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![]() Running 8.9 now, and I see the Headband of Vast Intellect and how you handled the granted skills, and I like it, quite elegant. But there's a problem. 16 Base INT + 4 for the headband gives a 20 INT. Bonus spells on your Spells page still only show a bonus to cast per day for an INT 16. Does the Headband not increase that, or did I misread a rule somewhere? ![]()
![]() Found another one, this is just a bookkeeping issue, but: For the Heavy Flail, you have listed under Threat:
This is of course incorrect, as the normal threat range of the Heavy Flail is 19-20, and 17-20 with the improved crit feat. Also, you have listed under Enh. Threat:
Now I'm assuming it should be a formula of some kind instead, probably something to the effect of:
Thought you should know, this is a minor thing. Edit: Actually, I think you might have a few errors in your DataEquipment tab dealing with the Enh Threat tab. That number comes up if the weapon is marked keen, correct? Bashing weapons can't be keen, you only get the bonus to threat with an Imp Crit feat. Or did I miss something? I ask because I checked the list a bit more and I could swear I saw a few piercing/slashing that weren't set to give enhanced numbers if Keen were selected. ![]()
![]() I've got another one, took me a long to find it, this is 8.7. Sorc 5/Dragon Disciple 7. Should have two breath weapon uses a day, and that should be at 10d6 damage, one per effective sorc level. I'm showing one use and 12d6. I think we have a little glitch. Everything else I've checked is still correct though, at least so far. Edit: Whoops! It is 12d6, my mistake, sorry, just checked that. It's just a matter then of getting that second use up that the character is due. ![]()
![]() Okay, just pulled down 8.7 and am working with it a bit. Erian, you've really gone above and beyond here, my friend. I like, in particular, the way you handled the "additional skill point thing" for the Headband of Vast Intellect (or at least what I think you did, it's coming up precisely as it should on the sheet itself). It's a simple mechanic, and it works perfectly. Kudos to you. ![]()
![]() 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 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. ![]()
![]() Well, I show the Universalist Wizard Hand of the Apprentice coming up, excellent.... rogue tricks are being listed correctly, we're good there.... still getting an Err:502 when picking feats in the Getting Started Tab in the Step Three dropdown menus. I do not get a similar error now, however, for picking a Half-Elf's Skill Focus, but I get a list of NULL when trying to pick a human's bonus feat yet. ![]()
![]() I have one more, so let me try to condense all I have and add then: 1) Natural Armor bonuses and Deflection bonuses to AC that come from magic items: Currently you only have the Amulets of Natural Armor listed on the Excelerator. In the past those bonuses were taken into account on the AC, and they don't seem to be now. Keeping in mind they can be simulated using the Misc Bonus tabs in that box, so it's not a total loss. 2) Universalist Wizards' abilities are not coming up at all again (no Hand of the Apprentice in Class Abilities, for example). 3) In the .8.3 variant (when I tried it anyway, using latest version of OO), the Feat dropdown in Getting Started gave me an Err:502, and the Human Bonus Feat dropdown gave me a list composed completely of NULL. and now 4) Rogue Talents are not being listed in Class Abilities. I see a line for Rogue Talents and it shows that I've gained the appropriate number, but it does not list what talents I picked (though it does show the Weapon Focus I picked up over in the Feats box). (Ed. Note: I am going to make sure I actually picked these in Getting Started to be sure I'm not mistaken here... yeah, comfirmed. If the talent turns into a feat, that feat is listed in the Feat box, but I have Fast Stealth and Bleeding Attack, and they are not listed.) ![]()
![]() Doggone it. Another error. Fighter level 1/Wizard 1 (Universalist). Hand of the Apprentice isn't populating (I get an Err:502 in the Class Abilities Tab), and the Scribe Scroll feat does apply, but it says Create magic scrolls000000000000000000000000000000000000. On the plus side it does populate the bonus spells correctly for the INT bonus (once I tell it which attribute to look for, of course). ![]()
![]() All right, just started playing with .8 and... this... this is a thing of beauty, honetly. Cheers. Now, I've a question for you, we touched on this before. The magic items that give Int bonusus, and then have skills attached to them (to be specific, the Headband of Vast Intellect +4, gives a bonus of +4 to Int, and then has two skills attached to it). Curiousity requires me to ask, how are you planning on getting this? I mean, the Int bonus which wouldn't give overall skill points I can see, no problem. And, as the system works right now, it's fairly easy to set it, put the ranks given in the Misc Bonus column and note on the back page what.... ah but that's a problem.... say one of the skills needs a certain rank level for a prestige class... now you could of course just put them in the rank column and set the red flag... *checking*.. yeah that might work. It just red flags the skills column as you stand right now. So I'm just wondering what you're thinking on that. ![]()
![]() Looking now at 1.17.1.... on the Getting Started tab (fantastic idea by thy way, this will definitely streamline a bit)... you have Bonus HP listed twice, but the second box is supposed to be Bonus SP I am assuming? It's a simple thing, thought you ought to know. I think that everything else I'd found (including the Sorc/DD natural armor bonuses) are now where they ought to be. I can't hear my own thoughts over the sound of the awesome here. Cheers to you, erian_7! ![]()
![]() From erian_7:
Well, not quite... same scenario as before I'm only showing +4 in the box, so you got part of it but not both. Though the listing in the Abilities and Feats tab is correct, so I think there's something still missing in the formula. I think the formula is only counting Sorcerer levels as 5 for effective level and not "Effective sorcerer level 9" maybe? Again, you have it listed in the Abilities and Feats correctly (that shows it as the correct effective level, showing under Sorcerer as Resist Fire 10 and Nat Armor +2). As for the skill points box, yes it is now working as it should... but for some reason now the languages count box is constantly red. With an Int 16 I should have three additional languages, right? But for some reason as soon as I put one in it goes red. Doesn't matter what language is selected, or which box it's put in, I get a red in the Languages count box. ![]()
![]() One more thing I'd noticed. Skill points. The points spent box, when it is not zero, is always red, even if I've got down exactly the number of ranks that I'm allowed. Is this a glitch of some kind? Edit: I have another one. Sorcerer, Draconic Bloodline (5th level) + Dragon Disciple (7th level). If I am reading the rules correctly (and from what I've read on the forums, I think I have a confirmation) the total natural armor bonus should be +5 (getting +2 for Sorcerer "9th" level, since the DD levels count as sorcerer levels for the purposes of determining bloodline powers, and getting +3 for DD Level 7). I'm only showing +3 in the Natural Armor box. Am I missing something? Second Edit: Ah, am I reading this correctly then: =Race_NA+Improved_NA+MIN(3;CEILING(Lvl_DragDis/2;1;1))+IF(ISNUMBER(FIND("Hi story of Scars";Feats_Known));2;0)+IF(ISNUMBER(FIND("Twisted Flesh";Feats_Known));1;0)+Magic_Item_NA ...doesn't seem to have a mechanic to check for Sorcerer, Draconic bloodline? Wow, I'm nitpicky today, sorry. ![]()
![]() Brilliant work here, erian_7, truly. Got a question, and man I suspect I know the answer which makes me feel the utter fool. I bump Intelligence by two points at levels four and eight. This is base Intelligence, obviously, not through a magic item. Do I get the additional skill points as a result of that Intelligence boost, as I would the additional hit points with a Constitution boost? I do have one more, the Spell page doesn't seem to be populating with spells per day/spells known numbers at all, am I missing something? Edit the First: As to the first question: I did a bit of Googling and found my answer. Skill Points are in fact retroactive. So yes, I do in fact feel like an utter fool. ![]()
![]() erian_7 wrote:
Yeah, and it even says that in the base book. As I say, daft I was. erian_7 wrote: Hmm, not quite. The formula has three occurrences of the field name WeaponX_Combat_Options. You want to put a number in place of the X to match the weapon block in use (they are numbered 1-5 from the top down). I found the instances then and changed them accordingly, but am I wrong in thinking that the cell references needed to be tweaked as well? I'm thinking the cell refs, if left alone, would be referring to the second weapon on the list when they're supposed to be looking for the first? erian_7 wrote: I am looking at expanding the special materials to include other OGC options. The quickest way for now, however, is indeed to add it in manually. As I still haven't put in the Custom Armor fields on the Customization tab (note to self to fix that...) you can go to the DataEquipment tab, copy the line for studded leather (row 236), paste it in the *** Custom *** area, then tweak the the appropriate fields. Ah yes of course, silly of me. But while I'm thinking about it, would it then be possible to add an additional row to the custom weapons section without screwing up the other pages? I only ask because there may come a time when a person is carrying more than one specialized shiny pokey bit. ![]()
![]() Greetinks. Found another oddity here. Playing with the rogue halfling again, who carries around a sling. Nothing fancy about it, just your ordinary everyday bullet-throwing sling. I set it in the second weapon slot, set it to "Ranged", set "Wielded as?" to "1-Handed" and it gives me a Total Attack Bonus as "Set to Thrown". What gives here now? Thing is when I do set the weapon to Thrown, it gives me the correct TAB. Is a sling considered a thrown weapon, am I missing something here? I guess it might be as I'm "throwing" a sling bullet? Is that it and I'm too daft to realize I just answered my own question? (Edit: D'oh just looked. It's a Thrown group weapon, ai yah... yep, I was daft.) Oh, just to be sure, when you suggested copying AC89 to AC78 to fix the TAB there, changing the Weapon2 to Weapon1 notifications in the formula, I assume you meant to change all of the cell references by reducing them by 11? That's what I did and it worked. (Sorry, don't quite grok Excel programming maybe as well as I ought). Lastly, and this may be a special case. The halfling got a set of "leafweave" studded leather armor during the campaign he's in currently. From what I was told by my GM, leaveweave adds a +1 enhancement bonus to the standard armor bonus (making it a +4 rather than studded leather's +3), increases the Max Dex by one (making the Max Dex a +6), and grants an SR of 13. Is there any way to add a special material tab outside of the four you already have listed or do I need to add that armor in manually altogether? ![]()
![]() Greetings to all, and many thanks to erian7 for putting this marvelous tool together. I have a slight problem, I don't know if anyone else has already brought this up (my old eyes aren't quite as sharp as they used to be), but in the 7.12 release... all right let me try this way. I have a halfling rogue that I'd put together using 7.10. Among his equipment, recently acquired, he now has a +1 Rapier (and that still goes in as normal, never fear there) that's Giantbane. Now, in 7.10, I was able to put that note into the Special Properties line on the weapon. In 7.12, however, that field is blocked/protected. Is that a minor glitch or did I forget something? I am using 7.12 and Open Office 3.2, if that makes any difference. |