay, here's v.0.8.6:

PRPG_CS_v_0_8_6.zip

It moves the assigning of skill ranks to the Getting Started tab and also corrects all items reported to date except...

Disenchanter wrote:

Errors:

Getting Started:
Step 2:
Error 502 - Invalid argument in the following cells: Ability Bonus (selected race was Human), and Bonus Feat.
Step 3:
Error 502 - Invalid argument in all of the Feat selection cells.

Still no "+" symbol to click on to open up class options. I am thinking that function doesn't port over.

Are any of my other OpenOffice users seeing these errors? I specificaly checked each of these in mine (OO 3.1.1 running on Windows XP) and don't have any problems, so I'm wondering if this is an OS-specific issue, or something that broke between OO 3.1 and 3.2.

Disenchanter, I'm assuming your version of OO has the <Data-->Group and Outline--Group> menu option? If you use that on another spreadsheet (i.e. select some rows, then click <Group>) what happens?


Okay, I filled out v0.8.6. The skills section (under "Getting Started") works, though the ranks are not appearing on the character sheet itself ("L-Front"). The entire "rank" column is populated with zeroes, even though I've fully distributed three levels' worth of skills on the "Getting Started" tab. I am receiving the +3 class skill bonus though, it seems.

Additionally, all of the "usable when untrained" skills correctly add up the skill bonuses (except the skill ranks invested in the skill), though the "trained-only" skills simply say "NA" in the "Skill Mod" column.

I apologize that I don't have solid Excel skills (like others who post on this thread) and can't pick apart of the various formulas and such to diagnose the error.


GuJiaXian wrote:

Okay, I filled out v0.8.6. The skills section (under "Getting Started") works, though the ranks are not appearing on the character sheet itself ("L-Front"). The entire "rank" column is populated with zeroes, even though I've fully distributed three levels' worth of skills on the "Getting Started" tab. I am receiving the +3 class skill bonus though, it seems.

Additionally, all of the "usable when untrained" skills correctly add up the skill bonuses (except the skill ranks invested in the skill), though the "trained-only" skills simply say "NA" in the "Skill Mod" column.

I apologize that I don't have solid Excel skills (like others who post on this thread) and can't pick apart of the various formulas and such to diagnose the error.

No problem, that's part of my job! It was an error in the Ranks VLOOKUP on the Front tabs. Fixed it! For anyone that wants to do the same, change the formula as follows:

VLOOKUP(CC59,Table_Skill_Ranks,2,0)

to

VLOOKUP(CC59,Table_Skill_Ranks,10,0)

I've generally been using the MATCH function instead of a hard code, but with the nature of this particular table I don't see the extra computations as necessary.

I also added some logic to keep the Total Skill Ranks correct based on Character Level.


I have to tell you that I can now use version 8.6 of the character sheet with Microsoft Excel.


Morgan Champion wrote:
I have to tell you that I can now use version 8.6 of the character sheet with Microsoft Excel.

Good deal! I think that covers all the compatibility issues that have been reported.


Thank you so much for this character creator. I'm a long time user of Heroforge for my 3.5 games and have been looking for something similar for pathfinder. This is even better because its lighter weight and i can run it in open office, THANK YOU!

The one issue i'm having right now is not a bug at all, but a lack of udnerstanding of excel coding. I'm trying to implement a custom feat that treats a group of weapons as "martial" instead of "exotic". It should also allow the application of improved crit, weapon focus, weapon specialization, and the greater versions of the above feats to all of the group of weapons if they are bought for any weapon in the group. I know how to get it to show up on the sheet, and thats great, but not knowing how to code this in the summary box (so it automatically works and still shows a summary ), I have to create custom weapons to account for the difference in attack bonsus that this would cause.

Any help would be greatly appreciated.


I'm not sure if this has been brought up, but is there any date as to when summoner's might have their info factored in? also will items be made into a drop down function in the equipment list with weights and prices? or will that remain something we type in?

aside from that, i love the sheet and commend you for your work.


Another Issue i've come across today is the skills on the getting started page.

Right now, it is pulling numbers that are way to high. I am creating a character that is a Figther 1 / Bard 4 . The skills section of the getting started tab is looking at the SP column of the DataClasses table for each level (which mutliplies the number of levels in a class by the skill modifier), so instead of seeing 6 points per bard level + int bonus, i am seeing 24 points per bard level + int bonus.

Furthermore, as I add skills per level the points available does not decrease.

I have adjusted the formula to account for points spent and the error described above. This is for the 2nd character level :

=(VLOOKUP(Class_Lvl_2,Table_Class,MATCH("SP",Header_Class,0),0))/(VLOOKUP(C lass_Lvl_2,Table_Class,MATCH("Lvl",Header_Class,0),0))+VLOOKUP(Int_Permanen t,Table_Ability_Mod,2,0)+Race_Skill_Points_PerLvl+O75+O76-SUM(O78:P129)


There is a mistake in that formula, it should read:

=IFERROR((VLOOKUP(Class_Lvl_2,Table_Class,MATCH("SP",Header_Class,0),0))/(V LOOKUP(Class_Lvl_2,Table_Class,MATCH("Lvl",Header_Class,0),0))+VLOOKUP(Int_ Permanent,Table_Ability_Mod,2,0)+Race_Skill_Points_PerLvl+O75+O76-SUM(O78:P 129),0)

This way if there are no classes it returns 0 skill points, instead of an error.


The total GP value shown on L-Back for the items in the table and on the sheet is wrong. It is showing the total Silver Point value (it is off by a factor of 10)


The link on page one doesnt work, where is the sheet located now?


Elrick wrote:

I'm not sure if this has been brought up, but is there any date as to when summoner's might have their info factored in? also will items be made into a drop down function in the equipment list with weights and prices? or will that remain something we type in?

aside from that, i love the sheet and commend you for your work.

For the summoner, I'm not sure what you mean--the class is fully functional right now. The eidolon is still not quite where it needs to be--I've got to rework the feat table to accommodate the eidolon as an option (along with animal companions and familiars) rather than just working for the character.

For the equipment, you should really like what you see in v.0.8.7 as it will have my first real pass at equipment automation. I'm putting in all the rings now, and the neck slot items are mostly in place along with cloaks of resistance. You'll be able to select these from a drop-down and, when appropriate, the game mechanics will change on the Front page. I can do the same for mundane equipment eventually, but I currently want to handle the magic items as they have a more direct impact on game mechanics.

Spencer Lepler wrote:

There is a mistake in that formula, it should read:

=IFERROR((VLOOKUP(Class_Lvl_2,Table_Class,MATCH("SP",Header_Class,0),0))/(V LOOKUP(Class_Lvl_2,Table_Class,MATCH("Lvl",Header_Class,0),0))+VLOOKUP(Int_ Permanent,Table_Ability_Mod,2,0)+Race_Skill_Points_PerLvl+O75+O76-SUM(O78:P 129),0)

This way if there are no classes it returns 0 skill points, instead of an error.

Ah, actually this whole thing was a failure to complete my initial logic--I planned to change the DataClass tab so the SP column just shows the value for the class (i.e. 2 for Ftr, 8 for Rog, etc.) so that the formulas on Getting Started just have to deal with that value. It's fixed now. Thanks!

Spencer Lepler wrote:
The total GP value shown on L-Back for the items in the table and on the sheet is wrong. It is showing the total Silver Point value (it is off by a factor of 10)

I'm not sure what you mean on this one? I just put in a few test items and the total worked out properly. Can you give me some specific examples?

Spahrep wrote:
The link on page one doesnt work, where is the sheet located now?

The latest version is always in my profile (just click on my avatar or name).


what i meant about the summoner was it was the only one not showing up providing base class options at the bottom of the page like all the other classes. and cant wait for equipment update!


Elrick wrote:
what i meant about the summoner was it was the only one not showing up providing base class options at the bottom of the page like all the other classes. and cant wait for equipment update!

Ah, that's because there is nothing for the summoner to select as class options. Those sections are only there when choices need to be made regarding class features. The summoner's choices are all on the eidolon page, basically.


erian_7 wrote:
Elrick wrote:
what i meant about the summoner was it was the only one not showing up providing base class options at the bottom of the page like all the other classes. and cant wait for equipment update!
Ah, that's because there is nothing for the summoner to select as class options. Those sections are only there when choices need to be made regarding class features. The summoner's choices are all on the eidolon page, basically.

ah ok, my misunderstanding then. thanks for clearing that up


Data entry for the rings is complete. Now I've got to finish the hard part of building the logic for automation of things like +5 Competence bonuses to Swim checks...


Can someone explain the skills entry change to me?

Example: Perception is an Inquisitor's class skill. I have a Wis mod of +3, so the Front tab correctly shows 3 for the base Skill Mod. I then enter a 1 in the skill section of the Getting Started tab, which changes the Skill Mod on the Front tab to 6. I then have to go BACK to the Front tab and manually add the skill rank AGAIN to get it to show the correct Skill Mod of 7.

Am I missing something?

Zo


Now, I am still using 8.5 so this may have been caught already, I don't know, but I wanted to bring it up. Sorc 5/Dragon Disciple 7. The Natural Armor is stacking and working as it should, excellent well. But, and this is somewhat odd, while the Breath Weapon listing under Sorc is correct (1/day, 12d6 damage, correct Reflex save), there's another listing for Breath Weapon under DD that says d6 damge and Reflex save of six lower. That breath weapon is supposed to be equal to the one form the Sorcerer level isn't it? Or am I missing something?


I figured out what the problem was. I had a wand of Cure Light Wounds with 50 charges listed in the Gear/Other Possessions chart. The formula was multiplying the 50 charges times the 750 gp value and was messinge verything up.

I since moved it ot the Other Notes field, but there should be somewhere on the chart for wands/scrolls/rods that have a certain number of charges.


DigMarx wrote:

Can someone explain the skills entry change to me?

Example: Perception is an Inquisitor's class skill. I have a Wis mod of +3, so the Front tab correctly shows 3 for the base Skill Mod. I then enter a 1 in the skill section of the Getting Started tab, which changes the Skill Mod on the Front tab to 6. I then have to go BACK to the Front tab and manually add the skill rank AGAIN to get it to show the correct Skill Mod of 7.

Am I missing something?

Zo

DigMarx, see erian_7's post above. The tabulation feature of the skills is slightly broken on the sheet.


erian_7 - I am still trying to figure out how to make a custom feat do what i requested above

Spencer Lepler wrote:
I'm trying to implement a custom feat that treats a group of weapons as "martial" instead of "exotic". It should also allow the application of improved crit, weapon focus, weapon specialization, and the greater versions of the above feats to all of the group of weapons if they are bought for any weapon in the group.

Essentially I'm trying to make a house rules version of the Darguun Mauler feat from Eberron with different weapons as the focus.

A tutorial on the automating of feats with formulas might be helpful. I read through this thread and can't find any help in that regard.


CulinaryMadman wrote:
Now, I am still using 8.5 so this may have been caught already, I don't know, but I wanted to bring it up. Sorc 5/Dragon Disciple 7. The Natural Armor is stacking and working as it should, excellent well. But, and this is somewhat odd, while the Breath Weapon listing under Sorc is correct (1/day, 12d6 damage, correct Reflex save), there's another listing for Breath Weapon under DD that says d6 damge and Reflex save of six lower. That breath weapon is supposed to be equal to the one form the Sorcerer level isn't it? Or am I missing something?

Hmm, I'll look into that. As far as I know you are correct in that these should be the same. Likely just a logic error in stacking the class levels.

Spencer Lepler wrote:

I figured out what the problem was. I had a wand of Cure Light Wounds with 50 charges listed in the Gear/Other Possessions chart. The formula was multiplying the 50 charges times the 750 gp value and was messinge verything up.

I since moved it ot the Other Notes field, but there should be somewhere on the chart for wands/scrolls/rods that have a certain number of charges.

Good to know. The suggestion for an Expendables area is a good one. I'll see what I can work in. I may end up with a Magic Item sheet separate from the Back sheet considering the amount of information there is to display on some magic items. What are folks thoughts on that? Too many sheets is a bad thing, I think, but so is not displaying all the needed info on important items. Right now the Ring of Shooting Stars, for instance, is reduced to a single line "it does stuff in different light levels" vs. the full description.

Spencer Lepler wrote:
DigMarx wrote:

Can someone explain the skills entry change to me?

Example: Perception is an Inquisitor's class skill. I have a Wis mod of +3, so the Front tab correctly shows 3 for the base Skill Mod. I then enter a 1 in the skill section of the Getting Started tab, which changes the Skill Mod on the Front tab to 6. I then have to go BACK to the Front tab and manually add the skill rank AGAIN to get it to show the correct Skill Mod of 7.

Am I missing something?

Zo

DigMarx, see erian_7's post above. The tabulation feature of the skills is slightly broken on the sheet.

Yep, as Spencer notes there's some problems in the v.0.8.6 formulas. I've corrected that so you should be good to go in v.0.8.7 (i.e. you enter the ranks on the Getting Started tab and everything flows along automatically).

Spencer Lepler wrote:

erian_7 - I am still trying to figure out how to make a custom feat do what i requested above

Spencer Lepler wrote:
I'm trying to implement a custom feat that treats a group of weapons as "martial" instead of "exotic". It should also allow the application of improved crit, weapon focus, weapon specialization, and the greater versions of the above feats to all of the group of weapons if they are bought for any weapon in the group.

Essentially I'm trying to make a house rules version of the Darguun Mauler feat from Eberron with different weapons as the focus.

A tutorial on the automating of feats with formulas might be helpful. I read through this thread and can't find any help in that regard.

Oops, sorry, I forgot to hit this one in my big post yesterday...

What you are looking to do is fairly complex, and so will definitely require some dedication to digging through the logic. Now, for just automating the text displayed for a feat, I'm assuming that one is pretty easy (if someone knows Excel formulas) and so you mean specifically automating the mechanics to flow through to other areas of the sheet. So, for the feat you are interested in you actually need to look at the DataEquipment tab where most of the logic occurs for weapons. For the martial vs. exotic functionality, look to the racial weapons as a guide. For the Dwarven Waraxe [1-handed] weapon, in the Proficient field you'll find this formula:

=OR(AND(Race="Dwarf",OR(Weapon_Prof_Martial,ISNUMBER(FIND("Martial Weapon Proficiency ["&B83&"]",Feats_Known)))),ISNUMBER(FIND("Exotic Weapon Proficiency ["&B148&"]",Feats_Known)),ISNUMBER(FIND(B148,Weapon_Prof_Other)))

You can use a similar structure, basically replacing the Race part of the AND equation to an ISNUMBER(FIND("Darguun Mauler",Feats_Known)) qualifier. This will keep the weapon exotic for most people, but martial for those with the specified feat.

As for having the feat allow cross-utilization of other feats like Improved Critical, you could set up a little table of each weapon, with a logical check for whether, for example, Improved Critical has been selected. Build a formula in a cell that looks at all of the Improved Crit fields in this little table and, if any are TRUE, it returns TRUE as well. Name that field something like Darguun_Mualer_Imp_Crit. Then in the Threat and Enh. Threat fields for each weapon, modify the formula to something like this:

=IF(or(ISNUMBER(FIND("Improved Critical ["&B148&"]",Feats_Known)),Darguun_Mualer_Imp_Crit)"19-20","20")

This will then set the Threat range for that weapon if the Improved Critical feat is selected or if the Darguun Mauler logical check is TRUE. The Attack and Damage fields in the equipment table have similar logic to cover Weapon Focus, Weapon Specialization, etc. and the same approach should work.

Hope that helps!


Getting Started cell K38 is this:

=IF(H23<>"Custom",K26+K28+K30+K32+K34+K36,0)

it can be this

=K26+K28+K30+K32+K34+K36

now that the error message will show you if you're over budget. This is useful for games where players are starting with lower point buys.

===

All four of the Armor Weight boxes have the following formula chunks:

*VLOOKUP(Size_L,Table_Size,9,0)

Which should be:

*VLOOKUP(Size_L,Table_Size,10,0)

(Neither of them is halving the weight for armor for small creatures. Looks like you added a column to Table_Size somewhere. This might be a good place for a MATCH() function.)


And here's the beginning of the fun stuff...

PRPG_CS_v_0_8_7.zip

On the L-Back tab you'll now find that the Neck, Shoulders, and Ring slots are drop-downs. If you select the items with game mechanic effects this flows (hopefully properly). I'm still working to ensure things are correct with regard to stacking rules, etc. but this is the basics of how this will function. Give it a whirl and let me know what you think. I'll copy it over to the P-Back tab after this version (don't want to do double work if something needs a change).

I've also corrected all issues reported to date. For the Dragon Disciple I put a little more logic into how it interacts with the Sorcerer class, so now if you are a draconic bloodline sorcerer it properly limits your dragon type selection. It also cuts the breath weapon from the dragon disciple abilities section if it's already in sorcerer.

I also added some Qualified logic to the title bar for each PrC section, just to give some further "you're not there yet" info when building characters.


Oops, hadn't refreshed my browser so didn't see this post...

AdAstraGames wrote:

Getting Started cell K38 is this:

=IF(H23<>"Custom",K26+K28+K30+K32+K34+K36,0)

it can be this

=K26+K28+K30+K32+K34+K36

now that the error message will show you if you're over budget. This is useful for games where players are starting with lower point buys.

Hmm, the problem here is it breaks for any value over 18, since there is no point buy value and the VLOOKUP returns NA. In any range other than 7-18, as Drew would say, "the points don't matter." I could replace the "NA" for values above 18 with something else to make this functional, but it might give the false impression this is something "official" in PRPG. Any thoughts?

AdAstraGames wrote:

All four of the Armor Weight boxes have the following formula chunks:

*VLOOKUP(Size_L,Table_Size,9,0)

Which should be:

*VLOOKUP(Size_L,Table_Size,10,0)

(Neither of them is halving the weight for armor for small creatures. Looks like you added a column to Table_Size somewhere. This might be a good place for a MATCH() function.)

Fixed it! I added a MATCH to the Table_Armor lookups in those formulas as well.

Thanks


erian_7 wrote:

Hmm, the problem here is it breaks for any value over 18, since there is no point buy value and the VLOOKUP returns NA. In any range other than 7-18, as Drew would say, "the points don't matter." I could replace the "NA" for values above 18 with something else to make this functional, but it might give the false impression this is something "official" in PRPG. Any thoughts?

Since you currently have Good Karma with the Paizonians, you probably have decent odds of asking if the following is still in force:

Stat 6: -5
Stat 19: 20
Stat 20: 24

I think putting a notifier in saying "Inputting attribute values greater than 18 is not supported, use at your own risk" is the safest bet, along with a user definable place to input the point costs and maybe a switch that says "Limit attributes at 18? Y/N."


I went with a logical extrapolation of the points, and made a note that anything outside 7-18 is non-core. I know now that a 50 Strength should cost 401 points!


Suggestion: Use conditional formatting to indicate if the contents of a cell are outside the 7-18 range for those 6 data entry cells. You might also want to use a "Allow input values outside of the 7-18" range to turn on or turn off data validation on those cells to prevent someone from entering something outside that span.


D'oh! Sorry for the redundant post before. Should have scanned more thoroughly. Apologies!

Zo


AdAstraGames wrote:
Suggestion: Use conditional formatting to indicate if the contents of a cell are outside the 7-18 range for those 6 data entry cells. You might also want to use a "Allow input values outside of the 7-18" range to turn on or turn off data validation on those cells to prevent someone from entering something outside that span.

There is already a restriction to 7-18 for any setting other than Custom (and Custom is limited to 0-50). Is that what you mean?

DigMarx wrote:

D'oh! Sorry for the redundant post before. Should have scanned more thoroughly. Apologies!

Zo

No problem--lots of stuff runs through this thread most of the time!


By the by, is there any possibility of noting class skills on the Getting Started skills section? In bold or italicized or something?

Also, a minor tweak suggestion: have the skill points from Favored Class in Step 2 of the Getting Started tab show up in the skill section automatically. The portrait sheet doesn't have the "+" in front of the skill mod like it does in landscape.

Zo

Liberty's Edge

I used a Human Monk with an INT of 10 and I have a 1 of 2 in Languages; It should be 1 of 1.

Thanks


DigMarx wrote:

By the by, is there any possibility of noting class skills on the Getting Started skills section? In bold or italicized or something?

Also, a minor tweak suggestion: have the skill points from Favored Class in Step 2 of the Getting Started tab show up in the skill section automatically. The portrait sheet doesn't have the "+" in front of the skill mod like it does in landscape.

Zo

Hmm, I'm a little tight on space there. How about if the class skills all show up as bold and italicized or some such?

For the Favored Class, I can't specifically automate it since the player can choose to add to hit points or skills level by level. I do use the total from Favored Class SP as a check for the FAVORED CLASS SKILL POINT field to show if you've used too many points.

PJOsano wrote:

I used a Human Monk with an INT of 10 and I have a 1 of 2 in Languages; It should be 1 of 1.

Thanks

Hmm, I'm not seeing that. Did you set anything else on the sheet other than race and class? I did notice I had left a Draconic entry in the Languages on the Getting Started tab. Is that perhaps throwing you off (although that should show 2 of 1 rather than 1 of 2).


erian_7 wrote:
DigMarx wrote:
By the by, is there any possibility of noting class skills on the Getting Started skills section? In bold or italicized or something?
Hmm, I'm a little tight on space there. How about if the class skills all show up as bold and italicized or some such?

Great minds think alike :)

What I meant about the skill point was that there's a box in Section 2 to choose an SP for favored class, but there's also a box in the Skills section for the same thing. Why not link them? Anyway, gotta go to work, but I wish the obscenity filter was off so I could tell you you're doing a f*!~ing great job!

Zo


DigMarx wrote:
erian_7 wrote:
DigMarx wrote:
By the by, is there any possibility of noting class skills on the Getting Started skills section? In bold or italicized or something?
Hmm, I'm a little tight on space there. How about if the class skills all show up as bold and italicized or some such?

Great minds think alike :)

What I meant about the skill point was that there's a box in Section 2 to choose an SP for favored class, but there's also a box in the Skills section for the same thing. Why not link them? Anyway, gotta go to work, but I wish the obscenity filter was off so I could tell you you're doing a f&#%ing great job!

Zo

Heh, thanks!

I could eliminate the SP box in Step 2 altogether and just have one for HP. You could then allocate any set number equal to Favored Class levels or less for HP, and the remainder would be available for skills down below. I'll play with that a bit (it does make more sense than having to manually balance the two).

Oh, and I tweaked the Skills section around enough to actually add a CLASS? check box...


As far as the languages go, the L-Pack and P-Back pages are coded differently for the max languages.

One says:
=1+MAX(1,...)...
and the other says:
=1+MAX(0,...)...


Mirc wrote:

As far as the languages go, the L-Pack and P-Back pages are coded differently for the max languages.

One says:
=1+MAX(1,...)...
and the other says:
=1+MAX(0,...)...

Ah, thanks--the problem was some legacy code on the P-Back tab. Now that I think about it, the only reason I had that on the sheet was to help folks not select too many languages. It really only needs to be on the Getting Started tab now...

One more thing I won't have to double-maintain. Yay!

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