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


Homebrew and House Rules

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I am at home with ‘Man’ flu today, so I thought I would do a little more testing of the latest version.

I played around with melee and thrown weapons, equipped in various modes, and the damage bonus was calculating correctly. I am assuming you are going for a straight strength penalty irrespective of mode until you have clarified your rules query.

Playing around with cross bows, I found a few things.

Regarding the weapon notes, there is an error in cells AC62 and AC76 on the Weapons_DATA tab. You should replace "Rapid reload (heavy crossbow)" with "Rapid reload (light crossbow)" or "Rapid reload (hand crossbow)" as appropriate.

When double equipping light crossbows, the logic on the Arms_DATA tab is not recognising these as light weapons. On top of this, the rules state that firing these one-handed adds an extra -2 penalty. Oh, and firing heavy crossbows 1-handed needs and extra -4 penalty applied. Hand crossbows need to be recognised as light weapons for double equipping purposes, but fortunately have no extra penalty.

[My brain hurts today so I cannot even begin to think of a way around this. I did not even bother to test the double crossbow used one handed. If one of my players tried this in game I would throw the Pathfinder rule book at them. It is the best deterrent against munchkin silliness that I know!]

If you select the favoured class bonus to CMD for a dwarven fighter it is not showing up. Has this been automated yet? [I could not see it anywhere].

I had a problem with a first level dwarven fighter having a proficiency penalty when using a Dorn-Dergar. They should be proficient as it is considered a martial weapon for dwarves.

I found that cell AZ8 on the Races_DATA tab was missing the Dwarven Dorn-Dergar.

When I made the dwarf a first level sorcerer, he was still proficient with the Dwarven Waraxe, Urgrosh and Dorn-Dergar. By the RAW they become martial weapons in the hands of dwarves and so the dwarven sorcerer should have a non-proficiency penalty. The proficiency calculations section on the Weapons_DATA tab does not seem to take into consideration those weapons that are downgraded from Exotic to Martial for some races.

[I quite like the idea of all my dwarves receiving training in dwarven weapons and urgrosh wielding, dwarven sorcerers do not seem broken to me. YMMV.]

When playing around with the Urgrosh, it was giving my fighter (who did not have two weapon fighting) an offhand penalty of -10, when it should have been -8. Looking at the Arms-DATA tab, cell P147, which calculates whether to add 2 to the off-hand penalty (i.e. reduce it for light weapons), it is looking for 2 cases. Case 1 is a weapon defined as “1Handlight” in table_WeaponsDATA_all . The other case (double weapons) it is looking for “double weapon (off-hand)” to have been selected in the drop down menu of cell M31 of the Arms tab. However, this option is never available.

[Two weapons seem to work fine in all other combinations that I tried].

Also (and this is really me being a pedant here) you can only select the Axe end of an Urgrosh to use 1-handed to 2-handed. [Quite whether you SHOULD actually bother to automate this for the ONE occasion in a campaign it may be relevant is another matter!]

Enough testing for now. My head really hurts. Time to be ill.

Liberty's Edge

Btw, Just wanted to Say that I really like the Layout when you print up the Characters, especially the first page where you can see all your bonuses easily. Keep up the good work!

RPG Superstar 2013 Top 4

Hi Kor,

This correction should be a simple one (I suppose...): the spell "Endure Elements" is missing from the Wizard Spellbook 1st-lvl spell list.

Congratulations on the great work and thanks for providing us with such a nice tool.


Hello again Kor

A couple of other things I have spotted.

Celestial is missing from cell AY9 on the Races_DATA tab and so cannot be selected as a bonus language for elves.

Abyssal has been copied over to cell AY13 on the same sheet allowing halflings to select it as a bonus language. And sticking with halflings, Halfling sling staff is missing from cell AZ13.

Cheers

Alan


Alan Sinclair wrote:
I played around with melee and thrown weapons, equipped in various modes, and the damage bonus was calculating correctly. I am assuming you are going for a straight strength penalty irrespective of mode until you have clarified your rules query.

I did find out that Strength penalties are not modified when attacking 2-handed or off-handed. This is indicated on page 179. I really wish they would have included the mention of Strength penalties on page 141, as it would have save me a lot of time.

Alan Sinclair wrote:
Regarding the weapon notes, there is an error in cells AC62 and AC76 on the Weapons_DATA tab. You should replace "Rapid reload (heavy crossbow)" with "Rapid reload (light crossbow)" or "Rapid reload (hand crossbow)" as appropriate.

Ah yes... "copy" and "paste" are not always my friend :)

Alan Sinclair wrote:
When double equipping light crossbows, the logic on the Arms_DATA tab is not recognising these as light weapons. On top of this, the rules state that firing these one-handed adds an extra -2 penalty. Oh, and firing heavy crossbows 1-handed needs and extra -4 penalty applied. Hand crossbows need to be recognised as light weapons for double equipping purposes, but fortunately have no extra penalty.

*curse you and your x-bow fetish!* :) Thanks for giving crossbows a good testing though -- something I definately haven't done. I was able to fix this by adding a "rangedlight" identifier.

Alan Sinclair wrote:
If you select the favoured class bonus to CMD for a dwarven fighter it is not showing up. Has this been automated yet? [I could not see it anywhere].

I had spent a few hours tinkering with some APG stuff a few weeks back. This should not be showing as an available selection right now. I'll remove it on the next revision.

Alan Sinclair wrote:

I had a problem with a first level dwarven fighter having a proficiency penalty when using a Dorn-Dergar. They should be proficient as it is considered a martial weapon for dwarves.

I found that cell AZ8 on the Races_DATA tab was missing the Dwarven Dorn-Dergar.

Thanks, I'll add that to the dwarf weapon familiarity list.

Alan Sinclair wrote:
When I made the dwarf a first level sorcerer, he was still proficient with the Dwarven Waraxe, Urgrosh and Dorn-Dergar. By the RAW they become martial weapons in the hands of dwarves and so the dwarven sorcerer should have a non-proficiency penalty. The proficiency calculations section on the Weapons_DATA tab does not seem to take into consideration those weapons that are downgraded from Exotic to Martial for some races.

Well... there's a big "Whoops" on my part. I somehow missed the reference of "martial weapon" and thought all race-named weapons were given auto-proficiency as well. I have played like this for a long time. Apparently I've been cheating :) I'll get that fixed. Thanks.

Alan Sinclair wrote:
When playing around with the Urgrosh, it was giving my fighter (who did not have two weapon fighting) an offhand penalty of -10, when it should have been -8. Looking at the Arms-DATA tab, cell P147, which calculates whether to add 2 to the off-hand penalty (i.e. reduce it for light weapons), it is looking for 2 cases. Case 1 is a weapon defined as “1Handlight” in table_WeaponsDATA_all . The other case (double weapons) it is looking for “double weapon (off-hand)” to have been selected in the drop down menu of cell M31 of the Arms tab. However, this option is never available.

I just caught this earlier today as well. The reference to "double weapon" has now been changed.

Alan Sinclair wrote:
Also (and this is really me being a pedant here) you can only select the Axe end of an Urgrosh to use 1-handed to 2-handed. [Quite whether you SHOULD actually bother to automate this for the ONE occasion in a campaign it may be relevant is another matter!]

Dual headed weapons with different effects like this, including the hooked hammer, I probably will not be able incorporate properly.

Alan Sinclair wrote:

Celestial is missing from cell AY9 on the Races_DATA tab and so cannot be selected as a bonus language for elves.

Abyssal has been copied over to cell AY13 on the same sheet allowing halflings to select it as a bonus language. And sticking with halflings, Halfling sling staff is missing from cell AZ13.

Hurray, some easy fixes :)

Thanks again for all the testing!


Volgrim Jormgard wrote:

Btw, Just wanted to Say that I really like the Layout when you print up the Characters, especially the first page where you can see all your bonuses easily. Keep up the good work!

Thanks, I appreciate the feedback.


Pedro Coelho wrote:

Hi Kor,

This correction should be a simple one (I suppose...): the spell "Endure Elements" is missing from the Wizard Spellbook 1st-lvl spell list.

Congratulations on the great work and thanks for providing us with such a nice tool.

Thanks for testing the sheet. I will include that in the next revision.


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

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

Alpha version 0.75s

Revised:
- all issues identified in the above posts since 0.75r


Kor,

Are you planning to add a macro that allows the user to export the character information and then import it to aid in moving a character from one version of the sheet to the next? Pardon me if it's already there. And yup, I know it wouldn't be an easy thing to do.


Immolate wrote:

Kor,

Are you planning to add a macro that allows the user to export the character information and then import it to aid in moving a character from one version of the sheet to the next? Pardon me if it's already there. And yup, I know it wouldn't be an easy thing to do.

It is a distant plan. The APG material is going to require some redesign of the sheet, so I will have to wait for that to be included first.


OK

I think I have had enough of weapons. I might play with magic items now unless you want me to try another part of the sheet?

And it's not a fetish. A dwarf can NEVER have enough crossbows.


On the summary tab, "Attack Combination" is written as "Attack Comination" for all three iterations.

Also, trying to use "Custom" to put in my new Cavalier. Is there a way to provide martial weapon proficiencies or armor/shield proficiencies other than the extra feats at first level? I'm only allowed three so I can only put one martial weapon proficiency in at first level.


Hey I love the sheet to death I found a few errors that I thought might help.

9th level wizard with a Pseudodragon Familiar has a 10 Int, it's listed as a 9.

With the Pseudodragon familiar effective HD is being calculated off class level when it should be calculated off Character level.

For a Pseudodragon familiar Improved Natural Attack Feats Sting and Bite are having no effect when choice. If this is because they aren't supposed too (book does say that familiar have the same attack as a normal creature of there kind) why are they listed?

Familiar saves are incorrectly calculated on Wizard class not all classes.

Improved familiar are listed as still having speak with animals of it's kind.

The Effective HD override seems to behave oddly (the effective HD was listed as a 7 and a +7 was needed to raise it to 9).

The REF save was behaving oddly, being one two high on Pseudodragon Familiars. Wasn't able to figure out the cause of this.

There is no adding/listing of a PC having Alertness when Familiar is within range. Maybe a check box?

There is no default bonus selection for the Transmuter's physical stat bonuses.

Edit: Coins don't add to encumbrance.


Sorry I was wrong, this did show up as it should.

dunelord3001 wrote:
9th level wizard with a Pseudodragon Familiar has a 10 Int, it's listed as a 9.

Found a few other issues though.

Non magical Mithral Items don't give the +1 to hit that they should since they have to be master work.

If you have Spiked Armor as a weapon and the spiked option on Armor selected then it adds the weight twice.

If you selected the spiked option on Mithral armor it adds 10 pounds as the weight, not 5.

Daggers don't show that they are entitled to multiple attacks, even with the over ride to melee.


dunelord3001 wrote:
Hey I love the sheet to death I found a few errors that I thought might help.

Thanks for the feedback, and thanks for testing out the sheet. It looks like you gave familiars a good test.

dunelord3001 wrote:
9th level wizard with a Pseudodragon Familiar has a 10 Int, it's listed as a 9.

This is a "grey area" in the rules. A Pseudodragon has a 10 Int, so I was unsure if I should reduce its Int. I posted a query in the Core Rulebook Errata Thread, but there have been no Paizo responses at this time. The developers of Hero Labs do speak to the Paizo developers occassionally, so although I don't know if they confirmed this with Paizo, for now I have decided to not reduce the Int of the base creature for which the familiar is selected from -- which is also consistant with the Hero Labs sheet.

I encourage you, and anyone else, to please add a FAQ candidate to my post here.

dunelord3001 wrote:

With the Pseudodragon familiar effective HD is being calculated off class level when it should be calculated off Character level.

Familiar saves are incorrectly calculated on Wizard class not all classes.

The Effective HD override seems to behave oddly (the effective HD was listed as a 7 and a +7 was needed to raise it to 9).

The REF save was behaving oddly, being one two high on Pseudodragon Familiars. Wasn't able to figure out the cause of this.

Coins don't add to encumbrance.

Thanks, I'll fix those.

dunelord3001 wrote:
For a Pseudodragon familiar Improved Natural Attack Feats Sting and Bite are having no effect when choice. If this is because they aren't supposed too (book does say that familiar have the same attack as a normal creature of there kind) why are they listed?

Thanks for noticing this. I made a similar error on Animal Companions.

dunelord3001 wrote:
There is no adding/listing of a PC having Alertness when Familiar is within range. Maybe a check box?.

Although I do have a checkbox for this, it is on the Options page. Now that I have a dedicated Familiar's page, I should move it there.

dunelord3001 wrote:
There is no default bonus selection for the Transmuter's physical stat bonuses.

This bonus isn't really a "permanent bonus", since they can change the ability it affects whenever they prepare their spells. Transmuters will have to add this in as a custom bonus, if they never change the affected ability, or if they use the sheet as a in-session laptop character sheet.


Always happy to help. If nothing else the level sheet was worth any work I did.

Kor - Orc Scrollkeeper wrote:
This is a "grey area" in the rules. A Pseudodragon has a 10 Int, so I was unsure if I should reduce its Int. I posted a query in the Core Rulebook Errata Thread, but there have been no Paizo responses at this time. The developers of Hero Labs do speak to the Paizo developers occassionally, so although I don't know if they confirmed this with Paizo, for now I have decided to not reduce the Int of the base creature for which the familiar is selected from -- which is also consistant with the Hero Labs sheet.

If that is what you meant please be aware that the pseudodragon's intellgence was a 9. I looked at the Wizard level wrong, it did show up as numbers lower then 10.

Kor - Orc Scrollkeeper wrote:
I encourage you, and anyone else, to please add a FAQ candidate to my post here.

I did.

Kor - Orc Scrollkeeper wrote:
Although I do have a checkbox for this, it is on the Options page. Now that I have a dedicated Familiar's page, I should move it there.

I was thinking this was just for the various bonuses that you got for having a specific familiar, not the Alertness feat that you count as having if it's in 5 feet. When I clicked it on and off it had no effect on either the perception or sense motive skills total bonus, didn't list Alertness as a feat the character had, nor did the math at any point reflect them having the feat.

Kor - Orc Scrollkeeper wrote:
This bonus isn't really a "permanent bonus", since they can change the ability it affects whenever they prepare their spells. Transmuters will have to add this in as a custom bonus, if they never change the affected ability, or if they use the sheet as a in-session laptop character sheet.

I was thinking a default drop down on the bonus tab like the various rages have.

This could be fairly complicated but you might want to consider having extra dimensional spaces be an option on the tally weight list. For examples if a character has a portable hole it would read "Yes, No, Portable Hole" and when the Max weight for that items is reach you can't add anymore to it. Maybe make coins a item on the equipment page so you can have the option of not including the wight if it is in such a place.

Another option that would be really awesome and seems like it would be fairly simple is have an option to set what common is.


Immolate wrote:

On the summary tab, "Attack Combination" is written as "Attack Comination" for all three iterations.

Also, trying to use "Custom" to put in my new Cavalier. Is there a way to provide martial weapon proficiencies or armor/shield proficiencies other than the extra feats at first level? I'm only allowed three so I can only put one martial weapon proficiency in at first level.

Thanks for catching the spelling error.

I haven't really decided what to do with the Custom class selections as of yet. (Currently there is no way for a custom class to have all martial weapon proficiencies). There's a lot of work that needs to be done to make it more useful. It will be particularly limited for custom spell classes. It would almost be easier for me to just remove it, than leave it in, since it is so limited in function. I'll consider this though, should I have some time to tinker with the Custom selections.


dunelord3001 wrote:

Non magical Mithral Items don't give the +1 to hit that they should since they have to be master work.

If you have Spiked Armor as a weapon and the spiked option on Armor selected then it adds the weight twice.

If you selected the spiked option on Mithral armor it adds 10 pounds as the weight, not 5.

Daggers don't show that they are entitled to multiple attacks, even with the over ride to melee.

Thanks for noticing these. While fixing the spiked shields/armor weight, I noticed a few other problems relating to spiked arms, which required some large-scale changes. It will now all be working properly on the new version.

I haven't been able to reproduce the dagger error though. Could you please advise of the classes and levels you selected. Thanks.


Kor - Orc Scrollkeeper wrote:
I haven't been able to reproduce the dagger error though. Could you please advise of the classes and levels you selected. Thanks.

On the 0.75s version it comes up only incorrectly on the ranged with the Quick draw feat that have more then one dagger (which is the only time they could throw more the one a round ranged anywho). The other dagger error was coming up on the 0.75r with Fighter 1, Wizard 5, Eldrich Knight 3 human n/g regardless of the skills/feat/traits off or on/etc.

EDIT: MISQUOTE FIXED


Kor

I decided to test out some armour today.

Standard armour and shields are all having their ACP calculated as if they were masterwork items.

Looking at the Arms_DATA tab, the logic in cell D42 (in cell J39 for shields) is looking for a blank in cell D10 (cell J10 for shields) in order for there to be no masterwork modification applied. However, I do not think the way the argument is constructed in cell D10 (or J10) will return a blank, hence it assumes the armour or shield is a masterwork item even when it is not.

There is a typo in cell P152 that means the penalty for using a non-proficient shield, equal to the ACP, is not applied to attack rolls.
I think it should be changed to

=IF($J$58="no",$J$35,0)

The -2 penalty on attack rolls for using a tower shield in combat is not being factored in. You could do this by inserting the following line below P161 (call it the Tower combat penalty if you like)

=IF($J$25="Tower",-2,0)

AND make sure that cell P134 includes this extra cell in it’s sum.

However, I would want to clarify that a non-proficient tower shield user adds the -2 on top of the ACP penalty as it just seems too steep a penalty to me. YMMV.


Alan Sinclair wrote:
Looking at the Arms_DATA tab, the logic in cell D42 (in cell J39 for shields) is looking for a blank in cell D10 (cell J10 for shields) in order for there to be no masterwork modification applied. However, I do not think the way the argument is constructed in cell D10 (or J10) will return a blank, hence it assumes the armour or shield is a masterwork item even when it is not.

I also noticed that acouple days ago, but thanks mentioning it. I have fixed it now. Thanks as well for the note on the -2 penalty when using a tower shield.

Alan Sinclair wrote:
However, I would want to clarify that a non-proficient tower shield user adds the -2 on top of the ACP penalty as it just seems too steep a penalty to me. YMMV.

Yeah, the -2 for tower shields and the -10 non-prof penalty, totalling -12 does seem like a hefty penalty for a +4 AC gain. I guess if the character plans to just go total defense, then it could be beneficial, but otherwise not worth carrying without proficiency.


dunelord3001 wrote:

Non magical Mithral Items don't give the +1 to hit that they should since they have to be master work.

If you have Spiked Armor as a weapon and the spiked option on Armor selected then it adds the weight twice.

If you selected the spiked option on Mithral armor it adds 10 pounds as the weight, not 5.

The spiked weight should be fixed now. Currently the sheet assumes the spikes are either normal spikes, or magically enhanced spikes. I do not have the ability to add further properties to shield spikes -- such as material type (mithral) or masterwork. I will in the future move the "Material/Quality" selection to the Properties area of arms selections. This will also allow for double weapons to carry dual properties. This little change will require several days time to do, so although it is needed, I will have to delay it at this time.


Arcane Bloodline's New Arcana Ability doesn't seem to be able to select a Spell.


Kor - Orc Scrollkeeper wrote:
The spiked weight should be fixed now. Currently the sheet assumes the spikes are either normal spikes, or magically enhanced spikes. I do not have the ability to add further properties to shield spikes -- such as material type (mithral) or masterwork. I will in the future move the "Material/Quality" selection to the Properties area of arms selections. This will also allow for double weapons to carry dual properties. This little change will require several days time to do, so although it is needed, I will have to delay it at this time.

Why not just have each side of a double weapon be treated as a seperate weapon? Like Quarter Staff right side and Quarter staff left side?


*------------------------------------*
====== Status Update =======
*------------------------------------*

I have to do some major reworking on the sheet. (Most of it is all "behind the scenes" work). Accordingly, I will not be updating this sheet for several weeks. (Lots of work to be done).

None of this is data entry related, so I'm not even able to field help on this.

Once the retooling is done, then I can resume work on the spells output page I have been working on.

I hate to say this, but with everything I have to do, I probably won't be starting the APG material until November. Sorry for the delay on new content, but until I get the sheet running 100% with the Core Rules content, I can't justify adding in new content.

This will also give me time to assign data entry tasks to those that have volunteered to do the menial tasks.

Thanks for testing the sheet up to this point, and keep an eye out in a few weeks for the next revision.

Scarab Sages

G'day Kor - just downloaded that latest version & I think I found a couple of problems

I equipped a ring of protection +1 but it is not showing up as equipped nor is it affeecting my total AC - yes equipped is marked as yes

new arcana - cant seem to find a place to select the spell - arcane bloodline

the way I read the rules for familiars they get the base saves of their own or masters as calculated from all classes which I assume to mean a 9th lev sorceror should have base saves of +3 +3 +6 - the cat familiar is showing as +1 +4 +1 I would think it should read +5 +5 +6 given the cat gets +2 +2 at level 1 & gains +3 from sorceror levels & +0 at lev 1 & gains +6 from sorceror levels.
also should the CMB & CMD for a cat take into account the str penalty of -4? it does not appear to do so.

cant find where to add traits - am I blind?


Ceefood wrote:
cant find where to add traits - am I blind?

lol - Kor, I think you need to have "Traits" tab enabled by default. It will help alleviate confusion no end.

@Ceefood:
Check at the first tab or so, where there are lots of options with checkboxes. There's an "Enable traits" checkbox.


Ceefood wrote:
I equipped a ring of protection +1 but it is not showing up as equipped nor is it affeecting my total AC - yes equipped is marked as yes

This was an oversight, when I defaulted everything to "yes". If you select the "yes" pull down next to rings, you will instead be prompted with "left" or "right". I think my best solution for this, is to default all the selections to "no".

Ceefood wrote:
new arcana - cant seem to find a place to select the spell - arcane bloodline

At this time there is no selections available. Just type in the desired spell in the blank. I am doing some major revisions to spells, and because of it, I will be able to include a pull down selection for spells in the next revision.

Ceefood wrote:
the way I read the rules for familiars they get the base saves of their own or masters as calculated from all classes which I assume to mean a 9th lev sorceror should have base saves of +3 +3 +6 - the cat familiar is showing as +1 +4 +1 I would think it should read +5 +5 +6 given the cat gets +2 +2 at level 1 & gains +3 from sorceror levels & +0 at lev 1 & gains +6 from sorceror levels.

I messed a few things up like this for familiar level calculations. It is fixed on the next revision I will be posting in a few weeks.

Ceefood wrote:
also should the CMB & CMD for a cat take into account the str penalty of -4? it does not appear to do so.

The CMD does take it into account (although I have done many changes in the past couple days so maybe there was something else calculating wrong), however for creatures smaller than "Small" they can use their Dex instead of their Str for CMB.

Ceefood wrote:
cant find where to add traits - am I blind?

You are only semi-blind :) There is a "toggle" for using traits on the Options page. Several people have not been able to find it though, so I will make it much easier to see in a future release.

Thanks a lot for testing the sheet and helping me identify the errors and improvements.

Scarab Sages

ok I got the ring to work & yes I think defaulting rings slot to equipped should be no

@Kor & Lorekeeper - I did tick the enable traits box - that was not hard to find although I did miss it at first - saw lots of ticks & silly me did not notice it was one that was not - but I could not see on any sheet a traits area to choose - can someone point me to what sheet or part of sheet I should see this
- my old version I found but I dont have it anymore since my HDD died

ok I was not aware of this rule for CMB

the new arcana - I tried typing it in manually but it did not show anywhere - I just used the spell selection page & choose an extra spell

also is there or will there be a way to override bloodline spell choices - in my campaign the DM allowed us to replace a spell with another of same level (& not overpowering) but I could not see how to do this - again I hjust used the spell selection area & will delete the bloodline spell off sheet

@Kor mate you have done alot of work on this sheet since I last looked & you must give yourself a round of applause - it is amazing work It must have taken you months to get all this so far you deserve the praise everyone has given you !!!

3 cheers for Kor

Scarab Sages

ok forget the traits thing - I figured out what was going wrong and its like this

if you click on the traits enable before accepting macros the tab wont come up - you have to enable macros & then tick it on
if you tick it beforehand then enable macros you have to untick it wait a couple seconds & then re tick it

it is now showing for me


Still loving your sheet and how much you update it :3
Anyway,
- Aasimars have a +4 to Diplomacy and Perception instead of a +2
- the Sleight of Hand trait is adding the +1 as magic instead of misc


Ion Raven wrote:

Still loving your sheet and how much you update it :3

Anyway,
- Aasimars have a +4 to Diplomacy and Perception instead of a +2
- the Sleight of Hand trait is adding the +1 as magic instead of misc

In the Bestiary their bonus is listed as +2. Has this been changed in a different sourcebook? I just checked the PRD as well, and its still showing as +2.


Kor - Orc Scrollkeeper wrote:
Ion Raven wrote:

Still loving your sheet and how much you update it :3

Anyway,
- Aasimars have a +4 to Diplomacy and Perception instead of a +2
- the Sleight of Hand trait is adding the +1 as magic instead of misc
In the Bestiary their bonus is listed as +2. Has this been changed in a different sourcebook? I just checked the PRD as well, and its still showing as +2.

Sorry, that came out wrong, your sheet is showing a +4 in those areas instead of a +2 ><;


Ion Raven wrote:
Kor - Orc Scrollkeeper wrote:
Ion Raven wrote:

Still loving your sheet and how much you update it :3

Anyway,
- Aasimars have a +4 to Diplomacy and Perception instead of a +2
- the Sleight of Hand trait is adding the +1 as magic instead of misc
In the Bestiary their bonus is listed as +2. Has this been changed in a different sourcebook? I just checked the PRD as well, and its still showing as +2.
Sorry, that came out wrong, your sheet is showing a +4 in those areas instead of a +2 ><;

Thanks. I have fixed this now.

As for the trait showing up as a magic bonus, I can't really change that at this time, due to how I am currently handling my bonuses. I will have to think of a way to change that at a later point.


*------------------------------------*
====== Status Update =======
*------------------------------------*

I am getting close to finishing most of my behind the scenes retooling. Most of the changes are to the Arms page and the Items Arms selections.

I have completely changed how I am handling Armor and Shield spikes now. I have also added complete usability for double weapons (ability to flip the head on the arms page).

I have added a new "attachments" section on armor and shields that allows you to add any attachments which you selected on the Items page, such as Armoured kilts and Armor and Shield Spikes.

I also have armor proficiency tied into the base type of armor. Previously mithril was reducing the armor type (i.e. heavy to medium), and then I was doing the proficiency check on the altered armor, where-as it should be on the base armor.

I'm still about 1 week away from this release though, but I beleive after this the Arms sections and weapons display sheets should be pretty solid and without errors.

I have also added in better ability to add in fully customized arms.

Scarab Sages

will familiars be fixed in update?

I can tell you the CMB & CBD were correct for the cat


Ceefood wrote:

will familiars be fixed in update?

I can tell you the CMB & CBD were correct for the cat

Yes. All the issues you and others identified are fixed for familiars. I believe they should be error free now as well.

A few related fixes were made for animals. I also added in the ability to equip barding as selected on the Items page, for animals. However, now I'm thinking maybe I should add in a barding option for familiars too. Has anyone ever armored up their familiar (other than bracers of armor)?

Scarab Sages

I never have - considered them too small to wear barding - not bothered if they actually could or not


Been working with the latest version of the sheet. couple of things have cropped in the course of use.

1) When adding custom Arms at the bottom of the items page, forces the Summary page to show a #Value. All of the other custom items I have added to the items page all seem to work fine. It also messes with the weight calculation on the page.

2) On the custom page, you give the user the opportunity to add Custom Spells. Far as I can tell they don't go anywhere. Was it the intent to have them appear in the valid list of spells for the Spelllist sheet? Not really an issue as the spell will eventually get added to the sheet as it is in the APG.

Edit: Looks like for #1, when you add a weight amount for the item everything works fine.


Sethvir wrote:
1) When adding custom Arms at the bottom of the items page, forces the Summary page to show a #Value. All of the other custom items I have added to the items page all seem to work fine. It also messes with the weight calculation on the page.

Yeah, custom arms really didn't work well on the sheet. Part of the problem was that I had 4 different sources for arms, and it was getting complicated for me on the arms page to have it do all the checks for these different sources.

I have refined this now, and have removed the custom arms selections from the Items page. Customs arms now have their own selection areas on the Custom sheet, which allows you to select all the specific properities of the item.

Sethvir wrote:
2) On the custom page, you give the user the opportunity to add Custom Spells. Far as I can tell they don't go anywhere. Was it the intent to have them appear in the valid list of spells for the Spelllist sheet? Not really an issue as the spell will eventually get added to the sheet as it is in the APG.

Thanks for bringing this up. I am doing a major overhaul to the spells, and I am created extensive spell data tables. I have not included a custom spells in these tables, which I do need to. I will ensure I add that in now. Thanks.


Again just another feedback item. Building NPC's for my upcoming game and built a 5th level rogue, 3rd level assassin, human.

In the combat notes, it shows that the NPC has sneak attack 3d6 twice. According to my calculations, she should have a total of 5d6, 3 from 5th level of rogue, and 2d6 from three levels of assassin.


Sethvir wrote:

Again just another feedback item. Building NPC's for my upcoming game and built a 5th level rogue, 3rd level assassin, human.

In the combat notes, it shows that the NPC has sneak attack 3d6 twice. According to my calculations, she should have a total of 5d6, 3 from 5th level of rogue, and 2d6 from three levels of assassin.

Thanks, I'll get those fixed as well.


I've armored up just anything that you can put armor on. It has never came up for a strait caster but my barbarian/sorcerer had some on his.

Scarab Sages

I had a problem tonight with the sheet - not sure why it happened
I have a sheet for the sorcerer with a familiar from arcane bond & that worked ok - saved sheet went to game but left the printed copies at home so I had to run off the speadsheet to play but I noticed that the while the animal tab was there the familiar tab had disappeared
it was still howing in the summary although I dont use that
I had to unhide it

not I had no hidden the tab it seems to have done it itself

thought you should know


Ceefood wrote:

I had a problem tonight with the sheet - not sure why it happened

I have a sheet for the sorcerer with a familiar from arcane bond & that worked ok - saved sheet went to game but left the printed copies at home so I had to run off the speadsheet to play but I noticed that the while the animal tab was there the familiar tab had disappeared
it was still howing in the summary although I dont use that
I had to unhide it

not I had no hidden the tab it seems to have done it itself

thought you should know

Thanks, I haven't seen this problem before. I think did encounter something similar though when I had another Excel sheet running, as well as the character sheet. Did you have any other Excel sheets running?

I should have the revision out in 2 days... perhaps that will be working better.

Scarab Sages

actually I did - I had two of your sheets running - 1 for each character that I was running


Ceefood wrote:
actually I did - I had two of your sheets running - 1 for each character that I was running

Yeah, the macro really doesn't like that.

I am adding an override option to the Options page, but I'm uncertain if that will help or not when running more than 1 Excel sheet.


*------------------------------------*
====== Status Update =======
*------------------------------------*

I'm probably at least 2 days away from release of this revision. This revision has mainly been centered around revision of the Arms and Items page, as well as the weapons display page (Page 3).

I am doing a lot of work on these areas, but I feel pretty confident that once I am done, then I will likely have few changes (if any) to these areas in the future.

My goal during Alpha testing has always been to get the core functionality of the sheet working 100% solid, so that once I move on to Beta-testing, then I can focus solely on adding new content.

With these changes, I think I will have achieved very close to my goal.

I am still doing major revisions to the spells, and will release those changes in a revision about 1 week after this next release. Once spells are done, then its finally time to concentrate on some APG material :)

(Note: I will have some tasks out to my willing minions soon)


Kor

Playing around with the sheet yesterday (trying to create a master DM display sheet for my game this weekend) I noticed a problem with the way information is displayed on the Arm_DATA tab.

You can end up with a negative BAB being shown as +-N due to the logic surrounding cells that work out your melee BAB (CX5 through to DB5) and ranged BAB (DG5 through to DK5).

Just thought I would flag it up to you in case you had not spotted it.

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