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Welcome to OpenRPG DEV II

OpenRPG is a program that allows people to play pen & paper games over the internet. The goal of this site is to make pick-up games on OpenRPG quicker and easier by suppling blank OpenRPG format character sheets, or even better, pre-made characters for many of the games played on OpenRPG.

I am currently working on a translator for people that want to print out the sheets or use them from the website.



Go Back   OpenRPG DEV II > Downloads > AD&D 3.5e

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Downloads [Download 3.5 Automated Character Sheet v.9.02]
File Name: 3.5 Automated Character Sheet v.9.02 (111.4 KB) Download
Author: Jager Zero (Uploaded by JagerZero)
Location: http://openrpg.wrathof.com/forums/downloads/41399-BasicCharSheet.xml
Date Added: 04-18-2009
Downloads: 614
Grade: Not Rated
Description
4/20/09: Small Fix, under Combat > General, the in the Armor Class entry, it should read !@Size AC/Attack Mod.PC01@! where it says !@Size Mod.PC01@!

Forward; this sheet is a heavily modded version of this one. I started with that and added more automation until I got to where I was.

Tell me if there are any problems or if I missed anything stupid.

Be sure to change ever instance of ".PC01" with some other short symbol combination to ensure your variables don't get confused with anyone else's variables using this sheet. I recommend Notepad++ for this, it can edit XTML files and replace ever instance of one word with another.

The Detail tab contains flavor information and is where levels and experience are keep track of.

Stat has HP info, send able AC info, speed, initiative and sub tabs where the raw data for abilities, ability checks, and AC info. Unfortunate, I couldn't make simple ability mod calculations, so you have to put that in your self. The 'Misc' tab contains general information that doesn’t fit anywhere else.

Combat is where you'll find a good amount of non-magical data. General has send able saves, send able AC, a field of text for conditional modifiers, where you put your base attack bonus, and a send able grapple check. Attacks can contain tabs for each of your attacks. For example, if you have a melee weapon, a ranged weapon, and a Warlock's Eldritch Blast, you can make a tab for each of those for easy access and smooth battle. To edit or add another attack, in the Game Tree in OpenRPG, expand 'BasicCharSheet,' unless you renamed it, expand 'Combat' then 'Tabber' then 'Attacks.' If you rename one of the forms, the tab will change name. For example, if you name 'Wpn 1' to 'Longsword,' when you reopen the sheet, the tab will have changed name. To make a new attack tab, it would be easiest to copy an existing attack tab and edit the info within. See 'Making Equations' for more info on that.

NOTE: Under General, where it says "USERIMPUT" under the saves, that is not a variable. You have to put in your base saves for each. For example, a first level Druid's Fortitude save equation will look like this; [1d20+2+!@Con Mod.PC01@!+?] and it's Reflex save will look like this; [1d20+0+!@Dex Mod.PC01@!+?].

The Skill tab has info regarding skills, feats, special and racial abilities, and languages. Under Skills, all of the rank info is kept on the right. Simply put in the number of ranks you've put into that skill and it will be reflected in the skill check equation. To use a skill, select it in the skills list, then hit send. The list of skills contains every untrained skill in the SRD, to add a trained skill or a skill found out outside the SRD, expand 'BasicCharSheet,' unless you renamed it, then expand 'Skill' then 'Tabber' then 'Skills.' Right click on 'Skills' with the little gear next to it and go to 'Design.' Hit 'Add' and in the window that come up, add the skill name followed by [Q1d20+!@the skill name again.PC01@!+!@Abiilty Mod.PC01@!+?] if the skill has armor check penalty, add !@Check Penalty.PC01@! before '+?' in the equation. Hit OK. Close the window 'Skills Editor.' Then go expand 'Form' below 'Skills' in the Gametree. Copy one of these and rename it to the name of the skill with '.PC01' on the end. It's important to make sure this's name is the same as the second variable used in the skill equation just made. Use the other skills as an example.

Spell casting is where you'll find magic info. I've included templates for Magic as a wizard, sorcerer, cleric, psion, warlock, incarnum management and truenameing. To change your spell info, expand 'BasicCharSheet' then 'Spell Casting' then the class you want to change, for this example, Wiz, then expand 'Spells Known' and choose the level you want to edit. Right click on the level of spell with the little gear next to it and go to design. From there, you can edit and the spells in your spell book, spells known, or spells you plan on using as cleric using the add and edit buttons. If you plan on preparing a single spell more then once a day, it's recommended to have the spell listed more then once. Spells per day info, Arcane spell Failure, and conditional modifiers can all be edited while the sheet is open, you don't need to go design it. Warlock magic is slightly different in that the DC varies from invocation to invocation. To change the DC, when adding invocations, clone the second example and replace 'Invocation level' with the invocation's level. Now, when you have that selected and you hit send, the name and DC of the invocation will be sent to the chat box. Power Points for psionics can be managed on the fly similar to a sorcerer's spells per day. The incarnum general tab's info can be changed on the fly, except you must use design to create a list of commonly used soulmelds, just like you added spells as a wizard. The Chakras tab is used to keep track of what's bound to what, common souldmelds have to be edited in using design. The Soulmelds tab is used as a reference for commonly used melds and to keep track of how much essentia is invested in each. To add one, simply copy 'Template' under 'Soulmelds' and add the information. The truenaming tab contains a table of truenames known, a skill check for truespeak, Utterances known by tab and level, and a reference on how truespeak DC's work. This content is not open source, so you have to fill it in your self. Keep in mind that you have to add Truenaming as a normal skill under the Skills tab. The equation here is just for continence.

Inv is your inventory. It's pretty self explanatory, be sure to enter your armor stats here, this is where some of the AC data comes from. Other should be things like rings of deflection, be sure you put the variables in the proper slots under 'Stats' > 'Misc.'

MAKING EQUASIONS: You can use mathematical statements to simplify much work needed with little effort. The equation has to be in brackets, variables have to be in quotes made of !@ and @!, random numbers can be called upon by putting xdy in the equation, where x is the number of y sided dice, a ‘?’ is something that’s filled in right before the equation is calculated by the user in a pop up window, useful for conditional modifiers like flanking and Power Attack, and a ‘Q’ at the beginning of an equation can hide the details when sent to the chat log. Some examples;

You have a +5 Greatsword and you want to make it’s attack tab. Under attack, you input;
[ 1d20+!@Base Attack Bonus.PC01@!+!@Str Mod.PC01@!+5+?]
You then make the damage equation;
[2d6+1.5*!@Str Mod.PC01@!+5+?]
You then determine that you want it to be more clean and tell what type of damage, so you change it to this;
[Q2d6+1.5*!@Str Mod.PC01@!+5+?] Slashing Damage
The Q changes the way it displays in the chat window and because ‘Slashing Damage’ is out side of the brackets, it’s out put as words and is not part of the equation.

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Downloads [Download 3.5 Automated Character Sheet v.9.02]


Comments
Brimcon
10-08-2009 at 11:08 AM
File not found.


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