Kirhosk

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I'm creating a Fetching Shadow (umbral) Sorcerer that tries to avoid confrontation by hiding and casting shadow and illusion spells. I really like the shadowdancer PrC and I was thinking about dipping into it for at least 3 levels for the Shadow Companion.

1)Do you think that this is a good idea?

2)If so at what level would you start dipping into shadowdancer?

Right now I was thinking of going into it at level 9, but I could go in as early as 6 at the cost of some significant spell delays.


I'm playing a Cleric of Asmodeus in an upcoming evil campaign. I was looking at the domains and subdomain options for Evil Ol Ossy, and I quite like Deception. None of the others look too exciting to me however, except for possibly Smoke. Can anyone recommend a second domain for me? Or any other wicked domain combination for the dark god?


RumpinRufus, Swansong IS the Pyramid of Greatness. His warhorse is named Trager and his Allousaurus is named Leslie.

Gnomersy, thank you again for your advice. I completely re-built Swansong. I dropped his Falcata feat for Shield focus and made him into a mounted ranger. He should now be able to hold his own on horseback (later allousuarus back), on foot, with a bow or with a warhammer. He also has spells again, and a wand of gravity bow and lead blades. I'm pretty happy with how he turned out.


Good stuff. I'm going to stick with the musket and rapid shot. Here's why:

The Musket Master has a deed called Fast Musket that allows him to load a two-handed firearm as if it was a one-handed firearm.

So Standard action + rapid reload + paper cartridge = free action. Thus allowing Dreg to use rapid reload and do 2d12 a round.

Later on when he upgrades to a rifle, I'll give him another rapid reload and stuff the musket in the haversack. But first I will try and convince my DM to let me switch out rapid reload (musket) for rapid reload (rifle), just like a fighter switches out bonus feat. It's a long shot, but like you said, I lose nothing by sticking with Musket Master.

Thank you Gnomersy for helping me optimize Dreg, he is a far better character now. If you have time and interested I would appreciate some help with Swansong as well.


As Gnomersy pointed out in this thread, the Rapid Reload bonus feat from the Musket Master is only for muskets and will not work with a rifle.


Gnomersy, all of your advice is great.

Here is Dreg's new array:

Str 10
Dex 20 (15 +2 racial + 1 level boost + 2 belt of Dex)
Con 14
Int 8
Wis 14
Cha 6

Dreg now has an AC of 21, an attack of +9 and 37hp! I am a little concerned about the 3 skill points he gets each level, but I guess all he really needs is in the long run is stealth and perception.

I have a followup question for you. What do you think if I got rid of the archetype and started Dreg out with a pistol? so that he could perform a rapid shot without rapid reload (using a paper cartridge).

Then I can get Dreg to craft his masterwork rifle and take rapid reload (rifle) at level 5.


As I mentioned in an earlier thread, I'll be joining a Skull Serpent campaign that is extremely brutal (1-2 characters die each session).

I picked out and built two characters for the campaign, a main character and a backup and I would like some advice regarding optimization, as it appears that optimizing (also caution) is key to surviving this campaign.

This is 10-point buy, standard starting gold, 2 traits and 99% of Piazo material allowed. The character details are below:

Dreg – Half-orc gunslinger (musket master):

A former member of the "Dark Raider" orc gang that turned to high-sea pirating after discovering the secrets of gun powder. Their ferocious fighting abilities far exceeded their nautical skills, and Dreg is the only soul to survive the sinking of their ship and arrive safely to the nearest shore of the Sargava.

Stat Block.

Dreg is a guerilla sniper. His main technique would be to find a good spot for cover, drop prone and shoot! As you can see he doesn't have much gold left, as he spent half of his fortune crafting his masterwork rifle and the other half on his handy haversack which he needs so that he doesn't get encumbered (beyond his armor, buckler and rifle he really can't carry much). I also gave him Acute Dark Vision so that he can snipe in the dark. I'd like some advice regarding how to increase his hit/damage and ability to avoid direct combat if possible.

Rohan Swansong - Human ranger (beastmaster, skirmisher):

The ex-royal huntsman of a corrupt baron (aren't the all?). Rohan left the service of his lord after an unjustified tax-increase threaten to diminish his wages. He traveled to the Mwangi Expanse in search of big game and rare meats. On his path, he came across an abandoned Allosaurus pup which he is currently rearing into ferocious hunting companion. He has little patience for authority, religion and Chelexians. He respects hard-workers, hard-drinkers and those who strive to look after their own.

Stat Block.

Rohan is switch hitter that will ultimately become a mounted combatant, once his Allosaurus reaches level 7. I wasn't originally too keen about making him a skirmisher, but with the 10-point buy, I couldn't up wisdom so I opted to drop his spell casting abilities. Right now I'm mostly concerned about Rohan's ability to survive for long in close combat. His AC and HP seem a little low. The first thing that comes to mind is getting rid of his Falcata and switching it for a Toughness feat. Luckily, he has about 5000 left for magic items.

His Animal companion currently has and AC of 23 (= +3 studded leather armor +3 dex +6 natural +1 dodge feat) and 27hp (with his toughness feat).

I wrote specific areas where I think characters could use improvement. But feel free to completely rip them apart or give me advice that I haven't thought of. They want to live! I would like to stick to their general concepts more or less.


Thank you all for the suggestions. After some talk with the group and the DM, it appears that pretty much everything that is not 3rd-party content is allowed on a case by case basis. It also appears that the campaign is EXTREMELY BRUTAL and there is at least one, if not two character deaths a session.

The DM approved a Gunslinger for my "A" character. and the other players asked me to play a Beastmaster for my "B" character. This is after I showed them the Invulnerable Ranger, Weapon Master and Ranger builds that were suggested here.

I'm going to try and integrate some the full-plate weapon master's abilities into the beast master, as I quite like the idea of fighting with a falcata and shield.

Mikekydd, thank you for turning me on to Acute Dark Vision. This ability could come in real handy for my half-orc gunslinger. I've barely begun to skim the little details of the APG, much less anything non-core, so there is a lot of little abilities and options that I am not yet familiar with.

I'm going to start a new thread that will deal with optimizing the two characters that I've chosen.

Everyone else, thank for all your advice. This was a very educational thread. I'm going to study up some more about the Inquisitor, now I'm pretty sure that I was missing something :)


I always have questions... in fact, answering one of my questions will always lead to another one. It's on a different subject though, so I'll make a new post.

Thank you again Azaelas!


I was referring to metal cartridges. But thank you for the additional info Brambleman.

Azaelas Fahth, thank you also for answering my question and for further clarifying it.


So would the cartridge include the bullet in it already? Or does each need to be purchased/crafted separately?


How many bullets does a single cartridge hold?

For instance, if my character is firing a rifle, which has 1 capacity, does the character need a cartridge for each bullet?

This would mean that my character would need to purchase 30 cartridges and 30 bullets if he would like to fire his rifle 30 times. Is this correct?


I think Inquisitor only gets Teamwork feats.


Sounds pretty interesting. Could you recommend a proper 10pb Inquisitor build that would survive in the Jungle? I've been told that a character with heavy armor might have difficulties with the heat, so the fighter might not be the best choice.


Thank you for all your advice fellas.

I liked Doggan's Paladin, but after some talks with the group it seems that an LG Paladin will not survive amongst our delinquent party. So I'll probably opt for Dilvias' fighter.

I also talked to the DM and he might allow elements from UC and UM on a case by case basis. So I'll see if I could convince him to play a Gunslinger or a Magus which I've never played before. One of these could be my backup character in case the fighter dies.

To answer questions regarding why the Inquisitor isn't allowed... Well it actually is allowed. I'm just not a fan of playing this class. It seems to me like a second rate non-LG paladin or cleric. But perhaps I'm missing something?


I'm joining a Serpent Skull campaign that is supposedly extremely challenging. Characters die a lot and there are some teamwork issues.

This seems like a very fun and challenging campaign, but I'm struggling at coming up with good, interesting and versatile builds that would survive very long and be helpful to the party.

So I would appreciate some ideas.

Here are the parameters:

  • Core Rule Book and APG only.
  • 10 Point Buy
  • Level 4
  • No Summoners and Inquisitors
  • I'm partial to fighting characters as opposed to spell casters. But I'm open to both.


I think you summed up the pros and cons of each pretty well.

Trip = good against grounded hordes.
Grapple = good against single opponents anywhere.

Here are two points that I always consider when trying to decide between two very cool abilities.

1) How would each ability synergies with the rest of the group?
2) Which ability would feel cooler to play?


We've been playing in my Primal Earth campaign setting over the past month and it has been a blast! Unfortunately, the progress has been slow and we will need to end the adventure in a about 2-3 sessions.

I'll either need to cut down on some of the events in the middle and somehow jump straight to the end, or come up with a new ending. I am having trouble with this and would like some ideas.

Party structure, schedule and play style.
My party consists of four level 4 PCs. They will most likely reach level 5 today. Currently we meet ever Wednesday evening and play for about 3 hours. Our final session will be on the 29th of August. We're all very busy, so we cannot change our game times.

So far this adventure has been very heavy on the roleplaying, very much to this GM's delight! Each PC has a number of homebrew traits that come into play whenever he or she is roleplaying, which helps create rich and interesting character dynamics and situations. We had 3 sessions, the first two were pure roleplaying and in the third the four PCs hunted down a couple of dimetrodons. This combat took up nearly the entire session, but it was mixed with a lot of roleplaying and strategy between the players. I do wish it would have gone faster though.

The party has some means to heal (1 oracle, 1 healing witch), but since we are using the Wound/Vigor system + called shots, they need to pace themselves with combat. Survival is a big part of this adventure.

Background
The party consists of a group of derelicts, who were given by their own tribes to the Skae as tribute. Before the adventure, they managed to escape the sacrifice ritual (a beheading on top of a pyramid -- Aztec style) and miraculously escaped into the jungle. Several months later, after gathering their strength and finding out that the Skae slaughtered their tribes anyway, they decided to delve back into the Skae lands, on a possible suicide mission, and take out as many Skae as they can.

Adventure Story:
ACT I
  • Party enters the jungle and gets caught in the middle of two warring hominid tribes. They must pick a side, or fight both tribes on their way to the Skae lands. <-- this is where we are at, they picked a side and we should be wrapping up this part of the adventure today.

ACT II

  • Party chooses the best way to reach the Skae pyramids from here, they can either follow the red river, which goes straight through the Skae's homelands to the pyramids. Or, they can climb the jungle highlands where ape-men rule and negotiate safe passage.
  • Party encounters a mysterious warrior with the body of a man, head of a wolf and antlers of a stag. If they play their cards right he will reveal a secret passage that leads into the inside of the pyramid. He will also recommend that it is PCs' best interest to slay the Skae Rex -- the head of all the local Skae tribes, as it will cause mass confusion in the Skae lands and the tribes will turn on each other.

ACT III

  • Party reaches the pyramid. If they played it right with StagWulf, they will know about the secret passage way. This passage way will lead them straight to the center of the pyramid, where they could climb up and reach the top where the Rex and his minions are holding sacrificial ceremonies in front of a vast Skae crowd.
  • If the PCs do not know about the secret passage, they will have to find a way to disguise themselves, walk through the Skae crowds, and scale the pyramid stairs in order to reach the top. I do not know how they will do this, but this is the kind of stuff my party loves to figure out.

FINAL ENCOUNTER

  • The party is on top of the pyramid -- in a small flat open space. They must fight the Skae Rex, his battle lord and the high priest. While they do so, dozens of Skae warriors and civilians will be running up the steps trying to join the fight (only one or two can get through at a time, so the PCs have a good chance to keep them at bay and can even bull rush one of them, causing a massive domino effect across the steps -- our phalanx soldier will love this!). The battle ends when the Rex, battle lord and high priest are dead. Tales of the PCs' deeds become legends, as this is the first time a Rex was ever killed by a group of hominids, giving humanity and ape-kind a glimmer of hope against the reptilian race! The PCs likely died int the battle, but their legend will fuel the story of our long campaign next year.

As you can see there is a ton to cover, and since my group really likes to roleplay and make plans and combat is just slow, there is no way that we could go through all of this in three sessions. I need ideas as to how we could skip from Act I to Act III (possibly while including a minor encounter with a Skae troop, to give the PCs a taste of what's to come). Or to change it up completely.

The PCs haven't faced the Skae yet, so it goes without saying that they need to be included in the change.

Thank you for reading!


Drejk wrote:
Lizards versus mammals? Sounds like Harry Harrison's West Of Eden.

To me it sounded like Chrono Trigger, but West of Eden sounds better. I'll put it on my "to read" list.

Thanks Drejk.


My group and I are starting a new campaign setting that I've been developing over the past couple of months base in a primitive world where a reptilian race known as The Skae dominates the continent and the hominid races are fighting for survival.

I got many of the mechanical ideas for the setting on this messageboard, and so I would like to share it with everyone (see acknowledgements).

Primal Earth features a set of new 8 playable races, such as neanderthals*, cromags and several others instead of the standard elves and dwarves, which do not exist in this world. I even included an adaption of my old excel character sheet, particularly customized for this setting (this one is unlocked so you can make any changes you want to it).

Check out our Obsidian Portal if you are interested, and let me know what you think.

* The Neanderthal is based off of doc the grey's creation.


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Here is a minor update.

This version contains a host of bug fixes and tweaks.

Kevida wrote:
Maybe I am blind but is there a way to choose the weapon size on the character sheet? One of my players is playing Amiri (the iconic female human barbarian) and her primary weapon if a Large Bastard Sword she lifted off of a Frost Giant. That is why I asked.

In this version you can now select the weapon size next to the weapon.

Another addition to this sheet is the ability to add more feats to the feat selector.


One of my players is a LG Abjurer that has been possessed by a Succubus.

I'd like to use her suggestion ability on him to make him stray from the his virtuous ways. The problem is that he is so LG that everything is against his code. Can you give me some ideas as to what kind of things the Succubus can influence him to do?


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Version 27 of the sheet is here! (please right click and save as)

This new version includes new features and bug fixes. First though, I need to thank everyone who has downloaded this sheet and has posted a comment in one form or another. I really appreciate everyone's feedback.

Xisifer wrote:
Is there any chance of implementing an <Other> field for the Race column? I want to put my Kobold Paladin onto this, but there's no option for it. :(

Xisifer, I've included the Kobold and the rest of the playable races from the Pathfinder SRD in this incarnation of the sheet. An <other> option is possible but will take a significant amount of time to implement if I want it done properly. Thus,If there is a race that I haven't included that you would like to see in the sheet, please post a link to it's stats and I will try and include it in the next version.

Xisifer wrote:
Also, any chance of implementing Ninja and other UC content?

UC content is in the agenda, after APG.

Blave wrote:
The "tally" dropdown menue on the Store screen could use a "crafted" option, which applies only half the regular item price. Right now this can be done be making a custom item with half the price, but I think it would be great to have that option in the store.

Added!

Blave wrote:
It would be great if additional INT added to the character after creation (by items or stat increases) wouldn't increase the number of bonus languages the character gets, since you only get bonus languages once at character genereation.

Fixed. Thank you for pointing this out.

The PostMonster General wrote:
Caster levels gained by Prestige Classes seem not to count for the requirements of Arcane Armor Mastery. Selecting the feat on a Cleric 3/Wizard 3/Mystic Theurge 10 (who already has Arcane Armor Training) results in a warning that the requirements are not met.

Fixed.

Elrostar wrote:
I'm not sure how feasible it is, but having custom weapon types would be pretty nifty as well (rather than a custom weapon having to be based on an existing weapon type). That way people could add in APG weapons and the like themselves. I'm not sure if this is possible at the moment, given that the sheets are all locked (and I'm not really sure how I'd edit the code in any case).

Added! You can now create custom weapons, armor and shields.

Other than these additions, I've added all the animal companions and familiars from the Pathfinder SRD. I've also re-coded the class ability page. This won't make a difference to you with this version, but the code is now ready to accept Archetypes which I will be implementing next major release in addition to other APG content.

This new version of the sheet calculates carrying capacity better. There is also an option to adjust the total weight up and down or turn the calculation off completely.

You'll also find numerous small UI changes. Messages will pop up and colors will change to help make the entire experience clearer. Most notably you will see that the class options screen hides all of the options for the classes that you haven't selected. Prestige classes do not appear in the selection menu unless your character meets the prerequisites.

Please let me know of any bugs or additions that you would like to see and I will try to include them in the next release.


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Thanks for the replies folks. I found a some great links with info on some awesome pony variants:

Earth Pony
Pegasus Pony
Unicorn Pony


I am confused as to whether or not Dwarfs are capable of riding medium mounts.

I might be imagining it, but I have it in my head that and animal should be one size larger than the character if it's to be ridden. I can't find a source in the texts though.

Keeping that in mind, I found the following:

The Core Rule Book states in the equipment chapter:

Core Rule Book wrote:


A horse is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc.

A pony is smaller than a horse and is a suitable mount for a gnome or halfling.

While the Bestiary states under the Pony's description:

Bestiary wrote:


Ponies are smaller breeds of horses better suited to halflings, gnomes, and dwarves, but they also make fond pets for humans as well. They stand 3 to 4 feet tall and weigh about 600 pounds.

A light load for a pony is up to 100 pounds, a medium load is 101–200 pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 pounds.

The statistics presented above are for a typical pony. Tougher ponies with the advanced simple template exist, but are relatively uncommon and, unlike horses, these creatures are not generally called “heavy ponies.” Like horses, ponies can be trained for combat with the Handle Animal skill, and such mounts often serve halflings, gnomes, and other small races as steeds in combat.

Is it a typo, in the Bestiary and Dwarfs shouldn't have been included in the Pony's description?

I'm raising this question because I have a Dwarf player who wishes to ride a medium bear and I'm uncertain if I should allow it.

What do you think?


Here is the latest version of the sheet.

It contains numerous bug fixes that my group and I have found over the course of the past few months.

Michael Jacobs wrote:
any chance of being able to add custom spell names to the spell-book section, and then being able to select them in the daily spell sheet? or does that make it too complex?

This feature is included here as well!

I'm now moving to implement content from the APG. I'll either start with traits, archetypes or feats. Let me know if you have any preferences or requests. Keep in mind that the APG classes will probably be last.


Stynkk wrote:
for anyone that's still having trouble opening the sheet/tools, take the .zip file and open it directly with excel, don't unzip it first.

Zip file? I'm uploading them as .xlsx files. Are you guys seeing them as zip files?


Latest version of the sheet can be downloaded here.

Blave wrote:

Checking the encumberance in the new version, I noticed that the speed of my dwarf is reduced when he carries medium or heavy load. The slow and steady racial ability should prevent his speed from ever dropping below 20 ft, regardless of encumerance by weight or armor.

I switched my race to human for testing purpose and noticed that you apply the encumberance penalty to speed from both armor and weight. I.e. a human with medium/heavy armor has his base speed reduced to 20. And if you add heavy load, his speed becomes 15.
However - as far as my rule understanding goes - only the bigger of the two penalties should ever apply. You are either encumberd by weight OR by medium/heavy armor. I'm pretty sure a human shouldn't have less than 20 ft movement speed.

*Fixed*

Blave wrote:

- Smite evil says it deals tripple damage (+3/level) against outsider, undead and dragons. This should only be double damage (+2/level).

- The Shield focus feat adds +2 points of armor to the shield. Should only be +1.
- Custom shields don't show up as weapon choices on the first page of the character sheet. Makes using them offensively impossible.

*Fixed*

Blave wrote:
Likewise, I couldn't find an option to have magic shield spikes affect my shield. This might be hard to fix because you need to distinguish between the actual armor enhancement bonus and the enhancement bonus of the spikes.

Try creating two separate shields, one in the custom shield and one as a custom weapon. You can select Light Shield, Light Spiked Shield, Heavy Shield and Heavy Spiked Shield as weapon/custom weapon. Let me know if this solves your problem.

Blave wrote:

- The Shield Master feat is all wrong. It adds the total AC of the shield (base AC, enhancement bonus and even the bonus from shield focus) to attack and damage of both shield and main hand weapon. It should only add the magic enhancement bonus of the sheild and only to the shield's attack and damage.

- Special magic abilities on weapons, armor and shields (like flaming, bashing, fortification and so on) add a flat bonus to the cost of custom magic equipment. Instead, they should add a cost based on the total enhancement the item has.
A +1 flaming longsword should cost 8315. 15 for the sword, 300 for masterwork and 8000 for the total enhancement bonus of +2 (+1 normal enhancement, +1 for flaming).
However, right now it costs only 4315, 15 for the sword, 300 for masterwork, and 2*2000 for the enchantments.

*Fixed* You were right, in fact, the prices of all the custom gear was way off. Fixed now.

Elrostar wrote:
The second weapon entry on the character sheet has 20 entered in the ammunition box in the second half of the box. It's not calculating this value from anywhere, so I'm assuming it's safe to just delete it, but I thought I'd mention it anyway.

*Fixed* Yeah, I forgot to delete that thanks.

Elrostar wrote:
One idea I had for the store vs equipment idea would be to maybe have a checkbox you can select on either the character sheet or store sheet which would let you synchronize the two, so to speak. That way you could choose whether you wanted them to be the same or not.

*Fixed* That would actually require a macro to do. But here is what I did: I programmed it so that when you buy any equipment in the store (except for weapons and armor), it would now appear on the character sheet, just like you asked. Alternatively, You can also choose the items straight from the character sheet, or go ahead and change them at a later time. However, once you change and item in the character sheet, you will break the connection from the store. So if you want to keep the connection, always change it at the store.

I think it works quite nicely without resorting to macros, but please let me know what you think of this solution.

Count_Rugen wrote:
Hm, this makes me think. Made I should use the rules people are defining for these sheets to help me define the ruleset for my XML backing data..

In the monster tab there is a big data table where you can enter the monster information. Usually I just copy the monster data from the bestiary and change it to my liking. Once you have monsters in the data table, you can bring them up in the GM screen by clicking on the header of the stat block. Let me know if you are having any more problems and I’ll try to help.

Cartigan wrote:
So maybe I'm having a doofus moment, but where do the "Monsters" come from under the "Encounter Structure"?

Cartigan, let me know if you need any help with your XML program, I might be able to contribute.

Alex the Rogue wrote:
I am runnung Office 2010 and it helped to open those files after I opened excel. There are so many files to open! Which one is for the character sheet?

Glad you can open them now. You only need one or two files, depending on what you are interested in. You want the file at the top of this post, that one is the character sheet.

If you are interested in the GM Tools, check my first post for the link.

Michael Jacobs wrote:

I love this spreadsheet, thanks alot for the work!

Any chance of a section for custom spells? In our campaign, we're using Rite Publishing's 101 Spells, and would like to be able to enter in those spell names.
I'm _not_ asking you to add those spells to the lists (though if you want to, that would be great!), but, like for the custom magic items, etc., a spot for custom spell names.
thanks.

*Fixed* Thanks :)! You should now be able to type your own spells in the spell slots. No spell cards will be created at this time, but I will add that feature later.

Helaman wrote:
Are skills entered directly on the sheet or is there a tab for that?

Skills are entered directly in the sheet.

~~~

As for all the APG requests, it will be a while before I get to them, as I develop this sheet on my off-time after work. Most of the stuff should be pretty easy to add. The Archetypes and Base Classes will probably come last as they will be the most time consuming.
Content from other books after the APG… let’s get the APG done first; it’s a feat within itself!


Hi Folks,

Thank you for all the feedback.

Here is the latest version of the sheet:
Go to mikhaels_PFcharacterSheet_v22.xlsx.

Pretty much all of the reported bugs have been fixed.

Blave wrote:
Something seems to be off with custom items and their special qualities. I made a Mithral Full Plate for my cleric (he has the feat) and for some reason, the -3 armor check penalty is applied to his attack rolls. Doesn't happen with a normal full plate. Just checked Adamantine: Same bug as with mithral, too.

*Fixed* Forgot about that one, thanks.

Elrostar wrote:

Knowledge: Nobility is listed as a Ranger class skill.

Perception lists the class bonus even if one does not have ranks in it.

*Fixed*

Alex the Rogue wrote:
I am running Windows 7 with microsoft office and when I open the links it does not open correctly. How do I fix this in order to procure the great looking sheets?

Mr. the Rogue, what version of MS Office are you running? Also, are you downloading the files to your hard drive first, or opening them straight through your browser? Let me know how you are opening them and we'll figure it out.

Blave wrote:
Use Magic Device is missing the * for trained only.

*Fixed*

Blave wrote:

Silver as a weapon material always adds 90 gp to the price. Should be 20 gp for light weapons, 90 for one-handed and 180 for two-handed weapons.

Likewise, the costs for adding special materials to arrows are off, too. 20 Adamantine arrows should cost 1201 gp (1 gp base +60 per missile) instead of 3000, silver arrows would be 3 gp and cold iron 2 gp.

*Fixed* Along with a few other weapon material calculations that I found.

Blave wrote:

Likewise, the costs for adding special materials to arrows are off, too. 20 Adamantine arrows should cost 1201 gp (1 gp base +60 per missile) instead of 3000, silver arrows would be 3 gp and cold iron 2 gp.

Encumberance (either light, medium or heavy) by weigth is determined incorrectly. It only shows medium load once you are above the maximum for medium load. Same goes for heavy load.
I.e. a character with STR 10 should have 0-33 lb light load, 34-66 medium, and 67-100 heavy. Instead, he has light load from 0 to 66, medium from 67 to 100, and heavy above 100.
This bug affects both the store and the equipment section of the character sheet.

*Fixed*

I would really love to see examples of characters that you guys make with this sheet if you can post them.

Cheers


wraithstrike wrote:
I did not do everything, but I did toy around with it in Open Office. I did not have any issues? What problems came up on your end and what version of open office did you use?

I am not certain which open office I've used, it was a while back. I recall it had problems reading excel's array formulas. If it's working in the current open office that's pretty great. Though I must say that I am surprised.

whaarg wrote:
One thing that seems to be missing is "Perception" under skills - but maybe I'm blind

What Blave said is correct. However, if you would like to add it to the skill list, you can simply click on any of the skills and a drop down menu will appear that will let you change the skill. You can even delete skills that you are not using with the delete key.

Blave wrote:
Personally, I like the character sheet but I'm not too fond of editing my characters on a PC. Too much hassle printing a new one every time something changes. Any chance you could add a blank version of the character sheet?

Check this out:

Go to Blank Excel Sheet.
Go to Blank PDF Sheet (this one is a little chunky).

Blave wrote:

Edit: Some option to freely chose domains (and favored weapon) for clerics would be nice. Could be useful for clerics without a deity or the servants of minor gods.

I just stumbled over this when I tried to create a cleric of Milani.

*Fixed* You can now do this in the class options tab, under Cleric Options.

Blave wrote:
On a similar (minor) note, it would also be nice if changing the deity of the character would clear the domain slots.

This if not possible without Macros. For now, you can just select the deity or domain and simply hit delete to clear a slot out manually.

Blave wrote:
And the dwarven hardy racial trait adds a +2vs poison note to the saves, but notthe +2vs spells and SLA.

*Fixed* I changed it to +2vs all poisons. Since there is simply not enough room for spells and SLA in that little box. It can get very croweded at higher levels.

Stynkk wrote:
However, you could be the first to make a "real" progam.

I have recently looked into coding a full blown utility in Unity3d. It shouldn't be to difficult, just time consuming. So if I do start it soon, it will take a while as I do have to work in order to eat as well. Hunting cats was just made illegal in my neighborhood :(.

Mike Schneider wrote:
Google around for Pathfinder-sCoreGen-b54.003 -- most of this work has already been done (feats from the Advanced Players Guide are in v.003).

I think both of these sheets offer different features. One of the big advantages that my sheet provides is that it doesn't require VB or macros to run among other things. I do admire the amount of work that goes into RPG Engine, there is a lot I can learn from it.

Shar Tahl wrote:
It's fun to create something that is entirely your own.

That's right! It really is. Plus it gives me direct control over the features that we need in our game.


Hi everyone. Thank you all for the comments and support.

Here you can find the latest version of the sheet which includes most of the features and fixes that people requested:

Character Sheet version 21.

Elrostar wrote:
*Under fighter weapon training, the descriptions for light and heavy blades are mixed up. For heavy blades it lists the light blades and vice versa. But the bonus seems to be applied correctly for weapons that are actually used.

*Fixed*

Elrostar wrote:
*Barding costs and weights seem wrong. For a large creature (e.g. horse), a chain shirt is stated as costing 4200 gp and weighing 550lbs. As far as I can tell (from the PRD) it should cost 400gp and weigh 50 lbs (4x cost, double weight).

*Fixed*

Elrostar wrote:
*Intimidate is listed as having STR as its key attribute rather than CHA. I can understand if you want to house-rule this, but it does rather defeat the purpose of the Intimidating Prowess feat.

*Fixed* It is true that in our campaign we used STR as the intimidation bonus and have intimidating prowess double your STR bonus. Otherwise our gnome sorcerer is scarier than the half-orc barbarian. For this version it's changed back to Charisma for you folks. I knew there was a left-over house rule in there somewhere.

Elrostar wrote:
*Weapon Focus doesn't seem to be working properly. It lets me select feats based off it, but none of them (including WF) seem to be applied. Under the WF description it keeps telling me to add a weapon in the Weapon Focus Feat selector, despite the fact that I've already added it there. If I enter weapons in all three of the WF options, it displays N/A in the description above.

For this to work, you actually need to select the weapon first, then select the feat. If you change the weapon, you need to re-select the feat. I made a note on the feat selector to make it clear. Let me know if it's not clear enough.

Elrostar wrote:
*It's a little odd that you have to enter all your equipment TWICE. Once in the store, and once in the equipment inventory on the Character Sheet. Is there any reason why it doesn't transfer from one to the other?

I was deliberating whether or not I should link the store to the equipment. My hesitation was that I like to put the gear straight in the character sheet and I only use the store for calculations. If enough people think differently though, or any one makes a strong argument, it is an easy fix and I can add it in the next version.

Elrostar wrote:
* There doesn't seem to be a tally of your skill points. I guess the fields turn from yellow to white/gray when you've used all your available points, but it doesn't tell you something is wrong if you add more ranks.

There should be a a little green number at the top left of the skill table next to SKILL POINTS LEFT, it displays how many ranks you have left.. As you put in ranks the number will decrease and disappear when you don't have any points left. SKILL LEFT will then change to SKILLS.

Anyways, I made it clearer now as the Skill bar will turn red if you put too many points in.

Elrostar wrote:
* Along the lines of this, the ability to enter custom feats (that don't necessarily have constant game-mechanical effects). At the moment the sheet complains pretty loudly if you try to enter a custom feat.

*Fixed* Why didn't I think of that? Added now! In the feat selector, above the feat planner is a table where you can enter custom feats.

Elrostar wrote:
*Tweaks to HP calculation. A pretty common method is to give full HP at level 1, and then average or rolled values beyond that. Having that as an option would be really nice.

If you look in the start here tab, you will see a cell named HP calculation. Here you can select one of three methods of HP calculation: Average, Max or Roll. If you select roll, you need to enter hit points per level in each cell. Let me know if you are having trouble with this.

Elrostar wrote:

One other thing I noticed is that your grop seems to use 100sp = 1gp and 100cp = 1sp.

While there's nothing wrong with a houserule like that, I wouldn't include it in a sheet for general consumption :)
Standard rules are 100cp=10sp=1gp.

*Fixed*This was actually a mistake, fixed now.


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Character sheet

Hi folks,

For the past six months or so, my party has been using this Excel character sheet to generate their characters. I created it after our first session, as I saw that the process of creating a character can be quite overwhelming to a new player.

Overtime the character sheet grew to include some helpful features. It contains and calculates most of the data in the Core Rule Book. It abbreviates information regarding abilities and feats, creates an exact number of check boxes for each per day/per round ability so you can mark it off during the game. It also produces printable spell cards for each selected spell. Finally it contains a store that allows you to calculate equipment purchases and a gear creator for creating magic weapons and armor.

The sheet itself consists of two pages for non-spell casters, plus two extra pages for spell casters (four total). The first page is designed to look similar to the Paizo's official character sheet with a little extra information (resistances, immunities, etc.).

The second page includes all of your character's special abilities, feats and equipment.

The third page is divided into two halves. The top half contains spell caster information as well as spell slots, while the bottom half has space for your familiar/animal companion/mount.

The fourth and final page is a simple Wizard's spell book.

Right now the sheet is limited to Core Rules and allows for multi-classing up to 4 classes, I do find bugs occasionally, but it's at a state where we use it in our campaign regularly. As a GM, I found that it speeds NPC creation by a significant amount.

Links:
Go to Screenshot of sheet
Go to Checkbox panel view
Go to Character Sheet Download

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GM Tools

This is an Excel workbook that I've created to aid me in making and running the adventure.

It contains:

- A GM Screen – The screen that I run from my laptop during the game. It allows me to track initiative and damage. Game time and effect duration (through a special clock that counts rounds). It also contains a dynamic stat block which brings up all of the information regarding a selected monster. In the center of the page is a panel that describes the current area that the PCs are visiting.

- An encounter designer – Calculates encounter XP and treasure.

- An areas database – here you can enter all of the information for your areas and bring them up in the GM Screen.

- A monster data base – Here you can enter your own monsters and then reference them throughout the workbook.

- A party rewards tab – This tab keeps track of all the XP and treasure that your party has collected. It references the monster and area data base for this information. It can divide these rewards according to the number of your players.

I've used the GM screen in only two adventures thus far, it has been a great help, but it still needs a lot of work. I've included a version here that is completely blank, as well as a version with data already entered from Paizo's adventure "Voice in the Void", so you can have an example of how to fill it out.

If you download these sheets, please let me know what you think, let me know if something is broken and tell me if you have any suggestions or ideas or requests (I know... APG contenct :)).

Links:
Go to GM Tools
Go to GM Tools - Voice in the Void Example

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You need Excel 2007 or newer to use these. They do not work very well in Open Office. I suggest that for each character/adventure you start with a blank file.