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My new character sheets for Pathfinder


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I would like to help translate the 3.5 sheets to german. has anyone started yet?


I've replied to Mr Booze via PM. Another German translator is very welcome. Hopefully I'll be able to publish the German version soon.

To anybody else interested in helping to translate, into any language, just drop me a line. The French translation effort could use a few more hands?


2 people marked this as a favorite.

I finally got round to throwing up a first stab at the Unchained classes:

Unchained.zip

The Monk was the time-consuming one, because I had a lot more to try and fit onto the sheet. The other three classes' sheets barely changed in the end (though I still had to go through them with a fine-toothed comb in order to establish that).

Feedback of any sort welcome.


1 person marked this as a favorite.

Even though it's only in playtest, I was intrigued by the Vigilante and had a go at it. Here's page one: Avenger.pdf. Let me know if you think the approach works or not.

Liberty's Edge

1 person marked this as a favorite.

Looks great! Thanks.
Let us know when you have the others...


1 person marked this as a favorite.

I'll probably wait and see what the final version is before filling in the rest. I just wanted to see what people thought of the general idea - the view split between the Vigilante side and the Social side.

Of course the Avenger is the simplest of them. All the other Vigilante types will have something extra filling in the left column, whether that's spells or combat feats or something else.


sadie wrote:

I finally got round to throwing up a first stab at the Unchained classes:

Unchained.zip

The Monk was the time-consuming one, because I had a lot more to try and fit onto the sheet. The other three classes' sheets barely changed in the end (though I still had to go through them with a fine-toothed comb in order to establish that).

Feedback of any sort welcome.

I tried out the monk sheet. I recently started playing, so my feedback might reflect that:

- Why are there 3 boxes for the Dodge bonus feat at Level 1?

- Putting a tick box for Endurance and Trap Sense under Saves doesn't really make sense to me...

- A tick box for Level 4: Still Mind under saves (like Evasion) would be nice.


1 person marked this as a favorite.

Some good points.

Chubby1968 wrote:


- Why are there 3 boxes for the Dodge bonus feat at Level 1?

For some reason I keep thinking you can take Dodge multiple times. Corrected.

Chubby1968 wrote:


- Putting a tick box for Endurance and Trap Sense under Saves doesn't really make sense to me...

- A tick box for Level 4: Still Mind under saves (like Evasion) would be nice.

I've replaced Endurance and Trap Sense with Still Mind and Purity of Body.


Very nice. I look forward to seeing them on your website.


Love your sheets! when I GM, I usually require my players to use them, makes the game go so much more smoothly.
Are there any Occult sheets in the works?


sadie wrote:

I've replied to Mr Booze via PM. Another German translator is very welcome. Hopefully I'll be able to publish the German version soon.

To anybody else interested in helping to translate, into any language, just drop me a line. The French translation effort could use a few more hands?

I didn't see that. Work all done? If not, just send me a message.


Brew Bird wrote:


Are there any Occult sheets in the works?

There will be, but I don't even have my grubby mits on the book yet.


Jeremias, I sent you a PM. Are you still interested in helping with the French translation?


5 people marked this as a favorite.

Okay, here's what I have so far. I'll get the Psychic and Spiritualist in due time, but for now I'd appreciate feedback on these:

Kineticist
Medium
Mesmerist
Occultist
Occultist - Implements

These weren't easy sheets to put together. The new classes are incredibly complex and detailed, with a lot of information that needs to be looked up and kept track of, even by Pathfinder standards. Which raises the question: how in the blazes are you supposed to play them without a good character sheet?


sadie wrote:

I finally got round to throwing up a first stab at the Unchained classes:

Unchained.zip

Feedback of any sort welcome.

For the Rogue, the debilitating injury ability doesn't increase as you think.

For "Bewildered", the AC penalty does not increase by -2 each time, only the -2 penalty against YOU increases. Same with disoriented.

So at level 16, the AC penalty is -2, and -8 against the rogue.

Spoiler:
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).


You're right. Good catch, thanks.


These character sheets make me want to play a game around a non-virtual table just so that I can make use of them.


I've actually never played a non-physical game. But our gaming routine is mostly built around food, coffee and bad puns, with a little bit of gameplay slipped in if we have the time.

Serious question: how would my many legions of devoted fans feel if I were to try to wring every last penny out of you with Patreon? I've had a PayPal link on the site for a while, and I do appreciate those who've used it. There wouldn't be any special rewards for patrons because everything in this project is free for everybody and always will be.


sadie wrote:

Okay, here's what I have so far. I'll get the Psychic and Spiritualist in due time, but for now I'd appreciate feedback on these:

Kineticist
Medium
Mesmerist
Occultist
Occultist - Implements

These weren't easy sheets to put together. The new classes are incredibly complex and detailed, with a lot of information that needs to be looked up and kept track of, even by Pathfinder standards. Which raises the question: how in the blazes are you supposed to play them without a good character sheet?

These look awesome, Sadie! One bug I caught was in the Occultist sheet. In the mental focus section, you have "mesmerist level" instead of "occultist level".

With the Medium, when you channel the Archmage or Hierophant spirits, your spell casting expands pretty significantly, maybe a space to keep track of your alternate spells/day?

Liberty's Edge

Patreon would be good... and you deserve the cash.


Brew Bird wrote:


These look awesome, Sadie! One bug I caught was in the Occultist sheet. In the mental focus section, you have "mesmerist level" instead of "occultist level".

Fixed.

Brew Bird wrote:


With the Medium, when you channel the Archmage or Hierophant spirits, your spell casting expands pretty significantly, maybe a space to keep track of your alternate spells/day?

That's a good point. Let me know if you think this change is sufficient, or if it needs a bigger section for it?


Not bad, but what of 5th and 6th level spells? Maybe a few boxes in the spirit boon section for keeping track of how many you've cast so far? Or 2 rows in lighter grey under the row for 4th level?


Let me see if I've got this right...

- When a Medium selects the Archmage or Hierophant spirits for a day, they not only have higher spells per day but also gain the ability to cast 5th and 6th level spells from the respective lists.
- Each successive day as an Archmage or Hierophant, they learn one 5th level spell and one 6th level spell, up to the maximum spells known (what is the maximum?)
- On changing to a different spirit (or if prevented from channelling a spirit for a day), those spells known are lost, even if changing between Archmage and Hierophant. They do not reappear next time you channel the Archmage or Hierophant.

Is that right? Or do they only know *one* 5th and one 6th at a time?


sadie wrote:

Let me see if I've got this right...

- When a Medium selects the Archmage or Hierophant spirits for a day, they not only have higher spells per day but also gain the ability to cast 5th and 6th level spells from the respective lists.
- Each successive day as an Archmage or Hierophant, they learn one 5th level spell and one 6th level spell, up to the maximum spells known (what is the maximum?)
- On changing to a different spirit (or if prevented from channelling a spirit for a day), those spells known are lost, even if changing between Archmage and Hierophant. They do not reappear next time you channel the Archmage or Hierophant.

Is that right? Or do they only know *one* 5th and one 6th at a time?

They learn just one arcane or divine spell of each level at a time, based on their new spells/day. Their spells known do not otherwise change, save for that 1 bonus spell per spell-level that they got when channeling the Hierophant or Archmage.

For example, a 13th level Medium channeling a Hierophant spirit would get Mesmerist spells/day, and temporarily learn one divine spell of each level they can now cast. (from 0 to 5th for a 13th level Medium)

Each time the base Medium channels a spirit, even if they're channeling a spirit from the same legend, it's like a fresh iteration of that spirit. They can pick new spells, taboos, bonus feats, skills etc, or stick with what they picked last time. They don't gain anything new for repeatedly channeling a spirit from the same legend.

Hopefully that made sense!


Oh, so they get to learn one extra spell at all the levels, not just 5th and 6th? Right... so that means the Hierophant or Archmage each need 7 spell slots that are separate from the main set...

I was really hoping to avoid the situation where each of the 6 spirits gets a half-page to itself, but it's sounding more and more likely.


Brew Bird wrote:


Each time the base Medium channels a spirit, even if they're channeling a spirit from the same legend, it's like a fresh iteration of that spirit.

Every time I look at the Medium, I can't help thinking of Fate/stay night, where they summon the spirits of past heroes to fight. Successive generations of the Archer class may look the same even if it's a completely different hero spirit inside it.


Kineticist sheet spot, at 5th you don't get a talent... unless you double down on your original element. Unless I misunderstand that or am missing a place to put said talent, you need a spot for it (possibly that indicates that it's only sometimes a possibility). Same at the second expanded element I believe. In addition, while an annoying factor, and I love your icons for the elements, there's actually 7 elements plus composite blasts that infusions can apply specifically to. Not all cold infusions work with water and so forth. Blue flame blast composite is the only thing pure flame infusion works on (working from memory, forgive any errors).

Beyond these basic goofy qualities of the class itself, the sheet is very, very nicely done and covers the abilities in a very straightforward way that I'll be using frequently in my own games.


Shiroi wrote:

Kineticist sheet spot, at 5th you don't get a talent... unless you double down on your original element. Unless I misunderstand that or am missing a place to put said talent, you need a spot for it (possibly that indicates that it's only sometimes a possibility). Same at the second expanded element I believe. In addition, while an annoying factor, and I love your icons for the elements, there's actually 7 elements plus composite blasts that infusions can apply specifically to. Not all cold infusions work with water and so forth. Blue flame blast composite is the only thing pure flame infusion works on (working from memory, forgive any errors).

Beyond these basic goofy qualities of the class itself, the sheet is very, very nicely done and covers the abilities in a very straightforward way that I'll be using frequently in my own games.

A number of infusions apply only to specific blasts or composite blasts, rather than specific elements. They still have an elemental type, though. The associated blasts are too numerous to feasibly keep track of on the character sheet. Also, you do learn a new infusion talent at 5th level. There does (as you mentioned) need to be a space for the potential extra simple blast and wild talents you get from expanded element. (BTW: Your second expanded element comes online at 15th, not 17th as is on the sheet right now)

Maybe it would be better to just use the same layout as the spells-known lists on the spontaneous caster sheets, but with space for marking each as a utility, blast, substance infusion or form infusion, as well as its burn cost? That also allows space for extra talents picked up through feats.


Looking over the Occultist sheet now. I think the "spells" section on the implement sheets are kind of redundant, since you have a spells known section on the main sheet. Could you possibly rearrange the implement page so it just has focus powers, and maybe space for more implements per page? Focus powers could also conceivably be consolidated into a single list, with just a space to mark which implement school they come from.


On the Mesmerist sheet, I see one minor bug, Mental potency increases its bonus by 1 for every 5 levels you have beyond 5th.

Sorry for all the posts. Hopefully I've been more helpful than annoying!

Grand Lodge

Gonna dot as I love the sheets!

I've just started to use your sheets as a few of the programs that I have been using don't have the new books, and there are QUITE a few options left out. Plus I like the looks I get when I come in with A4 paper when everyone else is using A size.


Brew Bird wrote:
Shiroi wrote:

Kineticist sheet spot, at 5th you don't get a talent... unless you double down on your original element. Unless I misunderstand that or am missing a place to put said talent, you need a spot for it (possibly that indicates that it's only sometimes a possibility). Same at the second expanded element I believe. In addition, while an annoying factor, and I love your icons for the elements, there's actually 7 elements plus composite blasts that infusions can apply specifically to. Not all cold infusions work with water and so forth. Blue flame blast composite is the only thing pure flame infusion works on (working from memory, forgive any errors).

Beyond these basic goofy qualities of the class itself, the sheet is very, very nicely done and covers the abilities in a very straightforward way that I'll be using frequently in my own games.

A number of infusions apply only to specific blasts or composite blasts, rather than specific elements. They still have an elemental type, though. The associated blasts are too numerous to feasibly keep track of on the character sheet. Also, you do learn a new infusion talent at 5th level. There does (as you mentioned) need to be a space for the potential extra simple blast and wild talents you get from expanded element. (BTW: Your second expanded element comes online at 15th, not 17th as is on the sheet right now)

Maybe it would be better to just use the same layout as the spells-known lists on the spontaneous caster sheets, but with space for marking each as a utility, blast, substance infusion or form infusion, as well as its burn cost? That also allows space for extra talents picked up through feats.

The second expanded element is indeed at 15th, not 17th. I hadn't picked up on the expanded element granting you extra talents beyond those in the table; given that, removing the specific level indicators and moving them to a table somewhere is probably for the best.

Given that each wild talents has some unique quality, I see them more like feats than spells. So like the Rogue, Barbarian etc I wanted each one to have a big enough space to scribble something custom. Given how tightly they're packed already, I'm not sure how easily I could add another couple to the list. Maybe I should pull the simple and composite blasts into a section of their own?

I'm really trying to avoid making more pages than I have to. While many people love my sheets a few people don't, and the most common complaint I get is that it's too much - too many pages, too much detail, too many places to look, too much stuff to fill in. Also, it feels untidy to have a class spread over two pages unless I can clearly name what each page is for. But with classes this complex, it may be inevitable.


Michael_Hopkins wrote:
Plus I like the looks I get when I come in with A4 paper when everyone else is using A size.

A4 really is a nice paper size. Maths says so. :D


Updated version here: Kineticist

I managed to rearrange things enough to move the 7 elemental blasts into the left column, leaving space for an extra undetermined talent.


Brew Bird wrote:
Sorry for all the posts. Hopefully I've been more helpful than annoying!

Don't be sorry, this is exactly what I need.


A marked improvement for the Kineticist sheet. The one extra slot is nice, though the average Kineticist (assuming 1 non-primary expanded element, and 1 extra talent feat) has 1 more talent than they can actually fit on the sheet. Would something like an optional "extra talents" page be possible?

I also noticed an error. Under gather power, it mentions making a fort save to avoid taking the damage you would have saved. I believe it's actually a concentration check, and it might be clearer if you specify that you take burn, rather than ordinary damage.


Brew Bird wrote:
A marked improvement for the Kineticist sheet. The one extra slot is nice, though the average Kineticist (assuming 1 non-primary expanded element, and 1 extra talent feat) has 1 more talent than they can actually fit on the sheet. Would something like an optional "extra talents" page be possible?

I'm really, really trying not to. If I have to, I'll remove the level indicators above, say, 3rd level. In practice most character never play to 20th level, since Paizo's APs top out at around 16th to 18th level.

Brew Bird wrote:
I also noticed an error. Under gather power, it mentions making a fort save to avoid taking the damage you would have saved. I believe it's actually a concentration check, and it might be clearer if you specify that you take burn, rather than ordinary damage.

Both good points. Another new version: Kineticist

Even though the main element box was functionally more effective, I wasn't happy with the symmetry. Hopefully the latest version is better both ways.


Brew Bird wrote:

Looking over the Occultist sheet now. I think the "spells" section on the implement sheets are kind of redundant, since you have a spells known section on the main sheet. Could you possibly rearrange the implement page so it just has focus powers, and maybe space for more implements per page?

Like this? Implements 2

Brew Bird wrote:


Focus powers could also conceivably be consolidated into a single list, with just a space to mark which implement school they come from.

In the case of the Occultist, I actually like that the powers are tied to the objects. Too often a class's essential features - like a Witch's familiar or a Cleric's holy symbol - are taken for granted. Since the Occultist's focus powers are all tied to the implements he carries, it feels thematically appropriate for them to be on the implement's page.

In fact, some day I may redo the overly-cramped Witch character sheet to move her spells known onto either her familiar's sheet or a separate page that can be discarded if the familiar dies or is separated from her.


Brew Bird wrote:
On the Mesmerist sheet, I see one minor bug, Mental potency increases its bonus by 1 for every 5 levels you have beyond 5th.

Fixed, though it has squeezed the items even further together: Mesmerist


Next one: Psychic

Turned out to be fairly simple, since the Psychic is the closest to a full caster. But the balance of lines and blocks doesn't feel right to me, so I may revisit it even if feedback doesn't throw anything up.


I love the new implement page! And the spell-list on a familiar sheet for witches sounds like a really cool idea. It would certainly make your familiar feel more "important".

The Psychic sheet looks great as well, I'm actually playing a Psychic in a friend's game right now, so I'll give the sheet a try.


The Spiritualist and her Phantom are proving a little more complicated. Can anybody answer me whether the Phantom has its own initiative or not? My guess would be that it would act on the Spiritualist's turn, just like an animal companion or Eidolon, but I can't find any confirmation of that in the text.


In the first paragraph of the "Phantom" section on page 72, it mentions that a fully manifested phantom is treated as a summoned creature.


Last one: Spiritualist + Phantom + Combat

This one took a while because the phantom is a character in itself - not unlike a Summoner's Eidolon - and it took me a while to sort out which abilities belong with the Spiritualist and which with their Phantom. I expect there's a lot missing, misplaced or in need of adjustment on this one.


I'm loving the Kineticist sheet you've made! This will definitely be a boon for the Hydrokineticist I'm playing. Thanks!


Found a couple of bugs in the Spiritualist sheet. Under the bonded manifestation, it should say "(level) X 2" for 17th level, at present it's division.

The Calm Spirit SLA gets an extra use every 4 levels after 7th.

On the Phantom page, there seems to be a lot of space that's not going to get used (Phantoms don't get that many feats and skills, compared to a PC). It could really use a space to write down the Phatom's abilities granted by its emotional focus.

I've also been using the Psychic sheet, and so far I'm liking the layout. One thing I think it could use is a "misc" slot in the phrenic pool calculation section, since there are a few ways Psychics can increase the pool outside of leveling and stat boosts.

Liberty's Edge

About the Kineticist sheet...
- Thank you very much, very handy!
- Maybe a place to put the Concentration
- The Infusions DC I am not sure where to write it... seems a box is missing for each one
- Kinetic blast maybe put checkboxes for increased range
- In the burn boxes and internal buffer box what "hp" means? Should it be "bp" (burn points?)
- In burn add a "non lethal hp damage taken per burn"
- It's missing a place to write the Overflow info


Corsario wrote:


- Maybe a place to put the Concentration

Now that I'm writing the skills list on the front page dynamically, I think I'm going to move Concentration back there. So many classes technically have it but don't make it a major feature. It just needs to be marked to prevent you putting any ranks in it. I'll then go through and remove Concentration from any classes that do have it.

Similarly I'd like to consolidate subskills like Locate Traps and Track on the main skill list, correctly marked for the class(es) that give them bonus, and drop them from class pages.


1 person marked this as a favorite.
Corsario wrote:


- Kinetic blast maybe put checkboxes for increased range

Where does the increased range come from?

Corsario wrote:


- In the burn boxes and internal buffer box what "hp" means? Should it be "bp" (burn points?)
- In burn add a "non lethal hp damage taken per burn"

Using "hp" seemed like an easy way to remind people that burn is equivalent to non lethal damage. On a sheet that's already this busy I'm reluctant to add another line of explanation.

Corsario wrote:


- It's missing a place to write the Overflow info

I completely missed Elemental Overflow. Uh... this is going to be really tough to fit it all in... hang on, I think I left a square centimetre of space in my other pocket...

Liberty's Edge

Comes from the Extended and Extreme Range form infusions.
In particular Extended is a very common infusion to get.

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