Goblin Pirate

A Foolish Moon's page

Organized Play Member. 18 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Here is my Super-Sheet for Pathfinder. (it will look odd in google docs, you'll need to download it to use it properly)

I designed and have been using/tweaking this sheet for years. It’s like a poor-man’s character builder. It is Excel-based and performs the vast majority of character calculations for you. The learning curve on this sheet is high. If you take the time to learn it (and have the knowledge of excel to customize it where you need) I imagine you’ll like it. Anyone else will hate it.

This is NOT a virtual character sheet. It has much more documentation, a full character plan, and modifier-tracking than a standard pen and paper sheet. As such, it is very complicated. You need to spend the time filling in all portions of the sheet to have it work. Changing any formulae will involve a working knowledge of Excel as many are complicated. If you're not good with Excel you'll likely break something. (I avoided using VBA code however, so you won't need to know that.)

It won't work for everything; You will need to edit the formulae to get certain abilities and rules to calculate properly. For example a monk’s higher BAB on flurry will take an edit to BAB to tell it to use the full monk level for BAB when the "two-weapon fighting" drop-down is a yes.

Summary Page:

This page provides basic information on your character and will be the only sheet you’ll have to regularly look at (unless you’re a prepared caster).
Stat Block – This will calculate automatically; you should only be altering the “Temp” column for ability damage and buffs.
BAB/AC/CMB/Saves – These all calculate on their own.
Hit Points – Only alter damage (count up) and temp boxes. The rest will auto-calculate. Hit points for this sheet use average hit points with max at first level (not PFS hit points, but true average).
Speed/Spell Fail/Weapon Boxes – Don’t edit, calculates from other sheet.
Level – Incrementing this will level up your character, saving you from a lot of work if you’ve filled out the level plan completely. Still will need to allocate skills and picks spells.
Skills/Feats/Abilities – Don’t edit, calculates from other sheet.
Damage/Spell/Energy Resist – These should be entered manually. The box above this one is for entering custom daily-use abilities and counting hero points (if used).
Equipment/Notes – These are entered manually. If maintained properly your character wealth can be tracked by the equipment section. I use the notes for ability rules I may forget and familiars/animal companions.
Spontaneous Caster Spells – This minimalist box I use for spontaneous casters. Just choose your casting stat and progression speed and it will work off your level plan to tell you number of spells known and per day. Enter spells manually under ‘spells’ and count spells used so far under ‘used.’

Spells Page:

This is the spellbook for prepared casters. Choose caster stats, progression, and if you get a bonus spell or domain. Then it till tell you under each spell level the number memorized versus available to memorize. Just list your spells and placed the number you’ve memorized next to them.

Weapons&Armor Page:

This page is wear most of your magical item bonuses will be managed. It has slots for armor, shield, defensive items, and two weapons. Also a small box for base speed and speed modifiers that will read your current load and armor type to apply reduced speed if needed.
Defensive Items – Armor/shield/deflection/natural bonuses won’t stack. The rest will. You can also enter feats and class abilities affecting your bonuses here. The gray boxes should be left alone, they auto-calculate.
Weapons – Don’t edit the gray boxes. Use enhancement for magical/masterwork bonuses, the misc box is for bonuses from feats or class abilities. These will all translate to the summary page weapon blocks.
Character Load – This uses Distant Scholar’s formula for character load, which is slightly off from true load, but pretty darn close. Was far easier to code and adjust for size than using the tables.

Stats&Skills Page:

Don’t edit gray sections.
Stats Block - This is where you’ll fill in your stats, point-buy is assumed and it will calculate and tell you how many points you’ve spent. Racial mods, levels mods, inherent mods, and magical enhancements are all tracked here separately (so you know where you’re bonuses are coming from).
Skills Block – Will tell you how many skill points you have and how many you have spent, all skills are associated with their normal stat. Ability mods and armor check penalty will be added to skills that are affected by them. If you mark class skills, the +3 bonus for 1 rank will be added once you add a rank.

Level Plan Page:

This is the true meat of the sheet, this level progression plan will be sued to calculate your core statistics and abilities. As a default, I’ve filled in the worst bonuses for each level. Don’t edit anything gray.
Main Block – List classes you’re taking (and the level of that particular class), if it’s a prestige class, if it provides a spell level up (dual casters not supported, track manually), BAB progression, good saves, hit dice, and skill points per level (Int bonus will be added automatically). If you list feats and abilities they will automatically populate when you increment your level on the front page.
Misc Bonus Block – Added this due to some initial oversight. This allows you to add bonus HP, skill points, initiative, caster level, and concentration from feats, traits, equipment, or favored class.

If anyone uses this, I will offer limited support in hunting down and fixing glitches or finding out how it broke. In generaly though, you're on your own. Tear it apart and customize it how you like. At the very least it might serve as a scaffolding for you to make your own sheet.


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I see there have been other posts on converting this adventure, but I never saw a completed conversion. So, I did it. My conversion document for Expedition to the Barrier Peaks to Pathfinder is completed (pending a playtest and some balancing) but am concerned about the legality of posting it. I don't want to violate any forum rules.

I've stripped down the document to only include only rules and flavor changes, no re-printed descriptions or images and as little content from the original adventure as possible. So much so that it should be unplayable without the original adventure book.

Additionally, there are a few creatures that are WotC IP, which I converted. I am fairly sure I can't include those, correct? I've prepared alternate creature suggestions for these encounters.

Any advice is appreciated. If all goes well I'll post this within a day or two.

UPDATE:
Okay, here's the conversion: Pathfinder Conversion Booklet

You'll need the original adventure to use the conversion. It shouldn't be too hard to find.


Quote:

Wyroot can be used to construct any melee weapon made entirely of wood or a melee weapon with a wooden haft.

So, I've always believed this wording for Wyroot meant that the weapon had to be completely wooden or have a long wooden grip that make up a large portion of the weapon. Like a polearm or spear, maybe a mace or axe.

However, if you want to get technical, even a sword has a "wooden haft" since a haft is defined as the handle of a weapon or tool. Does this mean any weapon with a wooden grip can be Wyroot? That's a quite a lot of weapons.

I'm inclined to say no, the wording seems like it was intended to limit weapons made with very little wood. I'd like to know how others feel about this.


A decision that has become very hard for me to make lately is: How do I carry loot? Now, this used to be very easy... Give the fighter a bag of holding to sling over his back. But, as time went on I became aware that this put my loot in great danger due to problems with the item.

My issues with the bag of holding/handy haversack:

1) Durability - If punctured, the bag is destroyed and your items lost. This means one attack from a vindictive enemy or even a prick from a stealthy rogue and you've lost your bag and all its loot. This can be partially solved by placing the bag in a wooden or metal box, but the bag is still vulnerable when removed as the bag itself can't be made out of anything but cloth (Classic Treasures Revisited).
2) Weight Capacity - Like being punctured, overloading the bag destroys it. Considering it doesn't provide you with instinctive knowledge of the weight inside it your character better meticulously weigh and document every item placed within. This is so cumbersome that I've known some DMs who house-rule this away.

Given this, I went back to my old second edition favorite: the portable hole. A great solution, easy to keep safe and no weight limit. But, alas, they are very expensive. I wanted something you could use at low levels.

Here is my alternative: A large animated object; in this case, a “huge” treasure chest. Let me outlines its features:
1) Dimensions: 6.5 ft. x 4.5 ft. x 2.5ft. Think of a large standing cabinet with a pair of doors. This leaves it short enough to squeeze down most hallways and slim enough to get though most doors, but with 48 cubic feet of internal storage.
2) It’s pretty fast. Moves 30 ft., but can run indefinitely at 120 ft.
3) It’s pretty strong. 22 strength and four legs gives it a 520 lbs light load and a max load of 1,560 lbs. If you run out of internal storage, strap things to it or have it drag items behind it.
4) It can be ridden. Just strap yourself in and gallop across the countryside on your magic cabinet!
5) It can fight. As an animated object, you can order it to attack your foes. Though not great, it's good at low levels and can fight off thieves trying to steal your loot.
6) It’s water resistant. Since I’m making this out of a treasure chest, this should provide some water resistance to your precious gear. Throw a few water proof bags inside for extra protection.
7) It’s cheap. As a large animated object with no construction points, it should cost 4,037gp to buy or 2,037gp to enchant yourself (if you have the feats). This is using the permanent animated object rules, meaning dispel wont permanently destroy it.
8) It’s easily repairable. An 8th caster level make whole spell should completely restore the chest if destroyed.
9) It’s very secure. An internal lack can be added that the chest can engaged and disengaged on command, no outside lock to pick
10) It’s customizable. Might want some straps inside so items don’t rattle or some wheels so it doesn’t clatter about so noisily. Maybe make it out of darkwood/stone/metal, pad the inside and sleep in it, make it fly, paint flames on it… Whatever…

Notes on base object:

You may notice I used a "huge" treasure chest as the base object here, 37gp/250 lbs. The actual stats for that item say 250 lbs, but only 8 cubic ft (whereas mine has 48 cubic ft). That low storage capacity is, frankly, insane. A medium size hiking pack has that much storage, so that chest must have more. To verify this I used real-word wood weights to calculate the weight (2/3" boards at 2 lbs/sq ft) based on my dimensions and got 236 lbs... So close to the huge chest weight, I just used that.

Now, I realize this is not without downsides...
1) Must squeeze down medium passageways. This slows it down in most dungeons and blocks off passageways fairly completely. Sometimes a burden (fleeing), sometimes useful (a barricade).
2) Can't fit down small passageways (where medium creatures would squeeze). Meaning it will have to be left behind sometimes.
3) If destroyed you will have to find a way to carry all its loot and the broken chest itself, an extra 250 lbs.

Feedback is appreciated. Anyone have reasons this won’t work as expected? Any suggestions to improve the chest’s design? Anyone come up with a similar alternate loot carrying device?