erian_7's Excel-based Character Sheet


Homebrew and House Rules

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Did you manage to get INDEX and MATCH to replace some of your table lookups? They'll make future expansions much easier.


AdAstraGames wrote:
Did you manage to get INDEX and MATCH to replace some of your table lookups? They'll make future expansions much easier.

I'm using MATCH now on the weapon blocks. As I can't see putting something to the left of the weapon name in the current tables, VLOOKUP seemed to suffice over INDEX in this particular case. I've also rebuilt the DataRace tab a bit, so that a VLOOKUP occurs (again using a MATCH) at the top of the entire Table_Races in order to populate a series of named cells. I now just reference those cells rather than repeatedly doing lookups, which seemed a heck of a lot more efficient. As I go through the tabs either adding stuff or cleaning up, I'll definitely be using these methods in order to help simplify future expansion.

Oh, and I did want to check specifically on the Shield switch I put in place (it's under the AC box). That will equip/unequip the shield and change the AC value, but also impacts attack rolls (for bucklers and tower shields), whether or not 2-handed weapons are an option (shields and tower shields), etc. I'm not exactly happy with the placement of the switch, as it's not very intuitive to me right now, but haven't come up with a better option.

Sovereign Court

I'm trying to create a oracle from this last version.

there's no place to add curses and revalations.

I see the data in there but see no place to choose?


Lynx wrote:

I'm trying to create a oracle from this last version.

there's no place to add curses and revalations.

I see the data in there but see no place to choose?

Correct, I don't have the class abilities automated as yet.


erian_7 wrote:
Lynx wrote:

I'm trying to create a oracle from this last version.

there's no place to add curses and revalations.

I see the data in there but see no place to choose?

Correct, I don't have the class abilities automated as yet.

Are you posting here the most actual file? Or where are you posting it?


Conan wrote:
Are you posting here the most actual file? Or where are you posting it?

Yes, I always post the latest version here, as well as placing it in my profile (just click on my Paizo user name). The last "public release" version is over at the Pathfinder Database. I put that in quotes because even that version is still a beta and so subject to having errors/issues. I simply don't want to confuse folks by having the very frequent changes (sometimes weekly) I post here on the forums.


Hi, great tool.

I've been using it to customize a Cavalier character class, and I hit a couple of oddities that might need looking at:

1) On the DataClasses sheet, the *** Custom *** Class HD cell (C47) is picking up the Custom Base Class BAB value in
=Customization!G9
Should this not be the Custom Base Class HD value, e.g.
=Customization!E9
?

2) Also on the DataClasses sheet, the *** Custom *** Class 'Weapon Proficiency - Other' cell (L47) might have a few too many double quotes:
=IF($R$47>0,"Customization!M9","")
Should possibly be:
=IF($R$47>0,Customization!M9,"")

I think the same for both may hold true for the Custom Prestige class further down the sheet.

Ta


Minotaur

(For that minotaur, you're going to have problems with any races that have racial HD. You actually have to use a one-two punch of Custom Class and Custom Race to cover everything. Although not an announced feature, you'll see that I've got the gnoll in place as an example. Select gnoll for race, then add two levels of Gnoll for the class and you've got a 2 HD Humanoid (gnoll) ready for class levels. Well, at least in theory. I haven't tested this bit out very much as yet)

Are you saying to update the "Customization" Tab or modify the "DataRaces" and "DataClasses" tabs?

"Customization" Tab:
Minotaur, 8, 4, -4, -2, Large, 6, 4, 30, 4, Darkvision 60', 2, 5, 5, 5, Greataxe, Taldane, Giants

"DataRaces", *** Custom Race ***
Minotaur 8 0 4 -4 0 -2 0 Large 6 4 30 0 0 0 0 0 4 Darkvision 60' Not Available None 0 0 0 0 Immune to Maze Greataxe Taldane Giants Barbarian Natural Cunning, +4 Perception and Survival Natural Cunning, +4 Perception and Survival 1 1d4 1d6 2d6 65 70 75 1d100 Humaniod (Minotaur)

"DataClasses", *** Racial ***:
Humanoid (Minotaur) 10 2 1.5 1 1 1 0 1 1 1 1 1 1 0 0 TRUE 0 1


Hayden Nash wrote:

Hi, great tool.

I've been using it to customize a Cavalier character class, and I hit a couple of oddities that might need looking at...

Thanks! I've been updating the tables on the various Data tabs and the DataClass one got out of synch with the Customization tab. Fixed for the next release.

Steven Mills wrote:
Are you saying to update the "Customization" Tab or modify the "DataRaces" and "DataClasses" tabs?

Either solution should work (with consideration for the error I just noted above as fixed for the next version). The Customization tab simply feeds data over to the appropriate Data tabs from a single source, so it's perhaps easiest to work there.


Okay folks, v.0.7.2 is up incorporating all of the Customization tab fixes as well as the automation for displaying the cavalier class abilities. I'm working on the oracle now and should have that one ready in the next day or so.

PRPG_CS_v_0_7_2.zip


Minotaur
Do you start Level 1 thru 4 with Minotaur or another class?

Minotaur, 4th Druid

I'm unable to start with Minotaur, The Humanoid (minotaur) is not list for the first level,
I have selected Druid 1st level then for second I'm able to select the Humanoid (minotaur)

How do you make a weapon Keen?


Steven Mills wrote:

Minotaur

Do you start Level 1 thru 4 with Minotaur or another class?

Minotaur, 4th Druid

I'm unable to start with Minotaur, The Humanoid (minotaur) is not list for the first level,
I have selected Druid 1st level then for second I'm able to select the Humanoid (minotaur)

Although it doesn't appear in the drop-down list, you can manually type Humanoid (minotaur) in the 1st level slot and it should work. I personally would require the monster HD be fully complete before adding class levels, but other GMs might handle that differently.

So, your character should have the first 4 levels in minotaur, then then next 4 levels in druid.

Steven Mills wrote:
How do you make a weapon Keen?

Right now, you have to manually override the crit entry in the weapon block. That's a good idea for something to implement in the next release, so I'll put some automation for that in place.


Any likelyhood you will have the "Witch" ready before Saturday night ?

Been trying to create one, but its either too late at night or my job has turned me retarded and my brain has stopped working.

anyway... great job so far....


Apothix wrote:

Any likelyhood you will have the "Witch" ready before Saturday night ?

Been trying to create one, but its either too late at night or my job has turned me retarded and my brain has stopped working.

anyway... great job so far....

Paizo has asked other folks not to release the OGC of each beta cycle until two weeks after its release. As such, I'm abiding by the same request and so won't have the witch in until the 14th...


erian_7 wrote:
Apothix wrote:

Any likelyhood you will have the "Witch" ready before Saturday night ?

Been trying to create one, but its either too late at night or my job has turned me retarded and my brain has stopped working.

anyway... great job so far....

Paizo has asked other folks not to release the OGC of each beta cycle until two weeks after its release. As such, I'm abiding by the same request and so won't have the witch in until the 14th...

Let me clarify, I meant I was trying to create a witch character, not an autosheet.

With that said though, Np, was just trying to be lazy.. I forgot how much more complex casters were than melee fighters... Just regular character creation on this one makes my brain hurt.. haha...


Apothix wrote:

Let me clarify, I meant I was trying to create a witch character, not an autosheet.

With that said though, Np, was just trying to be lazy.. I forgot how much more complex casters were than melee fighters... Just regular character creation on this one makes my brain hurt.. haha...

Ah, okay. Yeah, the casters are generally much more complicated to work out, especially now with the various things granted by domains, bloodlines, foci, etc. Of course, the cavalier has now borrowed some of that complexity with the orders.

And as an update, I've got TWF tweaked now so it only grants iterative attacks when the appropriate feats are known. I'm working on shield fighting and general combat options (like fighting defensively) now.

Liberty's Edge

I would just like to post a THANK YOU for all the work you are doing on this.

THANK YOU!

:)


I found your xls character sheet very useful.
I'm using it with a level 2 infernal bloodline sorcerer and there's an error in the variable Class_Ability_Summary

even if the character is only second level I can see also the power "Infernal resistance" that I'd earn at third level.
On the other hand I tried a level 9 sorcerer and there's no sign of the "Hellfire" ability that should be present.

I tried to correct by myself but I made a mess so can you correct it on the next release?

thank you very much

p.s.
I hope I wrote everything right because english is not my mother tongue


Just started tinkering around with the sheet. It's great! One problem that I discovered, however, is that it seems to give PCs the Improved Unarmed Strike feat for free.


Floyd Wesel wrote:

I would just like to post a THANK YOU for all the work you are doing on this.

THANK YOU!

:)

And thanks to you! I haven't said it in at least a page, but the interaction with you guys is really what keeps me going!

Antonio Sciancalepore wrote:

I found your xls character sheet very useful.

I'm using it with a level 2 infernal bloodline sorcerer and there's an error in the variable Class_Ability_Summary

even if the character is only second level I can see also the power "Infernal resistance" that I'd earn at third level.
On the other hand I tried a level 9 sorcerer and there's no sign of the "Hellfire" ability that should be present.

I tried to correct by myself but I made a mess so can you correct it on the next release?

thank you very much

p.s.
I hope I wrote everything right because english is not my mother tongue

No problem on the English--I'm from the South in the US so many folks would argue I don't have a full grasp of the language either... ;^)

Found the problem on the bloodlines and have corrected. Thanks!

TracerBullet42 wrote:
Just started tinkering around with the sheet. It's great! One problem that I discovered, however, is that it seems to give PCs the Improved Unarmed Strike feat for free.

Looks like the qualifier for Monks getting this for free wasn't set. Corrected for the next release.


erian_7 wrote:
Per requests from Paizo, I won't be releasing the new ones (summoner and witch) until the next batch are out.

Damit.

Oh well.

We will be able to create a stat block of our own Eidolon if we select the Summoner class then?


Berselius wrote:
We will be able to create a stat block of our own Eidolon if we select the Summoner class then?

I haven't dug into the summoner to see how all the class abilities work as yet, but I'll automate as much as is practical.


Okay, v.0.7.3 is posted. This version fixes issues noted to date and finishes out the support for the Oracle (plus fixed the class skills granted by cavalier order). I've also wrapped up the common combat options and conditions that affect combat. There is a lot of complexit in how all those interact, so definitely hammer away at this and let me know any problems. From here, I'll be focused on finishing out the non-core feat automation. The Aldori Dueling Mastery feat is included in this version as a preview...

I've also started thinking through the basics of a familiar/animal companion sheet, as that will be needed to fully support the summoner and is also high on the request list.

PRPG_CS_v_0_7_3.zip

Thanks as always for the interest!


I can not get the Minotaur to work correctly, I have tried both DataClasses and DataRaces, and the Customization tab.

Class level is alwas 2

I just can not make it work


Steven Mills wrote:

I can not get the Minotaur to work correctly, I have tried both DataClasses and DataRaces, and the Customization tab.

Class level is alwas 2

I just can not make it work

Can you explain some more, e.g. what do you mean class level is always 2? I just tried a run using the Monstrous Humanoid class (you actually don't have to create a new custom entry for the minotaur as it's not a Humanoid) and added a quick Minotaur race on DataRaces and it seems to work fine. I'm going to try adding it through the Customization tab next as a test of the functionality, so knowing specifically what challenges you've had will help me both find any errors as well as tweak the interface to be more friendly.

Thanks!

EDIT: Found a few things: (1) need to add the racial "classes" on the DataSkills tab to capture the class skills, (2) need to expand the named cell CLASS to capture the racial "classes" so they show up on the Front tab and are counted properly, (3) put a note for folks to use the racial bonus feat cell to capture selectable things like armor proficiency.

Number 2 on the list above may be what was causing you some issues?


The page breaks moved to a bad place at some point; I found how to fix this locally with 'view -> page break preview' but opening a clean 0.7.3 and going straight to print preview of the 'front' tab shows it starts with this error in the latest versions.


Karak wrote:
The page breaks moved to a bad place at some point; I found how to fix this locally with 'view -> page break preview' but opening a clean 0.7.3 and going straight to print preview of the 'front' tab shows it starts with this error in the latest versions.

Thanks for the report! I had to rebuild the Front tab for this release (or maybe it was 0.7.2) and hadn't set the print area again. Fixed for the next release!

I've also continued playing with the minotaur build, as it's proven to be a good way of finding little bugs here and there. From my fiddling, I've not corrected the Primary and Secondary natural attacks to not show iterations based on BAB, came up with a much cleaner way of noting racial weapon familiarity, and have a plan in mind to make noting class skills for new classes much easier.

With all this coming from working on the minotaur, I'll be leaving it in place for the release.


I sent you a quick and dirty set of updates in a worked out character sheet, both pretty minor.


To implement the effect of Bracers of Armor +2 w/out unlocking, it looks like I can select 'None' with a '+2' bonus in the Armor section. It would be nice if there was a 'Bracers of Armor' in the dropdown selection which has similar/same numbers as 'None'.


I found some more issues/requests:
* I had to type 'Unarmed Strike' instead of selecting it in the dropdown in the 'Weapon Focus Selections', but fortunately that worked correctly.
* A monk's 'Unarmed Strike' damage dice is not scaling according to the monk's level.
* Flurry of Blows is not yielding the correct number of attacks; I would expect an 11th level monk with a flurry selection to show as for instance "+13/+13/+8/+8/+3" (at which point it might make sense to have a function strip the plusses when the length is getting out of hand, to fit better? I'd precalc the long text to a different cell and string replace plusses with nothing, if excel can do that.) I'm not sure what's supposed to go in 'wielded as?' for that, but none of them worked. EDIT: Actually after pasting in 7 attacks just to see how small the text would be, I wouldn't worry about trying to shrink it, given how much room there currently is for that field.
* Maybe it would make sense to have a longer, single combined damage string as well. Adding magical effects like 'Shock' for +1d6 damage would be nice to have that shown somehow. Add in 'Sneak Attack' and other bonus dice situations and it gets really nice to have a single place to look at your to-hit and all-inclusive-damage. In fact, for my character sheets, I like to take that one step further with critical hits too; instead of looking at 'x2' I prefer to see something like '2d6+4+1d6' if for instance '1d6+2' is your normal 'weapon damage' and you have an extra non-multiplying d6 like Shock.
* Speaking of which, I suppose weapon effects like Keen and Shock could well go into those 'combat modifiers' dropdowns (at leat for now) to automate changes in that weapon stat block.
* Sneak-attack could be a weapon combat modifier.
* Hasted may be a nice weapon combat modifier, since it effects both the number of attacks and adds +1 and IMO is a pretty common group buff. (Might set up a dangerous precedent for people wanting every spell effect in existence though; especially annoying for spells/abilities with variable effects.)
* Adding 'Total Defense' affects every weapon row and your AC, but 'Squeezing' does not affect every weapon nor your AC. Perhaps these should be consistent.
* Also, conditional highlighting could be used to draw attention to cells with the above selected, since they seem to be only intended for during-game usage and should be removed by the user when no longer applicable / prior to printing / etc.


On skills.

For an automated sheet, I don't think it makes sense to show both the 'key ability' column and the 'ability mod' column. IMO the 'ability mod' is only nice for manually-written sheets to ease char-gen and does not have to be visible for a sheet like this; even with a printed character sheet, if you have, say, poison that reduces your effective dex bonus by one and you happen to need an acrobatics roll, then you know to reduce your acrobatics rolls by one due to the 'dex' appearing in a column, regardless of what your dex modifier is/was.

However, one thing I find lacking in skills sections on character sheets is support for 'common conditional modifiers'. There are a lot of skills that are affected by some common condition like 'when jumping' for acrobatics rolls when a character is fast, or 'versus traps' for a rogue's perception and disable device. Since these kinds of things aren't readily apparent in the skills section, they can be forgotten when needed, or worse, you have to slow down the game to find out what your conditional modifiers bring your actual modifier to right now.

I certainly wouldn't expect automation for all these possibilities. What I've had the most success with in a past sheet was: The total 'skill mod' column had more horizontal room than you have now. It would display like '+23' normally, but if a non-printing 'common conditional modifier' column was non-blank/non-zero, it would display like '+23/+35'. This is a visual prompt to remember that, oh yeah, I jump at +35 as opposed to other acrobatics at +23, and if you don't remember which situation to use +35, you know to go look at your character feats/abilities/traits/etc (or hover the mouse to read your cell comment while laptopping) prior to committing the wrong result. Saves on a little math too. WRT a sheet like this, a couple common formulas and cell comments could start in such a column next to the applicable skills, such as the speed-jump modifier and Lvl_Rog-percept/disable formulas, but remain unlocked for manual replacement.


I don't understand the default sorting order of the skills. It drives us nuts. There are both combat and non-combat applications for many of the skills in both of the sections, so my main theory on the reasoning is blown. I just found I can data-sort my blank source copy ok by highlighting just the skill names (so I will do that in the future), but any already-filled skills sections are screwed since highlighting the area for sorting complains about the cell sizes. Oh well.


Karak wrote:
To implement the effect of Bracers of Armor +2 w/out unlocking, it looks like I can select 'None' with a '+2' bonus in the Armor section. It would be nice if there was a 'Bracers of Armor' in the dropdown selection which has similar/same numbers as 'None'.

I had envisioned folks adding this as Custom armor for the moment. I want to incorporate the OGC magic items but am still thinking through the best route for this. Putting bracers in the armor section, for instance, actually throws off the body slots. I'd like to have a drop-down in the various body slots on the back that will ahve things like bracers, cloaks, stat boosters, etc. Something I'm still thinking through at present, but your approach definitely works as well as an interim solution.

Karak wrote:

I found some more issues/requests:

* I had to type 'Unarmed Strike' instead of selecting it in the dropdown in the 'Weapon Focus Selections', but fortunately that worked correctly.

Looks like I had the Data Validation set from the Exotic selector. Fixed for the next version.

Karak wrote:
* A monk's 'Unarmed Strike' damage dice is not scaling according to the monk's level.

Ah, I hadn't thought of that (the upgraded dmg was only showing under the class ability). Added for the next version.

Karak wrote:
* Flurry of Blows is not yielding the correct number of attacks; I would expect an 11th level monk with a flurry selection to show as for instance "+13/+13/+8/+8/+3" (at which point it might make sense to have a function strip the plusses when the length is getting out of hand, to fit better? I'd precalc the long text to a different cell and string replace plusses with nothing, if excel can do that.) I'm not sure what's supposed to go in 'wielded as?' for that, but none of them worked. EDIT: Actually after pasting in 7 attacks just to see how small the text would be, I wouldn't worry about trying to shrink it, given how much room there currently is for that field.

Flurry of Blows works functionally the same as 2-weapon fighting, so you should designate one attack as 2-Wpn Primary and another as 2-Wpn Off-Hand. I have it this way on purpose, both to mirror the TWF functions and also to allow for mixing in, say, a sai or quarterstaff with unarmed strikes. Now, I did need to tweak the sheet a bit to display the flurry with the "off-hand" properly and also not decrease the damage. Also, I've interpreted the Monk BAB a little differently in that it affects the attack roll but doesn't grant another iterative attack. I'll have to think about that one...

Karak wrote:

* Maybe it would make sense to have a longer, single combined damage string as well. Adding magical effects like 'Shock' for +1d6 damage would be nice to have that shown somehow. Add in 'Sneak Attack' and other bonus dice situations and it gets really nice to have a single place to look at your to-hit and all-inclusive-damage. In fact, for my character sheets, I like to take that one step further with critical hits too; instead of looking at 'x2' I prefer to see something like '2d6+4+1d6' if for instance '1d6+2' is your normal 'weapon damage' and you have an extra non-multiplying d6 like Shock.

* Speaking of which, I suppose weapon effects like Keen and Shock could well go into those 'combat modifiers' drop-downs (at leat for now) to automate changes in that weapon stat block.

* Sneak-attack could be a weapon combat modifier.

I was indeed thinking of adding these into the dropdown selectors. For the extra damage, though, I generally track this in the Special Properties area to reflect that the damage is not modified with a crit. For showing the crit damage, I could display it that way, although it'd require anew field in the weapon table. Anyone else have thoughts/preferences here?

Karak wrote:

* Hasted may be a nice weapon combat modifier, since it effects both the number of attacks and adds +1 and IMO is a pretty common group buff. (Might set up a dangerous precedent for people wanting every spell effect in existence though; especially annoying for spells/abilities with variable effects.)

I want to add in various magical effects, including haste but also bless, magic weapon/fang, etc. I have been thinking about a "spells in effect" area that could track these instead, as well as de-buffs like slow and bane. Again, anyone else have thoughts/preferences here?

Karak wrote:

* Adding 'Total Defense' affects every weapon row and your AC, but 'Squeezing' does not affect every weapon nor your AC. Perhaps these should be consistent.

That's actually intentional at the moment, as I'd like to see if folks prefer the "affects only a single weapon block" vs. "affects all block" approach.

Karak wrote:
* Also, conditional highlighting could be used to draw attention to cells with the above selected, since they seem to be only intended for during-game usage and should be removed by the user when no longer applicable / prior to printing / etc.

Hmm, I'll think on this one a bit...

Karak wrote:

On skills.

For an automated sheet, I don't think it makes sense to show both the 'key ability' column and the 'ability mod' column. IMO the 'ability mod' is only nice for manually-written sheets to ease char-gen and does not have to be visible for a sheet like this; even with a printed character sheet, if you have, say, poison that reduces your effective dex bonus by one and you happen to need an acrobatics roll, then you know to reduce your acrobatics rolls by one due to the 'dex' appearing in a column, regardless of what your dex modifier is/was.

Hmm, definitely something I can consider. I've kept it in place for those that like to see the general modifiers broken out, but removing it would free up space for other data (like your suggestion below). What do other folks think--keep it, or lose it?

Karak wrote:
However, one thing I find lacking in skills sections on character sheets is support for 'common conditional modifiers'. There are a lot of skills that are affected by some common condition like 'when jumping' for acrobatics rolls when a character is fast, or 'versus traps' for a rogue's perception and disable device. Since these kinds of things aren't readily apparent in the skills section, they can be forgotten when needed, or worse, you have to slow down the game to find out what your conditional modifiers bring your actual modifier to right now.
I certainly wouldn't expect automation for all these possibilities. What I've had the most success with in a past sheet was: The total 'skill mod' column had more horizontal room than you have now. It would display like '+23' normally, but if a non-printing 'common conditional modifier' column was non-blank/non-zero, it would display like '+23/+35'. This is a visual prompt to remember that, oh yeah, I jump at +35 as opposed to other acrobatics at +23, and if you don't remember which situation to use +35, you know to go look at your character feats/abilities/traits/etc (or hover the mouse to read your cell comment while laptopping) prior to committing the wrong result. Saves on a little math too. WRT a sheet like this, a couple common formulas and cell comments could start in such a column next to the applicable skills, such as the speed-jump modifier and Lvl_Rog-percept/disable formulas, but remain unlocked for manual replacement.

I agree entirely and this is a suggestion I definitely want to incorporate somehow. Getting back some space by removing the ability modifier might be one route to facilitate this.

Karak wrote:
I don't understand the default sorting order of the skills. It drives us nuts. There are both combat and non-combat applications for many of the skills in both of the sections, so my main theory on the reasoning is blown. I just found I can data-sort my blank source copy ok by highlighting just the skill names (so I will do that in the future), but any already-filled skills sections are screwed since highlighting the area for sorting complains about the cell sizes. Oh well.

They are grouped by "usable untrained" vs. "trained only", then sorted alphabetically. I do this personally so that I can then delete the "trained only" skills not applicable to a specific character and reuse all that wasted space for something else (like a Special Notes section for commonly used spells, special abilities, etc.).


Any suggestions about increasing ability scores to reflect increases through items or Paragon enhancements?


Krzysztof Mailloux wrote:
Any suggestions about increasing ability scores to reflect increases through items or Paragon enhancements?

Yes, there is a box beneath each ability labeled Other Mods. Anything you put in there will feed directly into the ability score field.

Also as a heads up for everyone--my wife and I are expecting our second child any day now, so I could disappear for a while with no notice...

Sovereign Court

Congrats in advance! I have a 3 1/2 and 2 so understand completely.

when you get back or if you haven't left.

On attacks. Can you add in Touch, ranged touch and ray.

Also

Spell section.

I for one love to multiclass. If I have something that has Two or more spell lists, I'd love an option to be able to do that in this sheet.

I know it is versital and I can create another sheet over, but alas I am only moderatly adequet at excel. (that and I believe spelling as I look back)

Is there a way to create or allow for multiple spell lists, each with its own primary modifier and DC's.

Is there a Spelllist sheet in the works in this fabulous work also?


Lynx wrote:
Congrats in advance! I have a 3 1/2 and 2 so understand completely.

Thanks! We've got a nearly-6 year old now and he's very excited about being a big brother!

Lynx wrote:

when you get back or if you haven't left.

On attacks. Can you add in Touch, ranged touch and ray.

For this, what do you mean exactly? Those are fairly broad categories that cover many things from class abilities to feats to spells.

Lynx wrote:

Also

Spell section.

I for one love to multiclass. If I have something that has Two or more spell lists, I'd love an option to be able to do that in this sheet.

I know it is versital and I can create another sheet over, but alas I am only moderatly adequet at excel. (that and I believe spelling as I look back)

Is there a way to create or allow for multiple spell lists, each with its own primary modifier and DC's.

Is there a Spelllist sheet in the works in this fabulous work also?

I do want to work in a good spell sheet that supports multiple class, working from the nice one already in the sheet and growing it to accommodate different classes when selected. I haven't quite figured out the best way to automate this as yet, however...


Racial modifiers to skills are no longer showing up in the Calc Mod column in 0_7_3. Used to be they did. Something got broken and I'm not sure where.

I agree that you can remove the stat column on the skill list.

Be VERY careful about using too much conditional formatting. Nothing will slow the worksheet down faster than that.


AdAstraGames wrote:

Racial modifiers to skills are no longer showing up in the Calc Mod column in 0_7_3. Used to be they did. Something got broken and I'm not sure where.

I agree that you can remove the stat column on the skill list.

Be VERY careful about using too much conditional formatting. Nothing will slow the worksheet down faster than that.

Hmm, I'm not sure what happened on the racial mods--they are working on my 0.7.4 copy, but I may have fixed something that was broken without realizing it...

In any case, I've got this version ready enough for review. It includes the fixes for flurry of blows and natural attacks, plus rebuilds the skill section as discussed. For the conditional bit, I put in a place to write in conditional modifiers manually--there is no conditional formatting in place nor any automation at this time. Oh, and the minotaur race is in place and should be playable (it does not currently decrease the CR as levels increase as described in the bestiary).

PRPG_CS_v_0_7_4.zip


Still not working - select Elf or Halfling and check out the Cal Mod for Perception.


AdAstraGames wrote:

Still not working - select Elf or Halfling and check out the Cal Mod for Perception.

Oops, that's actually something I broke right before releasing this version (bad lookup). It's fixed now.

Sovereign Court

sorry for not clarifying above.

I ment in reference to spell use.

Touch spells
Range touch spells
and of course rays

I might have missed it somewhere, but I didn't think they were a option on any pull downs in weapon menu's


Lynx wrote:

sorry for not clarifying above.

I ment in reference to spell use.

Touch spells
Range touch spells
and of course rays

I might have missed it somewhere, but I didn't think they were a option on any pull downs in weapon menu's

I can see putting specific individual spells in as attacks, along with class abilities. However, that will take some time to work out for all the possibilities. You can definitely add these as Custom options fairly easily.


By the way, if you change the name of Composite Bow (+1) to Composite Bow STR 12

You can use an IF to detect if the last two numbers on a weapon are numeric, and if they are, use the lesser of that number or the current strength value, to determine if the strength modifier is used with a compound bow. I think that's the only case where a 'ranged weapon' isn't pulling Strength and should.


AdAstraGames wrote:

By the way, if you change the name of Composite Bow (+1) to Composite Bow STR 12

You can use an IF to detect if the last two numbers on a weapon are numeric, and if they are, use the lesser of that number or the current strength value, to determine if the strength modifier is used with a compound bow. I think that's the only case where a 'ranged weapon' isn't pulling Strength and should.

Hmm, that's an area where I hadn't come to a good solution as yet, but your suggestion definitely sounds workable. I'll give that a whirl...


Version 7_4 is giving a to many different cell formats error in Microsoft Excel 2002.

Version 7_3 works however.


miniaturepeddler wrote:


Error found:
Curved Elven blade allows access to the Weapon Finesse Feat for using Dex for bonus to hit (just like Rapier and light weapons), special feature of the CEB

Has this been looked at or is there a work around for it?


Demosthenes wrote:

Version 7_4 is giving a to many different cell formats error in Microsoft Excel 2002.

Version 7_3 works however.

Hmm, I fixed this a few versions back but it's crept back in. I'll look into it again...

celtoid wrote:
miniaturepeddler wrote:


Error found:
Curved Elven blade allows access to the Weapon Finesse Feat for using Dex for bonus to hit (just like Rapier and light weapons), special feature of the CEB
Has this been looked at or is there a work around for it?

This is working as far as I can tell--are you seeing an error/issue?


You'll want to use an exterior cell for this (one that's not in the working block)

=IF(OR(RIGHT(B91,2)="12",RIGHT(B91,2)="14",RIGHT(B91,2)="16",RIGHT(B91,2)=" 18",RIGHT(B91,2)="20"),VALUE(RIGHT(B91,2)),10)

This checks to see if the right most two characters in cell B91 are 12, 14, 16, 18 or 20. If they are, then it tells to treat that as a number, and display it, otherwise, show 10 (no modifier).

You then use a MIN of this number or the Strength modifier as a feeder into a VLOOKUP for the Strength bonus. Then tack it on to cell AW89, where the rest of everything is calculated.


I started to hard code the formula, but then got to thinking about future expansion and/or customization. If, for instance, some one puts in a Str 22 Composite bow the formula would break. So, I worked it around to this (should support everything up to Str 50):

IF(AND(O78="Ranged",ISNUMBER(VALUE(RIGHT(B80,2)))),MIN(Str_Mod_Current,VLOO KUP(VALUE(RIGHT(B80,2)),Table_Abilities,2,0)),0)

This process also got me to looking at the attack penalty related to insufficient Str for these, so I worked that in. And that led into the ligh/heavy crossbow and 1-handed use...so I worked that in as well. So, I'm still fiddling with this all to make sure it works throughout the weapon blocks...

Also, I'm going through and clearing out the formatting on every page, then rebuilding them so as to hopefully eliminate that annoying "too many formats" error.

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