Online Character Sheet (Google Sheets)


Creating a Character


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[Disclaimer: I made this thread in General previously. I am remaking it now as I believe this is a better subforum to put it in and the sheet itself has had significant updates.]

As someone who enjoys making character sheets like this, I took several aspects of a character sheet I made for PF1 and tried to model different aspects of the new playtest character sheet along with feedback from players in my group.

https://docs.google.com/spreadsheets/d/1HcscSM74XOAI7-6XCzYCtJKbv4l7g8tsPoh wItMlKQ8/edit?usp=sharing

Sheet Features:

Autocalculations: Like any good google sheet, many basic calculations for things like AC, saves, skills, etc. are all done for you. Any calculation that uses an ability score also includes a dropdown box to change which ability score is used in the calculation, allowing the sheet to easily adapt to any feats or class features which change what ability score would normally apply.

Armor/Shield: Includes a section to not only list your armor and shield, but allows you to track their hardness, dents, and apply the broken condition with a simple checkbox. Also allows you to automatically add/remove your shield bonus to AC with a togglable checkbox. Space is included to list two shields for characters who want to have a backup.

Companion Creatures: A tab is included to record an animal companion or familiar. By selecting either "Animal Companion" or "Familiar" from the drop down list near the top of the tab, all relevant modifiers (HP,AC,Saves,Skills,Perception,etc.) on the tab will adjust to the rules for that type of companion creature.

Conditions: Most of the conditions from the rulebook are included with a togglable checkbox, a place to put the condition's value if applicable, and a box to measure the rounds remaining. Any stat changes of the condition are then automatically applied to the relevant categories, while being sure to only apply the highest value from non-stacking conditional penalties and circumstantial penalties. Conditions which also give other conditions as part of their effects will automatically apply those sub-conditions without needing to check the sub-condition's box.

Crafting: An entire tab is devoted to recording the crafting formulas the character knows, relevant charts, and the number of days spent crafting + the remaining price of the item.

Errata: Sheet includes a link to a copy of the current errata pdf. The sheet is currently adjusted for Update 1.2 and will continue to be updated throughout the playtest.

Equipment: Multiple categories for equipment to be placed with a total bulk calculation that automatically multiplies the entered bulk by the quantity of that item held (and assuming said quantity is 1 if nothing is entered). Bulk calculation also includes the bulk of currency carried and automatically applies the encumbered condition to stats when reached. Equipment also calculates resonance used for invested items and overall has much more space to list items than the official paizo sheet.

Rules Reference: Throughout the sheet are notes which display either relevant rules taken from the CRB, current errata, or information relating to how the calculations of the sheet work. For example, all included conditions display their full rules text when you hover over them.

Temporary Effects: Several places in the sheet allow room to add in a temporary bonus/penalty to the calculations without having to change any of the permanent values.

Tracking Sheet: Includes a tab for a google sheet version of the Doomsday Dawn Player Tracking Sheet. This allows players to track information right next to their character sheet without accidentally viewing any of the GM spoilers from the official pdf.

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Be sure to leave a comment if you enjoy the sheet or have any suggestions for how it could be improved. If you enjoyed this, I am also currently working on a similar sheet for GMs with numerous rules references and sections for tracking party/campaign information.


Could benefit from:

  • Chargen/leveling attribute generation (e.g. this)
  • Named ranges (character level should be referenced as LEVEL rather than S4)
  • The ability to put a value next to a feat or item that can be referenced in formulas (e.g. things like Improved Initiative adds +1 to initiative checks and is worth including in the formuas for, or the +1 item bonus to Heal spells that the Staff of Healing grants)
  • Item quality can be treated similiarly to TEML or TEML can be treated like item quality (its basically the same)

Nice job on the conditions section. Very cool.


Thanks for the suggestions!

  • I'll admit, my first reaction to this table is that it looks like it'd take up a lot of space for something that doesn't have much benefit past character creation, but I'll make a point to ask my player's opinions on including it. Have you/your players been finding it helpful?
  • I've never used named ranges before, but I can certainly see the value in doing so if they work like I assume. Will make a point to look into this when I have time.
  • Will look into doing this in my next update. Space for items may be a bit tight so I'm not sure about applying it there, but feats should be easy enough.

    Thankies~


  • Charon Onozuka wrote:

    Thanks for the suggestions!

  • I'll admit, my first reaction to this table is that it looks like it'd take up a lot of space for something that doesn't have much benefit past character creation, but I'll make a point to ask my player's opinions on including it. Have you/your players been finding it helpful?
  • It is something that could be moved to a less prominent location, but it has two things I find very helpful:

    1) It keeps a record of where every bonus and malus comes from
    2) Makes doing chargen correctly easy as pie. With paper you can doodle it on the back of the blank page.

    Quote:
  • I've never used named ranges before, but I can certainly see the value in doing so if they work like I assume. Will make a point to look into this when I have time.
  • Makes typing out formulas much easier. :)

    Quote:
  • Will look into doing this in my next update. Space for items may be a bit tight so I'm not sure about applying it there, but feats should be easy enough.
  • Yeah, its tricky fitting it in, but it came up a lot in PF1/3.5 because of the number of items that grant some kind of bonus to something else. There still are some of those (e.g. Staff of Healing's +1 item bonus to Heal spells).


    Ended up making a checkbox-fill version of the attribute generation table with the main tab linking directly to it. After playing around and testing it out, I do have to admit that it seems like a highly convenient feature to have, so thank you for the suggestion (left a credit in the changelog).

    Mostly applied named ranges (Companion Creature tab will have to wait, since I have to double nearly every named range for it). For me, the value here is less in that they make formulas easy to type, and more that they make it easy to look at a large formula and realize what categories are being factored into it - especially when those categories aren't on the screen at the same time.


    Oh yeah, that too. :)


    Important Update: Apparently when I made named ranges in version 1.3.2 or 1.3.3 of the sheet, I accidentally screwed up the application of armor's maximum dexterity cap to AC. This has been fixed now, and anyone who copied v1.3.2 or v1.3.3 of the sheet should be aware of this error.


    Updated for 1.3 Playtest Rules

    Additionally, if you like my character sheet, be sure to check out the GM Sheet I made: http://paizo.com/threads/rzs42a5d?Massive-GM-Sheet


    I think I've found an error in ability Generation section on the Feats & Proficiencies tab. You've got 2 point increases going until it reaches 20, instead of 18. Resulting in the ability to get a 20 in a stat at 5th level, when by RAW you'd need to be 10th to get that (at least by my understanding). This should be an easy fix and doesn't impact the auto-generated fields anyway.

    Other than that, this sheet looks amazing! I'm probably going to be switching to it for this saturday's playtest. I love the condition boxes and that it's got room for formulas (useful for my Alchemist).


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    Thanks for catching that! I gave it a quick fix, so the ability generation section should be working properly now. (Don't know what I was thinking when I made it.)

    And glad to hear you enjoy it. No one in my group has tried an alchemist yet, so if you end up having any suggestions for the formula tab, I'd love to hear them.


    Charon Onozuka wrote:

    Thanks for catching that! I gave it a quick fix, so the ability generation section should be working properly now. (Don't know what I was thinking when I made it.)

    And glad to hear you enjoy it. No one in my group has tried an alchemist yet, so if you end up having any suggestions for the formula tab, I'd love to hear them.

    That was fast! Awesome! As for formulas, at the moment I can't think of anything. It looks really good as it is. Having the chart right next to the formulas will help make crafting more convenient, as will the notes for each column. That will save a lot of time having to look up the rules. Since we've just been doing Doomsday Dawn and it doesn't have any downtime, I haven't done any actual crafting. So those parts aren't being used at the moment, and I might be missing something. But just being able to keep track of what I can make with Quick Alchemy and such is quite useful.

    If I come up with anything later, I'll let you know here. I also shared a link to the sheet with the rest of my group, I'll direct them to this thread if they've got any feedback, or will relay it myself.


    I'm currently converting my character over. I've got a few more comments and issues. Most are fairly minor, and some are matters of personal preference. But I figure I might as well share all of my thoughts and you can decide what are good ideas and what don't fit the sheet your making, or are unimportant. So don't take this big list as a criticism. The sheet is pretty awesome.

    L bulk items break the bulk tracking. But I can mark those as .1 bulk and get the same effect, and that's probably a better solution than having to write the crazy code to get it to count L bulk items and increment bulk by 1 for every 10. This is one of those things where the rule simplification actually makes things a bit more complex when computerized. So this probably doesn't need to change.

    One really trivial thing is that when you add a number to the item bonus column for skills on the first page, the green background disappears.

    I'm trying to figure out a good way to have multiple item bonuses for different situations. For example my Alchemist has Expert Thieves' Tools that adds +1 to thievery checks, but also has a Skeleton Key that adds +2 against locks. Maybe a notes box for the skills that can deal with tracking this kind of thing. That might be too much clutter though.

    The Ability Scores on the first page aren't automatically calculated from the Ability Generation section on the Feats and Proficiencies page. Is this intended? I can see that sometimes it might be good to have them independent, and it was trivial to add the linkage myself.

    I'm not seeing an easy way to mark multiple thrown weapons, or ammo from the attack section. In particular I'm thinking about tracking the quantity and bulk of multiple L items that I'll be throwing. Putting this down in the equipment page works, but is a bit inelegant.

    The weapon damage section seems a bit cumbersome with needing to copy the code to auto-adjust the modifier. Maybe split the dice and modifiers in separate fields, with the auto-calculations done in the modifier field and the die being the part entered by the user.

    Maybe quantity and uses should be separated in the equipment section. Quantity multiplies the bulk, but uses shouldn't. It could also help if you have multiple multi-use items like 2 wands or something.

    And one last one, maybe a section for resistances would be helpful.

    That's it for now. Thanks for sharing the sheet.


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    Doktor Weasel wrote:
    I'm currently converting my character over. I've got a few more comments and issues. Most are fairly minor, and some are matters of personal preference. But I figure I might as well share all of my thoughts and you can decide what are good ideas and what don't fit the sheet your making, or are unimportant. So don't take this big list as a criticism. The sheet is pretty awesome.

    Thanks! I really appreciate any feedback on the sheet as I'm primarily GMing at the moment (and thus not actively using the sheet myself), and my players are currently very behind in the playtest due to scheduling issues impacting how often we can run.

    Doktor Weasel wrote:
    L bulk items break the bulk tracking. But I can mark those as .1 bulk and get the same effect, and that's probably a better solution than having to write the crazy code to get it to count L bulk items and increment bulk by 1 for every 10. This is one of those things where the rule simplification actually makes things a bit more complex when computerized. So this probably doesn't need to change.

    Hmmm. My players brought this up as well, and it seems my little note on Bulk may not be quite enough. While I initially had no idea how to get an already messy formula to calculate "L" as a value - I actually think I may know a way to get it to work now. I'll have to test some things out on another sheet, but this might get included in an update or two.

    Doktor Weasel wrote:
    One really trivial thing is that when you add a number to the item bonus column for skills on the first page, the green background disappears.

    Wait, what? *tries to replicate* ...huh.

    I'm not 100% sure on why this is happening, but it might be a result of an overlapping alternating colors format on that section (though it doesn't appear to have the same issue elsewhere). I'll make a note to change that in my next update, and see if it fixes the issue.

    Doktor Weasel wrote:
    I'm trying to figure out a good way to have multiple item bonuses for different situations. For example my Alchemist has Expert Thieves' Tools that adds +1 to thievery checks, but also has a Skeleton Key that adds +2 against locks. Maybe a notes box for the skills that can deal with tracking this kind of thing. That might be too much clutter though.

    Yeah, the space needed is probably the biggest issue with trying to make additions to the skills section. My current suggestion would be to right click the total skill value box and click "Insert Note," which will allow you to create a little pop-up box you can put those types of situational item bonuses in. If I can think of something better, I'll try to include it when I can.

    Doktor Weasel wrote:
    The Ability Scores on the first page aren't automatically calculated from the Ability Generation section on the Feats and Proficiencies page. Is this intended? I can see that sometimes it might be good to have them independent, and it was trivial to add the linkage myself.

    Yes, that is currently intended. Since it is a new feature on the sheet, I'm still waiting to get my player's reactions to it once we move on to the next part of the Playtest. Additionally, I know that things like potent items can also adjust ability scores (though I could add potent to the table along with other changes I was planning... *makes note*). If I get more people saying they'd find it helpful for the sections to be linked, I'll do so in the future.

    Doktor Weasel wrote:
    I'm not seeing an easy way to mark multiple thrown weapons, or ammo from the attack section. In particular I'm thinking about tracking the quantity and bulk of multiple L items that I'll be throwing. Putting this down in the equipment page works, but is a bit inelegant.

    Hmm, maybe I could replace Bulk in the weapon section with Ammo? It'd mean that you have to record weapons again in equipment for bulk, but that may be more appropriate since weapon bulk isn't something that often needs to be referenced in combat like ammo.

    Doktor Weasel wrote:
    Maybe quantity and uses should be separated in the equipment section. Quantity multiplies the bulk, but uses shouldn't. It could also help if you have multiple multi-use items like 2 wands or something.

    Good point. While I dislike the current state of some items having multiple uses on there own (wasn't that what resonance was for?), as long as they exist I should probably make it easier to record them. Perhaps I can combine the traits & notes sections together to make room? Will look into this.

    Doktor Weasel wrote:
    And one last one, maybe a section for resistances would be helpful.

    xD The funny thing is, I actually had a big resistances section next to speed in earlier versions of the sheet, but it got swallowed by a new notes section in that area. Have you seen any characters actually get resistances yet? Right now, I'm considering either making some note on that notes section to clarify that resistances can go there with other notes related to speed/perception/defenses, OR make a smaller box near the HP section for it.

    ---

    Once again, thanks for the feedback! I really do value getting thoughts and opinions from others on how the sheet could be improved. I'll probably be making the next update at the end of this week/weekend and incorporate some of these into it.


    Charon Onozuka wrote:
    Doktor Weasel wrote:
    I'm currently converting my character over. I've got a few more comments and issues. Most are fairly minor, and some are matters of personal preference. But I figure I might as well share all of my thoughts and you can decide what are good ideas and what don't fit the sheet your making, or are unimportant. So don't take this big list as a criticism. The sheet is pretty awesome.
    Thanks! I really appreciate any feedback on the sheet as I'm primarily GMing at the moment (and thus not actively using the sheet myself), and my players are currently very behind in the playtest due to scheduling issues impacting how often we can run.

    Glad to help. And it's cool be able to talk directly to the sheet creator directly like this. For PF1, a friend in my group has a sheet they've been working on since the 3.5 days and being able to talk to him directly has been really helpful.

    Charon Onozuka wrote:
    Doktor Weasel wrote:
    L bulk items break the bulk tracking. But I can mark those as .1 bulk and get the same effect, and that's probably a better solution than having to write the crazy code to get it to count L bulk items and increment bulk by 1 for every 10. This is one of those things where the rule simplification actually makes things a bit more complex when computerized. So this probably doesn't need to change.
    Hmmm. My players brought this up as well, and it seems my little note on Bulk may not be quite enough. While I initially had no idea how to get an already messy formula to calculate "L" as a value - I actually think I may know a way to get it to work now. I'll have to test some things out on another sheet, but this might get included in an update or two.

    Oh yeah, I completely missed the note in bulk. I do really like your notes, and how complete they are, but just missed that one. I did come to the same conclusion fairly quickly. Having the user enter 0.1 probably is a better solution than going through all the work to rewrite the code to take L into account.

    Charon Onozuka wrote:
    Doktor Weasel wrote:
    One really trivial thing is that when you add a number to the item bonus column for skills on the first page, the green background disappears.

    Wait, what? *tries to replicate* ...huh.

    I'm not 100% sure on why this is happening, but it might be a result of an overlapping alternating colors format on that section (though it doesn't appear to have the same issue elsewhere). I'll make a note to change that in my next update, and see if it fixes the issue.

    Yeah, this one is just weird. Thankfully it's also superficial and doesn't impact usability at all.

    Charon Onozuka wrote:
    Doktor Weasel wrote:
    I'm trying to figure out a good way to have multiple item I'm trying to figure out a good way to have multiple item bonuses for different situations. For example my Alchemist has Expert Thieves' Tools that adds +1 to thievery checks, but also has a Skeleton Key that adds +2 against locks. Maybe a notes box for the skills that can deal with tracking this kind of thing. That might be too much clutter though.
    Yeah, the space needed is probably the biggest issue with trying to make additions to the skills section. My current suggestion would be to right click the total skill value box and click "Insert Note," which will allow you to create a little pop-up box you can put those types of situational item bonuses in. If I can think of something better, I'll try to include it when I can.

    Good idea with the note. Probably a better solution to adding a new box.

    Charon Onozuka wrote:
    Doktor Weasel wrote:
    The Ability Scores on the first page aren't automatically calculated from the Ability Generation section on the Feats and Proficiencies page. Is this intended? I can see that sometimes it might be good to have them independent, and it was trivial to add the linkage myself.
    Yes, that is currently intended. Since it is a new feature on the sheet, I'm still waiting to get my player's reactions to it once we move on to the next part of the Playtest. Additionally, I know that things like potent items can also adjust ability scores (though I could add potent to the table along with other changes I was planning... *makes note*). If I get more people saying they'd find it helpful for the sections to be linked, I'll do so in the future.

    Hrm, is there anything other than those Potent items that actually changes ability scores? You might be able to add a new row in the Ability Generation section for atribute items. Although that might mess up your formula because they don't work like the other stat boosts, either being an auto 18 or +2 depending on what's better.

    Charon Onozuka wrote:
    Doktor Weasel wrote:
    I'm not seeing an easy way to mark multiple thrown weapons, or ammo from the attack section. In particular I'm thinking about tracking the quantity and bulk of multiple L items that I'll be throwing. Putting this down in the equipment page works, but is a bit inelegant.
    Hmm, maybe I could replace Bulk in the weapon section with Ammo? It'd mean that you have to record weapons again in equipment for bulk, but that may be more appropriate since weapon bulk isn't something that often needs to be referenced in combat like ammo.

    That would probably work. Yeah, the bulk doesn't really matter as much in combat, especially since it'll mostly be going down as you use up ammo, and unless you're already encumbered, dropping bulk isn't really important to keep track of in combat.

    Charon Onozuka wrote:
    Doktor Weasel wrote:
    Maybe quantity and uses should be separated in the equipment section. Quantity multiplies the bulk, but uses shouldn't. It could also help if you have multiple multi-use items like 2 wands or something.
    Good point. While I dislike the current state of some items having multiple uses on there own (wasn't that what resonance was for?), as long as they exist I should probably make it easier to record them. Perhaps I can combine the traits & notes sections together to make room? Will look into this.

    Oh yeah, keeping uses per day while having resonance cost is like the worst of both worlds. It looks like resonance is going to be dialed back, but I guess those charges and x times/day items are going to stay.

    Charon Onozuka wrote:
    Doktor Weasel wrote:
    And one last one, maybe a section for resistances would be helpful.
    xD The funny thing is, I actually had a big resistances section next to speed in earlier versions of the sheet, but it got swallowed by a new notes section in that area. Have you seen any characters actually get resistances yet? Right now, I'm considering either making some note on that notes section to clarify that resistances can go there with other notes related to speed/perception/defenses, OR make a smaller box near the HP section for it.

    Heh. I'm actually thinking I'll use the Note section to keep track of those, and it also can be used for other purposes as well. So that's probably fine. I'm currently just getting into characters that have resistances. My Alchemist for Part 4 of Doomsday Dawn has a ring of fire resistance, and my goblin barbarian for part 5 has four types of reistance: Cold and Piercing from his White Dragon totem (but only while raging), fire from Flame Heart and acid from a ring of acid resistance.

    Charon Onozuka wrote:


    Once again, thanks for the feedback! I really do value getting thoughts and opinions from others on how the sheet could be improved. I'll probably be making the next update at the end of this week/weekend and incorporate some of these into it.

    Your welcome!


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    Updated sheet to version 1.3.7, which includes many of Doktor Weasel's suggestions. In particular, the equipment page has been significantly updated as a result.

    Dunno yet if the attempted fix to the skills background color disappearing worked. *fingers crossed*

    Also attempted to make the weapon damage formula a bit easier to adjust without needing to add individual components. May need to adjust it again in the future based on feedback.

    ---

    Doktor Weasel wrote:
    Charon Onozuka wrote:
    Hmmm. My players brought this up as well, and it seems my little note on Bulk may not be quite enough. While I initially had no idea how to get an already messy formula to calculate "L" as a value - I actually think I may know a way to get it to work now. I'll have to test some things out on another sheet, but this might get included in an update or two.
    Oh yeah, I completely missed the note in bulk. I do really like your notes, and how complete they are, but just missed that one. I did come to the same conclusion fairly quickly. Having the user enter 0.1 probably is a better solution than going through all the work to rewrite the code to take L into account.

    While probably better/simpler, I admit that I do like a bit of a challenge when it forces me to learn new things. As such, the new formula should now allow players to enter a bulk of either "L" or "0.1" with Current Bulk treating them the same when calculating the total.


    I posted this in the character sheet thread in General Discussion, but I realize that this thread is the one with much more traction, so here's a mirror of that post:

    This sheet is amazing! I only have a tiny bit of feedback, I think it's too strict with encumbrance rules - page 175 describes Bulk Limit as "You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition." Currently, the sheet is showing the encumbered condition when carried Bulk equals the Bulk limit, instead of exceeding it. By RAW, you should be able to carry up to 5 + STR + 9L bulk without being encumbered, unless this was clarified in errata that I missed?

    Actually, I also realized that there is currently a small bug in calculating encumbrance, the formula applies "Cannot Carry" when you exceed the encumbered bulk limit. The formula in I15 could change to fix all of the aforementioned issues. Namely, the if expressions for encumbered and cannot carry should be swapped, the expression comparing Bulk_Current should use '>' instead of '>=', and lastly, Bulk_Current should be floored before comparing - Light bulk does not actually equal 0.1 when comparing Bulk Limit, the only conversion that matters is 10L = 1, so flooring the value should rectify this issue. To quote the rulebook page 175 again: "Ten light items count as 1 Bulk, and you don't count fractions (so 9 light items count as 0, and 11 items count as 1)"

    Updated Formula:

    =if(floor(Bulk_Current)>Bulk_Max,"Cannot Hold/Carry",
    if(floor(Bulk_Current)>Bulk_Encumbered,"Encumbered",
    "Unencumbered"))

    Alternatively, you could choose to apply the flooring in the formula at F15, where you would wrap the entire calculation in a call to floor. Either way would give the desired outcome.


    Thanks for the catch! Did a quick update to apply fixes.

    Looks like Bulk_Max & Bulk_Encumbered got mixed up in my last update when I redid the Equipment tab. Fixed now.

    As for Bulk not counting Light items, I completely missed that part in the rules. Fixed that in both the Bulk section and how the Encumbered condition was being applied to speed and skill penalties


    Moving my next character, a barbarian to the latest version of this sheet. The updates from 1.36 are all pretty cool.

    I've come up with a few others ideas. In the actions and activities section, there's currently nothing to indicate that it's a reaction or free action. There probably should be something to keep those straight.

    Also is there a way to quickly and easily add our own conditions or other similar sets of modifiers? I don't really know the scripting well enough to do so currently. I'm thinking of making one for Rage that will auto-apply all the rage benefits when clicked. And it might be useful for the user to be able to put in some other frequently used buff effects and such so they can just click the box to apply the bonuses.


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    Doktor Weasel wrote:
    I've come up with a few others ideas. In the actions and activities section, there's currently nothing to indicate that it's a reaction or free action. There probably should be something to keep those straight.

    Hmm... In my quick tests, I did this by deleting the checkboxes under #Actions, merging the cells, and typing either Free or Reaction. Granted, this probably isn't ideal, so I'll look into some other options during my next update.

    Doktor Weasel wrote:
    Also is there a way to quickly and easily add our own conditions or other similar sets of modifiers? I don't really know the scripting well enough to do so currently. I'm thinking of making one for Rage that will auto-apply all the rage benefits when clicked. And it might be useful for the user to be able to put in some other frequently used buff effects and such so they can just click the box to apply the bonuses.

    Yes and no. I've generally been cautious about cluttering up the temp boxes since it'd be easy for a player to accidentally delete a formula when applying some minor buff, BUT you could use them to enter a simple formula tied to the "Active" checkbox under Actions & Activities (which is why I included the column in the first place).

    Simply put the following formula into any Temp box or Misc Temporary Effects as appropriate:

    =if(ACTIVE=True,BONUS,0)

    Replace ACTIVE with the cell designation of the checkbox (AU56, AU57, ... , AU63) and replace BONUS with whatever numerical bonus is being applied when the effect is active (or a negative number for a penalty).

    For example with Rage, you could place this in the value for Agile Dmg and Melee Dmg under Misc Temporary Effects & in the temp boxes next to AC and Touch AC. The downside is that you'll have to update any values when leveling up (unless you want to make a more complex formula) & be cautious about if any other bonuses you receive would stack or not.


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    Updated for 1.4 Playtest Rules

    Additionally, I made a few provisional changes that I will likely change or remove based on how they are received.

    1) I added the "Modes of Play" tab from my GM Sheet for player reference. I figured that this might help players get used to the things they can do in the new action system, but it may be an unnecessary or inappropriate to be placed in a character sheet.

    2) I added checkboxes to signify reactions and free actions on the Actions & Activities section on the Main & Companion Creatures tabs. When checked, they change the text color for the entire row to help these abilities stand out.


    Updated for 1.5 Playtest Rules

    Linked Ability Scores to the Ability Generation Table after positive feedback from the majority of my players. (One Player: "Tell [Draco18s] that he's a genius for coming up with the idea.")

    Also improved the Modes of Play tab to now have 1-3 action Skill uses under the Encounter Mode section. Still waiting for feedback if this is a positive addition to the character sheet or if I should just keep it on the GM Sheet only.


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    Updated for 1.6 Playtest Rules

    Additionally, to help some confusion at my table with entering Bulk for items like Arrows which are Light Bulk for a set of 10, I created a new designation of 'A' Bulk on the Equipment tab. Entering a value of 'A' multiplies quantity by 0.01 Bulk and is used as the default Bulk in the Ammunition section. Note: Bulk totals truncate after one decimal place to avoid clutter, so items of A Bulk will not appear to change the total until a character is holding at least 10 of them.


    One thing that would be nice for the 1.6 update is a section to track Infused Reagents for alchemists. Now that they're off resonance, they have a different pool to track. Other than that, it looks great.


    Hmm... Infused Reagents are a bit odd in how they are simultaneously a daily class pool but, are also physical items with Bulk.

    Might it be better to just use the Equipment section to log them? It looks like their bulk is similar to arrows (10 per Light Bulk, "A" or "0.01") and you could use the Quantity column to record how many you have left with a note saying how many you start the day with (lvl+INT).


    Charon Onozuka wrote:

    Hmm... Infused Reagents are a bit odd in how they are simultaneously a daily class pool but, are also physical items with Bulk.

    Might it be better to just use the Equipment section to log them? It looks like their bulk is similar to arrows (10 per Light Bulk, "A" or "0.01") and you could use the Quantity column to record how many you have left with a note saying how many you start the day with (lvl+INT).

    Ah, I missed that they have bulk. So yeah, equipment section is the place then.


    Question to those currently using my character sheet: How useful are you finding the temporary bonus column under the Skills section?

    I'm currently considering a number of adjustments to the sheet, and am wondering if it may be more beneficial to remove the temporary skill bonus in order to help make room for an area to record conditional skill bonuses. From my experience thus far, I can't really recall items/abilities that boost a skill as as whole, and instead they seem to give conditional bonuses to specific skill uses within a skill.

    That said, I'm sure I could be missing some important examples (my group is still playing catch up in the Playtest), and would like to hear other opinions before I do this.


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    Update 1.7.0 - no rules change

    I'm highlighting this update as in addition to several improvements to the sheet, the skills section has been shifted slightly, which will break imports for GM's using older versions of my GM Sheet. If your GM is using an older version of my GM Sheet, make sure they read this post regarding the update.

    ---

    Notable updates since my last post:

  • The temp bonus column under skills has been replaced with a section to record conditional bonuses to skill uses.
  • The damage calculation for Companion Creatures has been fixed (previously used main tab's STR instead of its own).
  • The Equipment tab has been expanded and reformatted, with each section gaining a description, section bulk calculation, and box to record how much capacity is available for the section. This is meant to make it easier to keep track of items like the Bag of Holding which have a limited capacity to hold other items.
  • Added a column under Spellcasting to record the heightened level of prepared spells.

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