
AdAstraGames |

Putting Cleric Channel on the Landscape Page
I think if you made the labels for the saving throws their standard abbreviations (Fort, Ref, Will), and made the boxes that are labeled Ability, Race, Other, Misc 2 columns wide rather than 3, you could fit a vertically oriented Channel box in there next to the saving throws.
The other place to put it would be on the L-Spells page, under the Spell Difficulty Table.

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Kevida wrote:Okay the first part I took care of. As for the second part, when I add a rank of...let's say...Intimidate (a Fighter's Class Skill by the way), it only shows up as adding one point as opposed to four (one for adding the rank and three for it being a class skill). I have tried it with other class and skill combinations as well and it is all the same.Are you possibly looking for it to add to the actual Ranks? The +3 shows in the Calc Mods column--they do not count as actual ranks. I just ran a Human Fighter and it showed up properly on both the P and L Front tabs. If this is not the problem, let me know and we'll need to walk through the character creation step-by-step to see if something along the way is breaking.
It's the Calc Mods column that is not respoding. It's not adding the +3 as it should. I have also noticed that in your previous version (PRPG_CS_v_0_8_6) that a character got the +3 mod total whether or not the player added a rank. PRPG_CS_v_0_8_5 works normally, though.

erian_7 |

Disenchanter wrote:Dis, if you're willing to keep testing, it would be a GREAT help for us in getting this version-safe for Open Office.
I am going to chalk it up to the OS/OS version of Open Office "guessing" how to handle things when it chokes on loading, and doesn't always guess well.
This is why from the beginning I told you I don't expect you to do anything to get the sheet to work for me. I'm going to bow out of testing for you now, and thank you for the effort anyway.
Yep, I would definitely appreciate the continued testing, as I believe you are the only person I have with that particular combination at present. However, I also understand if you are just looking for a sheet to use that testing can be quite a hassle. In any case, thanks for the attention thus far!
erian_7 wrote:...about my last post...It's that same old issue from awhile back, the formatting of the text block runs "off" the field.
pseudo-example:
"Uncanny Dodge (Ex): Cannot be caught flat-footed, even if attacker is invisib"
Zo
That's just weird. The last time this was a problem, it had to do with text fields running longer than 256 characters. But that's not a problem for Uncanny Dodge. I'll turn that one specifically into a formula and you can check it on the next go around...
Putting Cleric Channel on the Landscape Page
I think if you made the labels for the saving throws their standard abbreviations (Fort, Ref, Will), and made the boxes that are labeled Ability, Race, Other, Misc 2 columns wide rather than 3, you could fit a vertically oriented Channel box in there next to the saving throws.
The other place to put it would be on the L-Spells page, under the Spell Difficulty Table.
Hmm, good suggestion, I'll play with that on the Front tab.
It's the Calc Mods column that is not respoding. It's not adding the +3 as it should. I have also noticed that in your previous version (PRPG_CS_v_0_8_6) that a character got the +3 mod total whether or not the player added a rank. PRPG_CS_v_0_8_5 works normally, though.
Ah, the v.0.8.5 reference leads me to a conclusion--are you entering the skill ranks directly on the Front tab? As of v.0.8.6 the ranks are entered in the Skills section on the Getting Started tab. The Front tabs then pull the ranks in from there, as does the DataSkills tab (thus if you enter ranks directly on the Front it doesn't flow).
So, I'm betting that's the problem...

CulinaryMadman |

Found another one, this is just a bookkeeping issue, but:
For the Heavy Flail, you have listed under Threat:
=IF(ISNUMBER(FIND("Improved Critical ["&B93&"]";Feats_Known));"15-20";"18-20")
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:
15-20
Now I'm assuming it should be a formula of some kind instead, probably something to the effect of:
=IF(ISNUMBER(FIND("Improved Critical ["&C93&"]";Feats_Known));"17-20";"19-20")
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.

erian_7 |

Not sure if anyone's brought this up, but the portrait sheet isn't showing the armor check penalty.
Zo
Hmm, somehow the Armor_Penalty_P field got replaced with the MV_Mod_Total_P field. Fixed it!
Found another one, this is just a bookkeeping issue, but:
For the Heavy Flail, you have listed under Threat:
=IF(ISNUMBER(FIND("Improved Critical ["&B93&"]";Feats_Known));"15-20";"18-20")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:
15-20Now I'm assuming it should be a formula of some kind instead, probably something to the effect of:
=IF(ISNUMBER(FIND("Improved Critical ["&C93&"]";Feats_Known));"17-20";"19-20")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'll check on the errors. Note that the Enhanced Threat field can actually be used for bludgeoning weapons with the Impact weapon enhancement (non-core and not OGC, but commonly house-ruled in my experience) so I have that field for all weapons. In checking this, it did show that I seem to be using two separate methods for determining enhanced threat range, and this could lead to illegally "double-stacking" Keen and Improved Critical. I'll take care of that as well...

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erian_7 wrote:It's the Calc Mods column that is not respoding. It's not adding the +3 as it should. I have also noticed that in your previous version (PRPG_CS_v_0_8_6) that a character got the +3 mod total whether or not the player added a rank. PRPG_CS_v_0_8_5 works normally, though.
Kevida wrote:Okay the first part I took care of. As for the second part, when I add a rank of...let's say...Intimidate (a Fighter's Class Skill by the way), it only shows up as adding one point as opposed to four (one for adding the rank and three for it being a class skill). I have tried it with other class and skill combinations as well and it is all the same.Are you possibly looking for it to add to the actual Ranks? The +3 shows in the Calc Mods column--they do not count as actual ranks. I just ran a Human Fighter and it showed up properly on both the P and L Front tabs. If this is not the problem, let me know and we'll need to walk through the character creation step-by-step to see if something along the way is breaking.
Edit: it seems that I was mistaken about the previous editions. They only add the ability modifiers and not ranks according whter or not they are class skils. Again erian_7, you are doing a tremendous job and I don't mean to harp on the negatives. Yours will always be the character sheet of choice for me!

erian_7 |

Edit: it seems that I was mistaken about the previous editions. They only add the ability modifiers and not ranks according whter or not they are class skils. Again erian_7, you are doing a tremendous job and I don't mean to harp on the negatives. Yours will always be the character sheet of choice for me!
To confirm, you saw my last post on this (i.e. you are adding ranks on Getting Started, and not on the Front tab, right...)?
If you are indeed entering these on the Getting Started tab, we'll need to walk through and see what's what, as the class skills are definitely working for me.
EDIT: And I've posted v.0.8.8 to help ensure we're on the same page, using the same file.

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Kevida wrote:Edit: it seems that I was mistaken about the previous editions. They only add the ability modifiers and not ranks according whter or not they are class skils. Again erian_7, you are doing a tremendous job and I don't mean to harp on the negatives. Yours will always be the character sheet of choice for me!To confirm, you saw my last post on this (i.e. you are adding ranks on Getting Started, and not on the Front tab, right...)?
If you are indeed entering these on the Getting Started tab, we'll need to walk through and see what's what, as the class skills are definitely working for me.
EDIT: And I've posted v.0.8.8 to help ensure we're on the same page, using the same file.
Okay get it now. I'm a dummy!

Disenchanter |

Disenchanter wrote:Dis, if you're willing to keep testing, it would be a GREAT help for us in getting this version-safe for Open Office.
I am going to chalk it up to the OS/OS version of Open Office "guessing" how to handle things when it chokes on loading, and doesn't always guess well.
This is why from the beginning I told you I don't expect you to do anything to get the sheet to work for me. I'm going to bow out of testing for you now, and thank you for the effort anyway.
I'll do it... But I can't promise I will not have any more "phantom" errors that can't be tracked down...
Anyway, I come bearing mixed news.
I took the time to wipe my hard drive, and do a fresh install of Ubuntu 10.04 to verify the problems weren't due to any random tweaks of mine. I downloaded a fresh copy of 0.8.8 to try out.
Everything works fine.
It no longer chokes while loading - but that doesn't mean it is quick. It still has places where it slows to a crawl, but the window no longer grays out to show it is really working. I was able to (mostly) enter in my Pathfinder beta/final rogue from our Curse of the Crimson Throne campaign. Two things faltered. No obvious way to add in custom armor additions. (Our GM let my character have Dastana from the Arms and Equipment guide.) And the sheet doesn't automatically add the bonuses from the Shingle Runner feat to the skill listings.
All in all, I would call it a potential major success. I say potential, because I am attempting to save copies of it now (both Excel and OpenOffice versions) and until I verify it loads properly, I can't call it a success.
the reason I say it is mixed news is - I can't tell you it was the fresh install that did it, or the work you did.
Now if you will give me a few minutes, I'll try and load the saved versions to report about...
Both version appear to load fine. Nothing appeared to have broken... But I will have to test more tomorrow.
I'll also see if your old links still work and download an older version to try to rule out (or in) the fresh install as doing the trick.
EDIT: I downloaded 0.8.7, and I can verify the problems I reported in my post before this one are still there. So, I am going to lean towards the work you did between 0.8.7 and 0.8.8 making the difference.

hjorvar ingi haraldsson |
Have been using your excel sheets, great work.
Some pointers
1. When summoner puts skillpoint in Use Magic Device, he does not get the +3 for being class skill.
2. When building a Eidolon, it does not show the cost of evelution, just ##
3. When you choose evelution like +2 in abilites, the abilite score does not change for the Eidolon.
Edit: This was in sheet 0.8.8 and Windows Excel 2007

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Favored Enemy is a good idea. For feat-based combat options, my actual goal is to have the list dynamic so that only options actually available show up. Once I get that in place, I could add more feats to the list without it getting too unwieldy. Now, I will say that if you come up with that list of ALL the options and can share it, it'll help me plan things out...Thanks!
Erian...
As I work on this, I'm assuming that all that you would be wanting would be situational modifiers for the list, correct? I've worked on this list a little bit (real life getting in the way of plowing into it) and it is growing as I pour over source material. I'll attempt to break things down into more manageable chunks for you as I go.Another from the message boards, Karui Kage, has a database that he is working on that can be found here that has helped immensely by collecting most if not all feats from all published Pathfinder material. Not only feats but other aspects of the game as well can be found in his archives. I just found the link to this trove earlier today and haven't really had a chance to dig too deeply, but I'm sure that you could find it helpful as well as you begin adding more source material to the sheet.
Anyway, off to work on that list for you now. Thought I would share.
Also found a few "oopsies" as I was playing with the sheet (v 0.8.8) at work today that I'm not have been mentioned:
1. After putting all points from a point buy into the abilities, the remaining points area populates with "Abilites outside 7-18 do not use..." rather than just a zero.
2. Some Items for Fighter 20 integration: L-Front Speed was showing 20 with Heavy Armor when Armor Training should allow for full normal speed while in Heavy Armor at Fighter 7. Also Armor Mastery and Weapon Mastery not showing any effects on L-Front, such as DR from Armor or the increased Crit Multiplier from Weapon Mastery for the chosen weapon.
3. The Weapons Special Properties cell has an error in it's formula that it is looking for "Greater Penetrating Strike" rather than "Penetrating Strike, Greater" as it is found in the feat list.
4. Shield bonus not calculating correctly when Shield Focus and Greater Shield Focus are both selected. The formula isn't getting the +2 from Greater Shield Focus only the +1 from Shield Focus. It has something to do with the logic when checking for both of the feats.
5. Along with the Shield bonus, the Taldorian Duelist feat is getting no love on L-Front. With both a Falcata and Buckler selected and readied the Shield Bonus still only reads as though it were just a Buckler with Shield Focus, +2.
6. Improved Critical not showing with selected weapon and must use Keen option in Weapon block. I seem to remember some discussion on this one, but I feel the sheet should have this integrated much like Weapon Focus. With the Keen option in the weapon block, that would have to be managed so that no stacking occurs.
I think that's all for now...

DustinGebhardt |

First, I'm giving much love for the latest version(s). Looking back at the v0.7x stuff, the sheet has grown by leaps and bounds. With that said, I have a question. I'm working up a wizard7/rogue1. Does the magical knack trait apply to spells per day? I always thought that CLASS levels determine spells per day. If I set the class level on the spells tab to 8, it populates the spells per day (on the Abilites and Feats tab) with the array from an 8th-level wizard. I always thought that magical knack (and Practiced Spellcaster from 3.5) only applied to things like range, area of effect, duration, etc.

Doctor Andonuts |

I got some basic information down regarding the animal forms for Wild Shape. I wanted to show you it to see what changes to the data might make it better for your sheet, but my page I normally upload to isn't working so I need to find another way for you to download the sheet.
More to come. Just wanted you to know I am working on it.

erian_7 |

Howdy folks. Thanks for the continued findings posts. I am going to get to these, but some contract and budget stuff at work has sucked up the last several days (I'm still stuck at Helms, for instance...).
Mirc (and other new folks), you can shoot me an email with anything at 25 MB or under. I've established an account just for tracking the Character Excelerator:
character.excelerator@gmail.com
Thanks!

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Used 0.8.8 built a druid with Animal domain and Vermin Heart feat. Upon reaching 4th level, he receives an animal companion. At 5th level, Vermin Companion was not listed as an available feat. Discovered that Animal Companion is not being listed as a class feature and thus is ringing false for feats that have Animal Companion as a prerequisite.

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update with my ACP issue. it seems that multiclassing fixes the problem. i toyed around with some character ideas and noticed that taking a level of fighter or barbarian fixed it. then i went through and tried swapping out a druid level with 1 level any of them other base classes and each one fixed the ACP calculation error.

erian_7 |

Okay, most of the reported issues are addressed (need some info on a few other items). I'll have v.0.8.9 posted as soon as I finish up the last bits of data entry (i.e. just another hour or two).
On the portrait sheet, the ACP is now shown but it's not applied. I've also created an heirloom weapon using the customize tab, and the MW property is changing the weapon's value to be that of a +1 magical weapon.
Should I take a screenshot of the abilities & feats issue?
Zo
For the ACP, I've integrated it into the Active Sheet calculation. Should work now.
For the MW heirloom weapon, can you give me more info? I created one and when set to MW it correctly increased the cost by 300 gp.
Do get me a screen shot on the abilities and feats issue--still got no fix for that...
No obvious way to add in custom armor additions. (Our GM let my character have Dastana from the Arms and Equipment guide.) And the sheet doesn't automatically add the bonuses from the Shingle Runner feat to the skill listings.
Hmm, for the Dastana, If I recall properly that adds +1 to the Armor bonus? If that is the case, then you'd use one of the Misc bonuses for AC, set it as Applies To armor, and you're good to go.
I fixed Shingle Runner for Climb. For the Acrobatics piece, you'd need to add that as a manual Conditional Mod since it only applies to jumping.
Have been using your excel sheets, great work.
Some pointers
1. When summoner puts skillpoint in Use Magic Device, he does not get the +3 for being class skill.
2. When building a Eidolon, it does not show the cost of evelution, just ##
3. When you choose evelution like +2 in abilites, the abilite score does not change for the Eidolon.
Edit: This was in sheet 0.8.8 and Windows Excel 2007
UMD error fixed--problem with a cell reference to the Skill Ranks totals.
Eidolon Evolutions had an error with blank fields--fixed it!
Ability increase evolutions added to the Ability Score calcs.
Erian...
As I work on this, I'm assuming that all that you would be wanting would be situational modifiers for the list, correct? I've worked on this list a little bit (real life getting in the way of plowing into it) and it is growing as I pour over source material. I'll attempt to break things down into more manageable chunks for you as I go.Another from the message boards, Karui Kage, has a database that he is working on that can be found here that has helped immensely by collecting most if not all feats from all published Pathfinder material. Not only feats but other aspects of the game as well can be found in his archives. I just found the link to this trove earlier today and haven't really had a chance to dig too deeply, but I'm sure that you could find it helpful as well as you begin adding more source material to the sheet.
Anyway, off to work on that list for you now. Thought I would share.
Yep, I think you're on the right course for the list. So long as it provides me each item and the relevant bonus type. For things that are highly situational (i.e. bonus vs. a specific race or in a specific location) I generally include those in the notes rather than as a combat option.
I am indeed aware of Karui Kage's site. Along with the d20 PFSRD they've captured a lot of information. However, from what I can tell I've already got as much or more with regard to feats and traits (I'll be adding magic items later). If you do find something I've missed, let me know!
Also found a few "oopsies" as I was playing with the sheet (v 0.8.8) at work today that I'm not have been mentioned:
1. After putting all points from a point buy into the abilities, the remaining points area populates with "Abilites outside 7-18 do not use..." rather than just a zero.
Simplified the logic for this one a bit. Should be good to go!
2. Some Items for Fighter 20 integration: L-Front Speed was showing 20 with Heavy Armor when Armor Training should allow for full normal speed while in Heavy Armor at Fighter 7. Also Armor Mastery and Weapon Mastery not showing any effects on L-Front, such as DR from Armor or the increased Crit Multiplier from Weapon Mastery for the chosen weapon.
Armor Mastery and Weapon Mastery (crit multiplier) are now fully functional
3. The Weapons Special Properties cell has an error in it's formula that it is looking for "Greater Penetrating Strike" rather than "Penetrating Strike, Greater" as it is found in the feat list.
Fixed!
4. Shield bonus not calculating correctly when Shield Focus and Greater Shield Focus are both selected. The formula isn't getting the +2 from Greater Shield Focus only the +1 from Shield Focus. It has something to do with the logic when checking for both of the feats.
Needed to be "Shield Focus, Greater" as with Penetrating Strike.
5. Along with the Shield bonus, the Taldorian Duelist feat is getting no love on L-Front. With both a Falcata and Buckler selected and readied the Shield Bonus still only reads as though it were just a Buckler with Shield Focus, +2.
Ah, I missed automating that one...fixed!
6. Improved Critical not showing with selected weapon and must use Keen option in Weapon block. I seem to remember some discussion on this one, but I feel the sheet should have this integrated much like Weapon Focus. With the Keen option in the weapon block, that would have to be managed so that no stacking occurs
Improved Crit was already in place, but there was a formula typo ("finder" instead of FIND). Fixed it!
First, I'm giving much love for the latest version(s). Looking back at the v0.7x stuff, the sheet has grown by leaps and bounds. With that said, I have a question. I'm working up a wizard7/rogue1. Does the magical knack trait apply to spells per day? I always thought that CLASS levels determine spells per day. If I set the class level on the spells tab to 8, it populates the spells per day (on the Abilites and Feats tab) with the array from an 8th-level wizard. I always thought that magical knack (and Practiced Spellcaster from 3.5) only applied to things like range, area of effect, duration, etc.
Thanks! We've indeed made some huge strides since version 7...
For Magical Knack, I think you are correct--I worked it into the mechanics for prestige class boosts to casters, but that's not quite right. I've tweaked it to exclude the trait bonus.
I think it was pointed out before, but the arcane spell failure chance isn't showing up on the spells page. I believe the problem is just that the font is the same colour as the background.
Fixed the formatting.
Eyes of the Eagle are wrong. wrong CL, wrong aura, wrong price, etc.
That was a stub that hadn't been updated. Good to go now...
DataSkills tab. Use Magic Device. The logic to see if ranks>1 is pointing to the wrong row (130 vs 132). You have Track and Trapfinding in the DataSkills tab, which is throwing off the linear row numbering.
Fixed it by pointing at the named cells (e.g. Skill_Ranks_UseMagicDevice).
Got error values in To-hit and Damage for a weapon in v0.8.8. The character is a roque with weapon finesse rogue talent. The weapon is a custom weapon. Let me know if you more details on the exact error messages.
Cheers
I'll need more info on this one--the Heirloom Weapon I built for another test run worked fine. Do the errors only occur with that weapon? If so, it's a problem in the custom fields rather than a broader problem with weapons. Also, I found a problem with custom weapons regarding Attack and Damage bonuses from the Weapon Group not being set, so check to see if that is the problem.
Hello and thanks as ever Erian,
One some issue, seems the Elven Curve Blade isn't calculating it's attack bonus properly, and keeps coming in higher than it should be (by +2 iirc).
Using version 0.8.8
Thanks!
Need some more info on this one, too. I built an elven Ftr 1 to test and it came out correct.
Used 0.8.8 built a druid with Animal domain and Vermin Heart feat. Upon reaching 4th level, he receives an animal companion. At 5th level, Vermin Companion was not listed as an available feat. Discovered that Animal Companion is not being listed as a class feature and thus is ringing false for feats that have Animal Companion as a prerequisite.
Did you have the Druid's Nature Bond set to Animal Companion on the Getting Started page? That's what gets the text in place for the feat pre-req check (since choosing the Air domain, for instance, wouldn't grant an animal companion).
DataMagicItems tab, the movement enhancement bonus is not rolled up to Row 1 (Cell AE1 aka Magic_Item_Move_Enhancement_Land).
Fixed it, thanks!
update with my ACP issue. it seems that multiclassing fixes the problem. i toyed around with some character ideas and noticed that taking a level of fighter or barbarian fixed it. then i went through and tried swapping out a druid level with 1 level any of them other base classes and each one fixed the ACP calculation error.
This one is odd, in that ACP is not tied in any way to class (other than Fighter improving it). Were you using the Portrait sheet by any chance? I still had it pointing at the landscape data values, so it may have returned weird results.
Curious if half race modifiers will be added, Such as the Half-Fiend, Half-Dragon, or Half-celestial?
I am looking to start an adventure were the players have to play a Half something and am looking for a faster way to make characters :)
I do intend to add the various templates at some point, but have't built anything in as yet. The quickest thing to do would be setting the Perm Mod field on the Front, which will boost the relevant ability score.

DigMarx |

I'll send a screenshot to your posted email address today.
As far as the heirloom weapon thing, it seems to be a conflict between Cold Iron and MW. Per the rules "adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp" and it seems that the sheet considers MW to be a magical enhancement.
Zo

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i noticed something else that i have a question about. the conditions section on the front page.....are they supposed to modify anything, or just remind you what conditions you are dealing with? i tried apply prone to both the portrait and landscape pages, and nothing happened.
*edit* i noticed one other thing right after i posted this. where are we supposed to add the bonus starting languages? i saw the section for linguistics under the skills, but nothing about bonus languages at lvl 1.

erian_7 |

Well, a sick baby ate up all the time for finally getting the helms, mantles, and masks in place (plus a few robes). As such, I figured I should go ahead and post the version with bug fixes for your continued testing...
Character Sheet File: PRPG_CS_v_0_8_9.zip
I also wanted to note that I do intend to get the latest errata put in place for any areas impacting the sheet, but haven't looked into that as yet. If anyone notes something in particular, feel free to go ahead and point it out.
i was using the Potrait sheet. i really can't stand using landscape for anything but pictures. anyways, can't wait for 0.8.9!
And so here it is! I'm hoping the work I've done on the portrait view clears up your issue...Obviously, let me know either way!
I'll send a screenshot to your posted email address today.
As far as the heirloom weapon thing, it seems to be a conflict between Cold Iron and MW. Per the rules "adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp" and it seems that the sheet considers MW to be a magical enhancement.
Zo
Ah, that was the clue I needed to fix it...The logic for checking the cold iron "magic" tax wasn't working quite as intended. Fixed it!
i noticed something else that i have a question about. the conditions section on the front page.....are they supposed to modify anything, or just remind you what conditions you are dealing with? i tried apply prone to both the portrait and landscape pages, and nothing happened.
*edit* i noticed one other thing right after i posted this. where are we supposed to add the bonus starting languages? i saw the section for linguistics under the skills, but nothing about bonus languages at lvl 1.
The Conditions should indeed be active, flowing through the various fields as appropriate. For Prone, you should get for instance a restriction on using ranged weapons and a -4 on melee weapons. Note that I don't cover the AC impacts as they are situational.
For the languages, you should put them in the same place as for Linguistics--I forgot to add in the Intelligence bonus languages when I built that section, but you should see those now. Hmm, although now that I think about it I built the logic to use Int_Permanent rather than Int_Starting. I'll tweak that in the next release...

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wooo! thanks for the new sheet.
i have a question though. isn't boon companion supposed to make the animal companion/familiar's level go up?
example: 1 barbarian/2 druid with a wolf animal companion and boon companion. shouldn't the sheet show the wolf as level 3?
this is the concept for a new character i'm working on and the sheet shows my wolf at lvl 2. is there a place i need to change an option to make it count my druid lvls for this feat or is not working properly? or am i just interpreting the feat completely wrong?

erian_7 |

wooo! thanks for the new sheet.
i have a question though. isn't boon companion supposed to make the animal companion/familiar's level go up?
example: 1 barbarian/2 druid with a wolf animal companion and boon companion. shouldn't the sheet show the wolf as level 3?
this is the concept for a new character i'm working on and the sheet shows my wolf at lvl 2. is there a place i need to change an option to make it count my druid lvls for this feat or is not working properly? or am i just interpreting the feat completely wrong?
That is indeed the intention of the feat. I'll check the logic and see if something is broken...
Thanks!

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Used 0.8.8 built a druid with Animal domain and Vermin Heart feat. Upon reaching 4th level, he receives an animal companion. At 5th level, Vermin Companion was not listed as an available feat. Discovered that Animal Companion is not being listed as a class feature and thus is ringing false for feats that have Animal Companion as a prerequisite.
Did you have the Druid's Nature Bond set to Animal Companion on the Getting Started page? That's what gets the text in place for the feat pre-req check (since choosing the Air domain, for instance, wouldn't grant an animal companion).
No, I did not have the Nature Bond set to Animal Companion. As I stated above, I had selected the Animal Domain. The Animal Domain does grant an Animal Companion at 4th level. This needs to be reflected so it meets the prerequisites for feats that require Animal Companion such as, Boon Companion and Vermin Companion.

Xyemox |

Xyemox wrote:
Curious if half race modifiers will be added, Such as the Half-Fiend, Half-Dragon, or Half-celestial?
I am looking to start an adventure were the players have to play a Half something and am looking for a faster way to make characters :)
erian_7 wrote:
I do intend to add the various templates at some point, but haven't built anything in as yet. The quickest thing to do would be setting the Perm Mod field on the Front, which will boost the relevant ability score.
Tired using the Perm Mod field on the Front as you recommended, but it did not work right. several of the bonuses are calculated from the "getting started" page so none of the added Perm Mods get added correctly. This includes attack bonuses, Saves, CMB, and CMD, there could be others but I stopped using the form at that point and went back to manual creation.
It works great for everything else I have tried it for. keep up the good work and thank you. I could not have figured out how to do something like this if my life depended on it.

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I really like your character sheet here. I caught a few things so far you might want to take a look at. v0.8.9
1st - When I was making a monk and I set my unarmed attack on Landscape Front Page and I set it so flurry of blows was activated, it didn't register as full BAB with a -2 penalty nor did it show the extra attacks. I have some thoughts what I may have been missing and if you could alert me of that that'd be appreciated
2nd - I could be wrong on this, but it says that monks unarmed strikes count as both natural and manufactured weapon for spells and effects that increase damage and such. This makes me under the impression that Monks can benefit from Improved Natural Attack (unarmed strike). I could of course be wrong on this point though I don't think I am.
3rd - When making a summoner's Eidolon, my quadrupedal is unable to select claw attacks. I checked the logic for this and it seems it's checking for either bipedal (which has arms) or the arms evolution. Quadrupeds can get claws but if they want any more pairs after the first they need to start taking arm evolutions as leg evolutions can only hold one pair of claws.
3rd - The Eidolon is have some issues with size changes and recognizing when the huge or large is or isn't selected. In addition it doesn't modify the stats properly when the size of the creatures is increased. Damage of natural attacks is increased but these only kinda (this being very important here) take into account the Improved Natural Attack feat and/or Improved Claw or Bite evolution.
4th - If you could increase amount of boxes in the following areas (The manual bonus feat slots, the boxes available for eidolon evolutions, the box listing the number of attacks an eidolon can have (keep in mind they can have a maximum of 8 attacks)
Anyway you're doing an excellent job and I appreciate what you're doing.

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2 Small corrections
The trait "Sacred Conduit" applies to all channel energy uses, therefore when using the feat "command undead", it should also be included. Also, I included improved channel feat adjustments in class abilities page as it was missing.
I know you hadn't incorporated that Sacred Conduit fully yet but I thought I would help out.
Version 0.8.9; Sheet Feat; Cell J30
="Standard Action; expend channel energy to enslave Undead w/in 30' (Will DC "&10+FLOOR(Channel_Level/2,1)+Cha_Mod_Current+IF(ISNUMBER(FIND("Improve d Channel",Feats_Known)),2,0)+Channel_Energy_DC_Mods_L+IF(ISNUMBER(FIND("Sacr ed Conduit",Trait_Summary)),1,0)&" negs) instead of healing/harming nearby creatures; may control up to "&Lvl_Clr&" HD"
Version 0.8.9; Sheet Class Abilities; Cell D50
="Standard Action (no AoO); "&3+Cha_Mod_Current&"/day, may present holy symbol to cause 30' radius "&IF(OR(ISNUMBER(FIND("Good",Alignment)),Channel_Energy_Type="Positive" ),"positive",IF(OR(ISNUMBER(FIND("Evil",Alignment)),Channel_Energy_Type="Ne gative"),"negative"))&" energy burst that affects all undead or living creatures (may exclude self), dealing/healing "&FLOOR((Channel_Level+1)/2,1)&"d6 dmg; Will save half (DC "&10+FLOOR(Channel_Level/2,1)+Cha_Mod_Current+IF(ISNUMBER(FIND("Improve d Channel",Feats_Known)),2,0)+IF(ISNUMBER(FIND("Glory",Cleric_Domains)),2,0)+ Channel_Energy_DC_Mods_L+IF(ISNUMBER(FIND("Sacred Conduit",Trait_Summary)),1,0)&")"
Great sheet, thanks for all your work,
Bel

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Hi
I'm now using PRPG_CS_v_0_8_8 and I am very happy with it :)
What would make me happier is a "how to" for adding more magical items : I tried adding more in the "DataMagicItems" sheet, but they don't appear in the choices by type (ex : I added a "body slot" magic item, but can't see it in the dropdown menu for Body magic items).
Thanx in advance :)

IronDesk |

Hi, I couldn't get exotic weapon proficiency: two bladed sword to work. I selected the feat as a level advancement then selected the weapon from the exotic weapon Prof box, then equipped the weapon on the next page, but the att bonus always comes out as -4 pts lower than it should.
did I miss a step?

Disenchanter |

Hi, I couldn't get exotic weapon proficiency: two bladed sword to work. I selected the feat as a level advancement then selected the weapon from the exotic weapon Prof box, then equipped the weapon on the next page, but the att bonus always comes out as -4 pts lower than it should.
did I miss a step?
Try selecting the weapon first, then when you select the feat there should be an extra option with the weapon listed.

KSAC |
Hello there. We're just starting up a Kingmaker campaign and I'm amazed of what you've been able to accomplish in Excel. Wow.
Anyway, here's my questions:
1) I am creating a first level Summoner. Unfortunately on both my P-Abilities & Feat tabs and L-Abilities & Feat tabs, the Class Abilities says "#NAME?"
2) For my Eidolon, when I select Improved Bite Damage, it changes the die for my CLAWS from d4 to d6. Instead it should change the BITE damage from d6 to d8.
Any idea what can I do to fix these issues?

KSAC |
Hello there. We're just starting up a Kingmaker campaign and I'm amazed of what you've been able to accomplish in Excel. Wow.
Anyway, here's my questions:
1) I am creating a first level Summoner. Unfortunately on both my P-Abilities & Feat tabs and L-Abilities & Feat tabs, the Class Abilities says "#NAME?"
2) For my Eidolon, when I select Improved Bite Damage, it changes the die for my CLAWS from d4 to d6. Instead it should change the BITE damage from d6 to d8.
Any idea what can I do to fix these issues?
I forgot to mention that I'm using version 0_8_9