Ogre's Sheet - Excel Character Creator (Alpha Testing)


Homebrew and House Rules

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The latest release is now available at www.d20.ca

Alpha version 0.75

Revision:

- A few minor changes.
- Added stats in for Robes of the Archmagi (Although I have not linked them to alignment since I currently do not have a negative level adjustment built in).

Familiars... I still have not been able to produce the error which others are encountering. It may be possible that I fixed it earlier and forgot about it. I did test the version 0.74 sheet though, and I did not get any errors with it either.

Please let me know if you are still finding this error.

Thanks.


Try creating an Elf Wizard with the Familiar Arcane Bond dude and select "Improved Familiar" for it's 3rd Level Feat. Pretty much screws up everything.


First off I want to say that this is by far the best excel character sheet I've ever used. I absolutely love it.

Anyway, my wizard has spells from Second Darkness; spells not included in this sheet, and I'm fine with that, but it appears that the Custom spells are locked.

Also are there any plans to implement the APG (with the new spells and class variations)?

Kor - Orc Scrollkeeper wrote:
Kevida wrote:
Kevida wrote:
LoreKeeper wrote:
Correction, that was 0.70 or so. It seems fine on 0.74 for me
It Seems to work for me until I add a Familiar then the summary sheet doesn't seem to work.
Specifically when I choose the type of familiar, the Summary Tab gives me a "#VALUE!" message in the upper left corner.

I'm really stumped on this one. I'm not getting this error. Could you please let me know what class you are selecting, and what familiar you are selecting. Does this also happen with just a level 1 character?

I too have this problem, I have the Lizard familiar, it seems that any skills that I put ranks in and the familiar shouldn't be able to use becomes a '#VALUE!' rather than a blank.


Berselius wrote:
Try creating an Elf Wizard with the Familiar Arcane Bond dude and select "Improved Familiar" for it's 3rd Level Feat. Pretty much screws up everything.

Ah yes, the Improved Familiar feat does tend to make the sheet blow up.

I will have to redesign some stuff, and while I'm at it, I will also include a selection column for familiar skill ranks as well.


Hi!

Great job, I am waiting for the next version with archetypes from APG included. Your character sheet is a really helpful for me as a GM but I found also a bug:
- you can't select "Use Magic Device" for Skill Focus.


Hey Kor, I've got the basic data set for the APG feats in my sheet, but haven't gone through my automation process yet. If you want, you can now snag them out of v.0.9.1. Working on the racial variants and archetype stuff next...


erian_7 wrote:
Hey Kor, I've got the basic data set for the APG feats in my sheet, but haven't gone through my automation process yet. If you want, you can now snag them out of v.0.9.1. Working on the racial variants and archetype stuff next...

Thanks Erian


Matis99 wrote:

Hi!

Great job, I am waiting for the next version with archetypes from APG included. Your character sheet is a really helpful for me as a GM but I found also a bug:
- you can't select "Use Magic Device" for Skill Focus.

Thanks, this will be fixed in the next update.


The latest release is now available at www.d20.ca

Alpha version 0.75d

Revision:

- Several fixes to familiars and the Improved Familiar feat
- Can now select familiar skill ranks
- Can now select Use Magic Device with Skill Focus
- Spells on the Custom sheet are now unlocked

Here's hoping I now have the familiar bugs all fixed.

Current Plans:
Due to numerous requests, I am now putting the APG on hold while I develop Spell List print outs. (My sheet just doesn't feel complete without that capability).

After those are done (1-2 weeks) then I will add in weight tally queries on the Items page. After that, then it will be back to the APG.

Liberty's Edge

I am happy to report that this one works like a charm!


Firstly i think this is a fantastic character sheet!!!! Great work

Just a couple of things from my perspective.

1. Page 1:
a. Is there any reason to why Smite Evil and Sneak Attack aren't shown in the "Combat Notes” section? The rangers favored enemy does.

Personally i would like to have special attacks like these in that section as it is the page that is used most especially for combat.

2. Summary Page:
a. Again to have the special attacks eg Smite Evil, sneak attack etc show up in the Offense section like the NPC stats blocks in the AP's
b. For Rogues "Sneak Attack" doesnt show up under "Special Abilities"


darkblade1032 wrote:
Firstly i think this is a fantastic character sheet!!!! Great work

Thanks.

darkblade1032 wrote:


Just a couple of things from my perspective.

1. Page 1:
a. Is there any reason to why Smite Evil and Sneak Attack aren't shown in the "Combat Notes” section? The rangers favored enemy does.

Personally i would like to have special attacks like these in that section as it is the page that is used most especially for combat.

I wanted to limit the amount of "conditional" bonuses that appear in the notes section, as it could get filled up pretty quick. However, I'm sure most rogues and paladins wouldn't consider those conditional bonuses :) Thanks for the suggestion, I'll include it in the next version.

darkblade1032 wrote:


2. Summary Page:
a. Again to have the special attacks eg Smite Evil, sneak attack etc show up in the Offense section like the NPC stats blocks in the AP's
b. For Rogues "Sneak Attack" doesnt show up under "Special Abilities"

Thanks for mentioning this. Sneak attack was supposed to be showing up, and I was able to find a much larger logic error for all the Special Abilities.

I will need to think of how best to present these on the Summary page now. Now that SA and SE have been added to the combat notes, they will auto-display on the Summary notes section... which may be a little repetitive if I include it in the offense section. I will put some more thought into this once I have finished the spells page.

Thanks for the feedback.


Here is a problem with the sheet that i experience:-

Levels Sheet: When i click on the Clear All button i get the following error:
"Run-time error '1004':
Cannot change part of a merged cell."

When i click on the debug button this is the line that is highlighted:
Range("CQ5:CQ16").ClearContents

I am using the latest ogresheet2 with Office 2010, does anyone else suffer this problem??

Sorry if it has been brought up before but i don't remember reading about this from earlier posts


darkblade1032 wrote:

Here is a problem with the sheet that i experience:-

Levels Sheet: When i click on the Clear All button i get the following error:
"Run-time error '1004':
Cannot change part of a merged cell."

When i click on the debug button this is the line that is highlighted:
Range("CQ5:CQ16").ClearContents

I am using the latest ogresheet2 with Office 2010, does anyone else suffer this problem??

Sorry if it has been brought up before but i don't remember reading about this from earlier posts

Thanks for pointing this out. It is an error in the code I used (it should be a range of CQ5:CV16 ). I will have this fixed on the next revision.


Kor... if there's any drudge work you need done, compiling lists what-have-you, please call it out.


your generator also appears to have Metamagic feats take up spell slots of the same level as the spell they are applied to (aka a Wizard who gets four 6th level spells prepares a maximized chain lightning spell [which takes up two more 6th level spell slots leaving only one six level spell slot left). I was under the impression that applying a Metamagic feat to a spell took up a spell slot of higher level and not just took up a number of spells slots in the same level as the spell the Metamagic feat was applied to (aka a maximized chain lightning spell would take up a single 9th level spell slot). Am I wrong on this? Was this changed?


Immolate wrote:
Kor... if there's any drudge work you need done, compiling lists what-have-you, please call it out.

I appreciate the offer. I am really handicapped for time right now, but I am soon going to work out a way for volunteers like yourself to help Erian and I. I have just finished plopping all the Core rulebook spells into a data spreadsheet. I will definately need help getting spells from all other sources added to it.

I plan to do the same with feats, traits, weapons and armor.

As soon as I can get a chance to work out a unified format that works for Erian and I, then we can get some volunteers to help us.

This may require a little backwards engineering in my spreadsheet, but in the long run its going to be a huge help.

My life will be returning to normal in about 1 week, and then I can touch base with Erian, and I will post more info here. If you could send me an e-mail in the mean time I will keep you informed directly. (My e-mail address is on my Profile page).

Thanks.


Berselius wrote:
your generator also appears to have Metamagic feats take up spell slots of the same level as the spell they are applied to (aka a Wizard who gets four 6th level spells prepares a maximized chain lightning spell [which takes up two more 6th level spell slots leaving only one six level spell slot left). I was under the impression that applying a Metamagic feat to a spell took up a spell slot of higher level and not just took up a number of spells slots in the same level as the spell the Metamagic feat was applied to (aka a maximized chain lightning spell would take up a single 9th level spell slot). Am I wrong on this? Was this changed?

Thanks for noticing this. When I built the spell list page, I did it very quickly and had to make some tough decisions, such as relying on the use to determine what metamagic feats they can apply.

Now that most of the sheet's framework is in place, I can now go back and tinker with this. Unfortunately, the most ideal way of just not displaying the spells that don't qualify in the metamagic pull down, really isn't a possibility. What I can do faily easily though, is make the metamagic text become red, and apply an error note, indicating that the metamagic levels for the chosen spell are too high.

I'm doing a lot of work on spells right now and I will have this added in for the next revision.

Thanks for the feedback.


Not sure if this is a bug or not, but was playing with the new Bonuses page in v75d. My ranger has just acquired an inherent bonus of +2 to intelligence. He had a

I added the bonus information and then set it up in the named list on the left side. I checked the Stats page and the intelligence had gone up by two, but what I didn't see change that I was expecting was I didn't see the skill point availability change.

Am I missing something?


No problem. Please do what you can though to have the stat block correctly list the metamagically prepared spells though. Also, is there a way to copy the stat block and paste it to Microsoft Word (so far I have been unable to do so). Finally, when you get the chance, you might wanna work on your stat block's appearance. It seems not to resemble the appearance of official Pathfinder stat blocks.


Sethvir wrote:

Not sure if this is a bug or not, but was playing with the new Bonuses page in v75d. My ranger has just acquired an inherent bonus of +2 to intelligence. He had a

I added the bonus information and then set it up in the named list on the left side. I checked the Stats page and the intelligence had gone up by two, but what I didn't see change that I was expecting was I didn't see the skill point availability change.

Am I missing something?

He had a 10 and went to 12 is what that should have said above. Didn't see the omission until too late to edit.


I usually lurk, but had to post to say what a great tool you have created here. Thanks for all your hard work. I have been creating a 6th level barbarian and have come across a small niggle (it’s really too petty to be called a problem). It surrounds the humble dagger.

I created it in the items tab, and then equipped it via the Arms tab. But I could not for the life of me get it to list my second iterative attack even when I used the override section and selected its use as a melee weapon. All it listed was my Base attack, not my second iterative attack, and when you are down to swinging your dagger about, you really need that second attack!

I had a quick look ‘under the bonnet’ of the spread sheet (OMG how much work) to see if I could fix this for myself, seeing as it was really a minor problem after all. The logic on the Arms_DATA tab, to see how many uses per round a weapon gets, does not seem to take the Melee override I entered on the Arms tab into consideration. I think the formula for the uses per round for a particular weapon (let’s assume we are talking about weapon 5 here) should be changed to

=IF(AN8="yes",99,IF(AN85="Melee",99,IF(AN10="thrown",1,VLOOKUP(AN4,table_we aponsDATA_all,Weapons_DATA!$AL$3,0))))

This seemed to make it work for me. Horrible nested IF statements, but I am very much an Excel newbie and don’t know of a more elegant way of doing this.

Once again, thanks for all the hard work you have put in.

Liberty's Edge

So, how's the APG stuff coming?

Shadow Lodge

My my, I've been preparing to boot up the ol' pathfinder campaign again, so of course I downloaded the latest version of the ogre sheet and I was blown away. An incredible amount of improvement over what was already a great product.

Alpha testing stuff:

The Cleric Domain Scalykind is listed as one of the domains available to Caiden.

Ranged touch attacks and ray attacks use Strength for their to hit modifier. Touch attacks use strength as a damage modifier.

If I find anything else, I'll post it.


Hello again.

I have been continually playing about with my 6th level Barbarian, equipping various weapons. I found I could not get it to recognise the fact that I had the Quick Draw feat and give me my iterative attacks for thrown weapons. I also found it ignored the Rapid Reload feat for the Hand and Light cross bows. Finally, there were errors in the way strength bonus damage was applied to thrown weapons and for low strength.

I managed to play around with the sheet to get these to work.

Kor, do you want me to post my work arounds here, or do you want me to mail what I have done to you?


Status: Thanks for all the feedback the last couple days. I have been out of town for 4 days and will be busy most of tomorrow. I will be working on the sheet on Monday & Tuesday and should hopefully have any additional errors fixed -- and will have time to reply to the posts. Thanks.


Sethvir wrote:

Not sure if this is a bug or not, but was playing with the new Bonuses page in v75d. My ranger has just acquired an inherent bonus of +2 to intelligence. He had a

I added the bonus information and then set it up in the named list on the left side. I checked the Stats page and the intelligence had gone up by two, but what I didn't see change that I was expecting was I didn't see the skill point availability change.

Am I missing something?

Unfortunately, Paizo has made this a very complicating matter. Items like an Ioun stone grant an enhancement bonus that will retro-actively affect skill points. Items like a headband of vast intelligence that also grant an enhancement bonus do not affect skill points (but rather have a skill associated with it).

There are really only 3 solutions for me:

1) Add in an additional bonus type for enhancement, such as enhancement (semi). I could then "turn on" skills ranks for all Int increases, other than "enhancement (semi)" items.

2) Allow all Int-based bonuses to increase skill ranks. (When you get a headband of intelligence (perception), then you would have to remember to notate it somewhere, since I don't have associated skills included with magic item selections.

3) Create a seperate area (perhaps at the top of the level page) which would allow people to select the associated skills for an Int-based magic item. Although this would be the easiest, this would go against my design theme of having all the applicable selections together in 1 place, at the origin of the selection. (You shouldn't have to hunt around a sheet, to find if there is something else you need to complete).

In a way, this is a difficult decision for me, because I have never supported Paizo's Int-based magic item decision -- for the very reason of the above noted problems that this has created. By requiring the person to wear the magic item for 24 hours before the bonus becomes permanent was all that was required in my opinion.

I will go with option #2 at this time. I'm not really sure there is even a "best method" for doing this, other than creating a seperate sheet solely for Int-based magic items. (Although conditional tabs like traits, animal companions and familiars help to keep the "tab clutter" down when these are not active, I also want to avoid having a multitude of conditional tabs. Due to the vast content they contain, the 3 existing conditional tabs are warranted. I don't really think a "Int-based magic item tab" would be warranted -- plus it would require me to complicate other aspects of the sheet as I would need to implement option #1 above).

EDIT:
Hrmm... one possible option I could add on the skill sheet, is a seperate column for "headband of vast intelligence". I will have to think this over.


Why not just make it so when a Headband of Vast Intelligence, Mental Prowess, or Mental Superiority is selected the user must then select one to three skills which the sheet would auto calculate the ranks of (depending on the Hit Dice of the wearer of the headband) and then have those skills (with their ranks) override the ones the PC has allocated skill ranks to?


Berselius wrote:
Why not just make it so when a Headband of Vast Intelligence, Mental Prowess, or Mental Superiority is selected the user must then select one to three skills which the sheet would auto calculate the ranks of (depending on the Hit Dice of the wearer of the headband) and then have those skills (with their ranks) override the ones the PC has allocated skill ranks to?

I have actually been doing just this for the last couple hours :)

I really wanted to avoid putting hours of work into allowing the bonuses for just 1 magic item. However, this is a staple item for any wizard in the very least. Due to its high frequency of use, I have been working on it.

I have added extra columns next to the Worn Magic Items selection to prompt for skills.


Alan Sinclair wrote:

I usually lurk, but had to post to say what a great tool you have created here. Thanks for all your hard work. I have been creating a 6th level barbarian and have come across a small niggle (it’s really too petty to be called a problem). It surrounds the humble dagger.

I created it in the items tab, and then equipped it via the Arms tab. But I could not for the life of me get it to list my second iterative attack even when I used the override section and selected its use as a melee weapon. All it listed was my Base attack, not my second iterative attack, and when you are down to swinging your dagger about, you really need that second attack!

I had a quick look ‘under the bonnet’ of the spread sheet (OMG how much work) to see if I could fix this for myself, seeing as it was really a minor problem after all. The logic on the Arms_DATA tab, to see how many uses per round a weapon gets, does not seem to take the Melee override I entered on the Arms tab into consideration. I think the formula for the uses per round for a particular weapon (let’s assume we are talking about weapon 5 here) should be changed to

=IF(AN8="yes",99,IF(AN85="Melee",99,IF(AN10="thrown",1,VLOOKUP(AN4,table_we aponsDATA_all,Weapons_DATA!$AL$3,0))))

This seemed to make it work for me. Horrible nested IF statements, but I am very much an Excel newbie and don’t know of a more elegant way of doing this.

Once again, thanks for all the hard work you have put in.

Thanks for testing the sheet and noticing this. I have noticed a few "logic" errors of how I was calculating attack bonuses and damage bonuses for thrown and fired weapons. (I also did not have a penalty applied for improvised thrown weapons.)

I was also not aware of Quick Draw's thrown weapon benefits.

This is now all fixed and will be in the next revision.

Thanks.


Kevida wrote:
So, how's the APG stuff coming?

Unfortunately its on hold right now. I've got a few bugs I'm working out of the sheet, and I am creating a Spell List sheet, which is taking up most of my time right now.

Hopefully in a week or two I can get started on the APG again.

Liberty's Edge

Kor - Orc Scrollkeeper wrote:
Kevida wrote:
So, how's the APG stuff coming?

Unfortunately its on hold right now. I've got a few bugs I'm working out of the sheet, and I am creating a Spell List sheet, which is taking up most of my time right now.

Hopefully in a week or two I can get started on the APG again.

Okay, that's cool! I was just asking because I am startig the King Maker AP in October/November time-frame and I am hoping that you'll be done by then. No biggie if you aren't. I realize that real life gets in the way of important things like Role-Playing Games. :-)


Berselius wrote:
Also, is there a way to copy the stat block and paste it to Microsoft Word (so far I have been unable to do so).

Copying and pasting the stat blocks works on my computer. I have only tested the .xls sheet copying to MS Word 2007. Which version of Word do you have?

Could others reading this, please let me know if you are or are not able to do this?

(Note: The stat block has to be copied in 2 sections... first the left column which contains most of the stat block, and then the bottom right notes column.)

Berselius wrote:
Finally, when you get the chance, you might wanna work on your stat block's appearance. It seems not to resemble the appearance of official Pathfinder stat blocks.

Excel has significant limitations which prevent me from being able to make a near duplicate appearance. Paizo (likely do to editorial space reasons) also likes to exclude some things in their stat blocks, like any skills without ranks and the critical modifier display of "20/x2". I prefer to include these elements as I thinks its more "at-a-glance" helpful to the DM or player. I have used the stat block only as a player character sheet and it worked well.


1IKing wrote:
The Cleric Domain Scalykind is listed as one of the domains available to Caiden.

Whoops, when I inserted a column, it copied over all the Strength domain gods. I have fixed this now.

1IKing wrote:
Ranged touch attacks and ray attacks use Strength for their to hit modifier. Touch attacks use strength as a damage modifier.

Thanks for noting this, ranged touch, touch and ray attacks were messed up a little. I have fixed them all now.

Thanks for reporting these.


Alan Sinclair wrote:

Hello again.

I have been continually playing about with my 6th level Barbarian, equipping various weapons. I found I could not get it to recognise the fact that I had the Quick Draw feat and give me my iterative attacks for thrown weapons. I also found it ignored the Rapid Reload feat for the Hand and Light cross bows. Finally, there were errors in the way strength bonus damage was applied to thrown weapons and for low strength.

I managed to play around with the sheet to get these to work.

Kor, do you want me to post my work arounds here, or do you want me to mail what I have done to you?

Hi Alan, I have all this working now on the revision I am working on. Could you please let me know what the "low strength" problem was that you noted.

Thanks.


I am not in front of my computer so I do not have all the details with me. Assuming we are talking about weapon one, the formula on the arms DATA tab that works out the damage bonus from strength had an error that ignored low strength. if I recall it was cell P158. From memory there was a missing <.


I have also worked out how to include the -8 non proficiency penalty for double cross bows if you are interested.

Automating the -4 penalty fo javelins used in melée and th fact a rapier used in 2 hands still only adds normal strength damage bonus (not 150%) is beyond me though!


*------------------------------------*
====== New Revision =======
*------------------------------------*

The latest release is now available at www.d20.ca

Alpha version 0.75j

Revised:
- many fixes to the Arms page, including some problems with thrown and fired weapons attack and damage rolls, and also for touch/ranged touch/ray attacks
- fixes for Rapid Reload and Quick Draw feats
- added weight tallies to the Items page
- added a "Intelligence Headband Skills column to the Worn Items page
- Scalykind domain deity associations fixed
- Int modifier increases now affect skill ranks

(In short, all errors identified previously in this thread "should" now be working.)

Outstanding:
- fix metamagic feats (currently they are substracting from the total of spells available)
- Spell List creator (90% done)


I have been playing with weapons on the latest version of the sheet and have discovered a few issues.

Rapid reload for light crossbows was not being recognised due to a typo in cell AL 76 on the Weapons_DATA tab. If you replace hand crossbows with light crossbows, then it works.

Low Strength penalties for damage was not being taken into consideration and thrown weapons that had the melee override ticked did not have strength taken into consideration for damage.

I think this is overcome by changing cell P159 to

=IF(P8="no",IF(AND(OR(P10="Melee",P85="Melee"),cell_strmod<>0),ROUNDD OWN(MIN(IF(P8="no",VLOOKUP(P4,table_weaponsDATA_all,Weapons_DATA!$AB$3,0),0 ),cell_strmod)*VLOOKUP(P29,table_weaponsDATA2_wield,2,0),0),0),"")

and cell P161 to

=IF(P8="no",IF(AND(OR(P10="Melee",P10="Thrown"),P85="Ranged",cell_strmod< ;>0),ROUNDDOWN(cell_strmod*VLOOKUP(P29,table_weaponsDATA2_wield,2,0),0), 0),"")

Light crossbows are applying strength damage penalties because of an error in the logic in cell P160 (you are applying the minimum of the strength damage penalty or 0 for light cross bows). The only work around I can think of is to introduce another column in the weapons_DATA tab that you would have to reference in this cell, to switch strength damage considerations on or off.

I came up with a work around for the -8 non proficiency for double cross bows that could be placed in cell P133

=IF(P81="yes",0,IF(P4="Double Crossbow",-8,-4))

Here are other things I have found that I have not yet worked out a solution for.

Light weapons (and rapiers) wielded in two hands are currently adding 150% of damage bonus. They should only do normal damage bonus.

When you equip a Composite bow with too high a Strength rating, the -2 to hit penalty is not being included.

Javelins used in melee should have a -4 to hit penalty applied.

Finally, if you want some data monkey input work done for other feats and weapons, please let me know.


Sorry

The message board has played havoc with the formatting of the long formula! Don't know how to overcome this.


Alan Sinclair wrote:
Rapid reload for light crossbows was not being recognised due to a typo in cell AL 76 on the Weapons_DATA tab. If you replace hand crossbows with light crossbows, then it works.

Thanks, I have now replaced the weapon name, with a cell reference to the weapon name, so I won't have further copy & paste issues with that :)

Alan Sinclair wrote:
Low Strength penalties for damage was not being taken into consideration and thrown weapons that had the melee override ticked did not have strength taken into consideration for damage.

Its always added an extra layer of complication to my formula when I have to round a number that could be positive or negative since positive needs to be rounded down, and negative needs to be rounded up. Apparently, this is termed "asymmetrical rounding". From what I can tell, the INT() function is an asymmetrical rounding formula, and my tests so far look good, so this should be an easy fix now.

Alan Sinclair wrote:
Light crossbows are applying strength damage penalties because of an error in the logic in cell P160 (you are applying the minimum of the strength damage penalty or 0 for light cross bows). The only work around I can think of is to introduce another column in the weapons_DATA tab that you would have to reference in this cell, to switch strength damage considerations on or off.

I believe bows are the only fired weapon that do (and probably will ever) give a Str bonus, so I can just tie this into the "Bows" fighter weapon group value. I have been planning to do some small changes to how I manage the fighter weapon group values, so this will now give me an added reason to do it.

Alan Sinclair wrote:
I came up with a work around for the -8 non proficiency for double cross bows that could be placed in cell P133

Thanks for noting the extra non-prof penalty for x2 x-bows, I'll add that in.

Alan Sinclair wrote:
Light weapons (and rapiers) wielded in two hands are currently adding 150% of damage bonus. They should only do normal damage bonus.

Thanks for noting this. This is going to be a bit of a tricky one.

Alan Sinclair wrote:
When you equip a Composite bow with too high a Strength rating, the -2 to hit penalty is not being included.

I had this working at one time, but a change to another cell formula basically disabled this. I'll re-enable it.

Alan Sinclair wrote:
Javelins used in melee should have a -4 to hit penalty applied.

Thanks, I'll add this in as well.

Alan Sinclair wrote:
Finally, if you want some data monkey input work done for other feats and weapons, please let me know.

Thanks for the offer. Could you please send me your e-mail addy to kor@orcs.ca This will help me to coordinate tasks for my data input monkies :)

Thanks a lot for noticing all this, and in such short time.


*------------------------------------*
====== New Revision =======
*------------------------------------*

The latest release is now available at www.d20.ca

Alpha version 0.75l

Revised:
- Rapid Reload feat fixed for hand and light x-bows on the Arms page
- fixed a rounding error for low strength penalties on the Arms page
- fixed a problem with Str bonuses and bows/x-bows
- double x-bow non-prof penalty adjusted to -8
- light weapons and rapier wielded in 2 hands no longer gives 1.5 times Str bonus
- composite bows of a higher Str rating than the user now gives a -2 penalty to attack rolls
- javelins used in melee now suffer -4 to attack rolls


Only one type of headband gives extra skills and while that's nice I'd really like to have a skill due to my headband of mental superiority. ^_~

Any idea when you'll be able to add the material from the APG?


Berselius wrote:


Any idea when you'll be able to add the material from the APG?

He posted a few replies above that it would be a week or two before he would get to the APG. Yesterday at 4:46.


Berselius wrote:

Only one type of headband gives extra skills and while that's nice I'd really like to have a skill due to my headband of mental superiority. ^_~

Any idea when you'll be able to add the material from the APG?

Whoops, I missed the Headband of Mental Superiority, but I did get the Headband of Vast Intelligence, and the Headband of Mental Prowess. Thanks for noticing that.


Each version of this sheet continues to get better. I am now using it to rebuild some NPC's for some sessions I anticipate running here later this year in addition to keeping my current character (Ranger) up to speed.

Anyway, was working through an 8th level of Adept, NPC that I need for my future sessions and when I got the SpellList sheet, there were no spells in the drop down list for the adept. I checked my build and she has a 19 Wisdom, which should be more than sufficient to cast up to 3rd level spells.

The Spell Info section on page 1 shows that she is caster level 8, Adept spells are 0th - 3, 1st (4+1), 2nd (3+1), 3rd (1+1). What I think is interesting though is that it shows the Adept Base save DC: -1 (add spell level)

She is a very basic Adept, nothing fancy.

Pulled the below from the d20pfsrd:

To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept's spell is 10 + the spell level + the adept's Wisdom modifier.

If you need anything else for this let me know.

Thanks.


Sethvir wrote:

Each version of this sheet continues to get better. I am now using it to rebuild some NPC's for some sessions I anticipate running here later this year in addition to keeping my current character (Ranger) up to speed.

Anyway, was working through an 8th level of Adept, NPC that I need for my future sessions and when I got the SpellList sheet, there were no spells in the drop down list for the adept. I checked my build and she has a 19 Wisdom, which should be more than sufficient to cast up to 3rd level spells.

The Spell Info section on page 1 shows that she is caster level 8, Adept spells are 0th - 3, 1st (4+1), 2nd (3+1), 3rd (1+1). What I think is interesting though is that it shows the Adept Base save DC: -1 (add spell level)

She is a very basic Adept, nothing fancy.

Pulled the below from the d20pfsrd:

To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept's spell is 10 + the spell level + the adept's Wisdom modifier.

If you need anything else for this let me know.

Thanks.

Thanks for catching this. I completely forgot to add an adept spell list page.


*------------------------------------*
====== New Revision =======
*------------------------------------*

The latest release is now available at www.d20.ca

Alpha version 0.75n

Revised:
- Adept spell list added for SpellList page
- Adept Save DC's fixed
- Skill selections for Headband of Mental Superiority are now selectable on the Items (Worn Items) page.


Kor

I have sent an e-mail to you about all things stabbity, pointy and smashy. Please let me know if it does not arrive due to overly aggresive spam filters.

Alan


*------------------------------------*
====== New Revision =======
*------------------------------------*

The latest release is now available at www.d20.ca

Alpha version 0.75r

Revised:
- melee weapon low Str penalty fixed
- fixed low Str penalty calculations for two-handed and off-handed styles
- fixed double x-bow non-prof penalty
- fixed a circular reference error for thrown weapons
- added double x-bow to Rapid Reload
- Rapid Reload feat fixed
- change x-bow weapon notes regarding action used, dependant on whether rapid reload feat is selected

I am currently working on an alternative display for multiple weapons (up to 12).

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